Commit Graph

8998 Commits

Author SHA1 Message Date
Michael Meyer
6cfd3367bc Encyclopedia lookup: check all existing fruitnames
Use fruit_from_name instead of checking gp.pl_fruit directly so that
changing the fruitname won't cause fruits already in the player's
inventory to stop working with lookup.
2023-11-05 14:55:27 -08:00
nhkeni
6c8035d1e7 allow --showpath for --showpaths 2023-11-05 10:26:13 -05:00
Pasi Kallinen
8dc7a4882a Make spell menu work with repeat command 2023-11-05 13:49:04 +02:00
PatR
2ee7509945 replace getenv("TTYINV") with perminv_mode option
Add a new option 'perminv_mode' to augment perm_invent.  It handles
the same choices as the temporary TTYINV method:  show all items other
than gold, show full inventory including gold, or only show in-use
items (similar to the '*' command).

For tty, both the all-except-gold and full-inventory modes can add
the poorly named 'sparse' variation which populates unused slots in
its fixed grid with the inventory letter that would go in each.

For others, the default has been changed from full-inventory to
all-except-gold.  Note that gold is treated as part of 'all' or of
'in-use' if it is quivered because having the amount be shown on the
status line doesn't make that redundant.

Changing the default may mess up WinGUI if it assumes that perm_invent
is full inventory with gold.

Initially I was going to change perm_invent into a compound but this
leaves it as an on/off toggle and adds perminv_mode as a separate
option for how to show the inventory when the toggle is on.  It may
make sense to combine them since dual controls is a little confusing,
but right now setting perm_invent On when perminv_mode is 'none'
changes that to 'all' and changing perminv_mode away from 'none' when
perm_invent is Off toggles it to On.

Guidebook.mn has been updated but as usual Guidebook.tex is lagging.
2023-11-05 02:31:26 -08:00
Pasi Kallinen
2bb7239867 Fix iron bars dissolving turning floor into doorway 2023-11-04 13:41:12 +02:00
Pasi Kallinen
738c2239c9 Lightning has a small chance of melting iron bars 2023-11-04 13:04:27 +02:00
Pasi Kallinen
56f4657041 Simplify add_menu, part 10 2023-11-03 22:37:50 +02:00
Pasi Kallinen
4dd9602f4b Simplify add_menu, part 9 2023-11-03 22:32:36 +02:00
Pasi Kallinen
ee27757b60 Simplify add_menu, part 8 2023-11-03 22:23:46 +02:00
Pasi Kallinen
06235b7841 Simplify add_menu, part 7 2023-11-03 22:04:55 +02:00
Pasi Kallinen
70c47c4054 Simplify add_menu, part 6 2023-11-03 21:48:46 +02:00
Pasi Kallinen
93fd946ff6 Simplify add_menu, part 5 2023-11-03 21:41:26 +02:00
Pasi Kallinen
175d167896 Simplify add_menu, part 4 2023-11-03 21:27:22 +02:00
Pasi Kallinen
7592ce81f4 Simplify add_menu, part 3 2023-11-03 21:09:34 +02:00
Pasi Kallinen
2fd177ddb5 Simplify add_menu, part 2 2023-11-03 21:01:17 +02:00
vultur-cadens
43f42b35e6 potion of sickness hit effect
The potion of sickness would previously always print the message
"<mon> looks rather ill." when hitting a non-poison-resistant monster,
even if all effects were resisted due to monster magic resistance.

To make the potion more useful against high-MR monsters, this change
removes the dependence on monster MR, but also removes the halving of
maximum HP to prevent it from being overpowered.  Hitting with a
potion of sickness now reliably halves only the current HP of
non-poison-resistant targets.

The effect of poisoned projectiles, which can be created from a potion
of sickness, is not resisted by monster MR, so it does not make much
sense for the potion effect to be subject to monster MR.  There is
also code to make Pestilence suffer the sickness effect when hit by a
potion of healing, but due to monster MR, it had no practical effect
other than printing a misleading message.
2023-11-03 11:18:29 -07:00
Michael Meyer
ccf997b28b Cache and restore gb.bhitpos in water_damage_chain
If throwing an item while levitating sent the hero hurtling into a wall
of water, the item would land in the water due to water_damage_chain's
use of bhitpos.  Restore the previous value when it is finished to avoid
interfering with the use of bhitpos further up the call stack.
2023-11-03 11:04:35 -07:00
Michael Meyer
5ba7939110 Fix: hurtling into wall of water
A hero hurtled into a wall of water while levitating, flying, or wearing
water-walking boots wouldn't be stopped by it unless it was on the Plane
of Water.  Make it stop hurtling heroes immediately no matter the
location.

I also noticed that once I was hurtled safely into the wall of water, it
was described as a "pool" when I examined it with ':'.  Fix that, too,
even though I think it shouldn't really be encountered in-game.
2023-11-03 11:04:34 -07:00
Pasi Kallinen
a6051dae81 Simplify adding menu headings 2023-11-03 19:07:15 +02:00
Pasi Kallinen
852f8e4996 Dropping items disturbs buried zombies 2023-11-02 20:31:51 +02:00
Pasi Kallinen
e6993f2ef1 Digging down on a magical trap causes it to explode 2023-11-02 19:18:18 +02:00
PatR
c1045cc18a sanity check: avoid "you over monster" impossible
I did this several months ago to avoid a sanity check warning (and
consequent fuzzer panic) when an engulfer expels the hero on a full
level.  I was hoping to refine it but never went back; install it
now before forgetting about it entirely.

If a chameleon changes from wall-phazer to engulfer while in a spot
the hero can't move onto and engulfs him/her, expelling the hero
after the engulfer has taken the hero's spot might be forced to put
the hero on top of the engulfer or another monster when unable to
use the engulfer's former spot.  Rather than try to figure out all
the possible ways this might happen and attempt to deal with each
of them, just prevent an engulf attack from succeeding if the hero
wouldn't be able to move to the engulfer's spot.  (Does not prevent
an air elemental over water from engulfing the hero.)
2023-11-02 09:12:37 -07:00
PatR
8cd032a6aa thawing ice fix
Ice in front of a raised drawbridge was desccribed as "[ice:19?]"
and didn't present any thaw status when hero was close.
2023-11-02 01:13:18 -07:00
PatR
a985fa1167 comment fixup for saving cond_xyz
This started as a typo/thinko fix but ended up rewording the comment.
2023-11-01 22:07:43 -07:00
PatR
986596b26d tweak to #K4026 fix 2023-11-01 02:08:39 -07:00
PatR
fa0f3751a3 fix #K4026 - "object lost" panic during theft
"object lost" panic occurred when hero's worn amulet of magical
breathing was stolen.  This prevents drown() -> emergency_disrobe()
from dropping an item while in the midst of it being stolen, avoiding
the possibility of it no longer being in inventory when the theft
completes.  There may be variations other than drowning that lead to
unwear -> drop-or-destroy that are still vulnerable, and this fix can
potentially cause items to vanish from hangup save files.

It also has a side-effect of not being able to drop levitation boots
to lighten encumbrance enough to crawl out of water if the drowning
occurs while they are being taken off, not just when being stolen,
even though they should be easily droppable in such circumstance.  The
hero will just need to drop other things instead.
2023-11-01 01:54:32 -07:00
PatR
c8a84acfa5 handle C++ vs enum arithmatic differently
The cast to (int) was much simpler but this seems better overall.
2023-10-31 15:04:14 -07:00
PatR
c13b0953c2 still more #saveoptions and cond_ options
If any cond_xyz options came from the old RC file or were changed with
'm O' but they were all back to their default values when #saveoptions
was executed, the new RC file would end up with 'OPTIONS=\n' at the
end.  Then if that RC file gets loaded in a subsequent game, there
will be a warning about "Empty statement".
2023-10-31 11:21:04 -07:00
Pasi Kallinen
4b70213677 #saveoptions fixme comment 2023-10-31 18:16:56 +02:00
Pasi Kallinen
1d9726f821 More #saveoptions and cond_ options
Only save the cond_ options that are different from the default.
2023-10-31 14:57:36 +02:00
PatR
6303141f1d fix #K4025 - #saveoptions vs cond_ options
Confusion between 'o_status_cond' and 'pfx_cond_'.  Still confusing
but I think now working as intended and expected.

If any cond_xyz option has been loaded from the RC file or changed via
'm O', #saveoptions still saves the full set rather than just the ones
that are different from their default value.
2023-10-31 01:19:20 -07:00
nhmall
a3f452bbe0 Verbose reversion follow-up 2023-10-29 21:02:47 -04:00
nhmall
6cbefc7c2d Revert "granular verbose message suppression mechanics"
This reverts commit be76727265.
2023-10-29 20:39:07 -04:00
nhmall
67a695ac56 Revert "more Verbose"
This reverts commit 377be376fe.
2023-10-29 20:28:19 -04:00
Pasi Kallinen
03ee609ca0 Saving grace stops multi-turn actions, sleeping, and fainting 2023-10-29 18:01:28 +02:00
Pasi Kallinen
16ed7e49c3 Separate level flags for premapped and sokoban 2023-10-29 12:35:32 +02:00
Pasi Kallinen
638c487c59 Split deadbook undead pacify effect into separate function
Also make the monster chain iterator functions more robust,
in case the called function changes the next monster pointer.
2023-10-28 19:01:46 +03:00
PatR
204cf6bf10 comment typos 2023-10-26 03:39:18 -07:00
PatR
4dc8429d9e thawing ice followup
Modifying an() [actually just_an()] to treat "<thickness> ice" and
"frozen <hallucinatory liquid>" as special cases which shouldn't be
prefixed with "a" or "an" affected using something like "shaved ice"
or "frozen yogurt" as named fruit.
 |a) shaved ice
 |b) frozen yogurt (weapon in hand)
now have article "a" preceding them:
 |a) a shaved ice
 |b) a frozen yogurt (weapon in hand)
However, the existing cases
 |c) iron bars
 |d) an iron bars (weapon in hand)
still get item 'c' wrong.  'd' is slightly odd but that's because the
fruit name is ambiguous as to whether it's singular or plural.
2023-10-26 01:28:56 -07:00
PatR
04d6789c98 report ice's thaw state
Classify nearby ice as "solid" (no melt timer), "sturdy" (more than
1000 turns left), "steady" (101 to 1000 turns left), "unsteady" (51
to 100 turns left), "thin" (15 to 50 turns left), or "slushy" (1 to
14 turns left, matching walking on ice with the Warning attribute).
[I'm not thrilled with "steady" and particularly "unsteady".]

I was originally going to do this just for probing downward, but ended
up also doing it for look-here and getpos's autodescribe.  It nearly
got out of hand and touched more files than anticipated.

'mention_decor' ought to treat moving from ice firmer than thin to
thin or slushy, from thin to slushy, from slushy to any other, and
from thin to firmer as if moving onto different terrain but I haven't
attempted to tackle that.

The melt timer could work more like a candle's burn timer, triggering
at intermediate stages and resetting itself, so that ice which changes
to a weaker state under the hero could be reported to the player.  But
this doesn't implement that.
2023-10-25 13:26:03 -07:00
Pasi Kallinen
7bf3888118 Shopkeepers consider monster type for some items
Tins, eggs, and corpses will now cost different amounts
based on what intrinsics the monster type could give
2023-10-25 18:45:16 +03:00
PatR
1a5eaf78e6 probing vs underwater items
When probing is zapped downward while hero is at a water or lava spot
and hero isn't beneath the surface, show any objects 'hidden' by the
water or lava at that spot.
2023-10-23 13:07:15 -07:00
PatR
814a69f061 update a couple of tty perm_invent comments
Gold can be quivered but not wielded, so remove the reference to the
latter.  Inuse-only mode gets passed lamps and leashes when they're
actively used, so remove the reference to that being different from
Qt's paperdoll.  (It is actually different, but not because they
won't be shown as in-use.  The paperdoll only shows one of each but
inventory of in-use items might have more than one of either or both.)
Add a what-if comment to tools_in_use().
2023-10-22 16:44:49 -07:00
PatR
85a5c3125e TTY_PERM_INVENT fix header for empty perm_invent
and reimplement 'sparse' mode (TTYINV=2 or TTYINV=3).

When hero had no inventory except for gold and perminv display mode is
ignoring gold, the header said "empty" when "only gold" was intended.

Sparse mode populates perminv with inventory letters in the unused
slots instead of leaving them blank.  (The core doesn't need to be
aware of that since it doesn't affect what display_inventory() sends
to the inventory menu.)
2023-10-22 08:54:41 -07:00
PatR
77ae10f566 more TTY_PERM_INVENT, part 3 of 2
Some changes I made while chasing the slots 'A' and 'B' bug.  These
weren't necessary to fix that and I don't think they produce any
change in behavior, aside from making the "Bad window id N" panic
be more specific if it occurs.
2023-10-22 01:38:13 -07:00
Pasi Kallinen
79496b079a Fix splitting monster being killed twice
Fuzzer encountered "m_detach: monster already detached?"

A monster hit a black pudding that split. The clone was
created on top of a rolling boulder trap, which triggered,
the boulder hit the original black pudding, and killed it.
The dead pudding then retaliated (as the code didn't check
if it was dead) and a passive attack of the other monster
tried to kill the already dead pudding.

I think one of these checks would be enough, but adding the
DEADMONSTER check just in case.
2023-10-21 19:49:49 +03:00
Pasi Kallinen
ff4f81af1b Make rolling boulders hit walls and trees
While testing something else, I noticed rolling boulders
just ignored walls and trees; in normal play this isn't
a problem - but should probably make boulders handle other
terrain too.  Lava and water is already handled correctly.
2023-10-21 18:42:43 +03:00
Pasi Kallinen
9ea4a3a329 Don't set getdir_click unless we've requested it
This allowed eg. throwing the iron ball anywhere on the map,
by first throwing something else, using the "simulated mouse click"
to select any map location, and then throwing the iron ball and
also using the mouse click feature to select any location.

Currently the only function that actually uses the simulated
mouse click feature is #therecmdmenu
2023-10-21 16:13:22 +03:00
Pasi Kallinen
69a4853851 Fix "no monster to remove" when tame nymph attacked
A tame nymph attacked another monster, stole an item and teleported
away, but dog_move() wasn't passed the information that the nymph
was done, and tried to move the nymph from the old location.

Same with a tame leprechaun.
2023-10-21 16:05:15 +03:00
PatR
f7e5437746 fix #K4019 - "can not"
Report suggested that "can not" should be "cannot".  Both forms are
acceptable.  This switches them to use contractions for various "You
<verb> not subject" phrases:  "You can't subject", "hadn't", and so
forth.  Not exhaustively tested; there may be some sentences where the
informal contraction makes things worse rather than better.

The goal here was compactness rather than efficiency since the code
involved doesn't execute very often.
2023-10-21 03:40:56 -07:00