Commit Graph

6469 Commits

Author SHA1 Message Date
Pasi Kallinen
1a4223faac Unify code for cure self spell 2019-04-29 18:50:08 +03:00
nhmall
5ddd6d7005 Merge branch 'NetHack-3.6.2' 2019-04-29 07:50:25 -04:00
PatR
c4ae9115cb fix github issue #187 - 'reassess' panic with Qt5
Fixes #187

Qt5 gave "status 'reassess' before init" panic at start of new game.
Don't call status_initialize(REASSESS) from set_usamon()--used for
hero setup as well as for hero polymorph--unless it was previously
called from display_gamewindows() with !REASSESS [which happens when
windowprocs.wincap2 has WC2_STATUS_HILITES or WC2_FLUSH_STATUS set].
2019-04-28 17:32:16 -07:00
nhmall
6d93eb7cdd Merge branch 'NetHack-3.6.2' 2019-04-26 19:52:16 -04:00
PatR
75db8e004d fix #H8612 - splashes of venom might stay intact
If a poly'd hero spits venom and it lands at a 'soft' spot such as
water, it would remain as an intact venom object.  (Venom spat by
monsters seems to always be used up regardless of where it lands.)
2019-04-25 07:11:42 -07:00
nhmall
b3c2f920b3 Merge branch 'NetHack-3.6.2' 2019-04-24 21:29:11 -04:00
PatR
f838967c04 vampshifting Vlad
Vlad keeps his own form when carrying the Candelabrum, but if you
manage to get that away from him he should behave like other vampires.
He wasn't though; a high level wizard casting polymorph on him would
change him into an arbitrary monster rather than into a wolf/bat/cloud
that revives as Vlad when killed.
2019-04-24 16:59:44 -07:00
PatR
f441696908 fix #H8619 - hallucination vs vampire transform
|The seemingly dead vampire bat rises as a vampire.
was overriding hallucination when describing both old and new forms.
In 3.6.0 it only overrode the dying shape (explicitly so, presumeably
because the feature was brand new) and honored hallucination for the
revived shape.  The 3.6.1 fix to prevent non-hallucinating:  'The
seemingly dead Foo rises as Foo.' for a named vampire unintentionally
overrode hallucination for the revived shape.

Change it to honor hallucination for both before and after monsters
|The seemingly dead grid bug rises as a microscopic space fleet.
2019-04-24 14:02:09 -07:00
nhmall
20ca1ab0e4 Merge branch 'NetHack-3.6.2' part 2 2019-04-22 14:42:49 -04:00
nhmall
d15496ba31 Merge branch 'NetHack-3.6.2' 2019-04-22 14:36:58 -04:00
nhmall
dcf4da2150 preserve dknown field between fakeobj instances
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.
2019-04-22 14:17:18 -04:00
nhmall
e4ac043747 Merge branch 'NetHack-3.6.2' 2019-04-21 04:08:57 -04:00
PatR
cd6b5ef933 mimicking a corpse
Noticed while looking over mimic hiding.  When on an object, a mimic
will hide as that type of object.  But for a corpse, it picked a random
monster type and could choose one that doesn't leave a corpse.  Also as
a tin it would always be an empty one, but there doesn't seem to be any
way for a player to learn that.
2019-04-20 16:00:29 -07:00
PatR
ab4625a6bf quantum mechanic hits
Noticed while trying to find the reason for the wildmiss impossible(),
you could be teleported and then drop dead at the destination.  A QM's
AD_TLPT hit also does 1d4 physical damage which gets applied after the
teleport.  Getting "You die." seemed pretty strange, particularly after
picking the destination with telport control.  This makes sure that the
damage will never be fatal when teleport is attempted.
2019-04-19 17:32:36 -07:00
nhmall
638b6678dc Merge branch 'NetHack-3.6.2' 2019-04-19 08:55:54 -04:00
PatR
4aa673c20e fix #H8579 - mimics mimicking shop objects
Showing the price of a shop object when examining it with '/' or ';'
didn't include a price if it was actually a mimic.  This makes fake
objects have prices when appropriate, but it is only a partial fix
because moving away from a mimic causes nethack to forget the fake
object's dknown flag for most types of objects.

That could be solved by adding an mobj field to mon->mextra, which
will break save compatibility, or by adding a whole extra set of
object glyphs for object-with-dknown-set.  The latter could probably
be done without breaking backwards save compatibility (new program
using old files) but it seems like more effort that it'd be worth and
it would break forwards save compatibility (old program attempting to
use new files--something we've never claimed to support).
2019-04-18 15:41:54 -07:00
nhmall
a49b424d70 Merge branch 'NetHack-3.6.2' 2019-04-18 08:22:54 -04:00
PatR
bbe4991a7f monster movement comments
A bit of reformatting and a couple of new comments.  No change in
behavior.
2019-04-17 18:57:14 -07:00
nhmall
c4465c35ed Merge branch 'NetHack-3.6.2' 2019-04-13 22:40:44 -04:00
PatR
0776a864f1 slightly better shop repair feedback
During shop repair, give a message about the shopkeeper using a spell
(if hero is close enough) before "Suddenly, <various repairs occur>."
And when shop repair is for a single untrap of landmine or bear trap
adjacent to shk (and the hero can see it happen), say "<Shk> untraps
<trap>" rather than just "Suddenly, a trap is removed from the floor!"
2019-04-13 17:28:26 -07:00
PatR
5534eab514 probing fix
For the inventory of a probed monster, if the probing took place in
a shop the inventory display would have selling price appended to
all the items.  That wouldn't really be a problem if it was just for
a pet who was carrying one shop item, but it applied to every item
being carried by any probed monster (including shopkeeper) with no
regard for whether the shop actually claimed ownership.
2019-04-13 15:57:16 -07:00
PatR
fa98c6fb72 fix #H8534 - thrown pick-axe vs "scum!"
[I accidentally left this out of the earlier patch.]

Change in meaning of mnearto()'s return value wasn't progagated to
shkcatch(). Make it an int instead of boolean so that it can
communicate both 'moved successfully' and 'moved but had to move
another monster out of the way to do so'.
2019-04-12 01:33:42 -07:00
PatR
86e5022293 fix #H8534 - thrown pick-axe vs "scum!"
Change in meaning of mnearto()'s return value wasn't progagated to
shkcatch().  Make it an int instead of boolean so that it can
communicate both 'moved successfully' and 'moved but had to move
another monster out of the way to do so'.
2019-04-11 15:38:51 -07:00
nhmall
08af2b3b92 Merge branch 'NetHack-3.6.2' 2019-04-10 13:06:37 -04:00
PatR
14ad5356e5 another STATUS_HILITES optimization
When highlighting is disabled due to 'statushilites' being 0, don't
bother checking whether any temporary highlights are timing out.
2019-04-10 04:29:10 -07:00
PatR
2e30f6916f more !STATUS_HILITES
No point in checking for timed out temporary highlights if there aren't
any highlights.
2019-04-09 17:45:32 -07:00
nhmall
ea1f04959f Merge branch 'NetHack-3.6.2' 2019-04-06 21:08:01 -04:00
PatR
0e425d645f curses vs !HILITE_STATUS
The curses interface wouldn't build with HILITE_STATUS disabled.  I
started adapting it to handle genl_status_update() but that was taking
too much effort with each niggling detail leading to another.  This
goes the opposite direction:  forcing the old STATUS_VIA_WINDOWPORT
behavior without having that #define available.  That dragged along a
bunch of unexpected changes too.
2019-04-06 15:53:51 -07:00
PatR
f52e9865f2 fix #H8481 - placing monster at <0,0>
mon_arrive() -> m_into_limbo() -> migrate_to_level() -> wormgone()
followed by place_monster() "for relmon".  relmon() was changed (last
November, cc5bb44a9a) to not require
the monster be on the map, so just get rid of the place_monster() that
was trying to put the "gone" long worm at <0,0>.

Also, another m_into_limbo() bit:  make mdrop_special_objs() check the
location and send any dropped items to random locations if the monster
dropping things isn't on the map, instead of placing them at <0,0>.
2019-04-06 12:57:29 -07:00
nhmall
a30fba15b3 Merge branch 'NetHack-3.6.2' part 2 06-Apr-2019 2019-04-06 09:34:15 -04:00
nhmall
add4540ba9 Merge branch 'NetHack-3.6.2' 2019-04-06 09:13:20 -04:00
PatR
0bfd12dd16 tty status
Take care of a minor 'TODO' and make another stab at getting truncated
encumbrance and/or level-description to reset to full size when enough
space becomes available.
2019-04-06 05:36:29 -07:00
nhmall
9a51f8c06f Merge branch 'NetHack-3.6.2' 2019-04-06 08:22:49 -04:00
PatR
b7a884289d botl.c functions
Put the prototypes for routines in botl.c into the same order as the
corresponding functions are in the file.  Also a few were missing and
another few used STATIC_OVL when STATIC_DCL was appropriate.
2019-04-06 01:08:16 -07:00
nhmall
bfddda7c41 Merge branch 'NetHack-3.6.2' 2019-04-04 08:13:16 -04:00
PatR
505997a702 couple of comment tidbits 2019-04-03 18:31:25 -07:00
nhmall
abfd80d3d7 Merge branch 'NetHack-3.6.2' 2019-04-02 12:25:16 -04:00
PatR
72696a36a5 build fix for X11-only
I didn't noticed this because I've been building for tty+curses+X11
and either of the first two cause iflags.extmenu to exist.  Make it
unconditional; there's not much benefit from trying to suppress it
for configurations that don't need it.
2019-04-01 14:56:00 -07:00
PatR
0a847f46f9 streamlined status update for 'time'
When the 'time' option is on and context.botl isn't already set,
call a simpler status update routine that ignores all other fields.
When that flag is already set, full status update takes care of time
along with the other fields.

Expected to reduce bottom lines processing time but not screen I/O.
Only lightly tested.
2019-03-31 08:23:36 -07:00
PatR
c63d3fbfbb bogus status updates
I finally figured out why status gets updated periodically even if
none of the fields have changed.  Once a temporary highlight times
out, it starts a cycle of timeouts every 'statushilites' turns.  When
I worked on this before, it was convoluted but not this convoluted.

In moveloop, if 'context.botl' call bot; in bot
  call evaluate_and_notify_windowport;
  for each field, call evaluate_and_notify_windowport_field:
    call hilite_reset_needed and set 'reset' to the result;
    if 'reset' is True then do status_update
      and set 'curr->chg' and 'prev->chg' to True.
Then in moveloop call status_eval_next_unhilite:
  for each field
    if 'curr->chg' set 'curr->time' to moves+hilite_delta;
    on the call after hilite_delta ('statushilites') moves,
      call hilite_reset_needed which returns True if there is any
      rule for temporary highlight and set 'context.botl'.
Go back to start.  If multiple fields had temporary timeouts and
they were activated on different turns so expired on different turns
you could conceivably end up with context.botl being set every turn.

My first writeup trying to explain all this was wrong.  I won't
testify about the accuracy of this one in court....

This extends the highlighting data structure to track the current
rule that's in use.  And for that to make sense, it eliminates the
merging of settings from multiple matching rules.  So anybody with
 hit-points/up/inverse
 hit-points/up/green
 hit-points/up/bold
will need to manually merge their rules like
 hit-points/up/green&inverse+bold
or else whichever rule matches last will be the only one in effect.

There are a lot of miscellaneous changes made as I flailed about.
The three most significant ones are that there is no guesswork over
what kind of highlight rule is in effect, status_eval_next_unhilite
will only set a timeout value if the current rule is for a temporary
highlight, and hilite_reset_needed will only return True if a timeout
is for a temporary highlight (probably moot after the _next_unhilite
change).
2019-03-31 00:33:33 -07:00
PatR
4ca8f6428b status line title field
Status formatting used to truncate the Name portion of "Name the Rank"
or "Name the Monster-type" at 10 characters even if the rank or monster
portion left room for more.  Change that to keep as much of the name as
will fit.  The truncation might vary over time as new experience levels
produce new rank titles of differing lengths, but I don't think that's
a problem.  For truncated names, it still keeps at least 10 characters
even if that leaves the field longer than the target length for title
(which used to be 29 but now is 30).
2019-03-30 17:46:16 -07:00
PatR
14d8ed199e tty: panning while clipped
Noticed while testing statuslines on a small terminal window.  Using
the cursor to pick locations that panned the map to view a new subset
would end up showing a new view of the regular map rather than a
different section of what was currently displayed.  For farlook that
caused monsters to take on new hallucinatory forms which was fairly
inconsequential, but for #terrain and various forms of detection it
reverted to the ordinary map instead of showing the map features that
the player requested or the temporarily revealed monsters and such.

Most interfaces keep track of the whole map and just show their view
of the new subset when panning, similar to redisplay after being
covered up and then re-exposed, but tty isn't doing that.  I made
same change to Amiga as to tty since the code it was using was very
similar.  I haven't touched any of the other interfaces and assume
that they don't need this.  I've verified that curses and X11 don't.
2019-03-29 14:35:36 -07:00
PatR
25a456bb2a getpos when teleporting
Using repeated ^T to become hungry was very tedious due to the extra
response required every time.
2019-03-29 11:50:56 -07:00
Pasi Kallinen
be40ff3104 Cursor targeting help improvement
Based on feedback from users, explicitly show that m/M keys cycle
to next/previous monster, and so on.
2019-03-29 16:33:54 +02:00
PatR
d1dade164e tty statuslines:3
Implement the 'statuslines' option for tty.  2 and 3 line status are
similar to curses.  Tty's version doesn't include insertion of extra
spaces for enhanced readability, or ignoring 'showexp' when space is
needed for other fields, or right justifying 'score' and suppressing
it when there isn't room for the entire number.  It continues to have
abbreviated condition and encumbrance descriptions that curses lacks
which get used when the normal ones take up too much space.

'statuslines' can be set with 'O' so it is feasible to switch back
and forth between 2 and 3 lines on the fly.  But only if the display
is at least 25 lines (actually ROWNO+4) or else CLIPPING is enabled
at build time.

This fixes the bug where after resorting to abbreviated condition
values it sometimes (always?) wouldn't switch back after more room
became available.  Abbreviated encumbrance values had problems too
(lack of leading space and not changing value if encumbrance changed
to anything other than unencumbered) and this fixes that as well.
2019-03-29 04:21:18 -07:00
PatR
81d755a9e0 fix githib issue #179 - random drawbridge state
Fixes #179

The Valkyrie goal level has two drawbridges and one of them was set to
have 50:50 chance to be closed (raised).  But 'random' for drawbridge
open/closed (or lowered/raised) state was always choosing open (lowered).
This fixes that and also changes that level to have the old settings
(southern open, northern 50:50) for 75% of the time and new settings
(both 50:50) for 25% of the time.  So there's now a 12.5% chance that
both will be closed instead of both always being open (due to the bug
with handling random).
2019-03-28 08:40:40 -07:00
nhmall
773e896e60 Merge branch 'NetHack-3.6.2' 2019-03-27 07:22:04 -04:00
PatR
42cb4ac3e8 disclosure fix
Back in December, a change was made to suppress status when u.uhp == -1.
But if the hero died with exactly that amount, the status display would
be blanked out during end of game disclosure.  Force u.uhp to be 0 when
dying.  That was already happening if death occurred while hero still
had positive HP, but not when damage took him/her to negative.
2019-03-26 19:16:01 -07:00
PatR
e12d2d326b fix #H7454 - Cleaver vs long worm tails
Cleaver's ability to hit up to three adjacent targets could kill a
long worm and then try to cut it in two.  When this was first reported
I was unable to reproduce it, but this time I've managed to do so.
But not reliably, so it's hard to claim that it's now fixed.  However,
the new report's explanation of why it happens and suggested fix was a
big help.  I had been trying to hit three tail segments, but you need
to attack a segment next to the head, then have Cleaver hit and kill
the head first (50:50 chance depending upon whether current swing is
clockwise or counter).  Worm cutting would be looking at the location
of the targetted segment but there won't be any monster there when the
head dies.  (Cleaver's attack itself already copes the situation where
its 2nd and/or 3rd potential targets aren't there any more by the time
it's ready to try to hit them.)
2019-03-26 16:58:52 -07:00
nhmall
7ff8b21a15 Merge branch 'NetHack-3.6.2' 2019-03-25 07:26:43 -04:00