Commit Graph

219 Commits

Author SHA1 Message Date
PatR
74ee31e504 more angry god vs pacifist conduct
Do it properly, using the arguments to xkilled() instead of reversing
the conduct counter after the fact.

The xkilled() flag value of '1' has been reversed.  It used to mean
'display message' but now means 'suppress message' since both of the
other flag bits are for suppression.  All callers have been updated
to specify either XKILL_GIVEMSG or XKILL_NOMSG so the underlying
number remains transparent.
2016-05-10 15:59:22 -07:00
PatR
6106a7240f fix bz238 - looting many containers
"Looting many containers via menu cannot be stopped".  When the
player uses #loot command at a location with multiple containers,
a menu of which ones to loot is presented and player can pick any
or all of them.  But if you terminate the looting of a particular
container with ESC, it goes on to the next selected one rather than
stopping the loot action because that's what the 'q' choice does.

The simplest fix would be to allow choosing only one container
from the "loot which?" menu, but this retains the ability to loot
multiple containers on a pile in one turn.  It makes looting
stoppable by extending the ":iobrsq or ?" prompt, adding 'n' for
"next container" and changing 'q' from "done with this container"
to "done looting" (with ESC still a synonym for 'q').  When just
one container is being looted, or when on the last of N containers,
'n' is not shown but is still accepted (and treated as 'q').

Also, use_container() was using a menu for ":iobrsq" if player had
menustyle set to Full when it was intended to be for Partial (name
confusion...).  This switches Partial to use menu for loot action,
and leaves Full with that since that's how 3.6.0 has been behaving.
Traditional and Combination use the prompt string and single char
response.
2016-03-07 16:38:05 -08:00
nhmall
78857961d2 some of Ray Chason's MSDOS and other fixes 2016-03-05 14:44:50 -05:00
PatR
a00c8068f0 segment feedback when probing long worms
When using a stethoscope or wand of probing on a long worm, report
the number of segments it has in the feedback given.

Some of the extra bhitpos and/or notonhead assigments may not be
necessary.  They were added when I was trying to figure out the
question of why probing of a tail segment revealed a long worm's
inventory even though the code explicitly prevents that.  (Answer:
it didn't; I had misinterpreted bz 12 to think that that was what
was being reported.  You need to use wand of probing--or "insigtful"
Magicbane hit--on the head in order to see its inventory or be told
"not carrying anything".)
2016-02-26 15:16:49 -08:00
PatR
0d7e51e88a fix bz 12 - long worm inventory feedback
I initially misunderstood this bug report about a nymph who was
polymorphed into a long worm while carrying a cursed figurine.
It wasn't about a long worm having inventory or about probing of
the worm's tail revealing that it had inventory, it was about the
message given when the cursed figurine activated itself.  If that
happened while the head was out of view but at least one tail
segment was visible, the message about the new monster emerging
from the long worm's backpack implied that that pack was carried
by the tail segment.

Only give the emerge-from-backpack message when the worm's head
is visible.  Likewise if a carried egg hatches.
2016-02-26 14:37:07 -08:00
David Cohrs
25130e394c fix H2766 - jumping while punished could leave ball in wrong place
Affected both intrinsic and spell-based jumping.
hurtle_step now drags the ball.
2016-02-10 13:47:43 -08:00
nhmall
32a4859e5b show deafness indicator on status line
May as well show a deafness indicator.
2016-01-12 23:43:28 -05:00
Pasi Kallinen
ed1c592a9a Remove double defines of hunger states 2016-01-06 03:23:24 +02:00
PatR
f87fd929e5 have #jump cast "jumping"
Requested during beta testing:  if hero can't jump, have #jump command
attempt to cast the jumping spell.  This is similar to how #unturn and
^T cast spells when used while lacking the innate ability.
2015-12-19 19:39:20 -08:00
PatR
4b69dde2d7 tin opener fix
Applying a non-wielded tin opener and then declining to pick a tin to
open would wield the opener without having any time elapse.

Reformat the new tin opener code.

Remove a no-longer-used label in doapply() in order to avoid a warning
from gcc.
2015-12-19 17:11:33 -08:00
Pasi Kallinen
43bf9c978d Improve the tin opener 2015-12-19 14:44:39 +02:00
nhmall
97974e9968 make corpse visible if stethoscope told you about it
Bug bz14, no web id.

Steps to reproduce:
- have a stethoscope handy.
- place an amulet in a doorway and move one square outside the room's door.
- create and lead an invisible stalker to be on top of amulet, with you
  just outside the room beside the door square.
- zap the stalker asleep with a wand of sleep.
- put on a blindfold.
- quaff a potion of object detection.
- amulet shows in the doorway.
- save the game and keep the savefile for ease of returning to this point.

Bug 1 observed (remember that you're blind due to blindfold):
- zap a wand of death at the stalker that you know to be on top of
the amulet, but that the game gives no indication of.
- if the stalker left a corpse, and you apply a stethoscope to the
  doorway, the game tells you that "You determine that that unfortunate
  being is dead" yet no being or corpse is displayed, still just the amulet.

Fix that by calling map_object(corpse, TRUE) in its_dead() under these circumstances.

The circumstances in the original report were also reproduced, specifically:
If a stethoscope finds an unseen monster on a square with an
object-detected object while blind, after killing the monster, the
object isn't remembered.

That remains unfixed because the I (invis monster glyph) aleady overwrote the
detected object glyph, so it is a much tougher situation.
2015-12-18 18:24:13 -05:00
Pasi Kallinen
579ceb35c1 Declare polearm range variables as static 2015-11-21 20:25:05 +02:00
Pasi Kallinen
dc09a991fe Fix some warnings from clang's static code analyzer 2015-11-18 22:54:28 +02:00
Pasi Kallinen
2c0f24896f Unify blind feel_location or newsym info single func 2015-11-09 21:37:28 +02:00
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
Pasi Kallinen
9181f06dab Fix crystal ball use after being destroyed
Crystal ball can be destroyed when used, so pass the object parameter
back as null in that case.
2015-11-01 18:49:43 +02:00
PatR
a9eb5b2ca8 yet more formatting
Reformat some trailing &&, || operators followed by end-of-line comment,
missed by the earlier continuation formating.

An
  #if 0
    something {
  #else
    something_else {
  #endif
construct in rhack(cmd.c) confused the automated reformatter, resulting
in some code from inside a function ending up in column 1.
2015-11-01 01:17:54 -08:00
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
PatR
4b8db661dd wet towel enhancements
Flesh out wet towels a bit:
1) wielding a wet towel--or a dry one which becomes wet--won't give a
   "you begin bashing with your wet towel" message when attacking;
2) if a formerly wet towel dries out completely while wielded, *do* give
   "you begin bashing with your towel" on the next attack;
3) successfully hitting with a wet towel no longer always loses wetness;
4) water damage to dry towel always confers at least 1 point of wetness;
5) taking fire damage (via burnarmor() which is used for most types of
   fire damage) has a chance to partially or fully dry a wet towel
   (regardless of whether it's wielded at the time; applies to monsters
   as well as hero; each towel being carried is checked until one is
   affected, then any others escape drying.

Not done:
-) attacking with a wielded wet towel perhaps ought to be treated as a
   weapon attack using whip skill rather than an augmented arbitrary-
   junk-by-weight attack;
-) throwing a wet towel should probably ignore wetness--it's just a wet
   piece of cloth when not finishing with a whip snap; right now, it
   loses a point of wetness when thrown and usually--#3 above--another
   point if it hits...;
-) hitting burning creatures is no different than hitting anything else;
-) likewise for hitting wet creatures.
2015-10-17 17:00:53 -07:00
Pasi Kallinen
66dd87454b Comment typofixes, pt 3 2015-10-17 13:47:25 +03:00
Pasi Kallinen
f8b48490aa Comment typofixes 2015-10-17 12:28:52 +03:00
Pasi Kallinen
1703818a11 Wet towels deal more damage
Dipping a towel into a potion, fountain, or some other water source
makes the towel wet.  Hitting with a wet towel deals up to 6 points
of damage, but every hit reduces wetness, as does throwing or applying
the towel.  You can also wish for a moist or wet towel.
2015-10-13 16:28:01 +03:00
Pasi Kallinen
d9bc2fb621 Add paranoid option for breaking a wand
Add OPTION=paranoid_confirm:wand to prevent accidental
wand breaking - suggested by scorchgeek
2015-09-27 19:13:20 +03:00
PatR
96f9997164 unicorn horn vs deafness
Implement the suggestion that applying a non-cursed unicorn horn can
cure deafness like other similar troubles.  Also, applying a cursed one
can cause deafness, although I made the chance be half of what it is
for the other troubles since they tend to be more significant.

This is entry #2 on the bugzilla list, but I haven't figured out how to
update that yet.
2015-08-20 18:31:12 -07:00
PatR
2b2ee0fbab formatting fixup (1 of 2)
Replace instances of strings split across lines which rely on C89/C90
implicit concatenation of string literals to splice them together
with single strings that are outdented relative to the code that uses
them.  It's uglier but it won't break compile for pre-ANSI compilers.

This covers many files in src/ that only have one or two such split
strings.  There are several more files which have three or more.  Those
will eventually be '(2 of 2)'.

Noticed along the way:  the fake mail message/subject
  Report bugs to devteam@nethack.org.
wasn't using its format string of "Report bugs to %s.", so would have
just shown our email address.  Doesn't anybody enable fake mail anymore?

I modified that format to enclose the address within angle brackets and
made a similar change for the 'contact' choice of the '?' command.
2015-07-12 19:35:06 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
b5513b7db0 Make long worms unleashable.
Fixes a bug reported by ais523. Rather than account for individual
segments, I opted just to make them unleashable, because it's not very
useful behaviour anyhow.
2015-05-24 11:12:27 -04:00
Sean Hunt
a67759cbc3 Audit rloc()
Most of the time, rloc() is used for teleporting monsters and it's not a
big deal if they can't find somewhere to go. In a few cases, it is. I
went through all the callsites and made calls to rloc() not cause
impossible()s if they don't need to.

Fixes a bug/suite of bugs reported by ais523.
2015-05-24 09:31:40 -04:00
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
cd3b0efe5d Unify description of hero's visage into single function 2015-04-14 19:41:44 +03:00
Pasi Kallinen
1c2f2af357 Indicator glyph for good target positions
Add a new glyph, S_goodpos, to indicate valid locations
instead of reusing the camera flash beam glyph.
2015-04-07 18:18:54 +03:00
Pasi Kallinen
30bce1ec6b Suggest only accessible positions for polearms and jumping 2015-04-03 12:29:58 +03:00
Pasi Kallinen
0344771b12 Silence warnings 2015-04-03 08:33:14 +03:00
Pasi Kallinen
055cc1b4d5 Show legal jumping positions 2015-03-31 21:40:49 +03:00
Pasi Kallinen
411ee58593 Add more explicit helpless reasons
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless.  For example:
"while frozen by a monster's gaze"
2015-03-29 22:12:19 +03:00
Pasi Kallinen
9a4fefb5ad Add missing prototype 2015-03-28 19:21:49 +02:00
nhmall
9b328f1ad6 Merge branch 'master' of https://rodney.nethack.org:20040/git/NHsource 2015-03-28 11:23:47 -04:00
Pasi Kallinen
0e4317fa6b Balsa wands break easily 2015-03-28 17:20:57 +02:00
nhmall
c035402c14 flavor enhance zap downwards/upwards when hiding
Changes to be committed:
	modified:   doc/fixes35.0
	modified:   include/extern.h
	modified:   src/apply.c
	modified:   src/zap.c

    On 3/23/2015 6:41 PM, a bug reporter wrote:
    > When you're hiding under an item (e.g. via garter snake polyform), and
    > that item gets polyshuddered into nonexistence, you continue hiding
    > (under nothing).
    This was addressed previously.

    > (Incidentally, it's a bit weird that you use > to aim at items that are
    > flavorwise above you at the time.)

    This addresses the flavorwise concern.
2015-03-28 11:20:44 -04:00
Pasi Kallinen
2fce0074b3 Show legal polearm hit positions
User can press $ to display valid positions when asked
for a position to pick, and the positions will be hilighted
2015-03-28 13:32:24 +02:00
Pasi Kallinen
13645dcd2a Automatically find monster to target with polearm
If there's only one suitable monster within range, automatically
suggest it for targeting with the polearm
2015-03-28 00:32:54 +02:00
Pasi Kallinen
5bb4a02ffe Remember position of monster you hit with polearm
If you hit a monster with a polearm, following polearm applications
will try to automatically suggest the monster's position
2015-03-27 23:34:13 +02:00
PatR
14525ed0c6 DEBUG/debugpline() fixup
* Replace variadic debugpline() with fixed argument debugpline0(str),
   debugpline1(fmt,arg), and so on so that C99 support isn't required;
 * showdebug() becomes a function rather than a macro and handles a
   bit more;
 * two debugpline() calls in light.c have been changed to impossible();
 * DEBUGFILES macro (in sys.c) can substitute for SYSCF's DEBUGFILES
   setting in !SYSCF configuration (I hope that's temporary).
2015-03-15 18:02:26 -07:00
Derek S. Ray
4dddb97301 remove and transfer INVISIBLE_OBJECTS to branch 2015-02-27 19:34:32 -05:00
Pasi Kallinen
612852f7de Apply paxed's DEBUG patch to remove DEBUG/D_DEBUG.
Move debugging output into couple preprocessor defines, which
    are no-op without DEBUG.  To show debugging output from a
    certain source files, use sysconf:

    DEBUGFILES=dungeon.c questpgr.c

    Also fix couple debug lines which did not compile.

This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
2015-02-27 19:33:45 -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
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00