Commit Graph

1954 Commits

Author SHA1 Message Date
PatR
9a1bbbd14d fix #H4062, pt 2 - zaps at edge on Plane of Air
Pt 1 was about the wrong message delivered when a high priest
rejects being given a name by the player, and was fixed weeks ago.
Pt 2 is about zaps on the Elemental Plane of Air which reach the
edge of the map not having their temporary display effect removed
after "the <zap> vanishes in the aether".  There was a 'goto' in
use which bypassed the tmp_at(DISP_END) call.  I guess Dijkstra
earns an "I told you so" here.
2016-03-08 16:22:05 -08:00
PatR
6106a7240f fix bz238 - looting many containers
"Looting many containers via menu cannot be stopped".  When the
player uses #loot command at a location with multiple containers,
a menu of which ones to loot is presented and player can pick any
or all of them.  But if you terminate the looting of a particular
container with ESC, it goes on to the next selected one rather than
stopping the loot action because that's what the 'q' choice does.

The simplest fix would be to allow choosing only one container
from the "loot which?" menu, but this retains the ability to loot
multiple containers on a pile in one turn.  It makes looting
stoppable by extending the ":iobrsq or ?" prompt, adding 'n' for
"next container" and changing 'q' from "done with this container"
to "done looting" (with ESC still a synonym for 'q').  When just
one container is being looted, or when on the last of N containers,
'n' is not shown but is still accepted (and treated as 'q').

Also, use_container() was using a menu for ":iobrsq" if player had
menustyle set to Full when it was intended to be for Partial (name
confusion...).  This switches Partial to use menu for loot action,
and leaves Full with that since that's how 3.6.0 has been behaving.
Traditional and Combination use the prompt string and single char
response.
2016-03-07 16:38:05 -08:00
PatR
d3ac3b3bd6 fix bz130 - muse: sliming and fire horns
There was no check for being capable of using items when an attempt
to cure being turned into green slime picked scroll, wand, or horn
of fire.

Also, implement a 'TODO' in the same section of code.  Monsters
can enter fire traps to cure themselves from slime.  I made that
be for monsters smart enough to use items too, even though there's
no actual item involved.
2016-03-05 19:57:25 -08:00
nhmall
78857961d2 some of Ray Chason's MSDOS and other fixes 2016-03-05 14:44:50 -05:00
PatR
ef9cd17942 X11 extcmd_height_delta resourse
Umpteenth revision of the X11 extended command menu.  Add a new
resource to NetHack.ad to control its initial size.

I still hope there's a better way to do this, but this is my last
shot at it.
2016-03-04 00:13:23 -08:00
PatR
db9dddc535 fix #H4262 - mon weapon attacks for non-weapon dmg
Let monsters who have a weapon attack for non-physical damage dish
out physical damage instead of doing the drain life or drain
strength they usually do if they happen to be wielding cockatrice
corpses or a couple of particular aritfacts that do more harm
than just level drain.  (Other artifacts are candidates, but I
don't think it's worth checking for them since the monsters
involved have such a small chance of acquiring and wielding them.)
Also switch to physical if monster's ability has been cancelled.

Only barrow wight, Nazgul, and erinys are affected.  Yeenoghu and
the Master Assassin have a weapon attack for physical damage and
another one for non-physical damage (not necessarily delivered in
that order).  They haven't been changed--only the physical damage
attack has a chance to apply their weapon's special damage.
2016-03-03 00:07:57 -08:00
PatR
7a5fb72787 address #H4266 - build problem with clang Modules
Report states that using OSX Xcode IDE results in use of 'clang
Modules', whatever those are, and role.c's 'filter' struct ends up
conflicting with a function declared by <curses.h> (or possibly
<ncurses.h> since one includes the other).  src/role.c does not
include <curses.h>, so this smacks of the problems caused by using
precompiled headers on pre-OSX Mac.

Instead of trying to import nethack into Xcode, I temporarily
inserted '#include <curses.h>' at the end of unixconf.h.  gcc did
complain about 'filter' in role.c (but not in invent.c, despite
-Wshadow), and then complained about termcap.c using TRUE when it
wasn't defined (after in had been #undef'd, where there's a comment
stating that it won't be used in the rest of that file), and also
complained about static function winch() in wintty.c conflicting
with external winch() in curses.

This renames 'filter' and 'winch()' to things that won't conflict.
Also, our winch() is a signal handler but had the wrong signature
for one.  And the troublesome use of TRUE was in code that was
supposed to be dealing with int rather than boolean.
2016-03-02 00:37:56 -08:00
PatR
ca02008d03 fix #H4219 - renegade Angel banter
Lawful angels deliver taunt messages from a pool of messages which
might mention the lawful god; demons and non-lawful angels draw from
another pool which doesn't mention any gods.  Since it is odd for a
'renegade' angel to claim to be operating for its god, choose taunts
from the other pool of messages for renegade lawful angels.

Not related:  some formatting fixups in include/mextra.h.
2016-02-28 18:47:01 -08:00
PatR
be084392d5 monk vs shuriken
One entry among many in #H4216:  make shuriken be a pre-discovered
item for monk role.  The word "shuriken" comes from Japanese and
martial-arts monk is primarily Chinese, but shuriken/throwing-star
is a martial-arts type of weapon and monks get a multi-shot bonus
for it (even though they can't advance its skill beyond basic...).
2016-02-28 17:42:12 -08:00
PatR
850ed0cba6 address #H4247 & #4248 - theft of quest artifact
Two different reports complaining that having the Wizard steal the
hero's quest artifact is a bad thing.  This doesn't change that,
but it does make all quest artifacts become equal targets so that
wishing for other roles' artifacts doesn't offer such a safe way to
have whichever special attributes they provide.

Quest artifacts are actually higher priority targets for theft than
the Amulet.  I suspect that probably wasn't originally intended,
but I left things that way.  Taking quest artifacts leaves the hero
more vulnerable to future thefts, and once they're gone the Amulet
has priority over the invocation tools.
2016-02-27 16:23:24 -08:00
PatR
a00c8068f0 segment feedback when probing long worms
When using a stethoscope or wand of probing on a long worm, report
the number of segments it has in the feedback given.

Some of the extra bhitpos and/or notonhead assigments may not be
necessary.  They were added when I was trying to figure out the
question of why probing of a tail segment revealed a long worm's
inventory even though the code explicitly prevents that.  (Answer:
it didn't; I had misinterpreted bz 12 to think that that was what
was being reported.  You need to use wand of probing--or "insigtful"
Magicbane hit--on the head in order to see its inventory or be told
"not carrying anything".)
2016-02-26 15:16:49 -08:00
PatR
0d7e51e88a fix bz 12 - long worm inventory feedback
I initially misunderstood this bug report about a nymph who was
polymorphed into a long worm while carrying a cursed figurine.
It wasn't about a long worm having inventory or about probing of
the worm's tail revealing that it had inventory, it was about the
message given when the cursed figurine activated itself.  If that
happened while the head was out of view but at least one tail
segment was visible, the message about the new monster emerging
from the long worm's backpack implied that that pack was carried
by the tail segment.

Only give the emerge-from-backpack message when the worm's head
is visible.  Likewise if a carried egg hatches.
2016-02-26 14:37:07 -08:00
PatR
1a00fe221b new featurette: '-' in inventory menu
Requested during beta testing last year, include a menu entry of
"- - your bare hands" (or "your gloved hands") for wielding,
"- - empty quiver" for readying quiver,
"- - your fingertip" for engraving, or
"- - your fingers" for applying grease
if the user responds with '?' or '*' at the
"What do you want to {wield|ready|write with|grease}? [- abc or ?*]"
getobj prompt.  (First dash is inventory selector 'letter', second
dash is menu separator between the letter and its choice description.)
2016-02-24 01:02:59 -08:00
PatR
562ccc2518 updated Guidebook.txt 2016-02-22 17:57:00 -08:00
PatR
6f7203bd61 minor Guidebook update
Miscellaneous changes suggested during beta testing.  There were more,
but I've run out of gas.

Guidebook.mn has been tested, Guidebook.tex has not.
2016-02-22 17:52:55 -08:00
PatR
3a7e432aea remove trailing spaces from Guidebook.mn
I'm not sure whether I'll do the same for Guidebook.tex.

Guidebook.txt wasn't up to date.  I've got some substantive (but minor)
changes coming so am not checking in an updated one yet.
2016-02-22 16:34:30 -08:00
PatR
07f8488bbf fix #H4246 - nasty() bugs
In theory nasty() could summon 200 critters at a time, although the
chance seems fairly remote.  But it was biased towards having lawfuls
summon more critters than others since there are fewer lawfuls in the
nasties[] list.  This puts a cap of 8 successful makemon() calls,
enough to completely surround the hero.  More than 8 monsters can be
generated, if any of the makemon() calls produces a group.  (I think
fire giants are the only thing in nasties[] that ever come in groups.)
It's still biased toward lawful summoners trying more times hoping to
produce a lawful creature and generating chaotic ones in the process.

The bug report also thought there was some problem between chaotic
and unaligned or with the Wizard, but unaligned is treated as if it
were chaotic (due to use of sgn() in the two or three places where
alignment type is manipulated) so that isn't an actual problem.
2016-02-19 18:15:45 -08:00
nhmall
63ef462185 quest text grammar bit 2016-02-18 07:50:35 -05:00
PatR
f7c9a1fa31 tribute: Reaper Man 2016-02-17 14:02:51 -08:00
PatR
f132a12a07 looking at hidden monsters
Sometimes you can see a hidden monster without bringing it out of
hiding (wand of probing, blessed potion of monster detection) but
look_at wasn't mentioning the fact that the monster was hidden and
probing described mimics accurately but lumped all hiders together
as "concealed".  Describe all hidden monsters more consistently.
2016-02-16 17:36:51 -08:00
PatR
f5b2a8c373 better late than never? update fixes36.0 2016-02-16 16:52:38 -08:00
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
nhmall
640267f53a fix for / command to find names like "Hachi" via screen
Changes to be committed:
	modified:   doc/fixes36.1
	modified:   src/pager.c

fix bug bz54; this bug had no web ID

Report:
    For /, asking via cursor can't find special named entries like "Hachi"
    because the entry for the monster type like "dog" gets used instead.

Change:
    Instead of "More info?", when applicable it will now do:
    More info about "hachi"? [yn] (n) n
    More info about "little dog"? [yn] (n)
2016-02-14 22:23:59 -05:00
nhmall
85582590ab Warning and adjacent hiders
Changes to be committed:
	modified:   include/extern.h
	modified:   src/allmain.c
	modified:   src/detect.c
	modified:   src/display.c

Bug bz22 (no corresponding web id) reported quite some time ago.

Reported:
    Warning stays on when a "lurker above" is co-located with a
    boulder, even when you are adjacent to the spot.  Even though
    you see the warning symbol and not the boulder, an attempt
    to move in that  direction tries to move the boulder, rather
    than attack the creature you know to be there.  What's more,
    you can get the
    "You hear a  monster on the other side of the boulder..."
    preventing anything from happening if there is a monster on
    the other side of the spot.  The player doesn't necessarily
    even know there is a boulder there at the time (because
    warning trumps the boulder display) so it can all be somewhat
    confusing.

Change:
    - Split off a section of the search0() code for monsters into
      a separately callable function, arbitrarily named mfind0(),
      which takes a special arg for this particular scenario.
    - If you have Warning and you get adjacent to an unseen hider
      such as a lurker above with the Warning glyph still displayed,
      a specific search is carried out for the obviously present monster.
    - The boulder concerns in the original report should become moot
      after this.
2016-02-14 17:45:20 -05:00
nhmall
5bb3e01424 improve Deaf messaging for minetown watch and shops
Changes to be committed:
	modified:   doc/fixes36.1
	modified:   src/fountain.c
	modified:   src/monmove.c
	modified:   src/shk.c

Fix for H4242, bz352
2016-02-13 17:29:15 -05:00
PatR
cbe7983c4c tribute: Moving Pictures 2016-02-10 18:22:38 -08:00
PatR
0748b0c90c tribute: Eric 2016-02-10 16:14:11 -08:00
David Cohrs
25130e394c fix H2766 - jumping while punished could leave ball in wrong place
Affected both intrinsic and spell-based jumping.
hurtle_step now drags the ball.
2016-02-10 13:47:43 -08:00
PatR
a41382d308 fix #H4237 - color ignored for X11 text map
Color was only being tracked for locations that had the pile of
objects flag set.  And hilite_pile made a monster on a pile take
on the color of the top object of the pile.

This restores the tracking of color for the whole map, and makes
highlighted piles be drawn in inverse like highligted pets.  The
drawing routine doesn't know the difference (but could tell, if
necessary, by testing whether the glyph is an object or a monster).

Also, variables 'inbuf', 'inptr', and 'incount' were global; limit
their scope to winmap.c.
2016-02-08 19:01:26 -08:00
Pasi Kallinen
fe006b9c0a Add CHECK_PLNAME to sysconf
Setting CHECK_PLNAME to 1 makes WIZARDS, EXPLORERS, and SHELLERS
check the player name instead of the user's login name.

This is mostly useful for public servers which have external
login system and don't create user accounts for players.
2016-02-05 20:39:17 +02:00
PatR
d7ae4a3e9d tsurugi vs puddings
Another one from 4.5 years ago:  the Tsurugi of Muramasa ought to
be able to split puddings in keeping with its special attack effect
of slicing things in two.  The suggestion was more extreme:  always
split instead of kill.  This generalizes the less extreme version;
METAL weapons (scalpel and tsurugi) can now split puddings like IRON
weapons do even though their user faces no risk of having the weapon
become rusty.  Sam's quest artifact receives no special treatment.

Bashing puddings with wielded iron-tipped projectiles was splitting
them.  This prevents that (and also for metal-tipped ya).
2016-02-05 01:25:12 -08:00
David Cohrs
d01e45a6cc vortexes and unsolid monsters need not avoid webs
Based on a bug report from beta testers in 2010. mintrap()
already had partial checks for this (now fire vortex also burns
a web, as per suggestion in the bug report) but mfndpos()
lacked checks so mintrap() code was almost never exercised.
2016-02-03 11:50:03 -08:00
PatR
6591f8beb1 fix #H4094 - shopkeeper "it" message
Most shop messages use shkname() to give the shopkeeper's accurate
name (or hallucinatory substitute) even if he or she can't be seen.
stolen_value() was using mon_nam(), which calls shkname() if the
monster is a shopkeeper who can be seen, but produces "it" when not
seen.  Change it to use shkname() like the rest of the shop routines.
Also, replace Monnam() (quite a few instances) with new Shknam() to
do the same duty when the name is at the start of a sentence.

There was also a very obscure bug where if you could see two
shopkeepers at the same time, you could probe the map one spot at
a time with repeated use of the 'p' command to locate monsters in
general and other shopkeepers in particular.  Very tedious and not
very useful, but now fixed.
2016-02-02 23:44:58 -08:00
PatR
54325de339 fix bz16 - book becoming cursed while being read
Attempting to read a cursed spellbook fails with a nasty effect.  But
a non-cursed book can become cursed while being read (malignant aura
after Wizard has been killed).  Assuming no interruption for other
reasons, the read would finish, the spell be learned, and then the
nasty effect would be given.  This changes things so that if the book
being read becomes cursed and the hero notices (book's bknown flag is
set), the read-in-progress will be interrupted.  Resuming will take
the attempting-to-read-a-cursed-book path.  Unfortunately, if the
hero doesn't notice, the old behavior still applies.  Maybe the new
behavior should happen even if bknown isn't set (but then player
won't be told why the interruption occurred).
2016-01-31 18:22:31 -08:00
PatR
757c51bb3c X11 menus - support pre-selected menu entries
X11 had been ignoring add_menu(..., MENU_SELECTED) to specify a
pre-selected menu entry.  This adds support for that.

Attempt to implement pre-selected entry for PICK_ONE menu sanely by
returning the pre-selected entry instead of toggling it off if the
user chooses it explicitly.   Inner workings of menus are convoluted
so I'm not sure it's 100% correct, although testing hasn't found any
problems.  (tty currently returns 0 for "nothing picked" when
explicitly picking a pre-selected entry in a PICK_ONE menu, and the
core jumps through hoops to handle it.  That can't be cleaned up until
all interfaces which support pre-selected entries achieve sanity.)

Make "random" be chosen for <return> or <enter> during role selection
and highlight it to reflect that.  (Role selection for X11 uses its
own code instead of nethack menus, so pre-selection isn't applicable.)
2016-01-30 19:39:29 -08:00
PatR
31a2b7b5ba fix glob fixes
The impossible about partly eaten glob having more nutrition than
an untouched one after another glob had been absorbed into it was
not a 3.6.0 bug, it was an interim situation when I converted glob
nutrition to be based on glob weight rather than on the creature
corpse weight.  So take that fixes36.1 entry out.

Add one about black puddings that was included in the glob patch.
2016-01-29 16:06:32 -08:00
PatR
b606aea919 more globs... much more globs
Fix a bunch of glob bugs, probably introduce one or two new ones.
2016-01-29 02:07:09 -08:00
David Cohrs
288ac4b07c avoid crash for long lines in nethackrc
read_config_file() has used a buffer of size (4 * BUFSZ) since 3.4.x
so parse_config_line() needs a buffer of the same size to avoid
buffer overrun. Allows my old .nethackrc to work again.
2016-01-28 18:40:59 -08:00
PatR
09ebe44ae9 fix #4206 - feedback for pet's weapon
The report that a tame Archon got two "<pet>'s long sword is not
affected" messages thought there was some duplication error when a
flaming sphere exploded, which was incorrect.  Since an Archon has
two weapon attacks, getting that message twice just meant that both
attacks hit.  However, the player has only 1/6 chance to suffering
passive fire damage to weapon, where monster-on-monster or monster-
on-polyd-hero was inflicting that for every successful hit, so
there was a bug here after all.  Give monsters the same 1/6 chance.
Also, add even more verbosity to that message--now that it won't be
delivered so often--to mention what didn't affect the item.

While investigating this, I noticed that hitting a steam vortex
with a flammable weapon was doing fire damage to that weapon.  Fire
damage in the steam vortex definition makes some sense in that it
allows fire resistance to give protection, but dishing out actual
fire damage makes no sense and is now prevented for passive counter-
effects.
2016-01-27 17:51:02 -08:00
PatR
90c4898c9a fix 2nd part of #H4188 - monst fleeing up on lvl 1
The code to handle monsters fleeing up the upstairs on level 1 was
expecting those stairs to be normal upstairs but they are actually
sstairs like the ones down into the mines.  So monsters fled to the
Plane of Earth instead of escaping the dungeon as intended.
2016-01-26 19:25:21 -08:00
PatR
9085dc2d7e fix #4189 - burning glob of green slime
When destroy_item() or destroy_mitem() burned up a glob of green slime,
they had the message index and damage amount reversed.  This could give
a nonsense message ("the glob of green slime freezes and shatters") or
go out of array bounds and wreak havoc.  Even if the message index had
been correct, fatal damage would have produced an incorrect cause of
death since it would have used a potion or scroll string.

Now globs will boil and explode like potions, and damage will be
proportional to the size (weight) of the glob, which seems to be the
original intent.
2016-01-26 18:32:17 -08:00
PatR
9d1a3be7d7 revert fix for #H4041 - decl for has_color()
Since the attempted fix for the warning about has_color() being
implicitly declared introduced a worse problem of conflicting
declaration in cases where it's already declared, back that change
out.
2016-01-26 17:39:41 -08:00
PatR
489445da02 fix part of #H2343 - youmonst.movement vs poly
From a July 2011 report listing multiple movement anomalies, fix one
of the easier ones.  If you polymorph from a fast from into a slow
one, pending movement points can let the slow form get in some moves
it shouldn't.

I've deliberately avoided adjusting pending movement when you change
into a faster form, which will get it's own movement boost on the
next turn.
2016-01-25 18:18:35 -08:00
PatR
5a9e00d0dd mind flayer's damage
From a followup to #H2247, April 2011...  Physical damage from a mind
flayer attack was inflicted in the AD_DRIN case for hitmu(), then
being inflicted again in the common code after the switch statement.
The new comment explaining the reason for non-standard damage is just
a guess.
2016-01-24 16:23:33 -08:00
PatR
49cbcdb137 fix #4191 - flags.verbose vs level change messages
Suppress the "you climb/fly up the stairs/ladder" message if the
'verbose' option is off (unless punishment is going to augment the
message by "with great effort").
2016-01-23 20:16:37 -08:00
PatR
a21894cc39 tipped ice box corpses
Reported directly to devteam, with patch:  tipping corpses out of an
ice box wasn't restarting their rot timers, producing corpses that
would last indefinitely.
2016-01-23 15:23:45 -08:00
PatR
0ee4611f8f tribute: Wyrd Sisters
I stumbled across why the Death Quotes hadn't been getting displayed
evenly before being recycled:  ones I've added since 3.6.0--probably
even before the release--were unintentionally missing their '%e passage'
directive, so attempted look-up for those returned the very last one
(terminated by '%e title').  The recent change to read_passage() has
made '%e passage' be optional for one-line death quote passages, so
this patch doesn't bother putting them in.
2016-01-23 00:20:15 -08:00
PatR
2bf652dd0f X11_getlin()
Two cosmetic changes for the X11 version of the getlin() routine:
1) Make the text entry box big enough to hold 60 characters before
   sliding the beginning input off the left edge, instead of just 13,
   so that user can see much more of what is being typed;
2) Make the cancel button be a little wider, and the okay button be
   the same width as the cancel button so they look a little nicer.
2016-01-21 23:13:49 -08:00
PatR
885de116e1 fix #H4204 - shapeshifter taking vampire form
When a chameleon/doppelganger/sandestin took vampire or vampire lord
shape, it stopped taking on new shapes.  Vampire shapeshifting was
being applied to all vampires rather than just to is_vampshifter().
When is_vampshifter() is false, the vampire is some other shapeshifter
or Protection_from_shape_changers is in effect, so vampire shifting
doesn't apply.

While testing, I noticed that vampires/lords only turned into bats/
wolves during initial creation.  They did turn into fog clouds in
order to pass closed doors but the other alternate forms were ignored.
That's fixed too.
2016-01-21 02:12:47 -08:00
PatR
0544b998de fix #H4028 - ':' sometimes doesn't work
User had
MSGTTYPE=norep "You see here"
and complained that once the message had been given while walking
over an object, using ':' to intentionally look at something would
end up doing nothing if its feedback was a repeat of "You see here".

Trying to classify which actions should deliberately override
no-repeat (or no-show) will be an ordeal.  This fixes the case for
the ':' command where the user obviously expects feedback.  I think
it could be done better but am settling for something quick and easy.
2016-01-19 07:13:18 -08:00