Commit Graph

2551 Commits

Author SHA1 Message Date
Sean Hunt
777328bd5c Merge fire-based erosion to common codepaths.
This finally eliminates all direct increases of `oeroded` and `oeroded2`
and moves them all to go via `erode_obj()`. They are still manipulated
directly in a few places, but not to erode objects.

This now merges the `fire_damage()` function to a common codepath, used
for items on lava and burning oil, but fire needs more work. There is
still a duplication between `destroy_item()` and `fire_damage()`; the
two codepaths should eventually be merged in some manner so that there
is only one codepath to say "an object was affected by fire". This path
might require some parameters, such as whether the fire will just erode
objects or burn them outright, but that can happen another day.
2015-03-02 12:50:03 -05:00
Sean Hunt
3acd3c4a00 Fold get_wet() into water_damage().
This now ensures that dipping into water works like other sources of
water damage. There is a potentially significant gameplay change here:
dipping a container into uncursed water will wet all its contents. If
this is a problem, then we should add another parameter to water_damage
which will suppress this behaviour for dipping.
2015-03-02 12:50:01 -05:00
Sean Hunt
57dcad3774 Rename rust_dmg() to erode_obj(). 2015-03-02 12:50:01 -05:00
Sean Hunt
3a049cf66e Eliminate erode_obj() and other erosion.
Now all erosion that isn't fire-based goes through `rust_dmg()`
2015-03-02 12:50:00 -05:00
Sean Hunt
7e0d552b06 A lot more cleanup to rust and water. 2015-03-02 12:49:59 -05:00
Sean Hunt
d588210a77 Cover a couple of corner cases with rust_dmg(). 2015-03-02 12:49:57 -05:00
Sean Hunt
9c4b0113aa Remove the victim argument to rust_dmg().
The argument can be calculated from `otmp`.
2015-03-02 12:49:57 -05:00
Sean Hunt
5ffd5a3000 Factor out a new is_moat function.
The fact that Juiblex's swamp is MOAT but not moat is weird and should
probably be looked at at some point.
2015-03-02 12:49:56 -05:00
keni
6fd30ab1ce Manually fix botched NHDT-Branch expansions. 2015-03-01 20:32:28 -05:00
Pasi Kallinen
7754afd9fa Remove last mention of DUNGEON_OVERVIEW 2015-03-01 10:16:00 +02:00
Derek S. Ray
4dddb97301 remove and transfer INVISIBLE_OBJECTS to branch 2015-02-27 19:34:32 -05:00
Derek S. Ray
5ee52039ca Remove unused size from questpgr.c 2015-02-27 19:34:31 -05:00
Sean Hunt
17ea9ff9ab Fix some warnings on the unconditionals branch. 2015-02-27 19:34:31 -05:00
Sean Hunt
a3faa93403 Remove experimental Unicode support.
This reverts commit 7f0f43e6f9 and some related
subsequent commits.

This compiles, but I have not done extensive testing.

Conflicts:
	include/config.h
	include/decl.h
	include/extern.h
	include/global.h
	include/tradstdc.h
	include/wintty.h
	src/drawing.c
	src/files.c
	src/hacklib.c
	src/mapglyph.c
	src/options.c
	sys/winnt/nttty.c
	win/tty/getline.c
	win/tty/topl.c
	win/tty/wintty.c
2015-02-27 19:34:29 -05:00
Sean Hunt
7c09285a8c Make EXP_ON_BOTL unconditional. 2015-02-27 19:34:26 -05:00
Sean Hunt
0001534d04 Make REDO unconditional. 2015-02-27 19:33:52 -05:00
Sean Hunt
d218bedbf7 Make LOADSYMSETS unconditional.
There are some bugs here, but this functionality should make it into the release
in some form.
2015-02-27 19:33:51 -05:00
Sean Hunt
74e741bbbc Make AUTOPICKUP_EXCEPTIONS unconditional. 2015-02-27 19:33:50 -05:00
Sean Hunt
b138d380ea Make BARGETHROUGH unconditional. 2015-02-27 19:33:48 -05:00
Sean Hunt
6e9fa71b05 Make SEDUCE unconditional. 2015-02-27 19:33:48 -05:00
Pasi Kallinen
612852f7de Apply paxed's DEBUG patch to remove DEBUG/D_DEBUG.
Move debugging output into couple preprocessor defines, which
    are no-op without DEBUG.  To show debugging output from a
    certain source files, use sysconf:

    DEBUGFILES=dungeon.c questpgr.c

    Also fix couple debug lines which did not compile.

This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
2015-02-27 19:33:45 -05:00
Sean Hunt
ac108cd365 Make GOLDOBJ unconditional. 2015-02-27 19:33:40 -05:00
Sean Hunt
4f59f5c6fd Make WIZARD unconditional. 2015-02-27 19:33:22 -05:00
Sean Hunt
ad82ca80f3 Make DUNGEON_OVERVIEW unconditional. 2015-02-27 19:33:20 -05:00
Sean Hunt
1edadd1d48 Make REINCARNATION unconditional.
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.
2015-02-27 19:33:16 -05:00
Sean Hunt
260f7ea860 Make TOURIST unconditional. 2015-02-27 19:33:12 -05:00
Sean Hunt
5ee71d2757 Make SINKS unconditional. 2015-02-27 19:33:06 -05:00
Sean Hunt
b066b7c170 Make KOPS unconditional. 2015-02-27 19:33:04 -05:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00
Sean Hunt
264dc66129 Make ELBERETH unconditional. 2015-02-27 19:32:53 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
Pasi Kallinen
ce0665cd15 Add a missing break
Stepping on a magic trap while riding could delete the trap and
make the deleted trap hit the steed.
2015-02-20 20:26:46 +02:00
Sean Hunt
a3b1cb8432 Remove the 'nul' variable. 2015-02-18 23:51:31 -05:00
Sean Hunt
72c2ae233d Clean up lava messages a little.
This change has two parts.

First, the Book of the Dead now has a special message in lava. This was
originally added by Steve Melenchuk (aka Grunt) as a precaution against the Book
burning up. While I'm pretty sure that the Book can't burn up in the current
codepath, the message is a nice touch and it doesn't help to add a safety check.

Second, always print the inventory destruction messages. The reason for this is
fairly subtle, but relates to the timing. By not printing the messages when
dying, the visible effect to the player is that if they have lifesaving, the
items burn up before they die, but if they do not, they burn up after they
die---the fact that they do burn up is visible in the dump or bonesfile.
2015-02-18 23:24:41 -05:00
Sean Hunt
ad4f3fc0fe Clean up the lava code a little. 2015-02-18 23:19:23 -05:00
Sean Hunt
d34bc6fd73 Destroy water walking boots on lava first.
This avoids a player being left standing on lava if their boots are burned up and
they survive the damage.

This change is originally due to Steve Melenchuk, fixed up by Derrick Sund.
2015-02-18 23:05:37 -05:00
Sean Hunt
ca6bbf8bc3 Fix warning with verbalize1 2015-02-18 21:48:34 -05:00
Sean Hunt
7e93cadc1c Replace && with & in blindness timeout check.
Caught by clang.
2015-02-16 00:24:05 -05:00
Sean Hunt
862d32c2ec Fix a few compiler (clang) warnings. 2015-02-16 00:23:48 -05:00
Pasi Kallinen
a55bef240c Typofix. 2015-02-13 22:32:33 +02:00
Derek
bae3c6088f Exclude all the Win32 build artifacts (Studio and otherwise)
Squashed commit of the following:

commit e37c7626f035a29321c9ac12cca83a0af2132abb
commit 86ebb3e66aedb6b5a31d61d57c39cf84c12d2276
commit 6cd677c8fca4102f223fb1708d00a65c2ded6658
Author: Derek <derekray@gmail.com>
Date:   Fri Feb 13 13:24:29 2015 -0500
2015-02-13 13:26:05 -05:00
nethack.rankin
5cc7f32044 retouch_equipment() bypass handling
Simplify retouch_equipment (post-3.4.3.code, called when hero
changes alignment or turns into a silver-hating critter; inventory
traversal must cope with the possibility of losing object->nobj when
processing object) by switching to recently added object->bypass code.
2013-11-07 01:03:16 +00:00
nethack.rankin
e8e291b018 fix #H3039 - panic() when trying to drop destroyed items
From a bug report, dropping a lit
(burning) potion of oil while levitating can produce an explosion which can
destroy inventory.  If in the process of dropping multiple items, the ones
after the oil might be gone, resulting in use of stale pointers and possibly
triggering an "extract_nobj: object lost" panic or even a crash.  While
testing my fix, I discovered that being killed by an exploding potion of oil
could produce an "object_is_local" panic if bones are saved  (and reproduced
with unmodified 3.4.3).
2013-11-05 00:57:56 +00:00
nethack.rankin
d7a467fff1 fix #H3033 - Crash upon teleport onto a sink while equipping levitation boots
From a bug report, being teleported onto
a sink while busy putting on levitation boots triggered a crash when
Boots_on() was called (as '(*aftermv)()' on the next turn) because
'uarmf' would be null by then.  Not mentioned, but the same problem was
encountered by Boots_off() if the teleport happened while you were busy
taking boots off.  It could be fixed by having having dosinkfall() call
cancel_don() if donning(uarmf) yields true, but this patch does a little
more than that:  cancel donning/doffing of any multi-turn armor if you
fall onto a sink.  It also prevents you from falling if you end up
flying (which will have been blocked while levitating).

     The situation when putting on levitation boots has a sequencing
issue:  setworn() causes you to be flagged as levitating immediately,
but the float_up() feedback doesn't occur until Boots_on() gets called
a turn later.  Teleporting to the sink will tell you that you crash
onto the sink and and that you stop putting on boots, without having
been told that you've floated up into the air.  It's suboptimal but it
doesn't seem to actually be incorrect.
2013-10-26 21:33:47 +00:00
nethack.rankin
c9fc8fcc09 Magicbane grammar
After newsgroup discussion of C343-162, I noticed that it had fixed
the verb usage in the message for confused and/or stunned, but not in the
one for resisting.  (If a monster name ends in 's', or it has been named
"you", 3.4.3 used the wrong verb because vtense() was fooled about plural
or second person.)  No new fixes entry needed....
2013-03-17 00:17:18 +00:00
nethack.rankin
fec8981102 poly'd hero hiding feedback
When hiding as a monster, say so during the #monster command and
also list being hidden in the status section of enlightenment/^X.

     Also, prevent hiding on the floor or ceiling on the planes of air
and water.  (Didn't apply to monsters, who only hide on ROOM spots.)

     Half the change to dohide() is just revised indentation.
2013-03-16 01:44:28 +00:00
nethack.rankin
0a86304023 flying into pits
In the newsgroup recently, someone mentioned that when polymorphed into
a flying monster, he couldn't retrieve items out of pits, even with the '>'
command.  I thought that we had fixed that, but the fix apparently only
covered walk-through-wall creatures (xorns and earth elementals), not flyers
and ceiling clingers.  Now those can also deliberately enter pits via '>'.

     The fixes entry is in the new features section in order to be next to
the xorn one.  '>' at pit locations is new, but it handles something which
was missing so feels more like a bug fix than a new feature to me....
[Keni, the bug page entry C343-12 about '>' (for xorns?) is general enough
to cover this fix, so we don't need to add a new one for flyers.]
I noticed an unrelated fixes35.0 entry mentioning '>' which was duplicated;
this removes one of the copies.
2013-03-14 01:58:21 +00:00
nethack.rankin
1183aa6805 impossible fix - potentially invalid feedback
From a bug report, the message displayed to the screen by
impossible() might be different from the one written into paniclog, if it
had argument subsitution/formatting.  I couldn't reproduce that myself,
but stdarg.h/varargs.h is tricky stuff and I think that passing the va_list
to a routine which steps through it requires that va_start be called again
if you're going to use the va_list a second time.  This changes impossible()
to handle its arguments only once, like panic().
2013-02-09 01:33:37 +00:00
nethack.rankin
6847b78316 engrave phrasing
Message wording suggested by Michael.
2012-12-20 01:48:36 +00:00
nethack.rankin
aebb5949f7 fix #H2785 - engraving punctuation
Message tidbit when engraving with a weapon which becomes too dull to
finish the whole text:  add missing final period to
  You are only able to write "<partial text>".
I think that proper usage puts the period in front of the quote rather than
after, but that could make it look as if the period ended up inside the
partial engraving.
2012-12-19 01:26:54 +00:00