Commit Graph

4336 Commits

Author SHA1 Message Date
PatR
dbc8a70271 bullwhip inconsistencies
Reported by entrez:  applying a bullwhip towards a medium or small
peaceful monster used to be an attack but that stopped working when
'safepet' was extended to peacefuls in order for the hero to be able
to swap places which those.  Also, side-effects were different when
hero applied the whip from within a pit compared to when not in one.

This allows the hero trapped in a pit to try to snag furniture or a
boulder even when a small or medium is present, and escaping that
pit if successful.  (It still snags big monsters in preference to
furniture/boulder at their location.)  When no such non-monster
target is available, it attacks the monster if hostile or peaceful
but not when tame.  When revealing a previously unseen monster it
prevents snagging that monster's wielded weapon because hero couldn't
possibly target the weapon in that situation.

This makes other changes, mostly dealing with finding and exposing
concealed monsters, which may introduce some new bugs.

Since I was already in the right place, implement snagging an item
off the floor while flying.  It isn't necessary since a flyer can
pick things up off the floor directly, but there isn't any pressing
reason to disallow it.  Supersedes the commit in pull request #632
by RojjaCebolla.

Closes #632
2021-12-03 04:34:08 -08:00
PatR
c8c69b0cc5 fixes entry for pull request #642 - shk name vs it
3.6.1 changed a bunch of messages in shk.c to give the actual shk
name even when a the shopkeeper couldn't be seen, to avoid things
like "You owe It <N zorkmids> for <item>."  But there are various
messages issued outside of shk.c which were overlooked.  Fix those.

Closes #642
2021-12-01 18:49:48 -08:00
PatR
35ac9a09e2 miscellaneous tweaks
Simplify a glob handling bit in a recent shrink_glob change used when
catching for lost time upon returning to a level.

Revise a clumsily worded fixes entry.

Fix a comment typo in makedefs that's been there for a bunch of years
now.  It's been within the diff context for several recent patches
and I still hadn't noticed it until just now.
2021-11-30 14:04:00 -08:00
PatR
0c69fd9afc fixes entry for pull request #640 - zoo monsters
Populating some of the types of special rooms can pick monsters that
sometimes come in groups, and getting a group could have some members
spill out of the room (or inhibit other random choices by filling some
spots that haven't been populated yet, preventing subsequent monster
creation there).

The misbehavior isn't new so it seems surprising that no one has ever
previously reported this.

Closes #640
2021-11-30 13:01:17 -08:00
PatR
ec5f7bce16 tribute update: Monstrous Regiment and A Hat Full
of Sky

Add a page citation for Monstrous Regiment passage 1 and add four new
passages, bringing its total to 12.

Add two new passages to A Hat Full of Sky, bringing its total to 13.
2021-11-27 17:40:48 -08:00
PatR
03476a7c78 get_rnd_text() for rumors and other stuff
Solve the uneven distribution situation that has been present for
picking random rumors for a long time and for random engravings,
epitaphs, and hallucinatory monster names since 3.6.0.  This relies
on the previous partial solution where short lines have been padded
to a longer length.  When that length is N and random seek lands in
a long line of length L, retry if the position is in the first L-N
characters.  Put differently, it if takes more than N characters to
reach the next newline, reject that random seek and try again.  This
effectively makes long lines behave as if they had the same length
of N as the short lines have been padded to and when all lines are
the same length, all entries have the same chance to be chosen.
2021-11-27 12:23:01 -08:00
PatR
59beebcbcc get_rnd_text() selection distribution
While testing 'the("Capitalized Hallucinatory Monster")' I noticed that
some hallucinatory monsters showed up more often than others.  When
the random engravings, epitaphs, and bogus monsters were converted from
hard-coded arrays to data files accessed by random seek (3.6.0), they
became subject to the same distribution irregularites that rumors suffer
from.  The chance that an entry will be chosen depends upon the chance
that a random seek will hit somewhere in the line which precedes it, so
entries that follow long lines are more likely to be chosen and entries
that follow short lines are less likely.  We improved that for rumors
by having makedefs pad the shortest lines.  Distribution still isn't
uniform but is much better than it was (and could be further improved
with a longer padding length at the cost of making data files bigger so
possibly slower to access; both overall size and access speed mattered
back when floppy discs were supported but are probably irrelevant now).

Start doing the same thing for the newer files:  pad the shortest lines
to increase the chance that seek will find them.  The tradeoff is that
the data files become bigger.  Rumors, engravings, and epitaphs lines
are all at least 60 characters now; bogus monsters are at least 20.
These are the data file sizes I see (in bytes:  old, new; padding for
rumors was already in use so its size hasn't changed):
  bogusmon    4449    7211
  engrave     1326    2894
  epitaph    14159   24075
  rumors     49173   49173

The only place that padding is noticeable in-game is #wizrumorcheck.
2021-11-25 17:57:37 -08:00
PatR
c0228d1a74 shrinking globs vs shop bill
A shop-owned glob picked up by the hero was added to shop's bill
and if that shrank to nothing it moved from the unpaid portion to
used-up portion as intended.  But once there it retained obj->owt
of 0 and if 'sanity_check' was enabled, that triggered a warning
every move until finally paid for.  Both the 'Ix' list of used-up
items and itemized shop billing revealed a weight of 0 aum if
'wizweight' was enabled.

Keep track of the weight a glob had when it becomes unpaid, then
reset from 0 to that amount if it becomes used-up.  This overloads
the obj->oextra->omid field which is an unsigned int previously
only used for corpses.  Now for globs it is pre-bill obj->owt which
is also unsigned int.  I didn't add new oextra access functions for
it; it is only used in two places and existing omid ones suffice.
2021-11-25 00:47:45 -08:00
PatR
01b2bcff75 artifact fruit
Reported by entrez:  when fruit name is given the name of an artifact
that doesn't use "the" at the start of its name, messages about the
artifact could be altered.  Example was fruit=Excalibur causing usual
 |You are blased by Excalibur's power!
to unintentionally change to
 |You are blased by the Excalibur's power!
because of a false match during special handling for named fruit in
function the().

This fixes that, and also changes basic inventory formatting.  Former
 |f - an Excalibur
will now be
 |f - Excalibur
for a fruit that has been assigned that name.  When sort pack in On,
as it is by default, that will be listed under Comestibles rather than
under Weapons so really shouldn't fool anyone.  And
 |f - 2 Excaliburs
also breaks the illusion.

This formatting change only affects named fruits.  User assigned names
for object types or for individual objects behave the same as before.
2021-11-24 17:17:40 -08:00
PatR
f0f9701a37 attempting to polymorph into a unique monster
Noticed while testing revised "the" handling and trying to trigger
"you can't polymorph into [the] Oracle", if the character was human
it would turn into a new man or woman instead of having the unique
form be rejected.
2021-11-24 00:46:44 -08:00
PatR
b2d4b77d3a fix pull request #636 - the("Capitalized Monster")
Function the() wasn't supposed to be used for monsters because many
of the ones with capitalized names confuse it, but over time multiple
instances of the(mon_nam()) have crept into the code.  Instead of
ripping those out, modify the() to handle that situation better.

Pull request #636 by entrez dealt with this with one extra line of
code, but could end up scanning all the names in mons[] repeatedly
if the("Capitalized string") gets called a lot.  This uses a similar
one line fix but calls a whole new routine that scans through mons[]
once collecting all the relevant special case names.  As a bonus,
it does the same for hallucinatory monster names which name_to_mon()
couldn't handle.

Fixes #626
2021-11-24 00:24:56 -08:00
PatR
274290bcdf fixes entry for #635 - magical breathing w/ gills
Fixes entry for pull request by entrez.  If poly'd hero is wearing
an amulet of magical breathing, avoid gradually losing hit points
while out of water when in aquatic form.  You won't be able to put
on an amulet of magical breathing if already in aquatic form, but
you could have one carry over from being worn in some other form.

Implemented for monsters too but won't have any effect during play
for them because they never use that particular type of amulet.

Closes #635
2021-11-18 18:55:18 -08:00
PatR
d26537c4c9 fix github issue #608 - #untrap vs web
Reported by Vivit-R, the chance of freeing a monster from being
trapped in a web was very small and failure resulted in creation of
a new web at the hero's spot, eventually making it impossible to
attempt to #untrap the monster (if hero escaped the new web and moved
to another spot adjacent to trapped monster, eventually surrounding
it with webs).  [That's actually misleading.  Escaping the new web
but staying at the same spot lets the player try again; repeat as
needed....  But chance of failure still seemed way too high.]

This reduces the chance of failure from 29/30 to 6/7 and makes the
chance of spreading the web after failure be 1/3 instead of 100%.  It
also supplies missing feedback about the monster still being trapped
if the attempt to make a new web fails.

Closes #608
2021-11-18 18:30:19 -08:00
nhw_cron
937eef4b9b This is cron-daily v1-Jan-20-2020. guidebook updated: doc/Guidebook.txt 2021-11-16 16:42:37 -05:00
nhmall
0a97cc5c5e windows console changes - eliminate *key.dll
Incorporate the functionality of the loadable DLL's (nhraykey.dll,
nhdefkey.dll, and nh340key.dll) into the consoletty.c code and
remove the dll building
2021-11-16 15:27:33 -05:00
PatR
05a843826d shrink_glob while away from level
If the hero left a level that had globs on the floor or in floor
containers or being carried by monsters and stayed away for a
while, returning to the level only shrunk them by one unit of
weight.  Account for all the time away.  The complexity of this
has steadily grown; I hope its peak has been reached.
2021-11-12 23:05:55 -08:00
PatR
90aded3648 weight of gold
I had wizweight On when testing glob changes and noticed
|Slasher drops a gold piece (0 aum).

Coins are supposed to weigh 1/100 of a unit, and the calculation
rounds rather than simply truncates any fraction, but that still
yielded 0 for quantities of 1..49.  Force any non-zero stack of
gold to weigh at least 1 unit.

Also, add a check for attempting to weigh a quantity 0 or less
(of anything, not only for gold) just in case.
2021-11-07 13:27:44 -08:00
nhmall
e8acc185ad proceed further into dochat() when deaf 2021-11-07 09:19:03 -05:00
PatR
e2ca016484 decaying globs of {ooze,pudding,slime}
Globs never rotted away but did become tainted after a relatively
short while, which seemed like a contradiction.  Change them to never
be tainted but shrink by 1 unit of weight approximately every 25
turns.  An ordinary glob (one that hasn't combined with any others)
starts out weighing 20 units, so it takes about 500 turns to vanish.
That's roughly twice as long as a corpse takes to rot away.

Shrinking globs give feedback when in hero's invent or in a container
in hero's inventory, but rarely (when going from an exact multiple
of 20 weight units; that is, from integral number of N globs to
N-1 + 19/20, or if weight reduction triggers an encumbrance change).
When a glob goes away completely, there is feedback for those two
circumstances and also for seeing the glob vanish from the floor.

I haven't touched how much nutrition eating a glob confers.  I have
changed formatting of glob names to use "small", "medium", "large",
"very large" instead of "small", [no adjective], "large", &c.  You
still need to have at least five globs coalesced together for the
adjective to become "medium", same amount as before.

I don't think EDITLEVEL needs to be modified but have incremented it
anyway to play things safe.
2021-11-06 18:24:36 -07:00
PatR
1f31f1ff81 tribute update: Night Watch and The Wee Free Men
Add a page citation to passage #1 of Night Watch, and add five new
passages, briging the total to 12.

Add four new passages to The Wee Free Men, bringing the total to 13.
2021-10-30 19:16:35 -07:00
nhmall
e0e8fced7c bad cast making sp_lev chameleon light source
Closes #625
2021-10-28 18:19:07 -04:00
PatR
d736cbd751 fix github issue #603 - guarding prize items
Reported by Vivit-R with comments by several others.  The prize item
in one of the closets off the Sokoban treasure zoo is sometimes
missing, most likely picked up by an elf who won't be dissuaded by
the presence of engraved Elbereth or a scroll of scare monster.

This fix prevents monsters from targetting the mines' and sokoban's
prizes for pickup (or for eating).  Once the hero picks either of the
prizes up, they stop being prizes and will be ordinary monster fodder
if dropped/stolen/stashed.

One of the comments by copperwater suggested this approach as a
possible way to fix things.  I had already implemented it from scratch
before noticing that.  It handles the usual monster behavior toward
items, but there could easily be some unusual cases still susceptible
to taking the prize before the hero gets to it.  Those are the breaks.

Fixes #603
2021-10-28 01:05:18 -07:00
PatR
5b91f81533 more baalz - digging in front of the "eyes"
like the leg hackery, if the baalz level gets flipped during creation
the fixup that modifies the locations in front of the eyes to allow
digging needs to deal with that too.
2021-10-27 16:21:03 -07:00
PatR
a5d3e03b3e fixes entry for pull request #598 - baalz level
If the baalz level got transposed during creation, the fixup for
a decorative portion of the map didn't work properly.  Monsters
eligible to be created at pool locations could end up trapped in
a couple of inaccessible locations.

[To be fair, the baalz hackery predates level flipping....]

Closes #598
2021-10-27 15:52:01 -07:00
PatR
da859c5eb8 fix github issue #623 - soldiers and mattocks
Reported by eakaye.  Selection of equipment when creating a soldier
or watchperson can pick a polearm, but random selection among those
had a chance to choose dwarvish mattock which doesn't use polearms
skill and isn't appropriate for a human soldier or watchperson.
Not mentioned, but lance was in the same boat.

Change the selection to only pick something which uses polearms
skill, then make that moot by moving lance and dwarvish mattock out
of the midst of the polearms so that they're no longer candidates
for special case rejection.

A couple of other things which might have had a similar issue were
already ok.  Giving a polearm when creating a troll selects between
a few choices rather than among all the polearms.  And wishing for
"polearm" only considers items which use polearms skill.

While changing objects.h to reorder the two non-polearms, I removed
a bunch of tabs that were present in the scroll definitions.

EDITLEVEL is incremented due to objects[] reordering, so existing
save and bones files will be invalidated.

Fixes #623
2021-10-27 15:36:32 -07:00
PatR
6b882609ac commit message for pull request #599 - artifacts
Explicitly un-create a randomly generated artifact if it gets
rejected (too big to include as a treasure drop with a small corpse)
so that it remains eligible for creation later.  And when generating
random contents for a new container, explicitly avoid artifacts
(which were already implicitly avoided).

Closes #599
2021-10-26 12:09:36 -07:00
PatR
cffeecee26 fix #K3474 - "you detect it where <foo> was"
A vampire in bat form was seen via infravision or possibly telepathy,
then when it changed into fog cloud form the feedback was
|You now detect it where the vampire bat was.
The message substitutes "detect" for "see" when the new form can't
be seen and the monster name formatting yields "it" for that case.

Give a vanish message instead since that is effectively what happens.
2021-10-26 03:11:55 -07:00
PatR
b4908f6928 fix pull request #621 - potential divide by 0
The pull request by argrath changes weight_cap() to never return a
value less than 1 because try_lift() divides by that return value
and a 0 would trigger a crash.  The code involved is used when
attempting to pull a monster out of a pit via #untrap.

I'm fairly sure that weight_cap() can never produce a value that's
less than 1 already, but have put in a variation of the PR's fix.
I've also implemented a different fix that removes the division
from try_lift().  The original code seems to have gone out of its
way to avoid calculating inv_weight() twice, but doing the latter
(for the once in a hundred games where it might happen) greatly
simplifies things by removing details of carrying capacity.

Fixes #621
2021-10-25 14:51:26 -07:00
PatR
6edadc4884 fix github issue #614 - applying polearm at doors
Reported by G7Nation; attacking walls and such with a polearm just
gave lackluster "you miss; nobody's there" feedback.

Make applying a polearm at some non-monster locations give feedback
similar to using 'F'orcefight with melee weapons.  Was
|You miss; there is no one there to hit.
now
|You uselessly attack the closed door.

Also, extend the supported locations to include dungeon furniture.
Was
|You attack thin air. ('F')
now
|You harmlessly attack the throne. ('F')
|You uselessly attack the throne. ('a')

This doesn't address #613:  attempting to hit non-visible locations
with an applied polearm.

Closes #614
2021-10-24 10:06:30 -07:00
PatR
b97df3e9e4 closed door descriptions 2021-10-23 17:33:39 -07:00
PatR
37e63f6829 breaking wielded fragile item against iron bars
Reported by entrez, wielding something fragile (potion of acid
perhaps), and using F to smash it against iron bars called breaktest()
directly, then a second time indirectly through hero_breaks() via
hit_bars().  There is a random chance to resist breaking (99% for
artifacts, 1% for other items) so breaktest() might say that something
will break on the first call and that it will not break on the second
call, or vice versa.  That could remove uwep from inventory then leave
it in limbo without destroying it, or destroy uwep without removing it
from inventory first triggering impossible "obfree: deleting worn obj".
2021-10-22 19:11:51 -07:00
nhmall
df0ed882a8 use %lu in format string in timer_sanity_check()
closes #617
2021-10-22 15:23:07 -04:00
nhmall
090f1fb029 check for NULL Lua_State prior to lua_close()
fixes #616
2021-10-21 13:34:21 -04:00
nhmall
559a9cde21 fixes37.0 updates for pr612, 613, 615
closes #612
closes #613
closes #615
2021-10-21 08:48:23 -04:00
PatR
1f9c8b8ef9 fix #K3472 - stale perm_invent when engraving
Engraving with a weapon which has known enchantment or with a magic
marker which has known charge count that decremented the amount did
so without updating the persistent inventory display.  Report was
for curses but applied to every interface that can show perm_invent.

This includes some reformatting (mostly
 if {
 }
 else {
 }
to
 if {
 } else {
 }
multiple times; also add some new braces after 'if' or 'else' where
one half already had those and the other didn't).  And removal of
some unnecessary 'register' designators.

Plus fix up one sanity check which complained if number of charges
being used was more than a marker had, but then let the engraving
continue and decrement the count by that large amount.  If that
impossible situation ever occurred, it would result in a marker
with negative charges.
2021-10-20 14:56:01 -07:00
PatR
f9be7a4b8a boulders vs vault walls
Noticed when testing the "wall_angle: unknown" fix, if there is a
boulder rather than a door in the breach in a vault's walls at the
spot where the guard arrives, the guard would walk onto it, tell the
hero to drop any gold and follow, then move back.  The boulder would
remain in the hero's way and couldn't be pushed because the guard was
in the boulder's way.  Have the guard smash any such boulder(s) into
rocks when arriving (with no explanation for how that is accomplished,
just a message about seeing or hearing boulder(s) shatter).  Later
when repairing the walls, delete any rocks or boulders at all vault
wall locations (even when no gap-to-wall repair is needed).
2021-10-18 12:55:28 -07:00
nhmall
17165e3b92 melting ice timeout issues
Reported directly to devteam by entrez via email:
>
> I noticed some potential issues with (melting) ice:
>
>   * Digging down into ice, or setting a land mine on the ice and
>   triggering it, doesn't remove the melt_ice timeout, so it can result
>   in a sequence like dig down -> pit fills with water -> freeze water
>   -> freezing water tries to set melt_ice timeout -> duplicate timeout
>   impossible.  Or if you don't freeze the water again, melt_ice will
>   run on a non-ice surface, which might at least produce strange
>   messages.
>
>   * Setting a land mine on ice: melting ice doesn't do anything with
>   the trap, so there is still a land mine which you can trigger by
>   flying over the water (the land mine's trigger is also still
>   described as being 'in a pile of soil', despite being underwater at
>   this point).  Similar thing happens with bear traps.
>
>   * Not really related to _melting_ ice, but an exploding land mine
>   doesn't reset the typ from ICE to FLOOR (like normal digging does),
>   so it will result in a square with a pit that is also an ice square,
>   where the ice can melt under the pit and produce a combination
>   pit/moat.  If you then freeze the moat, the pit reappears on top of
>   the ice.
2021-10-16 22:22:33 -04:00
nhmall
711007cd44 trailing blank 2021-10-16 11:29:19 -04:00
Michael Meyer
121290cde6 fix m-prefix movement into warning symbol (pr573)
https://github.com/NetHack/NetHack/pull/573 by entrez
Pull request comment states:
"Moving into a position containing a warning symbol with m-<direction> to
'safely' move would still attack as though the 'm' prefix was not
specified.  Ensure warning symbols are counted as 'detected' monsters
for this purpose, to avoid falling through to do_attack()."

Closes #573
2021-10-16 10:50:54 -04:00
HMM
e2be44f2dd variation of imp's pr 602 period-speak
This pr is not merged word-for-word from the original pull request
by Vivit-R

Closes #602
2021-10-16 10:36:13 -04:00
nhmall
ba64bb8ce2 out-of-bounds access in farlook pr592
https://github.com/NetHack/NetHack/pull/592 comment states:
"In commit db68395, most of the instances of xdir and ydir here were
changed to u.dx and u.dy, but not all of them. The remaining ones are
out-of-bounds on xdir and ydir, because i is always set to 12 from an
earlier loop and is no longer involved in handling user input. They
should be u.dx and u.dy like the rest."
2021-10-16 10:16:13 -04:00
PatR
d9bbad8e6e fix github issue #606 - shop wall repair
triggering an impossible warning about "wall_angle: unknown" due
to the known conflict between door state and wall info which both
overlay the flags field for map locations.

Reported and diagnosed by vultur-cadens:  if a shop's wall was dug
open, followed by use of locking magic to plug the gap with a door,
and then unlocking that door, the D_CLOSED door flag was left as
invalid wall_info when shop damage was repaired.  Map re-display
complained.  Leaving the door locked or opening it after unlocking
did not result in any complaint because the values for those door
states do not conflict with wall angle values.

The problem was reproducible and is now fixed by adding an extra
field to the shop damage structure.  A similar change has been
made to the vault guard's 'fake corridor' structure but I have no
test case for that so don't know whether it makes any difference.
At least it doesn't seem to have broken anything.

Existing save and bones files are invalidated by the fixes.

Fixes #606
2021-10-15 15:43:23 -07:00
nhmall
53bb04d9ad fixes entry for consoletty.c fix
Closes #604
2021-10-12 21:23:29 -04:00
nhw_cron
9c667501b6 This is cron-daily v1-Jan-20-2020. guidebook updated: doc/Guidebook.txt 2021-10-11 20:08:57 -04:00
PatR
8ec322b87e last? boulder change - Guidebook update
Describe the new feature of m<dir> making it feasible to move to a
boulder'd spot without pushing.  Giving specific information among
vague descriptions is awkward....

While in there, move a handful of sentences to separate lines as per
the 'roff guidelines.  I did the same for Guidebook.tex even though
it's not needed there, to try to keep things parallel.
2021-10-11 14:50:29 -07:00
nhmall
7405d1fa05 fix misaligned potion colors
Misaligned potion colors due to lack of reset_glyphmap() following obj shuffle.

This issue only impacted a new game
2021-10-11 13:36:10 -04:00
PatR
e42488ca10 and even more boulders...
Revise the m<dir>-toward-boulder handling to let a hero who would be
able to squeese into the boulder's spot if it was blocked from being
pushed to do the squeeze without any pushing.

Unlike the previous changes, this might have an impact on play.  It
allows squeezing under then stepping past an unblocked boulder that's
in a corridor in order to be able to push it back the other direction
where maybe there's more room to maneuver it out of the way.
2021-10-10 18:05:11 -07:00
PatR
fc00ced6f4 yet more boulders: allow m<dir> to not push them
Allow a hero polymorphed into a giant to move to a boulder's spot
via m<dir> no-pickup move, instead of having to push it until the
way is blocked by something and then having push failure move hero
to the spot.

Also change m<dir> when not a giant to no longer push the boulder.
No time will elapse when not moving unless hero who didn't know
that there was a boulder there learns that one is.  Since no actual
push attempt gets performed, player doesn't learn whether there is
anything beyond the boulder that inhibits it from being pushed.
2021-10-10 15:02:21 -07:00
nhmall
6eecfbc28b fix an expanded-glyphs regression
Restore behavior that was unintentionally overlooked during
the expansion of glyphs earlier this year.
2021-10-09 11:34:37 -04:00
PatR
536a5acd20 fixes37.0 entry typo 2021-10-08 13:24:54 -07:00