Commit Graph

2997 Commits

Author SHA1 Message Date
nethack.allison
a732a87ee2 tame hidden monster message
<email deleted> wrote:
> * Searching next to a tame hidden monster gives the message "You find a
> <kraken>." It should be "your <kraken>."

While I don't consider this a bug, the change seems appropriate.
2006-02-24 02:54:58 +00:00
nethack.rankin
d83513b471 leather spellbook revisited
Change the description of leather spellbook to leathery.  Eating it
does not violate vegan or vegetarian conduct.  [By shear coincidence, I got
``Blecch!  Rotten paper!'' for it while testing this.]
2006-02-23 05:10:21 +00:00
nethack.rankin
6bcfa8f88b [baby] long worms
Between the addition of worm body parts and the phrasing of engulfing/
digesting status, I remembered an oddity with the vanquished monster list:
it shows baby long worms right next to adult long worms; both were defined
as level 8 monsters.  It also turns out that babies dealt more damage per
attack than adults; that was counterintuitive, to put it mildly.  Boost
long worms from level 8 to 9; drop baby long worms from level 8 to 5, half
rounded up just like the relationship between baby and adult purple worms
(who are levels 8 and 15, respectively).  And increase the damage for adult
long worm attack (was 1d4, now 2d4); drop it for baby (was 1d6, now 1d4).
2006-02-21 06:32:53 +00:00
nethack.rankin
b6b522398d fix part of #H43 - probing feedback when engulfed
From a bug report, feedback of the form

Status of the fog cloud (neutral):  Level 2  HP 5(5)  AC 0, engulfed you.

sounds odd.  "Engulfing you" seems a little odd as well, since the engulf
has already taken place, but I think it works out better.  For symmetry,
replace "swallowed you" by "swallowing you".  But that one will never
occur, because all the animals with engulfing attacks will now yield the
more precise and much more significant "digesting you".

     The code formatting is strange.  Lining up the text parts works out
a lot better than attempting to fit the associated tests within the space
left after the large indentation being used.
2006-02-21 06:07:22 +00:00
nethack.allison
b6eff2405a leather spellbook
<Someone> wrote:
> * Eating a leather spellbook doesn't violate
> vegetarian conduct. I suggest you rename it to
> something else. (May I suggest "bark"?) Also, I refuse
> to consider "leather" to be a colour or texture.
> * While as a water nymph in water, seducing an unseen
> monster on dry land sometimes gives away its identity.
> * When submerged iron golem monsters residually
> "rust", and the rust damage kills them, it doesn't
> report their death.
> * Drum of Earthquake says "the entire dungeon shakes
> around you" even when you're in the Endgame or the
> Quest's top level.
> * Wishing for a statue of a guard, then destoning it,
> then chatting to it, makes it say "drop that gold"
> without context. This could probably be extended to
> other cases, too (like Croesus?)

This corrects only the first complaint in the list above.
2006-02-21 03:28:57 +00:00
nethack.allison
75a4885cb9 Guidebook update - thank you to Ron Van Iwaarden 2006-02-20 00:01:49 +00:00
nethack.allison
f65d0710b6 confused scroll of light
Implement the following suggestion by <email deleted>
- Reading a scroll of light while confused should
create a hostile yellow light (black light if cursed).

It only creates the light monster effect 1 out of 5 times.
2006-02-19 23:28:38 +00:00
nethack.allison
645d1b9921 finish a trailing sentence in a comment 2006-02-19 22:44:06 +00:00
nethack.allison
8dc30e25f2 fixes35.0 update 2006-02-19 22:40:52 +00:00
nethack.allison
abb47e6fc6 frying water elementals
Subject: Some problems to report!
Date: Tue, 17 May 2005 07:01:40 -0700 (<email deleted>
<email deleted>

[...]
- When polymorphed into a water elemental, falling
into lava still says "you burn to a crisp."
[...]
2006-02-19 22:35:23 +00:00
nethack.allison
3ea07e2ef0 anatomy bits
Subject: Some problems to report!
Date: Tue, 17 May 2005 07:01:40 -0700 (<email deleted>
<email deleted>

Hi. I'm a sourcediver but not a source compiler.
I use the Mac carbon port under Mac OS X. But enough
about me; I noticed these things:

	Polyself/Anatomy Bugs:

- Mimics are amorphous, so they should have jelly
parts rather than animal parts.
- Piercers, trappers and lurkers above have animal
parts, including "head," but they are M1_NOHEAD.
- All elementals have vortex body parts. This should
only be the case for air elementals.
(Remember: stalkers, unlike the other elementals, have
heads.)
- Krakens ought to have tentacles, like jellyfish. ("A
gush of water hits the kraken's left fin!")
- Worms have snake body parts, but they shouldn't have
scales.
[...]

 This patch:
- adds worm_parts
- gives krakens tentacles
- ensures that stalkers have a head
2006-02-19 21:57:54 +00:00
nethack.rankin
e6ba74027d scroll of identify fix (trunk only)
My recent patch included a typo in a pline() call which broke compile,
and much worse, was accessing scroll of identify after using it up.  Cache
scroll->otyp, scroll->blessed, and scroll->cursed instead of re-re-ordering
the identify scroll/spell code.
2006-02-19 05:47:57 +00:00
nethack.rankin
ff553c6995 latent level arrival message bug (trunk only)
Something I noticed during a level change in slash'em:
        You hear the sounds of civilization.  You fly down the stairs.
The first message ought to follow the second.  Our only arrival messages
that are handled via the special level loader occur in the endgame where
travel is by magic portal, and the transit message given for portals is
for entering one rather than exiting at the far side, so this sequencing
problem can't currently be noticed in nethack.  But sooner or later there
will be levels reachable by stairs and having entry messages, or there'll
be some feedback added when magic portal transport finishes, and then we'd
get bitten by this.

     Tested by adding an arrival message to each of the bigroom variants.
2006-02-16 07:35:00 +00:00
nethack.rankin
7dd8224b6d scroll usage; also spell of ID (trunk only)
[I neglected to commit the invent.c part of previous patch.]
2006-02-16 06:47:02 +00:00
nethack.rankin
73e9225d88 scroll usage; also spell of ID (trunk only)
Make a not-very-robust fix for the report from <email deleted> about
being told a scoll disappears as you read it, then for the case of cursed
remove curse being told that the scroll disintegrates.  He missed similar
case for scroll of fire erupting into flames after it had disappeared.
This suppresses the "disappears" part of the scroll reading message for
those two cases, but won't be very reliable if other scroll messages
referring to the scroll itself get introduced in the future.  [Several
paths through scroll of fire won't report that it burns, and now it doesn't
give the disappears message any more.  I don't think that's worth worrying
about; the scroll leaving inventory after burning up is implicit.]

     Also cut down on redundant feedback for several scrolls (genocide,
charging, identify, stinking cloud) that start off by informing the player
what they are.  That's only needed when the the player doesn't already
know the type of scroll.  I've always felt it silly to be told that I've
"found a scroll of genocide" when I'm intentionally reading a known scroll
of genocide.  All these types of scroll give a subsequent prompt which
makes them recongizable if you somehow manage to choose the wrong object
when picking the one to read.

    Lastly, make spell of identify behave like ordinary uncursed scroll of
identify by default instead of ususally ID'ing multiple items.  Now you'll
need to be skilled or better in divination spells skill in order to get the
blessed scroll effect out of it.  And give some feedback if the spell is
cast when not carrying any inventory; it was just silently moving on to the
user's next command in that case.
2006-02-16 06:44:24 +00:00
nethack.rankin
6a892dbf0c ghoul fodder (trunk only)
I doubt if many players in nethack ever have pet ghouls (in slash'em
they're the necromancer's starting pet), but if so, provide them with a
portable food source by letting ghouls eat dead eggs in addition to tainted
corpses.  Also, let them eat fresher varieties of either when they're about
to starve to death.  Treat lizard & lichen corpses as always fresh since
they never become tainted (probably ruining slash'em necromancers' present
pet food of choice, though they'll still be able to eat lizard corspes if
starving).

     I set the omnivore flag in their monster definition.  Previously they
had been left as non-eaters despite the fact that they need to eat.  When
the flag wasn't set, a hero who poly'd into one and then put on an amulet of
unchanging could go a very long time (thousands of turns) before the hunger
imposed by wearing an amulet finally made him/her become hungry.  (Same as
with any other truely non-eating monster, so not really a big deal.)

     Also, avoid the expression &mons[obj->corpsenm] for objects where the
corpsenm field isn't applicable, in case the default value ever changes from
0 (PM_GIANT_ANT) to NON_PM (-1).
2006-02-14 05:27:16 +00:00
nethack.rankin
57d55ebc90 Evil Iggy (trunk only)
A bit of web searching quickly reveals that Evil Iggy was a unique
monster added to Moria after a player using a character named Iggy refuted
the author's claim that the new version (of that time, early '80s) was
unbeatable.  So flag our hallucinatory monster Evil Iggy as a personal name
so it won't get formatted as "the Evil Iggy".
2006-02-12 06:34:09 +00:00
nethack.rankin
458c90fd7e couple of spell bits (trunk only)
Move NO_SPELL and MAX_SPELL_STUDY from hack.h to spell.h.  I didn't
even remember that the latter existed when I put MAX_SPELL_STUDY in the
former recently.

     Add a couple of new "spell is almost gone" messages that occur when
casting spells.  One matches up with yesterday's change for when you can
re-read a spellbook to reinforce memory of a known spell.

     When "too hungry", you can't cast any spells, except detect food so
that you can find something to eat.  When "too weak" you couldn't cast any
spells at all; now you can cast restore ability so that you can recover
lost strength.  [We still need to come up with a better crowning bonus for
monks than spellbook of restore ability.]  I couldn't think of a reasonable
exception for the "can't cast when carrying too much" restriction.  If we
can come up with one (levitation?), then remove curse could/should become
an exception for the "no free hands" restriction.
2006-02-12 06:24:25 +00:00
cohrs
57c3fa60b7 C343-3 creation of the Ranger quest start level
Normal maze levels are initialized from x == 3 thru COLNO-1.  However,
levels that use the INIT_MAP spec go thru mkmap, which initializes the level
starting at x == 1.  This usually makes no difference, but does in the case
of levels that also use GEOMETRY:left.  This was the case with the Ranger
start level and caused the leftmost 2 locations to be room locations but
unreachable.  The Juiblex level actually had the same behavior, but this
was harmless because the MAP in that case was smaller.

Fix is to set the xstart=1 for levels with INIT_MAP and GEOMETRY:left.
The rest of sp_lev works just with this (when INIT_MAP was used, that is).
2006-02-12 01:45:54 +00:00
nethack.rankin
3096fc47dc spell retention feedback (trunk only)
Instead of just marking forgotten spells with an asterisk, add a new
column to the '+' spell menu which gives an estimate of how well the spell
is remembered.  Precision of the estimate depends upon the hero's skill in
the category of spell; expert gets the most detail with a low-to-high range
spanning just 2%, such as 19%-20% or 75%-76%; skilled sees 5% ranges; basic
10%, and unskilled the least detail with 25% ranges (ie, one of 1-25, 26-50,
51-75, or 76-100 for percentage of time left available for the spell).
[The tab-separator variant for the menu is untested.]

     This fixes an off by one bug for spell retention.  It got set to 20000
as intended when a spellbook was read, but then it would be decremented to
19999 before the player had a chance to do anything else, cheating him out
of 1 turn of memory.  Spells known at game start last exactly 20000 turns.

     Also, adjust the point at which you're allowed to reread a spellbook
and refresh your memory of the spell.  When the current spell system was
instituted, that was 10% of the retention period (1000 turns or less left
out of 10000); when retention got doubled to 20000 turns, the relearn point
was left as is.  Increasing it to 10% (ie, doubling to 2000) makes it fit
better with the displayed retention percentages.  Otherwise expert casters
would be left to guess when they've hit that point (1000 is 5%, falling
within their 5%-6% range, which really indicates (4%+1) to 6%).  At 10%,
it's the threshold for the 9-10 range for experts, 5-10 range for skilled,
and 1-10 range for basic so the player can see when it has been reached;
only unskilled, with a bottom range of 1-25, is left to guess.  Players
will likely prefer to wait until later, when the spell is nearly expired,
to refresh, but if they're about to abandon their books on the way to the
endgame then being able to re-read sooner is beneficial.
2006-02-11 06:35:41 +00:00
nethack.rankin
5d732c47a3 partial fix for #H38 - hallucination of personal names (trunk only)
This fixes the monnam() family of functions so that hallucinated
personal names, such as Barney, won't be prefixed by "the".  It uses the
same hack as is used for shopkeeper names:  single character prefix on
names which warrant some handling other than the default.  rndmonnam()
strips that off, so unmodified callers (which is almost all of them...)
retain the same behavior has before.

     There are several capitalized names that I have no idea whether need
to be treated as personal names:
  Evil Iggy - name, or type of monster named after someone?
  Totoro    - no clue
  Invid     - ditto
  Vorlon    - just guessing that it's a species rather than an individual.
I couldn't remember whether Godzilla was baby Godzilla's mother or father,
so I went with female there.  So far, no callers of rndmonnam() care about
gender so it doesn't make any difference.  Because of that, I didn't look
though the non-capitalized names to see whether any should be all male or
all female and need one of the other prefix codes.

     I've added "were-rabbit" from the Wallace & Gromit movie.  The recent
ads for its DVD release reminded me that I was going to add that back when
the movie first came out.  I haven't seen it but the creature name fits.

     I also fixed Smokey Bear.  Smokey the Bear is a common misspelling;
I thought we had fixed that ages ago, back when people still had some clue
as to who in the world he was.
2006-02-09 06:12:00 +00:00
arromdee
3f493c2518 fireproof candles 2006-02-09 03:40:26 +00:00
arromdee
83807a84f5 patch: #defines
This is a fairly trivial code change but should have been done long ago...
2006-02-09 03:26:59 +00:00
nethack.rankin
02a2e8b6ef wildmiss refinement (trunk only)
> This makes monsters marginally smarter--independent of their defined
> intelligence levels--by skipping their remaining attacks when the first
> turns out to be targetted at nothing.  The exception is for monsters with
> both melee and spell attacks; they'll keep going in case they end up
> choosing a spell which doesn't need a target location.  (It's rather
> ironic that the most intelligent monsters are the ones who'll foolishly
> continue swinging at thin air.  This could be improved by forcing then to
> skip ahead to their spell attack.)

     This implements the improvement for spellcasters.  After they make
a wildmiss, they'll skip any further physical attacks but eventually try
their spell.  (Titans have multiple physical attacks followed by a spell;
other high-end monsters probably do too.)
2006-02-07 05:35:29 +00:00
nethack.rankin
24e15f7b2e `spestudied' manipulation again (trunk only)
Refine last week's change dealing with polymorphing spellbooks:  when
a spellbook has faded to blank after multiple readings, randomize its
spestudied value so that it doesn't always polymorph into another blank
book on the first subsequent transformation attempt.
2006-02-07 05:20:16 +00:00
cohrs
cf05c21190 not really a typo
revert to "persecuted", add a comment
2006-02-05 17:09:57 +00:00
cohrs
88a5b95e65 inappropriate polyself spit attacks
Submitted by <Someone> 12/3/05.  player poly'd as guardian naga produced a
different attack than a real guardian naga.  The fix causes an algorithm
similar to that used in spitmnu to be used in dospit.
2006-02-05 03:29:45 +00:00
cohrs
dfb1d04b6a inappropriate "lamp flickers" message while blind
From a bug report.  Add missing !Blind check.
2006-02-05 02:06:24 +00:00
cohrs
72d68851e2 M164: finding saved games in QT nethack start
Only 5 months old.  The Unix code to find saved games, currently only enabled
for Qt use, fails to use fqname and SAVEPREFIX, so it doesn't find saved
games when prefixes are in effect.
2006-02-05 00:58:13 +00:00
cohrs
a1b0e08421 Xorns in stone outside Sokobon and other special levels
First reported 12/13/2003, I think, but my archives contain more recent reports
too.  Special level specs like NON_PASSWALL and NON_DIGGABLE only apply
to the map sections for which they are specified.  So, on special levels of
Sokobon, the large surrounding area is stone, but have no special flags set.
So, it was possible to teleport a Xorn and have it appear in this outer area.

Addressed this by checking the perimeter of the map(s) and if all are
nondiggable and nonpassable, propagate this to the surrounding stone.
This appears to be the intent on such levels, so there is no need to
force the affected special levels to explicitly specify this.
2006-02-04 23:51:26 +00:00
cohrs
0bec6ce08e another typo
One of the numerous items From a bug report, but it really doesn't make sense.
2006-02-04 21:18:15 +00:00
cohrs
f11d009b4c gender and size of leaders and nemeses
Combo fix based on several reports and additional research.
In quest.txt and/or data.base, the Grand Master, Arch Priest, Ixoth, Master
Kaen, Nalzok, Scorpius, and the Master Assassin are all referred to as male
via reference: his or him.  Ideally, there would be a way to parameterize
this in the quest.txt, but I don't see a clear way to do that at this time.
For the time being at least, set the M2_MALE flag for these monsters.

The Dark One was referred to via "his" once in the quest.txt.  This case
I was able to modify the offending text rather than forcing a gender.

Orion and Norn are referred to as a giant in data.base but their size did
not correspond.  I left the symbol as S_HUMAN although perhaps it should
be S_GIANT.  Finally, Orion, the Norn, Cyclops and Lord Surtur, as
giant-types, should be able to tear webs.
2006-02-04 20:34:26 +00:00
nethack.rankin
98685ea234 `spestudied' manipulation for polymorphed spellbooks (trunk only)
From a bug report... some
special case handling for polymorph of spellbooks never worked as intended.
It's possible to polymorph a spellbook, use it to learn a new spell, and
then repeat as many times as you like unless/until you run out of polymorph
magic or the small chance of "object shuddering" causes it to be destroyed.
Polymorph was incrementing the book's ``number of times read'' field with
the intent that it would fade to blank after being read 3 times (which
turns out to the 4 times since the check is actually for re-reading 3 times
after the first).  That didn't work because the spestudied field was ignored
when learning a new spell, only checked when relearning a known spell.

     Now it will be checked when learning a new spell, and also the book
tweaking during polymorph is slightly more elaborate.  If you happen to
get a blank book during the item selection, it will have a read counter
of 0 and can be re-polymorphed into something readable.  But if you get
some other book, its read counter will be set to one greater than than the
original book's (same as before).  And then the counter will be checked
to see if it has gone over the limit, in which case the book will be made
blank and its counter will be reset to a random value.  Re-polymorphing
that blank book again has 1/4 chance apiece among the following cases
  book gets blanked again; goto step 1...
  book is non-blank but too faint to read; reading attempt will fail
  book can be read normally and then re-read once
  book can be read normally and then re-read twice
which is more inline with the intent of the original special case code.
It's actually slightly nastier since you'll occasionally get a book for a
spell you don't know yet but then not be able to learn it from that book.
2006-02-04 06:11:44 +00:00
nethack.rankin
fbe6b0278f fix #Q251 - reading engravings while asleep
From a bug report, floating down onto an engraving
due to levitation timeout would yield "You read: <engraving text>" even if
you were asleep at the time.  Random teleport while asleep could produce a
similar result.  The problem was actually a little bigger:  you'd also get
"You see <object> here" if there was an object instead of or in addition to
an engraving.
2006-02-04 04:06:16 +00:00
nethack.rankin
702060c4de monsters with multiple attacks missing wildly (trunk only)
Reduce verbosity for monsters with multiple attacks who "swing wildly
at you and miss" or "miss your displaced image" due to their confusion or
your invisibility or displacement.  It's aggravating to sit through that
three times for claw/claw/bite or swing/swing/kick when those longer
descriptions of why such missing happened guarantee multiple --More--
prompts.  (Can't simply use Norep() to deal with this because wildmiss()
varies its messages.)

     This makes monsters marginally smarter--independent of their defined
intelligence levels--by skipping their remaining attacks when the first
turns out to be targetted at nothing.  The exception is for monsters with
both melee and spell attacks; they'll keep going in case they end up
choosing a spell which doesn't need a target location.  (It's rather ironic
that the most intelligent monsters are the ones who'll foolishly continue
swinging at thin air.  This could be improved by forcing then to skip ahead
to their spell attack.)  Exploding monsters aren't affected because they
don't have multiple attacks.  Offhand I can't think of any other situation
where a wild miss on the first of N attacks could still yield a successful
result on any of the other N-1 actions.

     Monsters attempting ranged attacks who get multiple shots (due to
multiple weapon attacks per turn rather than to multi-shot volley during
a single attack) will end up conserving ammo when they stop after seeing
that the first shot didn't find a target.  Note that trying to attack you
but accidentally attacking some other target isn't affected since that
doesn't yield the wild miss outcome.  Intelligent monsters probably ought
to recognize that their attack against you ended up hitting someone else
and refrain from repeating that mistake N-1 more times.  Whether feedback
from that ought to carry over to their next turn is not so clear cut.
2006-02-02 07:20:08 +00:00
nethack.rankin
49084e6deb zapping unseen wands (trunk only)
Noticed recently when a user reported that an unseen monster zapping
an unseen wand caused wand of striking to become discovered.  [That was
because the zap also hit a door and the code for the latter didn't check
whether the wand had been seen, and it got fixed a couple of weeks ago.]
When the player zaps wands while the hero is blinded, it was discovering
(for the cases where the effect can be observed without sight) the wand
even though the wand's description was unknown (showed in inventory as
"a wand").  This replaces the calls to makeknown() in zap.c with calls to
new learnwand(), which checks whether the wand description is known; you
no longer discover something you've never seen.  Reverse effect has also
been added:  if the type of wand has been discovered earlier, zapping an
unseen wand (another of the same type, picked up when blind and zapped
while still blind) will now mark it as seen (to show up in inventory as
"a wand of <whatever>" instead of just a "a wand").  The latter aspect
really ought to be independent of prior discovery, but we currently have
no way to record "we know what this particular item does even though we
don't know what type of item it is yet".  [If we add that, it would be
applicable to potions (when operating on stacks) and rings too.]

     Minor change:  zapping yourself with wand of opening or spell of
knock will remove attached ball&chain rather than give a "chain quivers"
message.  Explicitly zapping the chain already did that; if the unlocking
magic works on the chain connected to your leg then it really should also
work on your leg connected to the chain.  Zapping unlocking at yourself
probably should also scan inventory to check for carrying locked chests,
but I didn't add that.  (If added, then locking magic will need to be
augmented likewise.)

     This also fixes <Someone>'s recent complaint:  zapping an unknown
wand of teleportation at yourself didn't make it become discovered.
Now it will be, under the same circumstances as when you're riding:  if
teleport control causes you to be prompted for destination, or if random
destination moves you more than jumping distance away from your original
position.  (The Stunned exception to teleport control, which was missing
in zap_steed, perhaps ought to be moved into the macro definition of
Teleport_control itself so that all code always handles it consistently.)
2006-02-02 06:15:13 +00:00
nethack.rankin
e2dd0a12ae fix #H30 - rn2(0) from off by 1 bug in special level door creation
From a bug report, the placement
of random doors by the code that loads special levels would attempt to
evaluate rn2(0) and either get a divide by zero crash (normal build) or an
impossible warning (DEBUG enabled when compiing rnd.c, done automatically
when BETA is defined).  The problem was only noticable for random door in
a 1x1 room; none of our distributed levels specify such a thing so regular
users won't have encountered this bug.  It's a one line fix.

     Altar placement in temples also had a quirk of a similar nature.  It
wouldn't trigger rn2(0) problems but would always place the altar to left
of mid-point in rooms with even width and above the center point in ones
with even height.  Now the placement is randomized so that sometimes it'll
be to the right and/or below mid-point in such cases.

     This also simplifies a couple other instances of similar expressions
that I spotted.
2006-01-29 04:32:04 +00:00
nethack.rankin
0a52d1879f reduce temple verbosity (trunk only)
Cut down on the excessive verbosity generated when entering a temple.
The first time you enter a particular temple (or more accurately, the
temple attended by a particular priest), you still get the three message
sequence
  The <priest of foo> intones:
  Pilgrim, you enter a sacred place!
  You have a strange forbidding feeling...
or
  You experience a strange sense of peace.
except that the last one doesn't say "strange" any more.  On subsequent
visits to the same temple, you usually won't get the first introductory
message any more, often won't get the second entry one, and sometimes
won't even get the final one, depending upon how much time has elapsed
since the previous entry.  The old verbosity could really be infuriating
when attempting to lug corpses to the altar before they spoil.  Even
though the messages don't affect the passage of time, it always felt as
if they were slowing you down.  And even when you weren't in any hurry,
it required at least one and often 2 or even 3 responses to --More--
depending upon the length of the deity's name and whether some other
message was also delivered on the same turn (fairly common in minetown).

     Saving and restoring, or leaving the level and returning, resets
the priest's memory of when the messages were last given, so the next
entry after that behaves similar to the very first.  This was initially
intended for cleanup prior to saving bones data, but it seemed reasonable
to have it apply to the current game too.  Unattended temples now also
have a 25% chance of not giving any message when entering.  That one is
random rather than based on the passage of time since last entry; there's
no priest available to track the latter data.
2006-01-28 06:46:19 +00:00
cohrs
ec26550fcc M144: grammar bit in guidebook
Agree with the reporter that 'norm to which' reads better.
2006-01-24 07:31:58 +00:00
cohrs
eb4c9211ad M144: grammar bit in guidebook
Agree with the reporter that 'norm to which' reads better.
2006-01-24 07:24:54 +00:00
cohrs
03185043d8 knight quest message bit
I noticed this a while back while inspecting an unrelated report.
It seems to me the breath of a dragon is more like broiling than baking
and thought the message wasn't consistent with this.
2006-01-24 07:17:41 +00:00
nethack.allison
70b04bfb6e wiz_identify change (trunk only)
This patch alters wiz_identify so that it displays an
inventory menu with all items shown identified
without actually identifying them.

You can just press ^I (or whatever the wiz_identify command
is) a second time, while the menu is displayed to actually identify
them (tested with TTY menus only).
2006-01-14 17:02:22 +00:00
nethack.allison
40b426a977 tin details at end of game
Pat Rankin wrote:
>      Won't the players who notice this immediately ask why they
> can't see the same information for fully ID'd tins during play?

It wasn't clear to me whether Pat wanted the info shown on
fully ID'd tins during play, or whether he didn't want the info
displayed at all.

This withdraws the end-of-game tin details until clarified.
2006-01-13 04:47:04 +00:00
nethack.rankin
b98f6a6ccb priest/minion bits (trunk only)
Cleanup up a couple of priest and minion allocation/conversion bits.
Also, restrict minion naming so that "guardian <foo>" is only applied when
<foo> is an Angel.  (That restores old behavior from before a change I made
last October; it prevents the guardian Angel from being recognized while
hallucinating.  It probably affects slash'em too, where they have tame
minions besides the astral level's guardian Angel.)
2006-01-12 06:24:23 +00:00
nethack.rankin
3b127d31d9 mextra.h comments (trunk only)
Add an introductory comment for each type of extension.  Also move
ANGRY/NOTANGRY shopkeeper macros from old eshk.h out of the common header
and into shk.c so that their use doesn't end up spreading into other code.

     Not fixed:  entry #9 in the block comment at the top is truncated
mid-sentence.
2006-01-12 06:06:33 +00:00
nethack.allison
de2a6034dd tin details (trunk only)
Reveal more tin details at end of game disclosure.

	b - an uncursed carrot
	c - an uncursed tin of broiled kobold meat
	d - an uncursed tin of stir fried fox meat
	e - 4 uncursed tripe rations
	f - 4 uncursed food rations
	g - an uncursed cream pie
	n - 4 uncursed tins of spinach
	o - 3 uncursed tins of pureed newt meat
	p - an uncursed homemade tin of fox meat

Note that in the case of homemade and rotten
it sounded better to have the term before the
word tin, rather than after:
	homemade tins of newt meat
rather than:
	tins of homemade newt meat

The wishing code should probably be
changed to reflect this so people can wish for
a "homemade tin of newt". As it stands, they must
wish for a "tin of homemade newt" which differs
from the final display. That is not included.
2006-01-12 03:23:05 +00:00
cohrs
42fdb337fa gcc compilation warning bits (trunk only) 2006-01-10 19:41:38 +00:00
nethack.allison
ce434a8cb7 formatting bit 2006-01-08 16:21:10 +00:00
nethack.rankin
11e5c2c3c6 another mextra bit (trunk only)
Replace the fixes entry with one which mentions the magic word "panic".
That'll make it easier to find in the future when looking back for the
nasiest bugs (which I seem to end up doing periodically).
2006-01-08 06:37:22 +00:00
nethack.rankin
039e051323 mextra tweaks (trunk only)
Add new_mname/free_mname functions to make monster name handling be
more like the other extended data and to hide mextra details a bit more.
Add some casts where int and unsigned are being intermixed.  Simplify
christen_monst(); it ought to be changed to have type `void' but I wanted
to avoid modifying another ten or so files.
2006-01-08 06:19:42 +00:00