Commit Graph

120 Commits

Author SHA1 Message Date
PatR
5226de8c74 warning fixups
Non-const string literals.
2018-11-25 14:31:20 -08:00
nhmall
ccd6f1cf22 more orctown-related follow-up
Under some circumstances, when all the marauding orcs belonging to the
horde operating within the gnomish mines had been provided with their
spoils and placed appropriately, there could still be some pillaged stuff
left-over on the migrating obj chain. Orcs created by regular monster
generation elsewhere would then be susceptable to receiving that stuff
until it was used up. That part is fine, except that the orcs were then
being named as part of the same horde operating within the mines. Now
they will no longer be named as part of the Gnomish Mines horde.

Mythos: There's a good chance that these particular orcs received the
stolen goods from the Gnomish Mines horde.
2018-11-25 12:47:53 -05:00
nhmall
2fb68024fe Revert "Moved potion.c globals to instance_globals."
This reverts commit d3c192e5a8.
2018-11-23 22:16:54 -05:00
Bart House
d3c192e5a8 Moved potion.c globals to instance_globals. 2018-11-23 15:22:54 -08:00
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
PatR
e8a8f142ae otransit_msg() fixes
Fixes #156

githib issue #156 complains that "The Excalibur falls down the stairs,"
is using poor grammar despite the fact that the usual drop message is
"You drop the +0 Excalibur."  I agree.  Change it to be "Excalibur
falls down the stairs."  (Drop message remains unchanged.)

While looking at that, I noticed that when knocking other items down
stairs, text was being appended to the formatted object name.  It was
probably safe due to the space reserved for inserting a prefix while
formatting an object's name, which becomes available for a suffix
after that name has been copied into otransit_msg()'s local buffer,
but using a separate buffer is safer.
2018-11-10 01:37:23 -08:00
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
4f61e9697c fix github issue #134 - display of migrated objects
Fixes #134

An invisible hero (who can't see invisible and doesn't have autopickup
enabled) going down stairs to an object which fell down those stairs
will see the stairs instead of the object on them.  Missing newsym()
in obj_delivery() when objects aren't being passed through scatter().
2018-09-22 15:18:38 -07:00
nhmall
a18ae517f8 some orctown follow-up bits, fix Bad fruit #0 and some minor tuning 2018-09-21 11:31:01 -04:00
nhmall
9eb7830819 Gnomish Mines changes involving "Orctown" level variant
Changes to be committed:
	modified:   include/decl.h
	modified:   include/dungeon.h
	modified:   include/extern.h
	modified:   include/hack.h
	modified:   src/decl.c
	modified:   src/do_name.c
	modified:   src/dog.c
	modified:   src/dokick.c
	modified:   src/makemon.c
	modified:   src/mkmaze.c
	modified:   src/mkobj.c
	modified:   src/pager.c

This commit is an attempt to address the complaints about
the orc town variation taking away lots of stuff that is
normally available in mine town. The statement in the level
description says "A tragic accident has occurred in Frontier
Town...It has been overrun by orcs."

The changes in this commit attempt to uphold that premise,
while making things a bit more interesting and perhaps
more palatable for the player.

This update does the following in keeping with the mythos:
- While many of the orcs still remain to wander about the
  level, many of the orcs took off deeper into the mines with
  some of the stuff that they plundered. You may now be
  able to hunt some of it down.

- Adds some appearance of this particular horde of marauding
  orcs working as part of a larger collective.

- This evolves the Orc Town mine town variation into a
  a feature over multiple levels of The Gnomish Mines,
  rather than just the single-level "feature" that it was
  previously.

- You may have to work longer and a bit harder for some
  things than other mine town variations, but at least with
  these changes, there is hope that some of it may be found
  elsewhere.

Game mechanics notes (maybe spoily?)

- Add mechanism to place objects into limbo (okay, really
  place them onto the migrating_objs list for transferring
  between levels etc.) and destine them
  to become part of the monster inventory of a particular
  species. In this particular usage case, it's using the
  M2_ORC flag setting to identify the recipients.

- At present, there is no mechanism in the level compiler
  for placing objects onto the migrating objects, nor
  with more sophisticated landing logic, so a somewhat
  kludgy hard-coded fixup and supporting routines were used.
  Some day the need for that might change if additional
  capabilities move to the level compiler.

This is a NetHack-3.6.2-beta01 update. Please give it a workout.

Fixes #127
2018-09-18 18:35:13 -04:00
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
Pasi Kallinen
d2eba695c8 Use DEADMONSTER instead of checking mhp 2018-08-30 20:05:18 +03:00
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
baba2acb8d fix #6691 and a couple other twoweap issues
Report was for dual-wielding hitting an enchanter and assumed that
a resistant artifact as primary weapon was protecting vulnerable
secondary weapon.  Actual reason was simpler.

When in normal form, dual-wielding attacks against creatures which
cause erosion to the weapon which hits them would only inflict the
passive erosion damage to the primary weapon, even if it missed and
secondary hit.  Make primary attack always trigger passive counter-
attack--before second swing now, rather than after--even if it misses,
and secondary attack trigger another one if that hits.  Both weapons
are now subject to passive erosion (but only when they actually hit);
when secondary weapon hits, hero gets a double dose of counter-attack.

Hero poly'd into a monster with multiple weapon attacks (various
leaders:  dwarf lord, orc-captain, and so forth) would try to emulate
dual wielding and first hit with uwep then with uswapwep.  But it
would do that even if uswapwep was a bow or stack of darts that the
player had no itention of using for hand-to-hand.  Stick with repeat
hits by uwep when uswapwep seems inappropriate.

Splitting a pudding while dual-wielding would only do so when hit by
uwep of appropriate material, never when hit by uswapwep.  So silver
saber and longsword could split if longsword was primary but never
split if saber was primary.  Check material and splitting separately
for each hit.  It's now possible to split twice with one dual-weapon
attack if both weapons hit and both are made of the right material
(iron or 'metal'; among relevant objects the latter is only used for
tsurugi and scapel).
2018-01-28 00:38:08 -08:00
Pasi Kallinen
4b7aea0eac Fold invisible glyph unmapping into single function 2017-10-07 16:24:49 +03:00
Pasi Kallinen
f8bd77ae03 Use symbolic names for shop repair costs
...and add costs to two places where the door you touched
blew up (picking the lock and opening the door).
2017-09-14 21:07:18 +03:00
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
Pasi Kallinen
dbe1da0bec Make kicking activate statue trap
Change via dNetHack
2016-10-08 12:47:32 +03:00
PatR
6632c380f3 fix #H4457 - grammar nitpick
"Your pair of speed boots glow silver for a moment." should be
"Your pair of speed boots glows silver for a moment.".  The fix
reverses a post-3.6.0 change to is_plural().  Also, add new
pair_of() to test for object formatted as "pair of Bars".  For verb
usage, that's definitely singular, but for pronoun usage, sometimes
plural seems better (although it might actually be incorrect).

I fixed up the formatting of a block comment in obj.h, but it is
still a candidate for tab cleanup.
2016-07-30 01:19:44 -07:00
Pasi Kallinen
3502cfcc5a Hallucinatory liquids for water, lava, and acid 2016-06-07 20:57:50 +03:00
PatR
f279a9ec0d fix #H4153 - killed by kicking something weird
Steps to make sure 'kickedobj' didn't end up as a stale pointer
prevented it from being around to format the reason for death when
a kicking attempt was fatal.
2016-01-03 00:36:31 -08:00
Pasi Kallinen
2c0f24896f Unify blind feel_location or newsym info single func 2015-11-09 21:37:28 +02:00
PatR
c09fe294dd formatting: more casts 2015-11-07 20:02:04 -08:00
PatR
915dd89270 more src reformatting
Fixing up mis-indented block comments, but hit some files that hadn't
had the earlier mixture of tab replacement, etc, so it's bigger than I
expected.  If I get to it, they'll be another round of this tomorrow.
2015-11-06 03:14:50 -08:00
PatR
8a5f340579 commit 84bec89d403a219ff75ae3fa97109de0cfb7941f
Author: PatR <rankin@nethack.org>
Date:   Fri Oct 30 00:50:52 2015 -0700

    more formatting

    Fix up the files containing '[?:] */' to get trailing trinary operator
    followed by end-of-line comment.  Tab replacement and removal of excess
    parentheses on return statements also done.
2015-10-30 00:58:06 -07:00
PatR
3986546325 formatting: src/a*.c - d*.c continuation lines
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half.  The automated reformat got
confused by comments in the midst of such lines.
  foo ||
  bar
was converted to
  foo
  || bar
but
  foo ||
  /* comment */
  bar
stayed as is.

Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
2015-10-19 17:32:21 -07:00
Pasi Kallinen
f056bdb429 Comment typofixes, pt 2 2015-10-17 13:15:46 +03:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
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
Pasi Kallinen
0903df974f Unify guards yelling 2015-04-27 21:31:25 +03:00
Pasi Kallinen
f0699b76d9 Add is_watch define for watchmen 2015-04-27 21:09:26 +03:00
Pasi Kallinen
6c58e7f03f Kicking a grave may topple the gravestone
...with similar alignment hit as when digging up a grave.
2015-03-29 17:45:45 +03:00
Sean Hunt
777328bd5c Merge fire-based erosion to common codepaths.
This finally eliminates all direct increases of `oeroded` and `oeroded2`
and moves them all to go via `erode_obj()`. They are still manipulated
directly in a few places, but not to erode objects.

This now merges the `fire_damage()` function to a common codepath, used
for items on lava and burning oil, but fire needs more work. There is
still a duplication between `destroy_item()` and `fire_damage()`; the
two codepaths should eventually be merged in some manner so that there
is only one codepath to say "an object was affected by fire". This path
might require some parameters, such as whether the fire will just erode
objects or burn them outright, but that can happen another day.
2015-03-02 12:50:03 -05:00
Sean Hunt
7e0d552b06 A lot more cleanup to rust and water. 2015-03-02 12:49:59 -05:00
Sean Hunt
9c4b0113aa Remove the victim argument to rust_dmg().
The argument can be calculated from `otmp`.
2015-03-02 12:49:57 -05:00
Sean Hunt
ac108cd365 Make GOLDOBJ unconditional. 2015-02-27 19:33:40 -05:00
Sean Hunt
260f7ea860 Make TOURIST unconditional. 2015-02-27 19:33:12 -05:00
Sean Hunt
5ee71d2757 Make SINKS unconditional. 2015-02-27 19:33:06 -05:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
nethack.rankin
b1dbd463c5 fix hider bug
From a bug report, this turned out to be caused by a fix
I implemented for #H1749 three and a half years ago.  Kicking a hidden
monster's location would bring the monster out of hiding but lacked a
newsym(), so if there was 'I' displayed there it stayed displayed as 'I'
even while subsequent messages referred to the unhidden monster.

     No fixes entry.
2012-05-06 02:29:33 +00:00
nethack.rankin
669c2ab560 container_impact_dmg
A post-3.4.3 change made the contents of thrown (or dropped while
levitating) containers subject to breakage, but it had sequence issues.
When something was thrown from outside a shop (or from its doorway or
entry spot) and arrived inside, the shopkeeper was taking possession too
soon, charging the hero for any broken contents, and then going ballistic
(summoning kops and attacking) because the hero was outside the shop while
owing money.  We need to break contents before shk claims ownership, which
turned out to be trickier than it sounds since it has to occur after any
item-hits-floor message if such feedback is given.

    Also, clear the container's contents-known flag when contents break.
Conceivably it should stay set when there is only one item, since hearing
something break could only be that item, but this resets container->cknown
unconditionally if anything inside breaks.
2012-05-05 23:26:26 +00:00
nethack.rankin
e2ff15fe09 fix [rest of] #H2554 - noise when declining to kick peaceful monst
Reported last December by <email deleted>, attempting to kick
a peaceful monster then declining to attack at the confirmation prompt
uses no time, as expected, but does wake up nearby monsters and scuff an
engraving at the hero's location.
2012-05-02 23:01:40 +00:00
nethack.rankin
9f2ca00138 fix [part of] #H2554 - hunger when declining to attack peaceful monst
Reported last December by <email deleted>, attempting to move
into a peaceful monster's position and then declining to attack at the
confirmation prompt uses no time, as expected, but does burn nutrition
the same as if you carried out the attack.  A player could abuse that to
make room to eat an intrinisic-conferring corpse before it rots away.
This fixes that, and also makes attacking a monster via applying a polearm
and via kicking burn the same extra nutrition as ordinary attack.  I didn't
add it for attacking via throwing.

     He/she also reported that kicking at a peaceful monster and declining
to attack at the prompt wakes up nearby monsters even though no actual kick
ultimately takes place.  I can confirm that, but this does not fix it.
2012-05-01 02:22:33 +00:00
keni
20148d83fe try another pair: dokick.c dothrow.c 2011-12-29 23:50:13 +00:00
nethack.rankin
bd172eb167 vault guard bug: dropping minvent at <0,0> (trunk only)
From the newsgroup:  after killing a vault guard on a level where
every object had been removed or was held by the hero, object detection
gave feedback about finding something but was unable to show anything.
It was finding the dead guard's inventory at <0,0>, a part of the map
which never gets shown.  A dying guard is sent to that location instead
of being killed and deleted, because the data for his temporary corridor
to/from the vault is kept in the egd structure attached to him.  That's
somewhat obscure but works; dying guards just need to drop inventory
before being transfered there rather than after.

     Depending upon how they're killed, it's possible that the umpteen
places in the code that loop over fmon might have been processing them
as if still in play.  This sets their mhp to 0 so such loops will ignore
them, and teaches dmonsfree() not to release them.  Once the temporary
corridor has been removed, their isgd flag is cleared and they become
ordinary dead monsters and get deleted from the fmon list the next time
it's purged.

     This also lets you throw gold to/at the guard when he tells you to
drop it.  He already would catch it, but now he won't treat the throw as
an attack.  Any gold he carries will eventually disappear when he does,
so dropping it remains a better option for the player.
2011-10-09 02:13:01 +00:00
nethack.rankin
363163b0c3 thrownobj, kick[ed]obj (trunk only)
Rename ``kickobj'' to ``kickedobj'' so that the tense matches that
of ``thrownobj''.  Also, move their declarations to decl.h and their
definitions to decl.c since usage has spread from dokick.c/dothrow.c to
various files and is about to expand to another one.
2011-01-16 01:29:18 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00