Commit Graph

4176 Commits

Author SHA1 Message Date
PatR
04a8ddcce1 fix github issue #531 - genderless corpses
Dead monsters that had traits saved with the corpse would revive as
the same gender, but ordinary corpses revived with random gender so
could be different from before they got killed.

Since corpses of monsters lacked gender, those for monsters with
gender-specific names were described by the neuter name.

This is a fairly big change for a fairly minor problem and needs a
lot more testing.

Fixes #531
2021-06-08 03:43:46 -07:00
PatR
e20dd2e760 fix github issue #530 - weapon skill enlightenment
^X feedback and end of game disclosure reported
 Your two weapon skill {is,was} [also] limited by being <skill rating>
 with with <secondary weapon>.
when the skill rating for the secondary weapon is/was less than the
skill rating for two-weapon combat.  The corresponding message for
primary weapon did not duplicate the word "with".

Fixes #530
2021-06-06 13:38:49 -07:00
Pasi Kallinen
97e58a4fdc Change autopickup and color default values
Change the default value of autopickup to off. Having it on is
harmful for new players, making them very easily burdened.
We can't expect new players to know how to configure
pickup_types, pickup_burden, and pickup exceptions.

Change the default value of color to on. We can safely assume
new users have a terminal that supports color, and most people
want color.
2021-06-06 19:25:49 +03:00
PatR
41eecdf6b3 curses menu: support backspace/delete for counts
Have curses call the core get_count() routine instead rolling its
own so that backspace and delete are supported.  That part was
trivial to accomplish.  Unfortunately it brought the disappearing
menu phenomenon back so it became more complicated overall.
2021-06-06 05:54:53 -07:00
PatR
0280006d76 fix #K3357 - curses menu disappears
This fixes the disappearing menu, but not curses menu count entry
failing to honor backspace/delete.  Entering two or more digits
to get a "Count:12" message, followed by non-digit which removes
that, resulted in the menu for apply/loot in-out container operation
vanishing while it was still waiting for a choice.  (Typing a choice
blindly did work.)

The code intended to handle this.  I don't understand why refresh()
wasn't working.  Reordering stuff didn't help until I changed that
from refresh() to wrefresh(win).

The original Count:123 display was limited to 25 characters and
menus to half the main window, so they didn't overlap.  I made the
count display wider--because it is now also used for 'autodescribe'
feedback when moving the cursor around the map--so made something
that originally was impossible become possible.  One line of the
menu does get erased while "Count:" is displayed, but then gets put
back by the wrefresh().
2021-06-05 16:11:50 -07:00
PatR
b8b95718d7 fix pull request #527 - cursed levitation
The stair handling reorganization changed drinking a cursed potion
of levitation to only check whether stairs up existed on the level
instead of whether the hero drank the potion while at their spot.
That resulted in always attempting to go up and then getting "you
can't go up here" when not at stairs instead of the intended "you
hit your head on the ceiling".

Fixes #527
2021-06-05 15:37:03 -07:00
PatR
60cc48890b fix pull request #526 - 'menucolor' help message
being given when it shouldn't be.  A change for perm_invent handling
back in March screwed up the if/then/else logic for code executed
when finishing MENUCOLOR manipulation via the 'O' command.  That
resulted in the reminder to set menucolors to True being given even
when it was already True if perm_invent happened to be False.

I noticed this myself recently, then neglected to investigate it or
even write it down anywhere.

Fixes #526
2021-06-05 15:17:55 -07:00
Patric Mueller
5c15ca1002 curses: remove unnecessary special handling for dark gray
On terminals with at least 16 colors there should be no need for special
handling dark gray.

The curses code uses COLORS < 16, COLORS <= 16, COLORS > 16, or COLORS >= 16
at several places although I'm not sure if they are correct or which could
possibly be off-by-one errors.

But realistically in this case, we only need to distinguish between 8 color
terminals and terminals supporting more than 8 colors as this will mean the
terminal supports at least 256 colors.
2021-06-05 14:38:41 +02:00
Patric Mueller
6e7f1bc1f0 curses: don't change the terminal's default colors
The curses port changed some of the basic 8 terminal colors and all 8 bright
colors on terminals supporting changing colors.
2021-06-05 14:38:13 +02:00
Pasi Kallinen
8849f66dae Don't bind quit to any key by default
Quit is not a commmand you usually need very often, and generally
don't want to use by accident.

Apparently, on Spanish keyboard layout, n-with-tilde is interpreted
by the Windows NetHack as M-q, and the key is next to l. Loot also
asks for confirmation, just like quit.

Prevent stuff like this by not binding the quit command to any key.
2021-06-04 09:13:30 +03:00
PatR
9e59977c79 fix pull request #521 - valk+warrior alignment
Valkyrie player monster was set to be chaotic even though valk
hero is lawful by default and can also be neutral but not chaotic.
Change it to be lawful.  Warrior quest monsters attending leader
were also chaotic; change to lawful to match revised valk.  If
hero is a neutral valk then both the player monster and warriors
get changed to neutral at start of game (and stay that way even
if hero changes alignment).  The leader defaults to neutral but
gets changed to lawful for lawful valk hero.

Attentdant quest monsters with the healer leader were lawful but
if they gain enough experience they get promoted to healer, so
make them neutral like the latter.

I've added some miscellaneous comments and done a small amount of
reformatting.  Comment about alignment changing in bones applies
to all roles that can be played with different alignments, not
just to valkyries.  It isn't new; I just thought that it ought to
be mentioned somewhere.

Fixes #521
2021-06-01 17:14:50 -07:00
PatR
6fb8434ec9 Tribute: Feet of Clay
Add a page citation for passage #1 and change the wording of that
passage to match the book:  the second "does not need" should be
"doesn't even need".

Also make the comments about various added passages (for other
books) be more consistent.
2021-05-31 07:59:12 -07:00
PatR
53888a713c add ^ and " choices to / command
Like /m for nearby monsters and /O for all objects, implement /^
and /" to view a list of nearby traps or all known traps.  Only
lists discovered traps (or mimics immitating traps, or detected
door or chest traps iff still shown as such on map), but lists
map traps even when an object or monster at the same location is
blocking view of them.

For traps on the Water and Air levels that have been mapped, they
will only be listed when within line of sight so that this feature
can't be used to track portal location as it moves around.  However,
when within line of sight it does allow the portal to be recognized
if that has become covered.
2021-05-30 17:31:47 -07:00
PatR
494b374e12 whatis / quick-whatis for '^'
When using '//' or ';' to examine the map and player uses '^' to
move the cursor to the next displayed trap, have cursor go to
locations containing webs, the vibrating square, or other non-'^'
trap when such is the next trap symbol up.  Otherwise looking at
webs is very tedious because '"' is treated as a look-at command
rather than than a target symbol.
2021-05-30 01:31:54 -07:00
PatR
7f2620b98c fix pull request #523 - lighting on baalz level
Details for baalz level are different from other levels and that
unintentionally gave it a chance to be lit.  Force it to be unlit.

Fixes #523
2021-05-29 13:33:15 -07:00
PatR
825314c040 tribute update: Maskerade
Accept "novel named Masquerade" when wishing for Maskerade.

Add four new passages, bringing total to 13.
2021-05-26 13:19:36 -07:00
Pasi Kallinen
8d2407f1f2 Monsters can gain resistances by eating corpses
This is based on both the EvilHack implementation by
k21971 <keith.simpson1971@gmail.com>, and xNetHack
implementation by copperwater <aosdict@gmail.com>.
2021-05-23 19:03:33 +03:00
Pasi Kallinen
20cbadcf85 Unlock your quest by killing your quest leader
Allow killing your quest leader, just to make games winnable if you
converted before doing the quest.
Boost the quest leaders and give them some equipment. King Arthur
gets Excalibur. Killing quest leader gives really bad luck and
makes your god angry at you, and killing quest guardians gives
smaller penalties.

This is based on both the EvilHack implementation by
k21971 <keith.simpson1971@gmail.com>, and xNetHack
implementation by copperwater <aosdict@gmail.com>.
2021-05-23 11:11:58 +03:00
copperwater
882efdcf58 Pets are more careful about attacking monsters at low health
Another SliceHack feature. However, the math implemented by SliceHack
seemed incorrect, so I tweaked it.

Pets previously attacked monsters of up to one level higher than them as
long as they were above 25% health. Now, they will attack monsters as
follows:
100%: up to level + 2 (pets could not attack this high before)
80%+: up to level + 1
60%+: up to same level
40%+: up to level - 1
25%+: up to level - 2

The case that prevents any attacks below 25% health still exists.
2021-05-22 16:44:58 +03:00
Pasi Kallinen
6b60618e0e Exploding spheres cause real explosions
Despite active explosion attacks being called explosions in-game,
they only affected a single target, and were handled differently
from actual explosions. Make them do an actual explosion instead.
This should make spheres more interesting and inspire different
tactics handling them.

Because spheres deal more damage on average and can destroy items
in their explosions, their difficulty has been increased slightly.

Polyselfed hero exploding won't cause elemental damage to their
own gear.

Originally from xNetHack by copperwater <aosdict@gmail.com>.
2021-05-22 13:37:39 +03:00
Pasi Kallinen
29868036f1 Lua: nhcore script with function callbacks
Adds possible callbacks for "start_new_game", "restore_old_game",
"moveloop_turn", and "game_exit" which when defined, will be called
from core code at the appropriate time.

Adds lua hooks for dump_fmtstr (only if DUMPLOG), dnum_name, u.moves,
u.uhave_amulet, and u.depth.
2021-05-21 21:24:59 +03:00
PatR
0e9bf2e03c config error reporting
Try to handle the convoluted error handling better.  Not very
thoroughly tested...
2021-05-21 08:52:18 -07:00
PatR
164417f01f fix github issue #514 - 'O' segfault
The #version command retrieves the lua version number to include
in its output, but it was leaving the 'in_lua' flag set.  So if a
later 'O' command tried to complain about a bad option value, the
error reporting routine crashed.
2021-05-21 08:40:39 -07:00
Pasi Kallinen
5ad45fc696 Make anti-magic fields drain more energy
... and make them actually deal damage based on the energy
it would've drained, if you have Antimagic.
Also prevent them appearing too early in the dungeon.

Allow drain energy attacks (and anti-magic traps) drain more
than your level of energy.

Make eating magical monsters such as wizards and shamans give
the same tiny buzz bonus as eating a newt.
2021-05-20 21:35:23 +03:00
Pasi Kallinen
a1b765936f Boost HP of some golems
Idea from SporkHack by Derek Ray, but values are different.
2021-05-20 19:25:16 +03:00
PatR
2c92049821 tribute: Interesting Times
Add missing italics to several words in passage 1.

Add three new passages, bringing the total to 13.

The third one ended up being fairly long.  I made note of it
intending just the bacon joke but when transcribing I backed up
quite a ways.  The context is fairly unusual for a Discworld story.
2021-05-20 03:04:31 -07:00
Pasi Kallinen
2f25556025 Conflict based off of charisma
Higher charisma will make it more likely for monsters to be affected.
Conflict will also now require the monster to see the hero.

Originally from SporkHack by Derek Ray.
2021-05-19 18:35:00 +03:00
PatR
11e98efb94 fix pull request #513 - applying books
Applying a novel to flip through its pages described them as having
"ink" rather than "magical ink" but that wasn't a very suitable way
to distinguish them from spellbooks since their ink never fades.

The Book of the Dead's pages "glowed faintly red" even when the
hero couldn't see them.

Fixes #513
2021-05-18 18:31:04 -07:00
PatR
09ec492dd8 fix github issue #511 - no death message when
level-drained below level 1.  No "you die" or equivalent, just
straight to being life-saved or to "do you want your possessions
identifed?".  Change it to issue "Goodbye level 1."  The fact
that it is has been fatal will become obvious.  An issue comment
on github pointed out where the fix was needed.

Fixes #511
2021-05-18 16:26:38 -07:00
Pasi Kallinen
16105ad0d5 Change touch of death from instadeath to maxhp reduction and damage
Touch of death will now do 50 + 8d6 damage, and drain max HP for half
of that. If the drain is equal or greater than your max HP, then it
will kill you instantly.

Change originally from SporkHack by Derek Ray.
2021-05-18 18:58:34 +03:00
Pasi Kallinen
f057ef573c Knights get no metal armor penalty for clerical spells
Originally from SporkHack by Derek Ray.
2021-05-18 17:02:28 +03:00
Pasi Kallinen
2288452278 Monsters can see player resistances
If monsters see you resist something, generally elemental or magical
attack, or if they see you reflect an attack, they learn that and
will adjust their attack accordingly.

Originally from SporkHack, but this version comes via EvilHack with
some minor changes.
2021-05-17 20:01:11 +03:00
PatR
2a10b3003d kill extremely long running games
If move counter ever hits one billion, quit.  Leaving it unlimited
means that it could eventually wrap to a negative value and break
various things.
2021-05-16 16:48:33 -07:00
PatR
bc856e9a55 tweaks to role-specific prediscovered objects
Characters who start out knowing non-magic armor should not know
cornuthaum and dunce cap.  (Which suggests that those probably
ought to be classified as magic.)

Take away knowledge of polearms from barbarians and valkyries.

Add knowledge of all bows/crossbows, arrows/bolts, and spears to
rangers.

Add knowledge of all daggers to rogues.  (Very minor; non-elves
recognize elven daggers and non-orcs recognize orcish daggers.)
2021-05-15 19:13:29 -07:00
PatR
e3d6fa038b fix #K586 - eucalyptus leaf falling on hero's head
[From 14 months ago; I've got an old email for this but can't find
 it in the bug list.]

Some things shouldn't hurt the hero when thrown upward and falling
back on head.  I've been pretty conservative about what won't do
any harm.
2021-05-14 17:13:48 -07:00
PatR
b630d5e038 fix issue #509 - shop 'glob' pricing segfault
A recent change made it possible for a glob to have its dknown flag
cleared and that exposed globby_bill_fixup() passing Null shopkeeper
to get_cost(), triggering a crash.

Make the routine that clears dknown/known/bknown/&c also be the
routine used to initialize those flags for a new object so that it
is the place that handles various special cases.  That hides the
shop bug again.

But also fix the shop bug even though it won't be triggered.

Fixes #509
2021-05-12 16:13:40 -07:00
PatR
b4967c817a more tribute: Soul Music
Add page citations for first two passages and some missing italics
to the first one.  Fix spelling of "fossil" in passage 8.

Add two short, new passages bringing total to 13.
2021-05-10 15:16:21 -07:00
PatR
09b71fcc95 suppress monster health
For the time being at least, take out "uninjured/barely wounded/
slightly wounded/wounded/heavily wounded/nearly dead" description
on monsters examined with ';' or '//' or '/m' and on final tombstone
and logfile entry if hero gets directly killed by a monster.

Maybe it will be revisited later....
2021-05-09 12:54:45 -07:00
PatR
646f247608 corpse eating feedback
Avoid the message combination
|You have a very bad case of stomach acid.
|This acid blob corpse tastes okay.
2021-05-09 01:13:32 -07:00
PatR
c866c9022b fix github issue #507 - filename buffer overflow
when compressing or uncompressing a save file.  Defining
VAR_PLAYGROUND forces PREFIXES_IN_USE to be defined, and the latter
causes docompress_file() to be called with save file name containing
a full path instead of just save/xyzzy.Z relative to the playground.
Depending on the value of VAR_PLAYGROUND, that could be too long for
the buffer used to make a copy of the name with ".Z"/".gz"/".bz2"
appended.

Probably only applies to Unix/linux/OSX configurations.

Fixes #507
2021-05-08 18:02:00 -07:00
PatR
dd6ed5026b fix pull request #505 - undead turning
zapped at corpse flagged as "no revive".  A fairly recent change
made undead turning override no-revive if it hit someone carrying
a corpse flagged that way (corpse of a troll killed by Trollsbane
or stuffed in an ice box or explicitly cancelled) but neglected to
do so for corpses zapped while on the floor.  This fixes that, for
undead turning zapped by monsters as well as by the hero.

Fixes #505
2021-05-07 11:58:58 -07:00
PatR
cecda13ab2 fix pull request #504 - partly eaten food
that has no nutritional value.  Prevent applying the partly eaten
attribute to wished for food if the full nutrition isn't at least 2.
The problem case was 0 nutrition wraith corpse, yielding "partly
eaten food (1) more nutritious than untouched food (0)" when setting
the corpse's weight.  That one was possible in 3.6.x, unlike corpse
that was actually partly eaten and then revived as a zombie (which
was just fixed for triggering the same warning).

Wishing really ought to ignore "partly eaten" for anything that is
normally eaten in one bite but I'm not sure how to handle that.

Fixes #504
2021-05-06 17:52:30 -07:00
PatR
ad7f2afef9 fix github issue #493 - hero item knowledge
Issue was about being asked what to call a previously seen potion
which has been picked up and thrown by an unseen monster.  Hero
shouldn't remember what the item description was.  This is a much
more general change than just fixing that.  Any item picked up by
an unseen non-tame monster will have all its *known flags cleared
since the hero can't see what that monster does to it.  Same if an
item is picked up while seen but then used when unseen.

Unseen pets are excluded from the pick up case--but not the use
case--because they pick up and drop stuff continually and players
would just slaughter them if they caused item information to be
forgotten.

Fixes #493
2021-05-06 12:36:32 -07:00
PatR
86120d4574 fix github issue #503 - bad Magic Key logic
When unlocking a trapped container, any blessed key was behaving
as if it was the rogue's Master Key of Thievery:  detecting the
trap, asking whether to untrap, and always succeeding if player
responds with yes.  The intended behavior is that the Master Key
will behave that way for a rogue if not cursed and for non-rogue
if blessed; it wasn't supposed to affect ordinary keys at all.

Fixes #503
2021-05-06 11:42:14 -07:00
Pasi Kallinen
9fa9f00f8a Entering special room, wake up only that room
... instead of doing a level-wide wake-up.

Fixes #429
2021-05-05 20:34:05 +03:00
PatR
e8765fb2b8 tribute update: Lords and Ladies, Men at Arms
For Lords and Ladies, add a new, 13th passage.

For Men at Arms, include a page citation for the first passage
and add some missing italics to that one.  Add a missing word to
the second passage.
2021-05-03 14:18:21 -07:00
PatR
04e68b7d32 fix pull request #498 - unseen demon "looks angry"
When a potentially bribable demon lord becomes angry because the
hero is wielding Excalibur or Demonbane, avoid "It looks angry"
if the demon can't be seen.  The pull request just suppressed the
message in that situation; I've added an alternate one.

Fixes #498
2021-05-03 14:10:09 -07:00
PatR
22b320f441 fix github issue #499 - perm_invent menu_headings
Implementation of '|'/#perminv command for scrolling perm_invent
deliberately disabled menu_headings (video attribute for object
class separator lines) on the persistent inventory window under
curses.  I don't recall why (possibly because it isn't actually
a menu) but there's no compelling need to do that, so reinstate
heading attributes.

Fixes #499
2021-05-03 13:50:48 -07:00
PatR
c0c7190f74 fix #K3317 - warning when eating corpse
The report was misleading because the warning about partly eaten
food being more nutritious than untouched food was actually given
when the partly eaten corpse was used to calculate hit points of
the new monster as the corpse was reviving as a zombie, rather
than when a bite was taken from it.  Pull request #497 had correct
analysis and a fix, although I've put the fix in a different place.

Closes #497
2021-05-01 18:36:46 -07:00
PatR
df6413228d fix pull request #496 - ^X feedback typo
Issue #495 and pull request #496 are both about a typo in recently
modified ^X feedback displayed when held by a monster:  "createure"
should be "creature".

Closes #496
Closes #495
2021-04-28 13:08:39 -07:00