Commit Graph

6848 Commits

Author SHA1 Message Date
Pasi Kallinen
e2c6cbe347 Fix missing Izchak shop
My recent commit broke Izchak's shop in minetn-6.
Fix it as per the suggestion from entrez.
Fixes #555
2021-07-24 20:18:44 +03:00
Pasi Kallinen
7f39d53ad3 Lua: improve level testing
Add des.finalize_level() used for testing in conjunction with
des.reset_level().
Add nhc.DLB to return 0 or 1 if DLB was defined at compile-time.
Change the test_lev.lua to give more informative messages instead of
just lua error when required file doesn't exist.
Add bigrm-11 to the level tests.
2021-07-24 10:49:06 +03:00
Pasi Kallinen
93b66ff8da Prevent segfault on nonexistent mapseen
Cannot happen on normal play, but with some lua trickery ...
2021-07-23 21:09:39 +03:00
Pasi Kallinen
f07829045a Prevent impossible with secret doors in sokoban
Doesn't currently happen as no Soko levels use secret doors,
but handle them anyway gracefully.

Secret doors have their doormask set, but it's overloaded wall_info.
The display routines aren't happy with D_CLOSED in wall_info.
2021-07-23 20:58:45 +03:00
PatR
5a09a01a13 gold dragon and scales
Add two new monsters and two new objects:
 gold dragon
 baby gold dragon
 gold dragon scale mail
 set of gold dragon scales

A couple of variants seem to have added these already, but this came
off my ancient list of monsters to add and was done from scratch.
It's a clone of silver dragon, but instead of having reflection and
breathing cold, a gold dragon emits light and breathes fire; because
of the latter it can be seen with infravision like a red dragon.
Adult gold dragons are lawful as in the AD&D Monster Manual rather
than chaotic as the wiki pages show for the variant versions.

Worn gold dragon scales operate similar to wielded Sunsword:  when
blessed, radius is 3 (same as a lamp), if uncursed, radius is 2, and
if cursed, radius is 1 (but functions as 2 when worn by the hero,
otherwise there would be no tangible effect).  Gold dragon scale mail
gets an extra +1, making blessed gold DSM have a bigger radius than
lamps.  Embedded scales have radius 1 regardless of BUC state; light
for that case comes from the gold dragon monster form the hero is in.
When not worn, gold scales and scale-mail don't emit any light.

The tiles use a mix of yellow (for gold) and red.  The two object
tiles seem reasonable variations of the corresponding silver dragon
ones.  The two monster tiles definitely need work since the silver
ones were mostly cyan and changing that to red did not produce very
good result; subsequent attempt at a mixture was haphazard at best.
2021-07-23 10:41:57 -07:00
Pasi Kallinen
dbac44596e Lua: Allow boolean params in level_init 2021-07-22 18:02:58 +03:00
Pasi Kallinen
b566bbda38 Split calculating your movement speed out of moveloop 2021-07-22 12:28:15 +03:00
Pasi Kallinen
5cf0bb1de9 Split moveloop into preamble and core 2021-07-22 12:01:26 +03:00
Pasi Kallinen
932b6d03c9 Lua: Make des.monster use boolean params 2021-07-22 11:05:40 +03:00
Michael Meyer
23cfa24ee9 Fix: engraving with dry magic marker
Engraving with a marker can use up remaining charges to write
semi-permanently in ink, or--if the marker has no remaining charges--can
draw in the dust as with a normal blunt item.  Handling in engrave after
a recent refactor (9c6a5fc423) didn't fully cover this second case, and
as a result using an empty marker to engrave would deduct a charge per
attempt and cause an impossible.  This could be exploited by repeatedly
engraving with the same empty marker to underflow the marker charges.
2021-07-22 07:21:40 +03:00
Michael Meyer
e8cb683ad0 Fix: off-by-one error in movecmd
The for loop which iterates through the list of movement keys in
movecmd(cmd.c) was updated in 5abf948116 to count down to 0 instead of
up to the end of the list.  This commit inadvertently introduced an
off-by-one error which started the loop one past the actual end of the
array.  On my system this made 'H' stop working as the 'run West' key.
2021-07-21 22:43:46 +03:00
Pasi Kallinen
893a14e2bd Remove special doinv key
The same thing can be done in config file with BIND=0:inventory
2021-07-21 16:33:10 +03:00
Pasi Kallinen
a5e5435619 Make mouselook use internal extended command
... instead of faking a key press
2021-07-21 12:23:25 +03:00
Pasi Kallinen
433f0cc15f Add new command: #retravel
Retravel travels to the previously selected destination.

Also changes the travel-via-mouse to execute the extended command
instead of faking a special key.
2021-07-21 10:59:08 +03:00
PatR
fc62610ee3 a uke
Fix a copy+paste blunder.
2021-07-17 12:16:03 -07:00
Pasi Kallinen
8ff2badf51 Use define for wand wresting chance 2021-07-17 20:59:40 +03:00
PatR
bb74aeef03 fix github issue #552 - "an ukulele"
Add "ukulele" to the exceptions that yield "a u<something>" in case
someone names their fruit that.  Add the shortened form "uke" too.

While in there, generalize "one" handling to accept "one", "one<space>
<anything>" and "one<underscore><anything>" as exceptions in addition
to existing "one<dash><anything>", and "eu<anything>" to replace
existing "eucalyptus".

Fixes #552
2021-07-17 08:32:07 -07:00
Patric Mueller
4c1f2ffa48 Fix heap-use-after-free when attacking monster with potion
Attacking a monster which has a passive attack (e.g. a red mold) with a
wielded potion that breaks during the attack, the variable weapon would
not be correctly reset and passive() would be called with the pointer to the
freed object.
2021-07-17 13:20:14 +02:00
Michael Meyer
d8dc16e393 Add 'readable' Hawaiian shirt designs
Functionally similar to reading a T-shirt or apron, but rather than
actual text printed on the shirt being displayed, the design of the
Hawaiian shirt is described: for example, "hula dancers on an orange
background" or "tropical fish on an abstract background".  Much like
T-shirts have their text included in the game-end inventory list ('a
blessed +2 T-shirt with text "foo"'), Hawaiian shirts now have a brief
description of their design appended to their item name under the same
circumstances.

Because 'reading' a Hawaiian shirt doesn't actually involve reading
text, using the 'r' command in this way doesn't break illiterate
conduct.
2021-07-16 18:05:21 +02:00
Patric Mueller
71084bbf61 Fix format-overflow warnings in botl.c 2021-07-16 18:04:28 +02:00
PatR
e9c813b6ba fix issue #510, pull request #519 - vomit effects
Add some vomiting effects:

Trigger divine wrath if hero vomits at an altar's location.  (What
about adding throne and maybe sink special effects too?)

If poly'd into a yellow dragon, breathe (acid) on self.  (I'm not
sure why.)

If on ice and poly'd into an acidic form, melt the ice.  Also,
change melt_ice() to give its message when melting happens at the
hero's location even if hero can't see.

Fixes #519
Fixes #510
2021-07-15 16:10:34 -07:00
PatR
475648bd02 fix github issue #423, pull request #549
Zapping at an object with teleportation resulted in scrambled zap
targetting as soon as any object was hit.

flooreffects() got changed to set bhitpos for handling erosion damage,
but bhitpos is used by wand/spell zap handling to pick the next target
spot.  So a zap that teleported an object resumed one step beyond the
object's destination rather than one step beyond where it was hit.
The rest of the zap could hit things (monsters as well as other
objects) which weren't in line with the original zap.  Reported case
was one of the Riders on Astral, coming from beyond multiple walls to
arrive adjacent to hero (usual position when a Rider gets teleported).

Fixes #549
Fixes #423
2021-07-14 19:21:18 -07:00
PatR
91248a2b7e fix pull request #548 - encumbrance feedback
when polymorphing into "new man".  Characteristic stats are shuffled
if turning into new man, but when already polymorphed those get
overridden by the old pre-polymorph characteristics, resulting in
another encumbrance check which might contradict the one that just
happened.  Skip the encumbrance check done when shuffling stats so
that there's only one and it comes after all changes are finished.

Fixes #548
2021-07-14 18:29:03 -07:00
PatR
f7436fd02d fix pull request #540 - don't autoquiver aklys
If player throws a wielded aklys and it fails to return, and quiver
is empty when picking it back up, don't put it into that slot because
it needs to be wielded to achieve best throwing effect.  A player who
had wielded it and was using 'f' to throw it might not notice that
it isn't returning until it hasn't returned several times.  Moot if
quiver already has some missile readied.  Don't autoquiver even if
some other weapon is wielded because that might have been done just
to go retrieve the aklys.

The game doesn't keep track of whether a previously thrown item was
wielded at the time, and shouldn't be changed to auto-wield in such
situation.  Leaving quiver empty so that player is prompted for what
to throw is sufficient.

Fixes #540
2021-07-10 19:09:17 -07:00
PatR
683b78068f gold kicking bit
One of the gold kicking changes I had pending.  The "Thwwpingg"
message is obviously intended as a sound effect so shouldn't be
given if the hero is Deaf.
2021-07-10 17:37:38 -07:00
PatR
f441ef11f6 wishing fixes
Changes in wish parsing included with figurine gender implementation
3 or so weeks ago accidentally broke asking for "large box" and
possibly other stuff.

Re-do "paperback book" handling to accept "paperback" and "paperback
book" but to reject previously accepted "paperback spellbook" when
wishing for a novel by description.
2021-07-10 17:13:46 -07:00
nhmall
ed9647310a deal with gold leaving shop via scatter()
fixes #538
2021-07-10 19:41:55 -04:00
nhmall
a4711739c0 get rid of some recent signed/unsigned mismatches
src/mkroom.c(529): warning C4389: '!=': signed/unsigned mismatch
src/sp_lev.c(981): warning C4389: '==': signed/unsigned mismatch
src/sp_lev.c(983): warning C4389: '==': signed/unsigned mismatch
src/sp_lev.c(985): warning C4389: '==': signed/unsigned mismatch
src/sp_lev.c(987): warning C4389: '==': signed/unsigned mismatch
src/sp_lev.c(989): warning C4389: '==': signed/unsigned mismatch
2021-07-10 07:42:27 -04:00
janne-hmp
74a64b1647 Fixed two index out of bounds errors when eating standard eggs. Their corpsenm is -1, resulting in index being out of bounds in mons array. 2021-07-10 11:47:22 +03:00
PatR
563cb33d67 novel named Thud!
Accept "Thud" as an alternate spelling for "Thud!" when parsing novel
titles.
2021-07-09 19:56:10 -07:00
PatR
2c3b9d1d2d wishing for "paperback book"
Something I noticed recently:  a wish request for "paperback book"
yielded "Nothing fitting that description exists in the game."
Asking for "paperback spellbook" worked though.

I'm not sure whether this is the best way to handle this particular
exception but wishing for "paperback book" now works.
2021-07-09 19:40:52 -07:00
Pasi Kallinen
2261f998a6 Fix des.room doors
Fix special level des.room shop doors broken by my recent commit.
Mark the shopdoor error as impossible, so the fuzzer stops there.
2021-07-09 20:32:00 +03:00
Pasi Kallinen
50b22449d1 Keep swamp within the room boundaries
If a swamp special room was generated in an irregular room, it could
go outside the boundaries of that room.

Fixes #546
2021-07-09 18:34:46 +03:00
PatR
f8c20800c7 fix pull request #544 - fire vortex engulf
of hero carrying burning objects shouldn't cause those to be
extinguished.  Ditto when fire vortex or poly'd hero engulfs
monsters.

Fixes #544
2021-07-09 06:51:10 -07:00
Pasi Kallinen
4050ec1670 Improve special level shop and door linking
When creating a shop via des.region, allow creating the shop door
either with a map character in a des.map, or with des.door
before or after the shop region.

Also allow a shop door to open directly into another shop.
2021-07-09 13:58:49 +03:00
Pasi Kallinen
491adc6a69 Mark some extended commands as no-fuzzer
... instead of checking the fuzzer being on in the commands themselves.
2021-07-08 11:35:43 +03:00
Pasi Kallinen
57cfcd9ed0 Fix error marking scroll as used up
Forgot to change this when reorganizing the scroll effects
into separate functions.
2021-07-08 10:22:13 +03:00
Pasi Kallinen
5abf948116 Fix movecmd always returning a direction
My recent commit broke the 'm' (menu request) -prefix, because
a thinko in movecmd made it always return a direction.
2021-07-08 07:52:45 +03:00
Pasi Kallinen
2f1b3a34ad Split can-engrave checks out of engraving function 2021-07-07 16:41:58 +03:00
Pasi Kallinen
caee59b131 Split potion effects into separate functions 2021-07-07 12:54:35 +03:00
Pasi Kallinen
4b54f4f18a Split scroll effects into separate functions 2021-07-07 12:02:59 +03:00
PatR
ee13fb36ac fix github issue #542 - clumsy "it" message
when encountering a hiding monster that's still unseen after being
revealed (so most likely invisible when hero lacks see invisible).
Change
|Wait!  There's an it hiding under <an object>!
to
!Wait!  There's something hiding under <an object>!
when hero tries to move onto the object.

Also, when a hidden monster reveals itself by attacking, change
|It was hidden under <an object>!
usually followed by "It hits." or "It misses."
to
|Something was hidden under <an object>!
without changing whatever follows.

Fixes #542
2021-07-04 17:47:04 -07:00
Pasi Kallinen
581f12797f Allow using rush/run prefix to fastmove in getloc 2021-07-03 18:22:24 +03:00
Pasi Kallinen
db68395d69 Movement key reworking
Put the rush and run movement keys into g.Cmd instead of bit twiddling
the normal walk keys in multiple places to get the run and rush keys.

Allow meta keys in getpos. Use the normal running keys to fast-move
in getpos, instead of explicit HJKL - I polled couple places online,
and number_pad users did not use the HJKL keys in getpos.

Make meta keys work even after a prefix key.
2021-07-03 18:20:24 +03:00
PatR
0ba7ff46b9 fix pull request #541 - itemized shop billing
when perm_invent is displayed.  The persistent inventory window
showed unpaid items with their prices, but when using itemized
billing those prices went away when an item was purchased.

The prices and item-by-item prompting continued correctly with
remaining unpaid items; only the perm_invent display was affected.

Fixes #541
2021-07-02 18:52:17 -07:00
Pasi Kallinen
552431e966 Split coord truncate-to-map into separate function 2021-07-01 14:29:04 +03:00
PatR
4c7734ebbd fix #K3378 - quaffing lit potion of oil
should cure sliming.  Implement the suggestion that quaffing a
burning potion of oil while turning into green slime will cure the
latter.

It's somewhat iffy since the slime is on the outside moving in and
the burning oil ends up on the inside, but the message sequence is
|You burn your face.
|The slime that covers you is burned away!
and it could be that igniting part of the slime quickly spreads to
the rest.

Implemented for monsters as well as for the hero.  They will light
and drink the oil in a single turn in the extremely rare situation
where they actually have a potion of oil and need to use it.
2021-06-30 17:33:18 -07:00
Pasi Kallinen
183e31ef14 Fix swapped DIR_UP and DIR_DOWN
I don't think this had any effect on gameplay, but it was still wrong.
2021-06-28 23:34:54 +03:00
Pasi Kallinen
efae7c7c47 Missed couple direction enum places 2021-06-28 17:41:04 +03:00
Pasi Kallinen
f25a6e26ee Use enums and defines for directions 2021-06-27 15:46:56 +03:00