Commit Graph

209 Commits

Author SHA1 Message Date
Patric Mueller
4e1cf071ae List lamps and lanterns in charging prompt
Brass lanterns and oil lamps are always chargeable.
Magic lamps are only listed if they are not yet identified.
2020-10-25 19:25:39 +01:00
PatR
81ec2bfa2a pull request #386 - discovering teleport scroll
Since teleporation gives a "you matrialize" message even when
arriving close by, the old behavior of not learning a scroll of
teleportation when you land quite close to your original spot
no longer made sense.  Always [almost] discover teleport scroll
when reading it.

Also adds one-shot teleport control when reading a blessed scroll
of teleportation.  I changed that to be prevented when hero is
stunned, same as with full-fledged teleport control.

I reworded or reformatted several of the comments.  And removed
the EDITLEVEL increment in patchlevel.h; save and bones file
contents are not affected.

I've also added an unrelated comment about reading mechanics to
doread().

Closes #386
2020-09-18 15:34:29 -07:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR
c64049306d candy bar wrappers
Adopt the suggestion that candy bar stacks which get split should
keep the same wrapper text for both halves of the stack.  The patch
stuck with using obj->o_id to manage the wrapper which prior to the
patch wasn't a factor in merging and splitting.  Switch to obj->spe
instead, comparable to tin varities, so mergability is already
taken care of.

End of game disclosure tacks on T-shirt text to formatted items.
Do the same for candy bar wrappers.
2020-07-30 19:25:57 -07:00
PatR
0a575befcc identify tweaks
Give better feedback if reading a scroll of identify when it is the
only item in inventory (making that empty when scroll is used up).

Reading a cursed scroll of identify used to always ID 1 item besides
itself.  Change it to behave like confused identify--only identifying
itself--if read when the scroll hasn't been discovered yet.  Same as
before when scroll has already been discovered:  identify 1 item.
2020-07-28 13:10:11 -07:00
PatR
4870ee5281 failing to read a novel while blind
Adopt the contribution to use "you can't read the words" when
trying to read a novel when blind rather than defaulting to
spellbooks' "you can't read the mystic runes."  An unseen novel
is already described as "a book" instead of "a spellbook" so the
alternate feedback doesn't give away any information.
2020-06-22 18:19:11 -07:00
PatR
e2fae16d22 minor object identification wording tweak
When everything is identified and you read a scroll of identify, you
get
|You have already identified all of your possessions.
That's unchanged.  Same situation, except learning scroll of identify
at the time and you've just been told "this is a scroll of identify":
old |You have already identified all the rest of your possessions.
new |You have already identified the rest of your possessions.
2020-05-24 11:09:43 -07:00
PatR
28fb6fc67b crystal ball enhancements
Allow crystal ball to search for furniture (stairs and ladders,
altar, throne, sink, fountain) as well as for a class or objects
or of monsters or all traps.  Giving any of '<','>','_','\','#',
or '{' will find all of those rather than just the individual type
specified.  Because of the default character conflict, '_' can no
longer be used to find chains; looking for altars is more useful.

The chance of getting the cursed effect due to failing a saving
throw against intelligence when the ball isn't actually cursed has
been reduced.  If it is the hero's own quest artifact, it will
happen if rnd(8) is greater than Int, so Int of 8 or more will
never yield that effect.  Otherwise if it is blessed, rnd(16) is
used so 16 or better Int means it can't act like it is cursed.
When uncursed and not hero's quest artifact, the old rnd(20) > Int
test is still used.

Crystal balls now start with 3..7 charges rather than 1..5, and
blessed charging sets the amount to 7 charges rather than 6 and
also blesses the ball.  Recharing with uncursed scroll of charging
is slightly better (adds 1..2 charges instead of always just 1,
caps the amount at 7 rather than 5) and uncurses the ball.  Cursed
scroll strips off all charges even if the ball is blessed and also
curses the ball so is harsher than before.

Crystal balls now cancel to -1 instead of 0, like wands, and using
one effect will destroy it, like zapping cancelled wands.

Also a minor tweak to the initial charges for can of grease (5..25
instead of 1..25) and horn of plenty and bag of tricks (both now
3..20 instead of 1..20).
2020-04-22 01:14:09 -07:00
Pasi Kallinen
e215f09ddb Fix even more warnings 2020-04-06 13:34:07 +03:00
copperwater
e13b1833cc Scroll of remove curse becomes learned when items' curses are removed
The scroll of remove curse is trivially identified by checking inventory
after reading it to see whether anything became uncursed. This leads to
annoying tactics like remembering which scroll you just read so you can
go call it "remove curse" on the discoveries list.

This simply autoidentifies it when an item that was known to be cursed
has its curse removed.
2020-04-05 15:40:21 +03:00
Pasi Kallinen
1ba1422eba Confused scroll of light conjures tame cancelled lights
Tame cancelled lights are actually quite interesting and useful: they
are a mobile light source that will follow you around, and because they
are cancelled they won't explode at hostile monsters.

This replaces the existing confused scroll effect of creating an area of
darkness (the cursed scroll of light still produces this effect). If you
are confused *and* the scroll is cursed, it summons black lights instead
of yellow ones.

Original change by copperwater <aosdict@gmail.com>, added with
formatting and some functional changes.
2020-04-05 13:21:54 +03:00
Pasi Kallinen
712f545119 Move, rename, and comment out unused function 2020-03-16 11:46:08 +02:00
Pasi Kallinen
04c59fff0a Major amnesia revamp
Instead of forgetting maps and objects, make amnesia forget skills.
Forgetting maps and objects could be circumvented with taking notes,
or by using an external tool to remember the forgotten levels.

Forgetting skills allows the player to optionally go down another
skill path, if they trained the wrong weapon in the early game.

Amnesia still forgets spells.

As a replacement for the deja vu messages when entering a forgotten
level, those messages will now indicate a ghost with your own name
existing on the level, given only when the level is entered for
the first time.

These changes based on fiqhack, with some adjustments.
2020-03-15 11:57:34 +02:00
PatR
feb85ad83c ^G limit
Relax the count limit from 255 to ROWNO*(COLNO-1) so that it can
be big enough to fill an entire level yet remain small enough to
not churn away seemingly forever if an absurd amount is specified
for 'random' or for a class rather than a type.  (By-type already
gives up as soon as failure occurs, so is implicitly limited to a
count matching the available space on the level.)  Also impose the
same limit on 'count ^G monster' as '^G count monster'.
2020-03-08 10:29:39 -07:00
Pasi Kallinen
aca240c928 Limit wizgenesis to max 255 monsters 2020-03-08 00:15:28 +02:00
PatR
cbdda9dc9d adopt github pull request #286 - rndmonst()
Eliminate the cache that was supporting rndmonst() and pick a random
monster in a single pass through mons[] via "weighted reservoir
sampling", a term I'm not familiar with.

It had a couple of bugs:  if the first monster examined happened to
be given a weighting of 0, rn2() would divide by 0.  I didn't try
to figure out how to trigger that.  But the second one was easy to
trigger:  if all eligible monsters were extinct or genocided, it
would issue a warning even though the situation isn't impossible.

Aside from fixing those, the rest is mostly as-is.  I included a bit
of formatting in decl.c, moved some declarations to not require C99,
and changed a couple of macros to not hide and duplicate a call to
level_difficulty().

Fixes #286
2020-02-22 17:40:55 -08:00
nhmall
a213811975 stone/unexplored glyph follow-up
typo
2020-02-13 17:37:55 -05:00
nhmall
d37fa196b2 make a distinction between rock and unexplored area
This adds a pair of new glyphs: GLYPH_UNEXPLORED and GLYPH_NOTHING

GLYPH_UNEXPLORED is meant to be the glyph for areas of the map that
haven't been explored yet.

GLYPH_NOTHING is a glyph that represents that which cannot be seen,
for instance the dark part of a room when the dark_room option is
not set.  Since the symbol for stone can now be overridden to
a players choice, it no longer made sense using S_stone for the
dark areas of the room with dark_room off. This allows the same
intended result even if S_stone symbol is mapped to something visible.

GLYPH_UNEXPLORED is what areas of the map get initialized to now
instead of STONE.

This adds a pair of new symbols: S_unexplored and S_nothing.

S_nothing is meant to be left as an unseen character (space) in
order to achieve the intended effect on the display.

S_unexplored is the symbol that is mapped to GLYPH_UNEXPLORED, and
is a distinct symbol from S_stone, even if they are set to the same
character. They don't have to be set to the same character.

Hopefully there are minimal bugs, but it is a deviation from a
fairly long-standing approach so there could be some unintended
glitches that will need repair.
2020-02-08 00:48:03 -05:00
Pasi Kallinen
eed37c9a84 Allow #wizgenesis quantity in the prompt
The #wizgenesis command can also accept a quantity in the input prompt,
previously it only accepted a command repeat prefix.

(via UnNetHack, originally from NetHack4)
2020-02-07 19:11:18 +02:00
copperwater
f87e42e682 Underwater fire scroll causes vaporization regardless of confusion
This is originally from the variant SliceHack. Rationale: there's still
fire being summoned, so it should vaporize some water.
2020-01-04 22:54:14 +01:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
9b467c7c06 Merge branch 'NetHack-3.6' 2019-06-25 15:54:08 -04:00
PatR
88f19c57e4 ball&chain bit
A check for bad restoration (ball without chain or vice versa) issued
a warning but then left the problem around to trip up other code.
'Fix' the problem by clearing those owornmask slots and their pointers.
Doesn't try to recover memory if the one that's found is OBJ_FREE.

Also some formatting.
2019-06-25 11:02:07 -07:00
nhmall
f167fe4d7e Merge branch 'NetHack-3.6' 2019-06-10 08:05:46 -04:00
nhmall
797579399c Merge branch 'NetHack-3.6' 2019-06-09 09:45:14 -04:00
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
26bf4f1e11 Merge branch 'NetHack-3.6' 2019-06-09 08:43:40 -04:00
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
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
a27ca52b03 vampshifting by poly'd hero
Hero polymorphed into a vampire or v.lord can use #monster to switch
to vampire bat or fog cloud [or wolf for lord] but it was a one shot
polymorph.  Remember when current form is a shape-shifted vampire and
allow #monster in shifted form to pick another shifted form or the
vampire form.

Genocide of the alternate shape forces back to base vampire.  Genocide
of base vampire does too, then reverts to human (or dwarf, &c) as
vampires go away.  Being killed while shafe-shifted reverts all the
way to human rather than to vampire.  [Just realized:  interaction
with Unchanging wasn't taken into consideration so hasn't been tested.]

Since 'youmonst' isn't saved and restored, I had to add a field to 'u'
to hold youmonst.cham during save/restore.

Tested with 3.6.2+ and seemed to be working (except saving while
shape-shifted restored as ordinary bat/cloud/wolf because new u.mcham
wasn't there to hold youmonst.cham yet).  Builds with 3.7.0- but not
execution tested yet (I didn't want to clobber my current playground).
2019-06-06 16:51:43 -07:00
nhmall
bfc4445537 Merge branch 'NetHack-3.6' 2019-06-05 08:08:32 -04:00
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
nhmall
68920fdff0 Merge branch 'NetHack-3.6.2' 2019-01-03 11:18:02 -05:00
PatR
480e682454 create_particular long worm tail vs mkclass
Similar to ^G of 'I' triggering impossible "mkclass found no class 35
monsters", using a leading substring of "long worm tail" (other than
"l" and "long worm") would trigger impossible "mkclass found no class
59 monsters and kill the fuzzer when it escalates impossible to panic.
Tighten up the substring matching.

^G of '~' wasn't affected; it deliberately creates a long worm rather
than the tail of one.  But it was possible to ask for "long worm tail"
as a specific monster type and then override the switch to long worm
when prompted about whether to force the originally specified critter.
I've added a check to prevent that opportunity to override even though
a tail without a head seemed to be harmless.
2019-01-02 13:42:45 -08:00
nhmall
a09d2248cb Merge branch 'NetHack-3.6.2' 2018-12-29 08:47:16 -05:00
PatR
c4bda6a6a8 create_particular 'I' vs mkclass
The revised mkclass() [actually new mkclass_aligned()] has an extra
check which didn't used to be there, and attempting to create a
monster of class 'I' with ^G triggered impossible "mkclass found no
class 35 monsters" which the fuzzer escalates to panic.
2018-12-28 19:10:54 -08:00
Bart House
769ad91cc3 mthrowu, nhlan, options, regions, rip and role globals moved to g. 2018-12-25 16:26:27 -08:00
Bart House
1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House
be5cdcf77a killer, level and rooms move to instance globals. 2018-12-24 19:50:08 -08:00
Bart House
572ee347b9 Another round of instance globals changes. 2018-12-24 16:43:50 -08:00
Bart House
74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
Bart House
576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Bart House
912886a73f First set of changes to move globals to instance_globals. 2018-12-19 20:00:35 -08:00
PatR
27fe555bc1 src/ formatting
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).

I think the only code change was in the function for the help command.
2018-11-17 16:40:53 -08:00
Pasi Kallinen
97b2ba2e54 Mimics created by #wizgenesis blocked vision incorrectly 2018-09-14 21:07:08 +03:00
Pasi Kallinen
d2eba695c8 Use DEADMONSTER instead of checking mhp 2018-08-30 20:05:18 +03:00