Commit Graph

121 Commits

Author SHA1 Message Date
nethack.rankin
d592b9c4ae sokoban completion (trunk only)
Something I've had in mind for a long time and finally gotten around
to implementing:  when you fill in the last pit or hole of a sokoban level,
it's considered to be completed so luck penalties for unsokobanish things
(breaking a boulder, dropping everything and squeezing onto a boulder's
spot, reading a scroll of earth) stop being assessed and most Sokoban-
specific movement restrictions (against pushing boulders diagonally,
squeezing diagonally between boulders, floating over a pit or hole without
falling in, digging of new holes by monsters) are lifted.  Teleporting,
level teleporting, and phasing through walls are still prohibited when in
the sokoban branch of the dungeon.  (Keeping the non-phasing one in place
prevents taking a shortcut to the final prize in order to bypass the
treasure zoo monsters.)

     This adds level.flags.sokoban_rules, defines Sokoban macro to access
it, and replaces most In_sokoban(&u.uz) tests to check it instead.  It
gets set when a sokoban level is pre-mapped at the end of level creation,
and if it is set then whenever a trap is deleted, the flag gets cleared
if there are no more pits or holes present on the level.
2011-08-30 22:13:27 +00:00
nethack.rankin
3e44a5fcdc fix #2236 - bag of holding weight
From a bug report, the weight of a non-cursed bag
of holding would be off by 1 when the weight of contents was a multiple
of 2 (for uncursed) or of 4 (for blessed), since the round off handling
added 1 when it shouldn't in those cases.  Mainly noticeable when empty;
the extra 1 unit made it be twice as heavy as it should have been.

     Probably never noticed in actual play.  He has implemented a patch
which shows weights as part of an object's formatted description, making
this stand out.  Supposedly the Vulture's Eye interface also added a
patch like that a farily long time ago; I wonder why nobody using it ever
noticed.  (Maybe the weight was suppressed for bags of holding there?)
2011-04-09 00:30:59 +00:00
nethack.rankin
97c2f8ef03 open/close/loot while confused or stunned (trunk only)
Fix a bug From a bug report:  while stunned he tried to close
an adjacent open door and when his choice of direction got changed to
some non-door spot, no time elapsed so he could just keep repeating the
attempt until eventually getting the correct direction.  Trying to open
an adjacent closed door and trying to remove the saddle from an adjacent
monster via #loot behaved similarly.  Applying keys and lock-picks also
did so in 3.4.3, but had already been changed to use up time in the dev
code.  There may be other actions which need fixing.
2010-02-02 23:10:01 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
1ab038dca5 dropping unpaid items vs containers (trunk only)
From a bug report, the 'D'
command would list 'u' as an item category choice if you were carrying
unpaid items inside a container, but if those were the only unpaid items
then nothing would happen once the dropping stage was reached.  Applied
to all menustyles (except partial, which bypasses categories and goes
straight to a menu listing all items).  There were two alternatives for
the fix:  suppress 'u' as an applicable category when it only applies
to container contents, or include the container among the drop candidates
even though it isn't an unpaid item itself.  I went with the latter; it's
simpler to implement and also feels a little more intuitive than behaving
like there aren't any unpaid items present.
2009-03-28 01:36:12 +00:00
nethack.rankin
6202d5971e fix #1727 - offering Rider corpses (trunk only)
The report that killing a Rider on an altar allowed you to sacrifice
its corpse was a wizard mode-only phenomenon in 3.4.3 (because you needed
to use an altar at some location other than the Astral Plane, hence also
needed to use ^G to get the Rider there), so not really a bug.  But a
post-3.4.3 change has made it possible to offer corpses from the floor on
the astral level, unintentionally making it possible to sacrifice Rider
corpses.  This makdes #offer check specifically for them and trigger their
revival if the attempt is made, same as done by pickup.
2008-10-09 23:55:43 +00:00
nethack.rankin
9f2322b1f8 tweak probing while swallowed (trunk only)
Follow up to the patch that adds a fake inventory entry for the
swallowed hero when probing an engulfer.  Make the header for the hero
be plural to match those of object classes, and prefix the hero entry
itself with a/an to reflect its count of 1.
| Swallowed Creature              ->  Swallowed Creatures
| > - elven ranger called wizard  ->  > - an elven ranger called wizard
2008-03-22 17:32:10 +00:00
nethack.rankin
17f63949bc probing while swallowed (trunk only)
Reported recently by <Someone>:  probing feedback while engulfed
shouldn't claim that the monster is not carrying anything when the hero
is inside of it.  The simple case where it's not carrying anything else
was a trivial one line change; handling inventory plus hero was trickier
and I wouldn't have bothered if I'd realized what it was going to take.
But it's done now; trivial case
        The purple worm is not carrying anything besides you.
and harder case
        The purple worm's possessions:
        Weapons
        a - an uncursed dagger
        Swallowed Creature
        > - human archeologist called wizard
2008-03-21 03:12:14 +00:00
nethack.rankin
da172c5773 identify_pack (trunk only)
Three years ago <email deleted> reported that
stepping off the end of inventory via typing space to go to the next menu
page wasted his identify scroll.  He suggested that some people might do
that because they don't know how to back up in a multi-page menu.  I
pointed out the Guidebook section that describes < and ^ to go back one
page or back to start and left things at that.  However, traditional mode
reprompts if you step through all of inventory without choosing something,
so this changes identify-via-menu to do likewise.  You can dismiss the
menu with ESC to really avoid choosing anything.

     This also makes identification of N items when you're carrying N or
fewer unID'd things behave the same as identify all:  identify everything
without any prompting.
2008-02-16 02:31:34 +00:00
nethack.rankin
c06c7bbf5e fix recent gold pickup fix
A recent change to delete the floor object sooner when picking up
gold resulted in accessing that object after it had been freed.
2007-11-30 07:10:49 +00:00
nethack.rankin
645461d750 shop gold vs hangup
From the newsgroup:  hangup save while picking up gold from the
floor in a shop would duplicate that gold in the save file.  First the
gold amount was being added to hero's gold, then two messages were given
[pline() or prinv() about pickup followed by one from costly_gold() about
shop credit], and lastly the floor gold would be removed.  The second
message could trigger --More-- and provide a controllable interruption
point between giving the gold to the hero and removing it from the floor.
Change this to do the removal step before feedback.
2007-11-18 19:52:44 +00:00
nethack.rankin
2ad3afee05 GOLDOBJ pickup handling (trunk only)
For GOLDOBJ configuration, relax the 52 object limit for inventory
when gold uses the special $ slot instead of a letter.  Takes care of an
old buglist entry from the beta testers.  [It will need to be revisited
if we ever implement multiple coin types that can't all fit in one slot.]

     Also for GOLDOBJ, prevents nymphs and monkeys from stealing coins,
since allowing that made their steal-item attack be a complete superset
of leprechaun's steal-gold attack.
2007-06-16 02:22:01 +00:00
nethack.rankin
4f380c3128 carry_count
Simplify the GOLDOBJ/!GOLDOBJ handling in carry_count().  Aside from
the initial gold amount, the conditional code was all duplicated.
2007-04-26 00:51:23 +00:00
nethack.rankin
dd66bff416 couple of #tipping bits (trunk only)
Adjust some post-3.4.3 code.  Give feedback if you try to use #tip
on a statue--since it's a form of container, simple "nothing happens"
seems inappropriate.  (Unfortunately, the alternative used here isn't
much better.)  Also, you can use #tip to empty an inventory container
while swallowed; it was giving inappropriate levitation and drop-on-altar
behavior in that situation.
2007-02-22 05:16:58 +00:00
nethack.rankin
7abf238f1b probing vs Schroedinger's Cat (trunk only)
Someone in the newsgroup complained about zapping probing at a large
box dropped by a quantum mechanic and being told that it was empty rather
than that it held a corpse or live cat.  This sidesteps the issue by
reporting "the box seems empty" instead of "the box is empty", and not
setting its contents-known flag.  (That message is the main difference
between probing and the assorted other methods of observation [telepathy
and monster detection and possibly Warning for live cat, object detection
and food detection for dead cat's corpse] which might be expected to
trigger the cat's fate but don't.)  This also makes probing of self and
of monsters set the contents-known and locking-known flags for containers
in inventory, same as is done for probing which hits objects.  (Display of
container contents still only occurs for loose objects, not in inventory.)
2007-02-18 02:20:59 +00:00
nethack.rankin
0bd89ff28d Confused #loot (trunk only)
Attempting to loot while suffering from confusion and not on top
of a container will drop gold if hero is carrying some, but it behaved
differently for GOLDOBJ config (gold dropped over a hole or down stairs
always stayed on current level) than for !GOLDOBJ (gold had a chance to
fall to lower level) when done at some location other than a throne.
This makes GOLDOBJ use dropx() instead of dropy(), same as !GOLDOBJ.

     And with access to a throne it can be used to repeatedly summon
monsters until they're extinct.  This makes it check for confusion before
finding containers, but the chest/exchequer code doesn't always kick in
so can't be attempted as many times before confusion expires, throttling
summoning a little.  Also, when placing hero's gold into a chest, it now
clears the contents-known flag and relocks the chest.
2007-01-25 05:01:01 +00:00
nethack.rankin
b6778e36cf !GOLDOBJ gold in inventory during save/restore (trunk only)
Simplify the save/restore handling the !GOLDOBJ config does for gold
to maintain save/bones file compatibility with the GOLDOBJ config.
2007-01-12 04:18:40 +00:00
nethack.rankin
21caf64b86 !GOLDOBJ gold in inventory (trunk only)
Simplify the insertion into and removal from of gold in inventory for
the !GOLDOBJ configuration.  If GOLDOBJ ever becomes unconditional this
will be superfluous, but in the mean time it unclutters the container and
drop code.  Also, tweak a recent getobj() hack so that its purpose might
be a bit clearer.
2007-01-06 04:53:56 +00:00
nethack.rankin
f919f69251 container message tweaks (trunk only)
"You carefully open the <container>..." is rather tedious after
you've opened that container multiple times, so omit "carefully" once the
contents and lock-status are both known.  (I don't think it's possible
for a container to still be trapped in such circumstances, but even if it
is, you'll now stop being careful....)

     "<The container> is empty." becomes "<The container> is now empty."
if it just released Schroedinger's Cat.  Do the same if a cursed bag of
holding just destroyed the last of its contents.  Also, there's no need
to count the number of items inside a container; that dates to before the
container-and-contents overhaul done for 3.1.0.

     And for the loot menu, change "q - do nothing" to "q - done" if some
prior action (prodding the Cat into life or death, loss of any cursed bag
contents, or using ':' to look inside when contents aren't yet known) has
been enough to cause this container access to use up a turn.  I haven't
bothered to do the same in the help text for non-menu looting, which seems
like more trouble than it'd be worth.
2007-01-06 02:18:49 +00:00
nethack.rankin
448b7cc7b6 streamlined container interface (trunk only)
Reduce the number of questions issued when applying or looting a
container, and offer the opportunity to put things inside before taking
things out.  Instead of "Do you want to take something out?  [:ynq]",
followed by "Do you want to put something in? [ynq]", this gives just one
prompt; the result is similar to menustyle:full where you start out by
choosing between out, in, and both.  There are now two additional choices:
reversed, for both in the opposite order, and stash, to put a single item
inside.  Prompt phrasing is rather clumsy; I wanted to keep it short:
"Do what with <the container>? [:oibrsq or ?]", where picking '?' pops
up a brief help window.  Inappropriate choices (like 'o'and 'b' when
container is empty) are suppressed from the prompt but still acceptable as
input; " or ?" is suppressed if the cmdassist option has been toggled off,
but entering '?' still works to get help.

     Menu mode wouldn't allow 'b' when inventory was empty, despite the
fact that first taking things out might change that.  Now 'b' is a viable
choice if the container isn't empty, and the new 'r' is a vialble choice
when inventory isn't empty even if the container is.
2007-01-04 06:15:25 +00:00
nethack.rankin
c45ce7a999 container groundwork / splitting welded weapons (trunk only)
Some miscellaneous changes preparatory to enhancing the container
interface.  This also fixes a minor inconsistency in object manipulation:
askchain() wouldn't let you split a stack of welded weapons but getobj()
would, so you couldn't get rid of part of the stack using 'D' or #loot,
but you could with 'd' (and post-3.4.3, with #adjust).  Now getobj() will
behave like askchain(); if you have 3 cursed daggers welded to your hand,
you won't be able to drop 1 or 2 of them anymore.
2007-01-04 05:46:14 +00:00
nethack.rankin
1354b380b5 couple of container bits (trunk only)
Don't use the phrase "seems to be locked" when you discover that a
container is indeed locked.  Also, using an alternate naming routine is
a simpler way to avoid redundant "the empty <container> is empty" than
suppressing the contents-known handling for xname.
2006-12-28 03:18:51 +00:00
nethack.rankin
f8f5642d3a #tipping shop containers (trunk only)
Using #tip (post-3.4.3 code) on a container that's on a shop floor
didn't handle ownership correctly.  Bag of tricks could be emptied for
free, and contents of other containers were being sold to the shop even
when the shop already owned them.  This fixes bag of tricks and makes a
first cut at doing so for regular containers.

     Message handling when #tipping any bag of tricks was also suboptimal
since the decision about message delivery was made again as each charge
released something instead of waiting until the whole bag was emptied.
So you could get inappropriate "nothing seems to happen" before or after
a monster visibily popped up if something unseen was also produced.
2006-11-09 06:36:36 +00:00
nethack.rankin
0a7c5d6ad2 shopkeeper feedback (trunk only)
Use verbalize instead of pline for shop "thank you, scum" message
(From a bug report.  Suppress shop "you sneaky cad" message
when removing a hero-owned pick-axe from a container inside a shop if the
shk is unable to speak; also give it at most one time per move (taking
multiple pick-axes out of a bag at once was way too verbose).  Honor
addtobill's silent flag for the bill overflow message when/if that occurs.

     Also adds a safe_qbuf usage for the #tip command that I had pending
for pickup.c.
2006-11-07 02:49:09 +00:00
nethack.rankin
8ead488b63 inventory overflow control
Prevent heroes in giant form from picking up boulders once they run
out of available inventory slots to avoid an uncontrolled number of '#'
entries.  There is an exception:  if not already carrying any boulders,
they can put one into the '#' slot.  Loadstones are treated the same way,
although since they stack and are rare to begin with, someone would have
to have gone far out of their way to have gotten many # entries with them.

     Assuming that you can get something other than a boulder or loadstone
into the # slot (which is definitely possible, I just can't remember how),
you could relatively easily get three total # entries by picking up a
loadstone and polying into a giant and picking up a boulder.  But I don't
think there's anything wrong with that.
2006-11-03 04:41:30 +00:00
nethack.rankin
43e22a1389 shop bits
Eliminate a couple of minor redundancies; no change in game play.

dropy() - only check about selling object if there is a shop on the level.
pick_obj() - leave it to addinv() clear object's no_charge bit.
2006-10-31 05:32:07 +00:00
nethack.rankin
9315307df2 safe_qbuf, short_oname (trunk only)
Change safe_qbuf() so that instead of picking one of three strings
for sprintf() to plug into a prompt string, it actually constructs the
full prompt string itself.  Also pass in the unformatted object and a pair
of formatting functions instead of performing dual formatting in advance.
The actual formatting is done via new routine short_oname() which also
takes an object and a pair of formatting routines plus a target length.
It uses the first routine, typically xname() or doname(), and formats the
object, then if the result is too long it makes some transformations, and
tries again.  If truncating "called foo" and "named bar" down to 12 chars
and omitting "uncursed, rustproof, thoroughly corroded" attributes still
result in a string that's too long, it uses the other formatting routine.
The latter calls one of several jacket routines around simple_typename()
to produce a short result.

     This has been through about four incarnations now and has gotten a
bit less testing each time, but I need to get it in place before I end up
running out of gas and abandoning it.  I've got some changes to shk.c
(where safe_qbuf is needed but not currently used) that now need to be
redone and will come eventually.
2006-10-24 05:18:00 +00:00
nethack.allison
253bf359af drawing overhaul (trunk only)
This is an overhaul to the NetHack drawing mechanism.

- eliminates the need to have separate lists in drawing.c
for the things and their associated explanations by grouping
those thing together on the same inializer in a struct.

- replaces all of these options: IBMgraphics, DECgraphics, MACgraphics,
graphics, monsters, objects, boulder, traps, effects

- drawing.c contains only the set of NetHack standard symbols for
the main game and a set of NetHack standard symbols for the
roguelevel.

- introduces a symbols file that contains named sets of
symbols that can be loaded at run time making it extensible
for situations like multinational code pages like those reported
by <Someone>, without hardcoding additional sets into the game code.

- symbols file uses names for the symbols, so offsets will not break
when new things are introduced into the game, the way the older
config file uchar load routines did.

- symbols file only contains exceptions to the standard NetHack
set, not entire sets so they are much less verbose than all of
the g_FILLER() entries that were previously in drawing.c

- 'symset' and 'roguesymset' config file options for
preselecting a symbol set from the file called 'symbols'
at startup time. The name of the symbols file is not under the
users control, only the symbol set name desired from within the
symbols file is.

- 'symset' config file option loads a desired symbol set for
everything but the rogue level.

- 'roguesymset' config file option loads a desired symbol set
for the rogue level.

- 'SYMBOLS' config file option allows the user to specify replacement
symbols on a per symbol basis. You can specify as many or as few symbols
as you wish. The symbols are identified by a name:value pair, and line
continuation is supported. Multiple symbol assignments can be made on
the same line if each name:value pair is separated by a comma.
For example:
SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \
	  S_fountain:\xf4 \
	  S_boulder:0

- 'symbols' file has the following structure:
start: DECgraphics
	Handling: DEC
	S_vwall: \xf8			# meta-x, vertical rule
	S_hwall: \xf1			# meta-q, horizontal rule
finish
start: IBMgraphics
	Handling: IBM
	S_vwall: \xb3			# meta-3, vertical rule
	S_hwall: \xc4			# meta-D, horizontal rule
finish

- 'symbols' file added to the source tree in the dat directory

- Port Makefiles/scripts will need to be adjusted to move them into
HACKDIR destination
2006-09-21 01:46:15 +00:00
nethack.allison
999424aecc more zeroany (trunk only) 2006-07-09 17:39:43 +00:00
nethack.allison
d611cd76c5 remove pointer to long conversions - part 2 of 3 (trunk only)
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)

This 2nd part deals with timeout functions switching
some arguments from type genericptr_t to 'anything'.

Like part 1, this needs to increment EDITLEVEL in patchlevel.h.
2006-07-09 01:02:51 +00:00
nethack.rankin
58137a608a bag of tricks, horn of plenty, #tip (trunk only)
<Someone> reported that he applied an unID'd bag and it became
discovered as a bag of tricks even though a spellbook appeared on the floor
next to him rather than having a monster show up (the monster was a mimic).
Suppress the bag discovery unless you can see or sense a monster appear.
(This doesn't really achieve much for most players, who'll recognize the
bag because they know that only one type of container doesn't prompt to
take things out and/or put things in, but I think it does make sense.)

     While mucking with bag of tricks I decided that to be consistent with
the behavior of other containers, the #tip command should release all the
monsters in the bag instead of just one.

     And after doing that, I realized that horn of plenty ought to behave
much the same, so #tip will operate on it now.  However, it won't be listed
as a likely candidate in the "which item?" prompt unless/until it has been
discovered.  (Attempting to empty any other type of horn yields "nothing
happens", same as for a horn of plenty with no charges left.)  Emptying a
horn of plenty in a shop can be extremely verbose, but I don't think that
qualifies as a bug and don't currently have any plans to alter it.
2006-06-18 05:20:36 +00:00
nethack.rankin
9151db8aaf add pickup_thrown option (trunk only)
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em.  It is
extremely useful while using ranged weapons.  When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
[See cvs log for patchlevel.h for longer description.]
2006-05-13 04:57:52 +00:00
nethack.rankin
fbe6b0278f fix #Q251 - reading engravings while asleep
From a bug report, floating down onto an engraving
due to levitation timeout would yield "You read: <engraving text>" even if
you were asleep at the time.  Random teleport while asleep could produce a
similar result.  The problem was actually a little bigger:  you'd also get
"You see <object> here" if there was an object instead of or in addition to
an engraving.
2006-02-04 04:06:16 +00:00
nethack.rankin
40dd607233 corpse_xname overhaul (trunk only)
Extend the capabilities of corpse_xname() so that various callers can
be simplified.  It can how handle an article prefix, effectively turning it
into corpse_doname() (not quite; still need doname() to see a count when
quantity is more than one, or to see bless/curse state).  It can also handle
inclusion of adjectives like "partly eaten" or "bite-covered".  For unique
monsters those come out in the form
  the Chromatic Dragon's partly eaten corpse
instead of the old
  partly eaten Chromatic Dragon corpse
[so wishing probably needs to be taught about potentially finding a monster
name before assorted adjectives such as blessed; also, name_to_mon() needs
to learn how to cope with the possessive suffix].

     A sizeable chunk of this patch deals with consolidating some of the
redundant "petrified by a cockatrice corpse" handling.  It may be possible
to consolidate all remaining instances together since they're quite similar,
but I didn't think about that until just now and I want to get this patch
over with.
2005-12-30 06:08:20 +00:00
nethack.rankin
b9ae4361af container status bits (trunk only)
Couple of post-3.4.3 things:  using ':' to view the contents when
looting or applying a container wasn't setting its cknown flag (contents
known); probing a container wasn't setting lknown flag (lock state known).
2005-11-03 06:15:59 +00:00
nethack.rankin
ff16502d67 floor access
A post-3.4.3 change dealing with reaching into pits resulted in "you
sit on the air" if you used the #sit command after escaping a pit trap.
Change can_reach_floor() so that caller explicitly controls whether being
on the brink of a pit is a condition that prevents reaching the floor.
This also splits a fairly common message about not being able to reach the
floor into a separate routine.

     There is still oddness here:  if you're polymorphed into a flyer,
#sit yields "you sit down" followed by "you fly over a pit" (latter occurs
when escaping trap activation).  A ceiling hider behaves similarly, but
the second message is "you escape a pit" and doesn't sound quite as silly.
Perhaps #sit should pass TOOKPLUNGE to dotrap(), or maybe there's some
better way to handle this?
2005-06-04 05:25:28 +00:00
nethack.rankin
3be6c22cd5 redundant feedback for containers (trunk only)
Looting or applying an empty container whose [lack of] contents is
known yields "Your empty <container> is empty."  Suppress the first "empty".
No fixes entry needed; this is post-3.4.3 code.
2005-04-07 03:39:43 +00:00
nethack.rankin
556b64e797 yet more exploding magic pointers
Revert mostly to <Someone>'s original approach for keeping track of whether
a container being applied or looted had been destroyed by the operation.
askchain() now knows not to attempt to re-merge an item that has been
destroyed (a theorhetical action since no stackable items can trigger a
magic bag explosion) like the earlier change to menu_loot().  Also have
use_container() clean up after itself so that current_container never has
an old pointer value left around.
2005-02-08 04:57:54 +00:00
nethack.rankin
01373731e5 morer exploding magic pointers
Just a comment update this time.
2005-02-06 05:12:48 +00:00
nethack.rankin
786b810293 more exploding magic pointers
My simpler fix for dealing with stale pointers caused by magic bag
explosion didn't handle menu_loot() checking whether to merge a destroyed
object with a stack it had been split from (the case <Someone> didn't attempt to
address either).  That only needs a one-line change, but this also removes
the illusiion of generality that menu_loot() tried to maintain.  It always
operates on current_container and relies on calling in_container() and
out_container() which do the same, so passing a container argument to it
was not useful.  If that had been taken out first, <Someone>'s method of fixing
the original problem would have been simpler than mine but I'm not planning
to back out the earlier change.

     Also fix a minor post-3.4.3 bug with a container-contents-known flag
being set incorrectly.
2005-02-06 04:44:36 +00:00
nethack.rankin
8414b5214f exploding magic pointers
Fix the two problems that <Someone> reported about stale pointer use
after a bag of holding has exploded.  use_container() passed the wrong
variable for quantity when calling useupf(), and doapply() had no way to
tell if the object being used had been destroyed so could use an invalid
pointer when checking for speaking artifact.  The fix for the latter is
much simpler than what <Someone> suggested.
2005-02-06 03:25:04 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
5a893fbe20 another follow-up bit 2004-12-16 10:54:00 +00:00
nethack.allison
28a1a41668 shadowed declaration warning
<Someone> complained that his compiler was giving these
warnings:
cmd.c:2119: warning: declaration of `expl' shadows a global declaration
dungeon.c:292: warning: declaration of `rand' shadows a global declaration
exper.c💯 warning: declaration of `exp' shadows a global declaration
files.c:278: warning: declaration of `basename' shadows a global declaration
hack.c:1102: warning: declaration of `expl' shadows a global declaration
pickup.c:2081: warning: declaration of `select' shadows a global declaration
role.c:1060: warning: declaration of `conj' shadows a global declaration
2004-12-16 00:20:54 +00:00
nethack.allison
5a433fe0e0 new container flags
[Attention: This patch increments EDITLEVEL in patchlevel.h, rendering all
 previous save and bones files obsolete.]

Here's the first cut at the two recommended flags lknown and cknown.
I've attempted to stay close to Pat's recommendations:
   "Containers ought to have two new flags:  lknown for lock status known,
    and cknown for contents known (ie, `secret').  Formatted box and chest
    descriptions should include locked/unlocked/broken when that is known
    and empty/nonempty (or something like "holds N items") when contents
    are known. The contents indicator would also apply to nonlockable
    containers."

I probably overlooked a place where a flag should be adjusted, but this
should give us a good starting point.

I wasn't sure what to do with the case of the auditory feedback for
magical locking "Click" and "Clunk". The question that came to my mind
was: Should those reveal the locked or unlocked status of a box?
I suppose if you knew the type of wand you were zapping or the spell
you were casting, you could argue that they should.

In the end, I opted for setting lknown right off the zap/cast effect
for anyone playing a Wizard role, and not setting it for anyone else,
thus advancing class differentiation a little bit too.

I haven't checked the cknown results under all flags.menu_style options
at this point, only MENU_FULL.
2004-12-15 23:50:18 +00:00
nethack.allison
1194454b2f lifting vs removing
<Someone> wrote:
> You have much trouble removing u - a helmet.
> You have much trouble lifting a plate mail. Continue? [ynq] (q)
> You have much trouble removing R - a plate mail.
> You have much trouble removing N - a leather cloak.
> Why am I told that I have trouble "lifting" a plate mail?

1. Add strsubst() routine to hacklib to replace a word or phrase in a string in place.
2. Correct the inconsistency reported.
2004-04-11 15:34:04 +00:00
nethack.rankin
b8991129a8 pit access
Fix the recently reported problem:

" If there is a corpse in a pit, you have to enter the pit in order to pick
" it up, however you are can eat it without being in the pit.

If pit bottoms aren't reachable, then can_reach_floor() needs to know
about it.  I suspect that this change is likely to create some other
bugs though.
2004-01-04 08:54:16 +00:00
nethack.allison
57b1e96238 teetering on edge of pit
- when you're teetering on the edge of a pit you can use '>' to enter the pit
- pull the numerious teetering checks into a new function
2003-12-22 19:09:39 +00:00
nethack.allison
db7d800c98 autopickup_exception
use doname() instead of xname()
2003-12-02 03:14:50 +00:00
nethack.allison
94ff3505b4 more autopickup_exception
An optimization.

Split the patterns into two chains, one for things you want "always picked up", and one for things you want "never picked up".  That way, the
entire exception list isn't being checked twice, once for each type of
check.  The check for things to "always pick up" only checks the
chain at the AP_GRAB index, and the check for things to "never
pick up" only checks the chain at the AP_LEAVE index.

- Also modifies the toggle autopickup '@' message
appropriately for the AUTOPICKUP_EXCEPTIONS build.
(it just tacks on ", with some exceptions" if there are some)
2003-11-15 23:15:01 +00:00