Commit Graph

75 Commits

Author SHA1 Message Date
Pasi Kallinen
2ea8666583 Interrupt a multi turn action if hp or pw is restored to maximum
via UnNetHack by Patric Mueller
2016-05-19 22:04:10 +03:00
PatR
0bd13a7a8c different fix for #H4332 - Qt crashes upon quit
Quiting without ever examining inventory caused the Qt interface
to issue an impossible(), then crash due to deferencing a Null
pointer.  The prior fix was to suppress the validation code that
was crashing.  This changes things so that the inventory window
always gets at least one use, allowing the Qt validation code to
succeed.  tty and X11 are ok with it; win32 needs to be verified.
2016-05-14 02:13:07 -07:00
nhmall
85582590ab Warning and adjacent hiders
Changes to be committed:
	modified:   include/extern.h
	modified:   src/allmain.c
	modified:   src/detect.c
	modified:   src/display.c

Bug bz22 (no corresponding web id) reported quite some time ago.

Reported:
    Warning stays on when a "lurker above" is co-located with a
    boulder, even when you are adjacent to the spot.  Even though
    you see the warning symbol and not the boulder, an attempt
    to move in that  direction tries to move the boulder, rather
    than attack the creature you know to be there.  What's more,
    you can get the
    "You hear a  monster on the other side of the boulder..."
    preventing anything from happening if there is a monster on
    the other side of the spot.  The player doesn't necessarily
    even know there is a boulder there at the time (because
    warning trumps the boulder display) so it can all be somewhat
    confusing.

Change:
    - Split off a section of the search0() code for monsters into
      a separately callable function, arbitrarily named mfind0(),
      which takes a special arg for this particular scenario.
    - If you have Warning and you get adjacent to an unseen hider
      such as a lurker above with the Warning glyph still displayed,
      a specific search is carried out for the obviously present monster.
    - The boulder concerns in the original report should become moot
      after this.
2016-02-14 17:45:20 -05:00
PatR
e8e1673df7 build fix for ck_server_admin_msg()
ck_server_admin_msg() is only available for '#if (UNIX && MAIL)' but
moveloop() tried to call it unconditionally.  Call if from the UNIX
edition of ckmailstatus() instead.
2016-01-04 16:51:24 -08:00
Pasi Kallinen
e9b0fa23d2 Add server admin messaging functionality
It's occasionally important for public servers to notify
all the players. Sending a mail is not reliable, as not everyone
wants to break conduct, or have mail on.

This adds a compile-time defined filename, which NetHack
will monitor. The contents of the file are in the same
format as SIMPLE_MAIL: "sender:message" on one line.
2016-01-04 23:04:59 +02:00
PatR
a05826d06d occupation vs running
Noticed while testing a potential change to running while confused:
when confusion timed out, I kept running even though I was headed in
the wrong direction.  Timeout calls stop_occupation() but running is
not an occupation.

Make stop_occupation() also stop counted activity under control of
the player (ie, multi > 0).  Some places in the code use both
stop_occuation() and nomul(0), some just use one or the other.  But
most of those probably intend for both.
2015-12-28 15:10:22 -08:00
PatR
8f96d4b9ef fix bz157, #H4075 - 'realtime' had strange units
A couple of reports asked what weird unit of measure was used for the
'realtime' value in xlogfile.  It was just seconds, but was accumulating
incorrectly whenever game-state got saved for the checkpoint option.
Now it really is seconds, or rather whatever unit you get for the delta
of two time_t values; usually seconds but not guaranteed to be that.
2015-12-15 17:59:42 -08:00
PatR
62193be46a more formatting
Mostly tab replacement, plus the last of the cast spacing.
2015-11-08 01:37:55 -08:00
PatR
2c20805b16 unsplitting split object stack
Replace the code that Dean objected to with something a little bit more
robust.  It doesn't rely on the two stacks being adjacent or having the
same inventory letter.  It is still vulnerable to having another
splitobj() occur between the offending split and its attempted unsplit,
or to either of the two halves of a split being extracted from their
object chain.  As before, failure to unsplit only results in the two
halves of the split remaining separate stacks, not anything more drastic
like the panic() that prompted all this.

Simplification of hallucinated currency names got mixed in with this
patch.  I haven't bothered separating it back out.

Whoever reset PATCHLEVEL to 0 jumped the gun.  This patch increments it
since change to the 'context' structure breaks save file compatibility,
so it will need to undergo another reset before release.
2015-10-18 17:37:15 -07:00
Pasi Kallinen
6ba0baa4cd Improve wand of nothing randomizing
As per Sean's suggestion, just use rn2. This means the line
can also be moved to better place, with the other object
init stuff.
2015-09-13 08:53:23 +03:00
Pasi Kallinen
0ee1f31601 Make wand of nothing zap ID harder
Just to mess with zap identification, make wands of nothing
either ask for direction or not, determined at game start.
2015-09-11 18:42:06 +03:00
PatR
5e909d3b44 obj bypass: move vs turn
Reported by ais; clearing object bypass bits once per turn isn't often
enough.  Clear them after the hero moves (which might be more than once
in a turn) and before each monster moves (ditto) and after last monster
moves.  This might not be optimal but that shouldn't matter since it's
usually a no-op.
2015-08-02 01:54:51 -07:00
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
nhmall
20069798d4 Merge branch 'master' into win32-x64-working 2015-05-07 04:52:30 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
nhmall
884b4482a8 Merge branch 'master' into win32-x64-working 2015-04-17 06:34:48 -04:00
Pasi Kallinen
8c41a962a7 Fix saving xlogfile realtime 2015-04-17 10:35:05 +03:00
nhmall
e8667b36a1 win32 perm inventory fix (from Alex) 2015-04-14 18:31:00 -04:00
nhmall
06227ec0d3 Merge branch 'master' into nhmall-booktribute 2015-04-06 17:47:11 -04:00
Pasi Kallinen
71401a7db8 Add poison cloud glyph, fumaroles to fire plane.
When a gas cloud that deals damage is created, it uses
a poison cloud glyph instead of the cloud glyph.
(A bright green '#', or a bright-green recolor of the
cloud tile)

The plane of fire has random "stinking clouds", or
fumaroles, centered on lava pools.

Also make poison cloud glyph override lava, pool and
moat glyphs.
2015-04-05 12:31:55 +03:00
nhmall
c43e8f9d31 Merge branch 'master' into nhmall-booktribute
Conflicts:
	include/context.h
2015-04-02 19:19:50 -04:00
Pasi Kallinen
9f605ed2b3 Moving clouds on the plane of air
Reusing the plane of water air bubbles code
2015-03-31 11:46:46 +03:00
nhmall
a0d3224834 Merge branch 'master' into nhmall-booktribute
Conflicts:
	sys/winnt/Makefile.msc
2015-03-21 10:59:49 -04:00
nhmall
d7ff451301 More book tribute integration 2015-03-21 10:33:59 -04:00
Pasi Kallinen
3cc3709d95 Save xlogfile time_t fields correctly 2015-03-19 17:41:14 +02:00
nhmall
d01bec9fae rare books store tribute 2015-03-18 21:47:18 -04:00
Pasi Kallinen
f8aced5480 Add Extended Logfile 2015-03-12 21:35:04 +02:00
Sean Hunt
0001534d04 Make REDO unconditional. 2015-02-27 19:33:52 -05:00
Sean Hunt
4f59f5c6fd Make WIZARD unconditional. 2015-02-27 19:33:22 -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
8c4e324856 fix #H2588 - turn order alternation bug
From a bug report, when the hero has
precisely 24 movement points, fast monsters will move twice and then the
hero will move twice, instead of being interleaved.  The hero will get 24
additonal movement points approximately one turn out of three when wearing
speed boots (or when using spell of haste self or potion of speed) and can
also get 18 additional points twice in succession, with a net of 24 after
12 of them are used on the first turn.  But hero might not be starting at
zero at the time, so I'm not sure how often this is actually noticeable.

     He apparently got a report about this for <some variant> and had some
user-contributed instrumentation in place that made it easier to replicate.
This fix is the one he suggested.
2012-05-16 01:47:18 +00:00
nethack.rankin
07f6cd66d4 player as eel
Four years ago, hit point loss for eels out of water was adjusted, but
the same change wasn't applied to hero polymorphed into an eel.
2012-05-04 02:04:34 +00:00
keni
df20791e59 Add RCS version lines 2009-05-06 10:45:32 +00:00
nethack.rankin
d1387f2b6b WIZKIT inventory overflow (trunk only)
Wizard mode's $WIZKIT can specify an unlimited number of items to
add to starting inventory and they'd be put there without regard to the
number of slots in use, potentially resulting in an arbitrary number of
'#' slot items.  Cap at 52 slots, same as when picking up, and put any
excess items at the hero's feet.  It's slightly tricky because the level
hasn't been created yet at the time the wizkit gets processed.
2007-06-16 04:18:14 +00:00
nethack.rankin
cba99b52c3 re-do the #H260 lava fix
Instead of duplicating the bits of spoteffects() which are relevant
to pools of water and lava when standing still, split spoteffects in two
in order to call the relevant half directly.
2007-03-15 05:24:45 +00:00
nethack.rankin
d302e6252b fix #H260 - escaping lava let you stay there indefinitely
<email deleted>, escaping from being stuck
by lava via jumping--or simply walking--got you out of the lava while being
at the same location.  You could then stay there for as long as you liked
without falling back in.  This makes a lava and water check on turns where
time passes but hero hasn't moved, performing a subset of spoteffects().
I think the water case only matters when using wizard mode to wish for a
pool or moat, which gets created at hero's feet without making him fall in
(unlike wishing for lava, where hero does immediately fall in).
2007-03-13 03:13:09 +00:00
nethack.rankin
c5450cbe5e hangup revisited (trunk only)
More SAFER_HANGUP tweaking.  Delay its kicking in until main command
loop has been reached, and shut if off again once program is terminating.
2007-03-01 03:33:12 +00:00
nethack.rankin
0ceebfc4b5 nethack -X vs normal game (trunk only)
Reported to the beta-testers list by <Someone> last April:
restoring a normal game save file in explore mode let you keep the file,
then after exploring and quitting without saving, you could restore it
again in normal mode and take advantage of whatever information you'd
gained.  This makes nethack -X (or playmode:explore) defer the switch to
explore mode when used while restoring a normal mode save file.  It now
performs a normal restore (with save file deletion) and then acts as if
the user had given the 'X' command interactively, requiring confirmation
to actually switch into explore mode.
2007-02-17 05:43:18 +00:00
nethack.rankin
151dcad8fa hangup revamp (trunk only)
[See cvs log for src/cmd.c for more complete description.]

     This turns clearlocks() into a no-op during the period when the UNIX
port is asking the user to confirm whether to overwrite an existing game.
Also, this removes the duplication of code and function between hangup()
and end_of_input(), and it simplifies the check for whether hangups are
supported by adding new macro HANGUPHANDLING.  (I don't think global.h is
the best place to be defining that but I couldn't figure out where else
it would fit, other than repeating for individual xxxconf.h files.)  And
adds a couple more done_hup checks to try to cope with situations where
rhack() is being bypassed.  Lastly, having readchar() return EOF was
ignored for non-UNIX configs; now everybody gets ESC instead of letting
EOF be seen further inside the core.
2007-01-16 04:54:38 +00:00
nethack.rankin
58a9bcf893 moveloop() vs lava
Something's wrong with the way lava was being handled in moveloop().
If you were trapped in lava (ie, moved into some but didn't die on the
spot thanks to fire resistance), you could sink and ultimately die without
ever taking another actual turn (typing ``i<space>'' repeatedly is an easy
way to reproduce).  [`didmove' was only being checked for the sinking
deeper case and not for the decrement which ultimately leads to the fully
sunk case.]  On the other hand, if you could manage to start an occupation
and avoid being interrupted, you would never sink while it was in progress.
[Lava handling followed ``if (multi && occupation) { ...; continue; }''.]

     While testing some other code (lava vs slime, coming shortly) I ended
up with the cursor sitting on the status line while the game was waiting
for me to enter my next move.  I don't really understand what's going on
there, and moving the lava handling before bot() might have hidden that
particular problem now by changing the point at which Slime will get taken
off the status line, but this attempts to fix it anyway.
2006-12-01 06:42:25 +00:00
nethack.rankin
8d86a87a7b polymorphing worn items (trunk only)
From a bug report.  That's hard to fix in the general case because armor
and tools might not fit back into the same equipment slot, but most other
types of worn items can be re-worn after being transformed.  This makes
any transformed worn item stay worn if it is wearable in the same slot.
2006-11-28 05:06:13 +00:00
nethack.allison
8fc01eb6b1 window port change - putmixed() (trunk only)
Add putmixed() to the window port. It allows map symbols to
be included in the string by encoding them in a unique fashion.
This was done because Unicode symbols, for instance, could be
longer than the size of a char.

The encoding of the map symbols in this patch is done by
prefixing a glyph value with \GXXXX, where XXXX is a
random value for the current game. The reason for the random
prefix is to minimize the possibility that a player can trigger
the escape sequence processing within text under their control
(dog names, etc.) the way they could if the sequence was fixed
in the source code. The random prefix remains the same throughout
the lifetime of a game because message window strings are
saved in the save file.

(There was actually a bug present because of the embedded
character even before the recent symbol changes, because if
someone was using a  different set of characters between games,
the saved messages would reflect the original characters, rather
than the current. That bug was introduced with the ability to
save messages to the savefile.)

A window port does not have to supply an XXX_putmixed() routine,
it can use genl_putmixed() which uses the old behavior of
embedding the sequence as a character within the string
and calling putstr(). genl_putmixed() takes care of the decoding
of the escape sequence.

This also #ifdef's out code in pager.c for converting a glyph
to a character, and uses mapglyph() to do that instead. Does
anyone see a problem with doing that through mapglyph instead
of repeating similar code within pager.c?
2006-10-17 23:06:31 +00:00
nethack.rankin
2c0a072ef1 main() reorganization (trunk only)
Move some internals-related code out of port-specific main so that
it isn't duplicated a bunch of times.  One minor side-effect of this
change is that if you auto-pickup something at the very start of a game,
it will happen after any full moon/new moon/Friday 13th message rather
than before.  There's a second change for some:  the shared main() used
by several of the micro ports had a small difference in game play--if you
saved a game while on an engraving, it would automatically be read when
you resume--that will now occur for everybody [Elbereth weenies rejoice!].
pcmain() was also calling update_inventory() at start of play.  That's
unnecessary for new games, where inventory initialization triggers a call
to it for each item added to your pack; but I wasn't sure about restored
games, so everybody gets it there now.

     The Mac and BeOS ports evidently haven't been touched it some time;
they still referenced flags.move which got replaced by context.move quite
a while back.  The Windows GUI code has a declaration for mswin_moveloop()
which appears to be non-existant, but I left it alone.  I assume that the
Qt interface uses the existing main() routines; at least I couldn't find
any start of game code specific to it.  vmsmain's revised main() is the
only one which has been tested.
2006-04-02 07:35:30 +00:00
cohrs
bf8a5983ec code cleanup
removing the remains of sync_hunger() which has been #ifdef'd out for years.
2005-03-25 20:00:15 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
c8ef9338f0 cham changes (trunk only)
This is a foundation patch for patches to follow.
- use a full short index for mon->cham field.
- The current system of providing CHAM_XXX values
  was limited to the 3 bits allocated in the bitfield and invalidated
  save/bones if the field was expanded.
- The current system didn't provide an easy backwards  change
  if multiple monster types wanted to use the bit, there was a one
  to one mapping:  For instance, if you wanted a CHAM_VAMPIRE,
  and you wanted vampires, vampire lords, and Vlad to use it, you
  would have to have CHAM_VAMPIRE, CHAM_VAMPIRE_LORD,
  and CHAM_VLAD defined to achieve that with the one-to-one backward
  mapping.
- This new way just uses the mon[] index in the mon->cham field and
  eliminates the need for CHAM_XXX  (CHAM_ORDINARY is still used).
- no longer requires the cham_to_pm mappings
2004-06-15 11:38:32 +00:00
nethack.allison
13e9e30acc #U986: <email deleted> wrote
on Sunday, April 4, 2004 at 20:27:06:
> On occassion when restoring a game where the
> character is wielding Sting, floor glyphs
> will show up before the --more-- prompt.
> These floor glyphs usually correspond to the
> location of monsters (sometimes they are just
> cavern features such as walls).  Some of these
> floor glyphs are not in the character's line
> of sight upon restoring.

Also in this patch is a restore of Sting's ability
to glow blue.
2004-06-04 03:56:27 +00:00
nethack.allison
e54760e29d attribute check timer (trunk only)
Move the counter for the next attribute check to the context
structure.

This increments patchlevel so previous save and bones
files are unuseable after applying.
2004-05-25 02:16:22 +00:00