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.
Use trapname() in several more places. I wasn't systematic about it.
trapname() could generate a random value of 0 and attempt to use
"real trap #0" but 0 is NO_TRAP. So it ended up with "water" from
the preceding block of entries in defsyms[]. Treat 0 as an extra
chance for the actual trap instead of an hallucinatory one.
Add a couple more hallucinatory traps. "Roach Motel" is trademarked
but like Spam and Band-Aid, general usage has trampled over it. I
included "(tm)" anyway. Also, sometimes generate "<role> trap" or
"<rank> trap" on the fly. Why should tourists get all the fun?
Some new code was using 3.4.3 era formatting (operators at end of
first half of a continued line rather than at start of second half).
Also a few cases of 'g.' prefix making lines be too wide. I imagine
there will be a lot more of these over time.
This adds a boolean option, autounlock, defaulting to true. When this is
set to TRUE, messages stating that some door or container is locked are
automatically followed by a prompt asking if you would like to unlock
it, if you are carrying an unlocking tool (key, lock pick, or credit
card).
Architecturally, this extends the pick_lock function to take three
additional arguments (door coordinates or a box on the ground you are
autounlocking).
The code that selects an unlocking tool will always look first for a
skeleton key, then a lock pick, then a credit card. Since curses, rust,
and other attributes don't really have an effect on the viability of the
unlocking device, it didn't seem to warrant making a more complex
function for that.
Add hallucinatory trap names
This adds many funny, realistic, and nonsensical traps to the game, to
be shown when the player is hallucinating.
Architecturally, the biggest change is merging the what_trap macro and
the "defsyms[trap_to_defsym(ttyp)].explanation" pattern into a single
function "trapname", which returns the name of the trap, handling the
hallucination case. There is also a second parameter used for overriding
hallucination in the occasional cases where the actual trap name should
always be returned.
In addition, the what_trap and random_trap macros are now obsolete and
not used anywhere, so they are removed.
reinstate anti-rng abuse bit on hallucination
updates to hallucinatory trap names and fixes37.0 entry
Poly'd hero hiding on the ceiling was told "you can't go down here"
if using '>' at a spot that didn't have down stairs, trap door, hole,
or pit. Let '>' bring a ceiling hider out of hiding; lurker above
resumes flying, piercer falls to floor or whatever is underneath it.
Fix some issues noticed when experimenting with ceiling hiders.
They're all blind (at least without the monks' Eyes) and some of
the behavior while blind seemed to be incorrect (though some that
I thought was wrong turned out to be ok; feel_newsym() won't update
the map if the hero can't reach the floor). Fixing that made me
notice that some terrain side-effects (being underwater or stuck in
lava) weren't getting disabled when the underlying terrain wasn't
the corresponding type anymore.
When you ride your steed into a polymorph trap and it changes into a
creature that can still wear the saddle, the message is
|You have to adjust youself in the saddle on <foo>.
which sounds as if the game is telling the player that he or she needs
to do something. Simplify it to
|You adjust yourself in the saddle on <foo>.
Submitted for 3.7.0; all but one also apply to 3.6.3.
I rewrote the curses terminal-too-small message instead of just
fixing the spelling of "minumum".
With 3.7+ aspirations of improving savefile interoperability between 32-bit
and 64-bit builds, as well as between platforms, it is better to not have
the underlying struct/array content be conditional.
This splits off some of the MAIL code into MAIL_STRUCTURES code. In theory,
since MAIL_STRUCTURES is unconditionally included, the macro could
just go away and leave that code unconditional, but this commit doesn't
go that far.
Flag existing occurrences of "You hear" as "Deaf-aware" so
that a grep for that string in the future doesn't need to
trigger further investigation of those.
In launch_obj, the code first got the trap, then called ohitmon
(which can delete the trap by doing mondied -> fill_pit ->
flooreffects -> deltrap), then after that used the trap variable.
Zapping wand of opening or spell of knock at self while trapped:
"You are released from pit."
ought to be
"You are released from the pit."
Likewise for most of the other held-in-place situations.
Also, when released like that vision wasn't being recalculated right
away to update line of sight to reach beyond the edge of the pit.
Preserve temporary fake object's previous dknown value by storing it
as a flag value within the m_ap_type field of the posing monster, and
recalling it when it is needed.
This is intended to help eliminate observable differences in price display
between real objects and mimics posing as objects.
98% of this is just switching the code to utilize macro M_AP_TYPE(mon)
everywhere to ensure that the flag bits are stripped off when needed.
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
melt_ice can delete the fire trap, in the case where the trap
is on ice, and a monster carrying a boulder triggers it, then drowns.
mintrap -> minliquid -> mondead -> ... -> mdrop_obj ->
flooreffects -> boulder_hits_pool -> delfloortrap
Fixes#169
Monsters should not be afraid of stepping on the vibrating square
since it's only a trap for display purposes. [Perhaps they should
deliberately avoid it if the hero hasn't seen it yet, but I didn't
implement that.]
"You see a strange vibration beneath <mon's> <parts>." was strange
when <parts> was a wolf's "rear paws" or horse's "rear hooves"--was
the vibration magically skipping the front ones? And it sounded
naughty when it was a snake's "rear regions". If the creature has no
limbs or is floating or flying, just say "beneath <mon>"; otherwise,
if the part is "rear <something>", omit "rear ".
The message was weird in another way. Caller removes the monster
from it's old location and places it on the new one, calls newsym()
for the old location to show lack of monster, but then calls mintrap()
before newsym() for monster's new location (the trap's location). If
pline messages cause buffered map output to be flushed, the monster
will be missing during the time the messages are delivered. I fixed
that for vibrating square [seetrap()->newsym() before pline() rather
than after] but it should probably be fixed in the caller instead.
Fixes#164
No message was shown when riding a steed into a pit or spiked pit.
Setup for the message was done, but post-3.4.3 insertion of else-if
into the previous if/else/endif cut off its delivery.