Commit Graph

3412 Commits

Author SHA1 Message Date
Pasi Kallinen
c2ceb88d3c Make vault guard accept names starting with number
Fix via Dynahack by Tung Nguyen
2016-01-06 17:28:45 +02:00
Pasi Kallinen
c740425a90 Use define for iron ball weight increment 2016-01-06 16:23:48 +02:00
Pasi Kallinen
da0e660110 Poison breath leaves a trail of poison gas clouds
Original patch by L
2016-01-06 16:05:43 +02:00
Pasi Kallinen
237c4a2787 Allow dissolving iron bars with potion of acid
Force-fight iron bars with wielded potion of acid to dissolve them

This change comes via UnNetHack by Patric Mueller.
2016-01-06 15:49:06 +02:00
Pasi Kallinen
72f55fedb5 Zapping wand of opening at yourself, unlock carried boxes 2016-01-06 14:17:11 +02:00
Pasi Kallinen
5ccfd34328 Allow picking a used inventory letter from menu when #adjusting 2016-01-06 14:05:24 +02:00
Pasi Kallinen
4c016853d4 Unify getting a count into single function 2016-01-06 13:54:09 +02:00
Pasi Kallinen
1bc05714b5 Fix bz66: Count number cannot be backspaced
... or at least partially fix it - ^H does now backspace.
I can't be bothered to dive into the (n)curses raw-mode stuff.
2016-01-06 11:50:10 +02:00
PatR
cb4bb72631 fix getpos() m,M to move to next monster
Fixing a couple of warnings led to discovery of a couple of real bugs.
Warnings:
1) -Wshadow warning for 'dist2' variable blocking access to dist2()
   function.
2) Declaration not at top of block not allowed for C89/C90 (let alone
   for pre-ANSI).
Bugs:
3) there might be 0 visible monsters, in which case the code prior to
   qsort will call alloc(0).  I think ANSI requires malloc(0) to return
   a unique pointer which can be freed, but pre-ANSI malloc might
   return Null to satisfy it, leading to panic from nethack's alloc().
4) visible monsters in direct line with hero horizontally or vertically
   were unintentionally skipped when collecting monster locations.

I think looking at monsters is the wrong way to implement this.  It
should be scanning the map for monster glyphs instead.  (Coin toss as
to whether it should also treat statues-shown-as-monsters as if they
were monsters while doing this.  I'm leaning towards yes.  And what
about warning glyphs and instances of the remembered-invisible monster
glyph?  They aren't interesting to look at but they might provide a
shortcut to positioning the cursor near something else.)

Using '^' to move to next trap moves from hero's position to end of
hero's line, then columns 1 to N of next line, and so on to bottom
right, then top left columns 1 to N, second line 1 to N, on down to
hero's line.  Having 'm' traverse monsters from nearest to farthest
feels like a noticeable inconsistency between the two.  Especially if
you move the cursor with direction or topology keystrokes prior to 'm'.
2016-01-05 23:19:14 -08:00
Pasi Kallinen
4aeb2913cf Only requiver pickup_thrown ammo and throwing weapons 2016-01-06 04:58:37 +02:00
Pasi Kallinen
6b559d06f0 Redraw map when hilite_pile is toggled 2016-01-06 04:41:57 +02:00
Pasi Kallinen
f314fe87bd Fix unmapped branch stairs on premapped levels
This happens when levelporting to the first Sokoban level in wizard mode
before visiting the level, causing the branch stairs to not appear until
the space it is in comes in sight of the player.

The issue was that levels flagged premapped would cause the special
level coder to call sokoban_detect() before fixup_special() had a chance
to place the branch stairs properly.

Fix from Dynahack by Tung Nguyen.
2016-01-06 03:35:58 +02:00
PatR
de5ed30cd7 fix #H4179 - death reason for rotted globs
'Poisoned by a rotted gray ooze corpse' should have been
'Poisoned by a rotted glob of gray ooze'.

eatcorpse() is called for non-corpse globs and then corpse_xname()
is called for them too to set up death reason for make_sick(), but
it didn't know anything about globs.  Now it does.  Blob size is
ignored since it's not relevant for cause of death.
2016-01-05 17:29:36 -08:00
Pasi Kallinen
ed1c592a9a Remove double defines of hunger states 2016-01-06 03:23:24 +02:00
Pasi Kallinen
31f883da0d Use appropriate place description for drum of earthquake shake
Fix via Dynahack by Tung Nguyen
2016-01-06 03:17:36 +02:00
Pasi Kallinen
2c9ae20c5a Allow quickly moving cursor on monsters
Original patch was mine, but this implementation took
ideas from Dynahack by Tung Nguyen
2016-01-06 03:05:50 +02:00
PatR
d598cf536b fix #H4179 - lava vs boots
Stepping onto lava destroyed water walking boots if they weren't
fireproof but didn't do that for other types of boots unless hero
was not fire resistant and got killed by the lava.  Burn up all
non-fireproof leather boots when stepping onto lava.
2016-01-05 16:17:38 -08:00
Pasi Kallinen
fd709d6840 Clear mimic vision blocking after genocide
Fix via Dynahack by Tung Nguyen
2016-01-06 01:55:39 +02:00
Pasi Kallinen
db4120012d Make mimics mimicing walls or trees also block light 2016-01-06 01:44:18 +02:00
Pasi Kallinen
a049cd070b Never route a travel path through boulders in Sokoban
Change via Dynahack by Tung Nguyen
2016-01-06 01:05:22 +02:00
Pasi Kallinen
e92b80b2ab Requiver pickup_thrown objects if quiver is empty
Change via Dynahack by Tung Nguyen
2016-01-06 00:53:03 +02:00
Pasi Kallinen
e80a9e0daf Make (level) teleporting clear monster movement tracking 2016-01-05 12:32:18 +02:00
Pasi Kallinen
861afbb1c9 Fix bz276,H4172: Fleeing monsters don't actually flee
This fix comes via DynaHack by Tung Nguyen.
2016-01-05 12:09:43 +02:00
Pasi Kallinen
3506062c7d Fix bz270, H4166: Finding a secret corridor shows it unlit with lit_corridor
Also #terrain command with dark_room on showed lit room floor on places with
objects or traps. We don't want to show dark room symbol anyway, because
the dark room symbols are only for line-of-sight, and #terrain should
override that...
2016-01-05 11:14:04 +02:00
Pasi Kallinen
ece4407c41 Finish splitting wallification into two 2016-01-05 07:42:28 +02:00
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
Pasi Kallinen
89e4d5e9fa Add SIMPLE_MAIL compile-time option for public servers 2016-01-04 19:54:36 +02:00
Pasi Kallinen
34b45a2c10 Add an alternative paniclog format as compile-time option 2016-01-04 18:05:16 +02:00
PatR
44a9f1db17 fix reformatting typo in monmove.c
Fix the vault guard error in dochug() discovered by Alex K.  The
behavior of a vault guard ignoring Conflict when confronting the
hero in the vault and escorting him through the temporary corridor
isn't affected.  3.4.3 already behaved that way.  (I didn't track
the cause of that down so don't know whether it's intentional.)
2016-01-03 16:22:22 -08:00
nhmall
3198c3bf79 shk segfault diagnostic workaround but not fix
Changes to be committed:
	modified:   src/shk.c
2016-01-03 11:33:03 -05:00
Pasi Kallinen
d1ef006eef Fix bz241, H4143: LoS still blocked after mimic hit by force bolt 2016-01-03 16:27:55 +02:00
PatR
f279a9ec0d fix #H4153 - killed by kicking something weird
Steps to make sure 'kickedobj' didn't end up as a stale pointer
prevented it from being around to format the reason for death when
a kicking attempt was fatal.
2016-01-03 00:36:31 -08:00
Pasi Kallinen
cb574aadcc Split wallification into two by function 2016-01-03 00:36:36 +02:00
Pasi Kallinen
0106901078 Move and reorder ap exc, menucolor and msgtype entries in options
Move autopickup exception, menucolor, and message type entries
in the options menu under "Other settings" -header, and reorders
them into alphabetical order.

Also use enums instead of hardcoded values.
2016-01-02 13:40:53 +02:00
nhmall
61148f05bb SYSCF_FILE corrections for windows
Changes to be committed:
	modified:   src/files.c
	modified:   sys/share/pcmain.c

Related to #H4170, bz274

The current startup code seeks out the SYSCONFPREFIX using:
	envp = nh_getenv("COMMONPROGRAMFILES");
which is fine and usually translates to something like
"C:\\Program Files (x86)\\Common Files\\
NetHack then tacks on the NetHack subfolder to the path
"C:\\Program Files (x86)\\Common Files\\NetHack\\"

That should always be the definitive location.

However, in the event that there is no SYSCF_FILE actually
located at that system-wide spot (and ONLY in that event),
fall back to a secondary location of HACKDIR for locating
the SYSCF_FILE.

Also, there's some explicit tweaking added for the Microsoft
visual studio compiler debug execution to all a debug
session to correctly locate things. By default, on a
visual studio build, the executables are linked down in
subfolders of the build directory (Release, or Debug,
depending on visual studio build configuration options).
2016-01-01 20:33:14 -05:00
nhmall
c70d466325 wizweight optional
Changes to be committed:
	modified:   include/flag.h
	modified:   include/hack.h
	modified:   src/objnam.c
	modified:   src/options.c
2016-01-01 16:17:46 -05:00
nhmall
fce9f1131d improve messaging on vampire bat to fog cloud transition in Vlad's
Bug 271 - #H4167: vampires being fog clouds show up as bats on telepathy

A bug reporter wrote:
> In top level of Vlad's, the vampires hiding as fog clouds in the closets show
> up on telepathy as B, when far-looked as vampire bat.  once the door opens they
> are fog clouds.
>
> I currently have telepathy from the PYEC.

The vampire /was/ shapeshifted into a vampire bat, but once the secret door
was revealed, it shifted into a fog cloud in order to pass under the door.

If you were to blast the door with a wand of striking from a distance,
you would have encountered the vampire bat.

This clarifies the situation through better messaging.

--------
Original debug call stack trace:
     NetHack.exe!newcham(monst * mtmp, permonst * mdat, char polyspot, char msg) Line 3140
     NetHack.exe!vamp_shift(monst * mon, permonst * ptr) Line 1598
     NetHack.exe!m_move(monst * mtmp, int after) Line 1219
     NetHack.exe!dochug(monst * mtmp) Line 566
     NetHack.exe!dochugw(monst * mtmp) Line 100
     NetHack.exe!movemon(...) Line 707
     NetHack.exe!moveloop(char resuming) Line 105
     NetHack.exe!main(int argc, char * * argv) Line 105
2016-01-01 11:17:57 -05:00
PatR
a236f9d5f6 fix bz265 - accessibility fix for reluctant pet
Requested by a blind player.  The message "Fido moves only reluctantly"
didn't convey enough information to be useful.  Describe the reason why
the move is reluctant:  "Fido steps reluctantly over <some object>."

If there is a pile, it will describe the top item rather than whichever
cursed item the pet doesn't want to step on.
2015-12-30 23:38:11 -08:00
PatR
da0876482e fix #H4147 - "unlockable chest" desc is misleading
Change "unlockable" to "broken" so that it won't be misunderstood to
mean "capable of being unlocked".  The accompanying suggestion to omit
"broken" unless/until a lock or unlock attempt is made is no good since
the main reason for describing the broken lock is to avoid unnecessary
attempts to lock or unlock a container that the hero knows to be broken
but the player may have forgotten.

I also changed remote look-at for objects to use distant_name(doname)
instead of distant_name(xname) so that qualifiers like "empty" and
"broken" will show up on chests you've investigated before but aren't
standing on now.  Monster type for corpse also gets shown, instead of
just 'food (corpse)'.  Other remote items will become more verbose,
but only those that the hero has already seen up close.
2015-12-30 02:33:42 -08:00
PatR
5834ace823 fix 'doterrain menu bug'
From a report sent directly to devteam:  the #terrain command had the
same bug as the '`' command (which was one of the very first ones
reported):  impossible("add_menu called before start_menu").  Only X11
notices.
2015-12-29 15:09:50 -08:00
PatR
0c2443ebd0 fix 'blind sink behavior'
Reported directly to devteam:  teleporting or polymorphing a sink when
dropping the relevant ring into it was suppressed if the hero couldn't
see it happen.

Being unable to see the sink transform or vanish shouldn't stop that
from happening.  Since the hero is known to not be levitating (because
of the sink), it can be assumed that he can feel the transformation or
vanishment (is that a real word?), so use the same messages regardless
of blindness.
2015-12-28 17:32:31 -08:00
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
Pasi Kallinen
a5ed69288f Split get_rnd_toptenentry from tt_oname 2015-12-28 18:06:48 +02:00
PatR
e43e97b021 death-reason sanitizing
Prevent commas, equal signs, and tabs in reason for death.  Comma
can make while-helpless reason ambiguous in record and basic logfile.
Equal sign can do the same for fixrecord.awk, the awk program that
can be used to fix up corrupted 3.6.0 record files, if it resorts to
constructing logfile records out of xlogfile records.  And tab could
break parsing of xlogfile (it should already be excluded though; the
code that lets players assign names to monsters uses mungspaces(), and
one of the things that does is to convert any tab into a space before
squeezing consecutive spaces down to one).

The name alteration shows up for tombstone as well as for file entries.
That could be changed but hardly seems worth the effort.  Perhaps the
name sanitizing ought to be moved to the initial naming?  At least then
it would be pretty obvious that it was intentional rather by mistake.
2015-12-27 17:43:58 -08:00
nhmall
5226484bab remove extraneous bit from cut and paste 2015-12-26 19:35:58 -05:00
nhmall
a156a4a3a5 meant to be part of previous commit
Changes to be committed:
	modified:   src/trap.c
2015-12-26 19:27:15 -05:00
nhmall
6117eddc62 one statue from single vampire via cockatrice corpse
Changes to be committed:
	modified:   doc/fixes36.1
	modified:   include/extern.h
	modified:   src/mon.c

Fixes H4148 (bz246) and H4150 (bz248)

comments:
I wielded a c-corpse against a shapeshifting vampire bat (checked with a
stethoscope, it said "shapeshifter".) The bat turned to stone and spawned a
vampire.  I hit the vampire and it also turned to stone, so I had two statues
from one monster (vampire bat and vampire.)  Not sure if this is a bug or a
feature...

comments:
Engulfed by a fog cloud that was actually a Vampire,
and got the message: "You break out of the vampire!"
2015-12-26 19:08:08 -05:00
Pasi Kallinen
e55dd6919a Fix prot from shape changers at level generation
Mimics and other shape changers created at level generation
did not obey protection from shape changers.
2015-12-26 21:40:22 +02:00
Pasi Kallinen
3c9b0f25b6 Add alternate spelling of prot from shape changers 2015-12-26 13:12:59 +02:00