Commit Graph

144 Commits

Author SHA1 Message Date
PatR
f0370f5f86 you feel {a,an unexpected} draft
Move the message given when a monster digs through a closed door
or a secret corridor into a separate routine.  In theory, nethack
should determine whether there is a path between the new opening
and the hero's location in order to decide whether a draft can
be felt.  (I don't think anyone is likely to implement that--I'm
certainly not.  Checking whether the hero is in a room with no
breaches in its walls could at least catch being inside a vault.)

While at it, add some USA-centric puns about feeling the prospect
of imminent military conscription instead of air current if it
happens while hallucinating.
2015-05-18 18:25:44 -07:00
PatR
dd62a6831f fix mdig_tunnel impossibility
Reported by the keymasher:  "stone at (48,8) is undiggable".  Bigroom 4
has a tree at that spot and the whole level is flagged as undiggable.
Undiggable trees were supported on arboreal levels (where their terrain
type is STONE rather than TREE), but not elsewhere.  Monster movement
uses IS_ROCK(), which is true for TREEs, but may_dig() uses IS_STWALL(),
which is false for TREEs so doesn't consider the location as being of
interest and fails to disallow digging.  But mdig_tunnel() bypasses
may_dig() and tests the NONDIGGABLE bit directly, disallowing digging.
(If this sounds confusing, it's a stroll in the park compared to the
code itself.  Apologies for the mixed metaphore.)

Digging away a secret corridor could leave rocks, which doesn't make
a whole lot of sense.  Now a monster's dig attempt will reveal the
location as a corridor instead.

This also moves an assignment out of a macro invocation where it was
inviting trouble if that macro gets modified.  And reorganizes an 'if'
to put cheaper tests sooner.
2015-05-13 17:54:26 -07:00
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
b8e0394a2e Hidden holes made by breaking a wand of digging
Holes created via applying a wand of digging were not
shown on the map, because holes are always marked as seen,
and seetrap/feeltrap then do nothing.
2015-05-06 18:02:15 +03:00
PatR
505f6246b5 fix "deleting worn object" impossibility
Migrating objects overload obj->owornmask with a destination code,
so rot_corpse needs to clear that before deleting corpses.  (Buried
objects don't touch owornmask, so rot_organic, which does the actual
object deletion, shouldn't need any similar change.)

The corpses with owornmask 3 that have been observed recently were
slated to arrive on the up stairs, so presumeably fell down the down
stairs of the current level and rotted before the hero went down.
Put plainly, it was the [post-3.4.3] impossible() check which was in
error, not the active game data.
2015-05-03 16:54:53 -07:00
Pasi Kallinen
f0699b76d9 Add is_watch define for watchmen 2015-04-27 21:09:26 +03:00
Pasi Kallinen
323b8b4038 Merge branch 'master' of https://rodney.nethack.org:20040/git/NHsource into paxed-new_lev_comp
Conflicts:
	src/trap.c
	sys/winnt/Makefile.msc
2015-04-01 16:09:53 +03:00
Pasi Kallinen
f2d97b2d00 Silence GCC warnings
...when compiling with -Wall --pedantic
2015-03-31 08:36:36 +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
47bb9abace New level compiler: code changes 2015-03-17 18:52:42 +02:00
PatR
058299aa3a 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).
2015-03-17 18:47:31 +02:00
Pasi Kallinen
7fa05c6311 You_hear already checks deafness 2015-03-17 18:47:16 +02:00
Sean Hunt
2b1820a67b Factor out a new is_moat function.
The fact that Juiblex's swamp is MOAT but not moat is weird and should
probably be looked at at some point.
2015-03-17 18:46:57 +02:00
Pasi Kallinen
099a1b7b32 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.
2015-03-17 18:46:27 +02:00
Sean Hunt
44ca9fc16a Make SINKS unconditional. 2015-03-17 18:45:58 +02:00
Sean Hunt
9759f5bf6d Make STEED unconditional. 2015-03-17 18:45:49 +02:00
keni
25cd007c48 Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-03-17 18:45:12 +02:00
Sean Hunt
0fcd4c0093 Remove the 'nul' variable. 2015-03-17 18:44:58 +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
Pasi Kallinen
f2ab8f336b You_hear already checks deafness 2015-03-06 21:01:02 +02:00
Sean Hunt
5ffd5a3000 Factor out a new is_moat function.
The fact that Juiblex's swamp is MOAT but not moat is weird and should
probably be looked at at some point.
2015-03-02 12:49:56 -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
5ee71d2757 Make SINKS unconditional. 2015-02-27 19:33:06 -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
Sean Hunt
a3b1cb8432 Remove the 'nul' variable. 2015-02-18 23:51:31 -05:00
nethack.rankin
b94f26a8c8 some lint bits (trunk only) 2012-02-16 03:01:38 +00:00
nethack.allison
e701a68175 rolling boulder trap's boulder can be generated in lava
> On 01/30/2012 08:20 PM, <Someone> wrote:
> The boulder from a rolling boulder trap can be generated on a
> lava pool. mkroll_launch() in trap.c, line 1584 checks only for pools
> of water.
2012-02-01 00:49:16 +00:00
keni
a301d5e0e9 next test: dig.c 2011-12-29 22:28:06 +00:00
nethack.rankin
e450ca626d fix #H1996 - digging message for missing boulder
From a bug report, it was possible to get
|You hit the  with all your might.  You stop digging.
if a boulder went away--in his case, it was picked up by a giant--while
you were occupied trying to break it with a pick-axe.  The code explicitly
used "" to fill in the message when dig_target had an unexpected value.

     This just avoids giving the message in a case like this.  Possibly
extra stop_occupation() calls should be done instead, but I didn't want
to try to figure out how many would be needed (monster picks up object,
monster zaps wand of striking, others?).
2009-08-22 00:02:09 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
817976661f digging prompt: > vs < (trunk only)
The intersection of a couple of recent patches:  noticed when
updating movement as a grid bug, and accentuated when fixing the attempt
to move down while levitating.  If you can't reach the floor due to
levitation, don't show '>' in the list of likely candidate directions for
the prompt when digging.  It was always included so that the list could
never be empty, but it's a poor suggestion to the player when levitating.
Use '<' instead in that situation; also a poor suggestion, but silly
rather than unintentional.  :-)

     This only affects the bracketted part of the "In what direction?"
prompt, not the actual digging (and player can pick any direction whether
it's shown in the prompt or not, so the digging code is already prepared
to handle attempts to dig up as well as down anyway).
2009-02-03 03:03:16 +00:00
nethack.rankin
414e83fb78 grid bugs vs diagonal movement (trunk only)
From a bug report, attempting to move
diagonally when poly'd into grid bug form doesn't give any useful
feedback in the general case, and in the specific case of using 'u' to
try to move northeast with vi-style keys, it performs #untrap instead.
Diagonal directions were being classified as non-movement when in grid
bug form, so the feedback was usually just "unknown command".  But 'u'
is bound to untrap as a a convenience to players who use num_pad-style
movement keys.  (Move commands don't actually reach the assigned key
part of command handling, so for forms other than grid bug, !num_pad 'u'
moves NE despite the untrap function given to that key.)

     Split the diagonal handling out from movement command recognition.
It now gives "you can't get there from here..." if player tries to move
diagonally as a grid bug.  For direction prompts, it now gives "you can't
orient yourself that direction" instead of popping up the command assist
display.  (In the prompt string showing likely candidate directions for
digging, diagonal handling for grid bugs is academic because they aren't
strong enough to wield pick-axes.)
2009-01-29 00:46:01 +00:00
nethack.rankin
aac603a446 more F move (trunk only)
Using F prefix when trying to move into a wall or closed door yielded
"you attack thin air".  Like the recently fixed F-vs-boulder case, give
more appropriate feedback.  Also like F-vs-boulder, initiate digging if
wielding a pick-axe.  (Also handles axes versus trees and closed doors).

     One thing which isn't handled but possibly should be:  F vs closed
door when not wielding a pick or other axe might attempt to force the door.
(Right now it gives "you harmlessly attack the door".)
2007-07-19 08:20:20 +00:00
cohrs
2b29d99315 digging/chopping a drawbridge
<Someone> mentioned this back in 12/05.  Digging a closed drawbridge would
result in a "This wall is too hard..." message.
2007-05-27 22:56:02 +00:00
nethack.rankin
0b05ca9ee7 fix #Q431 - water elemental caught in beartrap (trunk only)
Reported two months ago by <email deleted>,
having a water elemental become trapped in a bear trap seems pretty
strange.  Fixed by marking water elementals as M1_UNSOLID (like air and
fire elementals), which has a side-effect of making them immune to webs
as well.  Tweaked some unused digging code which checks unsolid(), added
unsolid() to the types allowed to bar through iron bars, and brought the
check for whether a monster is willing to enter a bear trap location up
to date.  That code also needed an update to reflect the change made to
anti-magic traps last year.  Lastly, there was another report which
suggested that being hit by a bear trap should dish out some damage
(along with a suggestion that wand of opening should work to escape such
traps, which has already been done).  This makes bear trap do 2d4 damage
(on entry, not when trying to pull out after becoming stuck).
2007-04-03 05:11:44 +00:00
nethack.allison
d611cd76c5 remove pointer to long conversions - part 2 of 3 (trunk only)
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)

This 2nd part deals with timeout functions switching
some arguments from type genericptr_t to 'anything'.

Like part 1, this needs to increment EDITLEVEL in patchlevel.h.
2006-07-09 01:02:51 +00:00
nethack.allison
d09c374239 function pointer assignment warnings in VC2005
The latest Micrsoft compilers complain when a function is
assigned to a function pointer, and the function's argument
list does not match the prototype precisely.
It was evem complaining about the difference between this:
     int x()
     {
        [...]
     }
and a prototype of
     int x(void);
when assigning that function's address to a function pointer.

This quiets those warnings, without suppressing the mismatch
check altogether for more serious mismatches.
2006-06-25 19:54:31 +00:00
nethack.rankin
234fe26ab1 digging land mines sequel (trunk only)
Axes can't dig through the floor, but attempting to dig down with one
shouldn't just "scratch the floor" if there is an armed land mine present.
Have it set off a land mine or bear trap, in addition to the possibility
of chopping your way out of being stuck in a bear trap (a recent change).
2006-04-22 04:39:17 +00:00
nethack.rankin
51d60d9721 digging land mines & bear traps (trunk only)
<Someone> suggested that digging down on a land mine with a pick-axe ought
to set if off.  I agree; this implements that and also for bear traps.  In
the bear trap case, if you dig down once trapped, you will destroy that
trap explicitly rather than replace it with a pit, so it's now possible to
escape from one without leaving another trap in your wake.  Once the bear
trap is gone, further digging there will make a pit as usual.  While stuck
in one, digging down poses a modest risk of harming yourself.

|You now wield a pick-axe.
|You start digging downward.  A bear trap closes on your foot!
|You start digging downward.  You destroy the bear trap with your pick-axe.
|You continue digging downward.  You dig a pit in the floor.
|You start digging downward.  You dig a hole through the floor.
|You fall through...

[It seems a bit strange that finishing a pit discards all digging context,
so that resuming within the pit in order to make a hole "starts" digging
rather than "continues" it.]

     Digging down with a wand or spell will disarm these two types of traps
and then leave the corresponding object (which may or may not fall through
the resulting hole, like any other object there).  Digging to the side via
magic while trapped in a pit will also disarm such traps when it encounters
them.  (When not in a pit, a digging beam which simply passes over an armed
bear trap or land mine won't have any effect on the trap.)  Digging to the
side via tool behaves somewhat oddly ("no room for the rubble"?) and will
probably need some tweaking before eventual release; at present it doesn't
reach adjacent traps so didn't need any land mine or bear trap handling.

     I put the fixes entry in the new features section.
2006-04-08 06:55:15 +00:00
nethack.allison
e063031f00 digging conjoined pits follow-up (trunk only)
Pat Rankin wrote:
>      Isn't an array of booleans overkill?  A single byte bitmap
> could achieve the same result.
2006-03-25 18:59:53 +00:00
nethack.allison
6ef8efcefb digging conjoined pits (trunk only)
This one turned out to be more effort than I had
originally anticipated.

We had a bug report requesting that zapping a wand of digging
laterally while in a pit should dig beside you. That seemed
like a reasonable enough request, but this ended up with
the following results:
- needed to check where this should not be permitted, or at
  least where there should be special-case code because there is
  something such as furniture on the surface above the dig
  point.
- now tracks conjoined pits through new fields in the trap
  structure, hence the pathlevel increment. The array of
  8 boolean values represents each of the 8 directions
  around a pit.
- Previously, pits could be adjacent to each other as two
  individual pits, in which case moving between them
  results in a fall as you went into the next pit. That
  behavior is preserved.
- Pits created either by zapping a wand of digging
  laterally while in a pit, or by "clearing debris"
  between two adjacent pits via a pick-axe, sets the
  conjoined fields for those two pits. You cannot
  create a brand new adjacent pit via pick-axe, only
  with the wand.
- The hero can pass between conjoined pits without
  falling.
- dighole() was hijacked for adjacent pit digging,
  so the ability to pass coordinates to it and
  its downstream functions was added (dig_up_grave()
  for example). dighole() does pretty much everything
  appropriately for this adjacent digging, more so
  than calling digactualhole() directly.
- moving into a conjoined pit that has spikes still
  does damage, but less so that "falling" into the
  spiked pit, and you "step on" the spikes rather
  than falling into them.
- Not done: should pits with the conjoined fields
  set be referred to as 'trenches' rather than pits
  in messages and identifications?
2006-03-19 23:59:03 +00:00
nethack.allison
3299e318ca digactualhole() bit
I'm pretty sure this check at_u should be included since x,y
can be passed to digactualhole().  The lack of any related
bug reports suggest that at_u is currently always
true for any code that calls digactualhole().
2006-03-19 23:13:11 +00:00
nethack.allison
0dc071bee8 mextra changes
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.

Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
   mname, egd, epri, eshk, emin, edog

Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.

Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file

The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.

Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h

Adds a macro for checking for whether a monster has
a name:
	has_name(monst)

This fixes the magic trap panic
   expels() -> spoteffects() -> dotrap() ->
	domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
2006-01-06 05:46:03 +00:00
nethack.rankin
40dd607233 corpse_xname overhaul (trunk only)
Extend the capabilities of corpse_xname() so that various callers can
be simplified.  It can how handle an article prefix, effectively turning it
into corpse_doname() (not quite; still need doname() to see a count when
quantity is more than one, or to see bless/curse state).  It can also handle
inclusion of adjectives like "partly eaten" or "bite-covered".  For unique
monsters those come out in the form
  the Chromatic Dragon's partly eaten corpse
instead of the old
  partly eaten Chromatic Dragon corpse
[so wishing probably needs to be taught about potentially finding a monster
name before assorted adjectives such as blessed; also, name_to_mon() needs
to learn how to cope with the possessive suffix].

     A sizeable chunk of this patch deals with consolidating some of the
redundant "petrified by a cockatrice corpse" handling.  It may be possible
to consolidate all remaining instances together since they're quite similar,
but I didn't think about that until just now and I want to get this patch
over with.
2005-12-30 06:08:20 +00:00
nethack.rankin
ea61a13add number_pad:3,4,-1 (trunk only)
[See the cvs log from flag.h for comments pertaining to iflags.num_pad
and Cmd.num_pad, Cmd.commands[], Cmd.serialno.]
2005-11-26 02:34:23 +00:00
nethack.rankin
ff16502d67 floor access
A post-3.4.3 change dealing with reaching into pits resulted in "you
sit on the air" if you used the #sit command after escaping a pit trap.
Change can_reach_floor() so that caller explicitly controls whether being
on the brink of a pit is a condition that prevents reaching the floor.
This also splits a fairly common message about not being able to reach the
floor into a separate routine.

     There is still oddness here:  if you're polymorphed into a flyer,
#sit yields "you sit down" followed by "you fly over a pit" (latter occurs
when escaping trap activation).  A ceiling hider behaves similarly, but
the second message is "you escape a pit" and doesn't sound quite as silly.
Perhaps #sit should pass TOOKPLUNGE to dotrap(), or maybe there's some
better way to handle this?
2005-06-04 05:25:28 +00:00
nethack.rankin
61dda66355 finding traps while blind
<Someone> reported that when levitating and blind, he was getting
"You float over the hole" without it showing up on the map.  Easiest way
to reproduce:  zap a wand of digging downwards while levitating blind,
move off the spot and back over it.

     Make sure that all traps created by the player are mapped.  For other
traps, it was about 50:50 whether the trap triggering message yields enough
information to warrant forcibly mapping the trap when blind.
2005-04-14 03:26:56 +00:00
nethack.rankin
2799e8f617 digging holes
If you manage to escape a hole and then dig down with a pick-axe at
that location, finish on the first move instead of after the usual N turns.
2005-03-10 05:18:28 +00:00