Commit Graph

1271 Commits

Author SHA1 Message Date
nethack.rankin
151dcad8fa hangup revamp (trunk only)
[See cvs log for src/cmd.c for more complete description.]

     This turns clearlocks() into a no-op during the period when the UNIX
port is asking the user to confirm whether to overwrite an existing game.
Also, this removes the duplication of code and function between hangup()
and end_of_input(), and it simplifies the check for whether hangups are
supported by adding new macro HANGUPHANDLING.  (I don't think global.h is
the best place to be defining that but I couldn't figure out where else
it would fit, other than repeating for individual xxxconf.h files.)  And
adds a couple more done_hup checks to try to cope with situations where
rhack() is being bypassed.  Lastly, having readchar() return EOF was
ignored for non-UNIX configs; now everybody gets ESC instead of letting
EOF be seen further inside the core.
2007-01-16 04:54:38 +00:00
nethack.rankin
187b8dec9f need hands to throw
From the newsgroup:  slash'em lychanthrope character could throw
while in wolf form.  That came straight from nethack; any animal capable
of manipulating an object--possibly with its mouth--could throw things.
Now hands are required.  This doesn't require free hands, although it
probably should; it's kind of tough to imagine making a competent throw
while your hands are stuck to a cursed two-handed weapon.
2007-01-11 05:15:33 +00:00
nethack.rankin
7c93acbaf8 shopkeeper/priest movement
From a bug report:  shopkeeper
wouldn't move to block his doorway if there was a grave at that location.
Nothing supernatural; shopkeeper and temple priest movement was too
specific about what sort of terrain might be present and didn't know that
room floor might be replaced by a grave.
2007-01-07 05:11:09 +00:00
nethack.rankin
15122d269c gold in menus fix (tty; GOLDOBJ for branch, both GOLDOBJ/!GOLDOBJ for trunk)
A recent change to force gold in inventory (during multi-item Drop or
applying/looting containers) to have '$' for its inventory letter for the
!GOLDOBJ configuration has revealed a bug which 3.4.3 has for the GOLDOBJ
configuration.  Specifying a count followed by '$' to use a subset of
carried gold didn't work under tty; the $ was treated as a group accelator
and overrode the count, so full stack was always used.  (The code a few
lines above this which counts the occurrences of group accelators already
includes this same fix:  ignore an item's group accelator when it matches
the selector.)

     I wouldn't be surprised if other interfaces are subject to the same
problem; since I can't test those I'm not attempting to fix them blindly.
2007-01-06 04:39:49 +00:00
nethack.rankin
448b7cc7b6 streamlined container interface (trunk only)
Reduce the number of questions issued when applying or looting a
container, and offer the opportunity to put things inside before taking
things out.  Instead of "Do you want to take something out?  [:ynq]",
followed by "Do you want to put something in? [ynq]", this gives just one
prompt; the result is similar to menustyle:full where you start out by
choosing between out, in, and both.  There are now two additional choices:
reversed, for both in the opposite order, and stash, to put a single item
inside.  Prompt phrasing is rather clumsy; I wanted to keep it short:
"Do what with <the container>? [:oibrsq or ?]", where picking '?' pops
up a brief help window.  Inappropriate choices (like 'o'and 'b' when
container is empty) are suppressed from the prompt but still acceptable as
input; " or ?" is suppressed if the cmdassist option has been toggled off,
but entering '?' still works to get help.

     Menu mode wouldn't allow 'b' when inventory was empty, despite the
fact that first taking things out might change that.  Now 'b' is a viable
choice if the container isn't empty, and the new 'r' is a vialble choice
when inventory isn't empty even if the container is.
2007-01-04 06:15:25 +00:00
nethack.rankin
c45ce7a999 container groundwork / splitting welded weapons (trunk only)
Some miscellaneous changes preparatory to enhancing the container
interface.  This also fixes a minor inconsistency in object manipulation:
askchain() wouldn't let you split a stack of welded weapons but getobj()
would, so you couldn't get rid of part of the stack using 'D' or #loot,
but you could with 'd' (and post-3.4.3, with #adjust).  Now getobj() will
behave like askchain(); if you have 3 cursed daggers welded to your hand,
you won't be able to drop 1 or 2 of them anymore.
2007-01-04 05:46:14 +00:00
nethack.rankin
f411d303ea monster ranged attacks (trunk only)
Newsgroup posts mention "boulder forts" from time to time, where the
player surrounds the hero with boulders in order to prevent the majority
of monsters from being able to attack.  Since the hero can shoot or throw
or zap over/around/through boulders, monsters ought to be able to do so
too.  This makes the test for whether a monster is lined up properly for
its ranged attacks try harder when the original line-of-sight check fails.
If there aren't any terrain obstacles found, it allows a chance to attack
based on the number of locations in the path that contain any boulders.
Giants and any monster carrying a boulder-destroying wand of striking get
to ignore boulders, overriding the random chance.
2006-12-28 02:45:38 +00:00
nethack.rankin
f93b3837d8 statue trap activation
Make monsters created by statue trap activation start out awake and
hostile in addition to being unhidden.
2006-12-24 04:09:32 +00:00
nethack.rankin
e26d9ffee0 endgame trap fix
Someone in the newsgroup claims to have reported this in mid-October,
but he uses a fake address in news and maybe he did so with his mail too,
resulting it not being delivered.  Anyway, arming a land mine on the Plane
of Air, then setting it off, produced a pit in the air.  This fixes that
directly, in case someone manages to do it again, and it also prevents
land mines and bear traps from being armed in midair in the first place.
Ditto for Plane of Water; water/pool locations were already covered (can't
arm there), and the bubbles ought to be treated similarly to Plane of Air.

     When testing this, I managed to get a crash while restoring a saved
game.  I had worn a blindfold and armed a land mine on the water level
(with just the no-pit part of the patch in place), then saved.  When
restoring, I got a crash in restore_waterlevel() at one or the other of
these lines (traceback pointed at the first, but it has to have actually
been the second; an access violation from an address derived by applying
a small offset to a null pointer):
	ebubbles = b;
	b->next = (struct bubble *)0;
After that, I couldn't reproduce it with a wished-for trap and couldn't
stay in one place long enough again to successfully arm a trap object.
So there may be a nasty bug still present, perhaps now hidden by no longer
being able to create a new trap on that level.
2006-12-22 04:05:13 +00:00
nethack.rankin
fb07e9d06f boomerang path (trunk only)
Thrown boomerangs travelled in a clockwise path, appropriate for
left-handed throwing.  But nethack heroes are treated as right-handed by
the weapon wielding and shield wearing code, so make boomerangs travel
counterclockwise instead.  Switching is straightforward, in case we ever
implement user-specified or random handedness.
2006-12-21 04:03:33 +00:00
nethack.rankin
5ce14e99fc final? multi-shot throwing (trunk only)
Make worm teeth and crysknives be stackable.  Positively enchanting
a stack of multiple worm teeth produces a single crysknife, negatively
enchanting a stack of multiple crysknives produces a single worm tooth.
A dropped stack of N fixed crysknives has 90% of remaining N crysknives,
10% of becoming a stack of N worm teeth, rather than produce an average
of 0.9*N crysknives and 0.1*N worm teeth.  (The code which handles that
transformation operates on loose objects so cannot handle stack splitting
because it wouldn't have any idea of what to do with extra objects.)

     Terminate multi-shot volley throwing of boomerangs if one comes back
and isn't caught.  The sequence throw-catch-throw-catch is odd, but would
take a substantial amount of code and effort to be changed to the more
intuitive (for rapid volley throwing) throw-throw-catch-catch.  Even if
feasible, doing that for underused boomerangs would be a waste of effort.
2006-12-19 05:07:53 +00:00
nethack.rankin
124040bcb9 multi-shot bug
Reading the comments in the previous patch, I realized that keeping
the old behavior for monsters who are shooting multiple missiles was
leaving an obscure but potentially serious bug.  I haven't attempted to
trigger it but 3.4.3 is bound to be vulnerable.
2006-12-17 06:26:08 +00:00
nethack.rankin
212623962e multi-shot throwing for knives & spears (trunk only)
Make all stackable weapons capable of multi-shot volleys when thrown.
Affects knives, spears & javelins, and boomerangs; requires advanced skill
assignment (skilled:  1-2 missiles per throw, expert:  1-3 missiles) or
role-specific bonus (ranger class's general +1 bonus is the only one that
applies to any of these weapon types).  For monsters, prince-caste get 1-3
missiles and lord-caste get 1-2, as before, with fake player monsters now
also getting 1-2; those counts apply to all stackable weapons regardless
of whether the species or role ordinarily uses whatever is being thrown.

     Related changes:  monks now get a role-based +1 count for shuriken,
throwing 1-2 instead of just one (they're only allowed to achieve basic
skill so won't reach any higher volley count).  Monster monks and ninjas
get that too; ninjas now get the same for darts and they're guaranteed
weapons in starting inventory.  Also, fake player rogues now sometimes
get orcish daggers instead of short sword, providing a decent chance to
occasionally have Grimtooth be randomly generated on the Astral level.

     Potentially controversial:  wizards can still become expert in dagger
skill and receive the to-hit and damage bonuses for that when throwing as
well as when wielding, but the number of missiles for them has now been
reduced to 1-2 (in other words, going from skilled to expert no longer
improves the max count for the volley amount for wizard role).  They're
supposed to be spellcasters; being able to throw up to three +7 daggers
at a pop was a big temptation for resorting to brute force, particularly
since they'll already want highest dagger skill for wielding Magicbane.

     To do:  throwing multiple boomerangs either needs to behave as if
they're all in flight before the first returns, or else the volley needs
to be cut short if one comes back and isn't successfully caught.  The
latter is a lot easier to do but the former fits better with what multi-
shot volley is supposed to represent.  Another alternative is to change
them to no longer be stackable, then this sequencing issue goes away.

     To do too:  make worm teeth and crysknives become stackable like the
other knife-skill weapons.
2006-12-17 05:47:17 +00:00
nethack.rankin
54bbb38ee0 merge javelin and spear skills (trunk only)
Part of "multi-shot throwing proposal" last January.  Unfortunately
some of the bits that I had implemented back then have vanished, so I'm
doing it over from scratch.  There were three main parts:
1) allow multi-shot volley throwing for all stackable weapons (affects
   knives, javelins, spears, and boomerangs; other weapons either don't
   stack or are already multi-shot);
2) make worm teeth and crysknives be stackable like ordinary knives;
3) merge spear and javelin skills, so that allocating skill points to
   their use becomes more attractive and they might get used more.
This patch only does #3.

     Since the monk skill set shrinks by more than any of the other roles,
I bumped max skill for escape spells (haste self, invisibility, jumping,
levitation, and teleport away) from basic to skilled; that's the only
skill adjustment included here.  For the couple of roles had different
max values for spear and javelin skill; this keeps the higher of the two.
2006-12-15 04:54:22 +00:00
nethack.rankin
1c70b6f777 engraving vs drawbridge
From the newsgroup:  ``Something is engraved here on the water.''
An engraving written on a lowered drawbridge would be transfered to the
underlying terrain when the bridge was raised.  The coverse was also true;
if you plugged the moat and then engraved on the ground, that engraving
would remain visible--and touchable if blind--when the bridge was lowered
to cover its spot.  Rather than try to handle two different engravings at
the same coordinates (with one of those two changing locations when the
bridge is raised or lowered), this just wipes out any engraving at both
span and portcullis locations whenever the bridge state changes, like is
done for traps.
2006-12-15 03:11:14 +00:00
nethack.rankin
f16db6f5f6 tty_askname() fix [#if UNIX || VMS]
Typing a response at the "Who are you?" prompt didn't allow digits in
the character's name under Unix and VMS; something like "arc15" came out
as "arc__".  This allows them to be used anywhere except for the first
character.  "arc15" now works; "15arc" ends up as "_5arc" so that there
still won't be a leading digit abutting the uid value when they're joined
to form the save file name.
2006-12-12 05:15:07 +00:00
nethack.rankin
a00a69ba26 crossbow range and rate (trunk only)
From a bug report:
crossbow shot range shouldn't depend upon strength.  Make it fire for a
distance of BOLT_LIM regardless of whether if would have gone shorter or
longer by using the normal ranged calucations.  However, strength is
necessary to load crossbows, so make characters with low strength be less
capable of launching multi-shot volleys.
2006-12-09 02:39:34 +00:00
nethack.rankin
1505e3e7d7 sacrificing tune-up (trunk only)
There was code to give feedback if you attempted to offer the Amulet
on a regular altar instead of the final high altar, but that code was
unreachable; getobj() yielded "that's a silly thing" whenever you picked
an amulet while not on the Astral (or recently changed, Sanctum) level.
This allows you to try to offer the real or fake Amulet of Yendor on any
altar, but they'll only be listed as likely candidates when on the Astral
level.  Conversely, it no longer lists carried corpses as likely candidates
at the Astral high altars; they're still acceptable but not what the hero
is supposed to be fiddling with there.  Also, allow corpses on the floor
to be offered on high altars, fixing a complaint we've gotten a few times
over the years.  (Unfortunately there's no way to suppress them as likely
candidates on the high altars while still allowing them to be sacrified.)
2006-12-08 04:44:25 +00:00
nethack.rankin
79ced450e7 engraving in inaccessible locations
Also from the newsgroup (2nd from "Three bugfixes for Xorns" [I got
the subject wrong on the previous spell of protection patch]):  when
phazing through walls or rock you could engrave as if it was ordinary
floor.  Again I didn't use the user's patch; it left closed doors, raised
drawbridge, and iron bars as locations where engraving was still feasible
and said "you can't write in solid rock" even if you were inside a tree.
[The 3rd of "3 xorn fixes" was for misleading feedback when attempting to
engrave while underwater; we've already fixed that one.]

     There was a suggestion that you should be able to engrave within solid
rock if you use a wand of digging, and that seems like a pretty good idea,
but the check for location comes before the check for writing instrument so
would be tricky to implement.
2006-12-07 06:28:16 +00:00
nethack.rankin
a29b06ac2f spell of protection feedback
From the newsgroup (subject: "3 xorn fixes"):  casting spell of
protection would report "the air around you begins to shimmer" even when
you were embedded in rock or swallowed.  It included a pointer to a patch;
I looked at that but ended up not using it.
2006-12-07 05:27:18 +00:00
nethack.rankin
1bb8545563 endgame: high altars, offering the Amulet to Moloch (trunk only)
Several small related changes that ended up being not quite so small:

     Allow the Amulet of Yendor to be offered on the altar in the temple
of Moloch's Sanctum level; doing so is fatal.  Fake ones can be offered
too, but that doesn't do anything special (they act the same as they do in
the temples on the Astral level).  Unlike in the endgame, the Amulet and
its fakes aren't listed as likely candidate for #offer's pick-an-object
prompt; like the endgame, corpses must be carried rather than being on
the altar in order to be sacrificed.

     Prevent non-chaotics from destroying the chaotic high altar on the
Astral level via same-race sacrifice.  From a bug report.  (Chaotics converting non-chaotic high altars
via same method was already handled.  I think the behavior for ordinary
altars if wrong here; why should a chaotic altar be destroyed this way?)

     Prevent demon princes and demon lords from being summoned in the
endgame.  Lesser demons answer instead.  Mostly prevents Yeenoghu from
being summoned by a chaotic who performs same-race sacrified on the
chaotic high altar, but might affect the Wizard and arch-liches too.

     Identify (via ':', ';', '/') altars in temples on the Astral and
Sanctum levels as "high altars" rather than just as "altars".  '/' and ';'
commands now work on those when you're adjacent, like they do when used on
adjacent high priests; from farther away, the altars' alignment is still
suppressed.
2006-12-05 03:09:13 +00:00
nethack.rankin
cbd61ce625 poly'd quantum mechanic feedback
From a bug report:  if swallowed and blind
and in quantum mechanic form, hitting the engulfer would yield "the <mon>
disappears" even though you were still swallowed by <mon>.  The pre-teleport
criteria for whether you knew the target was there were different from the
post-teleport ones.  Make them match; swallower will remain sensed by touch
and won't be described as disappearing.
2006-12-03 03:05:46 +00:00
nethack.rankin
b99f8a0ebb stone-to-flesh on corpse-wielding golem (trunk only)
A couple of months ago Michael forwarded a thread from the newsgroup
about how wielding a cockatrice corpse without gloves while polymorphed
into something capable of that would leave you wielding that corpse
bare-handed if you changed form, turned to stone, then got life-saved.
That got fixed; the corpse becomes unwielded.  However, one of the
messages in that described a different bug:  if you were wielding such a
corpse as a stone golem and cast stone-to-flesh at yourself, you would
continue to wield it bare-handed as a flesh golem.  This makes you revert
back to stone golem once the first transformation has finished.

     This also fixes an attribute exercising bug in polymon().  It was
being done after the polymorph was completed, so the attempt to exercise
Con didn't do anything because exercise() of anything other than Wis has
no effect when the hero is polymorphed.
2006-12-02 04:44:56 +00:00
nethack.rankin
5a9b766e74 lava, slime, bones
From a bug report:  entering lava cures sliming,
but if you got [re-]afflicted by green slime after becoming stuck in lava,
#sit failed to cure it.  Fix that, and have sinking farther into lava cure
it too (although not necessarily right away).

     Also, suppress leaving the corpse in a bones file for death caused by
being dissolved in lava.  Lastly, suppress the "you rise from the dead as
a <monster>" message during bones creation when the game ends due to being
turned into green slime since you transformed rather than died (and sliming
timeout gives "you have become green slime" just prior to that).
2006-12-01 07:38:18 +00:00
nethack.rankin
58a9bcf893 moveloop() vs lava
Something's wrong with the way lava was being handled in moveloop().
If you were trapped in lava (ie, moved into some but didn't die on the
spot thanks to fire resistance), you could sink and ultimately die without
ever taking another actual turn (typing ``i<space>'' repeatedly is an easy
way to reproduce).  [`didmove' was only being checked for the sinking
deeper case and not for the decrement which ultimately leads to the fully
sunk case.]  On the other hand, if you could manage to start an occupation
and avoid being interrupted, you would never sink while it was in progress.
[Lava handling followed ``if (multi && occupation) { ...; continue; }''.]

     While testing some other code (lava vs slime, coming shortly) I ended
up with the cursor sitting on the status line while the game was waiting
for me to enter my next move.  I don't really understand what's going on
there, and moving the lava handling before bot() might have hidden that
particular problem now by changing the point at which Slime will get taken
off the status line, but this attempts to fix it anyway.
2006-12-01 06:42:25 +00:00
nethack.rankin
17f8482e73 dipping and greasing (trunk only)
From a bug report:  you
can dip a worn item such as shirt or suit into a potion of polymorph and
it will become unworn--but as of a couple of days ago, unworn only if the
transformed object's new form can't be worn in the same slot--even if it
is covered by a cursed worn item (suit or cloak).  It didn't seem like
trying to fix that special case would be very worthwhile; this fixes the
more general situation of "you could dip worn items even though they were
covered up by other worn items".

     In the same report:  you could apply grease to rings while wearing
cursed gloves.  The code already prevented greasing a suit when it was
covered by a cloak (regardless of whether that cloak was cursed), and a
shirt when it was covered by a suit or cloak or both.  This moves that
code into a separate routine which is used for dipping as well as for
applying grease, and now handles rings vs gloves.

     Since covered rings, shirt, or suit are no longer eligible to be
dipped or greased, this also makes "?" for the pick-an-item prompt leave
such things out of the list of likely candidates.
2006-11-30 05:54:47 +00:00
nethack.rankin
e80970dccf north-south drawbridge
From a bug report:  zapping a wand of striking or locking or spell of
force bolt or wizard lock up or down when standing at an open drawbridge's
portcullis didn't affect the bridge if the portcullis was positioned north
of the open span.  One of the two drawbridges on the Valkyrie quest goal
level has that orientation.  is_drawbridge_wall()'s name is somewhat
misleading; it isn't boolean and returns -1 rather than 0 for "no".
2006-11-30 02:18:49 +00:00
nethack.rankin
8d86a87a7b polymorphing worn items (trunk only)
From a bug report.  That's hard to fix in the general case because armor
and tools might not fit back into the same equipment slot, but most other
types of worn items can be re-worn after being transformed.  This makes
any transformed worn item stay worn if it is wearable in the same slot.
2006-11-28 05:06:13 +00:00
nethack.rankin
95729beb4a inappropriate resistances
Noticed when examining resists_magm() while working on anti-magic
traps:  if you were polymorphed, you would be granted magic resistance by
keeping a cloak of same or gray dragon scales/mail in your quiver slot,
your alternate weapon slot, or main weapon slot (ie, by wielding it).  And
you obtained light-based blindness resistance regardless of whether you
were polymorphed if you carried a potion of blindness in any of those slots.
2006-11-25 04:57:33 +00:00
nethack.rankin
23e1970db3 anti-magic trap (trunk only)
Make anti-magic fields do something against targets which have magic
resistance, expanding the functionality of that trap type and giving a
minor drawback to the most valuable intrinsic in the game.  Make them work
against monsters too.

     Heroes who lack magic resistance lose spell energy as before, except
that if they drop below 0 they don't take as hard a hit against max spell
energy as they used to.  Monsters with spell or breath attack and lacking
magic resistance get their ability-last-used field bumped up a little bit,
so they can't cast or breathe for a few turns.  Heroes and monsters who
have magic resistance take HP damage instead.  I retained the concept of
feeling lethargic when being hit by something which normally drains enery,
and also tried to make it be the inverse of a "magical explosion":  the
message refers to torpor/lethargy/sluggishness and cause of death if the
damage happens to be fatal is "anti-magic implosion".  The latter suggests
some sort of compression, so creatures who can pass through walls (xorns
and ghosts) have been given partial resistance and take reduced damage.
2006-11-25 02:29:39 +00:00
nethack.rankin
f834fdbdd0 more Riders (trunk only)
If a Rider's corpse revival timer ends with failure (presumeably
because the level has become entirely filled with monsters), give it a big
chance to try again in a few turns instead of always rotting the corpse
away.  Also, if there is another monster standing on the corpse when it's
due to revive, try to bump that monster out of the way to let the Rider
revive in place instead of having it be diverted to some other location.
2006-11-23 04:17:48 +00:00
nethack.rankin
dd4f4efb59 Rider strengthening
High resistance made the Riders unlikely to be polymorphed, but
they were susceptible to being turned into green slime (and then never
reviving if killed in that state).  Now they'll be immune to both types
of transformation.
2006-11-23 03:32:53 +00:00
nethack.rankin
6a081301c6 levitation timeout vs traps (trunk only)
<email deleted>:
> If you enter a magic trap on the same turn that you lose your levitation
> and "float gently to the floor", you are hit by the trap twice.

     I don't think this is actually a bug, but it does look fairly strange
if there aren't any monsters attacking (after you move on to the trap,
monsters get a chance to move too before timeouts are run, but if there
aren't any messages triggered by monster activity then it feels like the
timeout and second activation happens immediately).  To prevent this, if
levitation is due to time out on the same turn that a trap is being
entered, either extend the duration by an extra move or make it end
immediately instead of waiting until end of current turn.  Deferring
timeout is a lot easier but doing that unconditionally would allow player
to move back and forth between adjacent traps without ever descending.
The early timeout might lead to anomalous behavior in obscure cases; it
seems to be working ok so far though.
2006-11-23 03:06:19 +00:00
nethack.rankin
2fa9bd0301 petrification fixes
Eliminate the somewhat redundant "You die..." following "You turned
to stone..." when becoming petrified by touching a cockatrice (reported
by <email deleted> for kicking, but occurs for weaponless hitting too).
Also, if a cockatrice killed you with normal damage, your tombstone would
erroneously report petrification and presumeably there'd be a statue
instead of a ghost in the resulting bones file.  This fixes both things.
2006-11-10 05:13:57 +00:00
nethack.rankin
b5633d17c3 more shopkeeper feedback (trunk only)
The earlier change involving "you sneaky cad!" got me wondering, so
I looked up cad in the dictionary:  "an ungentlemanly man".  I can see
that being extended to a male gnome, even to an orc, but not to a women.
2006-11-07 05:19:48 +00:00
nethack.rankin
1e0960f8ef using unpaid horn of plenty (trunk only)
Make objects created by applying or #tipping a horn of plenty which
is owned by a shop also start out being owned by the shop.  That's in
addition to the usage charge for using an unpaid item.

     I think wishes conferred by unpaid objects, or by entities released
from unpaid objects, should probably work that way too, but have left
that alone.
2006-11-05 07:20:20 +00:00
nethack.rankin
5d42ebb6f1 clearing no_charge bit for containers
[I can't get access to my mail at present, but `cvs update' shows
that there aren't any patch notification messages pending for me.]

     Extend a pre-3.4.3 fix--for objects picked up in an untended shop--
to container contents.  Without it, dropping a bag or box in a tended shop
and declining to sell it, then picking it back up after the shop has become
untended (shk killed or evicted) would leave the contents with no_charge
set.  After that it could be sold in another tended shop, picked back up
for free, then kept or sold a second time.  (Picking it back up in the
tended shop would clear the bit; afterwards it behaved normally.  And it's
not something prone to abuse; if you can make a tended shop become untended
you really don't need to sell stuff twice.  But it'd be noticeably wrong if
anyone ever stumbled across it.)
2006-11-05 04:16:10 +00:00
nethack.rankin
bc9f91fce5 unpaid shop goods in inventory (trunk only)
Inventory display adds "(unpaid, N zorkmids)" to carried unpaid
items, but it didn't show anything comparable for indirect unpaid ones
(hero-owned containers holding shop-owned objects).  Now it will include
"(contents, N zorkmids)" in such cases.
2006-11-04 07:49:49 +00:00
nethack.rankin
672c14c0c5 more inventory overflow control
Prevent getobj() from overflowing its inventory letter collection
buffer if someone figures out some new way to fill up their inventory with
a huge number of # entries.  Inventory manipulation might become crippled
at that stage but at least it shouldn't be able to trigger a crash.

     Also, the !fixinv configuration was never taught about # and did
strange things if you had more than 52 items, both for inventory display
and object selection with getobj.

     The reassign()/getobj() situation is definitely confused regarding
gold, using GOLD_SYM in some places and def_oc_syms[COIN_CLASS] in
others, and it's schizophrenic about whether the GOLDOBJ configuration
keeps gold in a letter slot or specially named $ slot.  I'm sure there
are some problems there but I'm not planning to try to figure them out.
2006-11-03 07:13:27 +00:00
nethack.rankin
8ead488b63 inventory overflow control
Prevent heroes in giant form from picking up boulders once they run
out of available inventory slots to avoid an uncontrolled number of '#'
entries.  There is an exception:  if not already carrying any boulders,
they can put one into the '#' slot.  Loadstones are treated the same way,
although since they stack and are rare to begin with, someone would have
to have gone far out of their way to have gotten many # entries with them.

     Assuming that you can get something other than a boulder or loadstone
into the # slot (which is definitely possible, I just can't remember how),
you could relatively easily get three total # entries by picking up a
loadstone and polying into a giant and picking up a boulder.  But I don't
think there's anything wrong with that.
2006-11-03 04:41:30 +00:00
nethack.rankin
3911716297 shop queries (trunk only)
This eliminates a whole bunch of the "Query truncated" entries in
the nethack.alt.org paniclog file by using safe_qbuf() where applicable.
It also makes selling queries and some other shop messages be less verbose
when shopkeepers are invisible (not uncommon after characters achieve see
invisible capability) by using shkname() to get "Manlobbi" instead of
Monnam()'s "Manlobbi the invisible shopkeeper" (something I had planned
to do even before seeing the truncations in that paniclog; repetition of
"the invisible shopkeeper" was very annoying when stepping through
multiple unpaid objects with itemized billing).

     This also simplifies several GOLDOBJ conditional sections which
happened to be near the other code I was modifying.
2006-10-29 04:10:55 +00:00
nethack.rankin
3dc9791685 yn_function (trunk only)
Explicitly truncate the query prompt string to QBUFSZ-1 characters.
For tty and Amiga, no longer include the choices and default within that
length limit; use a bigger buffer to hold them along with the prompt.
-----

     While trying to eliminate the "Query truncated" entries present in
nethack.alt.org's paniclog, I seem to keep going backwards.  Allowing
<win>_yn_function() to accept a full QBUFSZ worth of characters will
simplify the existing yn_function() in the core and greatly simplify the
revised safe_qbuf() I've been working on.

     Some interfaces don't seem to care how long the prompt string is; I've
left those along.  Several of the others already copied the prompt string
into a BUFSZ sized buffer instead of a QBUFSZ sized one, making them
unlikely to suffer from buffer overflows.  This changes the rest (just tty
and Amiga, I think) to do the same.  Also for all that have any size
constraint, it now truncates the prompt query to QBUFSZ-1 chars as it is
used rather than continue to rely on the caller doing so.  This assumes
that appending the set of acceptable choices and the default response won't
overflow, which is a safe assumption unless/until QBUFSZ gets enlarged til
it's too close to BUFSZ.

     Only tty's topl.c has been tested.  The others should work ok, but
might possibly be bitten by a typo or two.  Qt's implementation of the X11
"slow" method (reusing a persistant one-line window for prompts) has been
handled, but its C++ class-based variant is untouched; NetHackQtYnDialog::
Exec() is completely baffling to me but doesn't appear to have any length
issues.
2006-10-22 05:58:17 +00:00
nethack.rankin
f3a5f4e61d unhiding during summoning
According to a newsgroup followup, a hidden pet summoned via magic
whistle could produce the same effect as the level change case (where
sometimes the glyph for unseen monster would appear unexpectedly).  I was
unable to reproduce this one, but I don't see anything in the code to deal
with the situation, so I suspect that the monster is moving immediately
and being revealed before I have a chance to notice anything odd.

     I assume that other situations where hidden monsters get teleported
are being handled as attacks which expose them.  At least I hope so.
2006-10-22 03:53:50 +00:00
nethack.rankin
6b371a7042 unhiding during level change
From the newsgroup:  if a pet was hiding under an object next to you
when you changed levels, it could arrive hidden at the destination if there
was something available to hide under there too, and sometimes you'd start
the new level with a hidden monster glyph at its location.  I was able to
reproduce that once with current trunk code, but while trying to figure
out what is actually happening I've been unable to make it happen again.
However, it doesn't make sense for a monster to be able to remain in hiding
during the level change in the first place, so this patch prevents that.
(I'd still like to know how/why map_invisible() is sometimes getting called.
[The test character was a level 1 tourist without auto-search capability.]
I'm reasonably sure that it won't happen any more once this fix in place.)

     This also brings adjacent pets out of hiding when they accompany you
during ascension or dungeon escape, but it seems that that wasn't actually
necessary.  The end of game disclosure already lists such by name rather
than as "it", contrary to my expectations.  (I had forgotten that end-of-
game forces true names so that blindness and hallucination don't interfere
with disclosure; obviously that ends up handling hidden monsters too.)
2006-10-22 02:53:31 +00:00
nethack.allison
8fc01eb6b1 window port change - putmixed() (trunk only)
Add putmixed() to the window port. It allows map symbols to
be included in the string by encoding them in a unique fashion.
This was done because Unicode symbols, for instance, could be
longer than the size of a char.

The encoding of the map symbols in this patch is done by
prefixing a glyph value with \GXXXX, where XXXX is a
random value for the current game. The reason for the random
prefix is to minimize the possibility that a player can trigger
the escape sequence processing within text under their control
(dog names, etc.) the way they could if the sequence was fixed
in the source code. The random prefix remains the same throughout
the lifetime of a game because message window strings are
saved in the save file.

(There was actually a bug present because of the embedded
character even before the recent symbol changes, because if
someone was using a  different set of characters between games,
the saved messages would reflect the original characters, rather
than the current. That bug was introduced with the ability to
save messages to the savefile.)

A window port does not have to supply an XXX_putmixed() routine,
it can use genl_putmixed() which uses the old behavior of
embedding the sequence as a character within the string
and calling putstr(). genl_putmixed() takes care of the decoding
of the escape sequence.

This also #ifdef's out code in pager.c for converting a glyph
to a character, and uses mapglyph() to do that instead. Does
anyone see a problem with doing that through mapglyph instead
of repeating similar code within pager.c?
2006-10-17 23:06:31 +00:00
nethack.rankin
624a1b31d9 surviving petrification (trunk only)
From the newsgroup:  if you were wielding a cockatrice corpse without
gloves while polymorphed into something capable of doing that, then were
turned to stone when rehumanizing, you'd be left wielding the untouchable
corpse if life-saving kept the game going.  This causes it to stop being
wielded if you get that far.  Likewise for monsters.
2006-10-13 05:39:16 +00:00
nethack.rankin
93eccebe84 sleeping steeds (trunk only)
From the newsgroup:  it was possible to saddle, mount, and ride on a
sleeping jabberwork without it ever waking up.  Movement was checking for
timed sleep (!mon->mcanmove, set when mon->mfrozen contains a timer count
for either sleep or paralysis) but not indefinite sleep (mon->msleeping).
This moves the checking into its own routine which handles both types.
And it gives monsters a chance to wake up when they get saddled or mounted.
2006-10-13 04:03:36 +00:00
keni
951e0d87fa Pad rumors to improve distribution of delivered rumors. 2006-10-12 00:17:17 +00:00
nethack.rankin
35920f24d5 paniclog prefix (trunk only)
Extend the identifying information used to prefix paniclog entries
from version + date to version + date + time + userid + mode (where mode
is 'D' for wizard mode, 'X' for discover mode, and '-' for normal play).

     hacklib.c ended up getting more of a revision than I intended, but
the date/time handling routines now have less clutter.  I hope I didn't
break anything in the process.
2006-10-10 05:47:04 +00:00
nethack.allison
ab947c6b65 squeaky boards (trunk only)
There is a quote in data.base for squeaky board traps:
	A floorboard creaked.  Galder had spent many hours tuning them,
	always a wise precaution with an ambitious assistant who walked
	like a cat.
	D flat.  That meant he was just to the right of the door.
	"Ah, Trymon," he said, without turning, and noted with some
	satisfaction the faint indrawing of breath behind him.  "Good
	of you to come.  Shut the door, will you?"
		[ The Light Fantastic, by Terry Pratchett ]

This patch makes each squeaky board trap on a level produce
a unique sound. If you had visited the trap yourself prior
to hearing a monster on it, you could actually know where
a monster was by the unique pitch of the squeak.

If someone wants further refinement of the roles, this could
be adjusted to only work for musically adept roles/species,
with the others only hearing a generic squeak. As it stands
right now, everyone benefits.  Does anyone thing the
separation by role or species would be good? If so, which
roles/species are musically proficient, and which are not?

Since this patch increments editlevel anyway, it also sneaks in a
context structure change for an upcoming patch.
2006-10-08 21:37:58 +00:00