Commit Graph

8411 Commits

Author SHA1 Message Date
PatR
cf088d2126 mklev.c formatting and comments
I made these to 3.7.0- and decided to bring them back to 3.6.2+
because of the 'TODO'.
2019-06-11 18:54:32 -07:00
PatR
9ee6e1c839 wizweight vs globs
The wizard mode runtime option 'wizweight' appends an object's weight
to its formatted description, but that was skipped for globs on the
assumption that it had already been included.  But that inclusion only
happens in shops so most globs lacked weight feedback.
2019-06-10 09:52:34 -07:00
PatR
5d59b288c9 muse wand/horn feedback
One of the claims in #H8849 was that a monster which zapped a wand
that the hero had fully identified made hero's knowledge of it revert
to "a wand".  That doesn't happen; it had to have been a different
wand which hadn't been seen up close yet.  But the hero should lose
track of known number of charges if a wand is zapped outside his/her
view.  When implementing that I noticed that a monster playing a fire
horn to burn away slime was using the routine that gives wand
feedback.  Add a separate, similar routine for magical horn feedback.

Half this diff is due to moving a naming support routine from mhitm.c
to do_name.c.
2019-06-10 03:16:52 -07:00
PatR
319dcf4746 curses EDIT_GETLIN - discarding preloaded answer
EDIT_GETLIN is more complicated on curses than on tty due to way that
long lines are handled....

Using ESC to get rid of the default response removed it from the
answer buffer but didn't erase back to the end of actual prompt,
making it look as if it was still there.  Fixing that for a one-line
prompt+answer was needed and would have been easy but it also needs to
be prepared to go back to prior lines.  Both the prompt and the answer
could conceivably span lines although in practice it will usually just
be one line or else prompt+answer combined spanning to a second line.

This hasn't been exhaustively tested been seems to be working correctly.
2019-06-09 07:07:34 -07:00
PatR
56d16fc7ee more ^G of "hidden <monster>"
Fix a couple of glitches and add an enchancement.  The monster
attributes structure left the 'hidden' field uninitialized unless user
specified "hidden".  Mimics were being flagged with mon->mundetected
because they pass the is_hider() test but they 'hide' by taking on an
appearance rather than being unseen due to mundetected.  hides_under()
monsters fail the is_hider() test, but can become mundetected if there
is at least one object present.  Eels/other fish are neither is_hider()
nor hides_under() but can be mundetected at water locations.  So alter
'hidden' handling to deal with these various circumstances.

Asking for 'hidden' for any type of creature will result in having its
location be highlighted if it can't be actively seen or detected.  So
using '2000 ^G piranha' will fill up the Plane of Water "normally" but
'2000 ^G hidden piranha' will result in a ton of draw-glyph/delay/
draw-other-glyph/delay sequences and take a painfully long time.  Moral
of the story:  don't combine 'hidden' with a large count unless you
want to spend quite a while watching the level's fill pattern.  Turning
off the 'sparkle' option will cut the flashing in half but still take
a long time.  If you really need to fill a level with hidden creatures
and can't bear the flashing/highlighting, use blessed potion of monster
detection or #wizintrinsics to have extended detect.  Then all created
monsters will be seen so none will trigger location highlighting.

If you create a 'stalker' or 'invisible stalker' or 'invisible <other-
mon>' its location won't be highlighted, but for 'hidden stalker' or
'hidden invisible stalker' or 'hidden invisible <other-mon>' it will
(provided you don't actually see it due to See_invisible or sensemon()).
2019-06-09 06:11:09 -07:00
nhmall
f1f085c7fd display effect bits 2019-06-09 08:08:50 -04:00
nhmall
5f676aa56c extend wizard-mode display effect to unseen invisible monsters 2019-06-09 07:46:14 -04:00
nhmall
8a82a67d41 overlooked rn2_on_display_rng bit 2019-06-09 07:41:11 -04:00
nhmall
54d24d0333 make display effect code reusable and move it to display.c 2019-06-08 23:19:29 -04:00
nhmall
ea9a385d67 fixes entry and a display effect related to is_hider wishing 2019-06-08 22:40:51 -04:00
nhmall
15fa1f0ac7 debug mode wishing for hidden hiders 2019-06-08 21:54:06 -04:00
PatR
a64a2f85f4 fix github pull request #197 - curses CR handling
Fixes #197
Fixes #195

Add a call to nonl() to tell curses not to convert carriage return (^M)
to newline.  Line input accepts both ^J and ^M as end of line/end of
input, but the core's command processing treats ^M as "unknown command"
(by default; someone could use the BIND option to assign some command
to that character).  The end result is that accidentally pressing the
<return> or <enter> key (or Ctrl+M key combination) won't make the hero
run towards the bottom of the screen as if the user had typed ^J.  The
curses docs also claim that it allows more optimization during screen
updating by making ^J work as plain linefeed rather than ^M^J newline.

The tty interface can achieve this (the 'do not convert ^M to ^J part',
not the 'more optimization' part) by issuing the command 'stty -icrnl'
(on Unix or sufficiently Unix-like system) prior to running nethack,
but that has no effect when using the curses interface (at least with
ncurses on OSX where I've tested it).

A better fix would be to look up the current terminal settings at
program startup and only call nonl() if -crnl was in effect so that
curses and tty would behave the same in this regard, but curses is
supposed to let us avoid those sorts of messy details....
2019-06-08 08:55:44 -07:00
PatR
7ea69225e9 fix github issue #198 - mon wielding cursed weapon
Fixes #198

Watching a monster try to switch from a cursed weapon to some other
weapon (of any bless/curse state) reported that the old weapon was
welded to the monster's hand and wouldn't switch to the new one.
But watching a monster try to wield a cursed weapon didn't say that
it was becoming welded at the time.  Report correctly pointed out
that the weld-to-hand check wouldn't work unless the weapon was
already flagged as wielded, and the code in question was deferring
wielding so that the message wouldn't include "(weapon in hand)" in
the formatted object description.  There was also another problem:
it was erroneously testing the monster's old weapon (if any, after
unwielding it), instead of the new one being wielded.

Also, Sunsword starting to emit light when first wielded by a monster
only reported that it was shining if hero could see the monster.
Give an alternate message if hero sees the location instead.  (Just
the monster's/Sunsword's location rather than any newly lit spot
within Sunsword's radius.)
2019-06-08 05:58:42 -07:00
PatR
c741d6c7c9 missile light sources
Throwing or kicking a lit lamp, lit candle, or lit potion of oil
wasn't giving off any light as it travelled to its destination.
Now it does, and dungeon features, objects, or monsters that are
temporarily seen as it moves from square to square till appear on
the map.  In the monster case, they go away as soon as the light
moves beyond range, but when it finishes moving the "remembered,
unseen monster" glyph will be drawn at their location.  I think that
part has some room for improvement, but mapping temporarily seen
terrain features is the primary impetus for this change.

Also, any message delivery while the "lit missile" travelled still
showed its light around the hero.  Noticeable for lamps or stacks
of sufficient candles if hero has no other light source.

This cannibalizes the monst->mburied bit for temporarily seeing a
monster.  It has been present but unused for ages.  I needed to
replace a couple of vision macros to make sure they didn't examine
it any more so that overloading for transient lighting doesn't
introduce any vision oddities.  For version $NEXT, monst->mtemplit
can be given its own bit.  It is only set during bhit() execution
and cleared by the time that returns, so has no effect on save files.
2019-06-08 04:50:40 -07:00
PatR
fabfe276fe \#turn comment
Remove a potential 'TODO' since it turned out [pun intended] to be a
no-op.
2019-06-06 13:30:43 -07:00
PatR
c46d6c0572 \#turn mechanics
This part got left out of yesterday's #turn update.
2019-06-06 13:12:39 -07:00
PatR
f4353a3c15 \#turn mechanics
When looking at something else I stumbled across this.  Using #turn
is described as chanting a formula but was allowed even if hero wasn't
able to speak due to strangulation or speechless polymorph form.
Also, the check for whether a potential target monster was in range
used 'cansee(mx,my)' which required the hero to be able to see but
not necessarily to be able to see the target.  I've changed that to
'couldsee(mx,my)' on the assumption that it was intended to prevent
\#turn from operating through walls.

Also, the comment about the effective range was wrong.  I changed the
comment to match the code rather than vice versa.
2019-06-05 18:36:55 -07:00
PatR
b982e6c526 location viability on Plane of Water
While testing, I noticed that I could completely fill the Water level
with air elementals.

Hero can't fly or levitate or water walk into/onto water locations
on Water level without drowning/crawling out the water, and monsters
shouldn't have been able to but could, then they were hit by drowning
since minliquid used different criteria than movement.  But goodpos(),
used for teleport destination and new monster creation among other
things, consided water locations acceptable on that level for
non-aquadic creatures with Fly/Lev/Wwalk ability.

It explains why so many dragons and other 'nasty' monsters have been
ending up on the vanquished monsters list when hero uses level
teleport to go directly there from level 1.  They've either been
getting created in water and then they drown when it's their turn to
move or moving into it to approach the hero and drowning (not sure
whether that case is immediate or on next move).  There's no message
since hero doesn't see it, and air elementals didn't drown since thy
don't breathe.
2019-06-05 04:16:34 -07:00
nhmall
43ae30443d fixes whitespace bit 2019-06-04 21:58:44 -04:00
nhmall
02898009a6 remove some trailing spaces from data.base 2019-06-04 21:49:20 -04:00
nhmall
cd86242502 make sure end.c can place the bc 2019-06-04 21:46:08 -04:00
nhmall
a65682f58e allow a parent function to restrict use of placebc
placebc was triggering an impossible sometimes on the plane of
water

It turned out to be because movebubbles issued an
unplacebc(), but a downstream function called
placebc(), so when movebubbles() issued its own
placebc() there was a problem.

The downstream function that beat movebubbles to the placebc()
turned out to be unstuck(). There could be others.
2019-06-04 21:18:46 -04:00
PatR
05a0d10097 plug montraits() memory leek
If a corpse with a revive timer included obj->oextra->omonst for
remembering the original monster (I think all corpses do these days)
and makemon() failed to create a new monster when the timer expired,
the copy of the original wasn't freed.  makemon() will fail if there
is no room for the monster.
2019-06-04 14:54:58 -07:00
PatR
25f1cc38e9 confused blessed scroll of remove curse on itself
Noticed when testing the set_bknown patch earlier: something updated
the persistent inventory window while scroll processing was in the
midst of traversing invent and it showed the scroll I'd just read
change from known blessed to bless/curse state not known.  The scroll
should really be removed from inventory because player is told that it
has disappeared, but unlike charging (which does do that so that it is
gone when selecting an item to charge), remove curse isn't auto-IDed
and the code to ask the player to call an unIDed item something only
kicks in when it's still in inventory.  Preventing the scroll in use
from having its bknown flag cleared should be good enough; it won't
have disappeared yet but at least it won't be visibly changing.
2019-06-04 13:18:21 -07:00
PatR
093e7c31e4 container->{cknown,lknown) vs perm_invent
Carried containers could have their contents-known state and/or
lock-known state changed without persistent inventory window being
updated to show the new information.

This also changes the behavior when player has hero zap self with
wand of locking or wizard lock spell.  If it doesn't trigger a
holding trap then the effect will hit inventory, similar to how
opening/knock operates (releasing hero from holding trap or hiting
inventory when that doesn't happen).
2019-06-04 12:13:46 -07:00
PatR
43afa91ff8 fix #H8850 - bless/curse state in perm_invent
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
2019-06-04 10:50:24 -07:00
PatR
ac79fedf60 fix github issue #196 - green slime feedback
Fixes #196

If you didn't die from turning into green slime but then died because
green slimes had been genocided, the message given assumed that you
had just seen "OK, you don't die" from answering No to "Really die?".
Its wording didn't make sense if the reason you didn't die was an
amulet of life-saving.  Give a different message for that case.

Also, if you survive turning into slime (via either method) and either
green slimes are still around or you answer No to "Really die?" when
they've been genocided, give a message after "You survived that attempt
on your life" pointing out that you have done so in green slime form.
Useful since prior to 3.6.2 you would have reverted to original form--
despite the Slimed countdown saying you had turned into green slime.
2019-06-04 09:16:00 -07:00
nhmall
4519e21a21 disabled code bit 2019-06-03 18:45:02 -04:00
nhmall
fd585a58c2 add some debugging BREADCRUMBS to identify caller of some functions
Only takes effect if a developer uncomments BREADCRUMBS in config.h
2019-06-03 18:37:45 -04:00
nhmall
cccdeb6b01 data.base update 2019-06-03 18:00:19 -04:00
nhmall
bf5878076f more precautions for monster obliteration during overcrowding 2019-06-03 17:11:54 -04:00
PatR
689e7490ec extended ball&chain sanity check
Verify that the locations of ball and chain are consistent.
If chain is on floor then ball is on floor or in hero's inventory
else if chain is free then ball is free or in hero's inventory.
When chain is on floor it is under hero or one step away from hero
and when ball is on floor it is on chain or one step away from chain.
2019-06-03 02:36:44 -07:00
nhmall
0b74f2adeb makedefs: add enum support when generating pm.h
Only changes pm.h content if ENUM_PM is defined when compiling
util/makedefs.c

While NON_PM and LOW_PM could be included, it would require
for the makedefs.c compile, as well as an
around their macro definitions in permonst.h so for now those
particular lines are commented out in makedefs.c
2019-06-02 17:21:35 -04:00
nhmall
7d38435a9b don't clear mtmp->mx, mtmp->my even when obliterating 2019-06-02 10:34:38 -04:00
nhmall
5c30cc5890 elemental_clog() should not destroy the very monster trying to be placed 2019-06-02 08:15:41 -04:00
PatR
4e119f4f00 place_object(obj,0,0) debugging
Got a hit (on Plane of Water) pretty quickly.
2019-06-02 05:02:08 -07:00
nhmall
852995bbeb remove a couple of debugging lines in mon.c 2019-06-01 17:36:54 -04:00
nhmall
4eeebe5e20 fix gcc warning on linux 2019-06-01 17:26:15 -04:00
nhmall
5ee78c5204 improve full level handling in the endgame
Even though a goodpos failure in mnearto() would return 0 to
the caller and trigger proper overcrowding handling for mtmp,
the 'othermon' would be left with its mx,my set to 0,0 under
that circumstance and then trigger a mon_sanity_check()
failure and accompanying impossible() message a short while
afterwards.

This also includes the addition of some flags that proved useful
for troubleshooting the mystery sanity_check failure and helping
to understand some of the code paths the struct monst data had
been through. They are only used for inspection when issues are
reported or when debugging, they don't presently control the
code flow.  Their setting and use is done in an overloaded way
that should not intrude on the existing use of mspare1 for
MIGR_LEFTOVERS. mon->mstate is just a pseudonym for mon->mspare1
and does not alter save file content.
2019-06-01 16:51:10 -04:00
PatR
6f7089de10 whatdoes ('&') for movement commands
The key binding overhaul broke '&' reporting for movement commands.
This is somewhat clumsy but seems to be working as intended.

(M-0 with 'number_pad' set to 2 (or 4) appears to be broken.  It's
supposed to be a synonym for 'I' but brings full inventory ('i')
for me.  I have to set 'altmeta' On and type ESC followed by 0, but
that sequence does work to get M-0.)
2019-06-01 02:52:32 -07:00
PatR
c9e6e44590 help bits
Fix a typo (count example "20s." shouldn't have the period).

Also expand the text for several gotchas that tend to hit newbies.
2019-05-31 18:41:37 -07:00
PatR
cdb4a9e8b3 fix github issue #193 - curses: menu search
Fixes #193

Under curses interface, make characters which are both entry selectors
and menu commands function as a selector.  Needed to support using ':'
to look inside a container when applying/looting it via menu, instead
of performing a menu search operation.  (There was another case like
this but I can't remember what the circumstances are.  The fix is
general enough to cover it, whatever it is.)

For menus which don't have ':' as a choice, make sure search prompt
doesn't offer garbage default input when built with EDIT_GETLIN.

Bug?  If player has 'popup_dialog' option On, EDIT_GETLIN is ignored.
Plain curses I/O doesn't seem to offer a way to implement it.
2019-05-31 10:11:45 -07:00
PatR
a09973851e edge of map feedback
When testing Planes of Air and Water, I found it odd that trying to
move off the edge of a level uses a turn but provides no feedback.
If 'mention_walls' is On, report that you can't go any farther in
whichever direction you're trying to move.  Moving diagonally is
only blocked in one of the two combined directions unless you're in
the very corner, so if you try to move southwest while in the middle
of the bottom row, for instance, it says you can't go farther south
rather than southwest.
2019-05-31 07:35:37 -07:00
PatR
48cd573e32 Planes of Water and Air
Make the Plane of Water be water all the way to edge instead of having
stone on left, top, and right.  The Plane of Air already has air all
the way to edge (including unused/unuseable column #0) but does so via
code rather than the level description file so Water does that now too.

The edges of the Plane of Air were cloudless (3 columns on the left,
2 rows on the top, and 2 columns on the right; don't recall about the
bottom) and that looked pretty strange.  Those rows and columns are
beyond the range of bubble/cloud movement so just make some of those
spots randomly be sight-blocking cloud terrain instead of all open air.
It isn't integrated with the moving clouds but looks fairly good when
the hero moves along the edge of the level.

Using wizard mode to leave Water or Air and later return resulted in
no clouds on the Air level and bubbles as usual on the Water level.
I still don't understand why, but on return to those levels run the
bubble creation routine as if the old discarded bubbles or clouds were
being restored.
2019-05-31 03:42:06 -07:00
PatR
791b87833b mnearto/mnexto/enexto
This doesn't solve the <0,0> problem but it does prevent mnexto()
from using uninitialized coordinates if enexto() fails.  It also adds
several debugging messages.

enexto() was ignoring map row #0 (unlike column #0, row #0 contains
valid map locations).  Fixing that doesn't matter for Plane of Water
though since that row is stone there--that's probably a bug.  It was
also repeatedly re-testing the top+1 and bottom rows and left and
right columns after they had already failed to be acceptable.  It
still does some of that, but less.
2019-05-30 07:50:38 -07:00
PatR
1a35c15588 sortloot memory leak
Unfreed memory noticed after interrupting the fuzzer and quitting.
query_objlist() has an early return--for touching a cockatrice
corpse--that was skipping release of sortloot info (an array with
one element per object from whichever object list was being used).

Some formatting that's been sitting around for a while got mixed in
and I decided not to take that back out.
2019-05-29 04:40:54 -07:00
Bart House
3427d1ce85 Deleting test file which was just checked-in. 2019-05-28 20:30:10 -07:00
Bart House
9dea6c77d8 Merge branch 'NetHack-3.6' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.6 2019-05-28 20:19:33 -07:00
Bart House
7492b1da6c Testing ability to cause chaos. 2019-05-28 20:18:27 -07:00
nhmall
397eddedf0 Merge branch 'NetHack-3.6' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.6 2019-05-28 21:24:56 -04:00