Commit Graph

7696 Commits

Author SHA1 Message Date
nethack.rankin
0a86304023 flying into pits
In the newsgroup recently, someone mentioned that when polymorphed into
a flying monster, he couldn't retrieve items out of pits, even with the '>'
command.  I thought that we had fixed that, but the fix apparently only
covered walk-through-wall creatures (xorns and earth elementals), not flyers
and ceiling clingers.  Now those can also deliberately enter pits via '>'.

     The fixes entry is in the new features section in order to be next to
the xorn one.  '>' at pit locations is new, but it handles something which
was missing so feels more like a bug fix than a new feature to me....
[Keni, the bug page entry C343-12 about '>' (for xorns?) is general enough
to cover this fix, so we don't need to add a new one for flyers.]
I noticed an unrelated fixes35.0 entry mentioning '>' which was duplicated;
this removes one of the copies.
2013-03-14 01:58:21 +00:00
nethack.rankin
1183aa6805 impossible fix - potentially invalid feedback
From a bug report, the message displayed to the screen by
impossible() might be different from the one written into paniclog, if it
had argument subsitution/formatting.  I couldn't reproduce that myself,
but stdarg.h/varargs.h is tricky stuff and I think that passing the va_list
to a routine which steps through it requires that va_start be called again
if you're going to use the va_list a second time.  This changes impossible()
to handle its arguments only once, like panic().
2013-02-09 01:33:37 +00:00
nethack.rankin
6847b78316 engrave phrasing
Message wording suggested by Michael.
2012-12-20 01:48:36 +00:00
nethack.rankin
aebb5949f7 fix #H2785 - engraving punctuation
Message tidbit when engraving with a weapon which becomes too dull to
finish the whole text:  add missing final period to
  You are only able to write "<partial text>".
I think that proper usage puts the period in front of the quote rather than
after, but that could make it look as if the period ended up inside the
partial engraving.
2012-12-19 01:26:54 +00:00
nethack.rankin
d356779195 fix #H2671 - feedback when entering untended shop while blind
From a bug report, you get the message "this shop
appears to be deserted" when entering a shop whose shopkeeper is not there,
even if you can't see at the time.  Change it to be
 'this shop is deserted'
     when you can see that the shop is empty,
 'this shop is untended'
     when there's no shopkeeper but you can see some other monster(s) inside,
 'this shop seems to be deserted'
     when you can see but there is a monster that you can't see (probably a
     hidden mimic, but possibly an invisible monster or one standing behind
     a boulder that's ended up in the shop), or
 'this shop seems to be untended'
     when you can't see (and don't have active telepathy or persistent
     monster detection).
2012-07-03 22:54:49 +00:00
nethack.rankin
98a609a03b wand of polymorph vs monster inventory
From the newsgroup:  inventory dropped by a monster killed by system
shock when zapped by a wand of polymorph is protected against being poly'd
by that same zap, but worn/wielded equipment that's forced to be dropped
due to being unusable in a transformed monster's new form was not.  Not
mentioned in the newsgroup, but also fixed:  boulders dropped when a giant
turns into a non-giant were also subject to the zap instead of protected.
2012-05-25 23:54:59 +00:00
nethack.rankin
b90d87ec3c addtional monster movement tweak
Introduce some variation in monster movement by adding and substracting
small random amounts to the fixed increment from the main monster table.  The
amount added is potentially bigger (average is +2) than the amount substracted
(average is +1), so monsters will tend to be slightly faster.  Probably not
noticeable except for super-slow monsters not being so glacially slow, since
net +1 is a bigger relative increase for such critters' low movement rates.
In practice, the noticeable effect will be that ordinary speed monsters will
occasionally get an extra move even if/when player keeps the hero unburdened.

     Possible extension (although I'm not planning to do it):  sort the
monster list by pending movement points, so that faster monsters move before
slower ones.  The random variation would become noticeable because groups of
same-speed monsters would alter their movement order depending upon who got
a bigger increment or smaller decrement on that turn.
2012-05-16 02:15:10 +00:00
nethack.rankin
8c4e324856 fix #H2588 - turn order alternation bug
From a bug report, when the hero has
precisely 24 movement points, fast monsters will move twice and then the
hero will move twice, instead of being interleaved.  The hero will get 24
additonal movement points approximately one turn out of three when wearing
speed boots (or when using spell of haste self or potion of speed) and can
also get 18 additional points twice in succession, with a net of 24 after
12 of them are used on the first turn.  But hero might not be starting at
zero at the time, so I'm not sure how often this is actually noticeable.

     He apparently got a report about this for <some variant> and had some
user-contributed instrumentation in place that made it easier to replicate.
This fix is the one he suggested.
2012-05-16 01:47:18 +00:00
nethack.rankin
18dfc82175 oracle tidbit
From the newsgroup, while rehashing our bug page entries someone
mentioned that buying a minor consultation from the oracle exercizes
wisdom twice.  First when getrumor() chooses one, then again when
outrumor(BY_ORACLE) delivers it.

     This also simplifies some #if GOLDOBJ conditional code.
2012-05-11 22:36:33 +00:00
nethack.rankin
0add521787 fix #H2645 - invulnerability during prayer is vulernable to stinking cloud
From a bug report, stinking cloud
harms hero even when u.uninvulnerable is set during successful prayer.
This makes the cloud harmless during prayer as he suggested.

     It also makes being inside a stinking cloud become a major trouble
that prayer can fix.  (With magical breathing such a cloud is harmless and
with poison resistance it is just a nuisance; it won't be considered to be
trouble in such cases.)  The fix is to clear away the cloud, or to teleport
the hero if he's inside multiple overlapping clouds or in one that is
marked as permanent (which I think isn't currently possible).
2012-05-07 01:44:38 +00:00
nethack.rankin
b1dbd463c5 fix hider bug
From a bug report, this turned out to be caused by a fix
I implemented for #H1749 three and a half years ago.  Kicking a hidden
monster's location would bring the monster out of hiding but lacked a
newsym(), so if there was 'I' displayed there it stayed displayed as 'I'
even while subsequent messages referred to the unhidden monster.

     No fixes entry.
2012-05-06 02:29:33 +00:00
nethack.rankin
669c2ab560 container_impact_dmg
A post-3.4.3 change made the contents of thrown (or dropped while
levitating) containers subject to breakage, but it had sequence issues.
When something was thrown from outside a shop (or from its doorway or
entry spot) and arrived inside, the shopkeeper was taking possession too
soon, charging the hero for any broken contents, and then going ballistic
(summoning kops and attacking) because the hero was outside the shop while
owing money.  We need to break contents before shk claims ownership, which
turned out to be trickier than it sounds since it has to occur after any
item-hits-floor message if such feedback is given.

    Also, clear the container's contents-known flag when contents break.
Conceivably it should stay set when there is only one item, since hearing
something break could only be that item, but this resets container->cknown
unconditionally if anything inside breaks.
2012-05-05 23:26:26 +00:00
nethack.rankin
07f6cd66d4 player as eel
Four years ago, hit point loss for eels out of water was adjusted, but
the same change wasn't applied to hero polymorphed into an eel.
2012-05-04 02:04:34 +00:00
nethack.rankin
e2ff15fe09 fix [rest of] #H2554 - noise when declining to kick peaceful monst
Reported last December by <email deleted>, attempting to kick
a peaceful monster then declining to attack at the confirmation prompt
uses no time, as expected, but does wake up nearby monsters and scuff an
engraving at the hero's location.
2012-05-02 23:01:40 +00:00
nethack.rankin
0d6d24ed97 Guidebook tweaks
Use Keni's *roff formatting macros on a few more option lists, and turn
a couple of those into sentences with semi-colon separators and final period.
2012-05-02 00:38:30 +00:00
nethack.rankin
9f2ca00138 fix [part of] #H2554 - hunger when declining to attack peaceful monst
Reported last December by <email deleted>, attempting to move
into a peaceful monster's position and then declining to attack at the
confirmation prompt uses no time, as expected, but does burn nutrition
the same as if you carried out the attack.  A player could abuse that to
make room to eat an intrinisic-conferring corpse before it rots away.
This fixes that, and also makes attacking a monster via applying a polearm
and via kicking burn the same extra nutrition as ordinary attack.  I didn't
add it for attacking via throwing.

     He/she also reported that kicking at a peaceful monster and declining
to attack at the prompt wakes up nearby monsters even though no actual kick
ultimately takes place.  I can confirm that, but this does not fix it.
2012-05-01 02:22:33 +00:00
nethack.rankin
889e3fa0b6 magic whistle vs steed
From a bug report, using a magic whistle when
you're mounted and standing on a trap location would cause your steed to
trigger the trap even though it didn't move.  Since it is already at the
same place as you, make steed be unaffected by magic whistle so that trap
complications can be avoided.
2012-04-30 22:00:25 +00:00
nethack.rankin
ebf42e6746 fix #H2642 - escaping from drowning by moving diagonally
From a bug report, you could crawl
out of water to avoid drowning by moving diagonally into an intact doorway
even though regular movement won't allow that.  (Second version of Medusa's
level has a door adjacent to water.)  You could also escape diagonally when
polymorphed into a grid bug.
2012-04-30 21:25:05 +00:00
keni
2dc1a2e21e new CC macro for accurately centering a single character column key 2012-04-30 01:11:00 +00:00
keni
371eb4483c Align the hyphens in .PL. 2012-04-22 14:55:41 +00:00
keni
a187ad7011 Another try on the .PL macro. 2012-04-21 03:01:03 +00:00
nethack.rankin
8a288949d6 mirror vs looking glass
People in the newsgroup are rehashing the entries on our bugs page
trying to figure out whether the bugs are still present in "NetHack 4",
and one is about messages for mirror actions which use hardcoded "mirror"
even when "looking glass" hasn't been discovered yet.  They mentioned
something for C343-118 (#M178, Sep 2005) which was overlooked:  wielded
mirror breaking when used to hit something.
2012-04-21 01:25:47 +00:00
keni
6f1df20db8 Fix PL macro indentation when the entry spans a page break. (Note to anyone
who thinks these should be upgraded to keep an entry on a single page: look
at the footnote code in the original nroff docs, the tmac.n display code,
and then use ev 2 anyway - as long as there are no footnotes on a page with
PL, you might get away with it.)
2012-04-16 15:09:55 +00:00
nethack.rankin
dc76b94185 fixes tweak
Make it clear that this entry is describing the fix rather than the
bug being fixed.
2012-04-16 02:15:08 +00:00
nethack.rankin
084d2ab85d magic mapping fixes
^F on Plane of Water didn't show the magic portal to Astral.  I spent
a lot of time looking at differences between current code and 3.4.3 to figure
out what had changed, then finally tried it on 3.4.3 and discovered that it
didn't work back then either.  ^F marks all floor and ceiling traps as seen
and explicitly maps them, but Water has level.flags.hero_memory clear, making
the mapped trap disappear when it isn't in line of sight.

     When fixing this, I changed magic mapping so that it shows furniture
(stairs, altars, fountains, &c) in preference to traps or objects, and known
traps in preference to objects, so hidden things can be spotted.  (Once
they're in line of sight, the precedence reverses to normal, showing objects
on top of traps on top of floor.)
2012-04-16 02:05:40 +00:00
nethack.rankin
19945b31b0 fix #H2633 - turning to stone or slime while limbless
Michael's fix got here first, but didn't catch the green slime case.
2012-04-16 00:57:37 +00:00
nethack.allison
7d44b04e8c stoning message
From a bug report, 2012:
> This one's easy: the "Your limbs {are stiffening|have turned to stone}" still
> appears as such even when you're polymorphed into a form that has no limbs
> (worms, etc.).
>
> Perhaps it should be "Your extremities[...]" or similar?
2012-04-16 00:37:49 +00:00
nethack.rankin
5fda793c67 more tty extmenu option
Change extcmd_via_menu() so that the code which guards against overflow
when gathering menu entries is always present.  Now only the explanatory
message when overflow is discovered remains conditional upon DEBUG || BETA.
And make MAX_EXT_CMD actually be the maximum number of extended commands
supported by the menu, instead of MAX_EXT_CMD-2 (which was an off-by-one
bug; capacity for MAX_EXT_CMD-1 was available, but the last slot was always
left unused except if/when unchecked overflow occured).
2012-04-15 05:10:22 +00:00
nethack.rankin
2196861cc6 tty extmenu option
When the 'extmenu' boolean was set, typing '#' in wizard mode triggered
a crash.  The total number of extended commands exceeded the capacity of
extcmd_via_menu() and the code it had to check for that was only in effect
if DEBUG was defined.  This boosts the limit from 40 (actally 38) to 50 (48)
and enables the checking code for BETA as well as for DEBUG.

     Almost all of this diff is indentation.
2012-04-14 11:40:04 +00:00
nethack.rankin
4c3939bb76 more #overview changes
Change how overview data is handled if/when you get expelled from
the quest:  mark quest levels as unreachable rather than discarding their
overview data, so that it can be included in end of game disclosure (and
can be revived if you manage to return to your quest branch by invoking
the W quest artifact).

     Order of endgame levels was odd:  earth followed by astral, water,
fire, and air, because the code didn't know how to insert in front of the
first one visited.  Now it does.  Placement of endgame levels was sub-
optimal:  since that has the highest internal dungeon branch number, it
came out last.  Now it is forced to come out first, so that it appears
above the dungeon.  And use "Plane of Earth" for level name rather than
"Plane 1", and so on for the others, when in the endgame.

     Since I'm bumping EDITLEVEL due to adding mapseen.flags.unreachable,
I am also inserting u.uevent.uvibrated now so that it won't trigger another
EDITLEVEL increment.  At the moment it doesn't do anything except get set
when you receive the "you feel strange vibrations <under you>" message.
The level where that occurs will eventually have an automatic annotation
of some sort.
2012-04-14 08:31:05 +00:00
nethack.allison
99a51ab3b2 more windows 32 bit vs 64 bit Makefile fiddling 2012-04-14 00:38:09 +00:00
nethack.allison
49d5079983 British dragon
Sorry, it's been a while and I forgot to use the American spelling.
2012-04-12 23:26:47 +00:00
nethack.allison
c44343d63c floating eye gaze reflecting message
On 12/04/2012 12:44 PM, <Someone> wrote:
> The message displayed was: "The floating eye's gaze is reflected by your
> armor". Although I realize that my silver dragon scale mail is embedded in
> my skin (as per my inventory), I still think that it's now my skin that
> reflects the gaze, not my (temporarily non-existent) armor.
2012-04-12 23:16:09 +00:00
nethack.allison
be2bffcd6d README update
Move untested platforms to the lower section. They can be moved
to the upper section once confirmed tested.
2012-04-10 23:29:25 +00:00
nethack.allison
ac1575e747 no message 2012-04-10 23:05:08 +00:00
nethack.allison
dcab48fac5 Merge fixes34.4 into fixes35.0
This was done using the CVS log listings to preserve
the chronological order that patches were distributed,
rather than just cut and paste from one to the other.

This marks the abandonment of updates for fixes34.4.
2012-04-09 19:39:12 +00:00
nethack.rankin
6218a0eee2 overview disclosure (trunk only)
Add 'o' to "i a v g c" disclosure set, to display final dungeon
overview at end of game.  It lists all levels visited rather than just
those that #overview considers to be interesting, but it doesn't reveal
any undiscovered aspects of those levels except for the presence of bones.
(I think revealing shops and altars and such would be worthwhile, but the
data for that isn't handy at the time.)  If the game ends due to death,
the bones section of the current level will have "you, <reason you died>"
(before any real bones entries for that level).  That occurs before bones
file creation so it doesn't give away whether bones are being saved.

     end.c includes some unrelated lint cleanup.

     Guidebook.{mn,tex} updates the section for autopickup_exceptions as
well as for disclose.  It had some odd looking indentation due to various
explicit paragraph breaks.  I took "experimental" out of its description
since it was moved out of the experimental section of config.h long ago.
The revised Guidebook.tex is untested.
2012-04-09 02:56:37 +00:00
nethack.rankin
921c056efc fix more of #2629 - striking/force bolt feedback (trunk only)
From a bug report, the message "Boing!" is given if wand of striking
or spell of force bolt is aimed at magic resistant hero by self or by
monster, or at magic resistant monster by another monster, but it was
omitted when aimed at magic resistant monster by the hero.  The shield
effect animation for resistance is given in all the cases.
2012-04-07 01:17:23 +00:00
nethack.rankin
e46e3668b3 fix another part of #2629 - destory_mitem of partial stack (trunk only)
From a bug report, if part of a stack in a monster's inventory gets
destroyed (examples given were from Fire Brand burning scrolls or Frost
Brand freezing potions, but other code calls destroy_mitem() too), the
message handled singular vs plural for the desruction part ("catches
fire and burns" vs "catch fire and burn") but always used plural when
formatting the object stack being affected.  Now say "One of <the mon's
foo>" or "Some of <the mon's foo>" as appropriate when part of a stack
is being destroyed.  (destroy_item() for the hero paid more attention
and handled this issue correctly.)
2012-04-06 08:49:27 +00:00
nethack.rankin
b3e131e914 fix part of #2629 - feedback for reverse genocide (trunk only)
From a bug report, if reading a cursed scroll of genocide created only
one monster it would give the plural message "Sent in some <monsters>."
Now it will say "Sent in a(n) <monster>." in such case.  (The grammar is
accurate even if you can't see what happened; that situation is unusual
enough that I'm not going to worry about giving information away.)
2012-04-06 08:35:00 +00:00
nethack.rankin
d3c59c9e84 more dupstr (trunk only) 2012-03-10 02:49:08 +00:00
nethack.rankin
78127038a0 replace core use of strdup() with dupstr() (trunk only) 2012-03-10 02:22:07 +00:00
nethack.allison
a4cb32e786 redeclare n for SYSCF only 2012-02-24 01:01:03 +00:00
nethack.allison
252e005e45 build bit
files.c
../src/files.c(2039) : warning C4101: 'n' : unreferenced local variable
2012-02-22 06:26:04 +00:00
nethack.rankin
e8e62b561e files.c cleanup and/or trashing (trunk only)
I started out changing some bar=strcpy(alloc(strlen(foo)+1),foo)
sequences to bar=dupstr(foo), then decided to try to clean up the lint
From a bug report.  I'm not sure
whether the final result is worth it, and the MICRO configurations need
to test configuration file processing for LEVELS and RAMDISK.  There were
three different sets of conditionals being used for that.

Declaration             Parsing                          Assignment
#if MICRO || WIN32      #if MICRO && !NOCWD_ASSUMPTIONS  #if MICRO && !NOCWD_
 char tmp_levels[]       read LEVELS into tmp_levels     # if MFLOPPY
# if MFLOPPY && !AMIGA  # if MFLOPPY && !AMIGA            handle tmp_levels
 char tmp_ramdisk[]      read RAMDISK into tmp_ramdisk   #  if !AMIGA
# endif                 # endif                           handle tmp_ramdisk
#endif                  #endif                           #  endif x 3

The revised code uses the middle set; the other two are gone.  This means
that MICRO+!MFLOPPY will use LEVELS instead of silently ignoring it, which
might need to be changed.
2012-02-21 04:05:45 +00:00
nethack.rankin
6a9217d568 nerf potion alchemy (trunk only)
Something I've had in mind for a long time:  make it harder to acquire
dozens of potions of full healing and thereby (8 * dozens) of extra hit
points.  When dipping a stack of more than 2 potions into another potion
other than water, first split the stack so that 2 to 9 potions are dipped
rather than all of them.  Alchemy still works but it will take more dips
(hence need more resources) to convert large amounts.  Dipping into water
isn't affected, nor is dipping non-potions.

     Also fix a bug where dipping a stack--now perhaps a subset stack after
splitting--which triggered an explosion was only using up one of the dipped
potions (plus the one being dipped into) instead of the whole stack.
2012-02-19 02:06:43 +00:00
nethack.rankin
ec966362a6 #overview enhancements too (trunk only)
I accidentally left his out of yesterday's commit.
2012-02-16 23:06:00 +00:00
nethack.rankin
b94f26a8c8 some lint bits (trunk only) 2012-02-16 03:01:38 +00:00
nethack.rankin
337e158009 #overview enhancements (trunk only)
1) add graves to the dungeon features being tracked;
2) report on known bones (determined by seeing map spot(s) where previous
   hero(es) died since there's no guarantee of graves or ghosts);
3) add automatic annotations for oracle, sokoban, bigroom, rogue level,
   Ft.Ludios, castle, valley, and Moloch's sanctum.  For bigroom and rogue
   level you just need to visit that level, for the others you need to get
   far enough along to learn something specific (oracle: her room, sokoban:
   annotation is either "solved" or "unsolved" depending upon whether all
   the holes and pits have been filled, fort and castle: see the drawbridge,
   valley and sanctum: see inside the tended temple).  Discovering the
   relevant locations via magic mapping counts as "far enough along".

     There should probably also be automatic annotations for Medusa and the
vibrating square but I'm not sure what criteria should be used for the
former or what phrasing to use for the latter.  Demon lord/prince lairs fall
into similar category as Medusa.

     TODO: add final #overview as an end of game disclosure option.  (I was
planning this even before I saw that nitrohack has implemented it....)
2012-02-16 02:40:24 +00:00
nethack.rankin
6540843cbf oracle bones (trunk only)
Noticed while working on #overview/#annotate revisions, one of which
will key off the oracle's welcome message.  On a bones level, the oracle
could be outside her room, or the room's one time welcome message could be
used up, or both.  During bones creation, discard her if she's on the wrong
level (probably not possible, aside from wizard mode ^G), try to put her
back into her room if she's outside it on the right level, and restore the
room's type (if she's still in it, or has been successfully moved back into
it) so that next hero who loads the bones will get her welcome message the
first time that room is entered.

     Other special rooms could be fixed up too, provided that they're
sufficiently intact (stealthy hero might enter and get the one-time message
then run away and die elsewhere on the level; at present, next hero won't
get the room's entry message) but this doesn't attempt to deal with that.
2012-02-15 01:55:34 +00:00