Commit Graph

125 Commits

Author SHA1 Message Date
nhmall
d81c096ce6 window port interface change - add mbehavior flags to start_menu()
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.

This is foundation work for changes to follow at a future date.
2020-02-20 20:12:51 -05:00
PatR
3981e3e6e5 controlling u.ustuck
Setting or clearing u.ustuck now requires that context.botl be set,
so make a new routine to take care of both instead of manipulating
that pointer directly.
2020-02-16 13:04:12 -08:00
PatR
e198150ad8 more level teleport feedback
Level teleporting to current level doesn't give any feedback but
is usually done intentionally to abort the level teleport.  Being
on the bottom level of branch and attempting to teleport even lower
failed silently like choosing the current level.  Have it give some
feedback about not being able to go any lower.
2020-02-08 17:15:18 -08:00
Patric Mueller
38fa93df73 Restrict the teleportation notification to actual teleportations
teleds() is used for more than just teleportations, the teleportation message
was also given when mounting a steed.

Trying out a new bit flags method parameter design pattern.
2020-01-11 19:51:54 +01:00
Patric Mueller
0c89eb32f5 Show the teleportation messages only with flags.verbose 2020-01-04 22:54:14 +01:00
copperwater
02731cb996 Always print a message when the hero level teleports
For much the same reason as the horizontal teleport message: various
forms of level teleportation produce no message indication at all that
you just ended up somewhere else.
2020-01-04 22:54:14 +01:00
copperwater
6cbf8ccef4 Always print a message when the hero teleports
It's useful to get a message as indication you suddenly moved somewhere.
For instance, MSGTYPE=stop can be used on this to avoid bumbling in the
wrong direction after a spontaneous uncontrolled teleport.
2020-01-04 22:54:14 +01:00
nhmall
308943aea4 groundwork for window port interface change to add_menu
groundwork only - window port interface change

This changes the last parameter for add_menu() from a boolean
to an unsigned int, to allow additional itemflags in future
beyond just the "preselected" that the original boolean offered.

There shouldn't be any functionality changes with this groundwork-only
change, and if there are it is unintentional and should be reported.
2019-12-22 18:28:24 -05:00
PatR
80f52d5d53 finish moving a couple of short patches to 3.6.4
And make the revised teleport portion match.
2019-12-13 17:54:00 -08:00
nhmall
057fff6b7c Merge branch 'NetHack-3.6' 2019-12-13 20:03:47 -05:00
PatR
f8fbe4e989 allow teleport onto the vibrating square
Cherry-pick 3.7.0's 4a3d5f95d9
(github pull request #252).  Slightly tricky because the fix entry
nowgoes into a different file.  fixes37.0 will need fixing up.
2019-12-13 15:58:56 -08:00
copperwater
4a3d5f95d9 Allow teleportation onto the Vibrating Square
It's a minor annoyance when you forget you can't do this in vanilla and
then get relocated somewhere random on the level. Since it's not a
harmful "trap", just allow the adventurer to teleport directly onto it.
2019-12-08 19:57:35 +01:00
nhmall
a9c946a05f Merge branch 'NetHack-3.6' 2019-12-01 19:30:09 -05:00
nhmall
d2d40289e6 update and/or clarify some version references 2019-12-01 19:07:28 -05:00
nhmall
2f49d34019 Merge branch 'NetHack-3.6' 2019-10-04 22:31:35 -04:00
PatR
8fa38ec8fb fix 'b&c distance' sanity check warning
when attempting to crawl out of water fails and hero is life-saved
or wizard-/explore-mode player declines to die.  If the hero is saved
by positioning him/her one step further away from ball and chain,
teleds() tries to drag them, but if 'emergency disrobe' left the hero
stressed or worse, dragging fails.  Ball and chain were being left
where they were, with chain no longer being adjacent to hero.

If drag_ball() fails, have teleds() teleport ball and chain to hero's
new spot, same as when that isn't within range of a one step drag.
2019-10-04 15:16:51 -07:00
nhmall
dbc2e69110 Merge branch 'NetHack-3.6' 2019-08-02 22:50:13 -04:00
PatR
508af05e42 fix #H9084 - teleported boulder left stale screen
Report was for Sokoban but it applied anywhere:  if a teleported
boulder landed in a pit or trap door or hole and flooreffects() used
it up (so returned True), rloco() didn't update the location it was
teleported from and it appeared not to have moved.  (Line of sight was
updated to reflect its absence but map spot wasn't redrawn without it.)
2019-08-02 11:51:26 -07:00
Bart House
97ca83fd02 Merge branch 'master' into NetHack-3.7
# Conflicts:
#	src/pline.c
#	sys/winnt/windmain.c
#	win/tty/topl.c
#	win/win32/scripts/fuzzer/longtest.bat
#	win/win32/scripts/fuzzer/restore.bat
#	win/win32/scripts/fuzzer/runtill.bat
2019-07-14 23:50:54 -07:00
Bart House
cd1b650fb7 Merge branch 'NetHack-3.6'
# Conflicts:
#	DEVEL/Developer.txt
#	include/config.h
#	include/decl.h
#	include/display.h
#	include/extern.h
#	include/global.h
#	include/hack.h
#	include/patchlevel.h
#	src/display.c
#	src/dothrow.c
#	src/makemon.c
#	src/monst.c
#	src/objnam.c
#	src/sp_lev.c
#	src/wield.c
#	src/zap.c
#	sys/share/pmatchregex.c
#	sys/winnt/Makefile.msc
2019-07-14 23:36:56 -07:00
Bart House
a90f9d4365 Revert "Fixed sign/unsigned comparisions."
This reverts commit 0e8e5aac93.
2019-07-14 21:15:31 -07:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
77fd719e05 Merge branch 'NetHack-3.6' 2019-07-13 00:38:10 -04:00
Bart House
0e8e5aac93 Fixed sign/unsigned comparisions. 2019-07-12 18:37:33 -07:00
nhmall
df35f7282a Merge branch 'NetHack-3.6' 2019-06-23 21:11:28 -04:00
PatR
68d28bd748 level overcrowding tweaks
A couple changes dealing with overcrowded levels.  So many monsters
are moving from the Plane of Water to the Astral Plane that the
latter can start out completely full.

Give monsters who trigger the endgame portals a 6/7 chance to not go
through ('home' elementals or any monster carrying the Amulet already
wouldn't go through).  They should learn about magic portal trap in
the process and not voluntarily step on that afterward.

When the Wizard or other covetous monster tries to teleport next to
the hero and fails, he was being sent to limbo.  There's no need for
that; he's already on the map and can just stay where he is.  That
doesn't actually help with the endgame population issue, it just
fixes a couple of uses of mnearto().

I have significant changes for mnearto() and elemental_clog() that
also help with this but will test those more before committing.
2019-06-23 17:27:15 -07:00
nhmall
bfc4445537 Merge branch 'NetHack-3.6' 2019-06-05 08:08:32 -04:00
PatR
b982e6c526 location viability on Plane of Water
While testing, I noticed that I could completely fill the Water level
with air elementals.

Hero can't fly or levitate or water walk into/onto water locations
on Water level without drowning/crawling out the water, and monsters
shouldn't have been able to but could, then they were hit by drowning
since minliquid used different criteria than movement.  But goodpos(),
used for teleport destination and new monster creation among other
things, consided water locations acceptable on that level for
non-aquadic creatures with Fly/Lev/Wwalk ability.

It explains why so many dragons and other 'nasty' monsters have been
ending up on the vanquished monsters list when hero uses level
teleport to go directly there from level 1.  They've either been
getting created in water and then they drown when it's their turn to
move or moving into it to approach the hero and drowning (not sure
whether that case is immediate or on next move).  There's no message
since hero doesn't see it, and air elementals didn't drown since thy
don't breathe.
2019-06-05 04:16:34 -07:00
nhmall
7437b0b6e6 Merge branch 'NetHack-3.6' 2019-05-30 18:10:41 -04:00
PatR
791b87833b mnearto/mnexto/enexto
This doesn't solve the <0,0> problem but it does prevent mnexto()
from using uninitialized coordinates if enexto() fails.  It also adds
several debugging messages.

enexto() was ignoring map row #0 (unlike column #0, row #0 contains
valid map locations).  Fixing that doesn't matter for Plane of Water
though since that row is stone there--that's probably a bug.  It was
also repeatedly re-testing the top+1 and bottom rows and left and
right columns after they had already failed to be acceptable.  It
still does some of that, but less.
2019-05-30 07:50:38 -07:00
nhmall
abfd80d3d7 Merge branch 'NetHack-3.6.2' 2019-04-02 12:25:16 -04:00
PatR
25a456bb2a getpos when teleporting
Using repeated ^T to become hungry was very tedious due to the extra
response required every time.
2019-03-29 11:50:56 -07:00
nhmall
896f5f9774 Merge branch 'NetHack-3.6.2' 2019-02-19 07:48:19 -05:00
PatR
a6ff7210be fix #H8215 - monster intrinsics from worn gear
Fixes #177

The monst struct has 'mintrinsics' field which attempts to handle
both mon->data->mresists and extrinsics supplied by worn armor, but
polymorph/shape-change was clobbering the extrinsics side of things.
Potentially fixing that by changing newcham() to use set_mon_data(...,1)
instead of (...,0) solved that but exposed two other bugs.  Intrinsics
from the old form carried over to the new form along with extrinsics
from worn armor, and update_mon_intrinsics() for armor being destroyed
or dropped only worked as intended if the armor->owornmask was cleared
beforehand--some places were clearing it after, so extrinsics from worn
gear could persist even after that gear was gone.

So, fixing the set_mon_data() call in newcham() was a no go.  This
fixes update_mon_intrinsics() and adopts the suggested code from
github pull request #177 to have mon->mintrinsics only handle worn
gear instead of trying to overload innate intrinsics with that.  This
is a superset of that; the flag argument to set_mon_data() is gone
and mon->mintrinsics has been renamed mon->mextrinsics.  (The routine
update_mon_intrinsics() ought to be renamed too, but I didn't do that.)
2019-02-18 13:17:14 -08:00
nhmall
c32ed0689c Merge branch 'NetHack-3.6.2' 2019-02-02 21:15:37 -05:00
PatR
7cc718ea0e fix #H7173 / github #101 - vault exit
Fixes #101

If you tell the vault guard your name, drop carried gold, wait one
turn, then pick up the gold again, the guard will move a step away
during the wait.  If you teleport away, the guard will seal vault
walls and then park himself on the one-square (so far) temporary
corridor adjacent to the vault wall.  Periodically he'll say "Move
along!" and the hero will hear it, regardless of location on the
level.  Unless you dig a corridor to rescue him, or one or more of
the vault's walls get breached again, he will never move.

The report emphasized that you could use this to steal the vault's
gold, but it relies on being able to teleport beyond the gaurd's
reach and if you can do that, you might as well do so before the
guard comes.  The stranded guard, and him saying "Move along!" when
no longer leading hero out of the vault, are more significant bugs.

Bonus fix:  if the game ends and the guard seals up the vault while
the hero is in a spot that gets fixed up (vault wall or temporary
corridor) don't give the "You are encased in the rock" message if
game end was due to death rather than quit.
2019-02-02 17:37:06 -08:00
nhmall
58f2218c4e Merge branch 'NetHack-3.6.2' 2019-01-09 07:24:18 -05:00
nhmall
1086be1027 merge 2 2019-01-04 23:19:58 -05:00
nhmall
ebabf16ad0 Merge branch 'NetHack-3.6.2' 2019-01-04 23:08:49 -05:00
PatR
9bcc42957b 'm ^T' menu fix
Fix fuzzer feedback.  The new wizard mode ^T menu had an early return
which bypassed destroy_nhwindow(), leaving the menu around.  Fuzzer
eventually got "No window slots!" panic from tty.  Make sure that the
menu window is torn down fully before returning.

Also, make the normal wizard mode teleportation chioce be preselected
so that not picking anything doesn't lead to an early return any more.
ESC still does though.
2019-01-04 18:28:50 -08:00
PatR
600261d81f fix github #172 - ^T inconsistencies; add m^T
Fixes #172

Casting teleport-away via ^T used different requirements for energy,
strength, and hunger than casting it via 'Z'.  The strength and hunger
requirements were more stringent, the energy one more lenient.  When
it rejected a cast attempt due to any of those, it used up the move,
but 'Z' didn't.

When testing my fix, I wanted an easier way than a debugger to control
how ^T interacts with wizard mode, so finally got around to a first
cut at being able to invoke it via wizard mode but not override those
energy/strength/hunger requirements.  It uses the 'm' prefix to ask
for a menu.  'm^T' gives four options about how to teleport.  (There
are other permutations which aren't handled.)

Also noticed while testing:  ^T wouldn't attempt to cast teleport-away
if you didn't know the corresponding spellbook.  'Z' will attempt that
because it is possible to forget a book and still know its spell.
2019-01-03 17:37:00 -08:00
Bart House
deb220c7c1 teleport and topten globals moved to instance globals. 2018-12-25 18:30:48 -08:00
Bart House
0763046c38 zeroX, tc_gbl_data and fqn_prefix moved to instance globals. 2018-12-25 08:09:37 -08:00
Bart House
1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House
be5cdcf77a killer, level and rooms move to instance globals. 2018-12-24 19:50:08 -08:00
Bart House
572ee347b9 Another round of instance globals changes. 2018-12-24 16:43:50 -08:00
Bart House
74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
PatR
b40868a74f fix #H7708 - change in terrain not noticed
Jumping or teleporting while levitating in xorn form wouldn't toggle
blocking of levitation when moving from open spots to wall/stone and
unblocking of same when moving the opposite way.

This handles those cases but there are no doubt others.  The only
other one I checked was when failed #untrap moves hero onto trap.
That case works correctly--at least after this fix is in place.

Noticed while working on it:  change of terrain didn't always update
the status line.  When levitation became blocked, it still said Lev
and when unblocked, didn't say that.  Next status update got status
condition back in sync.
2018-12-09 16:22:27 -08:00
Pasi Kallinen
ebef31ffa5 Check monster relocation degenerate cases more strictly
Just in case we're trying to put the monster on the same location
where it already thinks it is... but actually isn't.
2018-11-19 21:16:50 +02:00