Commit Graph

3062 Commits

Author SHA1 Message Date
nhmall
7698e27eed Merge branch 'NetHack-3.6' 2019-06-20 22:33:33 -04:00
PatR
2fe57af3f3 fix #H8833 - wishing for "<foo> amulet"
and receiving a random amulet instead of an "amulet of <foo>".
Although the failure to produce the 'right' amulet wasn't a regression
compared to earlier versions as the report indicated, supporting that
wish is straightforward.
2019-06-20 18:42:35 -07:00
PatR
2da552e22f fix #8924 - demonic bribery while hero is deaf
Even though it isn't using verbalize() to make a specific statement,
don't let a demon ask the hero for a bribe when the hero is deaf.

Also, give alternate setup messages in a couple of places where a
divine voice is overriding deafness.
2019-06-20 13:08:47 -07:00
PatR
72afb0d4f6 muse wand/horn feedback for monst zapping at self
Recent commit 5d59b288c9 changed monster
zapping a fire horn at self to cure sliming to not use the wand-zap
feedback routine, but inadvertently did for zaps of wands of fire too.
Use the zap routine for wand and play-instrument routine for horn.
2019-06-20 10:54:59 -07:00
nhmall
2a5d7ed536 Merge branch 'NetHack-3.6' 2019-06-20 10:18:32 -04:00
PatR
8bfe6f82f1 Re-do the formatting for help on menu control keys
and add the non-configurable keys:  space, return, and escape.
2019-06-20 02:26:48 -07:00
PatR
9f6588af49 curses text windows
Most of the entries for '?' looked awful because curses was using
((terminal_width / 2) - 2) for the window width ('- 2' was to make
for for a border around the popup window, regardless of what the
'windowborder' option was set to).  Splitting text that has been
manually formatted for 80 columns "worked" but looked bad when not
required.

Some of the help files are using 79 characters on a few lines,
producing wrapped text when displayed.  Those would look better if
limited them to 78 or if curses can be modified to suppress the
window border when the entire display is being covered by a popup.
2019-06-20 01:14:50 -07:00
nhmall
30cfcf3b12 Merge branch 'NetHack-3.6' 2019-06-18 21:43:54 -04:00
PatR
1c03d09701 curses map window
tty ignores map column #0 (0-based index), like the core, and draws
the map in screen columns 1 (1-based index) through 79, leaving screen
column 80 blank.  curses was drawing all 80 map columns and since #0
was always unused, screen column 1 was blank and the map was shown in
2 through 80.  Change curses to work like tty.

This was too easy; there may be problems lurking.  One known issue: it
should be made smarter about when clipping/panning is necessary since
it thinks that a full 80 columns are needed but 79 suffice.
2019-06-18 03:52:28 -07:00
nhmall
2b754e0c92 Merge branch 'NetHack-3.6' 2019-06-15 18:54:28 -04:00
PatR
820320ba55 EDIT_GETLIN when naming monsters and objects
Like #annotate, #name monster, #name individual object, and #name
object type are places where it makes some sense to have an existing
name be the default for the new name, in case taking off from the end
and/or adding to the end is more convenient than retyping everything.

When there is an existing name used as default, clearing that default
and hitting <return> is not enough to remove the name, you still need
to 'assign a new name' of <space> to do that.
2019-06-15 08:19:32 -07:00
PatR
747981d0c5 take two: tty bug with long 'autodescribe' text
Messages on tty which bypass message history weren't handling long
lines properly.  If the text wrapped to line 2, that continuation
portion was left on the screen after whatever operation that put it
here was finished.  (To reproduce:  assign a long name to a monster
with a long type name so that the combined length exceeds the display
width, then move the cursor over it with ';' or '/' while autodescribe
is On.)

This time prompting isn't adversely affected.
2019-06-15 07:18:47 -07:00
nhmall
938a2c1b64 Merge branch 'NetHack-3.6' 2019-06-15 08:54:45 -04:00
PatR
9cbc8ace42 tty bug with multi-line prompts
This effectively reverts 1ad2415315
because it was interfering with prompts that spanned more than one
line (by inserting '--More-- + erase' between displaying of prompt and
getting input for the answer).

So we're back to the situation where autodescribe feedback when moving
the cursor will leave text on the second line if it generates text too
wide for one line.  (^R redraws the screen correctly.)
2019-06-15 05:11:08 -07:00
PatR
f0633e6541 EDIT_GETLIN vs monpolycontrol
For wizard mode 'monpolycontrol', the getlin() answer buffer for the
"Change <monster> @ <x,y> into what kind of monster?" prompt is also
used to format the coordinate portion of that prompt, so when
EDIT_GETLIN is enabled getlin() was inadvertently given "<x,y>" to use
as default response.  Clear it after the prompt is formatted instead
of via an initializer.  Also, shorten the prompt on the first try:
"Change <monster> @ <x,y> into what?", expanding to the old prompt if
retry is needed.

This also allows specifying 'chameleon' when <monster> is a chameleon,
'doppelganger' when it's a doppelganger, and 'sandestin' when it's one
of those (but not 'doppelganger' when it's a chameleon or sandestin,
and so forth), instead of blanket refusal to accept any non-vampire
shapechanger as the choice.
2019-06-15 04:13:34 -07:00
PatR
1ad2415315 tty bug with displaying long 'autodescribe' text
Messages on tty which bypass message history weren't handling long
lines properly.  If the text wrapped to line 2, that continuation
portion was left on the screen after whatever operation that put it
here was finished.  (To reproduce:  assign a long name to a monster
with a long type name so that the combined length exceeds the display
width, then move the cursor over it with ';' or '/' while autodescribe
is On.)
2019-06-12 17:57:24 -07:00
PatR
9125b5943e 3.7: automatic annotation for vibrating square
Add "Gateway to Moloch's Sanctum" to the vibrating square level if you
step on the square or detect/magic map it as a pseudo-trap, an extra
hint for players who manage to get that far but then don't know what
to do next.  (I think I may also add a randomly placed floor engraving
along the lines of "For a good time, consult the Oracle of Delphi."
as a gag variant of "For a good time, call <name> at <phone number>."
Not very thematic for Gehennom but could conceivably nudge someone in
the right direction.  But it could give away the level for experienced
players who haven't located the vibrating square yet.)

The annotation sticks until the one for "Moloch's Sanctum" gets added.
That happens when the temple on the sanctum level is entered or the
altar there has become mapped (in view or via magic mapping).

Could break existing 3.7.0- save files (but probably won't, since
at least two bits were available unless using an ancient 'Bitfield()
allocates whole bytes' configuration).  That's the reason I didn't
put this into 3.6.2+.
2019-06-11 09:29:14 -07:00
nhmall
fea4fd0e00 Merge branch 'NetHack-3.6' 2019-06-10 18:04:45 -04:00
PatR
9ee6e1c839 wizweight vs globs
The wizard mode runtime option 'wizweight' appends an object's weight
to its formatted description, but that was skipped for globs on the
assumption that it had already been included.  But that inclusion only
happens in shops so most globs lacked weight feedback.
2019-06-10 09:52:34 -07:00
nhmall
f167fe4d7e Merge branch 'NetHack-3.6' 2019-06-10 08:05:46 -04:00
PatR
5d59b288c9 muse wand/horn feedback
One of the claims in #H8849 was that a monster which zapped a wand
that the hero had fully identified made hero's knowledge of it revert
to "a wand".  That doesn't happen; it had to have been a different
wand which hadn't been seen up close yet.  But the hero should lose
track of known number of charges if a wand is zapped outside his/her
view.  When implementing that I noticed that a monster playing a fire
horn to burn away slime was using the routine that gives wand
feedback.  Add a separate, similar routine for magical horn feedback.

Half this diff is due to moving a naming support routine from mhitm.c
to do_name.c.
2019-06-10 03:16:52 -07:00
nhmall
9ac8e07d9e Merge branch 'NetHack-3.6' 2019-06-09 14:09:18 -04:00
PatR
319dcf4746 curses EDIT_GETLIN - discarding preloaded answer
EDIT_GETLIN is more complicated on curses than on tty due to way that
long lines are handled....

Using ESC to get rid of the default response removed it from the
answer buffer but didn't erase back to the end of actual prompt,
making it look as if it was still there.  Fixing that for a one-line
prompt+answer was needed and would have been easy but it also needs to
be prepared to go back to prior lines.  Both the prompt and the answer
could conceivably span lines although in practice it will usually just
be one line or else prompt+answer combined spanning to a second line.

This hasn't been exhaustively tested been seems to be working correctly.
2019-06-09 07:07:34 -07:00
nhmall
797579399c Merge branch 'NetHack-3.6' 2019-06-09 09:45:14 -04:00
PatR
56d16fc7ee more ^G of "hidden <monster>"
Fix a couple of glitches and add an enchancement.  The monster
attributes structure left the 'hidden' field uninitialized unless user
specified "hidden".  Mimics were being flagged with mon->mundetected
because they pass the is_hider() test but they 'hide' by taking on an
appearance rather than being unseen due to mundetected.  hides_under()
monsters fail the is_hider() test, but can become mundetected if there
is at least one object present.  Eels/other fish are neither is_hider()
nor hides_under() but can be mundetected at water locations.  So alter
'hidden' handling to deal with these various circumstances.

Asking for 'hidden' for any type of creature will result in having its
location be highlighted if it can't be actively seen or detected.  So
using '2000 ^G piranha' will fill up the Plane of Water "normally" but
'2000 ^G hidden piranha' will result in a ton of draw-glyph/delay/
draw-other-glyph/delay sequences and take a painfully long time.  Moral
of the story:  don't combine 'hidden' with a large count unless you
want to spend quite a while watching the level's fill pattern.  Turning
off the 'sparkle' option will cut the flashing in half but still take
a long time.  If you really need to fill a level with hidden creatures
and can't bear the flashing/highlighting, use blessed potion of monster
detection or #wizintrinsics to have extended detect.  Then all created
monsters will be seen so none will trigger location highlighting.

If you create a 'stalker' or 'invisible stalker' or 'invisible <other-
mon>' its location won't be highlighted, but for 'hidden stalker' or
'hidden invisible stalker' or 'hidden invisible <other-mon>' it will
(provided you don't actually see it due to See_invisible or sensemon()).
2019-06-09 06:11:09 -07:00
nhmall
26bf4f1e11 Merge branch 'NetHack-3.6' 2019-06-09 08:43:40 -04:00
nhmall
5f676aa56c extend wizard-mode display effect to unseen invisible monsters 2019-06-09 07:46:14 -04:00
nhmall
ea9a385d67 fixes entry and a display effect related to is_hider wishing 2019-06-08 22:40:51 -04:00
nhmall
2f5013670d Merge branch 'NetHack-3.6' 2019-06-08 14:39:36 -04:00
PatR
a64a2f85f4 fix github pull request #197 - curses CR handling
Fixes #197
Fixes #195

Add a call to nonl() to tell curses not to convert carriage return (^M)
to newline.  Line input accepts both ^J and ^M as end of line/end of
input, but the core's command processing treats ^M as "unknown command"
(by default; someone could use the BIND option to assign some command
to that character).  The end result is that accidentally pressing the
<return> or <enter> key (or Ctrl+M key combination) won't make the hero
run towards the bottom of the screen as if the user had typed ^J.  The
curses docs also claim that it allows more optimization during screen
updating by making ^J work as plain linefeed rather than ^M^J newline.

The tty interface can achieve this (the 'do not convert ^M to ^J part',
not the 'more optimization' part) by issuing the command 'stty -icrnl'
(on Unix or sufficiently Unix-like system) prior to running nethack,
but that has no effect when using the curses interface (at least with
ncurses on OSX where I've tested it).

A better fix would be to look up the current terminal settings at
program startup and only call nonl() if -crnl was in effect so that
curses and tty would behave the same in this regard, but curses is
supposed to let us avoid those sorts of messy details....
2019-06-08 08:55:44 -07:00
nhmall
d0210d9c90 Merge branch 'NetHack-3.6' 2019-06-08 09:38:27 -04:00
PatR
7ea69225e9 fix github issue #198 - mon wielding cursed weapon
Fixes #198

Watching a monster try to switch from a cursed weapon to some other
weapon (of any bless/curse state) reported that the old weapon was
welded to the monster's hand and wouldn't switch to the new one.
But watching a monster try to wield a cursed weapon didn't say that
it was becoming welded at the time.  Report correctly pointed out
that the weld-to-hand check wouldn't work unless the weapon was
already flagged as wielded, and the code in question was deferring
wielding so that the message wouldn't include "(weapon in hand)" in
the formatted object description.  There was also another problem:
it was erroneously testing the monster's old weapon (if any, after
unwielding it), instead of the new one being wielded.

Also, Sunsword starting to emit light when first wielded by a monster
only reported that it was shining if hero could see the monster.
Give an alternate message if hero sees the location instead.  (Just
the monster's/Sunsword's location rather than any newly lit spot
within Sunsword's radius.)
2019-06-08 05:58:42 -07:00
PatR
c741d6c7c9 missile light sources
Throwing or kicking a lit lamp, lit candle, or lit potion of oil
wasn't giving off any light as it travelled to its destination.
Now it does, and dungeon features, objects, or monsters that are
temporarily seen as it moves from square to square till appear on
the map.  In the monster case, they go away as soon as the light
moves beyond range, but when it finishes moving the "remembered,
unseen monster" glyph will be drawn at their location.  I think that
part has some room for improvement, but mapping temporarily seen
terrain features is the primary impetus for this change.

Also, any message delivery while the "lit missile" travelled still
showed its light around the hero.  Noticeable for lamps or stacks
of sufficient candles if hero has no other light source.

This cannibalizes the monst->mburied bit for temporarily seeing a
monster.  It has been present but unused for ages.  I needed to
replace a couple of vision macros to make sure they didn't examine
it any more so that overloading for transient lighting doesn't
introduce any vision oddities.  For version $NEXT, monst->mtemplit
can be given its own bit.  It is only set during bhit() execution
and cleared by the time that returns, so has no effect on save files.
2019-06-08 04:50:40 -07:00
nhmall
aa2fb2932f Merge branch 'NetHack-3.6' 2019-06-06 21:49:54 -04:00
PatR
c46d6c0572 \#turn mechanics
This part got left out of yesterday's #turn update.
2019-06-06 13:12:39 -07:00
nhmall
bfc4445537 Merge branch 'NetHack-3.6' 2019-06-05 08:08:32 -04:00
PatR
b982e6c526 location viability on Plane of Water
While testing, I noticed that I could completely fill the Water level
with air elementals.

Hero can't fly or levitate or water walk into/onto water locations
on Water level without drowning/crawling out the water, and monsters
shouldn't have been able to but could, then they were hit by drowning
since minliquid used different criteria than movement.  But goodpos(),
used for teleport destination and new monster creation among other
things, consided water locations acceptable on that level for
non-aquadic creatures with Fly/Lev/Wwalk ability.

It explains why so many dragons and other 'nasty' monsters have been
ending up on the vanquished monsters list when hero uses level
teleport to go directly there from level 1.  They've either been
getting created in water and then they drown when it's their turn to
move or moving into it to approach the hero and drowning (not sure
whether that case is immediate or on next move).  There's no message
since hero doesn't see it, and air elementals didn't drown since thy
don't breathe.
2019-06-05 04:16:34 -07:00
nhmall
43ae30443d fixes whitespace bit 2019-06-04 21:58:44 -04:00
nhmall
a65682f58e allow a parent function to restrict use of placebc
placebc was triggering an impossible sometimes on the plane of
water

It turned out to be because movebubbles issued an
unplacebc(), but a downstream function called
placebc(), so when movebubbles() issued its own
placebc() there was a problem.

The downstream function that beat movebubbles to the placebc()
turned out to be unstuck(). There could be others.
2019-06-04 21:18:46 -04:00
PatR
05a0d10097 plug montraits() memory leek
If a corpse with a revive timer included obj->oextra->omonst for
remembering the original monster (I think all corpses do these days)
and makemon() failed to create a new monster when the timer expired,
the copy of the original wasn't freed.  makemon() will fail if there
is no room for the monster.
2019-06-04 14:54:58 -07:00
PatR
25f1cc38e9 confused blessed scroll of remove curse on itself
Noticed when testing the set_bknown patch earlier: something updated
the persistent inventory window while scroll processing was in the
midst of traversing invent and it showed the scroll I'd just read
change from known blessed to bless/curse state not known.  The scroll
should really be removed from inventory because player is told that it
has disappeared, but unlike charging (which does do that so that it is
gone when selecting an item to charge), remove curse isn't auto-IDed
and the code to ask the player to call an unIDed item something only
kicks in when it's still in inventory.  Preventing the scroll in use
from having its bknown flag cleared should be good enough; it won't
have disappeared yet but at least it won't be visibly changing.
2019-06-04 13:18:21 -07:00
PatR
093e7c31e4 container->{cknown,lknown) vs perm_invent
Carried containers could have their contents-known state and/or
lock-known state changed without persistent inventory window being
updated to show the new information.

This also changes the behavior when player has hero zap self with
wand of locking or wizard lock spell.  If it doesn't trigger a
holding trap then the effect will hit inventory, similar to how
opening/knock operates (releasing hero from holding trap or hiting
inventory when that doesn't happen).
2019-06-04 12:13:46 -07:00
PatR
43afa91ff8 fix #H8850 - bless/curse state in perm_invent
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
2019-06-04 10:50:24 -07:00
PatR
ac79fedf60 fix github issue #196 - green slime feedback
Fixes #196

If you didn't die from turning into green slime but then died because
green slimes had been genocided, the message given assumed that you
had just seen "OK, you don't die" from answering No to "Really die?".
Its wording didn't make sense if the reason you didn't die was an
amulet of life-saving.  Give a different message for that case.

Also, if you survive turning into slime (via either method) and either
green slimes are still around or you answer No to "Really die?" when
they've been genocided, give a message after "You survived that attempt
on your life" pointing out that you have done so in green slime form.
Useful since prior to 3.6.2 you would have reverted to original form--
despite the Slimed countdown saying you had turned into green slime.
2019-06-04 09:16:00 -07:00
nhmall
fd585a58c2 add some debugging BREADCRUMBS to identify caller of some functions
Only takes effect if a developer uncomments BREADCRUMBS in config.h
2019-06-03 18:37:45 -04:00
nhmall
6dd7dfa66c Merge branch 'NetHack-3.6' 2019-06-02 16:19:53 -04:00
nhmall
5c30cc5890 elemental_clog() should not destroy the very monster trying to be placed 2019-06-02 08:15:41 -04:00
nhmall
e84fb24ede Merge branch 'NetHack-3.6' 2019-06-01 18:05:42 -04:00
nhmall
5ee78c5204 improve full level handling in the endgame
Even though a goodpos failure in mnearto() would return 0 to
the caller and trigger proper overcrowding handling for mtmp,
the 'othermon' would be left with its mx,my set to 0,0 under
that circumstance and then trigger a mon_sanity_check()
failure and accompanying impossible() message a short while
afterwards.

This also includes the addition of some flags that proved useful
for troubleshooting the mystery sanity_check failure and helping
to understand some of the code paths the struct monst data had
been through. They are only used for inspection when issues are
reported or when debugging, they don't presently control the
code flow.  Their setting and use is done in an overloaded way
that should not intrude on the existing use of mspare1 for
MIGR_LEFTOVERS. mon->mstate is just a pseudonym for mon->mspare1
and does not alter save file content.
2019-06-01 16:51:10 -04:00
PatR
6f7089de10 whatdoes ('&') for movement commands
The key binding overhaul broke '&' reporting for movement commands.
This is somewhat clumsy but seems to be working as intended.

(M-0 with 'number_pad' set to 2 (or 4) appears to be broken.  It's
supposed to be a synonym for 'I' but brings full inventory ('i')
for me.  I have to set 'altmeta' On and type ESC followed by 0, but
that sequence does work to get M-0.)
2019-06-01 02:52:32 -07:00