Commit Graph

128 Commits

Author SHA1 Message Date
nhmall
47a24d507e Merge branch 'NetHack-3.6' 2019-11-24 18:55:18 -05:00
nhmall
b070cb10ca Merge branch 'NetHack-3.6' 2019-11-24 18:51:59 -05:00
PatR
2288b94ae4 fix #H9462 - segfault with levitation boots
This is similar to the helm of opposite alignment case fixed some
time ago.  Deferring the setting of foo->known until an item is fully
worn (because it used to get set earlier but gave away information if
the wear operation was interrupted) didn't take into account that foo
might end up Null in various circumstances.  So Boots_on() needs to
validate uarmf before setting uarmf->known in case putting on boots
of levitation while on a sink caused them to come right back off.

I put similar validation into all foo_on() just in case (as far as
I'm aware, only Boots_on() and Helmet_on() actually need that).
2019-11-24 15:33:16 -08:00
nhmall
641eeeab49 Merge branch 'NetHack-3.6' 2019-11-09 21:50:18 -05:00
PatR
15dbf661d9 more slippery gloves
Move makeplural(body_part(FINGER)) into its own routine, with option
to substitute gloves when wearing such.

Wearing slippery gloves (ie, wearing gloves while having slippery
fingers) wouldn't let you put on a ring because you can't take the
gloves off, but removing a worn ring lacked the same restriction.

After changing that, teach prayer that slippery gloves is another
reason why a ring of levitation can't be removed.
2019-11-09 16:36:41 -08:00
nhmall
afec87a766 Merge branch 'NetHack-3.6' 2019-11-09 12:24:10 -05:00
PatR
0615387f95 fix #H9391 - slippery gloves
Slippery fingers would transfer from bare hands to gloved hands if
you put gloves on.  The reverse, transfering from gloves to bare
hands when taking gloves off, was already being prevented for
directly taking them off, but still allowed the slipperiness to
transfer when gloves were lost.  This prevents putting on gloves
when fingers are slippery and attempts to handle cases where gloves
get unworn by ways other than 'T' (or 'R') or 'A'.

There's no slippery attribute for objects (way too much work for too
little value); slippery gloves is just the combination of wearing
gloves and having slippery fingers (which now has to have happened
while already wearing those gloves).  This changes inventory to use
"(being worn; slippery)" when applicable and much of the patch deals
with funnelling Glib changes through new make_glib() to try to make
sure that persistent inventory adds or removes "; slippery" right
away when changes happen.

If gloves are taken off involuntarily (shapechange to a form that
can't wear them, destruction via scroll of destroy armor or monster
spell of same or via overenchantment, theft), slippery fingers ends
right away instead of the usual few turns later.
2019-11-09 01:07:09 -08:00
nhmall
72fcfadf23 Merge branch 'NetHack-3.6' 2019-10-08 20:27:39 -04:00
PatR
ba3004d6e2 W_WEAPON -> W_WEAPONS
Report #H9243 misinterpreted W_WEAPON as W_WEP and attributed a
hypothetical ball and chain sanity checking problem to that.
Rename the former to W_WEAPONS to emphasize that it includes
alternate/secondary weapon and quivered stack as well as wielded
weapon.
2019-10-08 13:26:39 -07:00
nhmall
5a6d70a952 Merge branch 'NetHack-3.6' 2019-09-24 21:03:52 -04:00
nhmall
9361e872b2 fix uarmh null pointer dereference
uarmh null pointer dereference if a helm of opposite alignment came off due
to being polymorphed

fixes #225
2019-09-24 12:32:58 -04:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
bfc4445537 Merge branch 'NetHack-3.6' 2019-06-05 08:08:32 -04:00
PatR
43afa91ff8 fix #H8850 - bless/curse state in perm_invent
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
2019-06-04 10:50:24 -07:00
nhmall
4f679352b7 Merge branch 'NetHack-3.6.2' 2019-02-27 08:20:38 -05:00
PatR
4df491e47d more wearing armor vs perm_invent window
Realized while fixing #H8271:  if persistent inventory got an update
while wearing or taking off was in progress (not within user's control
since hero is busy) the item in question was flagged as "(being worn)"
even though it wouldn't be worn if putting on got interrupted.  Update
doname() to show "(being donned)" or "(being doffed)" instead of
"(being worn)" when corresponding operation is in progress. (During
testing, I was able to observe "being doffed" but never managed to see
"being donned".)
2019-02-25 15:44:21 -08:00
nhmall
9bb43c39fb Merge branch 'NetHack-3.6.2' 2019-02-13 15:09:02 -05:00
PatR
a41d63d146 fix #H8183 - leather jacket doesn't show AC
Leather jacket doesn't take multiple turns to wear, so wearing it
wasn't calling Armor_on() and recently moved 'uarm->known = 1' didn't
get executed.  Not reported yet but had the same issue:  fedora and
dented pot wouldn't call Helmet_on().
2019-02-12 15:40:05 -08:00
nhmall
7d703fa978 Merge branch 'NetHack-3.6.2' 2019-02-10 00:08:07 -05:00
PatR
16dc5870cb comment typo 2019-02-09 16:27:51 -08:00
PatR
128d1628a9 fix #H8124 - interrupted donning gives player info
about the armor.  Wearing armor sets obj->known, making its enchantment
be shown when it gets formatted, because the AC value on the status line
lets the player deduce what that is.  It was being set at the beginning
of the wear operation.  If the armor got stolen before it became fully
worn, the enchantment was still shown.  Defer that until the end of the
operation.  An attentive player can still deduce the enchantment if the
item is stolen (because its protection starts immediately) but the hero
won't learn that enchantment unless the donning completes.

This might be suboptimal but it isn't qualitatively different from
watching a pet walk/not-walk over items whose bless/curse state isn't
known or dropping unidentified items in a shop to check their price.
The player can deduce something that the hero doesn't know yet.
2019-02-09 16:07:18 -08:00
nhmall
6cf233f6b5 Merge branch 'NetHack-3.6.2' 2019-02-05 21:53:43 -05:00
PatR
8c1e499f8b armor comments
I don't see the #H8124 bug getting fixed any time soon, so add a
comment about it since the relevant place is unambiguous.

No change in code except removing a couple instances of 'register'.
2019-02-05 14:49:43 -08:00
Bart House
1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House
74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
Bart House
576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Bart House
e4ab048c90 Even more globals moved to instance_globals.c 2018-12-19 20:01:55 -08:00
PatR
26a3a53786 Sting revisited
Replace recent "(light blue aura)" with
"(flickering light blue)" if there are 1..4 orcs,
"(glimmering light blue)" if 5..12, or
"(gleaming light blue)" if there are 13 or more, and move its place
in the formatted name.
_3.6.1_: Sting (weapon in hand) (glowing light blue)
_recent: Sting (weapon in hand) (light blue aura)
_now___: Sting (weapon in hand, flickering light blue)

The thresholds for intensity may need to be tweaked.  The start
message has been changed from "glows" to "flickers/glimmers/gleams"
and is given when the intensity changes (up or down) as well as when
first glowing.  Stop message will usually be "stops flickering" but
some form of mass kill (genocide for sure, maybe explosion, probably
not wand zap) might result in stopping directly from higher intensity.

It still "quivers" if hero is blind when there are orcs on the level,
but no name augmentation shows in inventory for that situation;
describing it as "(weapon in hand, quivering)" would be too silly.
Also, the quiver or glow intermediate message if blindness is toggled
while Sting is active only worked for make_blinded(), not for putting
on and taking off a blindfold.  Now fixed.  I think becoming blind due
to polymorphing into an eyeless form is still not handled, but there
are no eyeless creatures capable of wielding weapons so that can wait.
Polymorphing from eyeless to sighted is handled but moot for Sting.
2018-12-02 02:09:22 -08:00
PatR
3e19858edd fix #H6925 - being trapped vs Levitation/Flying
Make being trapped in/on/over floor block Levitation and Flying, the
way that being inside solid rock already does, and the way levitating
blocks flight.

Blocked levitation still provides enhanced carrying capacity since
magic is attempting to make the hero's body be bouyant.  I think that
that is appropriate but am not completely convinced.

One thing that almost certainly needs fixing is digging a hole when
trapped in the floor or tethered to a buried iron ball, where the
first part of digactualhole() releases the hero from being trapped.
If being released re-enables blocked levitation, the further stages
of digging might not make sense in some circumstances.

I recently realized that being held by a grabbing monster is similar
to being trapped so should also interfere with levitation and flying.
Nothing here attempts to address that.

Save files change, but in a compatible fashion unless trapped at the
time of saving.  If someone saves while trapped prior to this patch,
then applies it and restores, the game will behave as if the patch
wasn't in place--until escape from trap is achieved.  (Not verified.)
2018-09-30 01:06:59 -07:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
PatR
062748c695 fix #H6648 - can't wear via 'W' but can via 'P'
More fallout from allowing W/T on accessories and P/R on armor without
combining them outright.  If poly'd into verysmall or nohands critter,
'W' yields "don't even bother" before even prompting what to wear, but
'P' would prompt for an accessory and then wear armor if that was what
got picked.  Now 'P' will still prompt, in case it's for an accessory,
but picking a piece of armor no longer wears that armor.

'W' still doesn't even prompt, so won't allow accessories as well as
no armor.  I'm not sure whether that should be changed.
2017-12-23 15:42:20 -08:00
PatR
e32c09c5bf BUCX filtering
The different menustyle settings have been offering different degrees
of support for BUCX filtering:
  Full       : multi-drop, container-in, container-out
  Trad, Combo: multi-drop
  Partial    : none (to be expected; it explicitly jumps past class
    filtering, where BUCX gets handled, to a menu of all objects)

This adds pickup, container-in, container-out, multi-unwear/unwield,
and object-ID for Trad and Combo, and multi-unwear/unwield for Full.
(Full behaves like Partial for pickup--not sure why--and for object-ID,
bypassing filters to go straight to a menu of all applicable items.)

There are probably several new bugs--this stuff is very convoluted....
2017-06-23 18:44:35 -07:00
PatR
743d3a1eb5 yet another pass at 'A' bugs
I think this finally quashes the "cursed without otmp" issue.
Various ways of destroying wielded weapon used setnotworn() rather
than unwield(), so the previous change to have unwield() clear the
pending W_WEP bit from takeoff.mask wasn't sufficient to prevent
'A' moving on from another item (blindfold--it's the only thing
processed before primary weapon) to weapon which wasn't there any
more.  Also, if weapon was already set in takeoff.what to be
processed on the next move, clearing W_WEP from takeoff.mask wasn't
sufficient either.

Move the previous unwield() 'fix' to setworn() and setnotworn() and
extend it to include cancel_don() if the item being replaced or
removed is in progress or scheduled for next.  (Most of the time,
remove_worn_item() has already done that before setworn() or
setnotworn() is called.)
2017-06-08 15:05:24 -07:00
PatR
3046b1d7ec 'A' again - avoid stale takeoff.mask
The do_wear.c part just eliminates some redundant code but shouldn't
produce any change in behavior.

The steal.c part should fix problems with 'A' when outer items are
taken off during theft in order to steal an inner item, where the
outer item is next to be removed (call to cancel_don() wasn't being
made).  The wield.c part matches the X_off() behavior and is needed
to handle a weapon item that's slated for removal but isn't next (so
wouldn't pass the donning()/doffing() test to trigger cancel_don()).

If this seems a lot like trial and error, it is....
2017-06-04 15:22:00 -07:00
PatR
50e5047855 'A' interruption
Extend the 'A' blindfold fix from three weeks ago to cover weapons
too.  This might fix the problem being caught via curse(NULL) when
using 'A' to remove multiple items.  The blindfold bug was straight-
forward since it was requiring two turns but not checking for loss
of blindfold when interrupted by theft.  Weapon/alt-weapon/quiver
each only need one turn so I'm not sure what's really happening to
trigger problems for them.
2017-06-03 20:34:03 -07:00
PatR
4ed0e5fd6d 'A' vs blindfold
Fix an inconsistency with blindfold removal, eliminating possibility
of a panic (3.6.0) or an impossible (since mid-December, 2016).  The
'A' command treated blindfold removal as a multi-turn operation, the
rest of the wear/unwear code as single-turn operation so didn't try
to guard against it being disrupted.
2017-05-11 16:26:35 -07:00
PatR
f6b32bf03c fix #H5245 - levitation boots message sequencing
Report was for
  You finish taking off your boots.
  You float gently to the altar.  [destination was a red herring]
  [take some action to run through moveloop() for next turn]
  Your movements are slowed slightly because of your load.

Having float_down() do the next encumbrance check instead of
waiting for moveloop() to do so was straightforward.  However,
while testing I noticed the reverse situation (not due to the fix
for the above) when putting on levitation boots
  Your movements are now unencumbered.
  You finish your dressing maneuver.
  You start to float in the air!

Having float_up() do the encumbrance check isn't adequate to fix
this, because it takes multiple turns to put on boots but the
properties they confer are enabled immediately, so moveloop() runs
while hero is already levitating even though the game hasn't told
the player about it yet.  Fix is a hack to defer the effect of
levitation on encumbrance until the boots are fully worn, which
might lead to strangeness somewhere.  It's also boot-specific so
will need to be updated if some other multi-turn armor that confers
levitation ever gets added.
2017-05-06 14:47:28 -07:00
Pasi Kallinen
86df94b281 Impossible instead of segfault in cursed
While fuzz testing, I've seen segfault a handful of times in here,
coming from do_takeoff(). Looks like context.takeoff.what is stale,
having WORN_BLINDF, but we're not wearing the blindfold anymore.

Haven't been able to trace it down yet, so guard it with impossible.
2016-12-12 17:42:06 +02:00
Pasi Kallinen
3502cfcc5a Hallucinatory liquids for water, lava, and acid 2016-06-07 20:57:50 +03:00
PatR
b3b4953020 'sortloot' revamp
Change the sortloot option to use qsort() instead of naive insertion
sort.  After sorting, it reorders the linked list into the sorted
order, so might have some subtle change(s) in behavior since that
wasn't done before.

pickup.c includes some formatting cleanup.

modified:
  include/extern.h, hack.h, obj.h
  src/do.c, do_wear.c, end.c, invent.c, pickup.c
2016-03-13 16:23:38 -07:00
PatR
f5a39c0596 fix for 'R' on armor ignoring 'T's restrictions
Reported directly to devteam, the 'R' command would let you take off
a suit from under a cloak or a shirt from under a suit and/or a cloak,
and it didn't require any extra turns.  'T' doesn't allow either of
those.  ('A' lets you take off a suit from under a cloak, adding in
extra turns to implicitly take the cloak off and put it back on,
but doesn't allow the same for shirt.)

'R' also let you attempt to take off embedded dragon scales if you
were wearing 2 or more accessories (or just 1 with paranoid_confirm
set for takeoff/remove), which triggered impossible "select_off:
<scales object> (embedded in skin)???".
2016-02-16 16:06:02 -08:00
PatR
fa20ef382d status line update
Adding deafness to the status line spurred me on to something I've
wanted to do for a long time.  This adds 'Stone' and 'Strngl' as
new status conditions, and moves the five fatal ones: "Stone Slime
Strngl FoodPois TermIll" to the front of the status list since
information about them is more important than any of the others.
"Ill" has been renamed "TermIll"; "Df" has been renamed "Deaf";
"Lev", "Fly", and "Ride" are three additional new conditions, with
Lev and Fly being mutually exclusive.  After the fatal ones, the
order of the rest is now
<hunger> <encumbrance> Blind Deaf Stun Conf Hallu Lev Fly Ride

To handle the longer potential status line, the basic bot2() is now
smarter.  If the line is wider than the map, 'T:moves' is moved from
the middle to the end.  If the line without time is still wider than
the map, then experience (HD if polyd, Xp:M/nnnnnn is showexp is on,
or Exp:M) is moved in front of time at the end.  If the line without
experience and time is still wider than the map, dungeon level plus
gold is moved from the beginning to be in front of experience.  The
fields are just reordered, not truncated, so if the interface code
can display lines wider than the map they'll retain the extra info.
The gist is than health and associated fields (Hp, Pw, Ac) get first
priority, status conditions get second priority, then the rest.  In
the usual case where there aren't many conditions, status display is
the same as it has been in the past.

STATUS_VIA_WINDOWPORT has been updated too, and it builds for tty
and X11.  But the bot2() revision to reorder sections has not been
implemented for that.

win/win32/mswproc.c has been updated but not tested.

STATUS_VIA_WINDOWPORT without STATUS_HILITES had several compile
problems; now fixed for core and tty.  STATUS_VIA_WINDOWPORT with
STATUS_HILITES has not been tested.
2016-01-13 19:13:10 -08:00
Pasi Kallinen
dc09a991fe Fix some warnings from clang's static code analyzer 2015-11-18 22:54:28 +02:00
PatR
dd633a9eaa last of the reformatting...
This one has a couple of code changes included, but they shouldn't
produce any change in game play.  If anyone adds a new shirt or shield
they'll have to update the corresponding foo_on() and foo_off() routines
to avoid an 'impossible' when putting on or taking off the new item(s),
the same situation as already happens for other subclasses of armor.
2015-11-08 01:41:43 -08:00
PatR
3986546325 formatting: src/a*.c - d*.c continuation lines
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half.  The automated reformat got
confused by comments in the midst of such lines.
  foo ||
  bar
was converted to
  foo
  || bar
but
  foo ||
  /* comment */
  bar
stayed as is.

Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
2015-10-19 17:32:21 -07:00
Pasi Kallinen
af1c77808b Comment typofixes, pt 4 2015-10-17 18:47:31 +03:00
PatR
35cabe53bf wear/remove commands, P & R vs W & T
Allow 'P' and 'R' commands to accept armor and wear/take-off the chosen
item, and 'W' and 'T' commands to accept accessories and put-on/remove
the item.  The which-object prompt only lists the type(s) of items that
traditionally go with each command, as does an inventory menu if the
user picks '?', but items of the alternate type(s) can be chosen, by
unshown letter or by the inventory menu given for '*'.

There shouldn't be much difference if you continue picking items that
go with the original commands, although you will somestimes get
"which object? [*]" when the only choices are for alternate command.
And you won't see the all-four-accessories-are-already-worn message
for 'P' unless you also have something worn in all seven armor slots.

The Guidebook.mn changes have been tested (that's how/why I noticed
the preface glitch) but the corresponding Guidebook.tex ones haven't.
2015-08-03 18:38:38 -07:00
PatR
9034e2a7e5 W_WEAPON, W_ACCESSORY
Add macros W_WEAPON and W_ACCESSORY, similar to existing W_ARMOR, bitmask
of all the relevant worn bits.  Just for code readability; there should
be no change in behavior.

Also, reformat the "ugly checks" portion of getobj().  Slightly better
readability and fewer continuation lines, but only a modest improvement.
2015-07-25 19:19:58 -07:00
PatR
ad7310bec6 breaking blind-from-birth conduct
OPTIONS:blind starts the hero off blind, but putting on the Eyes of the
Overworld confers sight.  Make that break the blind-from-birth conduct.

Sight persists after removing the Eyes even though they aren't intended
to cure anything.  It doesn't make sense to restore the blind-from-birth
flag when taking the Eyes off, but we may want to add another flag, or
make u.uroleplay.blind into a bit mask that can track both can't-see-now
for play and could-never-see for conduct.  (Actually, u.uroleplay.blind
should track only the conduct, and starting the game with it enabled
should set one of the extra bits in u.uprops[BLINDED].intrinsic.  The
Eyes already override that, and taking them off would restore blindness
since the bit would still be set.  As a bonus, the expression in the
macro 'Blind' could be simplified.)
2015-06-02 16:57:42 -07:00