Commit Graph

5820 Commits

Author SHA1 Message Date
PatR
b4d8475b95 populate insight.c
Move enlightenment and conduct from cmd.c to insight.c.  Also move
vanquished monsters plus genocided and/or extinct monsters from end.c
to there.  And move the one-line stethoscope/probing feedback for
self and for monsters from priest.c to there.

Achievement feedback has been overhauled a bit.  When no achievements
have been recorded, the header for them (after conducts) won't be
shown, and when at least one has been recorded, make the prompt for
asking whether to disclose conduct be about disclosing conduct and
achievements.  Also, describe achievements in the Guidebook.

I ran out of gas before updating Guidebook.tex; it will catch up to
Guidebook.mn eventually.

Some of the MS-DOS Makefiles haven't been updated yet so linking
without insight.{o,obj} will break there.
2020-02-06 17:42:15 -08:00
nhmall
0673328696 resolve a couple of build failures when STATUS_HILITES is not defined
This addresses the build failures but it is unknown
whether the logic remains sound.
2020-02-05 12:24:15 -05:00
nhmall
1dfab5fe11 remove an argument that is no longer necessary from a few functions
Passing a boolean 'ghostly' argument to some functions that are also passed
an NHFILE * is unnecessary now.
2020-02-02 22:54:44 -05:00
PatR
00ce339c15 muse looting
Give better feedback than "<Monster> rummages through something"
when hero sees a monster looting a container.

Have monster take out up to 4 items at a time instead of always 1.
(Hero can take out an arbitrary number in one move.)

When deciding what to try to take out, 'count' (now 'nitems') was
initialized to 1 instead of 0, giving the monster a 1 out of N+1
chance of not trying to take anything out.  It wasn't clear whether
that was intentional (there's already a chance for not taking things
out when deciding whether to use the container).  I kept that result
in and made it more explicit now.

When deciding whether the chosen item could be moved from container
to monster's inventory, the can_carry(item) check was counting the
weight of the item twice, once explicitly when considering adding it
to minvent but also implicitly as part of the carried container's
weight already in minvent.
2020-02-02 15:22:42 -08:00
Patric Mueller
29da34b799 Adding missing basic taste "umami" as hallucinatory color 2020-02-02 20:16:13 +01:00
Pasi Kallinen
b12ea03d11 Allow monsters to rummage through containers 2020-02-02 11:05:43 +02:00
PatR
2ebbe61f53 fix github issue #285 - spellcasting monster
After casting a spell, a monster got a chance to make a regular attack
despite the apparent attempt to set up a return value indicating that
it wouldn't move.

When looking over the return value situation, I noticed 'wormhitu()'
for the first time.  It gives worms additional attacks when the hero
is adjacent to some of the tail, that only works if the head is within
reach of a melee attack.  The hidden tail segment at head's location
always met that criterium so gave an extra attack that didn't make
sense; change wormhitu() to skip that segment.

Do some formatting in mcastu.c; no change in actual code there.

Fixes #285
2020-02-02 00:55:26 -08:00
nhmall
eaebc2c9e0 Merge branch 'statue-glyphs' of https://github.com/chasonr/NetHack into chasonr-statue-glyphs 2020-02-01 22:05:55 -05:00
PatR
7bc799f06b insert omitted 'static' for two sp_lev.c variables 2020-02-01 18:27:36 -08:00
PatR
158ea1a23f failing level change messsage confusion
While testing the changes to dungeon and special level handling, I got
|A mysterious force prevents you from descending!
|You materialize on a different level!
The mystery force is handled by goto_level() so level_tele() doesn't
know that the failure is going to happen when it sets up the message
for deferred delivery.  Suppress the message if you don't change levels.
2020-02-01 17:53:07 -08:00
PatR
5d6b3b6f51 get_table_str use
Some cleanup when chasing a memory leak.  get_table_str() and
get_table_str_opt() return a value from dupstr() and it wasn't always
being freed.  I'm not sure that I found the problem--maybe it involved
pointers turned over to Lua garbage collection--but did find a couple
of suspicious things in dungeon setup.
2020-02-01 17:33:50 -08:00
PatR
32f0520fe0 sp_lev.c private variables
Make a start at reducing the size of 'g' by removing some special
level stuff that doesn't need to be there.
2020-02-01 15:44:42 -08:00
Ray Chason
f9b4ebae87 Remove code fragment causing compile error 2020-02-01 16:48:07 -05:00
Pasi Kallinen
dcdb8d437b Dehardcode sanctum temple secret door 2020-02-01 21:30:50 +02:00
Pasi Kallinen
bb1925a957 Dehardcode wizard1 morgue secret door 2020-02-01 20:20:25 +02:00
PatR
10b8356a15 splitting cmd.c, phase 1B
I neglected to use -f with 'git add' and the stub file didn't make
it into the previous commit.
2020-02-01 09:14:18 -08:00
Pasi Kallinen
33cd6befe0 Dehardcode minefill
Instead of hardcoding the minefill levels in the core,
allow defining fill levels for a dungeon branch in the dungeon.lua
2020-02-01 18:31:39 +02:00
PatR
c03ed894de loadlua() simplification
nhl_loadlua() went from too simple to too complicated, now somewhere
in between.  Still doesn't assume that an entire file can be scooped
up with a single fread(), but no longer mucks about with the contents
of the file in order to insert a comment containing the file's name.
In order to have useful filename feedback in Lua error messages, just
use a different liblua routine to feed the file's contents to it.
2020-01-31 13:36:22 -08:00
PatR
fe664435dc royal jelly
Applying royal jelly listed all of inventory as likely candidates for
  what to rub it on, including itself.
Applying it to anything took no time.
After the "you smear royal jelly on <foo>" message,
  unsuccessfully applying it to non-eggs gave no other feedback;
  successfully applying it to eggs gave no additional feedback.

Allow #rub to use royal jelly too.

Also, require hands to apply or #rub anything.

Not done:  fumbling and/or slippery fingers should have a chance to
  drop the jelly or to drop whatever gets rubbed with it.
2020-01-31 05:10:00 -08:00
Pasi Kallinen
d44c83d45f Allow applying royal jelly on an egg
Royal jelly applied on an egg will change a killer bee egg to
a queen bee egg. Cursed jelly will kill the egg, uncursed and blessed
will revive it. Blessed jelly will also make the creature think
you're the parent.

Original patch was by Kenneth Call
2020-01-31 10:39:40 +02:00
PatR
6c479f2317 more simplification of achievement tracking
Instead of hardcoding the "prize" type and then watching for that
to be created, specify it in the level description.

Also, instead of giving both Sokoban end levels 50:50 chance for
either prize, bias the one that used to always have the bag of
holding to now have 75% chance for that and 25% chance for amulet
of reflection, with the other one having those chances reversed.
So still 50:50 overall.
2020-01-30 17:35:32 -08:00
PatR
be12ed6859 reformatting for sp_lev.c
Also change a bunch of automatic arrays with initializers to static
so that they won't be reinitialized every time their block is entered.

get_table_buc() is changed to support bless/curse specifiers for
"not-cursed", "not-uncursed", and "not-blessed" but they aren't used
yet.
2020-01-30 16:48:55 -08:00
PatR
162163c325 reformatting for nhlua.c 2020-01-30 15:44:55 -08:00
PatR
1641c864a2 wands vs no-hands
Hero shouldn't be able to zap wands when polymorphed into a form which
lacks hands.

The other tweaks to dozap() shouldn't produce any change in behavior.
2020-01-29 10:35:02 -08:00
PatR
ea8248e3c6 new 'mention_decor' option
Somewhat similar to 'mention_walls', 'mention_decor' is a way to
request additional feedback when moving around the map.  It reports
furniture or unusual terrain when you step on that.  Normally stepping
on furniture only mentions it when it is covered by object(s).  And
moving onto (rather than into) water or lava or ice doesn't bother
saying anything at all.  With the new option set there will be a
message.  It uses Norep so won't repeat when moving from one water
spot to another or one lava spot to another or one ice spot to another
unless there has been at least one intervening message.  There is also
a one-shot message when moving from water or lava or ice onto ordinary
terrain (not Norep, just once since there's no land to land message).

Having the verbose flag Off doesn't inhibit these new messages but it
does shorten them: "A fountain." instead of "There is a fountain here."

The Guidebook gets a new subsection "Movement feedback" of the "Rooms
and corridors" section and it covers more than just 'mention_decor'.
As usual, Guidebook.tex is untested.

'mention_decor' persists across save/restore, so 'struct flags' has
changed and EDITLEVEL is being bumped, hence save files are invalided.
2020-01-29 09:47:36 -08:00
nhmall
ab1af58711 Merge branch 'NetHack-3.7' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.7 2020-01-28 19:10:07 -05:00
nhmall
82bfec24f9 update some version bits 2020-01-28 19:09:40 -05:00
PatR
4e59f0ead9 level teleport "you materialize" mesg sequencing
If level teleport took you somewhere special, things like shop entry
or quest summons or valley atmosphere messages were being given first,
then "you materialize on a different level" after.  schedule_goto()
takes before-change-message and after-change-message arguments; it
ought to be extended to have a mid-change-message one too but I didn't
think of that until just now.
2020-01-28 15:28:31 -08:00
PatR
c9166bc00c black and white ice
Like lava when that looks the same as water with color Off, render ice
in inverse video if it looks the same as the floor of a room.  (I tried
bold first but the result didn't look very good.)

Done for tty and curses; others may want to follow suit.
2020-01-28 15:01:41 -08:00
PatR
2f0676c1b8 beauty no longer in eye of the beholder
There was a complaint that despite charisma of 13 being above average,
the character was described as "ugly".  The cut-off was actually >14
for "beautiful" or "handsome" vs <=14 for "ugly".  This adds several
more grades of appearance.
2020-01-28 12:49:38 -08:00
nhmall
9f06c0139e whitespace cleanup on options.c 2020-01-27 20:54:09 -05:00
nhmall
bd88ab6151 msdos follow-up bit 2020-01-27 17:54:13 -05:00
nhmall
f4d100ea5f Merge branch 'NetHack-3.7-Jan2020' into NetHack-3.7 2020-01-27 13:24:15 -05:00
nhmall
183f9bca41 quiet a couple of warnings
..\src\nhlua.c(893): warning C4113: 'int (__cdecl *)()' differs in parameter lists from 'lua_CFunction'
..\src\nhlua.c(894): warning C4113: 'int (__cdecl *)()' differs in parameter lists from 'lua_CFunction'
2020-01-27 10:54:39 -05:00
nhmall
033894d784 Merge branch 'NetHack-3.7' into NetHack-3.7-Jan2020 2020-01-27 08:52:17 -05:00
nhmall
61d0d21f47 avoid link error with gcc 10 which enables -fno-common by default 2020-01-27 08:23:56 -05:00
Ray Chason
9460796a2b MSDOS/VESA: Add video_width and video_height
To be used to set the video mode
2020-01-27 09:54:58 +02:00
PatR
c911446188 more wizard mode wishing for terrain
Try a lot harder to keep terrain/level flags in a sane state.  They're
overloaded so it's not simple.

Creating a fountain or sink incremented the corresponding counter (for
controlling ambient sounds) but removing one by wishing for something
else in its place didn't decrement.

Allow wish for "disturbed grave" to create a grave with the 'disturbed'
flag set, similar to existing "magic fountain" and 'blessedftn' flag.
(I didn't add "looted throne", "looted tree", and several other things
that use the 'looted' overload of 'rm.flags'.)

Automate block_point (tree, cloud, secret corridor, or secret door in
open doorway) and add unblock_point (use Pass_wall to move into wall
or tree or stone, or just walk onto a cloud, then make iron bars or
almost any other wishable terrain to replace the blocking feature).
2020-01-26 12:23:50 -08:00
PatR
4505a8dc4c left out of "limit rate of long worm growth" 2020-01-26 05:12:55 -08:00
PatR
9b2c9e79d8 limit rate of long worm growth
Make long worms grow more slowly (although that didn't seem to make
as much a difference as expected) and limit the amount of HP they
acculate if they shrink and then re-expand.  Shrinking doesn't take
away max HP but growing used to always add to max.  Now it won't add
to max HP unless the number of segments is at that worm's peak, so
shrinking will inhibit the exhorbitant HP expansion that idle worms
have had.
2020-01-26 04:57:13 -08:00
Pasi Kallinen
aa7f098af1 Cloud wish should block vision 2020-01-26 14:33:11 +02:00
Pasi Kallinen
ae843bc10a Allow wizmode wishing for cloud terrain 2020-01-26 14:05:11 +02:00
PatR
206e9668f1 achievement tracking oversight
obj->record_achieve_special (overlay of obj->corpsenm) is no longer
used.
2020-01-26 02:58:18 -08:00
nhmall
80486912c2 Merge branch 'NetHack-3.7' into NetHack-3.7-Jan2020 2020-01-25 17:26:23 -05:00
PatR
b0b25db4f0 worm.c cleanup
Mostly removing 'register', but also clear stale wgrowtime[] values
at the time they become obsolete instead of waiting for initworm()
to replace them when eventually re-used.
2020-01-25 14:12:10 -08:00
nhmall
b443dea158 Merge branch 'NetHack-3.7' into NetHack-3.7-Jan2020 2020-01-25 09:41:21 -05:00
PatR
a453215a06 disclose achievements
When disclosing conduct at end of game (but not during except in
wizard mode), display achievements too.  They're also included in
dumplog if it's enabled.  Previously they were only output as an
extra field in xlogfile.
2020-01-24 17:00:49 -08:00
nhmall
97b74e6f7b Merge branch 'NetHack-3.7' into NetHack-3.7-Jan2020 2020-01-24 17:27:48 -05:00
PatR
0166239a22 simplify achievement tracking for special objects
This turned out to be a lot more work than I anticipated, but it is
definitely simpler (other than having #wizmakemap take achievements
away if you replace the level that contains the 'prize', which wasn't
handled before).

I cheated and made Mine's End into a no-bones level because the new
flagging scheme for luckstone, bag, and amulet can't carry over from
one game to another.  It probably should have been no-bones all along.
Sokoban didn't have this issue because it's already no-bones.

Existing save files are invalidated.
2020-01-24 13:54:23 -08:00
PatR
dba6c20e2d loading Lua scripts
When loading a Lua script, modify it with a comment containing the
file name (or DLB module name) so that error reporting doesn't just
show the first 60 bytes of the script.  Also, don't assume that it's
possible to load an entire script in one fread().  Unfortunately
that got way out of hand and the result isn't pretty.  But something
of the sort is necessary.  (Reading the script into one string first
and then applying modifications while copying it into a second one
would probably be a lot cleaner than mixing the two operations.)

If a script starts with a comment or a blank line, the insertion of
the file name comment won't disturb the line number reported in an
error message.  But if the script starts out with code on its first
line, error reports will be off by one for the line number.  Showing
the file name is more useful than keeping that number accurate.
2020-01-24 13:26:01 -08:00