Commit Graph

2944 Commits

Author SHA1 Message Date
nethack.rankin
3b6c59c7fc more mimic-as-boulder (trunk only)
I started to add handling for doorways containing mimic-as-boulder
to doopen() and doclose() as was done for pick_lock(), but decided that
it was better just to prevent mimics from appearing as boulders at closed
door locations in the first place.  So the most recent pick_lock() change
and its fixes entry go away.

     This also fixes a post-3.4.3 bug.  On the top level of Sokoban I
discovered a boulder over a hole; probing reported it as a mimic with
0 hp.  The special level loading code moves mimic-as-boulder away from
trap spots by using place_monster() to put it on another spot, but it
was missing the corresponding remove_monster() to take it away from the
original location so left a stale pointer on the map.
2011-01-05 01:28:36 +00:00
nethack.rankin
e379b245d4 fix #H2154 - unlocking door blocked by mimic-as-boulder (trunk only)
Reported five months ago by <email deleted>,
the top level of Sokoban has mimics who pose as boulders and if one was
in a doorway (treasure zoo at final destination) you could still unlock
the door there without waking the mimic.  Yesterday's fix for unlocking
a door which was actually a mimic posing as one didn't handle this case.
2011-01-02 01:35:14 +00:00
nethack.rankin
1dcaa1621b fix #H2210 - unlocking a mimic masquerading as a door (trunk only)
From a bug report, attempting to use a key,
lock pick, or credit card on an open doorway that contained a mimic posing
as a closed door reported "that doorway has no door" or "you cannot lock
an open door" as if no monster was present, and failed to find the mimic.
2011-01-01 00:34:19 +00:00
cohrs
9b1f0899b0 fix grid bug travel bug
From a bug report, grid bug could travel 1 step diagonally
due to special case code in findtravelpath that did not check grid bug
movement restriction
2010-12-30 21:47:06 +00:00
cohrs
8a5ff16e99 gcc warning 2010-12-28 19:54:41 +00:00
cohrs
8047d6a5f8 H2162 - topten handling of long names
<Someone> reported that being killed by a monster with a long name
can result in nethack going into an infinte loop printing spaces.  Handle
this by detecting attempts to wrap the topten output on a word that is too
long and just inserting breaks in the middle of the word in this case.
2010-12-28 19:43:01 +00:00
nethack.rankin
3cdc140c72 talking gecko (trunk only)
Suggested by <email deleted>, chatting to a gecko will
give a reference to GEICO's car insurance ads.  I limited it to when
the hero is hallucinating.  Chatting to a gecko monster, or to anything
capable of speaking--except for a couple of previously handled special
cases, like quest leader--which happens to look like a gecko at the time,
or (50:50 chance) to a shopkeeper regardless of appearance, you'll get
"15 minutes can save you 15 zorkmids", parodying "15 minutes can save you
15% or more on car insurance".  (One of my comments says there's a chance
to interfere with shopping, but that's not accurate since using #chat to
get shop price quotes doesn't use the monster-response routine.  I left
that comment in anyway; the "15 minutes" response might interfere afterall
if someone mistakenly thinks they can save gold by waiting that long
before paying their shopping bill.)

     I don't think we ever found a good place to add some reference to
GEICO's other--and more relevant to nethack--slogan, "so easy a caveman
can do it".
2010-12-14 01:14:37 +00:00
nethack.rankin
6c3bfda7d9 fix #H2195 - late discovery for teleport scrolls (trunk only)
From a bug report, when reading an unknown
scroll which turns out to be teleportation, if you happened to land on
another scroll of teleportation it wouldn't be discovered yet, even
though you ought to know that type of scroll by then.  Fixing it required
moving handling of that scroll into the teleport code, since discovery
depends upon where you arrive and by then it's too late for seffects() to
do anything that affects feedback for any objects you land on.

     Also fixes a post-3.4.3 bug where seffects() was making decisions
based on Teleport_control without being aware that Stunned now negates it
during teleportation.
2010-12-06 01:39:33 +00:00
nethack.rankin
e181efb600 artifact naming tweak (trunk only)
3.4.3 and earlier had a bug that let players discover luck stones
and amulets of esp by attempting to name unID'd gray stones or amulets
after corresponding quest artifacts and seeing whether they got "your
hand slips" feedback.  There's been a fix for this in place for a while,
but after recent newsgroup discussion I wanted to confirm that it works
as intended for amulets as well as for gray stones.  It does.  I ended
up with "a circular amulet named T*e Eye of the Aethiopica" (where that
asterisk was something other than the original "h" due to slippage)
which looks odd to me.  I've modified the code to leave leading "the"
intact and only distort the remainder of such a name.  This doesn't go
so far as to make sure distortions don't touch the "of the" portion in
the middle although it probably should.
2010-10-29 00:56:49 +00:00
nethack.rankin
b0a70e81dd stone-to-flesh vs Heart of Ahriman (trunk only)
From the newsgroup:  a player accidentally cast the stone-to-flesh
spell at himself (I don't recall whether he chose wrong spell or wrong
direction, or tried to cancel and game used last remembered direction)
and the barbarian quest artifact he was carring turned into a meatball.
Artifacts already have a high chance (95%) to resist being polymorphed
but that doesn't apply for the stone-to-flesh transformation.  This
gives stone artifacts a high chance (98%) to resist being turned into
flesh.  Non-artifacts also get a small chance (2%) to resist as well.
2010-08-28 00:15:39 +00:00
keni
beba2bec99 add a note about a useless var (from <Someone>) 2010-08-17 14:11:39 +00:00
nethack.rankin
fefeda5422 fix #H2161 - writing scrolls based on description (trunk only)
From a bug report, you could write scrolls
by type name ("magic mapping") if you had that type of scroll in your
discoveries list via assigning a name to an unknown scroll ("scroll
labeled FOOBIE BLETCH called foo").  Being on that list was enough to
treat the type as known when writing scrolls and books.  And he fealt
that it was abusive to be able to collect and name a lot of unknown
scrolls and then write favorite ones which had good odds of being in the
collected set.

     This changes it to the original intent:  if your discoveries list
has FOOBIE BLETCH on it, you can write a scroll by that label (since we
decided way back when that a scroll's label was its magic, to explain how
a blind hero can read any scroll whose description is known even though
they aren't constructed in braille).  If you have identified the type
("scroll of magic mapping labeled FOOBIE BLETCH") then you can write by
type or by description, but you can no longer write one by type when only
the description is known.  There is a potential can-of-worms bug here:
if you walked across a "scroll labeled YUM YUM" but have not assigned it
any name, you've still learned its magic words and ought to be able to
write a scroll of YUM YUM.  We don't have any mechanism to track items
which have been observed but not been put on the discoveries list.  This
patch plugs one obvious hole, by scanning inventory to treat any seen
scroll labels there as an extension of the discoveries list.  But the
more general case of something once seen but not named or currently held
is ignored.

     This also adds writing scrolls by the user-assigned name, so if
your discoveries list has "scroll labeled FOOBIE BLETCH called foo" you
can write either foo or FOOBIE BLETCH to get the scroll.  I'm not sure
the bug report advocated that--parts of it were a bit confusing, at
least to me--and I'm not completely sure that we want to have it, but it
does work.  Without it, you got "no such thing as \"foo\"", which seems
counter-intuitive when "foo" is there in plain sight on your discoveries
list.  The new code chooses randomly if multiple scrolls have been called
"foo".  And if you've called something by an actual object name, it uses
your knowledge of that object rather than anything you've given its name
to.  In other words, if you have "scroll labeled YUM YUM called magic
mapping" and try to write magic mapping, it will use your knowledge--or
lack of same--about scroll of magic mapping rather than scroll labeled
YUM YUM to decide whether you'll succeed.

     There is also a minor tweak in the chance to write a completely
unknown scroll or book.  Wizards almost never failed once their Luck was
5 or more; using rnl(5) instead of rnl(3) requires Luck 11 rather than
just 5 to get that ~39/40 chance of success.  Non-wizards didn't change.

     Lastly, this fixes an unrelated bug when writing spellbooks.  The
message "the spellbook warps strangely, then turns <new description>"
works okay when <new description> is "red" or even "ragged", but not so
well when it's "vellum".  A handful of book descriptions refer to the
item composition rather than the appearance of the cover, and turning
into a new composition needs different phrasing.  I just tweaked it to
be "turns into vellum", which is probably suboptimal (particularly for
the book description "cloth" :-).
2010-08-14 00:31:59 +00:00
nethack.rankin
0ee120b9b5 forgetting spells due to amnesia (trunk only)
From the newsgroup, losing spells to amnesia always took away the
last 'N' spells after choosing a random N.  That kept casting letters
sane, since letters for lost spells became invalid and those for non-lost
ones stayed the same as they were before amnesia.  But 3.4.x gave the
player the ability to swap pairs of spells, so he could make his favorites
to be the first spells, and only lose them if the random number of spells
being affected was as large as the whole list.  (Also, divine spellbook
gifts give preference to books for unknown spells; in theory, you could
use spell letter manipulation plus deliberate amnesia to make a particular
spell revert to unknown in order to improve the chance of getting a new
spellbook for it.  A bit of cleverness by a determined player but it
makes the game and/or its patron deities seem a bit dumb in the process.)

     I first implemented losing spells throughout the list, with later
spells moved forward to fill any gaps.  But that results in new casting
letters for every spell past the first lost one, potentially wreaking
havoc if a player chooses a casting letter from his own memory of the
pre-amnesia list.  So, instead of losing some spells entirely, either
from the end of the list or spread throughout, I've changed amnesia to
set the retention amount (of N spells from throughout the list) to zero,
the same as happens when it's been 20000 turns since the spell was last
learned.  Letters for all known spells stay unchanged, and forgetting
due to amnesia becomes the same as the other way of forgetting spells.
(So now a different potential clever use of amnesia occurs; a player who's
trying to a make speed ascension could get access to expired spells--to
cast in order to become confused--without waiting for 20000 turns after
reading the first book.)
2010-07-27 03:08:04 +00:00
nethack.rankin
8aecc66204 fix #H2150 - discovering displacement when can't see its effect
From a bug report, when putting on a
cloak of displacement you discovered what it was even if you were invisible
and unable to see invisible, hence couldn't see yourself.  It isn't exactly
clear what the hero sees of himself when displaced, but I think it makes
sense that you shouldn't discover the cloak when you can't see yourself,
which suggests that you shouldn't discover it when blind either.

     Discovering it after regaining sight, becoming able to see your
invisible self, or losing invisibility seemed complex and likely to be
bug-prone, so this patch leaves the cloak undiscovered in that situation.
But it does become discovered when taken off (provided that you can see
yourself by then) rather than waiting all the way 'til put back on again.

     Elven cloaks had a comparable issue.  I assume that stealthiness can
be perceived without being able to see yourself, but it shouldn't become
discovered when you're already stealthy from some other means.  (Elven
boots already behaved this way; now elven cloaks work like them.)

     Rings of stealth would never be auto-discovered.  Now they'll be
like elven cloaks and boots and be discovered if put on when not already
steathy or taken off and losing stealth.  In both cases, the ring has to
have its description known; if picked up when blind and still not seen
yet it won't become discovered even when you notice yourself gaining or
losing stealth.

     Not tested:  feedback given when a worn ring or cloak gets dipped
into a potion of polymorph and changes into or away from a stealth or
displacement conferring item.
2010-07-24 03:53:52 +00:00
nethack.rankin
bda97fb3fa eating corpses while hallucinating (trunk only)
Contributed by <email deleted>, give an
alternate message when eating a corpse while hallucinating, including one
that gives homage to Tony the Tiger from old Frosted Flakes commercials
if you happen to be polymorphed into a tiger.  Even players who try to
keep their characters hallucinating all the time are unlikely to ever run
into "tastes gr-r-reat!".

     I rewrote the conditional expression to only test Hallucination once.
And I added the comment about omnivores, who'll never get "is delicious"
result with the current carnivore vs herbivore logic.  (That behavior has
been around for quite a while, but seems somewhat suspect.)
2010-07-02 01:49:51 +00:00
keni
bd1a922dae Guidebook update and SEDUCE runtime switch
add SYSCF docs to the Guidebook because it's info needed in a binary distro
Guidebook.tex - also add some missing italics to some "NetHack" occurances
call nethack.org "official"
Guidebook.txt - didn't regenerate cleanly so no diff
add SEDUCE to SYSCF (only partly inspired by the recent email)
2010-05-13 00:54:13 +00:00
keni
7ffa0780a6 typo in existing bigroom code
Nothing uses this at the moment, but it's wrong.
Keni
2010-04-29 19:19:32 +00:00
nethack.rankin
c00ade13ed crowning bonus (trunk only)
Have being crowned Hand of Elbereth/Envoy of Balance/Glory of Arioch
give a minor extra benefit beyond resistances and an artifact and maybe
unlocking the artifact's skill:  one extra skill credit, making it
feasible to earn 30 rather than 29.  (Previously the only way to get any
was to receive one for each new experience level, so you could gain one
29 times when going from level 1 to level 30.)  Added as a new feature.
2010-03-04 01:45:43 +00:00
nethack.rankin
9f7be9c4d9 minor readobjnam cleanup (trunk only)
Remove some clutter from the wish handling code, mostly by taking
advantage of the fact that the wizard flag is valid even for the !WIZARD
configuration.  No change to game play.
2010-03-01 03:27:33 +00:00
keni
cbd2a516e1 First batch of changes from FailSafeC
This is all tiny stuff - allow overriding WIDENED_PROTOTYPES from the hints
file, missing NO_SIGNAL conditionals, remove a GCC-ism, conditional indentation,
void return in a non-void function.
2010-02-10 16:08:51 +00:00
nethack.rankin
0c0d68a631 fix #H2081 - named vault guard messages (trunk only)
From a bug report, assigning
a vault guard a name such as Marcel could result in messages like
|The Marcel, confused, disappears.
Many of the guard messages had article "the" hardcoded.  This gets rid
of g_monnam() and uses noit_mon_nam() instead.

     I haven't been able to test all the modified messages; it's a pain
trying to get some of them to occur.
2010-02-06 01:58:33 +00:00
nethack.rankin
97c2f8ef03 open/close/loot while confused or stunned (trunk only)
Fix a bug From a bug report:  while stunned he tried to close
an adjacent open door and when his choice of direction got changed to
some non-door spot, no time elapsed so he could just keep repeating the
attempt until eventually getting the correct direction.  Trying to open
an adjacent closed door and trying to remove the saddle from an adjacent
monster via #loot behaved similarly.  Applying keys and lock-picks also
did so in 3.4.3, but had already been changed to use up time in the dev
code.  There may be other actions which need fixing.
2010-02-02 23:10:01 +00:00
keni
c367969d60 MacOS 9 vs MacOS 10 bit
MAC is defined for MacOS 9 but not for 10 (and it shouldn't be).  Add a MACOSX
define and use it in eat.c to pick up the joke meant for all Mac systems.
2010-01-18 02:02:45 +00:00
keni
9cd309157b make grep's path adjustable for PANICTRACE + more bits
Mac OS X doesn't have /bin/grep, only /usr/bin/grep.  Grr.
Don't try to parse PANICTRACE_GLIBC if the field doesn't exist.
2010-01-17 19:36:16 +00:00
keni
89db1f9e73 PANICTRACE bits
Add missing check for NO_SIGNAL in PANICTRACE versionof NH_abort().
Fix indentation of pre-processing directives.
Add #endif comments to make things clearer.
2010-01-16 21:54:24 +00:00
nethack.allison
edf5b1c091 more lint (trunk only)
..\src\windows.c(329) : 'boolean (__cdecl *)()' differs in parameter lists from 'boolean (__cdecl *)(void)'

Committed on the Free edition of March Hare Software CVSNT Server.
Upgrade to CVS Suite for more features and support:
http://march-hare.com/cvsnt/
2010-01-16 16:38:35 +00:00
nethack.rankin
2b905f9162 lint (trunk only)
Eliminate a couple of warnings that caused make to quit.
2010-01-16 00:51:42 +00:00
keni
d80fcaada4 PANICTRACE (stacktrace on panic or signal) + bits
On crash signal or panic(), use a configurable method to get a stacktrace
the user can easily report to us.  Currently only for Unix/Linux and only
ifdef BETA.  Hopefully ports can add additional methods.

Bits:
- linux hints file had PREFIX definition in the wrong place
- sample sysconf file used wrong delimiter for WIZARDS
- fix grammar error in support message when using sysconf.wizards
- options.c comment typo
- capitalize "Crash test" output from #panic command
2010-01-15 19:54:37 +00:00
keni
f6e40b8bf8 have core ask windowport if suspend is ok
PORTS: Please make sure I've done the right thing for/to your code.
This patch adds a new winproc that lets the window port approve or cancel
the suspend request - this should take care of the Mac Qt lockup issue.
In addition, Unix suspend is restricted to accounts that can use the shell
if SYSCF is defined.
2010-01-15 17:51:28 +00:00
keni
655adf8535 remove extraneous MAX/MIN
extralev.c defines and uses MAX/MIN macros instead of max/min from hack.h
2010-01-10 02:35:19 +00:00
keni
dbaa63c760 display.c tid
The WA_VERBOSE define was after the first use.
2010-01-10 02:18:28 +00:00
keni
9ae93d8b71 new and fixed messages
2 fixed messages and 2 new silly messages
2010-01-07 17:51:35 +00:00
keni
011323e877 enlightenment formatting
Make the enlightenment output just a little nicer.
2010-01-06 14:48:11 +00:00
nethack.rankin
81e1ca40f1 #fix #H2061 - ESC at music prompts (trunk only)
From a bug report, attempting to respond with ESC when playing an instrument
just continued with the playing sequence.  This adds a q choice to the
"Improvise? [yn]" and "Play passtune? [yn]" prompts, and also checks
for ESC as the 5-note tune when not improvising, yielding "Never mind"
and not using up a turn if the player opts not to play any music.

     I put the fixes entry in the new features section since the old
behavior wasn't much of a bug.
2009-12-17 02:51:03 +00:00
nethack.rankin
9269642f2a fix #H2060 - objects blanked by water while hero is blind
From a bug report, if you entered water
while blind and any spellbooks got blanked, you would know they became
"plain spellbooks" iff their original description was known.  The same
situation applied to scrolls and potions; if they had been previously
seen you'd learn they'd become blank or clear.  This fix resets the
obj->dknown flag during transformation so that altered objects are only
known by their class when blind, never their description, the same as
when they hadn't been seen before being blanked.  (When sighted, the
dknown flag gets set again the next time the object's name is formatted,
so the player shouldn't be able to notice that any reset took place.)

     Unpaid objects which get blanked should be treated as used up for
shop billing purposes (force the hero to buy), but there aren't any pools
in shops so aside from the added comment I'm going to pretend I didn't
notice that that isn't being done....

     Potions seen before becoming blind which become diluted while blind
will be known to be diluted since there's no way to know the description
without also knowing the dilution.  I don't think that's important enough
to track known-dilution separately, although I suppose we could overload
the cknown (contents-known) flag for that if necessary.

     This also removes an inaccurate comment about the effects of Luck.
Its maximum is always 13 regardless of whether the moon is full, so 5%
for the lowest chance of blanking via submersion was impossible.
2009-12-15 02:38:50 +00:00
nethack.rankin
403dd4ef95 fix #H2059 - writing spellbooks while blind
From a bug report, you could write a
spellbook with a magic marker while blind and were told the description
(often a color) of the resulting book.  This prevents books from being
written while blind, just as they can't be read in that situation, and
it adds an extra test when attempting to write scrolls while blind.
(When you succeed in writing a scroll while blind, you're just told that
the result is ``x - a scroll'' as it's moved to its new inventory slot.)

     This also removes a couple of overly hyper exclamations when writing
fails.  Someday somebody ought to go through the whole program and decide
which messages actually warrant exclamation points, but I doubt that
that'll ever happen.
2009-12-14 23:46:30 +00:00
nethack.allison
3197e22563 Windows CE port fixes/enhancements (from <Someone>)
A few other fixes:
- bug: text window does not scroll left on left arrow
- pcmain.c: fix warning: _fileno() returns void* in Windows CE SDK

3.5.0 only:
- files.c: compile error: don't include <signal.h> if NO_SIGNAL is defined. WinMo does not support POSIX signals
- version.c: compile error: append_port_id() is undeclared
- link error: mktime() is unsupported -> define it in celib.c

-<Someone>
2009-10-22 02:59:35 +00:00
nethack.allison
dea62334c0 bit 2009-10-22 02:36:50 +00:00
nethack.allison
19c795df8c Remove the old SCCS Id line from the files
... that were updated for dungeon_overview adjustment
2009-10-21 03:16:02 +00:00
nethack.allison
7c05c92eed dungeon_overview adjustment
The dungeon_overview bits in the rm structure were being
clobbered by a run-length encoding save/restore because
they weren't taken into consideration.

This patch pulls that data out of the rm structure completely.

It also adjusts the run-length encoding checks to take the
candig bit into consideration and adds a comment to rm.h
reminding people to make run-length encoding adjustments
in save.c for any new bits that get added.
2009-10-21 03:05:53 +00:00
nethack.rankin
e8ca39ff07 meta access to several extended commands (trunk only)
Someone in the newsgroup has a keyboard where typing '#' is difficult
or impossible to do, and mentioned that he could use Alt+r to get #rub but
was playing a knight and had no way to get #ride.  Turns out that there
are several normal-mode extended commands that lacked a meta shortcut.
Since meta chars are case sensitive, I've added Alt+R for #ride, plus
M-A for #annotate, M-O for #overview, M-C for #conduct, and M-T for #tip.

     Unfortunately, I've been unable to test them.  It turns out that
nethack mode in PuTTY doesn't change the Alt key into a meta shift, it
causes the digits on the number pad to send vi-style movement letters
(with support for shift+digit and ctrl+digit to send modified letters).
That seems relatively useless to me, and I haven't figured out how to
force on high bit for arbitrary characters so can't activate nethack's
meta-key shortcuts.

     The Guidebook has been updated via copy+paste and is untested too.
2009-10-20 22:48:38 +00:00
nethack.rankin
1ad1e07d7a fix #H2010 - quaffing wielded potion of polymorph
From a bug report, drinking a potion of
polymorph which is wielded would trigger an "object lost" panic if hero
took on a form that was forced to drop its weapon.  Once weapon/potion
got dropped, subsequent useup() of the potion was no longer operating on
an inventory object.

     Unwield the potion at start of drinking, so that dropping doesn't
come into play.  (If we ever introduce a monster form incapable of
holding inventory so drops everything, this will have to be revisited.)
2009-08-22 01:14:48 +00:00
nethack.rankin
e450ca626d fix #H1996 - digging message for missing boulder
From a bug report, it was possible to get
|You hit the  with all your might.  You stop digging.
if a boulder went away--in his case, it was picked up by a giant--while
you were occupied trying to break it with a pick-axe.  The code explicitly
used "" to fill in the message when dig_target had an unexpected value.

     This just avoids giving the message in a case like this.  Possibly
extra stop_occupation() calls should be done instead, but I didn't want
to try to figure out how many would be needed (monster picks up object,
monster zaps wand of striking, others?).
2009-08-22 00:02:09 +00:00
nethack.rankin
d918d329ea missile vs engulfer (trunk only)
Noticed while testing the "<obj> is no longer poisoned" fix; killing
an engulfer via "the poison was deadly..." led to an "obj not free" panic.
It was due to post-3.4.3 changes, so no fixes entry.
2009-06-30 08:22:40 +00:00
nethack.rankin
e673423739 fix #H1911: poison dart message sequence (trunk only)
From a bug report, message sequence
when throwing a poisoned weapon which loses its poison was confusing.

|The dart is no longer poisoned.
|The dart hits the acid blob.
|The poison doesn't seem to affect the acid blob.

This patch makes the first sentence come out last.

     [It appears that poisoned weapons thrown/shot by monsters or traps
never lose their poison.  That can't be right....]
2009-06-30 08:18:27 +00:00
nethack.rankin
aeecad91b2 still held by monster after it moves away (trunk only)
From a bug report, a stunned monster
moved away from the hero, but remained holding him.  That behavior was
still present in the dev code, although the hero was free to move and
would become unstuck as soon as he did so.  I don't know how many fixes
for this sort of thing have been made, but they evidently haven't been
made in the proper place.  [Perhaps it really ought to be done as a
monster is placed somewhere on the map?]
2009-06-30 02:45:46 +00:00
nethack.rankin
ad1dec0745 poly'd hero mimic hiding vs polymorph
From a bug report, if you were a mimic
who was hiding (via #monster, becoming a strange object) and polymorphed
into some other monster type, you retained the hidden/object form.  That
didn't happen when reverting to normal form, or when polymorphing into a
monster while involuntarily mimicking gold, but handling for the latter
inadvertently blocked dealing with the hiding-voluntarily case.
2009-06-13 02:10:21 +00:00
nethack.rankin
8f3c74d804 wand/spell/breath zaps hitting secret doors (trunk only)
From a bug report, black dragon breath
destroys closed doors didn't acknowledge hitting secret doors.  bhit()
reveals secret doors, but zap_over_floor() (called by buzz() for ray-type
wands and spells, and for breath attacks) didn't check for hitting those.

     When testing the fix, I noticed that feedback for an explosion caused
by breaking a wand was worded oddly for zaps like magic missile which don't
damage doors.  "The door absorbs your bolt" didn't make much sense; what
bolt?  That was first changed to "absords your blast", which still sounded
weird, then to "absorbs the blast", which seemed better but was inaccurate.
Next was "absorbs some of the blast" since the explosion continues to hit
adjacent spots, but since it still has full strength that wasn't accurate
either.  It's finally become "The door remains intact."  Unlike with zaps,
there is no additional range being lost, so no reference to absorption.
2009-05-28 14:09:30 +00:00
nethack.rankin
2dfe3f45c1 spell_damage_bonus (trunk only)
From the newsgroup:  player saw "The spell hits the <monster>?"
where the question mark punctuation reflected negative damage occurring.
Another player diagnosed it as a 2 point force bolt (from 2d12 dice role)
modified by -3 penalty for hero who has Int less than 10.  This changes
spell_damage_bonus() to avoid reducing damage below 1 point.
2009-05-27 09:19:11 +00:00
keni
a93d142a42 'in quiver' tid
Pat pointed out that I didn't read my own email.
2009-05-11 21:55:04 +00:00