Commit Graph

12525 Commits

Author SHA1 Message Date
Pasi Kallinen
ef1eeed755 Give dragon armor extra effects
Dragon scales and dragon scale mails will provide some extra effects
when worn:

 - blue:   very fast speed
 - black:  level-drain resistance
 - green:  sickness resistance
 - gold:   hallucination resistance
 - orange: free action
 - red:    infravision
 - white:  slow digestion
 - yellow: stoning resistance

gray and silver don't have extra effects - those two are already the
best ones, so don't need any.
2021-12-20 23:30:27 +02:00
PatR
0bc396282d additional urgent messages
Now I've remembered why I didn't follow through with these back when
I originally laid the groundwork.  New urgent messages:

 having an item of armor be destroyed
 having weapon be grabbed by a monster's bullwhip
 becoming engulfed
 being grabbed by an eel
 subsequently being drowned by an eel
 dying of petrification
 turning into slime then dying due to genocide
 dying due to fatal illness

There are lots more candidates.
2021-12-20 08:42:58 -08:00
PatR
2278434228 simplify issuing urgent messages
Change
 custompline(URGENT_MESSAGE, mesg, ...);
calls to new
 urgent_pline(mesg, ...);
2021-12-20 08:30:48 -08:00
PatR
aaed434d46 fix for urgent messages for tty
If messages aren't currently being skipped due to --More--ESC when a
message flagged as urgent is issued and that urgent message itself
triggers --More-- to have the user acknowledge the previous message,
and the user types ESC at this new --More--, message suppression
starts.  With the overly simplistic existing code from a few days
ago, it was too late for the current message to override that.  Since
the urgent message gets buffered like any other (until another message
needs the top line or until input is needed), it wouldn't be shown
when the next message came along and discovered suppression in effect.

I'm not sure that all the changes here are necessary; there was some
flailing about involved.  But it seems to behave as intended now.
2021-12-20 08:16:13 -08:00
PatR
63e47d8ac8 region save/restore
When shortening/splitting wide lines I noticed that the save and
restore code for regions had a bunch of those and they could be
shortened by using an intermediate variable.  Easier to read too.

Also, change several 'unsigned int' to just 'unsigned' as is used in
most of the rest of the code.

At one point I omitted a (genericptr_t) cast (which should no longer
be necessary...) and discovered that bwrite() wasn't declaring the
input buffer it never modifies as 'const'.
2021-12-19 19:31:19 -08:00
PatR
7ccc195155 fix #K3496 - leash description when pet changes
If persistent inventory is displayed and contains an entry for a leash
attached to a pet and the pet's type or name changes, the perm_invent
window didn't get updated to reflect the new leash information:
 x - leash (attached to <mon>)
Report was for polymorph but applied to growing into bigger form and
to being (re-/un-)christened as well.
2021-12-19 09:30:07 -08:00
PatR
5f98102e73 create_door() warning hackery
Redo the warning suppression in create_door().  The unreachable 'goto'
was unnecessary and without it there's no need to toggle unreachable
code warnings off and back on.  Taking a step back, the whole 'default'
case is unnecessary since rn2(4) will always hit one of the 0..3 cases.
So instead of just getting rid of the unreachable 'goto', get rid of
the panic() too.
2021-12-19 04:54:34 -08:00
PatR
9f41ab7bfe Qt paper doll fix
This fixes the broken paper doll display.  Changes for new glyphs
added code to an 'if' but not to the corresponding 'else'.

Showing map column 0 as something other than blank is still a problem.

The splash window shows a red dragon and says "loading".  I'm pretty
sure that that used to be a crisp image but it is now a fuzzy one.
It doesn't use glyphs or their tiles so shouldn't have been affected
by changes to them.
2021-12-19 03:46:21 -08:00
PatR
c5544a8011 'urgent' messages for curses
Have curses catch up with tty.  Some particular messages override
message suppression after --More-ESC (tty) or >>ESC (curses).
2021-12-18 11:07:23 -08:00
PatR
420d121f93 'urgent' messages
Follow up on some old groundwork.  For tty, if the core has designated
a message as 'urgent', override any message suppression taking place
because of ESC typed at the --More-- prompt.  Right now, "You die"
messages, feedback about having something stolen, feedback for
"amorous demon" interaction (mainly in case of armor removal), and
exploding a bag of holding are treated as urgent.

The "You die" case is already handled by a hack in top-line handling;
I left that in place so the conversion of 3 or 4 pline("You die.*")
to custompline(URGENT_MESSAGE, "You die.*") was redundant.  There
are probably various non-You_die messages which precede done() which
should be marked urgent too.

Other interfaces might want to do something similar.  And we ought to
implement MSGTYPE=force or MSGTYPE=urgent to allow players to indicate
other messages that they want have to override suppression.  But I'm
not intending to work on either of those.  I mainly wanted to force
the magic bag explosion message to be shown since a sequence of "You
put <foo> into <bag>." messages is a likely candidate for --More--ESC.
2021-12-17 17:46:49 -08:00
PatR
420afb6b1f fixes entry for pull-req #643 - historic statues
monstone() was using a hardcoded value when flagging the statue of
a unique monster as historic and didn't get updated when the corpse
and statue flags kept in obj->spe were changed last June by commit
04a8ddcce1.

Closes #643
2021-12-17 16:29:53 -08:00
Michael Meyer
4b20ed6211 Fix: gender, historicity of stoned monster statue
The way statues of stoned unique monsters were marked as "historic" was
not changed when mkcorpstat flags were updated in 04a8ddc, resulting in
unique statues which were no longer marked as historic and were instead
marked as female.

While fixing that, also use the gender-related mkcorpstat flags to
assign the gender of a stoned monster to the resulting statue.
2021-12-17 16:28:48 -08:00
PatR
6ae05df1c3 more reformatting - label placement
Indent all labels one space.  Having uniform placement makes spotting
them much easier.  (Having no indent at all would impact the change
bars of 'git diff'.  Those display the last unindented line--which
doesn't start with punctuation--occuring before each band of changes,
so usually the name of the function being changed now that we no
longer have unindented K&R-style function argument declarations.)

While in there, shorten or split various wide lines and replace a few
tabs with spaces.
2021-12-16 15:56:52 -08:00
PatR
0a0ee2d1e6 date.c vs MONITOR_HEAP
I tried building with MONITOR_HEAP defined for the first time in a
while.  It wasn't pretty.

date.c was calling libc's strdup() instead of our dupstr() so alloc.c
wasn't tracking those allocations when/if MONITOR_HEAP is enabled.
Then it called free() which is actually a call to nhfree() in that
situation.  If the file of allocations and releases was subsequently
fed to heaputil, it would complain about freeing pointers that hadn't
been allocated.

Worse, makedefs and tilemap wouldn't link.  For MONITOR_HEAP,
makedefs was undefining free() in order to avoid nhfree() but it now
links with date.o so got nhfree() calls anyway.  And it wouldn't link
because that routine isn't available without alloc.o.  tilemap
doesn't link with date.o but it does call malloc() and free() and it
wasn't undefining free(), so looked for nhfree() when linking and got
the same no-such-routine failure.
2021-12-15 18:39:29 -08:00
PatR
d6a1835f0d refine #wizrumorscheck
If #wizrumorscheck isn't able to open or read the rumors file,
continue on to check engravings, epitaphs, and bogusmons instead of
immediately returning.
2021-12-15 16:45:52 -08:00
Pasi Kallinen
e251bb6a82 Decouple mon state adjustment from find_roll_to_hit
If you have a function named like that, and it goes and
changes the monster state, that's just wrong.

Move waking up the monster from the hit into separate function.
2021-12-15 22:11:22 +02:00
PatR
4d42823fd8 remove duplicate novel titles
For novel title lookups, have the variant spelling substitutions use
the entries from array of titles instead of explicit strings which
duplicate those.
2021-12-14 17:15:17 -08:00
PatR
495cda17b7 some reformatting
Replace some
  (foo &&
   bar)
that had crept back into the code with
  (foo
   && bar)
to match the reformatting which took place before 3.6.0.  There are a
couple of lines ending in '||' still present but they look intentional.
isaac64.c has some trailing '|' bit operators that could/should be
moved to the start of the next line but I didn't touch that file.

While in the affected files, I tried to shorten most overly wide lines
(the right margin is supposed to at column 78 and there are quite a
few lines which are 79 characters long, but I left most of those
rather than introduce new line splits).  Also replace a handful of
tabs with spaces.  I was a little surprised not find any trailing
spaces (in the dozen or so files being updated).  I didn't look for
trailing arithmetic or '?'/':' operators which aught to be moved to
the start of the next line.
2021-12-14 07:43:40 -08:00
PatR
d0197bd3e7 document obj->owornmask
ship_object() and obj_delivery() use obj->owornmask for something
other than tracking what slot(s) an object is worn in.
2021-12-14 05:49:31 -08:00
PatR
78c84a1e5d insufficient spell power feedback
If attempting to cast a spell without having enough power, you get
 |You don't have enough energy to cast that spell.
Recently that was augmented to
 |You don't have enough energy to cast that spell yet.
if your current power is at maximum and not enough.  Augment again to
 |You don't have enough energy to cast that spell anymore.
if current power is at maximum and that maximum is less than the peak
value it once had and that peak value would have been enough.
2021-12-14 02:38:17 -08:00
PatR
1fd379a980 glob update
Initialize glob weight sooner in mksobj() and have weight() skip the
fix up it had been doing when it was passed a glob with weight 0.
This allows shrink_glob() to be simplified slightly in the situation
where a glob inside a container shrinks away to nothing.

weight(glob) with glob->owt==0 now yields 0 instead of 20.  That was
only needed for 'obj->owt=weight(obj)' during object creation and
the new earlier weight init makes the 0 to 20 fixup obsolete.  In
turn, that allows a glob which has shrunk to 0 while in a container
to not have to be removed before updating the container's weight.
2021-12-13 07:04:30 -08:00
PatR
9b150b0249 pickup.c bits
This started out as just some minor reformatting but ended up including
a couple of new comments and a revision in how the use_container()
decides whether it is feasible to put something into the container.
Behavior isn't changing.
2021-12-13 05:07:30 -08:00
PatR
f10ef7aba8 attrcurse() on 'see invisible'
If hero has intrinsic see-invisible and a gremlin steals that, the
map wasn't being updated to hide invisible monsters (until the next
iteration of moveloop() after other monsters finished current turn).
2021-12-12 11:32:09 -08:00
Pasi Kallinen
f6b7be49f4 Accessibility: give a message when teleporting a monster
Teleporting a monster only updated the map. Give a message
so blind players can get the same information.
Making a monster invisible gives the same message, if you
cannot detect invisible.
Several other places where monsters teleported themselves
now also give the same message.
2021-12-12 16:50:49 +02:00
PatR
e25f8ec6e3 endless shrink_glob...
A shrink_glob timer keeps running for a glob on the migrating objects
list so shink_glob() needs to be aware of that.
2021-12-11 18:39:36 -08:00
PatR
ba255875cd shrink_glob bug when when glob is totally gone
When a wielded glob shrank away to nothing, an impossible warning:
"obfree: deleting worn obj" would be issued.

If a glob is quivered or wielded or set up as swap weapon when it
shrinks away to nothing, clear the relevant weapon slot before
destroying the glob.

Won't happen for monsters since they never wield globs.  Also won't
happen for migrating objects (which overload obj->owornmask) because
they have to have arrived somewhere in order to have their shrink
timer execute.
2021-12-10 20:16:30 -08:00
PatR
8aa90bdbac formatting bit 2021-12-08 16:24:48 -08:00
PatR
a80969f280 wizard mode polyself to "priest"
When polymorphing while already polymorphed, picking your own role
will rehumanize (wizard mode only; restores old characteristics and
experience level, unlike becoming a new man which can change those
and even be fatal if level drops below 1).  But it didn't work if
you were a priest or priestess because name_to_mon() yields aligned
cleric monster rather than cleric role.
2021-12-08 16:08:57 -08:00
PatR
5ce53f4d17 shape change while strangling
Polymorphing into a vulnerable form while wearing an amulet of
strangulation says "your amulet still constricts your neck" if your
previous form was also vulnerable or "your amulet beings constricting
your neck" if previous form wasn't vulnerable.  But a change nearly
6 years ago to have the status line be updated to say "Strangling"
during the message--instead of next status update after it--caused
the "still constricts" variation to always be given even when the
"begins constricting" was appropriate.
2021-12-08 15:31:06 -08:00
PatR
49f21769da long worm growth again
The previous change could have resulted in a long worm losing HP when
gaining a segment (if it had gained levels while at the peak amount
for the previous number of segments).  I think this is finally right.
2021-12-07 15:54:46 -08:00
PatR
47243ba860 long worm growth
I think this is what was originally intended.
2021-12-07 03:10:57 -08:00
PatR
ec58e917f3 misuse of hero_glyph
It isn't just the hero's normal glyph, it gets adjusted when poly'd.
So the way I tried to use it didn't work as intended.  Explicitly
check Upolyd separately so that hero_glyph won't be affected by tat
and only returns the player monster or race monster value.
2021-12-05 15:09:08 -08:00
PatR
8682cfd544 showrace again...
I'm fairly sure that the 'showrace' and PC rogue cases are covered
correctly now despite the approximation in deciding whether the
specified glyph represents the hero.  However, I'm not sure how the
accessibility handling ought to work when the hero is not in normal
form.  Right now it kicks in if the glyph is any monster, so the
hero is visible as a monster (whether normal or poly'd or on steed).
It does not kick it when mimicking an object (after eating a mimic
corpse or being poly'd into a mimic and then hiding) or furniture
(only if poly'd into mimic) because execution won't make it into the
is_you block in that situation.  Same situation applies to setting
the MG_HERO flag bit, but that doesn't seem to be used anywhere.
2021-12-04 17:18:00 -08:00
nhmall
d1f11c788f remove a couple of tabs 2021-12-04 16:07:49 -05:00
nhmall
2926e52d1f rogue symset issues following expanded glyphs
Contributed by entrez

Also, remove the iflags.use_color test from the many if-statements
in reset_glyphmap(), and test and/or override it once before
the assignment to gmap->color.
2021-12-04 15:59:30 -05:00
PatR
936be565d9 tracking peak maximum HP and energy
Keep track of the highest value that u.uhpmax and u.uenmax have
attained, in new u.uhppeak and u.uenpeak.  They aren't used for
anything yet.  u.mhmax (max HP while polymorphed) isn't interesting
enough to track.

Not save and bones compatible so increments EDITLEVEL.
2021-12-04 05:19:45 -08:00
PatR
657e205ae8 showrace followup
Previous patch made sure that the color tweaks were really at the
hero's location, but not whether it was actually drawing the hero
there.

I'm taking the suggestion about fixing pet_override on faith....
2021-12-04 04:58:35 -08:00
PatR
c3dc95f926 commit ccb10489aee5f2af752177b0f8451790140292e2
Author: PatR <rankin@nethack.org>
Date:   Fri Dec 3 18:35:12 2021 -0800

    showrace when hero can't see self

    This supersedes pull request #644 by entrez, "Fix: expanded-glyphs
    hero color regression".  The code to change color for the hero in
    special circumstances (for 'showrace' and for some PC rogue stuff)
    was relying on the hero's map coordinates rather than verifying
    that the hero was shown at that spot.  When the hero is invisible
    and lacks see invisible, he isn't shown.  But the color of whatever
    could be seen beneath him was incorrectly having its color changed
    (to HI_DOMESTIC for showrace or to YELLOW for PC rogue).

    Closes #644
2021-12-03 18:45:53 -08:00
nhmall
3bb9f91a1e get Xcode build working 2021-12-03 15:01:22 -05:00
nhmall
359f4dfc65 tested with visual studio 17.0.2 2021-12-03 10:19:18 -05:00
PatR
dbc8a70271 bullwhip inconsistencies
Reported by entrez:  applying a bullwhip towards a medium or small
peaceful monster used to be an attack but that stopped working when
'safepet' was extended to peacefuls in order for the hero to be able
to swap places which those.  Also, side-effects were different when
hero applied the whip from within a pit compared to when not in one.

This allows the hero trapped in a pit to try to snag furniture or a
boulder even when a small or medium is present, and escaping that
pit if successful.  (It still snags big monsters in preference to
furniture/boulder at their location.)  When no such non-monster
target is available, it attacks the monster if hostile or peaceful
but not when tame.  When revealing a previously unseen monster it
prevents snagging that monster's wielded weapon because hero couldn't
possibly target the weapon in that situation.

This makes other changes, mostly dealing with finding and exposing
concealed monsters, which may introduce some new bugs.

Since I was already in the right place, implement snagging an item
off the floor while flying.  It isn't necessary since a flyer can
pick things up off the floor directly, but there isn't any pressing
reason to disallow it.  Supersedes the commit in pull request #632
by RojjaCebolla.

Closes #632
2021-12-03 04:34:08 -08:00
PatR
8a6a58367a feedback for spell cast failure due to energy
If the hero is at full energy but still lacks enough to cast a chosen
spell, say "you don't have enough energy yet" instead of just "you
don't have enough energy."
2021-12-02 18:53:34 -08:00
PatR
c8c69b0cc5 fixes entry for pull request #642 - shk name vs it
3.6.1 changed a bunch of messages in shk.c to give the actual shk
name even when a the shopkeeper couldn't be seen, to avoid things
like "You owe It <N zorkmids> for <item>."  But there are various
messages issued outside of shk.c which were overlooked.  Fix those.

Closes #642
2021-12-01 18:49:48 -08:00
Michael Meyer
a606f83e7a Fix: 'you owe It for goods lost'
Some messages about owing a shopkeeper money would use 'it' when blind,
with weird results such as "You owe It 267 zorkmids for goods lost."  It
seems maybe like these were missed in 6591f8b since they were outside of
shk.c/shknam.c.  Bring those messages into alignment with most other
shopkeeper-related messages, which use the shopkeeper's name even if the
hero is blind or can't see them at the moment.

Some of the 'it gets angry' ones don't seem so bad, but similar 'gets
angry' messages in shk.c use Shknam so I changed those as well for
consistency's sake.
2021-12-01 18:34:20 -08:00
PatR
59aedc3b37 yet another shrink_glob fix...
When catching up for lost time spent on another level, globs inside
containers that shrank away to nothing didn't need to have those
containers' weight explicitly adjusted because obj_extract_self()
does that, so yesterday I removed the unneeded container_weight()
call.  However, ones that shrank only partially did need to have
their containers' weights adjusted and that wasn't being done.
The weight would be brought up to date within 25 or so turns when
the contained glob's next shrink_glob event took place.  Until then
attempting to pick up the container by hero or monster, or to pick
up something else by a monster already carrying it, could have been
impacted by the weight discrepancy.
2021-12-01 17:05:27 -08:00
PatR
35ac9a09e2 miscellaneous tweaks
Simplify a glob handling bit in a recent shrink_glob change used when
catching for lost time upon returning to a level.

Revise a clumsily worded fixes entry.

Fix a comment typo in makedefs that's been there for a bunch of years
now.  It's been within the diff context for several recent patches
and I still hadn't noticed it until just now.
2021-11-30 14:04:00 -08:00
PatR
0c69fd9afc fixes entry for pull request #640 - zoo monsters
Populating some of the types of special rooms can pick monsters that
sometimes come in groups, and getting a group could have some members
spill out of the room (or inhibit other random choices by filling some
spots that haven't been populated yet, preventing subsequent monster
creation there).

The misbehavior isn't new so it seems surprising that no one has ever
previously reported this.

Closes #640
2021-11-30 13:01:17 -08:00
Michael Meyer
ce2615a316 Fix: zoo monsters spawning in hallways
If a random G_[SL]GROUP monster was generated in a zoo, the resulting
group of monsters could spill out into nearby hallways and other
surrounding areas.  Disregard G_GROUP flags when filling a zoo with
monsters to avoid this problem.
2021-11-30 12:51:11 -08:00
PatR
7d84ea0605 CapMons[] entries for hallucinatory monster names
Simplify the handling of capitalized hallucinatory monster names
which should be described as "the Bogon" rather than just "Bogon".
Instead of inserting an ESC character to indicate "this entry
should be freed when done", keep track of how many of the entries
come from mons[] (which always come first and shouldn't be freed)
and just free the rest.  So one instance of inserting an ESC and a
couple of skipping it when present and one of testing for it when
freeing are removed.

Also, the check for bogusmons classification code was testing
whether the name started with a letter (or with '@', an obscure
special case for letter()) rather than for the actual type codes
used in dat/bogusmons.txt.  If '@' becomes used as a classification
code (so far it isn't one) any entries using it could have been
misclassified and would be misspelled because it would stay as the
first character.  And existing entry "/r/tard" was also subject to
misclassification, but since it doesn't start with a capital letter
either with or without leading '/' that had no noticeable effect.
If the leading slash was followed by a capital letter there would
have been a different sort of misspelling with that slash missing
in the copy kept in CapMons[].  I knew all that when I first used
letter() but have decided that it is better to extract 'bogon_types'
from bogusmon() in order for the handling to be more consistent.
2021-11-30 03:28:10 -08:00
PatR
a2df8ee587 rumors again...
The code to provide even distribution for rumors was being successfully
used for engravings, epitaphs, and hallucinatory monster names but not
actually for rumors themselves.  Move it into its own routine and have
both the three miscellaneous things and rumors use that.

My testing has verified that asking for a true rumor can produce the
first and last true rumors and not either of the first or last false
rumors, and vice versa when asking for a false rumor.  Asking for
unspecified true/false can produce all four of those.  Aside from that
verification of correctness (I hope...), I haven't checked that the
distribution when selecting is actually even.
2021-11-29 06:04:44 -08:00