Commit Graph

114 Commits

Author SHA1 Message Date
Pasi Kallinen
8efec0a547 Allow crawling out of water on Plane of Water after hurtling 2016-01-15 15:40:29 +02:00
Pasi Kallinen
c038522b9d Fix bz65: Water behaves strangely when hurtling out of air bubble
When levitating on the plane of water, get an unattached iron ball,
and throw it. You'll hurtle in the opposite direction, out of the air
bubble and into water, but don't drown.
2016-01-15 13:47:19 +02:00
Pasi Kallinen
4aeb2913cf Only requiver pickup_thrown ammo and throwing weapons 2016-01-06 04:58:37 +02:00
Pasi Kallinen
4387bde968 Clear thrownobj when punished and swallowed
As per Pat's suggestion, this actually does work correctly;
I have no idea why I thought it didn't ...
2015-11-13 00:07:47 +02:00
PatR
62193be46a more formatting
Mostly tab replacement, plus the last of the cast spacing.
2015-11-08 01:37:55 -08:00
Pasi Kallinen
99925ff155 Update version numbers in source comments 2015-11-06 16:05:36 +02:00
PatR
3986546325 formatting: src/a*.c - d*.c continuation lines
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half.  The automated reformat got
confused by comments in the midst of such lines.
  foo ||
  bar
was converted to
  foo
  || bar
but
  foo ||
  /* comment */
  bar
stayed as is.

Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
2015-10-19 17:32:21 -07:00
PatR
2c20805b16 unsplitting split object stack
Replace the code that Dean objected to with something a little bit more
robust.  It doesn't rely on the two stacks being adjacent or having the
same inventory letter.  It is still vulnerable to having another
splitobj() occur between the offending split and its attempted unsplit,
or to either of the two halves of a split being extracted from their
object chain.  As before, failure to unsplit only results in the two
halves of the split remaining separate stacks, not anything more drastic
like the panic() that prompted all this.

Simplification of hallucinated currency names got mixed in with this
patch.  I haven't bothered separating it back out.

Whoever reset PATCHLEVEL to 0 jumped the gun.  This patch increments it
since change to the 'context' structure breaks save file compatibility,
so it will need to undergo another reset before release.
2015-10-18 17:37:15 -07:00
Pasi Kallinen
af1c77808b Comment typofixes, pt 4 2015-10-17 18:47:31 +03:00
Pasi Kallinen
66dd87454b Comment typofixes, pt 3 2015-10-17 13:47:25 +03:00
Pasi Kallinen
f1c1f3cb8a Add missing thrownobj clears when the obj is destroyed 2015-10-15 14:56:42 +03:00
PatR
7451e6c3b0 fix inappropriate merge during aborted throw
Fix the situation reported by Pasi where cancelling a throw via ESC at
the "which direction?" prompt resulted in "object null after merge"
panic from addinv().  I wasn't able to reproduce the panic, but I could
see the throw-nowhere stack getting merged into the quiver stack when
it shouldn't.  This fixes that.

Also a couple of formatting bits.  I wish I'd quit coming across those.
2015-10-13 14:33:42 -07:00
Pasi Kallinen
1703818a11 Wet towels deal more damage
Dipping a towel into a potion, fountain, or some other water source
makes the towel wet.  Hitting with a wet towel deals up to 6 points
of damage, but every hit reduces wetness, as does throwing or applying
the towel.  You can also wish for a moist or wet towel.
2015-10-13 16:28:01 +03:00
Pasi Kallinen
c48b3c4556 Jump-and-bump should wake up monsters
It was possible to wake up single monsters by jumping at the monster.
Make such bumping somewhat noisy.
2015-09-15 16:17:16 +03:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
26ee7dc370 Convert the vibrating square to a trap
Patch due to ais523 in NetHack 4.

This is not ready to be merged yet; the vibrating square needs a tile
image for tiles builds.
2015-05-25 09:19:20 +09:00
Sean Hunt
a67759cbc3 Audit rloc()
Most of the time, rloc() is used for teleporting monsters and it's not a
big deal if they can't find somewhere to go. In a few cases, it is. I
went through all the callsites and made calls to rloc() not cause
impossible()s if they don't need to.

Fixes a bug/suite of bugs reported by ais523.
2015-05-24 09:31:40 -04:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
Pasi Kallinen
6209d458f9 A camera may contain a picture-painting demon
Original patch by Leon Arnott
2015-04-13 18:54:24 +03:00
Pasi Kallinen
411ee58593 Add more explicit helpless reasons
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless.  For example:
"while frozen by a monster's gaze"
2015-03-29 22:12:19 +03:00
Sean Hunt
ac108cd365 Make GOLDOBJ unconditional. 2015-02-27 19:33:40 -05:00
Sean Hunt
260f7ea860 Make TOURIST unconditional. 2015-02-27 19:33:12 -05:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
nethack.rankin
e8e291b018 fix #H3039 - panic() when trying to drop destroyed items
From a bug report, dropping a lit
(burning) potion of oil while levitating can produce an explosion which can
destroy inventory.  If in the process of dropping multiple items, the ones
after the oil might be gone, resulting in use of stale pointers and possibly
triggering an "extract_nobj: object lost" panic or even a crash.  While
testing my fix, I discovered that being killed by an exploding potion of oil
could produce an "object_is_local" panic if bones are saved  (and reproduced
with unmodified 3.4.3).
2013-11-05 00:57:56 +00:00
nethack.rankin
669c2ab560 container_impact_dmg
A post-3.4.3 change made the contents of thrown (or dropped while
levitating) containers subject to breakage, but it had sequence issues.
When something was thrown from outside a shop (or from its doorway or
entry spot) and arrived inside, the shopkeeper was taking possession too
soon, charging the hero for any broken contents, and then going ballistic
(summoning kops and attacking) because the hero was outside the shop while
owing money.  We need to break contents before shk claims ownership, which
turned out to be trickier than it sounds since it has to occur after any
item-hits-floor message if such feedback is given.

    Also, clear the container's contents-known flag when contents break.
Conceivably it should stay set when there is only one item, since hearing
something break could only be that item, but this resets container->cknown
unconditionally if anything inside breaks.
2012-05-05 23:26:26 +00:00
keni
20148d83fe try another pair: dokick.c dothrow.c 2011-12-29 23:50:13 +00:00
nethack.rankin
ae01610f0d dungeon ceiling (trunk only)
The ceiling on the Plane of Water is always "water above", not "sky"
when inside air bubbles and "water's surface" when outside.  Also, support
throwing things upwards on the planes of air and water and when underwater
instead of silently dropping the missile in such cases.

     This is mainly groundwork for a tangential bit of a forthcoming
levitation fix.
2011-10-04 01:13:59 +00:00
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
c7a867ec78 probably fix teleport display bug (trunk only)
This might fix the following buglist entry
|Teleporting while using tiles may place you one tile beyond the edge of
|the display screen, and place the crosshair on empty space.

     Various bits of code, including teleport, are assigning directly to
u.ux,u.uy instead of calling u_on_newpos().  It wouldn't be an issue for
small tiles where the whole map fits on the screen, but it probably is for
bigger ones where clipping is in operation.  Using u_on_newpos() adjusts
the clipped map right away but changing u.ux,u.uy directly won't do so
until control returns to moveloop() and it eventually calls cliparound().
Usually the hero's position only changes by one column and/or row, hence
stays within the clipping margin, but that's not the case for teleport
nor for hurtling (throwing recoil while levitating, &c).

     Perhaps all the places that assign u.ux,uy should call u_on_newpos()
instead?  Most--all?--of them aren't updating u.usteed->mx,my, but I
guess that monster's coordinates don't matter since it isn't placed on
the map.
2011-08-29 01:36:48 +00:00
nethack.rankin
fa61c02151 multishot throwing/shooting tweaks (trunk only)
I've been sitting on this for a long time (29 months?); it got more
elaborate for a while, then got stripped back to something fairly simple.
The original description was once accidentally attached to an unrelated
patch; it was more detailed than this one....

     This makes it harder for non-fighter types to throw or shoot
multishot volleys of missiles, and gives a couple of minor new bonues to
try to get a little more variety than the current situation of everyone
(with possible exception of arrow shooting by rangers) just using stacks
of daggers for ranged attacks.  Since daggers are so plentiful that's
probably just wishful thinking.
2011-02-09 01:05:29 +00:00
nethack.rankin
363163b0c3 thrownobj, kick[ed]obj (trunk only)
Rename ``kickobj'' to ``kickedobj'' so that the tense matches that
of ``thrownobj''.  Also, move their declarations to decl.h and their
definitions to decl.c since usage has spread from dokick.c/dothrow.c to
various files and is about to expand to another one.
2011-01-16 01:29:18 +00:00
nethack.rankin
d918d329ea missile vs engulfer (trunk only)
Noticed while testing the "<obj> is no longer poisoned" fix; killing
an engulfer via "the poison was deadly..." led to an "obj not free" panic.
It was due to post-3.4.3 changes, so no fixes entry.
2009-06-30 08:22:40 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
e6b2d5c33d blessing/cursing via potion (trunk only)
Allow potions thrown straight down while hero is mounted to target
steed instead of always hitting the floor.  There's already a fixes35.0
entry for potions hitting worn saddle instead of the creature wearing it,
but that only happened when thrown at a nearby saddled monster, not when
the hero was stuck mounted on a steed with cursed saddle.

     Eight separate "the <obj> glows <color>" messages were too many...
(four for dipping an item in holy/unholy water, four more for throwing
either of those potions at a saddled monster).  Replace the repetitive
code, leaving just two such messages.  Setting of bknown flag for the
dipped object is the only intentional change here.  That used to be done
unconditionally but now requires that the hero see the glow color.
2009-01-23 00:05:14 +00:00
nethack.rankin
5c053b12dd post-3.4.3 obj not free panic
Throwing an object while engulfed and then quitting triggers a panic
when the end-of-game code tries to clean up the thrown object.  Throwing
code wasn't reflecting the fact that adding the missile to the engulfer's
inventory already handles the thrown object.  3.4.3 wasn't affected; it
didn't bother trying to clean up `thrownobj' in done().
2008-03-21 03:09:37 +00:00
nethack.rankin
faa3543063 long worm tail hit by potion thrown by monster (trunk only)
From the newsgroup:  when a monster throws a potion at the hero and
it hits a long worm's tail, you'd get "The bottle|flask|&c crashes on the
long worm's _head_ and breaks into shards."  The relevant code changes
"head" to "body" when appropriate, but monster throwing wasn't setting up
`notonhead' so that alteration only kicked in for player throwing.
2007-12-17 23:43:31 +00:00
nethack.rankin
3e42f76244 fix suicidal panic
Some post-3.4.3 code in done() cleans up thrownobj and kickobj to
plug a potential memory leak (unnoticeable one since the game is over),
but they have to be free objects rather than on any list.  toss_up() was
leaving thrownobj defined after putting the thrown object on the floor,
leading to "obj not free" panic from dealloc_obj() if threw you an object
upward and it dealt fatal damage when it fell back down.  (For non-fatal
damage, toss_up()'s caller cleaned things up later.)
2007-12-03 21:13:58 +00:00
nethack.rankin
bb5ade4293 confirmation for polearm attacks (trunk only)
From a bug report, 2005:  applying a
polearm towards a monster ignores the `confirm' option.  It's a wielded
weapon attack but is handled internally as a throw since it's also a
ranged attack.  The report included a small patch for use_pole() but I'm
calling the regular attack confirmation routine instead.

     Also, move the penalty for samurai attacking peaceful monsters into
the same routine that handles knight attacking defenseless monsters so
that they're more consistent.
2007-05-28 00:20:43 +00:00
nethack.rankin
bc4ccd0f44 kick/joust monster positioning (trunk only)
From a 7.5 year old news posting (with a reply by Kevin Hugo speaking
on behalf of slash'em...):  when a monster "nimbly jumps to evade" hero's
kick, it can pass through walls and grid bugs can jump off their grid.
Likewise when a joust or staggering blow knocks a monster back, it could
move grid bugs diagonally.  This fixes both cases.

     Offhand I can't think of any other non-standard movement situations
which might need similar handling, but it wouldn't surprise me if there
are some.  Leashed movement is close but I don't think maybe_mnexto helps.
2007-05-26 05:56:26 +00:00
nethack.rankin
b805ba7bc3 splattered oil fix
splatter_burning_oil() is called when a lit potion of oil gets
broken, and it can dish out fatal damage to the hero.  An earlier fix
to prevent a light-source panic (thrown item is not on any of the object
lists) during bones creation didn't address leaving that lit potion
intact if it was on the floor (which can happen if the breakage is caused
by striking or force bolt rather than its being thrown or kicked).  Use
the existing obj->in_use mechanism as a more general fix, after teaching
bones code that it applies to other things besides the hero's inventory.
2007-05-11 02:25:55 +00:00
nethack.rankin
82c82016cd f-iring without ammo refinement
A change a couple of weeks ago to have player's chosen ammo be auto-
quivered when using the 'f' command while quiver is empty was excluding
objects with quantity 1.  That was on the basis that it was in the process
of being thrown so there was no point in putting it into the quiver slot
first.  But if it was a boomerang, or Mjollnir under suitable conditions,
there was a chance for it to be available for another throw, so there is
a point to quivering it.  Also, player can hit ESC at the direction prompt
and end up not throwing it after all.  So, put even quantity 1 items into
the quiver when 'f' command is used with empty quiver.
2007-05-08 03:45:53 +00:00
nethack.rankin
73a315dcfd f-iring without ammo
There was a suggestion in the newsgroup that if you use the 'f'
command when your quiver is empty, that whatever missile you supply to the
"what do you want to throw?" prompt be automatically put into the quiver.
This implements that, and separates most of the common code from dothrow()
and dofire() into a separate routine.  A post-3.4.3 change to dothrow() to
require hands for throwing wasn't propagated to dofire().  With the common
routine, they're much less likely to get out of sync like that.

     This is going into the branch as well as the trunk because the hands
checking mismatch was added there too.
2007-04-21 02:43:32 +00:00
nethack.rankin
b4f39da9dd fix #H261 - bias in Bresenham's algorithm in walk_path
From a bug report, walk_path() was
favoring orthogonal steps at beginning of the path and diagonal ones at
end, when intermixing diagonal and orthoganal produced a more accurate
representation of the real path.  Only mattered for long distance jumps
3x2 or 3x1 steps away; hurtling always moves in a straight line and short
(2x1 knight) jumps aren't affected by the patch supplied with the report.
2007-03-29 04:03:35 +00:00
nethack.rankin
4409f48369 kicking shop food to tame dog (trunk only)
From a bug report, kicking unpaid
food in a shop at a tameable monster resulting in taming the monster
without charging for the used-up food.  This forces kicked objects that
are owned by shops to be put on the shop bill and flagged as unpaid, which
is normally reserved for carried items but makes kicked ones behave like
thrown ones.  (If they land inside the shop without breaking, they're
removed from the bill.)  So kicking food to make a pet now results in the
item being moved from the shop's unpaid bill to its used-up bill, same as
for thrown food.  Although the latter kept billing consistent, it lacked
shop billing feedback; this fixes that too.
2007-03-27 03:35:31 +00:00
nethack.rankin
ae9c10ea07 kicking vs throwing vs polearms (trunk only)
Wielding a bow while kicking arrows gave a shooting bonus.  Also,
From a bug report:  applying a
polearm to hit at range never caused a pudding to split because the attack
gets treated as throwing.  Likewise, confuse monster effect (hands glowing
red) didn't kick in for applied polearms.
2007-03-25 05:31:13 +00:00
nethack.rankin
187b8dec9f need hands to throw
From the newsgroup:  slash'em lychanthrope character could throw
while in wolf form.  That came straight from nethack; any animal capable
of manipulating an object--possibly with its mouth--could throw things.
Now hands are required.  This doesn't require free hands, although it
probably should; it's kind of tough to imagine making a competent throw
while your hands are stuck to a cursed two-handed weapon.
2007-01-11 05:15:33 +00:00
nethack.rankin
212623962e multi-shot throwing for knives & spears (trunk only)
Make all stackable weapons capable of multi-shot volleys when thrown.
Affects knives, spears & javelins, and boomerangs; requires advanced skill
assignment (skilled:  1-2 missiles per throw, expert:  1-3 missiles) or
role-specific bonus (ranger class's general +1 bonus is the only one that
applies to any of these weapon types).  For monsters, prince-caste get 1-3
missiles and lord-caste get 1-2, as before, with fake player monsters now
also getting 1-2; those counts apply to all stackable weapons regardless
of whether the species or role ordinarily uses whatever is being thrown.

     Related changes:  monks now get a role-based +1 count for shuriken,
throwing 1-2 instead of just one (they're only allowed to achieve basic
skill so won't reach any higher volley count).  Monster monks and ninjas
get that too; ninjas now get the same for darts and they're guaranteed
weapons in starting inventory.  Also, fake player rogues now sometimes
get orcish daggers instead of short sword, providing a decent chance to
occasionally have Grimtooth be randomly generated on the Astral level.

     Potentially controversial:  wizards can still become expert in dagger
skill and receive the to-hit and damage bonuses for that when throwing as
well as when wielding, but the number of missiles for them has now been
reduced to 1-2 (in other words, going from skilled to expert no longer
improves the max count for the volley amount for wizard role).  They're
supposed to be spellcasters; being able to throw up to three +7 daggers
at a pop was a big temptation for resorting to brute force, particularly
since they'll already want highest dagger skill for wielding Magicbane.

     To do:  throwing multiple boomerangs either needs to behave as if
they're all in flight before the first returns, or else the volley needs
to be cut short if one comes back and isn't successfully caught.  The
latter is a lot easier to do but the former fits better with what multi-
shot volley is supposed to represent.  Another alternative is to change
them to no longer be stackable, then this sequencing issue goes away.

     To do too:  make worm teeth and crysknives become stackable like the
other knife-skill weapons.
2006-12-17 05:47:17 +00:00
nethack.rankin
a00a69ba26 crossbow range and rate (trunk only)
From a bug report:
crossbow shot range shouldn't depend upon strength.  Make it fire for a
distance of BOLT_LIM regardless of whether if would have gone shorter or
longer by using the normal ranged calucations.  However, strength is
necessary to load crossbows, so make characters with low strength be less
capable of launching multi-shot volleys.
2006-12-09 02:39:34 +00:00