Commit Graph

3833 Commits

Author SHA1 Message Date
PatR
f4cee951ca ^X on MacOSX Qt
Add Michael's fix for control+x.

The enum name of the argument suggests that option+x should have
been sending control characters but that wasn't the case for me.

Before this fix, both control+x and option+x behaved like dead
keys, not transmitting anything for nethack to use.  After this
fix, control+x sends ^X as desired but option+x is still dead.
2020-08-05 11:26:25 -07:00
nhmall
7a1952eadd more file header "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:41:35 -04:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR
2b8763c9fe partial fix for 'msg_window' option processing
options.c gave some unused variable warnings in the 'msg_window'
parsing if compiled without having tty enabled.

The 'msg_window' option should be available if either tty or curses
is the interface in use, hidden otherwise.  The code to parse it
was included if TTY_GRAPHICS is enabled, so it worked in curses for
a tty+curses binary but not curses without tty one.  This fixes that.

It is still displayed by 'O' when X11 or Qt is in use if the binary
also supports tty or curses.  I've left that as is.
2020-08-03 15:42:09 -07:00
PatR
02d616d8bc dat/Makefile spotless
Testing some hints revisions resulted in some bafflement which
turned out to be caused by 'make spotless' in the dat subdirectory
not removing 'options'.  It wasn't removing several other generated
files either.  That used to work but got clobbered when the lua
special levels replaced levcomp and dgncomp.
2020-08-03 13:36:40 -07:00
PatR
d3e77393ab fix github issue #376 - duplicate prompt
When chatting to the quest leader to try to gain access to the
rest of the quest, if your experience level is good enough but
your alignment strength isn't, in wizard mode you'll get prompted
about whether to have piety boosted.  Normally you would answer
'y' and be able to go to lower quest levels.  But if you answer
'n' you'll immediately be prompted a second time.  Not because
the no response didn't register but because the if/else-if/else
logic checks twice for whether your alignment is inadequate and
if you answered no the first time it will still be too low the
second, with the first answer not carrying over.

Fixes #376
2020-08-02 12:18:11 -07:00
PatR
22b4ed0be5 Lev vs Fly via #wizintrinsic
I noticed that Qt status showed both Lev and Fly at the same time
when they should be mutually exclusive (Levitation overrides Flying).
I wasted a bunch of time trying to track down a Qt problem but it
turned out to be a core issue.  If Flying is set first (which won't
happen if both are set in the same #wizinstrinsic operation), setting
Levitation via #wizintrinsic was attempting to update the flag that
indicates that Flying is blocked, but doing so too soon and failing.
Setting Lev via other means while Fly was already set didn't have
this problem so it wouldn't occur during normal play.

Also, #timeout lists timed properties which can have a timeout value
in normal play, then a separator, followed by properties that can
only become timed due to #wizintrinsic.  Move Displacement from the
second group to the first now that it can be obtained as a timed
value by eating a displacer beast corpse.
2020-08-01 06:11:20 -07:00
PatR
9cb3fa9cf2 mon->mhpmax sanity check
The check for mon's max HP being at least as high as its level
turns out to be wishful thinking.  Just disable it.  Maybe we'll
flag critters who got or gave up HP during cloning and let them be
exceptions, then turn it back on, but not now.  Or maybe reduce
mon->m_lev when cloning.  That would weaken them though.

Keep the 1 extra HP that an earlier fix for this check gave to
monsters who rolled the minimum possible value while being created
(Nd8 that yielded N boosted to N+1, 1d4 for 1 boosted to 2).
2020-08-01 05:11:20 -07:00
PatR
308e7ededd Qt status conditions
The status lines are out of date.  This brings status conditions
up to 3.6.0 level:  adding Stoned, Slimed, Strangled, Deaf,
Levitating, Flying, Riding.  It also reorders a few things:
put encumbrance after hunger, put Confused after Stunned, and
Blind after Hallucinating.  Also renames Sick to FoodPois and
Ill to TermIll.

So, the portion of status devoted to conditions is now (left to
right on one line):
Satiated/[omitted]/Hungry/Weak/Fainting/Fainted,
[omitted]/Burdened/Stressed/Strained/Overtaxed/Overloaded,
Stone, Slime, Strngl, FoodPois, TermIll,
Stun, Conf, Hallu, Blind, Deaf,
Lev, Fly, Ride.

It's actually two lines.  The upper line has a 40x40 or so icon
(aka tile, defined in qt_xpms.h rather than a data file) above
the corresponding text on the lower line.  I created a blank icon
and used it for all the added conditions.  At some point someone
with artistic talent will need to draw a bunch of things.
2020-07-31 16:05:35 -07:00
nhmall
1d2a5aed37 adjust note wording in mkobj.c and makemon.c 2020-07-31 16:59:34 -04:00
PatR
97cc689553 tin identification
Tin handling code used tin->cknown to indicate that the variety
(soup, deep fried, pureed, &c) was known, but neither object
identification nor end of game disclosure was setting cknown for
that type of object.

^I behaves as if cknown is set, so the problem was hidden during
times when anyone was likely to be paying attention.
2020-07-31 13:14:09 -07:00
nhmall
33acf59ee7 merge and evolve PR #375
Closes #375
2020-07-31 08:37:51 -04:00
PatR
c64049306d candy bar wrappers
Adopt the suggestion that candy bar stacks which get split should
keep the same wrapper text for both halves of the stack.  The patch
stuck with using obj->o_id to manage the wrapper which prior to the
patch wasn't a factor in merging and splitting.  Switch to obj->spe
instead, comparable to tin varities, so mergability is already
taken care of.

End of game disclosure tacks on T-shirt text to formatted items.
Do the same for candy bar wrappers.
2020-07-30 19:25:57 -07:00
PatR
8ca0834eb2 Qt pick-none menu vs [cancel]
Qt menus have [ok][cancel][all][none][other stuff] buttons across
the top but it was disabling [cancel] for inventory viewing and
other pick-none menus.  Enable that so that [cancel] is a viable
alternative to typing ESC or clicking on [ok] for dismissing the
menu without picking anything.
2020-07-30 08:58:57 -07:00
PatR
5ce74c7bd5 Qt extended command selection
Qt's implementation of '#' puts up a rectangular grid of buttons
containing command names from the alphabetized extcmdlist[]:
|     #          ?         adjust      annotate
|   apply    attributes  autopickup      call
|   cast        ...
When 3.6 put all commands into that list, the hardcoded 4 columns
resulted in so many rows that the grid wouldn't fit on the screen
(at least not on my smallish laptop screen).  There's no scrollbar
so the commands beyond "takeoff" were inaccessible off the bottom.
Warning messages from within Qt were issued to stderr complaining
about trying to render something off the screen (once each time the
'#' command grid was generated).

It was also including wizard mode commands when not in wizard mode.
Suppress those when they're not applicable, and change the grid to
use 6 columns then and 8 for wizard mode.  The appropriate amount
ought to be calculated on the fly but these values work ok with the
current command list.  (On my screen; if something smaller is used,
the original problem could come back, just not as severe as before.)

Having an alphabetized list go across rows instead of down columns
feels counter-intuitive so transpose the grid.
|     #         autopickup    ...
|     ?         call
|   adjust      cast
|   annotate     ...
|   apply
[Having another button next to <cancel> that lets the user switch
back and forth between the two orientations could be worthwhile.
A full-fledged wc/wc2 option for that doesn't seem warranted.]

The commands can be selected by typing their names as an alternative
to mouse click.  The input widget supports <backspace> but lacked
handling for <delete> so add that.

When typing a command by its name, a new grid showing only matching
candidates gets displayed so that you can switch back to mouse input.
It looks pretty bad but does work as intended.  I didn't touch that;
however, it looks different now due to the columns-vs-rows change.

The menu after picking "?" looks worse.  It assumes a fixed width
font and tries to align things in two columns with spaces, but the
result when using a variable width font is ugly.  This makes no
attempt to address that.
2020-07-29 09:17:45 -07:00
nhmall
c8ad99fcdf add fixes37.7 entry for f664e83 gone portal 2020-07-28 08:18:39 -04:00
PatR
fae75f5930 troll corpse revival
Prevent corpses left by cancelled trolls from reviving.  Their
revival is an innate ability but is clearly a magical one, so make
that be subject to cancellation magic.

Change existing corpses that are scheduled to revive to rot instead
if they get cancelled as objects.  Rider corpses are excluded.

Uncancel an ice troll whose corpse is put into an ice box.

Commit e9f53ab7f6 at the end of May
to fix corpses taken out of ice boxes by monsters changed removing
corpses from ice boxes by anybody to always give them rot-away
timers, even for trolls.  Make an exception for ice troll corpses:
give those revive timers instead.
2020-07-26 11:13:43 -07:00
PatR
0fe9905cf8 rocks vs unicorns
A reddit thread mentioned that throwing rocks at unicorns behaved
the same as throwing gems at them:  not treated as an attack and if
teleporting away is allowed, they will.  Change to treat shooting
gems and glass at unicorns with a sling as an attack rather than as
just giving the gem or piece of glass to them, and treat throwing
or shooting rocks and gray stones as an attack too.

If picked up by blind hero while not yet seen, gems and glass
format as "gem" and rocks and gray stones format as "stone" so the
player can always tell the difference.  Forgetting to unwield a
sling before interacting with a unicorn is on the player's head.
2020-07-26 07:46:07 -07:00
nhw_cron
d3ee8a7717 This is cron-daily v1-Jan-20-2020. guidebook updated: doc/Guidebook.txt 2020-07-26 09:43:33 -04:00
PatR
d7307f9ca5 Guidebook tweaks
Fix at least one typo.  Change a few quoted and/or italicized words
to fixed width (tty) font.  In the "Curses and Blessings" subsection,
mention dropping objects onto altars and the terms "BUC" and "BUCX".
2020-07-25 19:45:50 -07:00
PatR
6973e63776 venom vs tiles
tiles2x11 didn't complain about the tile definitions of the renamed
objects.  It seems to me that all processors of win/share/*.txt
ought to be sharing the same code instead of apparently rolling
their own.  (Maybe the issue was issuing diagnostic messages rather
than noticing the name mismatches?  I haven't looked.)
2020-07-25 02:21:32 -07:00
PatR
f66b645878 couple of comment typos 2020-07-24 17:39:48 -07:00
PatR
42245f8e67 wizard mode vs venom object names
I tried wishing for "splashes of venom" but was told that no such
thing exists even though "splashs of venom" and "2 splash of venom"
both work to produce "2 splashes of venom".  After the spurious
failure, retrying with EDIT_GETLIN enabled showed that "splashes"
had been singularized to "splashe" so fix that.

"2 splashes of venom" IDed to "2 uncursed blinding venoms" because
the base name omits "splash of" prefix.  And due to that, explicitly
wishing for "splash of {acid,blinding} venom" didn't work either.
Change the names to include the prefix, and add a hack to makedefs
to keep generating the old macro names without the prefix.  (Wishing
for "{acid,blinding} venom" still works due to post-3.6.6 changes
to " of " matching.)
2020-07-24 14:45:59 -07:00
PatR
c1c515af9f weapon skill usage
A recent newsgroup or reddit complaint stated that only 75% of a
monks attacks used martial arts.  It turned out to be true; the
'valid_weapon_attack' intended to control whether skill gets
exercised was being overloaded for skill use.  So the monk's 1..4
base damage used skill for 2..4 but not for 1.  That was never
intended (nor for other roles and other skills; a damage value of
1 is meant to miss out on a chance to train the skill for future
enhancement but should still get a skill bonus or penalty for the
current attack).
2020-07-24 13:12:13 -07:00
PatR
afbcf3f9a9 monk's to-hit penalty for wearing a suit
If hero is a monk who is wearing a suit, have ^X mention the to-hit
penalty for that in the status section even though it isn't a normal
status line item.  Combat feedback makes it annoyingly obvious, but
player might forget if MSGTYPE=hide is used to suppress the "Your
armor is rather cumbersome..." message.
2020-07-20 03:00:28 -07:00
PatR
22cbabde8d Qt tiles loading failure
For Qt, if unable to load either nhfiles.bmp or x11tiles, quit after
giving the can't-load-tiles feedback instead of continuing on and
eventually triggering a segfault.
2020-07-18 12:59:24 -07:00
PatR
74e0be478a remove old bonesid workaround
Noticed when the comment about "this can go away when compatibility
with 3.6.x is no longer needed" was modified recently.  Make it and
the code it applied to go away.
2020-07-17 10:14:24 -07:00
nhmall
d1d956aa56 from cron-daily - doc/Guidebook.txt 2020-07-15 20:46:18 -04:00
PatR
abe4db6e60 fix pull request #365 - monster max HP
The recently added sanity check for monster maximum HP was giving
false complaints when Nd8 monster had N mhpmax.  Most noticeable
for level 1 monsters (level 0 monsters use 1d4 instead of 0d8 and
weren't affected) but possible for higher level ones if they were
unlucky--from their own perspective--with all their d8 rolls.

Give level N monsters a minimum of N+1 HP, so minimum of 2 for
level 1 monsters, making 1/8 of those stronger.  Same minimum for
level 0 monsters, 25% of which will become stronger now.  (The pull
request's patch gave every Nd8 monster 1 extra HP; this only does
so for Nd8 and 1d4 ones which have rolled lowest possible amount.)

Also relax the sanity check so that existing to-be-3.7 save files
don't continue to trigger sanity complaints for existing monsters
that have the old minimum.

Fixes 365
2020-07-14 17:03:51 -07:00
PatR
ee7fbc4a61 mind flayer vs headless target
When a mind flayer scores a hit against a headless target (or worm's
tail), there's a message that says that the attack hits and that the
target is unharmed.  Since an ordinary mind flayer has 3 such attacks
per turn and a master mind flayer has 5, it can become excessively
verbose.

This doesn't eliminate the attacks until a hit fails to do harm, so
ordinary misses still get repeated if they happen first.  Once a
successful hit doesn't do anything, any remaining AT_TENT+AD_DRIN
attacks are silently skipped.  That way feedback isn't as verbose
and mind flayers don't seem to be quite so stupid about using their
tentacles when those won't work.  Unfortunately they need to relearn
the lesson every turn they attack.
2020-07-14 05:43:51 -07:00
PatR
a37975b625 fix pull request #367 - mind flayer psychic blast
hitting a hidden monster didn't reveal that monster.  It stayed
hidden despite the feedback describing it as if it could be seen.

The pull request's two line fix handled a monster's blast hitting
another monster but left two related issues as-is:  monster's blast
hitting hidden poly'd hero left hero unrevealed and poly'd hero's
blast left hidden monster unrevealed.  Same code, different bug:
poly'd hero's blast affected mindless monsters.

This unhides an affected target before the message about it being
hit rather than after.  That would look better if preceded by a
message describing the object (mimic or hides-under) or furniture
(mimic) or empty spot (ceiling hider) as being or concealing a
monster but I didn't put in sufficient effort to accomplish that.

Fixes #367
Fixes #362
2020-07-14 04:55:53 -07:00
PatR
12498ffa44 fix github issue #372 - Wizard escaping dungeon
If the Wizard fled up the stairs on level 1 and escaped the dungeon
(which can only happen if he isn't carrying the Amulet or any of
the invocation items), the number_of_wizards counter wasn't being
decremented.  If that was the only Wizard, he couldn't be brought
back into play because he wasn't on the migrating monsters list, and
he wouldn't appear on the Plane of Earth when the hero eventually
went there.  If that was one of two, the remaining one couldn't use
Double Trouble anymore.  (I'm not sure about Earth handling in that
situation; should be moot now.)

Wizard mode blessed genocide of "*" when the Wizard is on current
level caused the same problem.

Fix by keeping the number_of_wizards counter up to date if mongone()
is called for the Wizard, handling both cases.  Also, don't let the
Wizard escape the dungeon unless he's one of two at the time, making
the first case no longer possible.

If wizard mode blessed genocide of "*" is used on the level where
the quest nemesis is present, the killed-the-nemesis feedback will
now be given.  I'm not completely convinced that this was the right
thing to do, but it only applies to wizard mode so may not matter.

Fixes #372
2020-07-13 01:58:44 -07:00
PatR
2980aaa4cb history/Credits: aeb's Hack
Give an implied explanation for the seemingly odd copyright info in
the source files and the run-time startup banner.

The extra Hack version number, the release dates, and the newsgroup
creation are from
 https://homepages.cwi.nl/~aeb/games/hack/hack.html
which is the "Brouwer's /Hack/ page at CWI" external link near the
end of Andries Brouwer's Wikipedia page.
2020-07-12 17:17:14 -07:00
PatR
8820306071 book of the dead fixes entry
A recent fixes entry reported things incorrectly.  The invocation
failure message inappropriately referring to the Bell and Candelabrum
as artifacts was given when reading the Book after both of those have
been used to set things up and either or both of them are cursed, not
when they weren't used before the Book.
2020-07-10 08:43:28 -07:00
nhmall
8d9820c04f from cron-daily - Guidebook.txt 2020-07-10 10:05:37 -04:00
PatR
adb8fb57a2 Guidebook: traps
The documentation on traps was pretty skimpy so expand it.
2020-07-10 03:37:44 -07:00
PatR
0bd2c3154d fix default engraving/epitaph/bogusmon corruption
Fixes #369.
Fixes #370.

The default entries inserted by makedefs -s (starting in 3.6.6,
to guard against having an empty data file which led to divide by
zero crash when nethack picked a random entry) lacked a terminating
newline so the first entry from the file (for the usual case when
that data file wasn't empty) got implicitly concatenated to it.
If the first entry got chosen during play, the initial portion
corresponding to the default entry was decrypted properly but the
concatenated portion corresponding to file's first line didn't.
So gibberish was appended to default engraving or epitaph or bogus
monster; also, the input file's first line would never appear.

The newline fix in makedefs is different from pull request #370
but accomplishes the same thing.

The bulk of the patch is an enhancement to #wizrumorcheck to show
first (default inserted by makedefs), second (first in input file)
and last engravings, epitaphs, and bogusmons in addition to rumors.
The command name has become a little misleading but the limited
functionality doesn't call for separate commands.
2020-07-09 19:23:19 -07:00
nhmall
63842b64ef typo - missing closing bracket 2020-07-07 22:16:00 -04:00
PatR
6be18a2086 Guidebook.tex comment typo 2020-07-07 18:57:14 -07:00
nhmall
484182319f from cron-daily doc/Guidebook.txt 2020-07-07 21:54:47 -04:00
PatR
bcd6665ccf history/Credits update
Fix two of the unresolved issues from the previous reconciliation
between dat/history and doc/Guidebook.*: synchronize the list of
devteam members for 3.0 and also the information about Izchak's
death.

Add a description of the Y2K situation.  It's been moved to its
own paragraph and rephrased from the earlier draft(s), both the
introduction and a switch from present to past tense.  Parentheses
around a whole paragraph look a bit odd but including the paragraph
without them also looks unusual because the context is so different
from adjacent paragraphs.  Maybe use "Note: Blah blah..." instead
of "(Blah blah...)"?

Redo the paragraph about 3.0 version numbering since the situation
was more complex than I realized.
2020-07-07 03:39:03 -07:00
nhmall
0ea8a7901c from cron daily 2020-07-05 11:13:44 -04:00
nhmall
6c0d522b1a relocate some more outdated code 2020-07-05 09:27:59 -04:00
nhmall
62d9c49338 fixes entry for removal of SYSFLAGS and MFLOPPY 2020-07-05 08:58:09 -04:00
nhmall
5a437b336a remove SYSFLAGS and MFLOPPY code
A check into github issue 364 confirmed that
ba6edbe5dc
had incorrectly updated the bwrite sizeof entry for sysflags.

The SYSFLAGS and MFLOPPY code is all in the outdated part of the tree, so just
remove it rather than re-correct it.

Closes #364
Closes #207
2020-07-05 08:50:13 -04:00
PatR
84bba3f099 refine documentation of Sokoban branch and conduct
Rephrase a few things and mention the extra boulder(s) since
that feature is a fundamental difference with actual Sokoban.

Fix typo/thinko:  "Others rules can...".

Change one instance of /Sokoban/ in italics to ordinary text.
Other conduct descriptions don't use such so it looked odd.
2020-07-04 15:09:56 -07:00
nhw_cron
9add8ed0c1 This is cron-daily v1-Jan-20-2020. guidebook updated: doc/Guidebook.txt 2020-07-03 07:21:27 -04:00
PatR
cdcc43a689 boulder breaking feedback
Noticed when checking the sokoban conduct's counter.  Breaking
a line of boulders in one zap reported seeing the first but only
hearing the others, despite the first one being gone by the time
the second one was hit and so on down the line for the rest.
2020-07-03 03:27:39 -07:00
PatR
8801ec34eb fix github pull request #355 - Sokoban cheating
Track sokoban cheating (taking actions that incur a luck penalty).
The pull request only reported the number of times (possibly zero)
that the player broke nethack's sokoban rules when reporting the
"you obtained the Sokoban prize" achievement, which is when the
count is most meaningful, but this implements it as a full-fledged
conduct instead.  This way the #conduct command can be used after
"creative nethacking" to check immediately whether an action has
violated the Sokoban rules so a player willing to put in a bit of
effort can eventually learn which actions have a negative impact.

The new conduct is only shown during games where the character has
entered the Sokoban branch, but once that has happened it gets shown
no matter the location at the time of #conduct or end of game.

Most of this wasn't in the pull request:  expanding the Guidebook to
give more information about sokoban and its conduct.

Bump EDITLEVEL to invalidate to-be-3.7 save files because u.uconduct
has been extended.

Fixes #355
2020-07-03 02:21:30 -07:00
nhw_cron
26dcf68df8 This is cron-daily v1-Jan-20-2020. guidebook updated: doc/Guidebook.txt 2020-07-02 20:15:49 -04:00