When playing as a Samurai, add things like "osaku" to the discoveries
list even though they don't have separate descriptions to be used
when not yet discovered. Non-magic ones are pre-discovered and
players can now use the '\' command to figure out what things like
"tanko" mean without resorting to '/?'.
"wooden harp" has been getting changed to "koto (harp)"; make that be
| koto [wooden harp] (koto)
"magic harp" has been staying as "magic harp (harp)"; add it to the
list of Japanese item names. Since it's magic it isn't pre-discovered.
Once discovered it becomes
| magic koto [magic harp] (koto)
Those two needed special case handling, none of the other items did
aside from forcing them to be discoverable when lacking descriptions.
The discoveries list now has things like
| wakizashi [short sword]
| naginata [glaive] (single-edged polearm)
| gunyoki [food ration]
if--and only if--the hero is a Samurai.
Allow setting a per-level "temperature": hot, cold, or temperate
via special level flags. Currently it only affects some messages
in Gehennom, but it could be expanded to ice melting, water freezing,
or monster generation, for example.
Invalidates saves and bones.
When hallucinating, random object selection for objects was including
the new generic objects. It was already excluding 'strange object'
by using 'rn2(NUM_OBJECTS - 1) + 1' to skip objects[0]; changing that
to be 'rn2(NUM_OBJECTS - MAXOCLASSES) + MAXOCLASSES' will skip the
first 18 objects, 'strange object' plus the 17 generic objects.
(I'm trying to convince myself that there's no off-by-1 or off-by-N
error and think I've succeeded.)
Add 17 fake objects to objects[], one for each object class. All
specific color as gray. They're grouped at the start--actually near
the start since "strange object" is still objects[0]--rather than
being among the objects for each class. init_object() knows to start
at [MAXOCLASSES] instead of [0]; other code that loops through every
object might need adjusting.
For potions, non-stone gems, and non-novel/non-Book_of_the_Dead
spellbooks that don't have obj->dknown set, display the corresponding
generic object rather the object itself. Fixes the longstanding bug
of seeing color for not-yet-seen objects whose primary distinguishing
characteristic is their color. Walking next to a generic object
while able to see its spot will set dknown and redraw as specific.
It's slightly disconcerting to have objects change as you reach them;
I hope it's just a matter of becoming used to that. (If there is any
code still changing the hero's location manually instead of using
u_on_newpos(), it should be changed to use that routine.)
Most of the new tiles are just a big rendering of punctuation
characters. The potion, gem, and spellbook ones could be cloned from
a specific object in their class and then have the color removed. I
started out that way but wasn't happy with the result. I'm not
artisticly inclined; hopefully someone else will do better. Each of
them is preceded by a comment beginning with "#_"; the underscore
isn't required, just being used to make the comments stand out a bit.
Invalidates existing save and bones files.
Instead of just plain old boring mazes, spice up Gehennom by
occasionally adding lava, iron bars, or even mines-style levels
(with lava, of course).
Of the fixed Gehennom levels, only Asmodeus' lair has been changed
to add some random lava pools.
Also some lua fixes and changes:
- Fixed a selection negation bounding box being wrong.
- Fixed a selection negated and ORed returning wrong results.
- des.map now returns a selection of the map grids it touched.
- When using des.map contents-function the commands following the
map are not relative to it.
From the newsgroup: identifying by menu pops up multiple menus in
succession if the player picks fewer invent entries than are being
granted, but the second and subsequent ones could cover up the
message window and hide the feedback from prior ones.
If multiple popup menus are needed when identifying, issue --More--
before each menu after the first. The code seemed to be trying to
do this already, but it should have used wait_synch() rather than
mark_synch(), or perhaps used display_nhwindow(WIN_MESSAGE, TRUE)
instead of either one of those. For curses, both mark_synch() and
wait_synch() were no-ops. Now they do something. X11's behavior
wasn't right either; it seemed to be lagging one message behind
(something I had noticed recently and then forgotten about; I still
don't remember the context then so don't know whether this fixes
that earlier situation).
Allow the preferred sort order for the vanquished monsters list to
be specified in the run-time config file
|OPTIONS=sortvanquished:X
where X is t, d, a, c, n, or z. It can also be set to 'A' or 'C'
but those aren't documented and aren't offered as choices when
setting the value interactively, which can be done via 'm O' or by
using 'm #vanquished'.
Guidebook.mn has been updated but Guidebook.tex is lagging again.
Reported by entrez: if a trap killed hero's steed and dismounting
was fatal for the hero (probably by falling onto the same trap),
impossible "dmonsfree: 1 removed doesn't match 0 pending" warning
occurred during game-over cleanup.
Move the dismount calls in mondead() and mongone() from before their
m_detach() call to the end of m_detach() itself. This led to a
cascade of problems and attempted fixes until finally zeroing in on
place_monster()'s sanity checks and dismount_steed()'s attempts to
work-around one of them.
This reverts the convoluted hack from four years ago in commit
be327d9822 and deals with the issue in
a simpler way. After that, the new dismount_steed() placement at
end of m_detach() works cleanly.
Reported directly to devteam by entrez: a sleeping or unconscious
hero would still meet a monster's gaze attack even though those are
supposed to be eye-to-eye rather than just the monster looking at
you. Don't meet the gaze when Unaware, despite the fact that the
hero isn't blind and vision remains in operation.
Initially being Unaware also blocked Medusa's gaze being reflected
but I changed things so that that still affects her. It contradicts
the eye-to-eye aspect but is more consistent with her looking at a
blind hero who has reflection.
Due to the unorthodox values for role, race, gender, and alignment,
specifying a negated value or set of values in NETHACKOPTIONS wasn't
overriding a specific value set in the run-time config file. The
command line should take priority, then environment, then config file,
lastly builtin defaults.
This could probably use some improvement. It now treats role:!val
as if there was no val role and the entry was role:random rather than
previous role:none (affects prompting).
[I've just realized that role:!foo in environment will be combined
with role:!bar in config file rather than replacing it. I'm not sure
how to deal with that.]
If punished and the attached iron ball was both cursed and wielded,
falling while going down stairs would drop it instead of leaving it
welded to hero's hand. ( Didn't happen for iron ball that wasn't
chained to hero's leg.)
I thought that this was going to be a one or two line fix but ball
and chain stuff is never that simple.
Fixes#949
This ended up combining several unrelated changes.
Add missing 'fixes' entry for curses-specific item in New Features.
When answering "Shall I pick ... for you? [ynaq]", accept \m as well
as \n and space for choosing the default of 'y', same as normal
ynaq() would. Also add '*' to '@' as not-shown potential answers;
they force 'random'.
When tty tore down any of the menus, things were reasonable if they
were short enough for corner windows, but tall ones that switch to
full screen weren't fully erased. The parts of those outside of the
map window stayed behind when the tall menu was closed and cleared.
Mainly affects picking the "~ - reset filtering" choice but also
affected the role menu on 24 line tty screens. (Didn't affect curses
because it tracks and refreshes its base window when some overlaying
window goes away.)
The role menu used 25 lines so required a second page for the case
of a 24 line screen on tty. Dealing with that is a bit ugly but it
wasn't an issue when this form of role selection was tty-only (because
the info about choices made so far was displayed on the base window
rather than in an extra menu line back then) so I added a hack for it.
If the role menu will take one more line than the screen height, the
separator between 'random' (below 'Wizard') and 'pick race first' gets
squeezed out. If the menu needs two more lines (doesn't happen now,
except by changing screen size to 23 lines for testing), a second line
gets squeezed out. (Not attempted for curses because it wouldn't
help. 'windowborders' and one or two extra separators it adds make
menus taller. I doubt if many players use curses on 24-line screens
but if they do, they'll be using something new rather than going from
something that used to fit on one page with 3.6.x.)
Throwing while levitating or getting hit for knockback effect could
move hero carrying unpaid items out of a shop. If that happened,
sanity_check complained that unpaid items weren't in a tended shop.
Check for entering and leaving special rooms during recoil same as
gets done for ordinary movement. Leaving a shop via recoil or
knockback while owing a bill now gets treated as robbery immediately
rather than waiting until hero voluntarily moves to another spot
after recoil has finished.
Pull request from entrez: memory freed when changing levels could be
accessed if the level change happened when hero caused an engulfer to
expel him onto a level teleporter. Wouldn't happen when monsters are
moving because hero's level change will be deferred. Wouldn't happen
for trap doors and holes, but could happen for magic portal if hero
got swallowed while on one after coming through from other side.
Fixes#937
Pull request from vultur-cadens: using autodescribe with cursor
movement to browse the map during gold detection didn't give any
feedback for fake piles of gold that get drawn at trap locations.
(After detection finishes, using autodescribe with ; or // reports
on such piles normally.)
Fixes#940
It turns out that there are some objects marked unpaid that aren't
carried by the hero, so the recent sanity check for unpaid/no_charge
could complain. Unpaid items dropped on the shop boundary (gap in
shop wall, doorway, shk's free spot) stayed unpaid when dropped onto
the floor, similar to recent change for pushed shop-owned boulders.
Don't give sanity complaints for those. They could be all the way
inside a shop too, where unpaid items in a gap in the shop wall got
pushed into the shop when the wall was repaired. (Possibly those
should come off the bill instead of remaining unpaid.)
Teleporting items out of a shop was marking them unpaid instead of
treating that as robbery. That's a bug caught by the sanity check.
rloco() was also marking shop items which got teleported from one
spot inside the shop to another spot inside the same shop as unpaid.
Fix both of those things. Also, if an unpaid item on the boundary
gets teleported all the way inside, take it off the bill.
Change 'I u' to mention whether there are additional unpaid items on
the floor somewhere since they won't be part of unpaid inventory and
they're not on the used-up bill either. It might occasionally help
the player figure out why the shopkeeper won't let the hero out of
the shop.
Issue reported by AndrioCelos: bullwhip using monster was able to
snatch hero's weapon when hero was engulfed.
Fix is trivial: when a monster is choosing an item to use, don't
pick bullwhip if hero is engulfed. Regular attack attempts already
skip engulfed hero.
Fixes#935
Issue reported by Melon2007: when non-deaf hero heard an unseen
monster read a scroll, the monster's type was identified accurately
(unless distorted by hallucination). That was intentional but it
doesn't seem plausible for the hero's hearing to be that acute.
Change it to report the monster type accurately if not hallucinating
and monster is the same species as the hero (as the current form if
hero is poly'd), otherwise report it as "someone" when it's humanoid,
otherwise as "something".
Also, if the monster is heard at a spot that would be visible if
hero could see, draw a "remembered, unseen monster" glyph there.
Fixes#934
Using '-u name' rather than '-uname' was being treated as '--usage'
for any value of 'name'.
'-uname' worked as intended unless name was 'sage' (or leading
substring of it). That's still the case after this fix, where the
space after -u is now necessary for that special case name.
Pull request from argrath: remove a bunch of '#ifdef LINT' code
snippets that no longer serve any useful purpose.
If a lint that handles C99 is ever produced, persumably it won't
need the fairly ridiculous hacks for 'static' and 'long'/'long *'.
Closes#928
Pull request from entrez: boulders owned by shops could be used up
(plugging hole in floor) or stolen (pushed through unrepaired gap in
shop wall) without cost. Not very common because shops rarely have
boulders in them.
Fixes#925
Make the existing '#vanquished' command be available during regular
play, with M-V bound to it. 'm #vanquished' or 'm M-V' brings up
the sorting menu that you get when answering 'a' rather than 'y' at
the end-of-game "disclose vanquished creatures?" prompt.
The original #vanquished came from slash'em, where it was available
in normal play. When added to nethack, it was put in as wizard-mode-
only. I added the sorting capability several years ago.
The chosen sort is remembered and re-used if not reset but only for
the remainder of the current session. It probably ought of become
a run-time option so be settable in advance and across sessions but
I haven't done that.
Pull request from entrez: attempting to unname a unique monster or
shopkeeper by assigning a new name of <space> was rejected as
intended, but the rejection message is phrased strangely when <space>
gets inserted as the name that won't be assigned.
Fixes#917
Give an extra +1 to potential multi-shot to rangers wielding the
Longbow of Diana and shooting any type of arrow. When an elf ranger
has been wielding an elven bow to shoot elvish arrows or an orc
ranger has been wielding an orcish bow to shoot orcish arrows, they
lose their racial bonus but won't lose any multi-shot capability by
switching to their quest artifact. Human and gnome rangers gain the
+1 bonus. (I have no idea how a gnome could wield a longbow. One
would need a step ladder to hold it vertically, and could only draw
the string back a stubby arm's length if they held if horizonally.)
That bonus gets applied before feeding the multi-shot counter to
rnd() so doesn't mean an extra arrow every time. And you have to
be wielding your own quest artifact--in addition to it being the
appropriate launcher for the ammo you're shooting--so doesn't provide
any multi-shot benefit to other types of characters who wish for it.
Reissuing getlin() with a different prompt wasn't reliably resizing the
X11 prompt widget. After a lot of hacking away at win/X11/dialogs.c I
eventually tried setting the response portion of the widget first and
got much better results, enough to throw away the tentative changes to
dialogs.c.
There's still a lot of room from improvement but I think it would need
to replace the ghostview prompting instead of trying to massage that.
Issue reported by vultur-cadens: one of the checks for whether a
shade would be harmed by an attack was erroneously inside a block
of code that only executed when you could see the attack. Basic
physical damage wasn't affected but some monster (or poly'd hero)
damage types that shouldn't affect shades didn't when seen but did
when unseen.
Could also get "attack passes harmlessly through the shade" when
an unseen attack for physical damage hit and failed to deal damage.
fixes#907
Pull request from entrez: explicitly throwing 1 out of stack of more
than 1 and then having the throw be rejected by tageting yourself did
not recombine the split, resulting in stacks of 1 and N-1 that both
had the same inventory letter. Undo the split if throwing fails.
A similar fix was made for gold a year and a half ago by commit
c3ccd93a88.
fixes#904
Pull request by Theyflower: carrying a loadstone prevents big
monsters from hitting their target for knockback effect, same as
wielding Giantslayer.
The PR code needed fixing (unintended switch from 'otmp' to 'obj')
so I didn't use the commeit. The PR code also required that the
loadstone be blessed which sounds nethackish but would mean that
nobody would ever notice. Allow carrying any loadstone to prevent
being knocked back. It will still be a rare accident or uncommon
tactical decision. (It doesn't happen if the target is flying or
levitating because those checks deliberately come first.)
supersedes #906closes#906
A giant mummy starts out with a mummy wrapping but couldn't wear it.
Allow humanoids who are bigger than human size (including poly'd hero
when applicable) to wear such cloaks. They won't do so if they are
invisible and the cloak would let hero start seeing them.
I hadn't ever used #saveoptions before and when I checked to see
whether the autounlock:none changes were being handled properly, I
discovered that options set via 'm O' weren't being handled at all.
This includes some miscellaneous reformatting of things noticed
while tracking down the problem.
Add a stack of 2 tins of spinach near the leader on the monk quest
start level and another stack of 2 blessed tins of spinach at a
random spot on the monk quest locate level, to compensate for the
inability to gain strength from giant corpses if they adhere to
vegan or vegetarian conduct. paxed supplied the 'tinplace' magic.
4 tins of spinach aren't nearly enough to get to 18/100, but by
uncursing the first pair, if necessary, and waiting until strength
is at least 18, they can be eaten to add 4..40 (average 22) points
of exceptional strength. (Players choosing either of those conducts
for other roles or foodless for any role are on their own as far as
boosting Str goes, same as before.)
The special level loader needed to be modified to handle tins of
spinach. It now accepts "spinach" as a fake monster type for an
object of type "tin". Also added support for empty tins since it
involved the same code, and use of fake monster type "empty" with
object type "egg" to be able to create generic (unhatchable) eggs.
(Wishing for "egg" produces those by default but it also accepts
explicit "empty egg" by coincidence.)
Pull request from entrez: poly'd hero who digests a creature has a
change to gain an intrinsic from it. I put the fixes entry in the
New Features section.
I was a bit concerned that g.afternmv might be cleared during the
turns the hero is busy digesting, leaving a stale value for
g.corpsenm_digested, but I don't think that that can happen.
Fixes#883
Issue reported by eakaye: for a 'hugs' attack to succeed, the
monster must have at least three attacks and the two preceding the
hug attack need to both hit. Guardian nagas had three attacks but
the first was melee 'bite' and the second was ranged 'spit'. Those
are mutually exclusive, so they would never both hit and nagas never
grabbed their prey.
Make the spit attack be first, the bite attack be second, insert a
touch attack for 0 damage third, and make the hug be fourth. Also,
change their hug damage type from 'phys' to 'wrap'. The first and
2nd+3rd+4th are still mutually exclusive.
The resulting message feedback left something to be desired and has
been tweaked.
The difficulty-level formula used by deprecated 'makedefs -m' now
generates 17 rather than 16 for guardian naga so I changed revised
monster to match. They are definitely more difficult now that their
constriction attack has a chance to hit.
Fixes#894