Commit Graph

1065 Commits

Author SHA1 Message Date
Pasi Kallinen
f056bdb429 Comment typofixes, pt 2 2015-10-17 13:15:46 +03:00
Pasi Kallinen
f8b48490aa Comment typofixes 2015-10-17 12:28:52 +03:00
Pasi Kallinen
65a30d2ba7 Fix C343-341: Stuck in minetown room
Bustling Town can be generated with inaccessible areas outside the
top edge of the fixed town map.  If you end up in one of those area
without any way to dig or teleport, you're stuck.

This adds a new level flag "inaccessibles" to force checking for
such inaccessible areas, and add secret doors, holes/trapdoors,
or some random escape item into the areas.
2015-10-13 19:00:22 +03:00
Pasi Kallinen
f0220c4203 Add monster data sanity checking 2015-10-11 20:36:28 +03:00
Pasi Kallinen
d9bc2fb621 Add paranoid option for breaking a wand
Add OPTION=paranoid_confirm:wand to prevent accidental
wand breaking - suggested by scorchgeek
2015-09-27 19:13:20 +03:00
PatR
96f9997164 unicorn horn vs deafness
Implement the suggestion that applying a non-cursed unicorn horn can
cure deafness like other similar troubles.  Also, applying a cursed one
can cause deafness, although I made the chance be half of what it is
for the other troubles since they tend to be more significant.

This is entry #2 on the bugzilla list, but I haven't figured out how to
update that yet.
2015-08-20 18:31:12 -07:00
PatR
9034e2a7e5 W_WEAPON, W_ACCESSORY
Add macros W_WEAPON and W_ACCESSORY, similar to existing W_ARMOR, bitmask
of all the relevant worn bits.  Just for code readability; there should
be no change in behavior.

Also, reformat the "ugly checks" portion of getobj().  Slightly better
readability and fewer continuation lines, but only a modest improvement.
2015-07-25 19:19:58 -07:00
PatR
c64036c97b \#overview quest feedback
Implement the requested feature to have an automatic annotation on the
dungeon level with the quest entry portal where you sense the leader
summoning you.  It stays even after entering the portal (which results
in another automatic annotation of "portal to quest"), up until you
return to that level after having completed the quest.

Add a second one for the quest home level once the leader has given
you the go ahead to start the quest.  After completing the quest that
one remains but its wording is changed.

This ought to haved incremented EDITLEVEL but I decided to risk leaving
current save files viable.  That should work ok for anyone who isn't
overriding the default definition of Bitfield(), although odd behavior
could conceivably occur.  New games have nothing to worry about.
2015-07-04 20:06:31 -07:00
nhmall
5df350d548 separate option to toggle hilite_pile
Beta tester report.

The use of use_inverse meant that you couldn't selectively
choose to hilite pets but not piles. Add its own option.
2015-06-22 15:51:43 -04:00
Derek S. Ray
2224df66f0 Slight improvement to handless pets' pickup changes
Allow one item to be taken out of a pile, and leave framework in place
for partial splits so that all monsters will take up to their capacity,
rather than leaving the whole pile if it's too big to take all at once.
2015-06-21 15:16:22 -04:00
Pasi Kallinen
1df377b951 Lights are floaters
From Boudewijn:
> y a light (tame yellow light called Snertkat) [seen: normal vision,
> infravision]
> Snertkat deliberately jumps onto a polymorph trap!

So make yellow and black lights floaters.
2015-06-17 13:44:02 +03:00
nhmall
b33c3381e6 update master's version of display.c
Incorporate a few pieces of in-progress code into master
so that it isn't left in an odd state, thus prompting
patches.
2015-06-16 06:23:28 -04:00
nhmall
0353207f02 a couple more tribute easter eggs
Changes to be committed:
	modified:   include/context.h
	modified:   include/extern.h
	modified:   src/files.c
	modified:   src/invent.c
	modified:   src/sounds.c
	modified:   src/spell.c

Add a couple more tribute easter eggs.

 - can lead to a remark by Death if you happen to have a pratchett book on
   your person, as suggested by M. Stephenson (fat chance you will, or
   think to #chat if you do, but it could be a tournament novelty or something
   obscure to strive for).
 - can draw some additional Death quotes from the tribute file. (There's two
   in there right now. If anyone wants to add or suggest some more, please go
   ahead. The Death quotes are at the end of the tribute file. One-liners
   only please or the code will only pull the last line.
2015-06-15 22:22:56 -04:00
PatR
29f9a8a33d #overview, level difficulty
Three fixes, the first leading to the need to fix the second, and that
fix making dealing with the third be straightforward.

First, make the furthest level reached in any given branch be considered
interesting by #overview, even if no interesting features have been
encountered.  This will result in listing Gnomish Mines and their first
level when someone goes down the stairs and immediately back up.  It will
also produce a reminder of how far you've been--in each branch--after
retreating for any reason, without the need to manually add an annotation.

Second, #overview was suppressing the range of level numbers for Sokoban
because the author realized that the values were wrong.  The record of
the furthest level reached was incorrect for builds-up branches, always
sticking with the deepest level even though it was the entrance.  The
overview patch neglected to do the same suppression for Vlad's Tower and
the level range ("36 to 38" or similar) there was wrong.  This fixes the
furthest level reached problem and also fixes #overview's level range
handling for builds-up branches.

Third and last, a long-standing issue which I don't think has ever been
formally reported:  the level difficulty calculation used for monster
creation treated the upper (harder to get to) levels of builds-up branches
as if they were easier since they're closer to the surface as the gopher
burrows.  So sokoban generated easier monsters on its final level than on
the ones leading up to that.  Make depth for difficulty purposes account
for descent to the entrance and then ascent to the level of interest.

There was a distressing amount of trial and error involved.  The dungeon
layout structures are not exactly easy to work with, and I never managed
to get builds_up() based on branch data to work correctly.  Basing it on
dungeon data works as intended provided the branch has more than one
level, but it will yield incorrect result if we ever add a single-level
branch reached via stairs up rather than stairs down.
2015-06-14 18:14:14 -07:00
PatR
12c013ee28 more menustyle
Make the list of menustyle values in the game match their order in the
revised documentation:  traditional, combination, full, partial.
2015-06-11 14:09:17 -07:00
nhmall
00d25adab2 actual field is always around anyway
Changes to be committed:
	modified:   include/flag.h
2015-06-10 20:48:29 -04:00
Pasi Kallinen
b4cc349a46 X11: Hilight piles of objects 2015-06-09 19:59:38 +03:00
Pasi Kallinen
174e6f47b3 TTY: Hilight piles of objects
Add MG_OBJPILE flag, which windowports can use to check if a location
has more than one object stack. If use_inverse is on, TTY will use
inverse to show such piles.  If a boulder is the topmost item on a pile,
then the object pile flag is not used; mainly because boulders are "solid",
boulders dropped by monsters are nearly always over other objects, and so
that special levels such a Sokoban can "hide" items under the boulders.

TODO: a "pilemark", analogous to "petmark", perhaps a green plus sign,
which can be used by windowports with tiles.
2015-06-09 16:54:48 +03:00
nhmall
c3a77914a9 Modify the window interface for print_glyph
Changes to be committed:
	modified:   doc/window.doc
	modified:   include/qt_win.h
	modified:   include/trampoli.h
	modified:   include/winX.h
	modified:   include/wingem.h
	modified:   include/winprocs.h
	modified:   include/wintty.h
	modified:   src/display.c
	modified:   src/windows.c
	modified:   sys/amiga/winami.p
	modified:   sys/amiga/winfuncs.c
	modified:   sys/amiga/winproto.h
	modified:   sys/wince/mswproc.c
	modified:   sys/wince/winMS.h
	modified:   win/Qt/qt_win.cpp
	modified:   win/X11/winmap.c
	modified:   win/chain/wc_chainin.c
	modified:   win/chain/wc_chainout.c
	modified:   win/chain/wc_trace.c
	modified:   win/gem/wingem.c
	modified:   win/gem/wingem1.c
	modified:   win/gnome/gnbind.c
	modified:   win/tty/wintty.c
	modified:   win/win32/mswproc.c
	modified:   win/win32/winMS.h

print_glyph now takes a second parameter.

Tiles on tiled ports always looked odd on places like the plane of air
where the background color of the tile didn't match the general background
of the surrounding area.

3.6 made that even worse and more glaringly noticeable with the introduction
of darkened room tiles.

The code to actually send something useful through the new parameter
for window ports to take advantage if they want will follow.
2015-06-08 19:37:26 -04:00
PatR
a1aebc336c blind-from-birth fix
The Blindfolded_only macro didn't track u.uroleplay.blind so would
give a false positive if wearing a blindfold, not able to see due to
the blind option, and not afflicted with any other blindness factors.
Dipping a worn blindfold into holy or unholy water is supposed to
reveal a glow if that blindfold is the only reason for blindness but
the glow was described even when blind-from-birth.

There's no feedback at all when the glow isn't seen.  I'm punting on
that one.  (This change didn't introduce that, just added one extra
situation where it happens.)
2015-06-02 17:30:16 -07:00
nhmall
856b59d8e9 status conditional code commented oout for merge 2015-06-02 17:09:39 -04:00
nhmall
66ae23a77e option name change to statushilites
Changes to be committed:
	modified:   doc/Guidebook.mn
	modified:   doc/Guidebook.tex
	modified:   include/flag.h
	modified:   src/options.c
	modified:   win/tty/wintty.c

example:
OPTIONS=statushilites
OPTIONS=hilite_status:hitpoints/30%/bright-magenta/normal
2015-06-01 22:30:04 -04:00
nhmall
9999ba9700 Merge branch 'master' into status_hilite
Conflicts:
	include/extern.h
	win/tty/wintty.c
2015-06-01 22:13:41 -04:00
nhmall
c7c5895ad3 ready for testing
Changes to be committed:
	modified:   doc/Guidebook.mn
	modified:   doc/Guidebook.tex
	modified:   include/config.h
	modified:   win/tty/wintty.c
2015-06-01 21:41:00 -04:00
PatR
f0904157c5 tty role selection when filter by options
Honor things like OPTIONS:role=!tourist and NETHACKOPTIONS='race=!orc'
when performing interactive role selection.  I don't think it was
completely correct when players let the program choose, but it must
have been close enough because we haven't gotten any complaints.
The post-3.4.3 interactive selection was ignoring options-base filtering
entirely and did get complaints for the pre-beta.

Role selection has a ton of code which bloats the program without doing
anything useful for actual game play.  It ought to be split off into a
separate front end.
2015-06-01 18:18:47 -07:00
nhmall
ec92c2007a Merge branch 'master' into status_hilite
Conflicts:
	include/extern.h
	src/options.c
2015-06-01 09:09:44 -04:00
nhmall
ca8f25d4b6 more updates and on/off option 2015-06-01 08:33:17 -04:00
nhmall
3cb2c66f35 more work on the tty status_hilite code
Changes to be committed:
	modified:   include/wintty.h
	modified:   src/botl.c
	modified:   win/tty/wintty.c
2015-05-31 19:39:28 -04:00
nhmall
1c00f3b8f3 yet more updates
Changes to be committed:
	modified:   include/botl.h
	modified:   include/extern.h
	modified:   include/wintty.h
	modified:   src/botl.c
	modified:   src/options.c
	modified:   src/windows.c
	modified:   win/tty/wintty.c

get the tty versions started
2015-05-31 16:50:08 -04:00
nhmall
40f1dc8bc3 more updates
Changes to be committed:
	modified:   include/botl.h
	modified:   src/botl.c
	modified:   src/windows.c
	modified:   win/tty/wintty.c
2015-05-31 15:18:59 -04:00
nhmall
7e4074b61f more status_hilite work
Changes to be committed:
	modified:   include/extern.h
	modified:   src/botl.c
	modified:   src/options.c
	modified:   src/windows.c

defer notification of the window port until after
proper initialization. Options are processed very
early in 3.6.0
2015-05-31 11:54:06 -04:00
nhmall
ef0c00d99b interim updates
Changes to be committed:
	modified:   include/botl.h
	modified:   src/botl.c
	modified:   src/windows.c
	modified:   win/tty/wintty.c

Move the windowport stuff out of botl.c and into windows.c
where it belongs.
2015-05-31 10:26:54 -04:00
PatR
0171345aad more Sting,&c
Add "(glowing light blue)" to the formatted object description when
Sting or Orcrist is glowing due to presence of orcs or "(glowing red)"
if Grimtooth is glowing due to elves.  Use "(glowing)" if blind;
assumes that some aspect of the glow (perhaps warmth or vibration) can
be noticed via touch.

Make enlightenment's "you are warned about <monster class> because of
<artifact>" catch up with Orcrist and Grimtooth.  It was attributing
Orcrist's warning against orcs to Sting, and Grimtooth's warning was
against "something" rather than elves.

The glow color is now a new field in artilist[], so the biggest part
of this patch is adding an extra value to each artifact's definition.
2015-05-30 22:41:30 -07:00
nhmall
4ccbf2edc8 some updates
Changes to be committed:
	modified:   include/botl.h
	modified:   src/botl.c
2015-05-30 22:22:39 -04:00
PatR
37763d030e add warning glow for Orcrist & Grimtooth
Make Orcrist glow light blue when orcs are present, just like Sting.
(Sting supposedly glowed because it was made by the elves of Gondolin
rather than any particular attribute built into it, and Orcrist was
made there too.  I think it also glowed in the Hobbit; that was how
Bilbo recognized what the situation was when he first saw Sting glow.
Maybe it was the other sword rather than Orcrist, but they were treated
as being functionally equivalent.)

Also make Grimtooth glow red when elves are present.  That's from thin
air, to give it some novelty.  Unlike Sting, whose double-damage bonus
is restricted to orc targets, Grimtooth's weak 1d6 bonus still applies
to all targets.
2015-05-29 17:42:15 -07:00
Pasi Kallinen
4c43b88732 Renumber glyphs for vibrasquare trap conversion 2015-05-29 22:42:11 +03:00
PatR
7d74a25a14 using #name to call a floor object
Implement Boudewijn's suggestion that #name be extended to allow naming
something of the floor.  I'm sure he wants this so that he can avoid
picking up gray stones, but it's something I started to implement years
ago (probably at an earlier suggestion from him...) and then forgot all
about.

This changes the #name menu to be
   m - a monster
   i - a particular object in inventory
   o - the type of an object in inventory
   f - the type of an object upon the floor
   d - the type of an object on discoveries list
   a - record an annotation for the current level
   What do you want to name?
with the i and o choices omitted when inventory is empty.  If the
'lootabc' option is set it will use a through f instead, but then the
last three entries change letters when inventory is empty.  'y' and 'n'
are still accelerators (effectively hidden choices) for the i and o
entries, corresponding to the answers for the 3.4.3 and earlier "name
an individual object?" prompt.

The floor choice asks you to pick a location.  If you pick yourself,
then the top object of the pile underneath you is targetted.  Otherwise,
the target must be an object glyph, and the object must have its dknown
bit set, so have previously been seen up close or revealed via blessed
potion of object detection.  To make it be more useful, targetting an
object on an adjacent square will set the dknown bit.  (Just the top
object if there is a pile there.)  There's no cockatrice corpse touch
check since you aren't actually touching anything, just looking.

The setting of dknown bit for an adjacent object has been extended to
the '/' and ';' commands for examining things on the screen as well.
It's only done for adjacent spots you actively select, not all 8 spots
around you.
2015-05-29 02:07:50 -07:00
Pasi Kallinen
2944dc6935 Show cost of merchandise when walking over it
This is another feature the betatesters seemed to miss a lot.
2015-05-27 21:45:00 +03:00
Pasi Kallinen
773eecc472 Rename omit_buc option to implicit_uncursed
... so the name is less cryptic.
2015-05-27 20:43:22 +03:00
Pasi Kallinen
f0eca282a8 Add MSGTYPE config option
MSGTYPE allows the user to define how messages in the message
area behave. For example:

  MSGTYPE=stop "You swap places with "

would always make that message prompt for -more-.  Allowed types
are "show" (normal message), "hide" (do not show), "stop" (wait
for user), and "norep" (do not repeat message).

Adding this, because it's relatively simple, proven to work, and
it seemed to be the major thing betatesters felt was lacking when
compared to NAO.
2015-05-27 20:21:57 +03:00
Pasi Kallinen
5fabcdf692 Add omit_buc -option
The option defaults to on, which is the old-style behaviour.
Turning the option off will never omit the "uncursed" -status
from inventory lines. This is pretty much required if users
want to use menucolors based on the BUC state.
2015-05-27 12:46:35 +03:00
PatR
fca75c5766 questpgr.c's in_line[], out_line[]
Replace static in_line[] and out_line[] with local variables that are
released when the quest pager code returns to caller.  QTEXT_IN_SIZ
was already removed from makedefs; now QTEXT_OUTSIZ is removed from
nethack.  Use regular BUFSZ for them instead of trying to maintain a
separate size for quest text.
2015-05-25 15:49:44 -07:00
Pasi Kallinen
fd1932075e Fix dark room glyphs on level re-entry 2015-05-25 10:02:09 +03:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
8b57d96fd2 Reformat .h files.
I did my best to exempt some of the bigger aligned blocks from the reformatting
using the /* clang-format off */ and /* clang-format on */ tags. Probably some
that shouldn't have been formatted were anyway; if you encounter them, please
fix.

The clang-format tags were left in on the basis that it's much easier to prune
those out later than to put them back in, and it means that, modulo my custom
version of clang-format, I should be able to run clang-format on the source tree
again without changing anything, now that Pat has fixed the VA_DECL issues.
2015-05-25 09:21:15 +09:00
Sean Hunt
26ee7dc370 Convert the vibrating square to a trap
Patch due to ais523 in NetHack 4.

This is not ready to be merged yet; the vibrating square needs a tile
image for tiles builds.
2015-05-25 09:19:20 +09:00
Sean Hunt
b6f32e7eff Warning cleanup. 2015-05-24 11:12:58 -04:00
nhmall
194fd2f78c merge two sets of patches to makedefs.c,qtext.h
Changes to be committed:
	modified:   include/qtext.h
	modified:   util/makedefs.c
2015-05-24 10:27:03 -04:00
Sean Hunt
84d63e169b Use the common regex engine in more places.
In particular, in autopickup_exceptions and user sounds.
2015-05-24 10:17:58 -04:00
Sean Hunt
49b9f6c926 Modify makedefs to use dynamic buffers for reading.
This will prevent crashing due to excessively long lines.
2015-05-24 10:17:28 -04:00