Commit Graph

295 Commits

Author SHA1 Message Date
PatR
9adeff5e27 3.7: fix #9397 - pronouns when hallucinating
Developed for 3.6 but deferred to 3.7.  Most of the testing was with
the earlier incarnation.

Report was that pronouns were accurate for the underlying monsters
when hallucination was describing something random, and also that the
gender prefix flag from bogusmon.txt wasn't being used.  The latter
is still the case, but pronouns are now chosen at random while under
the influence of hallucination.  One of the choices is plural and an
attempt is made to make the monster name and verb fit that usage.

|The homunculus picks up a wand of speed monster.
|The large cats zap themselves with a wand of speed monster!
|The blue dragon is suddenly moving faster.

There is no attempt to match gender for the singular cases; you might
get
|The succubus zaps himself [...]
or
|The incubus zaps herself [...]
2019-11-24 18:29:14 -08:00
nhmall
475a429459 Merge branch 'NetHack-3.6' 2019-11-14 19:52:33 -05:00
PatR
616e07cde9 more #H9392 - deafness vs music
The report mentioned whistles but I had forgotten all about them by
the time I tried to deal with musical instruments.  Plain whistles
had deaf handling but magic whistles didn't.
2019-11-14 16:42:53 -08:00
nhmall
641eeeab49 Merge branch 'NetHack-3.6' 2019-11-09 21:50:18 -05:00
PatR
15dbf661d9 more slippery gloves
Move makeplural(body_part(FINGER)) into its own routine, with option
to substitute gloves when wearing such.

Wearing slippery gloves (ie, wearing gloves while having slippery
fingers) wouldn't let you put on a ring because you can't take the
gloves off, but removing a worn ring lacked the same restriction.

After changing that, teach prayer that slippery gloves is another
reason why a ring of levitation can't be removed.
2019-11-09 16:36:41 -08:00
nhmall
afec87a766 Merge branch 'NetHack-3.6' 2019-11-09 12:24:10 -05:00
PatR
0615387f95 fix #H9391 - slippery gloves
Slippery fingers would transfer from bare hands to gloved hands if
you put gloves on.  The reverse, transfering from gloves to bare
hands when taking gloves off, was already being prevented for
directly taking them off, but still allowed the slipperiness to
transfer when gloves were lost.  This prevents putting on gloves
when fingers are slippery and attempts to handle cases where gloves
get unworn by ways other than 'T' (or 'R') or 'A'.

There's no slippery attribute for objects (way too much work for too
little value); slippery gloves is just the combination of wearing
gloves and having slippery fingers (which now has to have happened
while already wearing those gloves).  This changes inventory to use
"(being worn; slippery)" when applicable and much of the patch deals
with funnelling Glib changes through new make_glib() to try to make
sure that persistent inventory adds or removes "; slippery" right
away when changes happen.

If gloves are taken off involuntarily (shapechange to a form that
can't wear them, destruction via scroll of destroy armor or monster
spell of same or via overenchantment, theft), slippery fingers ends
right away instead of the usual few turns later.
2019-11-09 01:07:09 -08:00
nhmall
28a4c65caa Merge branch 'NetHack-3.6' 2019-11-02 12:12:59 -04:00
Pasi Kallinen
4c9f4dbbd9 Prevent leashing monsters with no extremities
... and also unsolid monsters.
2019-11-02 11:40:37 +02:00
nhmall
6d385661c0 Merge branch 'NetHack-3.6' 2019-11-02 01:58:32 -04:00
Pasi Kallinen
54024f2015 Fix pet polyed to long worm staying leashed
Long worms cannot be leashed, but polymorphing a leashed pet
into a long worm kept it leashed.
2019-11-01 19:05:48 +02:00
nhmall
8df0a63938 Merge branch 'NetHack-3.6' 2019-10-20 09:51:35 -04:00
PatR
bf7e955645 mimicking slime molds
Mimic-as-slime_mold needs to keep track of the fruit index the same
way that mimic-as-corpse keeps track of corpse's monster type.  The
mimic description was changing (for '/' and ';' feedback) whenever
the player assiged a new fruit name.

That wasn't noticeable when applying a stethoscope because
mimic-as-slime_mold always yielded "that fruit is really a mimic".
Change it to report the fruit's type instead of generic "fruit".
2019-10-19 17:38:27 -07:00
nhmall
3dd7325ff1 Merge branch 'NetHack-3.6' 2019-10-19 12:30:38 -04:00
nhmall
c099e0a1ff grammar fix for "That walking shoes is really a small mimic" 2019-10-19 12:05:33 -04:00
nhmall
89feb0cad0 Merge branch 'NetHack-3.6' 2019-09-21 10:52:13 -04:00
PatR
b1154399f1 fix github issue 223 - rubbing ring on touchstone
Fixes #223

The touchstone code treated all rings as if they had gemstones, but
quite a few don't and feedback could be unexpected.  Cited case was
an iron ring yielding a cyan (hi_metal) streak instead of the normal
iron result ("scritch, scritch").  A gold ring yielded a yellow
streak rather than a golden scratch.  I didn't test silver ring but
suspect it yielded a silver streak rather than a silvery scratch.

This changes touchstones to treat non-gemstone rings like other
classes of objects instead of like gems.  I made mineral rings keep
acting like gemstone rings--I'm not sure whether that's right.
2019-09-19 12:48:41 -07:00
PatR
6569631180 fix github issue 221 - unfixable troubles
Fixes #221

Routine unfixeable_trouble_count() is used for both applying a unicorn
horn (possibly internally via #monster if poly'd into a unicorn) and
drinking a blessed potion of restore ability.  For the latter case, it
always gave the wrong answer (unless the hero happened to be all of
Sick and Stunned and Confused and Hallucinating and Vomiting and Deaf).
Since the actual count wasn't used to decide whether hero felt "great"
or just "good", having any of those conditions would hide the problem.
2019-09-18 11:37:11 -07:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
77fd719e05 Merge branch 'NetHack-3.6' 2019-07-13 00:38:10 -04:00
nhmall
638d9f9363 if prototype is declared static make function static to match
Today, a compiler was encountered that considered it an error
to have the prototype declared static and the function body
not
2019-07-13 00:17:23 -04:00
PatR
a27ca52b03 vampshifting by poly'd hero
Hero polymorphed into a vampire or v.lord can use #monster to switch
to vampire bat or fog cloud [or wolf for lord] but it was a one shot
polymorph.  Remember when current form is a shape-shifted vampire and
allow #monster in shifted form to pick another shifted form or the
vampire form.

Genocide of the alternate shape forces back to base vampire.  Genocide
of base vampire does too, then reverts to human (or dwarf, &c) as
vampires go away.  Being killed while shafe-shifted reverts all the
way to human rather than to vampire.  [Just realized:  interaction
with Unchanging wasn't taken into consideration so hasn't been tested.]

Since 'youmonst' isn't saved and restored, I had to add a field to 'u'
to hold youmonst.cham during save/restore.

Tested with 3.6.2+ and seemed to be working (except saving while
shape-shifted restored as ordinary bat/cloud/wolf because new u.mcham
wasn't there to hold youmonst.cham yet).  Builds with 3.7.0- but not
execution tested yet (I didn't want to clobber my current playground).
2019-06-06 16:51:43 -07:00
nhmall
bfc4445537 Merge branch 'NetHack-3.6' 2019-06-05 08:08:32 -04:00
PatR
43afa91ff8 fix #H8850 - bless/curse state in perm_invent
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
2019-06-04 10:50:24 -07:00
Pasi Kallinen
217671e00f Remove built-in speaker support
The changes to amiga, mac and msdos builds are untested.
2019-05-11 11:10:00 +03:00
nhmall
d15496ba31 Merge branch 'NetHack-3.6.2' 2019-04-22 14:36:58 -04:00
nhmall
dcf4da2150 preserve dknown field between fakeobj instances
Preserve temporary fake object's previous dknown value by storing it
as a flag value within the m_ap_type field of the posing monster, and
recalling it when it is needed.

This is intended to help eliminate observable differences in price display
between real objects and mimics posing as objects.

98% of this is just switching the code to utilize macro M_AP_TYPE(mon)
everywhere to ensure that the flag bits are stripped off when needed.
2019-04-22 14:17:18 -04:00
nhmall
1d0b00b735 Merge branch 'NetHack-3.6.2' part 2 2019-03-23 17:20:11 -04:00
nhmall
23c1217e18 Merge branch 'NetHack-3.6.2' 2019-03-23 17:17:42 -04:00
PatR
c57b32f5fe status updating: a*.c
I went through the places that set context.botl/botlx in src/a*.c to
see whether I could find any unnecessary status updates.  I didn't
find anything interesting, mostly some minor sequencing issues plus
a couple of redundant sets (call foo() which includes setting botl,
then explicitly set botl after it returns).  If you issue pline first
and then set context.botl, bottom lines won't be updated until the
next message or next pass through moveloop.  If you order those the
other way around, status will be updated as the message describing
the reason for the update is being delivered.
2019-03-23 10:50:26 -07:00
nhmall
fd410148c5 Merge branch 'NetHack-3.6.2' 2019-01-29 07:27:56 -05:00
Alex Smith
ce5184c3da Don't advance the main RNG during hallucination
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
2019-01-28 04:45:26 +00:00
nhmall
58f2218c4e Merge branch 'NetHack-3.6.2' 2019-01-09 07:24:18 -05:00
nhmall
678d87db4f Merge branch 'NetHack-3.6.2' 2018-12-28 10:21:04 -05:00
nhmall
a5f154d925 a couple of source spelling consistencies for /*FALLTHRU*/ 2018-12-28 10:08:56 -05:00
Bart House
0763046c38 zeroX, tc_gbl_data and fqn_prefix moved to instance globals. 2018-12-25 08:09:37 -08:00
Bart House
1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House
90547edb83 moves, monstermoves, wailmsg, migrating_objs and billobjs moved to g. 2018-12-24 20:22:33 -08:00
Bart House
be5cdcf77a killer, level and rooms move to instance globals. 2018-12-24 19:50:08 -08:00
Bart House
572ee347b9 Another round of instance globals changes. 2018-12-24 16:43:50 -08:00
Bart House
74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
Bart House
576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Bart House
ff5fe26e72 More globals moved to instance_globals. 2018-12-19 20:01:55 -08:00
Bart House
912886a73f First set of changes to move globals to instance_globals. 2018-12-19 20:00:35 -08:00
PatR
9c422f2c1f fix #H7707 - terrain change leaving stale flags
struct rm.flags in overloaded for a bunch of rm.typ -dependent things
(doormask, altarmask, throne/fountain/sink looted, a few others) and
wasn't being reset for various cases where rm.typ gets changed.

I've changed a lot, some no doubt unnecessarily, and probably missed
plenty.  This compiles but has not been thoroughly tested.
2018-12-10 03:52:00 -08:00
PatR
50cb52ab31 sentence spacing
Use two spaces between sentences.  This only fixes the instances of
one-space that were fairly easy to find.
2018-11-20 17:56:16 -08:00
PatR
3e19858edd fix #H6925 - being trapped vs Levitation/Flying
Make being trapped in/on/over floor block Levitation and Flying, the
way that being inside solid rock already does, and the way levitating
blocks flight.

Blocked levitation still provides enhanced carrying capacity since
magic is attempting to make the hero's body be bouyant.  I think that
that is appropriate but am not completely convinced.

One thing that almost certainly needs fixing is digging a hole when
trapped in the floor or tethered to a buried iron ball, where the
first part of digactualhole() releases the hero from being trapped.
If being released re-enables blocked levitation, the further stages
of digging might not make sense in some circumstances.

I recently realized that being held by a grabbing monster is similar
to being trapped so should also interfere with levitation and flying.
Nothing here attempts to address that.

Save files change, but in a compatible fashion unless trapped at the
time of saving.  If someone saves while trapped prior to this patch,
then applies it and restores, the game will behave as if the patch
wasn't in place--until escape from trap is achieved.  (Not verified.)
2018-09-30 01:06:59 -07:00
PatR
8ce81a27ef fix #H7397 - pronoun for unseen shopkeeper
Most shop messages accurately identify the shopkeeper even when he
or she can't be seen, but some also include a pronoun reference that
ended up as "it" or "its" when not seen.  Extend pronoun selection
so that visibility can be ignored:  noit_mhe(mon), noit_mhim(mon),
and noit_mhis(mon).  Note that despite being called noit_foo(),
those will still return "it" if mon is neuter.

"Accurately identify shopkeeper" is misleading if the hero is
hallucinating; a random shopkeeper name is used then.  noit_foo()
yields the pronoun applicable to the actual shopkeeper and might
not match the gender of a hallucinatory name.  That could be fixed
in a couple of ways (add shk_mhe()/shk_mhim()/shk_mhis() and either
pass them the randomly chosen name so that they can figure out the
appropriate gender, or just have them use a random gender whenever
hallucinating) but I don't think that's worth bothering with.

A bunch of shop messages needed noit_foo(); only a couple of those
have actually been tested.  A bunch more were using shkname() at
the beginning of a sentence where Shknam() should be used instead.
(All the existing shk names are already capitalized so there's no
noticeable difference.)

The three places outside shk.c and vault.c which directly use
pronoun_gender() have been successfully tested.
2018-09-24 15:15:04 -07:00
nhmall
8e4ce066c9 fix C343-331 mirrors & sleeping mon
This outstanding bug was complicated slightly because the same
code was used for a sleeping mon as for a paralyzed mon so
message phrasing was called into question.

Just flip the phrasing to be about what you are able to discern
under those circumstances, which is very little, and don't have
the sleeping or paralyzed monster react to the mirror.
2018-09-21 23:34:00 -04:00