When hallucinating, use nonsensical names for the rays
(wands, spells, and breath weapons), and random ray glyphs.
Original code from xNetHack by copperwater <aosdict@gmail.com>,
inspired by a YANI by Kahran042.
MONITOR_HEAP+heaputil pointed out some unreleased memory. The livelog
stuff wasn't being freed. Not surpringly the data used for collecting
and formatting build-options that just got changed from strdup() to
dupstr() wasn't being freed. And a couple of date/version bits.
The livelog message for losing a level had an off-by-1 error, showing
the level the hero ended up at rather than the level that was lost.
There was a message for regaining a previously lost level when rank
title stayed the same but no such message if the title changed (the
achievement of gaining a particular title only occurs once).
Say "regained" rather than "gained" when gaining a previously lost
level. (Blessed potions of full healing regain levels but can also
reduce u.ulevelmax so a different way to remember peak experience
level has been added.)
Report level change due to polymorphing into new man/woman/elf/&c.
I hadn't realized that that hasn't been recording achievement for new
rank when applicable and decided to leave things that way.
Report gender change when putting on an amulet of change or becoming
a new man/&c unless hero is polymorphed at the time or experience
level is also changing.
Log game events, such as entering a new dungeon level, breaking
a conduct, or killing a unique monster, in a new "Major events"
chronicle. The entries record the turn when the event happened.
The log can be viewed with #chronicle -command, and the entries
also show up in the end-of-game dump, if that is available.
This feature is on by default, but can be disabled by
defining NO_CHRONICLE compile-time option.
This also contains "live logging", writing the events as they
happen into a single livelog-file. This is mostly useful for
public servers. The livelog is off by default, and must be
compiled in with LIVELOG, and then turned on in sysconf.
Mostly this a version of livelogging from the Hardfought server,
with some changes.
My earlier change resulted in rejecting all commands entered after
a movement prefix key, rather than just ones that aren't supposed to
take any prefix.
This fixes that and also restores the ability to use 'm>' or 'm<' on
stairs to change levels without auto-pickup at the destination.
The wall of water goaded me into updating waterbody_name(). It's
mostly the same, aside from being moved from mkmaze.c to pager.c and
adding "{wall of|limitless} water" instead of plain "water" for WATER
terrain. I'm not very happy with "limitless" for the Plane of Water
because limits imposed by air bubbles are all over the place. "Wall
of water" might work ok for that level.
Water on Medusa's level is now described as "shallow sea" rather than
lame "water". The two unusual pools on the Samurai home level are
described as "pond" rather than previous "water" which replaced 3.6's
ridiculous "moat". When lava is hallucinated, it is described as
"molten <substance>" (yielding silly things like "molten yoghurt"),
rather than just "<substance>" to distinguish it from hallucinated
water. 'autodescribe' doesn't use waterbody_name() though.
Another gold dragon scales/mail issue, reported bu vultur-cadens:
reading a cursed scroll of light extinguishes carried light sources
except for wielded Sunsword and worn gold dragon scales/mail; there
was a special message for Sunsword (preventing the hero from being in
darkness) but no such message for gold dragon scales/mail. Replace
the special message with a more generic one applicable to both cases.
Also, implement the suggestion that cursed light degrade the amount
of light being emitted (which varies by bless/curse state) for those
two cases. Sunsword has a 75% chance to resist, gold dragon scales
25% chance. And add the inverse: blessed scroll of light might
increase the amount of light by improving their bless/curse state.
The resistance check applies here too and isn't inverted; Sunsword
is still fairly likely to resist.
Uncursed scroll of light, spell of light regardless of skill, zapped
or broken wand of light have so such effect.
Closes#666
... you will also get a message when a seen stinking cloud
or the one surrounding the hero dissipates.
Original feature comes from Fourk, but this version (with some
minor changes) comes from xnethack by copperwater <aosdict@gmail.com>
The extended command input prompt was behaving in an unintended way:
Typing #a<enter> executed #adjust. Spaces in the entry prevented matching
any command. No error message was given when no command was matched.
Fix all of those, so it behaves more like the tty.
Clean up the tty, curses, and X11 windowport code, so they don't use
the extcmdlist array directly, but query with extcmds_match
and extcmds_getentry.
When rest_on_space is On, assign same function as for #wait to the
<space> key. When Off, set that key to Null instead. Binding some
other command to <space> when rest_on_space is Off doesn't work but
I would classify that as something to be discouraged anyway.
Changes most of the special keys used in the main input loop
into extended commands:
- movement keys are now bound to extended commands, eg.
#movewest and so on.
- m-prefix is now #reqmenu extended command, still bound to
the 'm' key.
- run, rush, and fight are now extended commands, still bound
to the same keys as previously.
- nopickup and runnopickup keys are removed.
Nopickup was using 'm' key, the same as the m-prefix, so
allow #reqmenu to modify movement commands to disable pickup.
- multiple prefix commands are allowed. This lets user to
use #reqmenu, followed by #run, followed by movement to simulate
runnopickup behaviour. (If necessary, adding runnopickup back
as an extended command would be easy)
... instead of hard-coding them to 50. New allocated value is
(COLNO*ROWNO)/30, which is slightly higher (56), and that formula
seems to work for hypothetical larger maps too.
Wield a polearm and use 'f'ire to automatically hit with it,
if there's a single valid target.
With fireassist-option, will swapweapon to a polearm.
This only applies if quiver is empty and autoquiver is off.
Special abilities conferred by wearing dragon armor was implemented in
a somewhat half-assed fashion; extend it to 3/4-assed. Abilities came
from wearing dragon armor but not from being poly'd into a dragon or
for monsters that were wearing dragon armor or actually were dragons.
This covers much of that.
There are umpteen calls of 'resists_foo(mon)' and some are now
'resists_foo(mon) || defended(mon, AD_FOO)' but the second part ought
to be incorporated into update_mon_intrinics() so that the extra
'|| defended()' doesn't have to be spread all over the place and the
ones being put in now could/should be removed.
While testing, I noticed that a monster wielding Fire Brand did not
resist being hit by a wand of fire. This fixes that and should also
fix various comparable situations for other artifacts. But so far it
has only been done for zapping (and any other actions which use the
zapping code). Folding defended() checks into update_mon_intrinsics()
matters more than that probably sounds.
When testing the urgent message for having weapon be snagged by a
bullwhip, in between the occasional weapon grabs (which mention
flicking the bullwhip) I saw lots of regular attacks that said
"<mon> swings his bullwhip." That is accurate but seems odd, so
change it to "<mon> lashes his bullwhip." Do same for the hero.
While working on that, I discovered that monsters using a polearm
for a ranged attack always showed "<mon> thrusts <a polearm>" even
for ones that aren't defined as piercing so should be swung rather
that thrust. And they're allowed to do that when adjacent where
there isn't enough room to thrust or swing a long polearm. Now it's
"<mon> bashes with <a polearm>" in that situation.
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'.
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.
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.
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
Solve the uneven distribution situation that has been present for
picking random rumors for a long time and for random engravings,
epitaphs, and hallucinatory monster names since 3.6.0. This relies
on the previous partial solution where short lines have been padded
to a longer length. When that length is N and random seek lands in
a long line of length L, retry if the position is in the first L-N
characters. Put differently, it if takes more than N characters to
reach the next newline, reject that random seek and try again. This
effectively makes long lines behave as if they had the same length
of N as the short lines have been padded to and when all lines are
the same length, all entries have the same chance to be chosen.
We've had a few pull requests fixing format/argument mismatches
lately. I did't notice when PRINTF_F(format_index,first_arg_index)
attribute use and the checking gcc and clang do with it got removed,
but that was very useful. Putting it back triggers a whole bunch
of "format string is not literal" warnings, but that's because
'-Wformat-nonliteral' was explicitly added to the *.2020 hints.
Checking pline/You/&c arguments in the cases where the format is a
literal is more valuable than the complaints for sprintf being fed
a generated format, so reinstate PRINTF_F usage and turn off the
check for non-literal format strings.
Function the() wasn't supposed to be used for monsters because many
of the ones with capitalized names confuse it, but over time multiple
instances of the(mon_nam()) have crept into the code. Instead of
ripping those out, modify the() to handle that situation better.
Pull request #636 by entrez dealt with this with one extra line of
code, but could end up scanning all the names in mons[] repeatedly
if the("Capitalized string") gets called a lot. This uses a similar
one line fix but calls a whole new routine that scans through mons[]
once collecting all the relevant special case names. As a bonus,
it does the same for hallucinatory monster names which name_to_mon()
couldn't handle.
Fixes#626
Incorporate the functionality of the loadable DLL's (nhraykey.dll,
nhdefkey.dll, and nh340key.dll) into the consoletty.c code and
remove the dll building
Globs never rotted away but did become tainted after a relatively
short while, which seemed like a contradiction. Change them to never
be tainted but shrink by 1 unit of weight approximately every 25
turns. An ordinary glob (one that hasn't combined with any others)
starts out weighing 20 units, so it takes about 500 turns to vanish.
That's roughly twice as long as a corpse takes to rot away.
Shrinking globs give feedback when in hero's invent or in a container
in hero's inventory, but rarely (when going from an exact multiple
of 20 weight units; that is, from integral number of N globs to
N-1 + 19/20, or if weight reduction triggers an encumbrance change).
When a glob goes away completely, there is feedback for those two
circumstances and also for seeing the glob vanish from the floor.
I haven't touched how much nutrition eating a glob confers. I have
changed formatting of glob names to use "small", "medium", "large",
"very large" instead of "small", [no adjective], "large", &c. You
still need to have at least five globs coalesced together for the
adjective to become "medium", same amount as before.
I don't think EDITLEVEL needs to be modified but have incremented it
anyway to play things safe.
I thought there were more places that checked for "it" and substituted
"someone" or "something". Perhaps there are and I'm just not finding
them now. Anyway, this extends x_monnam() and adds some_mon_nam() and
Some_Monnam() to do that during monster name formatting instead of
having various bits of code try fix it up after the fact. The fixups
could be fooled by monsters given the name "it" or "It"; x_monnam()
won't be.
Reported by entrez, wielding something fragile (potion of acid
perhaps), and using F to smash it against iron bars called breaktest()
directly, then a second time indirectly through hero_breaks() via
hit_bars(). There is a random chance to resist breaking (99% for
artifacts, 1% for other items) so breaktest() might say that something
will break on the first call and that it will not break on the second
call, or vice versa. That could remove uwep from inventory then leave
it in limbo without destroying it, or destroy uwep without removing it
from inventory first triggering impossible "obfree: deleting worn obj".
Reported directly to devteam by entrez via email:
>
> I noticed some potential issues with (melting) ice:
>
> * Digging down into ice, or setting a land mine on the ice and
> triggering it, doesn't remove the melt_ice timeout, so it can result
> in a sequence like dig down -> pit fills with water -> freeze water
> -> freezing water tries to set melt_ice timeout -> duplicate timeout
> impossible. Or if you don't freeze the water again, melt_ice will
> run on a non-ice surface, which might at least produce strange
> messages.
>
> * Setting a land mine on ice: melting ice doesn't do anything with
> the trap, so there is still a land mine which you can trigger by
> flying over the water (the land mine's trigger is also still
> described as being 'in a pile of soil', despite being underwater at
> this point). Similar thing happens with bear traps.
>
> * Not really related to _melting_ ice, but an exploding land mine
> doesn't reset the typ from ICE to FLOOR (like normal digging does),
> so it will result in a square with a pit that is also an ice square,
> where the ice can melt under the pit and produce a combination
> pit/moat. If you then freeze the moat, the pit reappears on top of
> the ice.
Fix the vault repair issue that could lead to "wall_angle: unknown"
warning. Unlike shop repair, the original wall info isn't available
so this recreates it. The extra 'flags' field added yesterday could
be eliminated but this leaves it in place.
Fixes#606
for helm of opposite alignment.
Discovered and described by vultur-cadens.
The #adjust command can be used to split an object stack and if the
shop price of the two halves are different, the new stack will have
its obj->o_id modified to make the prices the same. That could be
used to tip off the player as to what the low bits of the next o_id
will be. Since no time passes, no intervening activity such as
random creation of a new monster can take place, so the player could
wish for something that depends on o_id with some degree of control.
Matters mainly for helms of opposite alignment intended to be used
by neutral characters since the player isn't supposed to be able to
control that. (Other items like T-shirt slogan text and candy bar
wrapper text had a similar issue but controlling those wouldn't have
had any tangible difference on play.)
The issue writeup suggested allowing the player to specify a helm's
alignment during a wish. That would defeat the purpose of having
o_id affect the helm's behavior in an arbitrary but repeatable way
so is rejected.
I implemented this fix before seeing a followup comment that suggests
using a more sophisticated decision than 'obj->o_id % N' for the
arbitrary effect. This just increments context.ident for the next
obj->o_id or mon->m_id by 1 or 2 instead of always by 1 and should
be adequate. It also has the side-effect that two consecutive wishes
for helm of opposite alignment won't necessary give one for each of
the two possible 'polarities', even with no intervening activity by
monsters, reinforcing the lack of player control.
Minor bonus fix: it moves the incrementing check for wrap-to-0 into
a single place instead of replicating that half a dozen times. Ones
that should have been there for shop billing and for objects loaded
from bones files were missing.
Fixes#596
The gas will expand from its chosen center point via breadth-first
search instead of hardcoding a diagonal shape. The search is performed
with a randomized list of directions, and has 50% chance of not spreading
to a space it otherwise would have spread to. This has the effect of fuzzing
the cloud edges in open areas, helping the clouds on, for instance,
the Plane of Fire not be big rhombuses.
Also some other code refactoring related to stinking clouds in read.c
This comes from xNetHack by copperwater <aosdict@gmail.com>