Commit Graph

2212 Commits

Author SHA1 Message Date
nethack.rankin
71219bf093 mimic statues & 2009 startup banner (trunk only)
A mimic posing as a statue was displayed as a tengu statue (and
recognizeable as such now that statues are displayed as the corresponding
monster rather than rock-class back tick), but the lookat code described
it as a giant ant statue (since there was no obj->corpsenm available to
indicate the monster type, it defaulted to 0).  This adds monst->mextra
field `mcorpsenm' so that mimics have a place to remember what sort of
statue or corpse they are mimicking.  And it picks a random monster type
when they take such forms so that the old tengu hack becomes irrelevant.

     newmextra() and newoextra() initialized pointers via memset(...,0)
which is not portable; switch to explicit assignments.  The wizard mode
code to display memory used for monsters and objects added in amounts
for the miscellaneous things pointed to by monst->mextra and obj->oextra
structs but didn't include memory for those structs themselves; add it.
Simplify monster save/restore slightly; there's no need for extra zeroes
to represent monst->mextra->X sizes when monst->mextra is null.

     Update the startup banner for 2009.  I should have done this with a
separate patch but I'm taking a shortcut.  :-]
2009-01-31 08:03:41 +00:00
nethack.rankin
0def692d5f probing shapechangers and mimics (trunk only)
Mentioned in the newsgroup recently:  stethoscope didn't reveal
when a monster was actually a chameleon, even though that's the sort of
inside information you might expect.  This adds "shapechanger" to the
other miscellaneous attributes shown.  I initially had "(a chameleon)" or
"(a vampire lord)" but decided that that was too specific, particularly
for the latter where you might expect/hope that the vampire bat next to
you is just an ordinary vampire rather than a lord.

     I had a pet eat a mimic corpse and take on the shape of a pyramidal
amulet.  Probing described it as "mimicing a pyramidal".  Many of the
names and descriptions in objects[] are only partial, so aren't suitable
for supplying feedback like this (and "mimicking" was misspelled...).
Switch to simple_typename(), although in the case of undiscovered amulet
it yields just "an amulet" rather than "a pyramidal amulet".  This also
extends probing feedback for mimicry to include all monsters mimicking
something, not just those who are in the midst of eating.  [That's
post-3.4.3 code and is only applicable for wands of probing.  Using a
stethoscope or hitting with Magicbane will unhide a mimic before giving
extra info about it.]
2009-01-30 01:44:53 +00:00
nethack.rankin
414e83fb78 grid bugs vs diagonal movement (trunk only)
From a bug report, attempting to move
diagonally when poly'd into grid bug form doesn't give any useful
feedback in the general case, and in the specific case of using 'u' to
try to move northeast with vi-style keys, it performs #untrap instead.
Diagonal directions were being classified as non-movement when in grid
bug form, so the feedback was usually just "unknown command".  But 'u'
is bound to untrap as a a convenience to players who use num_pad-style
movement keys.  (Move commands don't actually reach the assigned key
part of command handling, so for forms other than grid bug, !num_pad 'u'
moves NE despite the untrap function given to that key.)

     Split the diagonal handling out from movement command recognition.
It now gives "you can't get there from here..." if player tries to move
diagonally as a grid bug.  For direction prompts, it now gives "you can't
orient yourself that direction" instead of popping up the command assist
display.  (In the prompt string showing likely candidate directions for
digging, diagonal handling for grid bugs is academic because they aren't
strong enough to wield pick-axes.)
2009-01-29 00:46:01 +00:00
nethack.rankin
b76973aaaf monpolycontrol tweak (trunk only)
I) When testing the shopkeeper polymorph fix a couple of days ago, I
tried to pick a form without a head (which is now rejected for shk) by
specifying "trapper" via #monpolycontrol.  It worked, in the sense that
the shopkeeper didn't take that form, but it also retried with "lurker
above".  After trapper was rejected, it matched "trapper or lurker above"
for monster class and picked at random from that class (and in this case,
the second try was rejected for being headless too).  The code I added
(a couple of years ago?) to prevent picking invalid forms for vampire
shapeshifting was a bit sloppy with its retry attempts.

II) I also noticed that monpolycontrol would let you pick forms that
newcham subsequently rejected, like placeholder monster "giant", so that
select_newcham_form got called again, resulting in a new prompt from
monpolycontrol to choose a form without seeing any explanation why the
first try was ignored.  Now you'll get the same "it can't become that"
feedback and immediate reprompt as for an invalid monster, instead of
returning newcham a form that it won't accept.

III) The change in shopkeeper polymorph was rejecting forms without hands.
That was way too restrictive; the notake() filter is sufficient.

     This is all modification of post-3.4.3 stuff, so no fixes entry.
[Not 100% true.  newcham() doesn't explicitly reject humans anymore,
relying on polyok() test instead.  Kops are the only humans who pass it.
If they're not supposed too, they need M2_NOPOLY in their definition.]
2009-01-27 02:07:31 +00:00
nethack.rankin
1a6289a5ec fix #H1798 - limbless shopkeepers shouldn't take possessions (trunk only)
From a bug report, a shopkeeper who's been
polymorphed into a limbless creature shouldn't be able to come take your
possessions when you die since you can't pick up items when in that shape.
Rather than add new special case handling for shopkeepers, prevent them
from taking on shapes that render them unable to behave like shopkeepers
so that they can continue to catch thrown pick-axes and assorted other
things that would otherwise need a lot of extra checking introduced.
Ditto for temple priests, vault guards, and quest leaders.  Restriction
also applies to wizard mode use of #monpolycontrol, the only place where
players can actually notice this.

     It could--perhaps should--restrict them even further, forcing forms
that retain speech capability, but I didn't go that far.
2009-01-24 22:59:53 +00:00
nethack.rankin
b12d8522c5 Sunsword redux (trunk only)
This started out as a one line change.  After I saw someone in the
newsgroup mention that Sunsword's light was inferior to that of a lamp,
I decided to make it work better (than in 3.4.3, that is, becoming the
same brightness as a lamp) when blessed and worse when cursed (useless to
hero but still visible if wielded by a monster).  But then it needed to
change light radius when its curse/bless state changed, and it needed
message feedback when doing so, and that got kind of complicated.  I
wouldn't have bothered if I'd known what I was getting into, but I don't
want to throw it away now that I've done all this work....

     Sunsword now gives a light radius of 3 when blessed (same as a lit
lamp), radius of 2 when uncursed (same as a lit candle and as it has been
providing since added in 3.4.0), and a radius of 1 when cursed (nearly
but not completely useless, as mentioned above).  Also, it now "shines"
rather than "glows" since we usually use the latter for temporary effects.
2009-01-24 01:44:29 +00:00
nethack.rankin
e6b2d5c33d blessing/cursing via potion (trunk only)
Allow potions thrown straight down while hero is mounted to target
steed instead of always hitting the floor.  There's already a fixes35.0
entry for potions hitting worn saddle instead of the creature wearing it,
but that only happened when thrown at a nearby saddled monster, not when
the hero was stuck mounted on a steed with cursed saddle.

     Eight separate "the <obj> glows <color>" messages were too many...
(four for dipping an item in holy/unholy water, four more for throwing
either of those potions at a saddled monster).  Replace the repetitive
code, leaving just two such messages.  Setting of bknown flag for the
dipped object is the only intentional change here.  That used to be done
unconditionally but now requires that the hero see the glow color.
2009-01-23 00:05:14 +00:00
nethack.rankin
8c90e9ae7b fatal explosion feedback (trunk only)
From the newsgroup:
    As you read the scroll, it disappears.
    The scroll erupts in a tower of flame!
    Your spellbook of force bolt catches fire and burns!
    [...]
    Your potion of paralysis boils and explodes!
    Something seems to be holding you.
    Do you want your possessions idenified?
This character survived the burning and boiling objects then succumbed
to the initial flame explosion.

     A fatal explosion calls done() without any explanation.  Or rather,
it dated to the time where it would immediately follow "the scroll erupts
in flame" (or "you are caught in <some kind of> explosion") without the
chance for intervening messages.  Then when item destruction was moved
sooner (for bones file purposes), message sequencing was left dangling.
This patch adds a new "it was fatal" message in front of done().
2009-01-05 00:35:39 +00:00
nethack.allison
76350a5348 Fix a few build issues seen by various compilers
that I have on my system but haven't used for a while
(a couple of warnings and a couple of errors)
2008-12-30 22:02:31 +00:00
nethack.rankin
b8ed7412dc exerchk fix (trunk only)
Post-3.4.3 problem noticed by Michael:  some code which was supposed
to be inside the end of a loop got placed in front of the wrong closing
brace, ending up beyond that loop.  As a result, decay of old attribute
exercise wasn't working as intended, and out of bounds array modification
was occurring (clobbering u.abon.a[0], which probably messed up resetting
strength when taking off rings of gain strength which were worn during an
exercise check).
2008-12-30 21:45:41 +00:00
nethack.rankin
624df671c6 lifesaved steed (trunk only)
From the newsgroup:  hero's steed can become untame if killed while
it is wearing an amulet of life saving, leaving the hero still mounted
and resulting in repeated "placing steed onto map?" warnings when the
steed tries to move.  Force the hero to be thrown off the mount in that
situation.
2008-11-24 23:35:33 +00:00
nethack.rankin
4b1116f4d0 fix #H1755 - feedback for clerical summoning when blind (trunk only)
From a bug report, the feedback
you get when a monster summons insects or snakes is the same when blind
as when you can see.  A comment in the code stated as much, but fixing
it is relatively straightforward.  (Or not; there are actually a lot of
cases to be handled; this covers enough of them, I hope.)
2008-11-15 20:38:02 +00:00
nethack.rankin
655a340f69 fix #H1733 - fainting doesn't behave like falling (trunk only)
Suggested by <Someone> <email deleted>, fainting from lack
of food while wielding a cockatrice corpse should fall on that corpse
and be fatal, like triggering a pit or moving down stairs while too
heavily encumbered.  I put the fixes entry in the new features section
even though it probably qualifies as a bug.
2008-11-14 00:38:28 +00:00
nethack.rankin
1485d51ca9 fix #H1745 - enlightenment about number of times killed
From a bug report, code that always
produced plural feedback (used only for values of N greater than 3) was
unnecessarily handling plural vs singular.  No change in game behavior;
just one less function call in the code.
2008-11-14 00:08:32 +00:00
nethack.rankin
2cbc40caf7 fix #H1749 - kick that misses didn't reveal concealed mimic
From a bug report, getting "your
clumsy kick does no damage" when attempting to kick the location of a
concealed mimic or hidden monster didn't bring the target out of hiding.
2008-11-13 23:24:00 +00:00
nethack.rankin
fd799733c2 [part of] #H1743 - sleeping victim of theft (trunk only)
Mentioned by <email deleted> in his report about
sound anomalies, it was possible for a sleeping hero to "gladly start
removing armor" when attacked by a nymph or succubus.  The code
explicitly wakes up the hero if he has fainted from lack of food because
"can't charm without waking you" (according to the existing comment),
but it didn't handle other forms of sleep and paralysis.  You could get
 |You fall asleep.
 |The wood nymph charms you.  You gladly start removing your armor.
 |The combat awakens you.
Now in the same situation you'll get
 |You fall asleep.
 |You wake up.
 |The wood nymph charms you.  You gladly start removing your armor.
2008-11-02 23:12:21 +00:00
nethack.rankin
83eb72c0fd hand slip when naming objects (trunk only)
From a bug report, the text change applied
when you try to give an artifact's name to am item of that artifact's type
would choose a letter from 'a' through 'y' when replacing the randomly
selected target letter.  Rather than fixing the off by one bug which
prevented 'z' from being chosen, this switches to the existing routine
used for mangling engravings.  (Unfortunately the fix is not as simple as
first expected, because wipeout_text() doesn't guarantee to change text
which has spaces in it and all the quest artifact names have those.)
2008-11-02 22:26:56 +00:00
nethack.rankin
bb5820b493 monsters eating green slime corpses (trunk only)
From a bug report, pets able to eat
acidic and poisonous corpses (black naga was the case cited) would eat
green slime corpses without turning into green slime, unlike the hero.
This prevents such monsters from eating green slime unless they're
starving, implements transformation into green slime for the case where
it does get eaten, and prevents non-pet gelatinous cubes from devouring
such corpses.  meatobj() is reorganized to hopefully become clearer, and
it removes the assumption that the object eater is a g.cube in case we
ever adopt slash'em's "tasmanian devil" monster.

     Monsters with digestion attacks who swallow green slime monsters
are turned into green slime, but ones who swallow hero poly'd into green
slime are not.  This doesn't address that.
2008-10-25 01:04:04 +00:00
nethack.rankin
3425a19dff '[' vs embedded dragon scales (trunk only)
When dragon scales or dragon scale mail becomes embedded in poly'd
hero's skin, the '[' command would report "you are not wearing any armor"
but the '*' command showed "a set of <color> dragon scales (embedded in
your skin)".  The '[' feedback is more accurate but the '*' feedback is
probably more useful.  This changes '[' to be more specific when lack of
worn armor is accompanied by embedded dragon scales/scale mail.

     I put the fixes entry in the new features section since the old
behavior wasn't a bug.
2008-10-20 05:18:31 +00:00
nethack.rankin
6870660aba more breaking wands (trunk only)
If breaking a wand of polymorph uses up any floor objects, give a
"you feel shuddering vibrations" message like happens when zapping.
2008-10-20 04:07:40 +00:00
nethack.rankin
b0478ecef8 breaking wands (trunk only)
From a bug report, polymorph of self due to
breaking a wand also polymorphed various items that were dropped in the
process, unlike the case of zapping polymorph at monsters which excludes
dropped items from being poly'd.  This polymorphs the pile at the hero's
feet before polymorphing the hero.  I first tried to handle it using
obj->bypass like with monsters, but that didn't work.  Post-3.4.3, the
bypass handling is also used for polyself (by retouch_equipment()) and
it was getting reset at an inconvenient time.

     He also complained that he failed to get "you feel shuddering
vibrations" when some polymorphed objects got destroyed.  That message
is issued by weffects() which do_break_wand() doesn't call.  It ought to
be fixed, but this patch doesn't address it.

     Lastly, add code to prevent objects guarded against polymorph via
obj->bypass from getting used up when creating polypile golems.
2008-10-20 00:57:16 +00:00
nethack.rankin
9a7c5194a0 comment tidbit (trunk only)
Noticed when fixing branch code.
2008-10-19 22:54:01 +00:00
nethack.allison
332abb07aa misplaced C variable declaration in current code
options.c
..\src\options.c(4072) : error C2275: 'boolean' :
	illegal use of this type as an expression
        c:\personal\nhdev\350\test\include\global.h(56) :
	see declaration of 'boolean'
..\src\options.c(4072) : error C2146: syntax error :
	missing ';' before identifier 'found'
..\src\options.c(4072) : error C2065: 'found' : undeclared identifier
..\src\options.c(4072) : error C2065: 'numeric' : undeclared identifier
..\src\options.c(4077) : error C2065: 'found' : undeclared identifier
..\src\options.c(4088) : error C2065: 'numeric' : undeclared identifier
..\src\options.c(4090) : error C2065: 'found' : undeclared identifier
..\src\options.c(4090) : error C2065: 'numeric' : undeclared identifier
2008-10-18 12:40:06 +00:00
nethack.rankin
6202d5971e fix #1727 - offering Rider corpses (trunk only)
The report that killing a Rider on an altar allowed you to sacrifice
its corpse was a wizard mode-only phenomenon in 3.4.3 (because you needed
to use an altar at some location other than the Astral Plane, hence also
needed to use ^G to get the Rider there), so not really a bug.  But a
post-3.4.3 change has made it possible to offer corpses from the floor on
the astral level, unintentionally making it possible to sacrifice Rider
corpses.  This makdes #offer check specifically for them and trigger their
revival if the attempt is made, same as done by pickup.
2008-10-09 23:55:43 +00:00
nethack.rankin
426894d813 loose objects at game end
Some post-3.4.3 code to clean up thrown or kicked objects which were
in transit at the end of a game didn't work correctly for kicked objects,
leading to an "obj not free" panic if you kicked an object at some point
and didn't kick anything else before the game was over.  Unlike thrownobj,
kickobj wasn't being cleared after use.
2008-09-04 20:47:04 +00:00
nethack.rankin
1179bb964c monsters putting on shirts
From the newsgroup:  code intended to prevent a monster who's wearing
a suit from putting on a shirt didn't work due to faulty logic.
2008-09-04 20:21:06 +00:00
nethack.rankin
a559b0cabc Dr.Who graphiti (trunk only)
Add an entry to the set of randomly placed engravings.  The revival
of Doctor Who, which seems to be referred to as Series 1 through Series 4
ignoring umpteen years of earlier versions, showed graphiti of "BAD WOLF"
intermittently throughout season two and brought it back for the finale
of season four.  As far as I noticed, it was always written in all caps.
2008-08-28 22:48:58 +00:00
nethack.rankin
706d2dc11f makesingular vs compound phrases (trunk only)
When testing singularizing of fruit names I noticed that "bunches of
grapes" became "bunche of grapes".  makesingular() had a comment about
not recognizing "es" and suggesting that recursion could solve it.  But
makeplural() already handled things like that without resorting to
recursion, and it also recognized more compounds than just "foo of bar"
and "*man-at-arms" (such as "pie a la mode" and "soup du jour").  This
moves the compound phrase recognition into a separate routine so that
both makesingular() and makeplural() will handle the same stuff, and it
modifies makesingular() to do as well as makeplural() when processing the
front half of compound phrases (the "foo" part in "foo of bar").

     Also, a minor plurization tweak:  algae was recognized as already
plural but larvae and several similar words weren't.
2008-08-24 22:39:22 +00:00
nethack.rankin
5d690ae073 force fruit name to be singular (trunk only)
Inventory formatting for a single slime mold object would be strange
if the user entered a plural word or phrase for fruit name.  Forcing the
user-specified value to be singular as it's being set up as current fruit
avoids that.  [Something like <Someone>'s "bunch of grapes" is unaffected;
it's already singular and correctly handled as such by makesingular().]
This may have a side-effect of limiting the creativity of some players
who try to trick others via bones files gimickery, but I think the extra
consistency in object naming during ordinary play is worth it.

     According to the cvs log info, this issue was actually mentioned in
a patch I made ("fix M203...") in October, 2005.  I have no recollection
of that at all....
2008-08-23 01:17:41 +00:00
nethack.rankin
22a03424dd more fruitadd() (trunk only)
Each time save and restore is performed, the ffruit list gets
reversed.  Since additions can be made when it is in backwards order or
in original order depending upon whether an odd or even number of save/
restore cycles have taken place, the numeric sequence of its entries is
ultimately arbitrary.  So there's no point using extra code to force new
ones to be added at the end of the list; just put them at the beginning.
2008-07-22 21:11:39 +00:00
nethack.rankin
35493a3545 current_fruit (trunk only)
I almost abandoned this when Michael beat me to it, but besides
handling the fruit rename bug it also moves `current_fruit' into the
context structure to eliminate separate save/restore for that.
2008-07-21 00:03:41 +00:00
nethack.allison
60b7b2c0f0 change of fruit name
From a bug report:
The following steps do not yield the expected fruit:
  1) start nethack in explore mode (with a wand of wishing)
  2) change fruit name to "tomato"
  3) save/restore
  4) change fruit name back to "slime mold"
  5) save/restore
  6) wish for a fruit; you get a tomato
  7) check options; fruit name is set to "slime mold"

If you specified a fruit name that already existed in the list,
fruitadd() always set current_fruit to the fruit with
the highest fid encountered in the list to that point, instead
of the fid of the matching entry.
2008-07-19 22:56:37 +00:00
nethack.rankin
e053cb3447 first divine gift artifact (trunk only)
From the newsgroup:  if no co-aligned artifacts are available when
attempting to give the first divine gift for an offered corpse, nothing
would be given.  Since the gift counter stayed at 0, subsequent attempts
to select one would still treat it as first gift and always fail again.

     The first divine gift from offering corpses must match the hero's
alignment; after that, nonaligned artifacts (Frost Brand, Giant Slayer, &c)
are added to the pool of choices for further divine gifts.  It's pretty
easy for a chaotic character to use up the co-aligned artifacts before
getting any divine gift.  There aren't many chaotic ones and some are
inelgible due to being race-specific items.  Wishing for Stormbringer--or
loading a bones file which contains it--and creating Sting and Orcrist
via naming will do the trick for an elven hero.

     This patch expands the pool of candidates to include nonaligned
artifacts during first gift selection if no co-aligned ones are available.
2008-07-07 03:01:30 +00:00
keni
b5d05b2bca SHELLERS for SYSCF, MacOS 10.5 hints file (trunk only)
Add SHELLERS - people allowed to use ! command with same syntax as WIZARDS.
Add new hints file for 10.5, since the rules and commands for groups changed
(new commands introduced in 10.4, old ones removed in 10.5; creating a new
user under 10.4 gave you a matching group, in 10.5 it doesn't).  Also move
shared build into roughly right place in file system when being installed
for root - don't use ~root.
Makefile.top - don't remove ./-p unless it exists (that's always annoyed me).
fix error invoking macosx.sh
2008-06-14 20:57:21 +00:00
nethack.rankin
6a259a1464 restful sleep bit (trunk only)
A change yesterday made putting on an amulet of restful sleep avoid
clobbering the timeout from having already eaten one, only replace it if
the new timeout is shorter.  This does the inverse; when eating one, if
you're already sleepy from also wearing that type of amulet, only replace
the timeout if new one is shorter.  And don't clobber the other intrinsic
bits with FROMOUTSIDE, just add it to whatever ones might already be set.
Neither should have any observable effect on game play, so no fixes entry.
2008-05-27 04:49:43 +00:00
nethack.rankin
9dce52ea98 fix #H1662 - temporary vs permanent sleepiness (trunk only)
From a bug report, wearing
(or removing) an amulet of restful sleep was overriding permanent
sleepiness which had been obtained previously via eating another amulet.
The setting of timeout clobbered the non-timeout bits for that intrinsic.

     This also adds the timeout counter for sleepiness to enlightenment
feedback in wizard mode.  Unrelated:  rephrase enlightenment feedback for
adornment to more accurately describe what that does.
2008-05-26 05:46:21 +00:00
nethack.rankin
d5ca34a45b initial sling skill
From a bug report, archeologists were
inadvertently starting out at basic skill level in sling because of their
carried touchstone, which is flagged as being sling ammo.
2008-05-08 03:50:44 +00:00
keni
7b2fb4d0b5 more warning cleanup (trunk only)
More warning bits that never got committed.
More appropriate compiler flags for warning checks (macosx only for the moment).
The changes in dgn*[lc] just rename line_number to nh_line_number to avoid a
clash, so no need to regenerate the lex output.
2008-04-18 17:37:33 +00:00
keni
97abafd41a add MAXPLAYERS to SYSCF (trunk only)
Add MAXPLAYERS to SYSCF config file; deprecate (but continue to support)
 MAX_NR_OF_PLAYERS in nethack.sh since it is trivially overridden in many
 (all?) cases and isn't useful for ports that don't use nethack.sh.
2008-04-07 22:27:18 +00:00
nethack.rankin
9f2322b1f8 tweak probing while swallowed (trunk only)
Follow up to the patch that adds a fake inventory entry for the
swallowed hero when probing an engulfer.  Make the header for the hero
be plural to match those of object classes, and prefix the hero entry
itself with a/an to reflect its count of 1.
| Swallowed Creature              ->  Swallowed Creatures
| > - elven ranger called wizard  ->  > - an elven ranger called wizard
2008-03-22 17:32:10 +00:00
nethack.rankin
17f63949bc probing while swallowed (trunk only)
Reported recently by <Someone>:  probing feedback while engulfed
shouldn't claim that the monster is not carrying anything when the hero
is inside of it.  The simple case where it's not carrying anything else
was a trivial one line change; handling inventory plus hero was trickier
and I wouldn't have bothered if I'd realized what it was going to take.
But it's done now; trivial case
        The purple worm is not carrying anything besides you.
and harder case
        The purple worm's possessions:
        Weapons
        a - an uncursed dagger
        Swallowed Creature
        > - human archeologist called wizard
2008-03-21 03:12:14 +00:00
nethack.rankin
5c053b12dd post-3.4.3 obj not free panic
Throwing an object while engulfed and then quitting triggers a panic
when the end-of-game code tries to clean up the thrown object.  Throwing
code wasn't reflecting the fact that adding the missile to the engulfer's
inventory already handles the thrown object.  3.4.3 wasn't affected; it
didn't bother trying to clean up `thrownobj' in done().
2008-03-21 03:09:37 +00:00
keni
403ace96e3 build error message tid
Don't call impossible() if there are no window types  - we just core after
being told to #quit when it's too early to do so.
2008-03-18 23:11:28 +00:00
nethack.rankin
2d1eb28e67 aborting key/pick usage (trunk only)
From the newsgroup:  applying a key and then using ESC at direction
choosing prompt was using up a move even though hero didn't do anything.
2008-03-08 03:45:26 +00:00
nethack.rankin
ba0d55ce54 wand engraving bit (trunk only)
Readability tweak; use `WAND_BACKFIRE_CHANCE'.  This code for giving
cursed wand a chance to explode when engraving is in the branch too, but
the macro wasn't added there.
2008-03-07 03:01:51 +00:00
nethack.rankin
6e07a2ffe1 display/map glitch in C quest temple
From a bug report:  in the irregularly
shaped temple on the C quest home level (the room where the leader is
located), the lit south wall contained a dark spot where a secret door
is located.  It stayed blank until you got right next to it rather than
just until you got to a good angle facing it.  (Magic mapping hides the
problem by showing that spot as a wall instead of leaving it as unseen;
you have to walk or teleport to that room in order to see the problem.)
The code that lights walls and doors which border lit rooms neglected
temporary walls produced by secret doors.
2008-03-01 08:10:53 +00:00
nethack.rankin
f2e3953914 vitamin deficiency (trunk only)
Implement something <Someone> suggested a long time ago:  eating a
disenchanter corpse has a chance to remove an intrinsic.  Uses the same
routine as nighttime gremlin attacks, which chooses an intrinsic randomly
and attempts to remove it, so has no effect if it chooses one the hero
lacks.  This can be used to remove "aggravate monster" but is much more
likely to target something the player wants to keep.  [By the way, a lot
of potential candidates are missing:  sleep, shock, and disintegration
resistance and teleport control come immediately to mind.]

     Also, it has been bugging me that you can get both strength and
fire/cold/shock resistance from the same fire/frost/storm giant corpse.
The code prevents mind flayer corpses from conferring both intelligence
and telepathy, so strength handling was inconsistent (even though it
predated mind flayers...).  This causes strength boosting to be treated
as an extra candidate when selecting an intrinsic to confer, so you'll
either get strength or resistance (which might be a no-op) but not both
from those giants.  And it special cases the other giants to have the
same 50% chance for boosting strength, even though the alternative in
their case is to do nothing instead of trying to confer something else.
Lastly, it now gives a message when you succeed in gaining strength.
2008-02-22 01:44:57 +00:00
nethack.rankin
a023e8188f fix #M57 - alchemical potion explosion fails to wake monsters
From a bug report,
the message when dipping one stack of potions into another triggers an
explosion says "BOOM" yet nearby sleeping monsters remained undisturbed.
2008-02-21 06:18:08 +00:00
nethack.rankin
e8624a3285 eel hiding behavior (trunk only)
From a bug report:  an exposed eel in an isolated
pool--swamp rooms sometimes produce those--would never re-hide no matter
how long you left its vicinity.  Re-hiding is part of post-move handling
and an eel with no adjacent water to move into would never reach that bit
of code since it didn't move anywhere.  The code used to re-hide monsters
when you return to a previous level was ignoring eels altogether.  Give
unhidden eels a chance to hide earlier during monster movement and also
when the hero returns to their level.

     Also a really minor bit to slow down hit point loss of eels out of
water.  I don't think anybody reverse genocides krakens to get experience
any more since they don't provide a big bonus when they're out of water,
so this change won't have much of an affect.
2008-02-21 05:52:08 +00:00
nethack.rankin
ac63f2bb6f more lint (trunk only)
The one `anything any' that was triggering a warning was shadowing
another `anything any' in the same function; no need to rename it, just
remove the unnecessary declaration.  Also, mark the couple of arrays with
initializers that I'd noticed as static instead of letting them default
to auto.  The abil_to_spfx()::abil2spfx[] one might need to be redone in
code as a switch if some compilers/linkers have trouble initializing it.
2008-02-20 01:26:13 +00:00