Commit Graph

118 Commits

Author SHA1 Message Date
nethack.rankin
fa708fe73b chest trap bit
From a bug report, the "you stagger"
message when a trapped chest releases a cloud of gas shouldn't include the
inaccurate phrase "and your vision blurs" if hallucination is blocked by
Grayswandir.  Suppress it in that case.
2005-11-02 02:35:31 +00:00
nethack.rankin
ebc20fa560 fix #M108 - seeing while asleep
I think being asleep or unconscious ought to override vision the way
that being blinded does, but that's a more ambitious change than I care to
tackle.  This replaces You("see ...") with You_see("..."), comparable to
You_hear().  It catches the reported door case and several variations of
light sources burning out while on the floor rather than in inventory, but
it probably misses some other cases.  zap_over_floor() in particular is
highly suspect.
2005-06-23 03:48:14 +00:00
nethack.rankin
ff16502d67 floor access
A post-3.4.3 change dealing with reaching into pits resulted in "you
sit on the air" if you used the #sit command after escaping a pit trap.
Change can_reach_floor() so that caller explicitly controls whether being
on the brink of a pit is a condition that prevents reaching the floor.
This also splits a fairly common message about not being able to reach the
floor into a separate routine.

     There is still oddness here:  if you're polymorphed into a flyer,
#sit yields "you sit down" followed by "you fly over a pit" (latter occurs
when escaping trap activation).  A ceiling hider behaves similarly, but
the second message is "you escape a pit" and doesn't sound quite as silly.
Perhaps #sit should pass TOOKPLUNGE to dotrap(), or maybe there's some
better way to handle this?
2005-06-04 05:25:28 +00:00
nethack.rankin
046714c1b6 more statue animation and corpse revival (trunk only)
Reviving a corpse or statue restores the monster to life before
deciding whether the object which was used up in the process belongs to a
shop.  This resulted in a rather strange situation when the revived monster
was the shopkeeper involved.  The object can't have been stolen; there was
no shk to own it at the time it got used up.

  Manlobbi's statue of a shopkeeper comes to life.
  You owe Manlobbi N zorkmids for it.

Suppress "of a shopkeeper" in such a case, and do not charge the hero for
using up the statue.  The corpse case only needed the second part.

     This revises post-3.4.3 code so doesn't warrant a fixes entry.
2005-04-21 05:51:41 +00:00
nethack.rankin
0f13d56446 fix "display_minventory: static object freed" panic (duplicate monster gold)
From a bug report, using stone to flesh to
reanimate a petrified monster who was carrying gold (in his case, it was
a shopkeeper) resulted in gold in the monster's inventory.  Somehow it was
also being duplicated in the mgold field--I didn't try to figure that part
out--so killing the monster produced double gold.  More significantly,
probing such a monster prior to killing it caused a panic when the monster
inventory was being massaged for formatting.

     Fix is trivial:  use a routine which knows about special handling for
gold when transferring statue contents to resurrected monster.  Both aspects
of the problem only occurred for the !GOLDOBJ configuration (which is our
default).  However, any objects which confer something special when simply
being carried would have also been misbehaving--automagic animation of
cursed figurines is the only applicable situation; too rare for anyone to
have noticed.
2005-04-21 05:15:04 +00:00
nethack.rankin
61dda66355 finding traps while blind
<Someone> reported that when levitating and blind, he was getting
"You float over the hole" without it showing up on the map.  Easiest way
to reproduce:  zap a wand of digging downwards while levitating blind,
move off the spot and back over it.

     Make sure that all traps created by the player are mapped.  For other
traps, it was about 50:50 whether the trap triggering message yields enough
information to warrant forcibly mapping the trap when blind.
2005-04-14 03:26:56 +00:00
cohrs
2f497c620e M29 - unconscious effects when not unconscious
While auditing nomul() I noticed unconscious() treats (multi < 0 && !nomovemsg)
as unconscious.  This explains the behavior in M29 (unconscious message
while performing #turn).  I checked all the places with this combination,
and found a few that did not appear to fall under the "unconscious" category.
Most I changed to use You_can_move_again to ensure the same display w/o the
unconscious behavior. Also:
- found another string that unconscious() should have considered
- vomit() now sets nomovemsg, one caller was also doing this redundantly
- vomiting_dialogue() was calling stop_occupation() after vomit(), which can
  reset multi.  I reversed the order and removed a doubly-redundant nomul call.

tele() still has a problem: some cases where multi < 0 should probably take
a branch like the unconscious() branch but with a different message.
doturn()'s behavior - turn then wait - is also less than perfect, but I
think this is a known problem.
2005-03-25 20:30:24 +00:00
cohrs
7cb4b9d662 dipping in acid
Add checks to allow erosion of objects #dip'd in acid.
From a bug report.
2005-03-18 20:59:29 +00:00
nethack.rankin
acb416abcc land mine vs drawbridge
Fix the reported problem that having a land mine explode on an open
drawbridge or under its portcullis did not cause the bridge to be destroyed.
2005-03-17 05:20:34 +00:00
cohrs
c40d876c3b U1258 - removing ring of levitation while riding a flying steed
As reported, you'd get the "float gently to the ground" message even while
riding a flying steed.  Rearranged the code and added a new case for this.
I found it odd that Hallucination protected you from falling out of the
saddle due to the Sokoban air currents.  The message implied otherwise, so
I've made the sokoban_trap code apply in both cases.
2005-01-21 22:27:19 +00:00
cohrs
c90746c670 polymorphing into a flyer while in a pit
<Someone> reported that if you polymorph into a flying monster while in a
pit, you must take u.utrap turns to first climb out before you can fly.  Of
course, once you're out, you can swoop down into the pit to pick things up
w/o delay.  Rather that have you automatically fly out (e.g. like quaffing
a potion of levitation), I thought it was better to take a turn to fly out,
so that's what I've implemented.

The code to deal with exiting a pit is moved to a new climb_pit function
and the "up" command now lets you climb from a pit too (something I've
found non-intuitive in the past).

Finally, I noticed that non-moving monsters could still go up/down even
though they couldn't move around.  Added non-moving checks in doup/dodown.
2005-01-18 16:17:27 +00:00
nethack.allison
9a3022800b filled trap doors on castle can be re-dug 2005-01-08 14:37:36 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
6596b69111 obj->quan bits 2004-12-21 16:40:14 +00:00
nethack.allison
0a2eec1e6c statue trap triggered by Blind searching
<Someone> wrote:
> Blind, s)earching unknown territory...
>
>   "You find something posing as a statue."
>
> Shouldn't this map_invisible()?
2004-12-17 01:53:35 +00:00
nethack.rankin
7672a2c60b hats vs helms
Something from <Someone>'s list:  some messages have hardcoded references
to "helmet" which sound strange when the character is wearing a hat or cap.
helm_simple_name() is comparable to the existing cloak_simple_name().  It
returns "helm" or "hat" depending upon whether the helmet provides the
same protection that yields the assorted repetitions of "fortunately,
you are wearing a hard helmet".  This choice ends up categorizing elven
leather helm as a hat (which I think is ok given that its undiscovered
description is "leather hat"), contrary to <Someone>'s suggestion that the
distinction be made based on whether the helmet was made of cloth.

     I started on this a year and a half ago but didn't commit it.
Unfortunately I don't remember why and haven't done any significant
additional work now--just recovered from some intervening bit rot and
confirmed that the patch as is seems to be working ok (in the trunk; the
branch side has not been tested).  I suspect that I meant to look for
additional helmet messages which could benefit from conditional headgear
description.  (Those "hard helmet" ones don't need it, although they
should perhaps be moved into a common routine instead of being replicated.)
2004-11-13 04:00:52 +00:00
nethack.rankin
eaae10c837 fix #U782 - undead turning in a shop [trunk only]
Reported last December by <email deleted>.  Using
a wand or spell of undead turning inside a shop used up corpses without
checking whether they were owned by the shop.  Although the report didn't
mention it, using stone-to-flesh on statues had the same problem.

     I'm not completely satisfied by some aspects of this code, but if I
don't commit what I've got now I probably never would.  My original notes
are lost; I thought that there were some additional fixes present, but
looking at these diffs I don't see anything else significant enough to
warrant mention in the fixes file.
2004-10-22 01:04:34 +00:00
nethack.allison
d84ad3ec3c rolling boulder not in bones files
<Someone> Cced from rgrn:
  <email deleted> (<Someone>) writes:
  [killed by a boulder trap, left bones]

  > Then I realized... there's no boulder.  Did the boulder disappear
  > because I died from the attack, thus bypassing the code that moves the
  > boulder to its intended destination?  Did the creation of the bones
  > file destroy the boulder?  Do boulder traps sometimes get
  > "deactivated" when bones files are loaded?

  The first of these. If you look at launch_obj(), there's an
  obj_extract_self() early on, then all the tracking its trajectory,
  then a place_object() when it comes to rest; since the thitu() call
  kills you during the trajectory part, the boulder never gets re-placed
  onto the map. This is, I think, a bug (and one that will apply to any
  monster-thrown object that kills you, as well); reported to the
  DevTeam.
2004-08-23 16:57:59 +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
6dc1bbd544 giant carrying boulder dies while trapped in a pit (trunk only)
<Someone> wrote:
> "You kill the invisible storm giant.  The boulder fills a pit."
> [...] why did I find the corpse *lying on* and not *buried in* the
> former pit?

Ensure that the corpse ends up buried in that case.
2004-04-11 18:39:14 +00:00
cohrs
b661f86e67 U846 - xorns and pits
Change pit behavior to always mark a non-flying poly'd player as trapped in
a pit, even when Passes_walls is set.  This allows players polymorphed into
xorns to descend into pits and pick things up.  In this case, any attempt
to move out of the pit now takes a turn but always succeeds.  Also fixed
a related bug (w/o ID) that a player could become trapped as if in a pit
when leaving xorn form because u.utrap wasn't checked, and simplified the
code since the extra Passes_walls checks are no longer needed.  Also
updated code in sit.c that duplicated uteetering_at_seen_pit.
2004-01-27 19:35:09 +00:00
nethack.rankin
99413fcd04 fix steed-in-trap message grammar when hallucinating
Fix the recently reported bug about the wording of trap messsages
when hero's steed has a name but hallucination prevents that name from
being used, yielding "You lead poor wombat into a pit!" and the like.

     I accidentally deleted the message so can't reply to the sender.

[Before applying this patch, take a look at the POLY_TRAP case of the
switch statement in steedintrap().  A misplaced brace has drawn the
default case into one of its `if' statements.  Evidently it's valid C
syntax, but someone among us must have access to a compiler or lint
checking tool which is capable to diagnosing such things.]
2003-12-27 02:45:47 +00:00
nethack.allison
57b1e96238 teetering on edge of pit
- when you're teetering on the edge of a pit you can use '>' to enter the pit
- pull the numerious teetering checks into a new function
2003-12-22 19:09:39 +00:00
nethack.rankin
0dc3c43a8d montraits usage (trunk only)
Move a couple of recently added corpse revival/statue animation
fixups into montraits() so that its callers don't have to worry about
them anymore.
2003-12-10 06:33:25 +00:00
nethack.rankin
fbfb8e92ab corpse revival and statue animation (trunk only)
Try to address the problem From a bug report:  turning the Wizard
of Yendor to stone preserves monster information with his statue and
presence of that information overrides the statue animation check
intended to prevent players from creating the Wizard (or other unique
monsters).  That's ok for the current game--the monster had to have been
in play in order to be turned to stone--but is a problem if the statue
is found in a bones file.  The report was for placing such a statue at
the location of an untriggered statue trap by a player who leaves bones,
but stone-to-flesh by the player who loads bones is a simpler way to
trigger this.  (Aside from getting unique monsters earlier than usual
under some degree of player control they won't have their starting
inventory so special items like the Candelabrum might not get created.)
Using undead turning to revive corpses found in bones was another way to
get into the same trouble (I thought corpses of special monsters were
already excluded from bones?).

     It looks like it's also possible to get strange quest behavior if
a corpse or statue of the leader or nemesis is brought into the dungeon,
left in bones, then revived by the second player, but I didn't attempt
to reproduce it.  More work is probably needed; this tightens up leader
handling a bit but doesn't do anything about the nemesis.  This patch
has already been spreading tentacles and I've got to cut it off....

     The patch discards saved monster traits for corpses and statues of
unique monsters while saving bones; reviving or reanimating them will
produce doppelgangers instead of the original monsters, same as stone-to-
flesh on wished-for statues behaves.  It also discards saved traits for
shopkeepers (also temple priests and vault guards--their traits weren't
saved in 3.4.2 though).  That info might be useable when the corpse or
statue is on the same level as the monster started (ie, where its special
room is located), but that's a complication I'm going to bypass.  This
patch also adds chameleon handling for statue activation--it wouldn't
have mattered in 3.4.2 since shapechangers didn't get their traits saved;
it does matter now but was omitted when trait-saving was extended to all
statues a while back.  (It adds chameleon handling to corpse revival too,
but they still don't get their traits saved with corpses so that's just
protection in case of future modifications.)

     Other bits:  `cant_create()' is renamed to `cant_revive()' since
the latter is a more signicant use than wizard mode <ctrl/G> handling.
Now save traits with nymph corses so that cancellation can be propagated
if they're revived; that doesn't matter much but matches statue handling
(where it was more important since it dealt with succubi as well as with
nymphs).  Explicitly initialize the shape-changer field of all monsters
instead of relying on implicit initialization to 0 (CHAM_ORDINARY).

     There'll be a *much* shorter patch for 3.4.3 which will have to get
by with most of these obscure problems--fortunately they're unlikely to
impact many (any?) players.
2003-11-30 21:19:01 +00:00
nethack.rankin
3c29cbfeab poison messages (trunk only)
<Someone> reported something along the lines of

  "You are hit by a little dart."
[ "The dart was poisoned." -- this expected message was missing ]
  "The poison doesn't seem to affect you."

Remove the overloading of ``chance for fatal poison'' and ``thrown weapon''
(which reduces that chance, among other things) for the arguments passed to
poisoned() and change how it decides whether feedback about being poisoned
is needed.  Also, move poisoned() and poisontell() from mon.c to attrib.c.
2003-11-27 05:00:29 +00:00
nethack.allison
cdbe3b1d39 U719: grayswandir and exploding black lights
<email deleted> wrote:
> When wielding greyswander and a black light explodes, the
> message is still "You are freaked by a blast of kaleidoscopic
> light!" giving no indication that you are immune to
> hallucination. Maybe something like "You see a blast of color,
> but seem unaffected" would be more appropriate?

return the changed status back to the caller from
make_hallucinated().
2003-10-29 13:03:23 +00:00
nethack.allison
96b0d848b2 buglist: polymorphed into quantum mechanic
<email deleted> wrote:
- When polymorphed into a quantum mechanic, it is possible to jump in
  the water on a no teleport level and instinctively teleport.
- When an engulfing monster is teleported away on a no teleport level
  when the hero is polymorphed into a quantum mechanic, there is no
  message displayed like "You are no longer engulfed!" because
  u_teleport_mon is passed FALSE for give feedback. But maybe this is
  for a good reason...
2003-10-24 01:54:34 +00:00
nethack.allison
9b9f13aa13 Half_physical_damage 07
It is not physical damage if:
1. it already qualifies for some other special type of damage
   for which a special resistance already exists in the game
   including: cold, fire, shock, and acid. Note that fire is
   extended to include all forms of burning, even boiling water
   since that is already dealt with by fire resistance, and in
   most or all cases is caused by fire.
2. it doesn't leave a mark. Marks include destruction of, or
   damage to, an internal organ (including the brain),
   lacerations, bruises, crushed body parts, bleeding.

Current exceptions to the rule (already existing):
- holy water burning chaotic ("it burns like acid") is physical damage.
- unholy water burning lawful is physical damage.
2003-10-22 23:05:24 +00:00
nethack.allison
8467ab1515 Half_physical_damage 06
- [fixed in trunk] Alchemical explosion
- [fixed in trunk] Artifacts' blasting
- [fixed in trunk] Boiling/freezing potions
- [fixed in trunk] Chest/door/tin traps
- [fixed in trunk] Falling rocks/boulders (trap, digging, scroll of earth)
- [fixed in trunk] Mixing water and acid
- [fixed in trunk] Thrown potion (acid)

This is my last patch on this today.
2003-10-22 03:02:11 +00:00
nethack.allison
cdf982e478 Half_physical_damage 05
- [fixed in trunk] Jumping/Newton's-Thirding into something solid
- [fixed in trunk] Being hit by Mjollnir on the return
- [fixed in trunk] Contaminated or boiling water from a sink
- [fixed in trunk] Falling on a sink while levitating
- [fixed in trunk, fire only] Any passive attack
- [fixed in trunk] Zapping yourself with a wand, horn or spell
- [fixed in trunk] Burning (un)holy water
- [fixed in trunk] Thrown potion (bottle)
- [fixed in trunk] Bumping head on ceiling by cursed levitation
- [fixed in trunk] Exploding rings and wands (under all circumstances)
- [fixed in trunk] Stinking cloud damage
- [fixed in trunk] Sitting in a spiked pit, in lava
- [fixed in trunk] Exploding spellbooks
- [fixed in trunk] Falling off or failing to mount a steed
- [fixed in trunk] Falling into a (spiked) pit
- [fixed in trunk] Land mine explosion
- [fixed in trunk] Fire traps
2003-10-21 23:45:11 +00:00
nethack.allison
d3316e0436 Half_physical_damage 04
- [fixed in trunk] iron-ball-pulling yourself out of a bear trap
- [fixed in trunk] Hitting your foot with a bullwhip
- [fixed in trunk] Hooking yourself with a grappling hook
- [fixed in trunk] Being thwacked by an iron ball chained to you
- [fixed in trunk] A crystal ball exploding on being applied
- [fixed in trunk] Hitting yourself with your pick-axe
- [fixed in trunk] Molten lava (entering or being splashed)
- [fixed in trunk] Getting squished in a pit under a boulder
- [fixed in trunk] Kicking something that makes you go "Ouch!"
2003-10-21 18:49:57 +00:00
nethack.rankin
08639fdda8 some lint cleanup
Using
	gcc -Wall -Wshadow -Wpointer-arith -Wwrite-strings \
	    -Wmissing-braces -Wmissing-prototypes
with an old version of gcc.

mhitu.c: In function `hitmu':
mhitu.c:1176: warning: declaration of `buf' shadows previous local
options.c: In function `special_handling':
options.c:2712: warning: initialization discards `const' from pointer target type
options.c:2745: warning: initialization discards `const' from pointer target typ
trap.c: In function `dotrap':
trap.c:1111: warning: `saddle' might be used uninitialized in this function

The first one is no longer present in the trunk code.  The last one is
bogus as its wishy-washy wording suggests.
2003-10-21 05:59:33 +00:00
cohrs
15bd245d2b old bug report: unchanging iron golem still rehumanizes
Calling rehumanize directly when u.mh > 0 doesn't consider Unchanging
(perhaps it should?).  But, it's probably better to call losehp anyway.
Also, part of a buglist item: .5PD didn't affect rust trap damage on iron golem
2003-10-21 04:28:16 +00:00
cohrs
b2ffe64968 breaking migrated objects
Allow migrated objects to break on arrival.  Added code to obj_delivery to
cause this, along with a flag to keep breakage from occurring.  The new
flag isn't used yet, because all the current object migration involve
objects that were moving/dropping.  To help make this change, rloco now
returns whether the object was placed or not, so caller can know if an obj
pointer is still valid or not.

Making the breakage messages for MIGR_NEAR_PLAYER objects show up after the
new level is displayed required some effort (rather than while the old level
was still displayed, which was confusing), due to the needs of goto_level.
- obj_delivery now has 2 passes, one for before player arrives, another after,
allowing the two cases to be treated differently
- goto_level calls obj_delivery twice (run_timers is not called twice,
since the run required before the level is displayed will have already run
any timers on migrating object)
- kill_genocided_monsters now kills eggs on the migrating_objs list too
2003-10-18 22:55:42 +00:00
nethack.allison
4cbdae2d3b > - When polymorphed into a flying creature and being grabbed
> over the water, then polymorphed into a non-flying creature
> leaves you standing on the water (you can kill the creature
> too and you're still on the water when you shouldn't be).
> - When floating from levitation over water and being held and
> removing levitation, you will fall into the water and drown or
> crawl back onto land. If you crawl back onto land you're no
> longer being held.
> The first situation seems to be a bug, the second a possible
> exploit. Both situations don't seem very correct, if you're
> being held it seems you should not fall into the water/lava
> until you are no longer being held. [patch contributed] It
> will keep the hero held up on over the water until released if
> his size is smaller than or equal to the size of the monster
> holding him. [<email deleted>, patch
> supplied]
>

A recent patch ensured that you ended up in the water when
polymorphed.

This patch is less ambitious than <Someone>'s
contribution, where he actually had the monster hold you up.
Perhaps that can be tackled for the trunk later.
2003-10-18 14:59:29 +00:00
nethack.allison
6712fc1b04 melting ice (trunk only)
add a new melt_ice_away timer for ice created via zapping
a wand/spell of cold.

Some follow-up adjustments to the length of time before
the ice melts may be necessary. Ideally, I'd like to
have it so that the shorter the length of time since
the ice was created, the lesser the chance that it will
melt out from under you.  Likewise, the longer it has
been, the more risky it will be to venture onto it.

At the moment, however, each spot of ice is just
getting a somewhat random time always greater
than 50, which is less than ideal.
2003-10-12 04:21:27 +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.rankin
0288c5321a animation of wielded statue
Fix the reported bug of problems after casting stone-to-flesh spell
on self while wielding a statue.  Pointers for worn items weren't kept in
sync and various potential symptoms could occur (most easily visible one
being that ')' falsely reported the no longer existing statue as still
wielded; report stated that one crash was observed).  This bug predates
3.4.2 and was probably present ever since stone-to-flesh got introduced.
2003-09-26 10:27:36 +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
5e443536d8 "your" artifacts
This patch introduces a change to yname() and Yname2() that avoids the
possessive "your" for the hero's normal, fully identified artifacts.
Quest artifacts still get the possessive, as do all other objects and all
objects not in the hero's possession.  shk_your()/Shk_Your() are used in
many places with a specific, generalized name for the object, so I didn't
introduce the artifact behavior there, although I did change them to append
a space, which simplified some other code.  Through added use of yname(),
there may be some places that used to just say "corpse" that will now be more
descriptive via yname()'s use of cxname().  I'm sure <Someone> will point
out any such places that are too onerous, although nothing obviously is.

I took the opportunity to inspect many uses of "your" and even Your().  Two
new functions are also introduced, yobjnam() and Yobjnam2(), which work
like aobjnam() and yname() combined, because I found that many uses of
aobjnam() were preceeded by "your" and I couldn't generally provide the
desired behavior for artifacts (or future artifacts) without a combined
function.  In some cases, this change allowed better sharing of code.

rust_dmg() still takes a string as input which is sometimes initialized
from xname() and often prepends "your" to it.  Currently, this isn't a
problem since there currently are no normal, armor artifacts.  If/when any
are introduced, rust_dmg() will need to be addressed.

The patch is for the trunk only.  A lot of research was required and I
didn't feel the upside was there for repeating it in the 3.4.3 branch.
2003-09-18 02:52:40 +00:00
nethack.allison
5eff6601e9 avoid the_your[] duplication
get rid of a duplication of the_your[] strings (do.c, trap.c) by
moving it to c_common_strings.
2003-09-15 02:04:00 +00:00
nethack.allison
416412f92b Remove vestiges of old overlay source split
[trunk only]
2003-09-05 02:45:18 +00:00
nethack.allison
48ab2a434c guardian corpse, statue animation follow-up
- fix ring of protection from shape changers causing
  real monster to be created.
- add ability to get the character class monster from
  genus() or the species.
- use the character class monster when animating
  guardian corpses.
2003-08-19 14:41:54 +00:00
nethack.allison
d72700c070 animating quest guardian statues
Also a related bug: the guard against animating a unique
monster via tossing a statue onto a statue trap location, was
causing stone to flesh to silently ignore any statue of a unique
monster which seemed very uncharacteristic of the spell.

After this patch, statues of quest guardians and statues of
unique monsters will animate as shape-shifters posing as those
monsters, not the monsters themselves.
2003-08-19 02:52:03 +00:00
nethack.allison
43d7d6f27d multiple statues and stone-to-flesh
stone-to-flesh of spot with multiple statues can animate more than one
by using adjacent locations
2003-07-19 12:39:55 +00:00
nethack.allison
f8abb8c8cc B04003 - keep saddle with steed corpse if possible 2003-07-13 13:22:19 +00:00
cohrs
567a501bdd U537 - autosearching while digging a trapped statue
Noticing a statue trap animate should stop your occupation.
That avoids the reported "You hit the  with all your might." message.
2003-07-13 05:17:49 +00:00