Commit Graph

366 Commits

Author SHA1 Message Date
Pasi Kallinen
8ff2badf51 Use define for wand wresting chance 2021-07-17 20:59:40 +03:00
PatR
e9c813b6ba fix issue #510, pull request #519 - vomit effects
Add some vomiting effects:

Trigger divine wrath if hero vomits at an altar's location.  (What
about adding throne and maybe sink special effects too?)

If poly'd into a yellow dragon, breathe (acid) on self.  (I'm not
sure why.)

If on ice and poly'd into an acidic form, melt the ice.  Also,
change melt_ice() to give its message when melting happens at the
hero's location even if hero can't see.

Fixes #519
Fixes #510
2021-07-15 16:10:34 -07:00
Pasi Kallinen
f25a6e26ee Use enums and defines for directions 2021-06-27 15:46:56 +03:00
PatR
57e970b227 mon_pmname(), obj_pmname()
Revive some code from 5 or so years ago that's been sitting in a
defunct local git branch.  There are a couple of references to
figurines having gender; the old, unfinished code did already have
support for that, the current code doesn't.  It probably won't take
much effort to add it in but I want to get this first part out of
the way.

Replace some of the
pmname(mon->data, Mgender[mon]) calls with simpler
mon_pmname(mon) and some
pmname(&mons[statue->corpsenm],
   (statue->spe & CORPSTAT_GENDER) == ... ? ... : ...) with simpler
obj_pmname(obj).  There are other instances of them which haven't
been changed but could be.
2021-06-12 03:07:30 -07:00
PatR
cfc4f24c8e issue #531 followup
Set gender before creating monster rather than after the fact
to force display to show it correctly.
2021-06-08 16:38:43 -07:00
PatR
04a8ddcce1 fix github issue #531 - genderless corpses
Dead monsters that had traits saved with the corpse would revive as
the same gender, but ordinary corpses revived with random gender so
could be different from before they got killed.

Since corpses of monsters lacked gender, those for monsters with
gender-specific names were described by the neuter name.

This is a fairly big change for a fairly minor problem and needs a
lot more testing.

Fixes #531
2021-06-08 03:43:46 -07:00
PatR
e7cc458225 a few formatting bits for zap.c 2021-06-04 15:51:36 -07:00
Pasi Kallinen
6b60618e0e Exploding spheres cause real explosions
Despite active explosion attacks being called explosions in-game,
they only affected a single target, and were handled differently
from actual explosions. Make them do an actual explosion instead.
This should make spheres more interesting and inspire different
tactics handling them.

Because spheres deal more damage on average and can destroy items
in their explosions, their difficulty has been increased slightly.

Polyselfed hero exploding won't cause elemental damage to their
own gear.

Originally from xNetHack by copperwater <aosdict@gmail.com>.
2021-05-22 13:37:39 +03:00
Pasi Kallinen
2288452278 Monsters can see player resistances
If monsters see you resist something, generally elemental or magical
attack, or if they see you reflect an attack, they learn that and
will adjust their attack accordingly.

Originally from SporkHack, but this version comes via EvilHack with
some minor changes.
2021-05-17 20:01:11 +03:00
nhmall
708a169917 three warnings building with gcc 10
---
insight.c: In function ‘status_enlightenment’:
insight.c:937:28: warning: ‘ (’ directive writing 2 bytes into a region of size between 0 and 255 [-Wformat-overflow=]
  937 |         Sprintf(buf, "%s %s (%s)", ustick ? "holding" : "held by",
      |                            ^~
In file included from ../include/config.h:631,
                 from ../include/hack.h:10,
                 from insight.c:15:
../include/global.h:274:24: note: ‘sprintf’ output 5 or more bytes (assuming 260) into a destination of size 256
  274 | #define Sprintf (void) sprintf
insight.c:937:9: note: in expansion of macro ‘Sprintf’
  937 |         Sprintf(buf, "%s %s (%s)", ustick ? "holding" : "held by",
      |         ^~~~~~~
insight.c:918:29: warning: ‘%s’ directive writing up to 255 bytes into a region of size 252 [-Wformat-overflow=]
  918 |         Sprintf(buf, "%s by %s",
      |                             ^~
  919 |                 is_animal(u.ustuck->data) ? "swallowed" : "engulfed",
  920 |                 heldmon);
      |                 ~~~~~~~
In file included from ../include/config.h:631,
                 from ../include/hack.h:10,
                 from insight.c:15:
../include/global.h:274:24: note: ‘sprintf’ output 5 or more bytes (assuming 260) into a destination of size 256
  274 | #define Sprintf (void) sprintf
insight.c:918:9: note: in expansion of macro ‘Sprintf’
  918 |         Sprintf(buf, "%s by %s",
      |         ^~~~~~~

---

zap.c:475:1: warning: old-style function definition [-Wold-style-definition]
  475 | release_hold()
      | ^~~~~~~~~~~~
2021-05-11 09:24:21 -04:00
PatR
dd6ed5026b fix pull request #505 - undead turning
zapped at corpse flagged as "no revive".  A fairly recent change
made undead turning override no-revive if it hit someone carrying
a corpse flagged that way (corpse of a troll killed by Trollsbane
or stuffed in an ice box or explicitly cancelled) but neglected to
do so for corpses zapped while on the floor.  This fixes that, for
undead turning zapped by monsters as well as by the hero.

Fixes #505
2021-05-07 11:58:58 -07:00
PatR
5d6ab55372 opening magic vs holding monster
Zapping wand of opening or spell of knock at engulfer while swallowed
would make the engulfer expel the hero; this change makes zapping
other holders release their hold.  Zapping self now achieves the same
effect, as does breaking a non-empty wand of opening.  When poly'd
hero is holding a monster rather than being held, that monster will
be released.

Engulfers can't re-engulf for 1 or 2 turns after releasing the hero
in order to prevent hero from being immediately re-engulfed.  Impose
the same limitation on other holders.
2021-04-13 13:51:57 -07:00
PatR
328dc5bdfa github issue #475 revisited - Trollsbane
Change Trollsbane versus troll corpse revival:  instead of revival
failing if Trollsbane is wielded at time of revival attempt, mark
the corpse no-revive if killed by Trollsbane (whether by the hero
or a monster).

If a no-revive corpse is within view when time to revive occurs,
give "the troll corpse twitches feebly" even when the hero isn't
responsible.  That used to only apply if the hero zapped the
corpse with undead turning, which would have become inoperative
because now being zapped by undead turning clears the no-revive
flag and revives as normal.  In other words, undead turning magic
overrides killed-by-Trollsbane or non-ice troll having been in an
ice box.
2021-04-02 10:38:57 -07:00
PatR
3cd45b7c44 "fix" github issue #475 - Trollsbane
Player's pet killed a troll with Trollsbane and the corpse later
revived.  He assumed that killing a troll with Trollsbane is what
prevents troll corpse revival but that is inhibited by the hero
be wielding Trollsbane at the time revival is attempted.

Having killed-by-Trollsbane be the reason for blocking revival
would be much better but looks like a lot of work for something
which was supposed to be a one-line enhancement to an under-used
artifact.  This extends revival inhibition to having anyone on
the level be wielding Trollsbane rather than just the hero.
Not a proper fix but I think it's better than nothing.

Closes #475
2021-03-29 11:48:24 -07:00
nhmall
5b1d668c44 enable -Wformat-nonliteral for linux and equivalent for windows compilers
Whitelist all the verified existing triggers:
makedefs.c: In function ‘name_file’
attrib.c: one compiler balks at a ? b : c for fmtstring
cmd.c: In function ‘extcmd_via_menu’
cmd.c: In function ‘wiz_levltyp_legend’
do.c: In function ‘goto_level’
do_name.c: In function ‘coord_desc’
dungeon.c: In function ‘overview_stats’
eat.c:  one compiler balks at a ? b : c for fmtstring
end.c:  one compiler balks at a ? b : c for fmtstring
engrave.c: In function ‘engr_stats’
hack:c one compiler balks at a ? b : c for fmtstring
hacklib.c: one compiler balks at a ? b : c for fmtstring
insight.c: one compiler balks at a ? b : c for fmtstring
invent.c: In function ‘let_to_name’
light.c: In function ‘light_stats’
mhitm.c: In function ‘missmm’
options.c: In function ‘handler_symset’
options.c: In function ‘basic_menu_colors’
options.c: In function ‘optfn_o_autopickup_exceptions’
options.c: In function ‘optfn_o_menu_colors’
options.c: In function ‘optfn_o_message_types’
options.c: In function ‘optfn_o_status_cond’
options.c: In function ‘optfn_o_status_hilites’
options.c: In function ‘doset’
options.c: In function ‘doset_add_menu’
options.c: In function ‘show_menu_controls’
options.c: In function ‘handle_add_list_remove’
pager.c: In function ‘do_supplemental_info’
pager.c: In function ‘dohelp’
region.c: In function ‘region_stats’
rumors.c: sscanf usage
sounds.c: In function ‘domonnoise’
spell.c: In function ‘dospellmenu’
timeout.c: In function ‘timer_stats’
topten.c: In function ‘outentry’, fscanf, sscanf, fprintf usage
windows.c: In function ‘genl_status_update’
zap.c: one compiler balks at a ? b : c for fmtstring
win/curses/cursstat.c: In function ‘curses_status_update’
win/tty/wintty.c: In function ‘tty_status_update’
win/win32/mswproc.c: In function ‘mswin_status_update’
2021-02-02 19:03:12 -05:00
copperwater
ee7664684a Unify code for extracting an object from a monster's inventory
The code for doing this (basically an obj_extract_self() call plus
handling if the object was worn or wielded) was duplicated all over, and
inconsistent - for instance, though all of them updated the monster's
misc_worn_check to indicate it was no longer wearing something in
whatever slot, only one call also set the bit that flags the monster to
consider putting on other gear afterwards.

Under a new function, extract_from_minvent, all this extra handling is
checked in one function, which can simply replace the obj_extract_self
call.

A few callers (such as stealing) have some common code *after* the
object is extracted and some other things happen such as message
printing, such as calling mselftouch if the object was worn
gloves. extract_from_minvent does not handle these cases.
2021-01-29 19:19:03 -05:00
nhmall
f963c5aca7 switch source tree from k&r to c99 2021-01-26 21:06:16 -05:00
copperwater
0b638592a4 Refactor getobj() to use callbacks on candidate objects
This replaces the arcane system previously used by getobj where the
caller would pass in a "string" whose characters were object class
numbers, with the first up to four characters being special constants
that effectively acted as flags and had to be in a certain order.
Because there are many places where getobj must behave more granularly
than just object class filtering, this was supplemented by over a
hundred lines enumerating all these special cases and "ugly checks", as
well as other ugly code spread around in getobj callers that formatted
the "string".

Now, getobj callers pass in a callback which will return one of five
possible values for any given object in the player's inventory. The
logic of determining the eligibility of a given object is handled in the
caller, which greatly simplifies the code and makes it clearer to read.
Particularly since there's no real need to cram everything into one if
statement.

This is related to pull request #77 by FIQ; it's largely a
reimplementation of its callbacks system, without doing a bigger than
necessary refactor of getobj or adding the ability to select a
floor/trap/dungeon feature with getobj. Differences in implementation
are mostly minor:
- using enum constants for returns instead of magic numbers
- 5 possible return values for callbacks instead of 3, due to trying to
  make it behave exactly as it did previously. PR #77 would sometimes
  outright exclude objects because it lacked semantics for invalid
  objects that should be selectable anyway, or give slightly different
  messages.
- passing a bitmask of flags to getobj rather than booleans (easier to
  add more flags later - such as FIQ's "allow floor features" flag, if
  that becomes desirable)
- renaming some of getobj's variables to clearer versions
- naming all callbacks consistently with "_ok"
- generally more comments explaining things

The callbacks use the same logic from getobj_obj_exclude,
getobj_obj_exclude_too and getobj_obj_acceptable_unlisted (and in a few
cases, from special cases still within getobj). In a number of them, I
added comments suggesting possible further refinements to what is and
isn't eligible (e.g. should a bullwhip really be presented as a
candidate for readying a thrown weapon?)

This also removed ALLOW_COUNT and ALLOW_NONE, relics of the old system,
and moved ALLOW_ALL's definition into detect.c which is the only place
it's used now (unrelated to getobj). The ALLOW_ALL functionality still
exists as the GETOBJ_PROMPT flag, because its main use is to force
getobj to prompt for input even if nothing is valid.

I did not refactor ggetobj() as part of this change.
2021-01-07 11:06:58 -05:00
nhmall
0c3b9642e4 pmnames mons gender naming plus a window port interface change
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.

replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.

consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)

consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).

related function or macro additions:
    pmname(pm, gender) to get the gender variation of the permonst name. It
    guards against monsters that haven't got anything except NEUTRAL naming
    and falls back to the NEUTRAL version if FEMALE and MALE versions are
    missing.

    Ugender to obtain the current hero gender.
    Mgender(mtmp) to obtain the gender of a monster

While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
    pmname(ptr, gidx)
      where -ptr is a permonst *
            -gidx is an index into the pmnames array field of the
             permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.

Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.

male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.

tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.

statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.

I expect some refinement will be required after broad play-testing puts it to
the test.

    consolidate caveman,cavewoman and priest,priestess monst.c entries etc

This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.

Window Port Interface Change

Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.

The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.

win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.

Interface change additional info:

    print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
            -- Print the glyph at (x,y) on the given window.  Glyphs are
               integers at the interface, mapped to whatever the window-
               port wants (symbol, font, color, attributes, ...there's
               a 1-1 map between glyphs and distinct things on the map).
            -- bkglyph is a background glyph for potential use by some
               graphical or tiled environments to allow the depiction
               to fall against a background consistent with the grid
               around x,y. If bkglyph is NO_GLYPH, then the parameter
               should be ignored (do nothing with it).
                -- glyphmod provides extended information about the glyph
               that window ports can use to enhance the display in
               various ways.
                    unsigned int glyphmod[NUM_GLYPHMOD]
               where:
                    glyphmod[GM_TTYCHAR]  is the text characters associated
                                          with the original NetHack display.

                    glyphmod[GM_FLAGS]    are the special flags that denote
                                          additional information that window
                                          ports can use.

                    glyphmod[GM_COLOR] is the text character
                                       color associated with the original
                                       NetHack display.

Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
2020-12-26 11:23:23 -05:00
Pasi Kallinen
bbb3d35252 Unify enlightenment self-knowledgeable effect 2020-11-27 19:59:16 +02:00
Pasi Kallinen
e100d1a137 More unpolyable unifying
... and fix the potion dipping case.
2020-11-17 18:00:43 +02:00
Pasi Kallinen
d81e1672aa Unify unpolyable objects to single define 2020-11-16 18:42:12 +02:00
Pasi Kallinen
6ec55a3624 Rework stairs structure
Use a linked list to store stair and ladder information, instead
of having fixed up/down stairs/ladders and a single "special" (branch)
stair.

Breaks saves and bones.

Adds information to migrating objects and monsters for the dungeon
and level where they are migrating from.
2020-11-13 20:27:17 +02:00
Pasi Kallinen
6a35a84c56 Fire sources can ignite candles, lamps, and potions of oil
... on the floor, in monster inventory, and in hero's inventory.

Items in your inventory being ignited produce a message even if you're
blind - you can see the lit-state by viewing inventory anyway, so just
give player the message.

(via xNetHack)
2020-09-30 19:49:10 +03:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR
fae75f5930 troll corpse revival
Prevent corpses left by cancelled trolls from reviving.  Their
revival is an innate ability but is clearly a magical one, so make
that be subject to cancellation magic.

Change existing corpses that are scheduled to revive to rot instead
if they get cancelled as objects.  Rider corpses are excluded.

Uncancel an ice troll whose corpse is put into an ice box.

Commit e9f53ab7f6 at the end of May
to fix corpses taken out of ice boxes by monsters changed removing
corpses from ice boxes by anybody to always give them rot-away
timers, even for trolls.  Make an exception for ice troll corpses:
give those revive timers instead.
2020-07-26 11:13:43 -07:00
PatR
cdcc43a689 boulder breaking feedback
Noticed when checking the sokoban conduct's counter.  Breaking
a line of boulders in one zap reported seeing the first but only
hearing the others, despite the first one being gone by the time
the second one was hit and so on down the line for the rest.
2020-07-03 03:27:39 -07:00
PatR
7d7b98f0ae mhpmax of life-drained monsters
The report about problems after stone-to-flesh on a petrified
long worm included stethoscope feedback of 0(-1) hit points, after
life-draining.  I was unable to reproduce a maximum hp of -1 and hope
that it was a side-effect of the [already fixed] stale mon->wormno
value used when resurrecting the long worm.  Anyway, this changes
life-draining to never take mon->hpmax below mon->m_lev + 1 (the +1
is needed to cope with m_lev==0 monsters).  The same limit is also
applied to monster life-saving but more to avoid replicating the
arbitrary minimum of 10 (four instances) then because it might be
less than m_lev+1 somehow.

Sanity checking now tests whether a monster's max HP is less than
its level + 1 so if there are ways other than life-drain attacks for
it to drop that low, the fuzzer will choke.  The new check also tests
whether a monster's current HP is greater than max HP.

Polymophred hero killing a golem or vortex by vampire bite reported
"<Mon> dies."  Give an alternate message since those aren't alive.
2020-06-27 18:15:19 -07:00
PatR
6f9cd70226 comment clarification 2020-06-03 14:33:17 -07:00
PatR
bb566e8a04 fix stone-to-flesh on petrified long worm
montraits() didn't have any handling for long worm tails, makemon()
didn't have any provision for creating a long worm without a tail,
replmon() uses place_wegs() to put tail segments on the map when
replacing a dummy new monster with the mtraits one but place_wsegs()
wasn't updating the head segment since it isn't put on the map.

That turned out to be key because there is always an extra segment
co-located with the monster and when its coordinates were wrong,
worm_known() gave bad results for visibility checking.  The
statue-goes-away message was the one for not being able to see the
monster that it just animated into, even though 'w' appeared at the
spot.  It took quite a while to track down what was going on there.

Sanity checking for worms has been updated and could conceivably
start triggering complaints about things that it used ignore.
2020-06-03 03:00:13 -07:00
PatR
c7dba5fbc4 encumbrance feedback fix
Wishing for an item uses hold_another_object to put it into inventory
and hold_another_object wasn't reporting changes in encumbrance.  That
feedback would happen at start of next turn so its lack usually wasn't
noticeable, but encumbrance could be off for remainder of the current
turn which might include additional move(s).  Report indicated that
dropping something seemed to increase encumbrance instead of decrease
it, but it was dropped on an extra move and actually a delayed report
of the increase that hold_another_object failed to show.

I fixed a couple of other things with hold_another_object:  it would
add an item to inventory, which triggered an update of persistent
inventory if that was enabled, then remove it from inventory in order
to drop it if fumbling or inventory had too many items or encumbrance
was going to become too high, triggering a second update of persistent
inventory to reverse the first one.  Also, "encumbrance becoming too
high" was using hardcoded Stressed instead of the 'pickup_burden'
option that manages the same situation during pickup.  Not because
hold_another_object isn't pickup, but because its use of hardcoded
Stressed predated implementation of that option.

There was another fix for hold_another_object recently and I've moved
the fixes entry for that one to group it with the new ones.

Also, update an obsolete (from !GOLDOBJ config) comment in makewish().
2020-05-14 14:27:49 -07:00
PatR
59818fb6ab implement #986 - camera flash 'tweak'
Implement the suggested feature that a camera's flash actually update
hero's memory of the map as it traverses across the level.  Turned
out to be more work than anticipated despite having the code for a
thrown or kicked lit candle or lamp to build upon.

Among other things it needed to update the circle code to handle
previously unused radius 0 to operate on the center point only.  I've
never touched that before and hope this hasn't introduced any bugs.

Also removes several instances of vision code operating on column #0.
(At least one is still present.)
2020-05-09 13:07:35 -07:00
PatR
e63fed627c obj->oextra->{omid,olong}
Change obj->oextra->omid from a usually-Null pointer field in
oextra to a simple 'unsigned' that doesn't need any allocation
beyond obj->oextra itself.  Value 0 means that it is not in use;
it is used to hold a monst.m_id and those are always non-zero.

Delete unused obj->oextra->olong.  'olong' used to be the last
field in struct obj, put there to force alignment of anything
which followed it back when obj structures were over-allocated to
append extra information.  It had a comment about being used for
temporary gold but whatever that was, temporary gold was gone long
before obj->oextra got introduced.

Bump EDITLEVEL since this invalidates existing 3.7 save files.

Remove a bunch of tabs from obj.h and save.c.
2020-04-24 09:29:52 -07:00
PatR
28fb6fc67b crystal ball enhancements
Allow crystal ball to search for furniture (stairs and ladders,
altar, throne, sink, fountain) as well as for a class or objects
or of monsters or all traps.  Giving any of '<','>','_','\','#',
or '{' will find all of those rather than just the individual type
specified.  Because of the default character conflict, '_' can no
longer be used to find chains; looking for altars is more useful.

The chance of getting the cursed effect due to failing a saving
throw against intelligence when the ball isn't actually cursed has
been reduced.  If it is the hero's own quest artifact, it will
happen if rnd(8) is greater than Int, so Int of 8 or more will
never yield that effect.  Otherwise if it is blessed, rnd(16) is
used so 16 or better Int means it can't act like it is cursed.
When uncursed and not hero's quest artifact, the old rnd(20) > Int
test is still used.

Crystal balls now start with 3..7 charges rather than 1..5, and
blessed charging sets the amount to 7 charges rather than 6 and
also blesses the ball.  Recharing with uncursed scroll of charging
is slightly better (adds 1..2 charges instead of always just 1,
caps the amount at 7 rather than 5) and uncurses the ball.  Cursed
scroll strips off all charges even if the ball is blessed and also
curses the ball so is harsher than before.

Crystal balls now cancel to -1 instead of 0, like wands, and using
one effect will destroy it, like zapping cancelled wands.

Also a minor tweak to the initial charges for can of grease (5..25
instead of 1..25) and horn of plenty and bag of tricks (both now
3..20 instead of 1..20).
2020-04-22 01:14:09 -07:00
PatR
274321d4ec adopt pull request #328 - steam clouds
This adds a superset of the code from github pull request #328
to create a short-lived cloud of steam when fire hits a pool or
fountain.  The original code required C99; this doesn't.  It also
allowed vapor clouds on the Plane of Water where they don't work
sanely becaure regions don't understand air bubble movement and/or
vice versa.  This inhibits the clouds there [the same ought to be
done for scrolls of stinking cloud].  It also left as-is the code
that reported when fountains got used up even though conceptually
the steam should interfere with being able to see that.  This adds
a glyph-check hack to augment cansee() so that fountains that boil
away entirely are hidden at the time.

Regions that block line of slight should be calling block_point()
when created and unblock_point() when removed but a naive attempt
to introduce that didn't work as expected so I'm giving up on.

Fixes #328
2020-04-17 14:56:47 -07:00
PatR
1f9e4d2468 corpse revival nitpicks
Testing a forthcoming extension of monsters using wands of undead
turning revealed a couple of pre-existing bugs.  Previously only
noticeable if hero zaps self or breaks a wand of undead turning so
unlikely to have happened much.

"Your <mon> corpse comes alive" was given even if it was revived
as an undead.  Also, it was "your <mon> corpse" instead of "one of
your <mon> corpses" even when one from a stack was involved.  If
done by hero to self that message follows "one of your <mon>
corpses glows iridescently" so the comes alive message was ok but
verbose.  Change that to "it comes alive" or "it reanimates" when
following the glow message.
2020-04-11 12:24:02 -07:00
PatR
dc6b2f5de1 let monsters use wand of undead turning
when hero is wielding a cockatrice corpse.  Wands of undead turning
aren't generated as starting equipment but they will now be picked
up if come across while the hero is carrying any corpse, and used
in preference to any other item when carried and non-empty and hero
is wielding a petrifier's corpse.
2020-04-10 18:39:46 -07:00
PatR
8f73f926b1 groundwork: u.twoweap manipulation
Toggle u.twoweap on or off in just one place.
2020-04-03 11:42:17 -07:00
PatR
a2338e92aa groundwork: u.uinwater manipulation
Toggle u.uinwater on or off in just one place.
2020-04-03 01:04:27 -07:00
Pasi Kallinen
0f16a48aaf Unify (un)locking boxes in inventory 2020-02-08 18:56:40 +02:00
PatR
1641c864a2 wands vs no-hands
Hero shouldn't be able to zap wands when polymorphed into a form which
lacks hands.

The other tweaks to dozap() shouldn't produce any change in behavior.
2020-01-29 10:35:02 -08:00
copperwater
ce617ba798 Replace awful "You feel cold" message for freezing a door you can't see
That message implied something to do with an effect happening to the
hero that causes them to feel cold, such as taking cold damage.
Change it to "You hear a deep cracking sound" instead.
2020-01-04 22:54:14 +01:00
nhmall
6c97b0f9a1 Merge branch 'NetHack-3.6' 2019-11-14 19:48:57 -05:00
PatR
f3a923d647 fix #H1554, #H1736, github issue #240 - silver )
Fixes #240

Monster versus monster (melee and throwing) didn't handle shades
(need silver or blessed weapon to take damage) or silver feedback
(extra info when silver-haters are hit).

I did a lot of test, revise, re-test but didn't always re-test
everything that had previously been tested, so bugs that I thought
were quashed might have crept in.

Now if a missile weapon "passes harmlessly through the shade" it
will continue on and maybe hit something else.  (Regular misses
still stop at the missed target.)

A couple of minor ball&chain changes accidentally got included.
2019-11-13 15:47:46 -08:00
nhmall
900a826e8e Merge branch 'NetHack-3.6' 2019-11-11 14:32:09 -05:00
nhmall
c2bbbebd8e restrict a recent deaf message change to player actions only 2019-11-11 10:59:07 -05:00
nhmall
75d22a2dbf separate MAIL functionality from MAIL-related structure inclusion
With 3.7+ aspirations of improving savefile interoperability between 32-bit
and 64-bit builds, as well as between platforms, it is better to not have
the underlying struct/array content be conditional.

This splits off some of the MAIL code into MAIL_STRUCTURES code. In theory,
since MAIL_STRUCTURES is unconditionally included, the macro could
just go away and leave that code unconditional, but this commit doesn't
go that far.
2019-11-09 16:19:05 -05:00
nhmall
a7e3129919 Merge branch 'NetHack-3.6' 2019-11-05 11:02:24 -05:00
nhmall
25edd16945 code maintenance bit to white-list current "You hear" instances
Flag existing occurrences of "You hear" as "Deaf-aware" so
that a grep for that string in the future doesn't need to
trigger further investigation of those.
2019-11-04 12:28:25 -05:00
nhmall
f07bf610b8 Merge branch 'NetHack-3.6' 2019-11-04 01:18:24 -05:00