Commit Graph

592 Commits

Author SHA1 Message Date
nethack.allison
ab947c6b65 squeaky boards (trunk only)
There is a quote in data.base for squeaky board traps:
	A floorboard creaked.  Galder had spent many hours tuning them,
	always a wise precaution with an ambitious assistant who walked
	like a cat.
	D flat.  That meant he was just to the right of the door.
	"Ah, Trymon," he said, without turning, and noted with some
	satisfaction the faint indrawing of breath behind him.  "Good
	of you to come.  Shut the door, will you?"
		[ The Light Fantastic, by Terry Pratchett ]

This patch makes each squeaky board trap on a level produce
a unique sound. If you had visited the trap yourself prior
to hearing a monster on it, you could actually know where
a monster was by the unique pitch of the squeak.

If someone wants further refinement of the roles, this could
be adjusted to only work for musically adept roles/species,
with the others only hearing a generic squeak. As it stands
right now, everyone benefits.  Does anyone thing the
separation by role or species would be good? If so, which
roles/species are musically proficient, and which are not?

Since this patch increments editlevel anyway, it also sneaks in a
context structure change for an upcoming patch.
2006-10-08 21:37:58 +00:00
nethack.allison
2c5d46fbd7 symbol bit (trunk only)
Ensure that the symset struct is defined before
external declaration using it.
2006-10-07 23:06:35 +00:00
cohrs
d04a0f808c H143 - bugles affecting all monsters
<Someone> pointed out that bugles, although noisy, only affect soldiers.
This didn't make sense to me either.  Added code so they will also affect
monsters near the bugler.
2006-10-03 03:32:26 +00:00
nethack.allison
0ce424b71a symset restrictions attribute (trunk only)
Pat Rankin wrote:
> I was about to also suggest that there
> be a rogue/non-rogue (with perhaps a third choice meaning "both")
> attribute.  That way we could keep the rogue choices from being
> listed in the "symset" menu and the non-rogue choices from the
> "roguesymset" menu.  Players who deliberately wanted to switch
> over would need to modify the attribute, possibly on a cloned set.
> Or perhaps they could just explicitly set their desired choices
> via NETHACKOPTIONS or .nethackrc and not use the 'O' menues--the
> new attribute doesn't necessary have to block which sets get used
> where, just filter menu entries to display the most applicable
> candidates.
2006-10-03 02:38:40 +00:00
nethack.allison
084dce82d0 symbol preprocessing (trunk only)
Clean up the preprocessing associated with the
loadable symbol stuff.

Base it on new LOADSYMSETS, rather than on the
previously existing ASCIIGRAPH preprocessor define.
2006-10-02 13:15:50 +00:00
nethack.allison
a0986b1e30 statue patch (trunk only)
Pat wrote:
> <Someone> has a patch (we've added a couple of
> his earlier ones) which changes the statue display from a single
> one size fits all "`" to a gray monster symbol instead.
> But I think the idea is a good one, and along with the
> bouldersym option could make the fairly hard to
> distinguish back-tick character go away.

Sources tagged before applying NETHACK_PRE_STATUE,
and afterwards with NETHACK_POST_STATUE for easy
rollback.
2006-10-01 21:17:38 +00:00
nethack.allison
374e9fbbb4 more symbol stuff (trunk only)
- reduce the number of symbol tables for each graphics
set {PRIMARY, ROGUESET} from three {map, oc, mon}
tables for each of the display symbols, the loadable symbols,
and the rogue symbols, to one continguous table for
each:
showsyms: the current display symbols
l_syms: the loaded, alterable symbols
r_syms: the rogue symbols

- Modify mapglyph so that the index into the symbolt table is
available as a return value (it was a void function), rather than
just the char converted from the glyph.
- That makes it possible for a window port to use the same
index value to extract from another table (perhaps a unicode
table) for a different set of display symbols. The  index
is much more useful than trying to convert the character
into another type of symbol, as some contributed patches
have done.
- It is much easier to load a single alternative flat table to
make substitutions, since the corresponding value just
has to get placed into the same index offset in the
alternative table.

This also fixes a bug I found in botl.c, where you could
go to the rogue level, and the bottom line gold symbol
was not being updated with the new character as it should.
The reason was because the gold value had not changed,
only the field symbol used had changed.

This updates multiple ports to place a (void) cast on
the mapglyph call, now that it returns a value, so this
is going to generate a lot of diff e-mails.
2006-10-01 19:30:08 +00:00
nethack.rankin
fb8261769a locking/unlocking vs traps (trunk only)
About six weeks back, <email deleted> suggested that
bear traps should deal out damage and be escapable via opening magic.
This doesn't do anything about the first part, but it does allow opening
magic (wand of opening, spell of knock, blessed Bell of Opening) to get
the hero out of bear traps and webs if zapped either at self or downwards.
Zaps across the floor which hit monsters will free them from such traps,
with a chance that releasing a hostile monster will pacify it (using
existing #untrap code).  Conversely, if you are at a web or bear trap
location but not currently trapped, closing magic (wand of locking, spell
of wizard lock) will cause the trap to activate; you may or may not become
trapped.  Likewise for zaps at monsters who are at such locations, which
is treated as an attack.

     Opening magic which hits the hero or a monster located at a trap door
or falling rock trap spot will cause the trap to activate; as above, it's
an attack for the monster case.  At the moment, zapping opening magic
downwards at the hero's location (but not zapping at self or at monsters)
will also cause holes, pits, and spiked pits to activate.  (Zapping down
triggers falling rock traps and zapping up doesn't; that'll need to be
changed.)  Zapping opening down while mounted will untrap, if stuck in a
web or bear trap, and will trap, for the falling cases, in precedence over
releasing the saddle and forcibly dismounting.  The latter still occurs
when there is no applicable trap present though.

     Zapping locking magic downwards at a hole location will convert the
hole into a trap door.  Zapping breaking magic (wand of striking, spell of
force bolt) down at a trap door location will convert the trap door into a
hole.  (Neither conversion currently alters the made-by-you flag for the
trap.  However, the rationalization that distinctive style is what makes
made-by-you recognizable suggests that conversion should clear the flag.)
Lastly, the old behavior (which pre-dated bare holes) of destroying trap
doors when zapping down at them with locking magic has been removed--it
didn't seem to fit very well with the new cases.  I'm starting to have
second thoughts about that but am going to commit this before discovery of
some more niggling details drags it out for another six weeks.
2006-10-01 05:24:28 +00:00
nethack.allison
6e1c1dba92 symset properties (trunk only)
Pat Rankin wrote:
> Symbol set definitions need a description attribute, above and
> beyond allowing comments in the file, for inclusion in the 'O'
> command's menu entries for selecting them.
[...]
> mapglyph.c isn't the proper place to decide whether to define
> ROGUE_COLOR.  That may need to become a symbol attribute,
> which we'd then specify on the Epyx rogue set(s).

Implement both of the suggestions above.
2006-09-24 02:45:34 +00:00
nethack.rankin
b8ecf9e23e vms update (trunk only) 2006-09-23 04:45:56 +00:00
nethack.allison
719721e017 more symbol set stuff (trunk only)
- Instead of checking for the Rogue level, check which
  graphics are engaged (PRIMARY or ROGUESET) in the
  SYMHANDLING() macro.

- track which graphics are active through 'currentgraphics'.

- Instead of symset and roguesymset and symhandling and roguehandling
  variables, have symset and symhandling be arrays of two, with the
  following indexes:
	PRIMARY
	ROGUESET
  That reduced the amount of repeated code.
  (Not to be confused with the 'symset' and 'roguesymset' config file options
   both of which still exist)

- the symbol routines were adjusted to pass
the index , rather than 'rogueflag' and coding to roguesymset etc.

Other than fixing bugs that are encountered, this is probably
the last of the symbol stuff, with the exception of
making the symset and roguesymset config file options
accept the keyword value "default".
2006-09-22 02:00:30 +00:00
cohrs
81d5ba4044 more symhandling followup
- the cause of of the odd "~" with DECgraphics appears to have been caused
by the Is_rogue_level(&u.uz) tests occurring before rogue_level was
initialized.  Perhaps there's a better way to deal with this than what I did?
2006-09-21 06:24:19 +00:00
nethack.allison
72011cb75f more followup (trunk only)
make the handling recognition use an int instead of string.
2006-09-21 05:53:08 +00:00
cohrs
39d5f48ce0 symhandling followup for Linux
- tile2x11 would not build because drawing.c now depended on strcmpi which
was (via STRNCMPI not being defined) defined to strncmpi which is
implemented in hacklib.c which needs panic which is defined in... I gave up
on tracking down all the loose ends and changed the strcmpi to strcmp,
which means the handling is case sensitive, but it avoids a bunch of
changes to the way the util/Makefile.
- the symhandling changes introduced a chicken and the egg problem for
ASCIIGRAPH on Unix platforms, which was getting the defn from tcap.h but
that does not get included earlier enough nor often enough.  I added a defn
to unixconf.h to mimic ntconf.h, since ASCIIGRAPH is normally defined on Unix.
- options.c included an unused decl for a function named graphics_opts
- Unix Makefile was not installing "symbols".  I'm assuming this isn't
supposed to get the DLB treatment.
2006-09-21 05:09:38 +00:00
nethack.allison
f0bf6c7653 more follow-up (trunk only)
Based on feedback, make the load_symset() call easier
to follow.
2006-09-21 03:47:00 +00:00
nethack.allison
253bf359af drawing overhaul (trunk only)
This is an overhaul to the NetHack drawing mechanism.

- eliminates the need to have separate lists in drawing.c
for the things and their associated explanations by grouping
those thing together on the same inializer in a struct.

- replaces all of these options: IBMgraphics, DECgraphics, MACgraphics,
graphics, monsters, objects, boulder, traps, effects

- drawing.c contains only the set of NetHack standard symbols for
the main game and a set of NetHack standard symbols for the
roguelevel.

- introduces a symbols file that contains named sets of
symbols that can be loaded at run time making it extensible
for situations like multinational code pages like those reported
by <Someone>, without hardcoding additional sets into the game code.

- symbols file uses names for the symbols, so offsets will not break
when new things are introduced into the game, the way the older
config file uchar load routines did.

- symbols file only contains exceptions to the standard NetHack
set, not entire sets so they are much less verbose than all of
the g_FILLER() entries that were previously in drawing.c

- 'symset' and 'roguesymset' config file options for
preselecting a symbol set from the file called 'symbols'
at startup time. The name of the symbols file is not under the
users control, only the symbol set name desired from within the
symbols file is.

- 'symset' config file option loads a desired symbol set for
everything but the rogue level.

- 'roguesymset' config file option loads a desired symbol set
for the rogue level.

- 'SYMBOLS' config file option allows the user to specify replacement
symbols on a per symbol basis. You can specify as many or as few symbols
as you wish. The symbols are identified by a name:value pair, and line
continuation is supported. Multiple symbol assignments can be made on
the same line if each name:value pair is separated by a comma.
For example:
SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \
	  S_fountain:\xf4 \
	  S_boulder:0

- 'symbols' file has the following structure:
start: DECgraphics
	Handling: DEC
	S_vwall: \xf8			# meta-x, vertical rule
	S_hwall: \xf1			# meta-q, horizontal rule
finish
start: IBMgraphics
	Handling: IBM
	S_vwall: \xb3			# meta-3, vertical rule
	S_hwall: \xc4			# meta-D, horizontal rule
finish

- 'symbols' file added to the source tree in the dat directory

- Port Makefiles/scripts will need to be adjusted to move them into
HACKDIR destination
2006-09-21 01:46:15 +00:00
nethack.rankin
467899e307 <foo> suddenly appears next to you (trunk only)
Give demon lords and other monsters who teleport to your location a
oneshot arrival message.  Brought about by the report of the late "<demon>
appears" message delivered during its bribery demand, after the character
had already been able to see it for long enough to extract gold from a bag.
Now, if you can't see or sense a monster before it teleports to you, and
you can see or sense it after, you'll get "<monster> suddenly appears!".
The message will be given at most once for any given monster, and it won't
be shown at all if you already see/sense the monster before it teleports or
still don't see/sense it afterwards.  The fixes entry is deliberately a bit
vague (and I put it in the new feature section rather than the fix section).

     The change from long to unsigned long for monst.mstrategy may bring
some lint complaints along with it.  The various constants (STRAT_xxx) used
to populate it are still signed.  I didn't increment EDITLEVEL for this;
existing data should still work ok.
2006-09-07 04:42:13 +00:00
nethack.allison
817cae4518 adjustment of win32 console colours (trunk only)
Allow config file entries to adjust win32 console colours.

The following entries in a config file are examples:
OPTIONS=palette:black-0-0-0
OPTIONS=palette:red-210-0-0
OPTIONS=palette:green-80-200-0
OPTIONS=palette:brown-180-100-0
OPTIONS=palette:blue-0-0-200
OPTIONS=palette:magenta-128-0-128
OPTIONS=palette:cyan-50-180-180
OPTIONS=palette:gray-192-192-192
OPTIONS=palette:dark gray-100-100-100
OPTIONS=palette:orange-255-128-0
OPTIONS=palette:bright green-0-255-0
OPTIONS=palette:yellow-255-255-0
OPTIONS=palette:bright blue-100-100-240
OPTIONS=palette:bright magenta-255-0-255
OPTIONS=palette:bright cyan-0-255-255
OPTIONS=palette:white-255-255-255

This uses an undocumented way to adjust the console
colours in a win32 console application. The method and
code snippet used comes from www.catch22.net by James Brown.

This page:
      http://www.catch22.net/about.asp
states the following:
"you do not have to pay anything to use the software, and there are no
 licencing terms for any sourcecode that you may download from this site.
This means you can freely use any sourcecode or portions of code in
your applications, whether they be free software or professional, retail
products."
2006-09-03 04:17:09 +00:00
nethack.rankin
06e9fa91de Unaware; fix #H202 and extend the fix for #H179 (trunk only)
Turn being unconscious (via several reasons, including fainted from
hunger) into a pseudo-property named `Unaware' and use it in several
places where only being asleep was checked.  #H202 was about a stunned
character who got the recovery message when it timed out while fainted.
This suppresses messages for several difficulties when they begin or end
while hero is Unaware.  Messages about fatal illness, sliming, or
petrification aren't suppressed; they're too important to hide from the
player.  "You feel ..." messages come out as "You dream that you feel ..."
when Unaware; fairly lame but hopefully adequate.
2006-09-02 03:32:18 +00:00
nethack.allison
90fba2f9f9 cmdassist for wishing 2006-08-26 04:03:27 +00:00
nethack.rankin
d8076947dd fix #H177 - mimicking gold while hallucinating (trunk only)
From a bug report, having hallucination time out while
mimicking an orange (instead of gold, after eating a mimic corpse), you'd
still get the hallucinatory end-of-mimicking message about not wanting to
be peeled.  If hallucination state is toggled, update the pending message
and change the hero's appearance.  In practice, only the orange-to-gold
case can occur.  Anything which might trigger gold-to-orange will have
terminated the hero's mimickery befort that happens.
2006-08-19 05:29:16 +00:00
nethack.allison
7f826cd288 more set_corpsenm (trunk only)
Use set_corpsenm() in a few more places.
2006-07-30 20:08:57 +00:00
nethack.allison
7394b0a353 ntconf vc2005 warnings bit 2006-07-11 12:29:51 +00:00
nethack.allison
e9a6ed3766 recent dead code(trunk only)
remove function zero_anything() completely, as it isn't needed any longer
2006-07-11 12:28:19 +00:00
nethack.allison
0abece54c1 more dos bits 2006-07-10 02:10:22 +00:00
nethack.allison
00768fce8b bits
- catch up on a couple of DOS bits
- fix a copy-and-paste error on hack.c function
2006-07-09 22:17:57 +00:00
nethack.allison
003aea0ce3 zeroany [trunk only]
Avoid function call when clearing 'anything' union.
2006-07-09 16:25:39 +00:00
nethack.allison
98a09101b1 remove pointer to long conversions - part 3 of 3 (trunk only)
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)

This 3rd part deals with region functions switching
some arguments from type genericptr_t to 'anything'.

Like the previous 2 parts, this needs to increment
 EDITLEVEL in patchlevel.h.
2006-07-09 01:23:26 +00:00
nethack.allison
d611cd76c5 remove pointer to long conversions - part 2 of 3 (trunk only)
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)

This 2nd part deals with timeout functions switching
some arguments from type genericptr_t to 'anything'.

Like part 1, this needs to increment EDITLEVEL in patchlevel.h.
2006-07-09 01:02:51 +00:00
nethack.allison
9c79bb2758 remove pointer to long conversions - part 1 of 3 rev 2 (trunk only)
[the problem in the earlier rev was tracked to cleanup_burn(),
where arg was holding a (genericptr_t) timer id, and
passed directly to del_light_source() as is.]

P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.

This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
2006-07-08 23:31:39 +00:00
nethack.allison
90f640a935 back out part1 patch (trunk only)
I got an unexpected access violation since
checking in that patch, so I'm backing out the
change while investigating.
2006-07-08 20:16:13 +00:00
nethack.allison
699330928d remove pointer to long conversions - part 1 of 3 (trunk only)
P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.

This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
2006-07-08 18:24:01 +00:00
nethack.rankin
dbc3abb226 pointer formatting (trunk only)
Hide pointer formatting in alloc.c by eliminating the need for callers
to know how big a buffer is required.  I generally prefer the caller to
pass in its own buffer for this sort of thing, but in this case the usage
is almost entirely for debugging so using static buffers results in less
clutter in the rest of the code.
2006-07-08 03:22:40 +00:00
nethack.allison
3d164b6d02 fmt_ptr (trunk only)
fmt_ptr() is no longer dependant on WIZARD or MONITOR_HEAP,
so that it can be used in panic messages.
2006-07-02 18:43:35 +00:00
nethack.rankin
2a66234b14 header reorg (trunk only)
Move the new VOID_ARGS and some other argument manipulation stuff
from global.h to tradstdc.h where it feels like a better fit.  Make the
definition of VOID_ARGS more general; it should work nearly everwhere
these days even if it is only needed for one configuration.  XXXconf.h
can redefine it as empty if necessary.

     For MONST_P and OBJ_P, I left "void*" as is but I'm pretty sure that
the lack of space in between the two components was never part of the
issue there.  (The Ultrix system I used to have access to is long gone.
It was chugging along on autopilot, effectively defenseless, at the time
a linux box on the same subnet got hacked.  It probably would have been
shut down for Y2K anyway if it had lasted til then.)
2006-06-29 05:03:15 +00:00
nethack.allison
c7c6295cbf region ttl field size change (trunk only)
make region ttl field a long instead of short to get rid of lint warnings
about a possible loss of data
2006-06-28 02:34:02 +00:00
nethack.allison
7ea8507d26 remove duplication
Janet pointed out that I must have just hought I was seeing double :-)
2006-06-27 00:17:35 +00:00
nethack.allison
174b985267 Allow makefile build with VC2005 (trunk only) 2006-06-25 22:40:58 +00:00
nethack.allison
d09c374239 function pointer assignment warnings in VC2005
The latest Micrsoft compilers complain when a function is
assigned to a function pointer, and the function's argument
list does not match the prototype precisely.
It was evem complaining about the difference between this:
     int x()
     {
        [...]
     }
and a prototype of
     int x(void);
when assigning that function's address to a function pointer.

This quiets those warnings, without suppressing the mismatch
check altogether for more serious mismatches.
2006-06-25 19:54:31 +00:00
nethack.rankin
58137a608a bag of tricks, horn of plenty, #tip (trunk only)
<Someone> reported that he applied an unID'd bag and it became
discovered as a bag of tricks even though a spellbook appeared on the floor
next to him rather than having a monster show up (the monster was a mimic).
Suppress the bag discovery unless you can see or sense a monster appear.
(This doesn't really achieve much for most players, who'll recognize the
bag because they know that only one type of container doesn't prompt to
take things out and/or put things in, but I think it does make sense.)

     While mucking with bag of tricks I decided that to be consistent with
the behavior of other containers, the #tip command should release all the
monsters in the bag instead of just one.

     And after doing that, I realized that horn of plenty ought to behave
much the same, so #tip will operate on it now.  However, it won't be listed
as a likely candidate in the "which item?" prompt unless/until it has been
discovered.  (Attempting to empty any other type of horn yields "nothing
happens", same as for a horn of plenty with no charges left.)  Emptying a
horn of plenty in a shop can be extremely verbose, but I don't think that
qualifies as a bug and don't currently have any plans to alter it.
2006-06-18 05:20:36 +00:00
nethack.rankin
8edb0772d8 polyself changes (trunk only)
Several polymorph tweaks, most dealing with specifying form under
polymorph control or for wizard #polyself:
1) allow "were<critter>" and "human were<critter>" for your type of
   <critter> when you're inflicted with lycanthropy; now you'll toggle
   shape rather than be told "you cannot polymorph into that".
2) allow your own role; now you'll become a new man (or whatever race)
   rather than get "you can't".
3) allow "human" to force a new man (or whatever) regardless of race.
   No change for human characters, but elves, dwarves, and such can now
   use either their own race or "human".  (They never become humans.)
4) for wizard #polyself only, override the 20% chance of becoming a new
   man instead of taking on the selected form.  (This implicitly prevents
   the annoying "your new form isn't healthy enough to survive" death
   since your experience level won't drop below 1.)
5) remove a redundant drowning check in polyself(); it's already handled
   in polymon() and polyman(for newman()) via spoteffects().

     This also gets rid of an old use of 0 as not-a-valid-monster (not
responisble for any bugs though since giant ants aren't lycanthropes).
2006-06-11 06:09:35 +00:00
nethack.rankin
94ea00a1a3 temple sounds (trunk only)
The user (<email deleted>) who recently suggested a
dump command for containers also wanted atmospheric sounds on levels which
have altars.  Right now we'd have to find unattended altars the hard way
(by scanning the entire level) but we could add a counter (or set of
counters, one per alignment) like for fountains and sinks if we really
wanted to do that.  [Now that I think about it, the #overview patch may
have already done something of the sort.]  But what noises would an altar
be expected to produce?  This only adds sounds for temples, where the
attending priest can be the source of the noise.

     I'm not real thrilled with the initial set of sounds, particularly
the hallucinating one, but the implementation works.  The "carcass" one is
a little clumsy; it's intended to add a hint for new players who haven't
figured out what the #offer command does.
2006-06-11 04:00:40 +00:00
nethack.allison
d046be66bc lost ball and chain (trunk only)
Saving the game while punished, not carrying the attached ball,
and while swallowed by a purple worm resulted in losing the
ball and chain.

Since the required information was not being written to the
save file at all, I couldn't come up with a clean way to do this
for the branch, and preserve save file format. I could think
of lots of kludgy ways to do it (insert ball and chain into
the hero's inventory prior to saving, and remove it on restore, etc.)
2006-06-03 17:48:22 +00:00
nethack.rankin
4ebc37a371 quest artifact handling (trunk only)
When the hero receives the quest artifact "got it" message, set the
artifact's dknown bit in case the hero is blinded.  That message describes
the object by name, effectively the same as seeing it up close.  (This
would have prevented the "now wearing an Eyes of the Overworld" grammar bug
for monks but not for non-monks, so the previous fix is still necessary.)
2006-05-18 02:50:33 +00:00
nethack.rankin
9151db8aaf add pickup_thrown option (trunk only)
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em.  It is
extremely useful while using ranged weapons.  When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
[See cvs log for patchlevel.h for longer description.]
2006-05-13 04:57:52 +00:00
nethack.rankin
151bff298c add pickup_thrown option (trunk only)
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em.  It is
extremely useful while using ranged weapons.  When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
(Autopickup exceptions weren't around when the patch was first developed
and while those can be used for this purpose if you're willing to name
every object prior to throwing it, pickup_thrown is much more convenient.
Especially when you run out of weapons and resort to throwing pick-axes,
unicorn horns, and spare suits of banded mail at that floating eye who
rudely refuses to die.)  If you drop a previously thrown object (after
getting it back into your inventory again, of course), its was_thrown bit
will be clear and subsequent walking over it behaves in the regular
autopickup manner.  There's no special stacking handling; if a thrown
object lands on a compatable object and they stack, the combined stack is
subject to pickup_thrown handling.

     The original patch updated makedefs to add an entry for pickup_thrown
patch to the options list displayed by #version; I've left that out.  It
also cleared the was_thrown bit in the pickup code, resulting in being
sticky for boomerangs and Mjollnir (where throwing, catching, and then
dropping those would result in behaving as if they had most recently been
thrown rather than dropped).  I've moved that to the add-to-inventory code
instead to fix this.  The original patch also put the pickup_thrown bit
into iflags instead of flags in order to avoid invalidating save files;
I've moved it to flags where it belongs and added a patchlevel.h update.
I've also reworded the Guidebook entries slightly.  [The original patch
can be obtained from <Someone>'s "NetHack Patch Database" at
http://bilious.homelinux.org/ under the "browse" heading.  I didn't hang
on the exact URL; sorry.]

     I think objects stolen from the hero should have their was_thrown bit
set (or else add a new was_stolen bit, which seems like overkill) so that
recovering stolen objects will become simpler after the thief has been
tracked down and dealt with, but I haven't done that here.
2006-05-13 04:56:16 +00:00
nethack.rankin
5333a7a30d candelabrum in shop (trunk only)
The code to have Izchak recognize the Candelabrum of Invocation
instead of just being uninterested in an item not stocked in his shop was
being skipped when the character is hallucinating.  Make it work for any
lighting store (slash'em sometimes has another candle shop, run by a
randomly named shopkeeper), and make it recogize Izchak even when
hallucinating.  Also, have him give a message about the need for 7 candles
if the candelabrum doesn't already have them attached.
2006-05-12 00:30:32 +00:00
nethack.rankin
a73d997034 water vs acid
Fix the bug From a bug report.alt.org server, where killing a monster by closing the
castle drawbridge resulted in a panic after the dead monster's possessions
were dropped into the moat and a potion of acid exploded in the process.
water_damage() deleted the object but had no way to tell flooreffects()
that it was gone, so flooreffects() couldn't tell its own caller not to
place and stack the object.  After that, a chunk of freed memory became
part of the floor objects chain and eventually triggered a panic which
tried to make a save file but whose reason didn't get logged properly.
2006-05-11 03:26:55 +00:00
nethack.allison
52586db3ae set_corpsenm()
Provide a common routine that always does the right
thing with respect to timers and weight when altering
obj->corpsenm, and use it throughout the code.
2006-05-09 23:10:22 +00:00
nethack.allison
376f9ba047 debug mode #wizrumorcheck
Provide a command to easily verify that the rumor true/false
boundary offsets are correct for the rumors file.
If the boundary is pointing mid-line, the rumor at the boundary
won't decrypt properly.
2006-05-01 01:49:18 +00:00