Commit Graph

76 Commits

Author SHA1 Message Date
Pasi Kallinen
943cc6057c More tiny formatting fixes, move function names to start of line 2015-11-25 10:15:41 +02:00
PatR
449084fa6c eliminate implicit concatenation of strings
Explicitly combine adjacent string literals so that pre-ANSI compilers
still have a chance to compile the code.  I thought these had already
been dealt with, but I kept stumbling across them while reformatting,
so am trying to get them all out of the way now.
2015-11-06 15:57:23 -08:00
PatR
2ddc361adf another batch of formatting
Same sort of stuff as before:  some continuation lines with operator
followed by end of line comment (only a few files with those still to
go...), plus tab replaced by spaces in comments, excess parenthesis
removal for return statements, and force function name to be in column
one in function definitions:
  type name(args) /* comment */
  argtype args;
  {
to
  /* comment */
  type
  name(args)
  argtype args;
  {
I've been spotting those by eye rather than rexexp, so probably missed
some.
2015-11-03 18:28:53 -08:00
PatR
ea8a1beb0a formatting: src/m*.c - p*.c continuation lines
Somewhere along the line I started removing redundant parentheses from
return statements, but only in files that needed continuation fixups
so it's not comprehensive.
2015-10-22 16:35:01 -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
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
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
Sean Hunt
777328bd5c Merge fire-based erosion to common codepaths.
This finally eliminates all direct increases of `oeroded` and `oeroded2`
and moves them all to go via `erode_obj()`. They are still manipulated
directly in a few places, but not to erode objects.

This now merges the `fire_damage()` function to a common codepath, used
for items on lava and burning oil, but fire needs more work. There is
still a duplication between `destroy_item()` and `fire_damage()`; the
two codepaths should eventually be merged in some manner so that there
is only one codepath to say "an object was affected by fire". This path
might require some parameters, such as whether the fire will just erode
objects or burn them outright, but that can happen another day.
2015-03-02 12:50:03 -05:00
Sean Hunt
57dcad3774 Rename rust_dmg() to erode_obj(). 2015-03-02 12:50:01 -05:00
Sean Hunt
3a049cf66e Eliminate erode_obj() and other erosion.
Now all erosion that isn't fire-based goes through `rust_dmg()`
2015-03-02 12:50:00 -05:00
Sean Hunt
7e0d552b06 A lot more cleanup to rust and water. 2015-03-02 12:49:59 -05:00
Sean Hunt
b138d380ea Make BARGETHROUGH unconditional. 2015-02-27 19:33:48 -05:00
Sean Hunt
6e9fa71b05 Make SEDUCE unconditional. 2015-02-27 19:33:48 -05:00
Sean Hunt
ac108cd365 Make GOLDOBJ unconditional. 2015-02-27 19:33:40 -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
nethack.rankin
5bd6ba0d1c magic cancellation and Protection (trunk only)
Magic cancellation comes from some types of worn armor and has a
value of 0 through 3.  A non-zero value guards against some forms of
monster magic attacks (most notably, level drain by vampires and wraiths
and lycanthropy from werecritter bites).  This reduces the effectiveness
of mc a moderate amount (the new values happen to be the same as those
adopted by the Spork variant):
 chance to block various touch effects
  mc  old     new
   1  34.67%  30%
   2  67.33%  60%
   3  98%     90%

    This also makes the Protection intrinsic (strictly speaking, extrinsic)
be the only way to attain an mc factor of 3.  Cloak of protection is the
only way to get mc 3 from a single item.  Otherwise you need an mc 2 item
and a ring of protection (or one of the recently modified quest artifacts).

     Cancellation factor for elven and dwarvish mithril coats and for
robes and oilskin cloaks is reduced from 3 to 2; for elven cloak and
cloak of magic resistance from 3 to 1 (play balance; they're valuable
even without magic cancellation); for dwarven and orcish cloaks and
clocks of invisibility and displacement and for cornuthaum (wizard hat)
from 2 to 1.  Plate mail and crystal plate mail stay at 2.  A variety of
suits which were at 0 are increased to 1; leather jacket and dragon
scales/scale mail stay at 0 (the latter for play balance rather than for
the amount of your body that's covered).

     Having extrinsic protection will increase mc by 1 (unless it's
already 3).  That's obtained by wearing a cloak of protection (where the
increase is redundant), a ring (or two) of protection (even if conferring
a negative AC amount), or wearing the Mitre of Holiness or wielding the
Tsurugi of Muramasa.  Having multiple sources doesn't make the benefit
cumulative; it's just +1.

     Intrinsic protection (bought from priest, gained from prayer, gained
from eating rings of protection while polymorphed into metallivore, or
temporary while spell of protection is active) doesn't increase mc from
armor but does provide minimum mc 1 instead of naked 0 (play balance
again; buying it is too easy to let it increase mc 1 or 2 to 2 or 3).
(Extrinsic protection is a superset; its +1 bonus also increases 0 to 1.)

    TODO: add an amulet of protection so player has another option for
extrinsic protection.
2011-04-07 20:59:40 +00:00
nethack.rankin
72ca745646 purple worms in wall (trunk only)
From a bug report, a purple worm
could swallow a ghost or xorn and end up inside solid rock.  It took a
bunch of tries to reproduce this, but I eventually did.  (I'm not sure
why it didn't happen every time a worm swallowed a target which was in
rock; the code for positioning an engulfer after it digests a target
always puts the engulfer in the target's former spot.)  After this
patch, worms can still swallow ghosts and xorns, but only when they're
in locations the worm could walk onto.
2011-01-11 02:21:10 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
d0a7d15023 drain energy attack (trunk only)
During some recent newsgroup discussion, <Someone> posted an entry from
his personal bug list:  energy draining damage from ordinary attacks is
implemented even though there are no monsters with that capability and it
was not implemented for engulf attacks even though energy vortices have
the capability.  This implements energy drain engulf attacks against the
hero and also both modes of energy drain attacks for monsters and poly'd
hero against spellcasting monsters.  Since monsters don't have energy,
they lose access to their special abilities (their spells, that is) for a
few turns, same as a post-3.4.3 change done for anti-magic traps.
2007-12-20 23:02:47 +00:00
nethack.rankin
f8fcaf8cbd engulfing at dangerous location (trunk only)
From a bug report, 2005:
engulfers affected by conflict might swallow and kill monsters in pools
(not mentioned:  or lava or traps) and move to that spot, then not drown
til next move.  Make drowning and trap checks when engulf attack succeeds
instead of waiting for next turn.

     [This was #2 of the 3 minor bugs; the others have already been fixed.
They were:  (1) placing and exploding a land mine on a lowered drawbridge
would leave a pit instead of destroying the bridge; and (3) cause of death
string "killed by Mr. Izchak, the shopkeeper" should omit "Mr.".]
2007-05-28 01:35:25 +00:00
nethack.rankin
c59d53049e monsters defending against slime (trunk only)
Like their use of lizard corpses to defeat being turned into stone,
let monsters use wands of fire, fire horns, and scrolls of fire to try to
defeat being turned into slime.  If the scroll is read while confused, it
won't succeed.  Otherwise, monsters who don't resist fire will take some
damage in the process and might end up killing themselves (although with
the testing I've gone I've yet to see that happen--I guess that means
that handling for dying-in-the-process hasn't been adequately tested...).

     So far, they don't know how to jump onto adjacent fire traps, nor
will fire breathing monsters breath at themselves.  I don't know whether
I'll get around to tackling either of those.
2007-04-30 02:47:11 +00:00
nethack.rankin
9870c9aaa3 slime groundwork
New macro slimeproof() to decide whether something is susceptible
to turning into green slime.  Most of this is just making use of existing
cached permonst values in damageum() and mdamagem() and shouldn't affect
anything.  I wanted to avoid mixing that in with the actual slime changes
which are coming.
2007-04-30 02:18:03 +00:00
nethack.rankin
5f0ab02773 BARGETHROUGH tweaks (trunk only)
Prevent monster with barge-through capability--currently only the
astral Riders--from swapping places with another monster which has that
same capability.  Otherwise, if the target one moves after the barger,
it might just repeat the maneuver, undoing the first swap.  If there's
no room to move anywhere else--maybe they've barged through a crowd into
a narrow spot--they could get stuck swapping and re-swapping every turn.

     I've also allowed swapping with baby long worms and with adult ones
which lack a tail.  When testing that, something strange happened and
the displacer was drawn on the map as a long worm tail.  mdisplacem()'s
place_worm_seg() must have been responsible, but I don't understand how
the bit of code involved could kick in for a worm without tail segments.
I've reorganized mdisplacem() to avoid this occurrence, I hope....

     Also, barge-through swapping with a mimic exposes it as a mimic;
swapping with an eating pet causes the meal to end.  No fixes entries;
this is post-3.4.3 code.
2007-04-03 03:46:14 +00:00
cohrs
a5640e4bc8 H206 - passive fire damage affecting weapons (trunk only)
<email deleted> reported back on 8/31/06 that elven weapons were not
affected when he poked a fire elemental with them.  This is true, but
moreover, there was no code to have passive fire to affect attackers.
Now erode_obj() supports all the same damage types as rust_dmg(), and added
the connecting code to allow passive fire attacks do something.
There probably should be macros for the damage types used by rust_dmg
and erode_obj, and possibly these functions should be combined, but they
are slightly different and dealing with that requires more thought.
2007-03-20 20:08:09 +00:00
nethack.rankin
6b2078f89c redundant or inconsistent msleeping handling
Eliminate some redundant monster sleep handling pointed out by <email deleted>.  I'm not sure if this is the right fix for mattackm(),
but the wakeup-after-hit was definitely wrong for the case where that hit
put the target to sleep.  (I didn't try to make that actually take place
but it is a possible outcome of monster-against-monster combat.)
2007-02-08 05:04:33 +00:00
nethack.rankin
624a1b31d9 surviving petrification (trunk only)
From the newsgroup:  if you were wielding a cockatrice corpse without
gloves while polymorphed into something capable of doing that, then were
turned to stone when rehumanizing, you'd be left wielding the untouchable
corpse if life-saving kept the game going.  This causes it to stop being
wielded if you get that far.  Likewise for monsters.
2006-10-13 05:39:16 +00:00
nethack.rankin
93eccebe84 sleeping steeds (trunk only)
From the newsgroup:  it was possible to saddle, mount, and ride on a
sleeping jabberwork without it ever waking up.  Movement was checking for
timed sleep (!mon->mcanmove, set when mon->mfrozen contains a timer count
for either sleep or paralysis) but not indefinite sleep (mon->msleeping).
This moves the checking into its own routine which handles both types.
And it gives monsters a chance to wake up when they get saddled or mounted.
2006-10-13 04:03:36 +00:00
nethack.rankin
06e9fa91de Unaware; fix #H202 and extend the fix for #H179 (trunk only)
Turn being unconscious (via several reasons, including fainted from
hunger) into a pseudo-property named `Unaware' and use it in several
places where only being asleep was checked.  #H202 was about a stunned
character who got the recovery message when it timed out while fainted.
This suppresses messages for several difficulties when they begin or end
while hero is Unaware.  Messages about fatal illness, sliming, or
petrification aren't suppressed; they're too important to hide from the
player.  "You feel ..." messages come out as "You dream that you feel ..."
when Unaware; fairly lame but hopefully adequate.
2006-09-02 03:32:18 +00:00
nethack.rankin
f36c9d19fd mon vs mon attack message phrasing
From <Someone>:
  Pet picks up 8 spears.
  Pet wields 8 spears.
  Pet thrusts its spear at Foe.
The routine to handle a monster attacking the hero are already uses "mon
thrusts one of its spears" in this case, so make monster against monster
messages do the same.  Also, it's no longer necessary to save one monster
name before formatting another when using two monster names in the same
message, so switch to the more straightforward usage here.  (The Blind
check is needed in the mhitu case but not in the mhitm one, where it's
redundant because the caller has already verified that both monsters'
locations are visible, but I left it in.)
2006-08-08 05:08:23 +00:00
nethack.allison
52586db3ae set_corpsenm()
Provide a common routine that always does the right
thing with respect to timers and weight when altering
obj->corpsenm, and use it throughout the code.
2006-05-09 23:10:22 +00:00
nethack.allison
0b88609133 chameleon behaviour
- restore intended behaviour of kill_genocided_monsters().
  It has been incorrect since  the chameleon overhaul in June 2004.
- eliminate CHAM_ORDINARY and use NON_PM instead.
2006-03-12 04:43:28 +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
6a40b203ed terminate eating if pet falls asleep or becomes paralyzed (trunk only)
From a bug report:  sleeping pet could
be shown as "eating" by stethoscope.  Fixing that is a one-liner since all
(or should be all; sleeping gas trap wasn't utilizing it) cases of monster
being forced into sleep go through one routine.  That wasn't the situation
for paralysis, but now it is.  Paralyzed pets won't continue eating either.
2005-12-06 04:48:27 +00:00
nethack.rankin
6955f1ab63 fix #Q241 - swallowing Medusa (trunk only)
From a bug report, eating Medusa's corpse is fatal
but devouring her whole (purple worm or poly'd hero) was not.  Now it will
be.  Also, being killed by swallowing a cockatrice or a Rider could have
disclosed "you went without food" if you hadn't eaten anything else prior.
This fixes that too, although it might be a little silly if it happens to
a monk since he'll feel guilty (for non-vegetarian diet) right as he dies.
2005-12-03 03:16:25 +00:00
nethack.rankin
f1fe8c1600 mind flayer brain attacks (trunk only)
Fix a couple of problems From a bug report.  Eating a Rider corpse is fatal, but eating a live Rider's
brain was not--now it will be, both for monster mind flayers and for player
poly'd into one.  Also, there was no check for cannibalism when poly'd hero
eats brains--now there is.  Not mentioned in the report:  eating Medusa's
brains will now be fatal just like eating her corpse.  And pet mind flayers
who eat the hero's brains will gain some nutrition like they do when eating
monster brains.

     Creating a common eat_brains() routine turned out to be something of
a mistake; there is only a tiny amount of overlap among the u-vs-m, m-vs-u,
and m-vs-m cases.

     Makefiles need a dependency update to add edog.h for eat.c.
2005-10-01 05:14:19 +00:00
nethack.rankin
f4a3b20afe Fire/Frost Brand vs rusting
Implement the suggestion that Fire Brand avoids damage from rust traps
by boiling away the water.  Rather than making this be trap-specific, it
applies to all types of erosion which go through erode_obj().  That includes
hitting rust monsters but not dipping into potions or fountains, nor falling
into moats.  And it doesn't provide 100% protection, just a high chance of
avoiding rust damage.  Also, Frost Brand gets similar protection by freezing.

     The message handling needed some rewriting for the branch version.
That compiles ok but hasn't been tested.  It would have been simpler just to
move Yobjnam2() over even if nothing else was changed to use it yet....
2005-04-19 04:15:51 +00:00
cohrs
7cb4b9d662 dipping in acid
Add checks to allow erosion of objects #dip'd in acid.
From a bug report.
2005-03-18 20:59:29 +00:00
cohrs
59cc0d221b sliming ghosts
From a bug report.  Green slime would slime noncorporeals.
Added missing checks.
2005-03-14 16:27:35 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
10b227e242 upper case correction
Fix for first issue reported in this bug report:

<email deleted>
Sent: Thursday, December 09, 2004 7:13 AM
Subject: Two wrong messages

I would like to report two cosmetic issues:

1. "its gaze is reflected by the invisible [pet]'s shield."
Wrong capitalization.

2. The message given when decapicating an ettin {,zombie} with the Vorpal
Blade fails to mention the second head.  This could be pretty tricky to
fix, but, per <Someone>'s suggestion, the easiest explanation would be
to say that the blade's wielder cuts off both heads at once.
The patch would look similar to:
                         *dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
>                        if(mdef->data==&mons[PM_ETTIN]
>                          ||mdef->data==&mons[PM_ETTIN_ZOMBIE)
>                                pline("%s goes through both necks of %s at once like butter!",
>                                      wepdesc, mon_nam(mdef));
>                        else
                         pline(behead_msg[rn2(SIZE(behead_msg))],
                               wepdesc, mon_nam(mdef));
                         otmp->dknown = TRUE;
(and the same for youdefend)
2004-12-09 15:47:45 +00:00
nethack.rankin
98ab86c9ec gas spores attempting to attack
From a bug report, but pulls back" while successfully
praying.  Gas spores' only "attack" is to explode when dying, so the code
that checks whether the monster has any attack needs to handle AT_BOOM as
a special case.  Unfortunately this change means that you won't interrupt
an occupation when a gas spore approaches, and a subsequent kill by your
pet might end up causing you harm while still occupied.  The callers of
`noattacks()' are messy enough that I didn't want to try to address that.

     This also moves noattacks() from mhitm.c to somewhere more sensible.
2004-10-22 02:15:33 +00:00
nethack.allison
89c785e366 monsters moving other monsters (trunk only)
For now, the code is conditional on BARGETHROUGH
being defined, while it gets tested further. While behavior is
different with and without BARGETHROUGH defined, savefiles
are the same either way.

After this patch is applied, only the riders have the M3_DISPLACES
bit set, but the Wizard and Vlad probably should too. Any others?
2003-11-16 20:10:30 +00:00
nethack.allison
982356887c no message 2003-11-16 03:59:54 +00:00
nethack.allison
5f4237c46c newsgroup bit 2003-11-16 03:00:21 +00:00
cohrs
e8a53c9ea3 sleeping monster responding to attacks
when msleeping is set, mcanmove is not cleared.  mcanmove applies only to
mfrozen.  So, mattackm needs to test both mcanmove and msleeping.
mattackm will not wake the defender if the attack misses.
2003-10-30 02:40:45 +00:00
cohrs
a9c80974e8 another conflict abuse
Reported a really long time ago (June 2001) by <Someone>:
 - stand on the upstairs and engrave Elbereth with a /oFire
 - create Demogorgon and e.g. a tame dragon
 - cause conflict
 - Dragon will kill Demogorgon and Demogorgon will never ever attack Dragon.
All monsters could still attack Demogorgon without response via fightm().
Modified fightm() to include a bit of code in m_move and dog_move, allowing
response to an attack.  Testing this in action, Demogorgon still usually
did things detrimental to the player, mostly summoning nasty monsters.
2003-10-24 01:59:48 +00:00