Commit Graph

3053 Commits

Author SHA1 Message Date
PatR
def2549592 shapeshifting on rogue level
Limit vampire shapeshifting on rogue level to vampire bats (only
choice represented by uppercase letter) and have other shapeshifting
try for uppercase.  The latter isn't rigorous because shapeshifters
(chameleon=':', doppelganger='@', sandestin='&') aren't uppercase
themselves, so won't be created there under ordinary circumstances.
It applies to the "summon nasties" monster spell and post-invocation/
post-Wizard's-death harassment effect too.
2015-06-04 15:31:25 -07:00
Pasi Kallinen
2de17b059c Make priest door opening check match dog_move 2015-06-04 21:27:36 +03:00
Pasi Kallinen
8d1e49f094 Dwarves may be generated with dwarvish spears 2015-06-04 21:01:45 +03:00
Pasi Kallinen
f86bbca9b6 Show detected pets with correct glyph
When detecting monsters with blessed potion of monster detection,
show pets with the correct glyph; highlights them if hilite_pet is on.
2015-06-04 18:02:23 +03:00
Pasi Kallinen
86b84568ea Monster detection shows pets with the correct glyph
Make pets hilited when detected with uncursed potion of monster detection
and hilite_pet is on.  Noticed by Raisse.
2015-06-04 17:39:27 +03:00
Pasi Kallinen
014547beb2 Fix looking around when swallowed
From Boudewijn:

> I am currently swallowed by an ice vortex, and used the ; command
> to identify the \ on my top right.
>
> It said: "\       an opulent throne (interior of a monster)"

Now, when you're swallowed, and look at anything else than yourself,
you'll get "\        the interior of a monster (interior of an ice vortex)".
Based on the comment in the code, it seems this was the original
intention anyway.
2015-06-04 15:36:29 +03:00
Pasi Kallinen
19fe4ece8c Move struct istat_s above prototypes using it 2015-06-03 17:41:01 +03:00
Pasi Kallinen
cf28b8ad71 Fix Rogue-level lighting bugs caused by dark room
Found by Boudewijn
2015-06-03 17:27:40 +03:00
PatR
64e0c99b62 enlightenment for unarmored, also blindness
Augment the existing enlightenment feedback for blindness:  "innately"
blind if poly'd into something without eyes, "permanently" blind if
using the blind-from-birth option, "deliberately" blind if blindness
is  solely due to a blindfold, or "temporarily" blind otherwise.

Add status of "not wearing any armor" when applicable, with slightly
different phrasing if it's due to adhering the OPTIONS:nudist conduct.
2015-06-02 17:39:19 -07:00
PatR
ad7310bec6 breaking blind-from-birth conduct
OPTIONS:blind starts the hero off blind, but putting on the Eyes of the
Overworld confers sight.  Make that break the blind-from-birth conduct.

Sight persists after removing the Eyes even though they aren't intended
to cure anything.  It doesn't make sense to restore the blind-from-birth
flag when taking the Eyes off, but we may want to add another flag, or
make u.uroleplay.blind into a bit mask that can track both can't-see-now
for play and could-never-see for conduct.  (Actually, u.uroleplay.blind
should track only the conduct, and starting the game with it enabled
should set one of the extra bits in u.uprops[BLINDED].intrinsic.  The
Eyes already override that, and taking them off would restore blindness
since the bit would still be set.  As a bonus, the expression in the
macro 'Blind' could be simplified.)
2015-06-02 16:57:42 -07:00
nhmall
fee1259e60 make option show as disabled
Changes to be committed:
	modified:   src/options.c

make option show as disabled if compile time options aren't defined.
2015-06-02 18:20:07 -04:00
nhmall
ab57384a99 win32 raw_printf needs better formatting to read
Changes to be committed:
	modified:   src/options.c

Noticed while testing status bits, the meaningful part of
the message is truncated on WIN32.
2015-06-02 17:20:23 -04:00
nhmall
429ad27a74 runtime enable statushilites if compiled in
Changes to be committed:
	modified:   src/options.c

default to runtime enabled of statushilites if compile time option set
2015-06-02 16:55:02 -04:00
nhmall
66ae23a77e option name change to statushilites
Changes to be committed:
	modified:   doc/Guidebook.mn
	modified:   doc/Guidebook.tex
	modified:   include/flag.h
	modified:   src/options.c
	modified:   win/tty/wintty.c

example:
OPTIONS=statushilites
OPTIONS=hilite_status:hitpoints/30%/bright-magenta/normal
2015-06-01 22:30:04 -04:00
nhmall
9999ba9700 Merge branch 'master' into status_hilite
Conflicts:
	include/extern.h
	win/tty/wintty.c
2015-06-01 22:13:41 -04:00
PatR
f0904157c5 tty role selection when filter by options
Honor things like OPTIONS:role=!tourist and NETHACKOPTIONS='race=!orc'
when performing interactive role selection.  I don't think it was
completely correct when players let the program choose, but it must
have been close enough because we haven't gotten any complaints.
The post-3.4.3 interactive selection was ignoring options-base filtering
entirely and did get complaints for the pre-beta.

Role selection has a ton of code which bloats the program without doing
anything useful for actual game play.  It ought to be split off into a
separate front end.
2015-06-01 18:18:47 -07:00
Alex Kompel
3a9ae2bcbd hilite_status: spaces in color names break option parsing 2015-06-01 08:20:56 -07:00
nhmall
ec92c2007a Merge branch 'master' into status_hilite
Conflicts:
	include/extern.h
	src/options.c
2015-06-01 09:09:44 -04:00
Pasi Kallinen
13ef4962fd Reduce the number of gnomes with candles
Gnomes in mines during level generation have 1/20 chance of getting a candle
(should give approximately 4 candles in all of the mines total), and every
randomly generated gnome has 1/60 chance.
2015-06-01 15:59:43 +03:00
nhmall
ca8f25d4b6 more updates and on/off option 2015-06-01 08:33:17 -04:00
PatR
92ec573fbb mondata.c formatting cleanup, ancient AIX PS/2 bug
When looking to see whether the monsndx() panic could provide any more
useful information [if a pointer that's supposed to point into the
mons[] array doesn't, I don't think that there's a whole lot of other
information available aside from whether it is null or not, and that's
implicitly provided already], I went through the whole file cleaning up
the formatting and making sure every routine was preceded by a short
(usually one line) comment.

There were a few bits of code reorganization.  I changed little_to_big
to have a single point of return.  The 25 year old workaround for a
compiler bug on a defunct platform may or may not still be applicable;
I took that out.  If we get segfault reports for AIX on PS/2, this is
the first place to look.  (big_to_little is nearly identical and didn't
have the same workaround.  Not needed, or not called often enough for
any AIX PS/2 user to be affected?)
2015-05-31 17:18:06 -07:00
nhmall
3cb2c66f35 more work on the tty status_hilite code
Changes to be committed:
	modified:   include/wintty.h
	modified:   src/botl.c
	modified:   win/tty/wintty.c
2015-05-31 19:39:28 -04:00
nhmall
1c00f3b8f3 yet more updates
Changes to be committed:
	modified:   include/botl.h
	modified:   include/extern.h
	modified:   include/wintty.h
	modified:   src/botl.c
	modified:   src/options.c
	modified:   src/windows.c
	modified:   win/tty/wintty.c

get the tty versions started
2015-05-31 16:50:08 -04:00
nhmall
40f1dc8bc3 more updates
Changes to be committed:
	modified:   include/botl.h
	modified:   src/botl.c
	modified:   src/windows.c
	modified:   win/tty/wintty.c
2015-05-31 15:18:59 -04:00
nhmall
4bb21a08f2 some code rearrangement/cleanup in botl.c 2015-05-31 14:45:29 -04:00
nhmall
27967d2b3b notify windowport of hilites when status is initialized
Changes to be committed:
	modified:   src/botl.c
2015-05-31 12:06:18 -04:00
nhmall
dd14d12281 more adjustments
Changes to be committed:
	modified:   src/botl.c
	modified:   src/options.c
2015-05-31 11:56:55 -04:00
nhmall
7e4074b61f more status_hilite work
Changes to be committed:
	modified:   include/extern.h
	modified:   src/botl.c
	modified:   src/options.c
	modified:   src/windows.c

defer notification of the window port until after
proper initialization. Options are processed very
early in 3.6.0
2015-05-31 11:54:06 -04:00
nhmall
ef0c00d99b interim updates
Changes to be committed:
	modified:   include/botl.h
	modified:   src/botl.c
	modified:   src/windows.c
	modified:   win/tty/wintty.c

Move the windowport stuff out of botl.c and into windows.c
where it belongs.
2015-05-31 10:26:54 -04:00
PatR
3a5304c49e last? Sting
If Sting is glowing when blindness gets toggled, give a new "glowing"
message.

So instead of
  Sting glows blue! [...] You can't see! [...] Sting stops quivering.
if you're still blind when the last orc goes away, or
  Sting quivers slightly. [...] You can see again. [...] Sting stops
  glowing.
if you were blind when the first orc arrived, now you'll get an
intermediate message between the second and third ones.  'Sting is
quivering' for the first case, 'Sting is glowing' for the second.
No matter how many times blindness toggles back and forth, the final
"stops glowing" or "stops quivering" will be consistent with the most
recent "is glowing" or "is quivering".
2015-05-31 01:24:19 -07:00
PatR
a70599b0cd Sting again
When formatting uwep, verify that warning comes from wielded weapon
before appending "(glowing <color>)".
2015-05-31 00:44:40 -07:00
Pasi Kallinen
36f00f98eb Use a menu to pick a container to tip
If there is more than one container, the #tip command will show a menu;
if there's just one container, prompt for tipping.

As per Boudewijn's suggestion, remove the superfluous
"There is a container here" message.
2015-05-31 10:13:53 +03:00
PatR
0171345aad more Sting,&c
Add "(glowing light blue)" to the formatted object description when
Sting or Orcrist is glowing due to presence of orcs or "(glowing red)"
if Grimtooth is glowing due to elves.  Use "(glowing)" if blind;
assumes that some aspect of the glow (perhaps warmth or vibration) can
be noticed via touch.

Make enlightenment's "you are warned about <monster class> because of
<artifact>" catch up with Orcrist and Grimtooth.  It was attributing
Orcrist's warning against orcs to Sting, and Grimtooth's warning was
against "something" rather than elves.

The glow color is now a new field in artilist[], so the biggest part
of this patch is adding an extra value to each artifact's definition.
2015-05-30 22:41:30 -07:00
nhmall
b4d9aab90a Merge branch 'master' into status_hilite 2015-05-30 22:23:25 -04:00
nhmall
4ccbf2edc8 some updates
Changes to be committed:
	modified:   include/botl.h
	modified:   src/botl.c
2015-05-30 22:22:39 -04:00
PatR
24b4872e2f get_cost_from_price
I couldn't figure out why walking over a container in a shop might
give the wrong price; the code looks correct.  But I've reorganized
get_cost_from_price to perform the cheapest tests first.  The u.ushops
check should probably be done in doname to avoid calling this routine
at all 99.99% of the time.
2015-05-30 18:22:14 -07:00
PatR
da64f26844 disoriented teleport attempt
Reported for pre-beta, getting "you feel disoriented" when attempting
to teleport within a level while carrying the Amulet, you still ended
up teleporting.  Wizard mode allows the disorientation to be overridden
but the logic was wrong.  It worked as intended when in wizard mode but
unintentionally always overrode disorientation when not in that mode.
2015-05-30 12:30:54 -07:00
nhmall
54cee6913e Merge branch 'master' into status_hilite 2015-05-30 10:59:39 -04:00
nhmall
d5a8004acf formatting fix 2015-05-30 04:56:24 -04:00
PatR
bd968776a9 menucolors parsing
Revise the menucolor parsing (color and attribute portion, not the
regexp part) to switch to the string matching used for wishing in
order to allow space in the "light <foo>" entries instead of forcing
the two words to be run together.  Having them be run together still
works, as does use of dash or underscore to separate the two words.
So the canonical form for light blue is now "light blue" instead of
"lightblue", but all of "light blue", "lightblue", "light-blue", and
"light_blue" match it.  (So do weird things like "--li-gh_-_tbl ue _"
but I won't lose any sleep over that.)

Almost all of this if formatting; mostly blank line after declarations
but also there was new stuff that didn't match the recent reformat.
2015-05-30 01:25:46 -07:00
PatR
37763d030e add warning glow for Orcrist & Grimtooth
Make Orcrist glow light blue when orcs are present, just like Sting.
(Sting supposedly glowed because it was made by the elves of Gondolin
rather than any particular attribute built into it, and Orcrist was
made there too.  I think it also glowed in the Hobbit; that was how
Bilbo recognized what the situation was when he first saw Sting glow.
Maybe it was the other sword rather than Orcrist, but they were treated
as being functionally equivalent.)

Also make Grimtooth glow red when elves are present.  That's from thin
air, to give it some novelty.  Unlike Sting, whose double-damage bonus
is restricted to orc targets, Grimtooth's weak 1d6 bonus still applies
to all targets.
2015-05-29 17:42:15 -07:00
PatR
77373baadf 'Du' bug with non-empty containers
ckunpaid() had the same coding error as allow_category().  A hero-owned
container holding hero-owned contents followed in invent an any unpaid
object was mis-classified unpaid.
2015-05-29 15:46:13 -07:00
PatR
95aab36c4c Adjust the getpos() hint for naming a floor object if the hero happens
to polymorphed into something which is hiding under an object.

Also, make the attempt to name a floor object while hallucinating give
a more interesting result.
2015-05-29 15:14:38 -07:00
Pasi Kallinen
8c5796ff6e Fix typo in potion dilution message, found by Raisse 2015-05-29 13:20:20 +03:00
PatR
7d74a25a14 using #name to call a floor object
Implement Boudewijn's suggestion that #name be extended to allow naming
something of the floor.  I'm sure he wants this so that he can avoid
picking up gray stones, but it's something I started to implement years
ago (probably at an earlier suggestion from him...) and then forgot all
about.

This changes the #name menu to be
   m - a monster
   i - a particular object in inventory
   o - the type of an object in inventory
   f - the type of an object upon the floor
   d - the type of an object on discoveries list
   a - record an annotation for the current level
   What do you want to name?
with the i and o choices omitted when inventory is empty.  If the
'lootabc' option is set it will use a through f instead, but then the
last three entries change letters when inventory is empty.  'y' and 'n'
are still accelerators (effectively hidden choices) for the i and o
entries, corresponding to the answers for the 3.4.3 and earlier "name
an individual object?" prompt.

The floor choice asks you to pick a location.  If you pick yourself,
then the top object of the pile underneath you is targetted.  Otherwise,
the target must be an object glyph, and the object must have its dknown
bit set, so have previously been seen up close or revealed via blessed
potion of object detection.  To make it be more useful, targetting an
object on an adjacent square will set the dknown bit.  (Just the top
object if there is a pile there.)  There's no cockatrice corpse touch
check since you aren't actually touching anything, just looking.

The setting of dknown bit for an adjacent object has been extended to
the '/' and ';' commands for examining things on the screen as well.
It's only done for adjacent spots you actively select, not all 8 spots
around you.
2015-05-29 02:07:50 -07:00
PatR
29617ada12 Sting's glow while blind
Give an alternate message if Sting starts or stops glowing while the
hero can't see.  It probably ought to give an immediate message when
blindness toggles but that looks like it could get messy.

Having an 'o' die or migrate off level should probably also redo the
Sting message immediately, otherwise we see things like:
  The little dog kills the goblin.
  The little dog eats a goblin corpse.
  Sting stops glowing.
(There could be lots of additional intervening messages depending on
other monster activity at the time.)  Calling see_monsters() in the
relevant places--probably m_detach() and migrate_to_level()--would
address this but won't do because that could result in hallucinating
monsters changing appearance mid-turn.
2015-05-28 18:36:51 -07:00
PatR
92a8ec1796 MSGTYPE lint
Fix a couple of bits of lint in options.c, plus do some formatting
cleanup (in the vicinity only, not the whole file).
2015-05-28 02:36:00 -07:00
PatR
7e05f03bc4 fix [pre-]beta 'Du' bug with containers in shops
'Du' in a shop was listing hero-owned containers that didn't contain
any unpaid items.  At least one unpaid item must be carried; bug
manifested iff one or more unpaid items followed the container in
the invent list.

Recently revised allow_category() was using count_unpaid() for
container contents incorrectly, inadvertently checking the rest of
inventory after the container in addition to its contents.
2015-05-28 02:22:48 -07:00
Derek S. Ray
c3d579007a strncmpi, not strcasecmp 2015-05-27 21:09:54 -04:00
Pasi Kallinen
2944dc6935 Show cost of merchandise when walking over it
This is another feature the betatesters seemed to miss a lot.
2015-05-27 21:45:00 +03:00