Commit Graph

145 Commits

Author SHA1 Message Date
PatR
27fe555bc1 src/ formatting
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).

I think the only code change was in the function for the help command.
2018-11-17 16:40:53 -08:00
nhmall
c6a5ec1ab6 ensure tmp_at() structures are initialized for all code paths when swallowed 2018-10-04 22:02:28 -04:00
nhmall
8ce1f88f53 Revert "ensure tmp_at() structures are initialized for all code paths when swallowed"
This reverts commit 39074d29fc.

Bad commit of do_throw
2018-10-04 22:00:51 -04:00
nhmall
67c80b2e4b Revert "fix up a bad commit"
This reverts commit 2eb8436db2.
2018-10-04 22:00:08 -04:00
nhmall
2eb8436db2 fix up a bad commit 2018-10-04 21:55:01 -04:00
nhmall
39074d29fc ensure tmp_at() structures are initialized for all code paths when swallowed 2018-10-04 21:49:16 -04:00
PatR
14bef9a02d formatting cleanup src/*.c
Remove trailing spaces, and remove tabs from the files that had
trailing spaces.

Also, rndorcname() was using a random value to terminate a loop
and was recalculating a new one each iteration.
2018-10-02 16:53:22 -07:00
PatR
8ce81a27ef fix #H7397 - pronoun for unseen shopkeeper
Most shop messages accurately identify the shopkeeper even when he
or she can't be seen, but some also include a pronoun reference that
ended up as "it" or "its" when not seen.  Extend pronoun selection
so that visibility can be ignored:  noit_mhe(mon), noit_mhim(mon),
and noit_mhis(mon).  Note that despite being called noit_foo(),
those will still return "it" if mon is neuter.

"Accurately identify shopkeeper" is misleading if the hero is
hallucinating; a random shopkeeper name is used then.  noit_foo()
yields the pronoun applicable to the actual shopkeeper and might
not match the gender of a hallucinatory name.  That could be fixed
in a couple of ways (add shk_mhe()/shk_mhim()/shk_mhis() and either
pass them the randomly chosen name so that they can figure out the
appropriate gender, or just have them use a random gender whenever
hallucinating) but I don't think that's worth bothering with.

A bunch of shop messages needed noit_foo(); only a couple of those
have actually been tested.  A bunch more were using shkname() at
the beginning of a sentence where Shknam() should be used instead.
(All the existing shk names are already capitalized so there's no
noticeable difference.)

The three places outside shk.c and vault.c which directly use
pronoun_gender() have been successfully tested.
2018-09-24 15:15:04 -07:00
Pasi Kallinen
e031800880 Use is_hole macro to check for trapdoors and holes 2018-09-15 17:57:57 +03:00
Pasi Kallinen
adf070eb04 Use is_pit macro to check for (spiked) pit 2018-09-15 17:19:26 +03:00
PatR
37f8d0edb3 fix #H7385 - double trap activation when jumping
Jumping performs the placement of the last step after using hurtle()
to move to the destination, so if hurtle() triggered a trap then it
would happen twice.  Report was for a Sokoban pit but it would happen
for fire traps too.  Other traps would yield "you pass over <trap>"
while hurtling and then trigger the trap when landing.  Have
hurtle_step() ignore a trap for the last step of a jump, leaving it
to the jump's landing to handle.

Also, give feedback when hurtling over water or lava, similar to what
happens when passing over a previously seen trap which doesn't
activate.
2018-09-13 17:10:25 -07:00
nhmall
cc1d43fad4 integrate aklys feature introduced in 3.6.1 into display
(cherry picked from commit 3fe8325f14)
2018-05-15 06:29:40 -04:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
PatR
a6b7438c51 fix an out of date fire/auto-quiver comment
When the fire command prompts for missile, it autoquivers the chosen
item.  Originally that was only done when the chosen item was a stack
but that got changed (back in 2007...) and the relevant comment was
not updated at the time.
2018-04-05 15:28:50 -07:00
Pasi Kallinen
2548d68dd3 Fix some warnings
Remove an unused variable, add missing FALLTHRUs, and use the same
FALLTHRU wording where it wasn't recognized by gcc
2018-03-30 19:42:50 +03:00
PatR
6bd8efe510 aklys tweaks
It turns out that Mjollnir before the recent aklys enhancement and
aklys since then would end up both wielded and quivered if it returned
to thrower's hand while quiver was empty.  Remove it from quiver before
restoring it to hand.

Limit the throwing range of an aklys if it is expected to return (ie,
thrown while wielded as primary) since it is a "thonged club" which is
supposedly attached by a cord to the thrower's wrist or hand.  I have
no idea how long a real cord like that might be.  I set the range limit
to BOLT_LIM/2.  Shorter makes throw-and-return uninteresting for an
item that needs to be wielded to throw--so would probably be swapped
back and forth with a stronger melee weapon or longer range missile
weapon--and longer seems absurd.
2018-03-03 10:54:43 -08:00
Pasi Kallinen
ee64ef5482 Fix comment typo 2018-02-28 09:17:06 +02:00
PatR
8acc72b53a Mjollnir bit
Ue the same object name formatting for the new "Mjollnir fails to
return" message as is used for most of the other throwing messages.
2018-02-27 09:28:15 -08:00
PatR
b73d45fd66 throw-and-return for aklys
The comment I added to data.base--to explain that despite what the
short description says, an aklys wouldn't return to sender after being
thrown--was bugging me, so I've made aklyses behave like Mjollnir.
If thrown when wielded as primary weapon, it will usually return and
usually be re-wielded.  I also added a new message when either thrown
Mjollnir or thrown aklys is expected to return and fails to do so.

Most of the diff to dothrow.c is a change in indentation level.  The
amount of code needed was quite small.

Autopickup for thrown Mjollnir which had failed to return was putting
it into the quiver slot if that was empty.  Note quite an outright bug,
but it started wielded and can't be thrown if quivered, so exclude it
from the stuff that will auto-fill the quiver slot when added to invent
(post-3.6.0 issue).
2018-02-26 11:18:29 -08:00
PatR
19663e157f hurtling into unseen monsters
Expand "You bump into it." into something more comprehensive when
encountering an unseen monster while hurtling.  Tested with jumping
but other forms of hurtling should behave the same.
2017-10-09 17:34:02 -07:00
PatR
9b3d358989 fix #H6203 - jumping over water doesn't
Accidentally caused by my grappling hook fix 2 months ago, attempting
to jump over water made hero enter that water and drown (or crawl out).
hurtle_step() was originally intended to be used for recoil while
levitating, but it is used in other situations where not levitating
and behavior for the two circumstances should be different.

This doesn't fix things properly, just gets jumping working again.
2017-10-09 15:27:24 -07:00
Bart House
78756c9bd6 Addressing bug with the use of static dieroll in uhitm.c. 2017-10-01 14:39:35 +03:00
PatR
719af503e7 fix #H6104 - no potion handling in thitu()
thitu() is mostly used for arrows and darts "thrown" by traps, but
scatter() uses it on items launched by a land mine explosion.  Traps
had no need for potion handling, but scattering does.  Changing thitu()
to call potionhit() required that more information be passed to the
latter in case killer reason was needed, and thitu()'s callers needed
to be updated since it now might use up its missile (only when that's
a potion, so scatter() is only caller which actually needed to care).

Quite a bit of work--especially the testing--for something which will
never be noticed in actual play.  In hindsight, it would have been
much simpler just to make scatter destroy all potions rather than
allow the 1% chance of remaining intact (via obj_resists()), or else
leave any intact ones at the explosion spot instead of launching them.
2017-09-25 10:42:43 -07:00
PatR
e8723df778 grappling with water
Reported directly to devteam:  if applying a grappling hook towards
a target past some water ended up pulling the hero toward the target,
hero would drown without any chance of crawling out of the water.
It used hurtle() to move, and hurtle assumed levitation so didn't
check for entering pools of water except on the Plane of Water.
2017-08-08 18:58:25 -07:00
Pasi Kallinen
897916f921 Sanity check for returning Mjollnir animation 2016-11-11 18:18:55 +02:00
Alex Smith
ee5b488514 Differentiate between monster anger from attacks and from other causes
setmangry() and wakeup() were being used for multiple purposes. Add an
extra parameter to track which. This fixes several minor bugs (e.g.
whether monsters with no eyes were angered by (useless) gaze attacks
against them previously depended on the state of a UI option, and
the Minetown guards would be annoyed if you used a cursed scroll of
tame monster on a shopkeeper). It's also a prerequisite for the
Elbereth changes I'm working on.
2016-10-17 18:19:22 +01:00
PatR
4697c13db0 '$' vs #jump
Hero poly'd into xorn can wear jumping boots or cast jump spell, so
some target destinations which were excluded by '$' (to show valid
destinations during getpos) shouldn't have been.  Doubly so if
wearing the Eyes of the Overworld where xorn'd hero can jump through
walls rather than just into them.

This attempts to deal with diagonal moves vs open doorways sanely,
including allowing knight's move jumps in or out of them when
appropriate.

Also, need to check isok(x,y) before cansee(x,y) instead of after.
2016-06-21 02:39:21 -07:00
Pasi Kallinen
b75ce0b996 Prevent diagonal jump through open door 2016-06-11 19:27:50 +03:00
Pasi Kallinen
3502cfcc5a Hallucinatory liquids for water, lava, and acid 2016-06-07 20:57:50 +03:00
PatR
96dd800301 fix #4279 - kicked daggers are lost
A kicked object which hits a monster wasn't placed back on map,
removing it from play.
2016-03-19 14:47:36 -07:00
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
Pasi Kallinen
8efec0a547 Allow crawling out of water on Plane of Water after hurtling 2016-01-15 15:40:29 +02:00
Pasi Kallinen
c038522b9d Fix bz65: Water behaves strangely when hurtling out of air bubble
When levitating on the plane of water, get an unattached iron ball,
and throw it. You'll hurtle in the opposite direction, out of the air
bubble and into water, but don't drown.
2016-01-15 13:47:19 +02:00
Pasi Kallinen
4aeb2913cf Only requiver pickup_thrown ammo and throwing weapons 2016-01-06 04:58:37 +02:00
Pasi Kallinen
4387bde968 Clear thrownobj when punished and swallowed
As per Pat's suggestion, this actually does work correctly;
I have no idea why I thought it didn't ...
2015-11-13 00:07:47 +02:00
PatR
62193be46a more formatting
Mostly tab replacement, plus the last of the cast spacing.
2015-11-08 01:37:55 -08:00
Pasi Kallinen
99925ff155 Update version numbers in source comments 2015-11-06 16:05:36 +02:00
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
PatR
2c20805b16 unsplitting split object stack
Replace the code that Dean objected to with something a little bit more
robust.  It doesn't rely on the two stacks being adjacent or having the
same inventory letter.  It is still vulnerable to having another
splitobj() occur between the offending split and its attempted unsplit,
or to either of the two halves of a split being extracted from their
object chain.  As before, failure to unsplit only results in the two
halves of the split remaining separate stacks, not anything more drastic
like the panic() that prompted all this.

Simplification of hallucinated currency names got mixed in with this
patch.  I haven't bothered separating it back out.

Whoever reset PATCHLEVEL to 0 jumped the gun.  This patch increments it
since change to the 'context' structure breaks save file compatibility,
so it will need to undergo another reset before release.
2015-10-18 17:37:15 -07:00
Pasi Kallinen
af1c77808b Comment typofixes, pt 4 2015-10-17 18:47:31 +03:00
Pasi Kallinen
66dd87454b Comment typofixes, pt 3 2015-10-17 13:47:25 +03:00
Pasi Kallinen
f1c1f3cb8a Add missing thrownobj clears when the obj is destroyed 2015-10-15 14:56:42 +03:00
PatR
7451e6c3b0 fix inappropriate merge during aborted throw
Fix the situation reported by Pasi where cancelling a throw via ESC at
the "which direction?" prompt resulted in "object null after merge"
panic from addinv().  I wasn't able to reproduce the panic, but I could
see the throw-nowhere stack getting merged into the quiver stack when
it shouldn't.  This fixes that.

Also a couple of formatting bits.  I wish I'd quit coming across those.
2015-10-13 14:33:42 -07:00
Pasi Kallinen
1703818a11 Wet towels deal more damage
Dipping a towel into a potion, fountain, or some other water source
makes the towel wet.  Hitting with a wet towel deals up to 6 points
of damage, but every hit reduces wetness, as does throwing or applying
the towel.  You can also wish for a moist or wet towel.
2015-10-13 16:28:01 +03:00
Pasi Kallinen
c48b3c4556 Jump-and-bump should wake up monsters
It was possible to wake up single monsters by jumping at the monster.
Make such bumping somewhat noisy.
2015-09-15 16:17:16 +03:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
26ee7dc370 Convert the vibrating square to a trap
Patch due to ais523 in NetHack 4.

This is not ready to be merged yet; the vibrating square needs a tile
image for tiles builds.
2015-05-25 09:19:20 +09:00
Sean Hunt
a67759cbc3 Audit rloc()
Most of the time, rloc() is used for teleporting monsters and it's not a
big deal if they can't find somewhere to go. In a few cases, it is. I
went through all the callsites and made calls to rloc() not cause
impossible()s if they don't need to.

Fixes a bug/suite of bugs reported by ais523.
2015-05-24 09:31:40 -04:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00