Commit Graph

7522 Commits

Author SHA1 Message Date
PatR
ea15bc05ec formatting attached ball and chain
When punished, the ball gets formatted as
| heavy iron ball (chained to you)
but the chain was just "iron chain".  Since iron golems leave some
of those behind, doname() shouldn't just assume that you know which
chain is locked to your leg.  Change the formatting for uchain to
| iron chain (attached to you)
2022-04-09 11:45:43 -07:00
PatR
daadb53ec0 refine setworn()'s impossible()
If setworn() issues "Setworn: mask = 1234.", format the number in
hexadecimal so that the high bits are easier to decipher.  Noticed
when experimenting with ball and chain where the decimal values of
their worn-masks are beyond the range of powers of 2 I recognize.
2022-04-09 11:40:47 -07:00
PatR
d52e6732a8 fix github issue #722 - unique monster's corpse
Issue #722 posted by copperwater and commented on by Entrez:  both
shk_your() and the() inserted "the" in front of a unique monster's
corpse, yielding "the Lord Surtur's corpse glows iridescently" and
"the Lord Surtur's corpse drops to the floor."

Teach both of those routines to skip "the" when used for monsters
with personal names.  It now omits "the" for "Medusa's corpse" but
still gives "the Oracle's corpse".

shk_your() operates on an object and can deal explicitly with corpses
of named monsters.  the() operates on text and has to guess whether
it is being used in a similar situation.  Right now the guess is just
"is there an apostrophe present?" and might need further refinement.

Fixes #722
2022-04-09 10:15:34 -07:00
Pasi Kallinen
e53a4c0abd Context sensitive item usage from inventory
Allow selecting an item from inventory and show a menu of actions
applicable for that particular item. Some of the entries might
be slightly spoilerish (eg. it'll reveal that you can read T-shirts),
but the improved usability for new players is more than worth it.

Generally known as "item actions", this was first implemented
in AceHack by Alex Smith.
2022-04-09 15:28:23 +03:00
PatR
dde1ae2e9b prayer timeout bit
It was theoretically possible to reduce prayer timeout by angering
your god.  I'm not sure whether that could actually happen but add
code to avoid it.
2022-04-08 14:48:55 -07:00
Michael Meyer
6bf7ba991f Fix: object detection vs mimic statue disguise
Cursed potions of object detection were showing all mimics disguised as
statues as 'i' glyphs, because object_detect used PM_TENGU as the
corpsenm of any mimic disguise.  Instead, use MCORPSENM when available
so that hidden mimics will be mapped with glyphs corresponding to their
actual disguises.
2022-04-08 10:22:14 -07:00
Michael Meyer
bf53ff9de5 Add message for failed fountain monster detection
When the fountain quaffing monster detection effect was triggered on a
level without any monsters, no message would be printed.  I think this
was the only scenario where drinking from a fountain wouldn't print
anything, so it stood out as unusual.

Print a messsage in the case monster detection fails, to make it
consistent with other fountain effects and ensure it's clear the hero
did still drink from the fountain on that turn.  I used "the water
tastes like nothing" for the (sort of tenuous) connection to there being
nothing living on the level, but there might be a better message to put
in there.
2022-04-08 10:11:20 -07:00
copperwater
99715e005f Make sure xstart and ystart are always zero when not in_mklev
Running #wizloadlua to run Lua scripts that use coordinates in any way
would work differently if you were on certain levels for the first time
versus leaving and returning to them. This is because various bits of
level creation routines can leave xstart and ystart set to non-zero
values, which are then zeroed at some point when leaving and returning
to the level.

Since xstart and ystart are only relevant to level creation and lua
commands, this fixes the problem by zeroing them after leaving mklev
routines. (Saving them with the level doesn't work because xstart and
ystart are relative to the last used des.map, of which there could be
multiple, e.g. in Asmodeus's level or if two map-based themed rooms
happen to generate. I can envision a more complex solution in which
every des.map used in the level can be associated with an identifier,
whose xstart and ystart are saved for use by later post-level-creation
lua scripts, but currently I just want to make them consistent between
level visits.)
2022-04-08 10:05:43 -07:00
copperwater
d196b37b39 Fix: monster gender could not actually be specified in lua files
Noticed when I tried to create a male monster of a species that permits
both males and females (i.e. not a single-gender or neuter species),
half the time the monster ended up female anyway. This was because
get_table_montype picks a random monster gender for such species, and
lspo_monster just sets it to that, making it impossible to deliberately
have a monster of a certain gender.

This fixes that by defaulting the "female" table argument to random
instead of false, and then checking to see whether the level file set it
to something other than random. If so, it uses that value.

I debated whether this should allow a level designer to make a monster
of a gender that conflicts with their species, such as a male nymph, but
erred on the side of respecting the species. So attempting to specify a
male nymph, etc. will still result in a female one.
2022-04-08 10:03:42 -07:00
Pasi Kallinen
093f7452af Some more therecmdmenu
If on, therecmdmenu handles clicking anywhere on the map,
not just on or next to hero.  Add throwing items to the menu.
2022-04-08 19:48:01 +03:00
SHIRAKATA Kentaro
8497b1c8ec Separate function for offering too soon 2022-04-08 09:39:30 -07:00
PatR
81a4c2ed4c aligned cleric corpse
I was looking into "The Lord Surtur's corpse" and got side-tracked by
something else:  move a priest hack for avoiding "aligned" in a corpse
description from corpse_xname() to obj_pmname().  The old variation
always picked "priest corpse" over "priestess corpse".  The new one
will use either one of those if the corpse is flagged as such, or use
"cleric corpse" (avoiding "aligned cleric corpse") if it's flagged as
random.
2022-04-08 00:35:13 -07:00
Pasi Kallinen
77cf464836 Add chat and offer to herecmdmenu 2022-04-07 18:06:31 +03:00
Pasi Kallinen
10fd0deab2 When levitating, hide drink and dip from herecmd_menu 2022-04-07 16:44:16 +03:00
PatR
9da36fb03e some options handling cleanup
Hide 'altkeyhandling' from the 'O' menu for !WIN32 builds.  If
present in run-time config file it will be parsed and then ignored.

Instead of showing "unknown" for the value of the 'hilite_status'
compound option, show "none" if there are no highlighting rules, or
a pointer to other option "status highlight rules" when there are.

Deal with a few function parameters that are used for some
combination of build-time config settings and unused for others.
2022-04-06 12:08:58 -07:00
PatR
6d490de39c warning fix
Remove redundant 'if (K)' from there_cmd_menu().  The !K case doesn't
get there and that test's presence fools the compiler (oldish clang)
into warning that 'npick' might be used uninitialized.
2022-04-06 12:06:47 -07:00
Pasi Kallinen
eb9c7d77d4 Improve therecmdmenu
Turning on herecmd_menu and clicking with mouse is now actually
somewhat playable.
2022-04-06 21:23:27 +03:00
PatR
8aa48ecd91 'O' vs msg_window option
Change 'O's sub-menu for selecting new msg_window option setting to
work similar to the one for menustyle:  show a description of what
the values mean with a two-line, two-column menu entry.  Also make
its current value be pre-selected.

msg_window is a bit more complicated than menustyle because only
some interfaces support it and curses only supports two of the four
choices.  It currently has one hard-coded reference to "^P" (in the
tty-specific 'combination' choice).  Changing that is feasible but
seems like more trouble than it'd be worth.
2022-04-05 13:35:23 -07:00
Pasi Kallinen
e260c9ded5 Fix mouse travel and look
Looks like I broke mouse travel and clicklook a while back, and
no-one noticed...
2022-04-05 15:03:20 +03:00
PatR
47cef18a9b life-saved, while helpless
Implement the suggestion by entrez to avoid "while helpless" in the
reason for the second death if hero gets killed, life-saved, and
killed again at the same time.  Life saving sets 'multi' to -1 which
prevents the hero from moving again until next turn and is intended
to make the sequencing of "you survived that attempt on your life"
work if you're being interrupted during some multi-turn activity.

It used to behave differently when the first death occurred while
engaged in some voluntary multi-turn activity.  I've removed that
because I couldn't figure out why; it might need to be put back.
2022-04-04 10:20:28 -07:00
Pasi Kallinen
16d813b44a Give a message when stinking cloud is created on top of hero 2022-04-03 20:43:04 +03:00
Pasi Kallinen
92c21b588b Ask to kick a locked door open, if hero has no unlocking tool 2022-04-03 13:58:50 +03:00
PatR
4721ae7154 menuitem_invert_test() comment clarification 2022-04-03 01:32:59 -07:00
Pasi Kallinen
565a3cf0a9 Reverse the unique requirement 2022-04-03 08:55:09 +03:00
Pasi Kallinen
38a6cee1ab Don't pacify unique monsters when untrapping them from web 2022-04-02 19:38:50 +03:00
Pasi Kallinen
6977aef436 Fix stuck travel for good
My fixes to the travel stuck oscillation did not fix all of them,
and I've even seen a 3-step loop - which my fixes cannot detect.
I guess there could be arbitrary-sized loops too.

To definitely fix this, keep track of all the map locations travel
has moved the hero through, and if it tries to go on a location already
used, stop travel and give the unsure -message.
2022-04-02 18:27:53 +03:00
PatR
eea362249c wishing for artifacts
Use 'fuzzymatch(,," -",)' when checking whether the name specified
in a player's wish text matches an artifact name so that extra or
omitted spaces and dashes are ignored.  Wishing for "firebrand" will
yield "Fire Brand" and "demon bane" will yield "Demonbane".
2022-04-02 00:28:48 -07:00
PatR
b1f8c3d5c1 wishing for flint
Allow wishes for quantity up to 20 to be granted when asking for
flint.  Like rocks, flints are mainly useful as sling ammo.

Also, remove the hardcoded assumption that globs weigh 20 when wish
handling computes glob weight based on user-specified count and/or
relative size.
2022-04-01 10:53:19 -07:00
PatR
62bc0c846c glob rot - replace misspelled dissipates with \
dissolves

"The glob of <type> dissippates completely" was misspelled.  Instead
of just fixing the spelling, switch to a different term since
dissipate is also being used for gas clouds and globs aren't gaseous.
2022-04-01 10:47:25 -07:00
vultur-cadens
3de34c83fe fix "pertrified" typo 2022-04-01 10:02:49 -07:00
PatR
575b76afc3 sengr_at() schizophrenia
sengr_at() is used as a boolean, declared as int, and returns FALSE
if there is no engraving present.  Change the declaration to boolean.

Also, using fuzzymatch() without any list of ignorable characters
just to get case-insensitve matching didn't make sense so switch to
strcmpi().
2022-04-01 05:22:20 -07:00
PatR
f0c7394968 git issue #717 - avoid putting monsters on scare \
monster and Elbereth unless there's no other choice.

Suggested by NetSysFire, don't create new monsters on top of scrolls
of scare monster.  Not mentioned in the suggestion:  unless they are
a type of monster that isn't affected by such scrolls.  This extends
it to teleport destination too.

Avoid placing a monster on a scroll of scare monster or on engraved
Elbereth if there are other locations available.  Only performed for
callers of goodpos() who explicitly request it, which at the moment
are makemon(), rloc(), and enexto().

Also, propagate 'mmflags_nht' to a bunch of places that were left
using long or unsigned for makemon() and goodpos() flags.  I didn't
attempt to be systematic about that though.

Implements #717
2022-04-01 05:09:58 -07:00
Pasi Kallinen
f45e79e1a0 Fix medusa levels
My recent commit broke medusa-3 and medusa-4, so fix those.

Make des.stair and des.ladder also accept hash-coordinate:
  des.stair("up", {8, 10});
2022-04-01 08:53:15 +03:00
Pasi Kallinen
476e47b2cd Use correct findtravelpath param value 2022-03-31 17:50:00 +03:00
PatR
a230034af7 github issue #715 - losing stoning resistance \
while wielding a cockatrice corpse without gloves

Reported by vultur-cadens:  if safely wielding a cockatrice corpse
without gloves due to temporary stoning resistance or wearing yellow
dragon scales/mail, having the resistance be lost to timeout or to
taking off the dragon armor should have turned the hero to stone but
didn't.

Extend the handling for taking off gloves to cover these other two
cases too.  The feedback for these deaths is usually too verbose to
fit on the tombstone but does show up in logfile.

Fixes #715
2022-03-31 04:48:26 -07:00
PatR
8fbb6dc93b github issue #716 - teleporting onto pits
Implement the suggestion by NetSysFire that a levitating of flying
hero won't treat pits and holes as off limits when testing potential
destinations during teleport.

Closes #716
2022-03-30 14:41:53 -07:00
PatR
b0067493c9 fix #K3564 - obj sanity failure: N globs for N>1
Using #name and picking an item on the floor to be assigned a type
name allowed any of the four types of globs to be named.  After
that, wishing for those by the assigned name bypassed the code that
forced the quantity to stay at 1.  Asking for "3 foo" could then
produce "3 small globs of gray ooze" which fails obj_sanity() and
issues an impossible warning (which the fuzzer escalates to panic).

The "getobj refactor" patch changed the return value of call_ok().
When it gets used to check whether an object on the floor could have
a type name assigned (rather than as a getobj() callback), the test
that should have rejected the naming attempt accepted it instead.

Update the wishing code to handle globs differently:  you can still
specify the relative size via small, medium, large, or very large,
but now you can specify a count either instead or in addition.  A
count of more than 1 is used to multiply the created glob's weight,
although it's less likely to be honored as-is when the size is bigger
than small.  Quantity is always forced to 1, at a different place in
readobjnam() than previously.
2022-03-30 14:11:29 -07:00
Pasi Kallinen
2bbcfb5540 Prevent random stairs overwriting other terrain
When creating stairs in a random location in a special level lua file,
there was a chance it overwrote eg. other stairs. Make randomly placed
stairs pick locations with room, corridor, or ice terrain.

Fixes github issue #702
2022-03-29 18:02:30 +03:00
PatR
2bbcd86eb2 slime mold comment 2022-03-28 13:51:50 -07:00
PatR
0b42404ad6 enlightenment about temp resist and item resist
For timed acid resistance and timed stoning resistance, report
"You {are,were} temporarily {acid,petrification} resistant."

For items being protected by worn equipment, add "by your {armor,&c}"
similar to the existing feeback about you being protected "because
<some-reason>".  Wizard mode only.
2022-03-28 10:38:04 -07:00
PatR
e96d4ea9ef adjust temporary acid/stoning resistance
When eating a meal that is affected by acid resistance or stoning
resistance and protected by temporary resistance, increase the timeout
so that the resistance doesn't expire until after the meal finishes.
That avoids getting the "you no longer feel safe from {acid,stoning}"
during the meal and not being affected by the dangerous food despite
that message.  Useful because the protection is checked at the start
of the meal and not rechecked during; extending the duration hides
the latter.
2022-03-28 10:17:01 -07:00
PatR
6a2ff5743a items destroyed by exploding chest
From a report by a beta tester 8 years ago:  kicking a chest gave
"THUD!  The chest explodes!" but the chest remained intact.  The
explosion was destroying all floor items at the hero's spot rather
than at the chest's spot.  Fixing that results in the chest being
destroyed because it's one of the items at its own spot.

While fixing that I noticed that delobj() was only protecting the
Amulet and the invocation items from destruction, not Rider corpses.
You could destroy one or more of those by getting a trapped chest's
explosion while using a key at its spot rather than by kicking it
from adjacent.  (Getting the exploding chest result is not easy,
particuarly with positive luck.  I eventually resorted to forcing
it with a debugger.)
2022-03-27 17:55:52 -07:00
Pasi Kallinen
c763e26aa7 Second fix to stuck travel
There were at least two cases of travel oscillation that occurred,
even after my previous fix. To fix those, the guessing routine
would also have to consider distance to original target location.
I opted not to make that part more complex - as there was
no guarantee those changes would catch all of the oscillation cases.

Instead, when we're guessing where to move, and we would actually move
back to where we came from, stop travel, and give a message.

This should fix (and fuzzing seems to confirm) all of the travel
oscillation bugs for good, and it shouldn't affect actual good travel.
(Other than the player getting a YAFM in the occasional case of trying
to travel to a location with no travel path)
2022-03-27 10:58:12 +03:00
Pasi Kallinen
1d78d3c3f2 Fix travel getting stuck oscillating between two locations
There's been occasional reports (perhaps once or twice a year)
of travel getting stuck moving repeatedly between two locations
next to each other, but it has never been reproduced before.

This special level lua code fragment is a minimal test case
which triggers it:

--- special level lua fragment, indented
  des.map([[
  --##---
  ###----
  #-+----
  ####--L
  ]]);
  des.door("open", 2,2)
--- end of special level lua fragment

The open door is required.

Magic map the level. Start from somewhere NW of the door, and try
to travel to the lava pool. Hero will get stuck oscillating between NW
of the door and two steps west of the door.

Here are the maps of the travel[][] array values from findtravelpath()
in those two steps in the above map:

-------------  -------------
|  . . 2 3  |  |  . . 1 2  |
|  1 1 2 .  |  |  1 @ 1 .  |
|  @ . . .  |  |  1 . 2 .  |
|  1 1 2 .  |  |  2 . 3 4  |
-------------  -------------

There are two possible closest locations to the lava pool,
the one marked with "3" on the left map, and "4" on the right map.
Based on that alone, both would be valid places to path to.

But, in the left case, hero could not see the bottom location, so
the code won't even consider pathing to it, so it will start moving
towards the "3".

When hero moves to the second position, in the right map, now the "4"
could be seen. Now there are two possible closest locations we could
choose from. The code that scans the possible locations goes from top-left
to bottom-right, first going down (y-axis). So, the code sees the
"2" on the right. distmin() to there is 2. Good, we pick that location
to path to. Next, going down, the code considers the "4" ... which is
also equally close to the lava pool. and distmin does not consider terrain,
so ignores the door, so it has the same distmin value of "2", so the
code picks this location.

But: this was just a guess, because there's no known valid path to the
lava pool. The code loops back up to rebuild the travel[][] array
with a new starting location as the "4" from the right map, pathing
back to hero.

This is that travel array map:
-------------
|  . . . .  |
|  4 @ 3 .  |
|  3 . 2 .  |
|  3 2 1 x  |
-------------

The way travelstepx and travelstepy arrays are built means that the first
location that considers the hero's location is the "3" SW of hero, so
hero will move there next. Repeat from beginning. If there was no door,
the travelsteps would reach hero's location first from SE.

(I left the travel[][] array rebuild and travelstepx/travelstrepy build
off from the other movement position, as it's not relevant)

The fix: When considering which of the two possible closest places to the
lava pool to path to, use the one with the lowest value in the travel array.
That value is the real number of moves it takes for the hero to walk there,
so the code will consistently path to the upper location, as it is "2",
instead of considering the "4" below it.

Also some minor code reorg, so it considers couldsee first instead of
later in two separate places.
2022-03-26 23:58:30 +02:00
PatR
071d79dce2 stoning resistance revisited
It turns out that there were a bunch more monsters with the corpse-
conveys-stoning-resistance flag than just green mold.  Instead of
stripping it off, give them (including green mold) a chance to confer
timed resistance against stoning and also against acid.

All of these can convey either of those two resistances.  Like other
intrinsics obtained via eating, at most one can be obtained from any
given corpse.
  green mold, acid blob, spotted jelly, ochre jelly, black naga,
  yellow dragon, Chromatic Dragon
These can confer temporary stoning resistance but not acid resistance:
  lizard, chickatrice, cockatrice, gargoyle, winged gargoyle,
  xorn, Medusa
There aren't any that confer just acid resistance without a chance for
stoning resistance.

The effect lasts for 3d6 turns, or is extended by 3d6 more if randomly
chosen and applied when already in effect.

Having temporary acid resistance time out during another meal when
eating a corpse that ends up conferring acid resistance seems strange.
The protection against acid is granted at the start of the meal and
continues to the end (in regards to eating, not external attacks) even
when the intrinisic is lost in between.  I'm not sure whether that
needs some form of fixing, and if so, what that fixing should be.
2022-03-26 11:23:06 -07:00
PatR
dcdffe6c4f livelog message for breaking vegetarianism
Fix a minor 'fixme':  if hero breaks vegetarian conduct by eating
something made of bone, leather, or dragon-hide while polymorphed
into a shape which can eat such things, change the message from
"ate meat for first time" to "ate meat by-products for first time".

It took me a while to arrive at a sequence of actions which would
successfully test this.  You need to break foodless and vegan
conducts first, then break vegetarian with leather/bone separately
or it won't trigger a livelog event for that.  Wish for and eat a
candy bar to break vegan conduct, polymorph into a gelatinous cube,
wish for and eat leather armor, then use the #chronicle command.
2022-03-25 13:21:07 -07:00
nhmall
af24a46e32 Merge branch 'fix-trap' of https://github.com/argrath/NetHack into pr712 2022-03-25 08:21:49 -04:00
SHIRAKATA Kentaro
367ea0e6d6 add initializer on use_tinning_kit()
If poly_when_stoned() is true, an uninitialized buffer kbuf[] is passed to instapetrify().
Although instapetrify() doesn't access it in that situation for now,
it should be initialized anyway for readability.
2022-03-25 15:47:51 +09:00
PatR
f86ab67d20 mazexy() again
Some maze code treats row y_maze_max and column x_maze_max as being
in play, other parts treat them as out.  mazexy() was doing both; the
first loop to choose a random spot allowed them, the second loop to
try every possible spot disallowed them.  Make those be consistent.

I think the extreme row and column are both expected to be solid wall
so failing to consider them might not be causing any problems.

While in there, change mazexy() to not set cc->{x,y} until it has
found a viable spot instead of potentionally making that assignment
dozens or hundreds of times.  The only difference there is that 'cc'
won't have been assigned any value if panic() gets called.
2022-03-24 11:15:37 -07:00
Pasi Kallinen
60bf399f91 Don't stop travel when going past a closed door 2022-03-24 19:33:37 +02:00