Commit Graph

105 Commits

Author SHA1 Message Date
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.allison
999424aecc more zeroany (trunk only) 2006-07-09 17:39:43 +00:00
cohrs
2b530870a3 compilation w/o WIZARD
> Michael Allison wrote:
> There are unresolved functions in the trunk if you build without WIZARD
> defined and attempt to link:
Also to a lesser extent, in the 3.4.4 branch.
2006-07-03 15:11:25 +00:00
nethack.allison
d09c374239 function pointer assignment warnings in VC2005
The latest Micrsoft compilers complain when a function is
assigned to a function pointer, and the function's argument
list does not match the prototype precisely.
It was evem complaining about the difference between this:
     int x()
     {
        [...]
     }
and a prototype of
     int x(void);
when assigning that function's address to a function pointer.

This quiets those warnings, without suppressing the mismatch
check altogether for more serious mismatches.
2006-06-25 19:54:31 +00:00
nethack.allison
ac49eb5b84 build warning
a recent patch triggered a new warning:
cmd.c(995) : warning C4101: 'numbuf' : unreferenced local variable
2006-05-30 05:07:16 +00:00
nethack.rankin
3d40afff02 protection enlightenment (trunk only)
Yesterday's change to have enlightenment give "you have a <small,
moderate,&> defense bonus" instead of "you are protected" would yield
"you have a small defense penalty" if the combined protection value (from
rings, divine gift, and spell) was 0.  This changes the formatting routine
to give "you have no defense bonus" in that situation, then changes the
caller to only display the protection/defense attribute when non-zero so
the "no bonus" case will never actually happen.
2006-05-27 01:26:50 +00:00
nethack.rankin
eb9d19497d enlightment for protection and magic cancellation (trunk only)
The bug report about losing/regaining the Protection intrinsic reminded
me of a couple of things.  First, as an intrinsic, Protection seems to be
completely useless and we ought to redo it.  Second, periodically people in
the newsgroup have complained about how it's nearly impossible to figure
out the important--possibly crucial--armor attribute of magic cancellation.
Wearing a cloak greatly increases characters' survival rates, but beyond
that, magic cancellation is just spoiler fodder.

     This doesn't do much about Protection other than to change "you are
protected" into "you have a <small,moderate,&c> defense bonus" similar to
how the attributes conferred by rings of increase damage and increase
accuracy are handled.  For magic cancellation, it adds new feedback:
  You are protected.  -- mc factor 3
  You are guarded.    -- mc factor 2
  You are warded.     -- mc factor 1
(with no extra feedback for mc factor 0, the normal naked state.  The mc 3
case might cause some confusion over the changed meaning of a previously
existing item, but I think it'll be ok and not need re-wording.)
2006-05-26 03:31:57 +00:00
nethack.allison
376f9ba047 debug mode #wizrumorcheck
Provide a command to easily verify that the rumor true/false
boundary offsets are correct for the rumors file.
If the boundary is pointing mid-line, the rumor at the boundary
won't decrypt properly.
2006-05-01 01:49:18 +00:00
nethack.allison
660d3589c5 experimental - dungeon overview (trunk only)
Add Hojita Discordia's Dungeon Map overview as
conditional code for experimentation and testing.
Everything is guarded by
#ifdef DUNGEON_OVERVIEW
#endif

The notes that accompanied the original patch follow.

Dungeon Map Overview Patch for Nethack 3.4.3
Version 3
=============================================================================
Changelist:
    v3: Changed #level to #annotate to avoid #levelchange collision.  Fixed
        handling of elemental planes and astral plane (oops).  Changed
	formatting to be slightly closer to print_dungeon()'s.  Should be
	"final" version for 3.4.3.
    v2: Added tracking of trees.  Changed ctrl-m command to ctrl-o.  Portals
        displayed as "sealed" instead of "closed".
    v1: First release.
    (Note: all versions are mutually save compatible.)
=============================================================================
This patch creates a dungeon map overview that is recorded as the player
explores the dungeon.  I was tired of returning to a game a few days later
and having no idea what the dungeon looked like.  Trying to name pieces
of armor with shorthand didn't work so well as an intermediate solution
either, especially around nymphs.

It can be assumed that this map is in the mind of the hero and thus
can't be stolen, can be read when blind, or when buried, or when the hero
doesn't have any hands, or eyes, or hands free, or...etc. On the other hand,
this implies that the hero doesn't remember all of the details ("a fountain",
"some fountains", "many fountains") and that the map is subject to amnesia
when applicable.

This overview tracks fountains, altars, stores, temples, sinks, thrones,
trees, and dungeon branches.  It attempts to not spoil the player nor
reveal more information than the hero knows.  For this reason, it only
tracks dungeon features found in the guidebook and dungeon branches.

This patch breaks save file compatibility.  Sorry.

Added commands
=============================================================================
#overview (ctrl-o, if not in wizard mode) - displays overview
#annotate (ctrl-n, if using numpad) - names current level

Example Output From #overview
=============================================================================
The Dungeons of Doom: levels 1 to level 15
   Level 1:
      A fountain
   Level 3: (My stash.)
      An altar, some fountains
      Stairs down to The Gnomish Mines
   Level 7:
      Many fountains
   Level 8:
      Stairs up to Sokoban, level 7
   Level 15:
      A general store
      Sealed portal to The Quest
The Gnomish Mines: levels 4 to level 7
   Level 7: <- You are here
      Many stores, some fountains, a temple

More Details
=============================================================================
The overview shows only levels that have anything interesting to display and
doesn't show branches that don't have any interesting levels.

To avoid the map revealing more information than the hero knows, the overview
only displays things that the hero has seen or touched.  (If the hero
blinds herself, levitates above a known fountain, and obliterates it with a
wand of digging, the overview will still say that there is a fountain.)

This is done, sadly, by adding 6 bits to the rm struct to track the last
known dungeon type.  On the other hand, this change could potentially allow
a window port to do something like drawing an item and a fountain on the same
square.

Things That Could Be Better And Maybe Some Feedback Would Help
=============================================================================
"<- You Are Here" is pretty goofy
    -...but an indicator of some sort is nice.
=============================================================================
Many thanks to all the kind folks on r.g.r.n. who had very good feedback
about this patch, in particular L (for the trees), <Someone> Papaganou (for the
#annotate suggestion and some formatting feedback), and <Someone> (for the suggestion
of just overriding ctrl-o instead of using the very broken ctrl-m.)
=============================================================================
20060311. Hojita Discordia. (My usenet email is bogus. Sorry.)
2006-04-20 00:57:45 +00:00
nethack.allison
f55210be79 code change - oextra
move oattached and oname and other things that vary
the size of the obj structure into a separate
non-adjacent oextra structure, similar to what has
already been done for mextra. The obj structure
itself becomes a fixed size.

New macros:

#define ONAME(o)	((o)->oextra->oname)
#define OMID(o)		((o)->oextra->omid)
#define OMONST(o)	((o)->oextra->omonst)
#define OLONG(o)	((o)->oextra->olong)
#define OMAILCMD(o)	((o)->oextra->omailcmd)

#define has_oname(o)	((o)->oextra && ONAME(o))
#define has_omid(o)	((o)->oextra && OMID(o))
#define has_omonst(o)	((o)->oextra && OMONST(o))
#define has_olong(o)	((o)->oextra && OLONG(o))
#define has_omailcmd(o)	((o)->oextra && OMAILCMD(o))

changed macros:
has_name(mon) becomes has_mname(mon)  to correspond.

The CVS repository was tagged with
	NETHACK_PRE_OEXTRA
before commiting these, and
tagged with
	NETHACK_POST_OEXTRA
immediately after. The diff
between those two tags is this oextra patch.

The associated mail daemon changes to use an oextra
structure instead of a hidden command located in the
name after the terminating NUL, have not been tried
or tested.
2006-04-14 16:23:56 +00:00
nethack.rankin
8ed2748d52 #terrain (trunk only)
I've been using this for a while; it is occasionally handy.  #terrain
is a new wizard mode command which brings up a text display where the map
topology is revealed, similar to the obscure #wmode command but showing
different information.  Also, #wmode has been tweaked a little so as to
actually overlay the tty-mode map exactly, rather than being off by one
line and one column.  (That shouldn't really matter for other windowing
schemes where the map and a text rendition of it aren't very likely to
have a given location be displayed at the exact same screen position.)

     The line of formatted flags info below the terrain display probably
belongs in a separate debugging command altogether where it wouldn't have
to be displayed in such a terse fashion.
2006-04-01 05:48:55 +00:00
nethack.allison
8d96ddd767 remove hard-coded cmd letters in feedback (trunk only) 2006-03-12 05:36:34 +00:00
nethack.rankin
73e9225d88 scroll usage; also spell of ID (trunk only)
Make a not-very-robust fix for the report from <email deleted> about
being told a scoll disappears as you read it, then for the case of cursed
remove curse being told that the scroll disintegrates.  He missed similar
case for scroll of fire erupting into flames after it had disappeared.
This suppresses the "disappears" part of the scroll reading message for
those two cases, but won't be very reliable if other scroll messages
referring to the scroll itself get introduced in the future.  [Several
paths through scroll of fire won't report that it burns, and now it doesn't
give the disappears message any more.  I don't think that's worth worrying
about; the scroll leaving inventory after burning up is implicit.]

     Also cut down on redundant feedback for several scrolls (genocide,
charging, identify, stinking cloud) that start off by informing the player
what they are.  That's only needed when the the player doesn't already
know the type of scroll.  I've always felt it silly to be told that I've
"found a scroll of genocide" when I'm intentionally reading a known scroll
of genocide.  All these types of scroll give a subsequent prompt which
makes them recongizable if you somehow manage to choose the wrong object
when picking the one to read.

    Lastly, make spell of identify behave like ordinary uncursed scroll of
identify by default instead of ususally ID'ing multiple items.  Now you'll
need to be skilled or better in divination spells skill in order to get the
blessed scroll effect out of it.  And give some feedback if the spell is
cast when not carrying any inventory; it was just silently moving on to the
user's next command in that case.
2006-02-16 06:44:24 +00:00
nethack.allison
70b04bfb6e wiz_identify change (trunk only)
This patch alters wiz_identify so that it displays an
inventory menu with all items shown identified
without actually identifying them.

You can just press ^I (or whatever the wiz_identify command
is) a second time, while the menu is displayed to actually identify
them (tested with TTY menus only).
2006-01-14 17:02:22 +00:00
nethack.rankin
039e051323 mextra tweaks (trunk only)
Add new_mname/free_mname functions to make monster name handling be
more like the other extended data and to hide mextra details a bit more.
Add some casts where int and unsigned are being intermixed.  Simplify
christen_monst(); it ought to be changed to have type `void' but I wanted
to avoid modifying another ten or so files.
2006-01-08 06:19:42 +00:00
nethack.allison
0dc071bee8 mextra changes
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.

Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
   mname, egd, epri, eshk, emin, edog

Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.

Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file

The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.

Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h

Adds a macro for checking for whether a monster has
a name:
	has_name(monst)

This fixes the magic trap panic
   expels() -> spoteffects() -> dotrap() ->
	domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
2006-01-06 05:46:03 +00:00
nethack.rankin
ea61a13add number_pad:3,4,-1 (trunk only)
[See the cvs log from flag.h for comments pertaining to iflags.num_pad
and Cmd.num_pad, Cmd.commands[], Cmd.serialno.]
2005-11-26 02:34:23 +00:00
nethack.rankin
3b4ca7f6eb stale prompt revisited
Further discussion in the newsgroup pointed out a case not involving
<ESC> where the "In what direction?" prompt remained displayed after it was
no longer applicable:  throwing something where there's no monster target
in the line of fire.  You don't get any hit or miss message in a case like
that, so the last message (the prompt) stays in view.  I don't think there
are any cases where getdir()'s caller deliberately wants to leave the old
prompt up, so just clear it unconditionally as soon as the user answers.
2005-05-12 03:16:05 +00:00
nethack.rankin
06bb86e63b more ^R
> clear stale prompt
[...]
> Can someone who understands the relevant windowing code fix ^R in getpos()?

     I still don't understand why it wasn't working as expected, but moving
the existing cursor positioning after flush_screen() instead of before now
makes ^R work ok during getpos().  It doesn't restore the top line text so
isn't a transparent redraw but it now displays a prompt string there instead.
Likewise after typing '?' for help so that it should be move evident that
nethack is still waiting for you to move the cursor somewhere.

     Also add support for ^L in numpad mode.  I almost never use that and
didn't think of it the first time around.
2005-05-08 04:22:53 +00:00
nethack.rankin
bb19016785 clear stale prompt
From the newsgroup:  applying various types of tools (example was a
mirror; figurine is another case) and then typing <ESC> at the "In what
direction?" prompt would leave the prompt displayed.  User complained that
he tried to answer the no longer valid prompt--even though the cursor had
correctly moved back to the '@' on his map--and ended up walking into lava
instead.  Suggested fix in the newsgroup was to use pline("Never mind.")
the way many commands already do, but it's simpler and more robust to clear
the message window before getdir() returns.  Callers can issue Never_mind
feedback on a case by case basis as before; I haven't added any here.
Perhaps getpos() should get passed an extra argument telling it to issue
that message; then a dozen or so pline(Never_mind) calls could be removed.

     I also was annoyed that ^R gave me the command assist display instead
of redrawing the screen with the prompt intact.  This fixes it for getdir().
The corresponding fix for getpos() doesn't work correctly; it successfully
redraws the screen but leaves the cursor at the end of the 2nd status line,
despite the fact that it is followed by an existing cursor position call.
Can someone who understands the relevant windowing code fix ^R in getpos()?
(Easiest test case is probably just ^T in wizard mode.)  I have't added an
entry for ^R to the fixes file since it isn't fixed yet.  And I didn't look
to see whether yn_function() ought to handle ^R too; it might be used in
contexts where map redraws don't make sense.
2005-05-07 03:52:52 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
28a1a41668 shadowed declaration warning
<Someone> complained that his compiler was giving these
warnings:
cmd.c:2119: warning: declaration of `expl' shadows a global declaration
dungeon.c:292: warning: declaration of `rand' shadows a global declaration
exper.c💯 warning: declaration of `exp' shadows a global declaration
files.c:278: warning: declaration of `basename' shadows a global declaration
hack.c:1102: warning: declaration of `expl' shadows a global declaration
pickup.c:2081: warning: declaration of `select' shadows a global declaration
role.c:1060: warning: declaration of `conj' shadows a global declaration
2004-12-16 00:20:54 +00:00
nethack.rankin
a6182d9c2b #enhance docs again
Since "weapons and spell skills" is grammatically suspect and
"weapons and spells skills" sounds odd, change to "weapon and spell skills"
in both the Guidebook and the game's online descriptions.  The #enhance
command itself uses "current skills" and doesn't need any alteration.
2004-10-30 01:44:12 +00:00
nethack.rankin
1f21a5c6f2 doc bits
Per <Someone>'s request, make the game's description of the ``#enhance''
command be the same as in the Guidebook by mentioning spell skills.
Combining weapons plural with spell singular isn't right, but I'm not
sure which way to change that so am leaving it alone.  On the other hand,
the poor grammar used to describe the ``#conduct'' command is easy to fix.
2004-10-28 01:48:52 +00:00
nethack.allison
9b3521e503 vampires now shapeshift [trunk only]
- can shift into fog clouds, vampire bats, and vampire lords into wolves
- after being "killed" in shifted form, they transform back rather than get
  destroyed, and you must take them on in vampire form to defeat them
- can deliberately shift into fog clouds to pass under closed doors
2004-06-15 11:52:04 +00:00
nethack.allison
c8ef9338f0 cham changes (trunk only)
This is a foundation patch for patches to follow.
- use a full short index for mon->cham field.
- The current system of providing CHAM_XXX values
  was limited to the 3 bits allocated in the bitfield and invalidated
  save/bones if the field was expanded.
- The current system didn't provide an easy backwards  change
  if multiple monster types wanted to use the bit, there was a one
  to one mapping:  For instance, if you wanted a CHAM_VAMPIRE,
  and you wanted vampires, vampire lords, and Vlad to use it, you
  would have to have CHAM_VAMPIRE, CHAM_VAMPIRE_LORD,
  and CHAM_VLAD defined to achieve that with the one-to-one backward
  mapping.
- This new way just uses the mon[] index in the mon->cham field and
  eliminates the need for CHAM_XXX  (CHAM_ORDINARY is still used).
- no longer requires the cham_to_pm mappings
2004-06-15 11:38:32 +00:00
nethack.allison
d9e2105d22 polywarn followup (trunk only) 2004-06-04 01:10:44 +00:00
nethack.allison
6644c4086f polywarn (trunk only)
This patch increments editlevel making existing save and bones files useless.

Add polywarn() code to grant the ability to detect certain monster
types while polymorphed into other specific monster types.

If you polymorph into a vampire or vampire lord, you are able to
sense humans.

And just for fun, if you polymorph into a purple worm, you are able to
sense shriekers :-)
2004-06-03 04:20:13 +00:00
nethack.allison
f327a370fd more debug enlightenment 2004-06-02 11:13:16 +00:00
nethack.allison
e523b6accc enlightenment
Give more information about your attributes in debug mode
via Control-X.

I'd like to see some way of getting bits of this info to the
player during the game (from the Oracle or something),
but this patch keeps it limited to debug mode.
2004-06-01 05:22:28 +00:00
cohrs
0c14e67660 gcc compliation warnings
Since I last tried to compile, a couple gcc warnings slipped into the code.
2004-01-22 23:06:21 +00:00
nethack.allison
f2101638db avoid "It turns into it"
<Someone> drew attention to the silly message in the newsgroup

Since I'm not sure if the act of polymorphing has a sound,
I opted to use a new usmellmon() routine to put out a
message based on the smell of the resulting monster
under those circumstances.

Not every monster has a recognizable smell, so no
message at all is given in that case.

olfactory(youmonst.data) will determine whether
you are capable of detecting smells.

There is lots of room for enhancement, and some of the
existing smell-related messages in the source should perhaps
be checking olfactory(youmonst.data) too, but this patch
doesn't go that far.
2004-01-17 20:42:14 +00:00
nethack.rankin
619f9fccf8 cmdassist enhancement again
>      [...] it also suppresses the message about how to disable
> cmdassist in this case.

     Well it would have done so if I'd used the right diff....
2004-01-10 03:29:30 +00:00
nethack.rankin
8d6f610b37 cmdassist enhancement
Implement the patch sent by <email deleted>
to make responding with '?' at the "what direction?" prompt ask again
after giving the `cmdassist' direction display.  I did it slightly
differently than was done in the submitted patch but the result is the
same except that it also suppresses the message about how to disable
cmdassist in this case.
2004-01-10 03:23:55 +00:00
nethack.allison
e3462e093e <Someone> wrote:
> The new ^V wizmode menu is nice, but it is rather misleading; most of
> the levels it lists are "you can't get there from here". Would it be
> possible either to make it only list levels that can be reached
> directly, or alternatively to allow you to reach the ones you
> ordinarily couldn't (maybe by forcefully changing u.uz.dnum to yoink
> you into the right branch, and even summarily issuing you with an
> Amulet if you ask to teleport to the endgame).[...]; being able to bamf
> quickly to Minetown from DL 1, for example, would be damn useful in > testing stuff.

Allow fairly free roaming of the dungeon via the wizard mode teleport menu.
2003-11-02 17:59:22 +00:00
cohrs
05f2aa40ce crash on hangup following
restore the exit_nhwindows call, but in the right place.  without this,
the window inteface doesn't get a chance o shut down.
2003-10-27 00:59:54 +00:00
cohrs
1dae4245f5 crash on hangup
the message history saver needs the windows to stick around until save
is completed.  This usually the case, but end_of_input() was calling
exit_nhwindows prematurely.  This is actually an old bug (calling it early,
but wasn't harmful until other recent changes).
2003-10-27 00:39:45 +00:00
cohrs
231b2b16f8 U453 and buglist item - travel command updates
I wrote to the devteam early last week:
> Given my understanding of travel, it's supposed to be somewhat intelligent,
> and "convenient", and should, therefore avoid walking into water, lava,
> traps, or other things that distant movement would avoid, even if you're
> right next it.  Unless...  the travel destination is the "bad" location
> next to you when the travel starts.
To that end...
- add a context (iflags in 3.4.3 to maintain savefile compat) flag to
differenciate the first travel step from later steps, to allow the
detection of the final sentence, above.
- several changes to set/reset the travel1 flag as needed
- add code to findtravelpath to treat the first step specially if it's
the only step, allowing forced travel into a "bad" location
- correct the "don't travel over traps" code, which was getting confused
because hero's starting location was being avoided
- add code to avoid traveling into water and lava, duplicating
checks used for non-travel running
- fix some strange "guess" travel behavior: avoid zigzag paths when there's
a more direct path (even though the number of moves is the same)
- trunk change adds a new DISP_ALL tmp_at type, and uses it in some debug
code for travel, debug changes not added to the 3.4.3 branch
2003-10-21 02:27:43 +00:00
nethack.allison
4775dd3cbf headings in option menus
There was a great deal of inconsistency in
different menus on how headings were displayed.
This allows the user to select what they like best.
I was motivated to do this, because I wasn't satisfied
with the appearance of ATR_INVERSE in the menus
on win32tty, and several of them specified it.
2003-10-05 19:56:22 +00:00
cohrs
559be58c21 conflicting delayed killers
Introduce a new set of functions to manage delayed killers in the trunk, used
in addressing the various reports of delayed killer confusion.  Since existing
delayed killers are related to player properties, the delayed killers are
keyed by uprop indexes.  I did this to avoid adding yet another set of
similar identifiers.
- the new delayed_killer() is used for stoning, sliming, sickness, and
delayed self-genocide while polymorphed.  Some other timed events don't
use it (and didn't use the old delayed_killer variable) because they
use a fixed message when the timeout occurs.
- A new data structure, struct kinfo, is used to track both delayed and
immediate killers.  This encapsulates all the info involved with
identifying a killer.  The structure contains a buffer, which subsumes the
old killer_buf and several other buffers that didn't/couldn't use killer_buf.
- the killer list is saved and restored as part of the game state.
- the special case of usick_cause was removed and a delayed killer list
entry is now used in its place
- common code dealing with (un)sliming is moved to a new make_slimed function
- attempted to update all make dependencies for new end.c -> lev.h
dependency, sorry if I messed any up
2003-09-29 19:24:20 +00:00
kmhugo
e1f5ddd820 sound cleanup
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
  because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
  same order as youprop.h and enlightenment.

There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.

Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code.  Portions of this patch
were written by Michael Allison.
2003-09-28 03:42:50 +00:00
nethack.allison
d024c09602 ^X tabbed field support 2003-09-27 22:37:52 +00:00
nethack.allison
22ce5ed6f2 trunk only: preserving context (src files)
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.

This patch:
- collects all context/tracking related fields from flags
  into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
2003-09-21 11:52:54 +00:00
cohrs
40b5b12673 SAFERHANGUP
This is an initial round of SAFERHANGUP hangup changes.  It introduces
SAFERHANGUP, provides the core framework, and enables it for UNIX.

Window-port changes are provided for win/tty, win/X11 and win/gnome.  Qt
changes should be forthcoming after having Warwick look at them.
window.doc is updated so windowport maintainers have an clue what needs to
be done to support SAFERHANGUP.
2003-09-19 03:15:49 +00:00
nethack.allison
cc830fb311 buglist - full level triggers impossible() from migrating mons
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
>  "Program in disorder - perhaps you'd better #quit.
>  rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.

[confirmed: moveloop -> deferred_goto -> goto_level ->
 losedogs -> mon_arrive -> rloc -> impossible]

This patch:
- causes rloc() to return TRUE if successful,
  or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
  the failed rloc()
- allows the x,y parameters to mkcorpstat() to
  be 0,0 in order to trigger random placement of the
  corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
  then you'll have a debug-mode command #migratemons to
  store the number of random monsters that you specify
  on the migrating monsters chain.
2003-09-13 05:30:43 +00:00
nethack.allison
724ac2670c more overlay bits
Although the overlay stuff is destined to be
removed someday, this patch just makes the
use of STATIC_DCL, STATIC_OVL consistent
in the trunk.

[As a side pointless experiment, I was able
 to build a working  8086 port of 3.4.2 after
 this change that worked correctly in limited
 testing right up until it came time to enter
 Ft. Ludios., where it couldn't allocated the
required amount of memory.]
2003-09-05 14:59:53 +00:00
nethack.allison
416412f92b Remove vestiges of old overlay source split
[trunk only]
2003-09-05 02:45:18 +00:00
jwalz
2ea07652d8 lint removal -- nothing of import 2003-08-29 17:23:19 +00:00
nethack.allison
82e8dd3247 wizmode level teleport via menu
If you answer '?' to the level teleport prompt
in debug mode, you get a menu to choose
from, similar to the control-O print_dungeon
display.
2003-08-17 19:10:52 +00:00
cohrs
ad5e58e0de cmdassist for grid bugs
the cmdassist message shows all the valid directions even if you are
polymorphed into a grid bug.  I noticed this when I typed a diagonal
direction as a grid bug and got the dialog, telling me the key I just typed
was valid, but it wasn't.  Limit the keys to those valid for grid bugs.
2003-08-02 22:42:49 +00:00