Commit Graph

6478 Commits

Author SHA1 Message Date
PatR
1d48b78dd1 spell learning feedback
Tell the player the spell casting letter when learning a new spell:
|You add "knock" to your repertoire, as 'e'.
Comparable to "k - ring mail" when picking up a suit of ring mail
puts it into inventory slot k.
2020-12-14 13:12:33 -08:00
Pasi Kallinen
480c253933 Fix segfault when the Wizard tried teleporting on the planes
The wizard of Yendor tried teleporting to the stairs on the
plane of Earth, but there are none there.

This was caused by the stairs structure reworking.

Fixes #422
2020-12-14 17:51:16 +02:00
PatR
aa7f01eed7 github pull request #417 - disclosing apron text
Adopt the patch to show the writing on any alchemy smocks in
hero's inventory during end of game disclosure.

I also added one more saying among the choices for alchemy
smock/apron.  It's based on a T-shirt descibed in a movie.
(I remember the description of the text but I don't remember
noticing anybody wearing the T-shirt that lead to that.)
Since so many of the smock quotes are about cooking, it seems
better to add it as an alchemy quote instead of just another
T-shirt where there'd be no context to explain it.

Closes #417
2020-12-14 03:30:58 -08:00
PatR
788e21ac43 have <del> run #terrain
Having recently noticed that using <del> aka <delete> aka <rubout>
could work as a command, assign it to #terrain.  #terrain was the
only command in the "game" subset of commands as shown by '? i'
that didn't have any key assignment.

Since <delete> might be swapped with <backspace> on some terminals
and is a keypad key on the typical PC keyboard, it might not work
reliably depending on nethack's number_pad mode or the hardware
Num-Lock setting.  Players in either of those situations haven't
lost anything; they can still use extended command #terrain.
2020-12-14 01:00:19 -08:00
PatR
e9d729733b bargethrough/monster-vs-monster displacing
Fix the regression that monster movement flag unification
introduced for monsters able to swap places with adjacent
monsters.  It used to be restricted in order to prevent
Riders swapping places with other Riders so that they didn't
repeatedly exchange places when one was right behind the other
and the farther one moved first.  Then when displacer beasts
were added, that restriction was extended to prevent them
swapping places with Riders (but not the other way around.)
The flags change inadvertently let any displacer swap with any
other displacer.
2020-12-13 15:51:23 -08:00
nhmall
c1b0f4e47a Xcode updates 2020-12-13 12:24:35 -05:00
Pasi Kallinen
4729062846 Make Death revive faster
Death will revive faster than the other riders.
Make all the riders revive after 67 turns, instead of 500.
There was practically a zero chance a rider would revive at 500,
so keep it somewhat sensible.
2020-12-13 12:28:45 +02:00
Michael Meyer
02ba5e4811 Improve consistency of polearm targeting rules
Multiple functions are involved in the process of targeting and
attacking an enemy with a polearm or lance, and these functions
previously used inconsistent tests to determine which targets were
legal.  For instance, find_poleable_mon would give up immediately if the
hero was blind, while neither get_valid_polearm_position nor use_pole
cared as long as the hero could detect a target on the square (e.g. by
ESP).  find_poleable_mon considered warning symbols as potential
targets, but use_pole discarded them.  get_valid_polearm_position
considered moats and pools to be illegal targets, but use_pole would
let the hero successfully hit a monster on those squares; on the
other hand, get_valid_polearm_position would mark squares that were not
visible and did not contain a known monster as legal targets, while
find_poleable_mon and use_pole would exclude them.

Obviously this was inconsistent and could introduce confusion for
polearm users, who would potentially need to explicitly target squares
marked "(illegal)" at some point over the course of their game, among
other problems.  This commit makes polearm targeting tests more
consistent; the following rules are applied to positions within the
appropriate range:

* Monsters which are detected by any means that reveals an actual
  monster glyph are legal to target, even if the hero is blind

* Monsters the hero cannot detect, but is aware of -- i.e. those
  represented by an 'I' -- are similarly legal to target

* Monsters detected via warning are not legal targets, since the hero
  does not have as strong a sense of where exactly they are, their shape
  and size, etc

* Statues are legal targets, but will not be suggested by
  find_poleable_mon unless the hero is impaired (confused, stunned, or
  hallucinating); the same is true of tame/peaceful monsters

* Apparently empty squares, including those containing an undetected
  monster, are legal to target unless they cannot be seen (whether due
  to blindness or a very dark room/level)

* Positions which are otherwise legal but are blocked by an obstruction like a
  tree or pillar are not legal targets
2020-12-13 11:05:48 +02:00
PatR
b7a140d006 towel adjustments
Consolidate a small amount of duplicate code from wet_a_towel()
and dry_a_towel().
2020-12-12 14:22:21 -08:00
PatR
25bcbe3846 fix github pull request #418 - towel wetness
Fire damage would dry out a wet towel but never all the way to 0.
Water damage would wet a towel but if it was already wet, its
wetness might decrease.

This uses the pull request's change for increasing the wetness
but changes dry_a_towel so that the original code for decreasing
that will work as is.  Using wet_a_towel() to set wetness to 0
doesn't make much sense, so still won't do so; dry_a_towel() does
and now will.

This also adds missing perm_invent update for towels in inventory
changing wetness.

Fixes #418
2020-12-12 12:04:20 -08:00
PatR
8d65d6dbf0 fix #H3134 - selling container for credit
If a container holds anything that a shop wouldn't ordinarily
buy and sell and you sell it for gold, the 'foreign' contents
are marked no_charge and hero still owns them.  But selling the
same container+contents for credit instead of gold would take
shop possession of all the contents without increasing the
credit amount.

The fixes entry is longer than the fix.  It solves cited case but
I won't be surprised much if it messes up some other case(s).
2020-12-11 22:32:38 -08:00
PatR
0d0900b3a4 dowhatis formatting for Qt
The '/' command's variants /o, /O, /m, and /M use spaces to
align output in columns and that looks quite bad if rendered in
a proportional font.  Qt normally uses proportional font for
text windows but it watches the supplied lines for any with four
consecutive spaces and forces fixed-width font if it sees any.
So changing the existing separator line from "" to "    " makes
Qt format the dowhatis data as intended.
2020-12-11 17:15:21 -08:00
PatR
51e967ee42 warning suppression - unused static routine 2020-12-11 17:01:43 -08:00
nhmall
6dc033e5d8 don't miss the special furniture checks during liquid flow
Closes #405
2020-12-11 16:28:59 -05:00
Pasi Kallinen
ea93c17fa7 Monsters can revive corpses on floor with undead turning
... but only if the corpse is in direct line from the monster to hero
2020-12-11 19:49:25 +02:00
PatR
e2680bfc4a add the hardcoded menu control keys to key help
'? k' shows menu controls in a fancy layout and '? i' lists the
same things in basic layout but both only showed the keys that
can be changed via option settings.  Add <return>, <space>, and
<escape> so that all relevant keys are listed together whether
re-bindable or not.  The description of <space> is accurate for
tty and curses but possibly not for other interfaces.

This also reorders how the controls are listed, moving next page
and previous page before first page and last page, and placing
invert between select and deselect rather than after both.
2020-12-11 05:10:43 -08:00
PatR
fd5ef1ecaa more key bindings
number_pad==1 adds
 '5' => 'G'
 M-5 => 'g'
 '0' => 'i'
number_pad==2 swaps 5 and M-5 and adds M-0
 '5' => 'g'
 M-5 => 'G'
 '0' => 'i'
 M-0 => 'I'

M-5 and M-0 were missing from the bound key handling; they still
used hardcoded digits even though the actions for plain 5 and
plain 0 can be bound to other keys these days.  This implements
the M-5 variation as NHKF_RUSH2.  Changing numpad from 1 to 2
or vice versa will swap the NHKF_RUN2 and NHKF_RUSH2 actions
regardless of what keys they're assigned to.  I haven't done
anything for unimplemented NHKF_DOINV2 though (and am not
planning to in case someone else wants to jump in...).

This also fixes the description of the 'I' command.  The extended
command name for that still misleadingly refers to "type" rather
than "class" though.
2020-12-10 15:06:26 -08:00
Pasi Kallinen
eb1fb93d06 Mark unused parameters 2020-12-10 22:08:32 +02:00
Pasi Kallinen
f936cd9887 Remove unused variables 2020-12-10 19:04:31 +02:00
Pasi Kallinen
fd665a180a Unify trap selector 2020-12-10 19:04:31 +02:00
Pasi Kallinen
e6142f1149 Unify vibrating square 2020-12-10 19:04:31 +02:00
Pasi Kallinen
d537ceb2c4 Unify magic portals 2020-12-10 19:04:31 +02:00
Pasi Kallinen
31a7f2b4d8 Remove unused label 2020-12-10 19:04:31 +02:00
Pasi Kallinen
5dbcc125f5 Unify rolling boulder traps 2020-12-10 19:04:30 +02:00
Pasi Kallinen
97a9bcf9c5 Unify landmines 2020-12-10 19:04:30 +02:00
Pasi Kallinen
5dcd6b2e17 Unify polymorph traps 2020-12-10 19:04:30 +02:00
Pasi Kallinen
6eb89c6b44 Unify anti magic traps 2020-12-10 19:04:30 +02:00
Pasi Kallinen
ed3a736bd8 Unify fire traps 2020-12-10 19:04:30 +02:00
Pasi Kallinen
c15d062502 Unify statue traps 2020-12-10 19:04:30 +02:00
Pasi Kallinen
eb58352860 Unify webs 2020-12-10 19:04:30 +02:00
Pasi Kallinen
3bd60d6d54 Unify holes, level teleport and teleport traps 2020-12-10 19:04:30 +02:00
Pasi Kallinen
afa1fef1ff Unify pits 2020-12-10 19:04:30 +02:00
Pasi Kallinen
5773f49dfe Unify fire trap 2020-12-10 19:04:30 +02:00
Pasi Kallinen
c78e873c7c Unify rust trap 2020-12-10 19:04:30 +02:00
Pasi Kallinen
4974a57832 Unify sleeping gas trap 2020-12-10 19:04:30 +02:00
Pasi Kallinen
0a47c3d4f2 Unify bear trap 2020-12-10 19:04:29 +02:00
Pasi Kallinen
e07968e8e5 Unify squeaky board 2020-12-10 19:04:29 +02:00
Pasi Kallinen
a1227cefb3 Unify rocktrap 2020-12-10 19:04:29 +02:00
Pasi Kallinen
485985968e Unify dart trap 2020-12-10 19:04:29 +02:00
Pasi Kallinen
640be5ff7e Unify arrow trap 2020-12-10 19:04:29 +02:00
Pasi Kallinen
b5cfd8333f Split trap effects out of dotrap 2020-12-10 19:04:29 +02:00
PatR
3e183d0c6a yet more key bindings - lack of same...
When ?i shows key bindings, at the end of each group (movement,
prefixes, general, game, debug) report any commands for that
group which don't have any key assigned.  Movement and prefixes
all have keys; they'd be pretty useless without and key bindings
won't override movement commands. For general, the "keyless" are
|#exploremode
|#herecmdmenu
|#therecmdmenu
after this adds the relevant flag to their command definitions;
for game, "#terrain" is the only one; the debug section has 20.

There is a known problem that I've going to pretend that I didn't
notice:  if I use BIND=D:takeoffall then 'A' becomes unassigned,
'D' invokes #takeoffall, "#droptype" becomes keyless, and ?i
reports those correctly.  But if I use BIND=M:takeoffall, 'A'
becomes unassigned, 'M' continues to be its usual prefix, and
the "#takeoffall" command is nowhere to be seen.  The code that
tracks assignments is letting that case fall through the cracks.
'M' ends up assigned to both and the ?i code deliberately only
shows the first.
2020-12-10 01:07:07 -08:00
PatR
e1406a8c08 txt2key() - parsing key binding specifications
While testing some addtional ?i (list of key assignments)
changes, I wanted to give every key a binding.  When I tried
BIND=M-^A:exploremode
the text to key conversion didn't like that.  This adds support
for M-^x and M-C-x plus variations where dashes are omitted.

This adds support for ^? even though that isn't really a
control character.  I bound #terrain to it and surprising--to
me at least--the <delete> key worked to invoke that command.

Also changes 'char txt2key(...)' to be 'uchar txt2key(...)'.
2020-12-09 16:52:54 -08:00
PatR
1bec4a66cd keylist help (? i) fixes
I was implementing a routine to show all the key bindings
when I discovered that we already have one.  This fixes a few
small problems:  'n' prefix for number entry was missing for
number_pad mode.  Meta+<direction> for running in number_pad
mode was missing too.  ^A was present but being suppressed by
lack of #define for obsolete #if REDO.  And ^C was shown as ^c
while all other ^ characters appear in upper case.  Once ^A
appeared as the line before it, the inconsistency stood out.

I also changed the slightly verbose "Shift-<direction>" and
"Ctrl-<direction>" entries below the direction grid to use plus
instead of minus signs.  Plus emphasizes that two things are
combined so seems more intuitive.  (I left "M-c" alone.)
2020-12-08 15:58:02 -08:00
Pasi Kallinen
2a181c3955 Detection map redisplay routine code deduplication 2020-12-08 17:08:57 +02:00
k21971
3d7a3fcc72 Fix: genetic engineers dropping Schroedinger's cat box.
Only quantum mechanics are supposed to have a chance of death-dropping the
Schroedinger's cat box.

Slash'Em already had this but it was missed when Genetic engineers were ported
over.
2020-12-07 22:42:24 +01:00
PatR
87818188e1 fix #3120,#3122 - dwarf pass_wall without digging
I couldn't reproduce this so can't confirm that this fix works,
but inspection of the code reveals that something was missing
in the unified mon movement flags code.  I think what has been
happening is that a dwarf without a pick-axe might not bother
wielding that but movement behaved as if it had, then digging
decided it wasn't.
2020-12-07 12:46:46 -08:00
PatR
76b1b0f256 extended command help
The two or three (wizard mode) menu choices at the start of
the '# ?' help menu look enough like headers that it can be
confusing.  They're asking about changing the view of commands
to what those entries describe, but if considered as headers
they're describing the opposite of what is currently displayed.
Make them more verbose to try to clarify the situation.

This also moves the 'm' flag in front of the 'A' in the middle
column (of name, flag(s), description) when they both apply.
2020-12-07 03:08:32 -08:00
Pasi Kallinen
13359648dd Remove duplicate wallify_map code 2020-12-06 18:36:37 +02:00
Pasi Kallinen
452dc3da26 Unify spitmu and spitmm 2020-12-06 13:57:50 +02:00