Commit Graph

412 Commits

Author SHA1 Message Date
Pasi Kallinen
debdf7ca48 Move some hard-coded string arrays into data files.
Random epitaphs, engravings and hallucinatory monsters now
live in text data files.
2015-03-18 22:05:10 +02:00
Pasi Kallinen
27add21e7e Merge branch 'paxed-xlogfile' 2015-03-18 18:57:52 +02:00
PatR
a983a58b6a free 'sysopt' strings upon termination 2015-03-16 02:03:40 -07:00
PatR
14525ed0c6 DEBUG/debugpline() fixup
* Replace variadic debugpline() with fixed argument debugpline0(str),
   debugpline1(fmt,arg), and so on so that C99 support isn't required;
 * showdebug() becomes a function rather than a macro and handles a
   bit more;
 * two debugpline() calls in light.c have been changed to impossible();
 * DEBUGFILES macro (in sys.c) can substitute for SYSCF's DEBUGFILES
   setting in !SYSCF configuration (I hope that's temporary).
2015-03-15 18:02:26 -07:00
Pasi Kallinen
3bbbb01c53 Death talks in CAPITAL LETTERS 2015-03-15 09:53:34 +02:00
Pasi Kallinen
f8aced5480 Add Extended Logfile 2015-03-12 21:35:04 +02:00
Pasi Kallinen
400d842a8f Fix warnings 2015-03-12 17:57:13 +02:00
Sean Hunt
777328bd5c Merge fire-based erosion to common codepaths.
This finally eliminates all direct increases of `oeroded` and `oeroded2`
and moves them all to go via `erode_obj()`. They are still manipulated
directly in a few places, but not to erode objects.

This now merges the `fire_damage()` function to a common codepath, used
for items on lava and burning oil, but fire needs more work. There is
still a duplication between `destroy_item()` and `fire_damage()`; the
two codepaths should eventually be merged in some manner so that there
is only one codepath to say "an object was affected by fire". This path
might require some parameters, such as whether the fire will just erode
objects or burn them outright, but that can happen another day.
2015-03-02 12:50:03 -05:00
Sean Hunt
3acd3c4a00 Fold get_wet() into water_damage().
This now ensures that dipping into water works like other sources of
water damage. There is a potentially significant gameplay change here:
dipping a container into uncursed water will wet all its contents. If
this is a problem, then we should add another parameter to water_damage
which will suppress this behaviour for dipping.
2015-03-02 12:50:01 -05:00
Sean Hunt
57dcad3774 Rename rust_dmg() to erode_obj(). 2015-03-02 12:50:01 -05:00
Sean Hunt
3a049cf66e Eliminate erode_obj() and other erosion.
Now all erosion that isn't fire-based goes through `rust_dmg()`
2015-03-02 12:50:00 -05:00
Sean Hunt
7e0d552b06 A lot more cleanup to rust and water. 2015-03-02 12:49:59 -05:00
Sean Hunt
d588210a77 Cover a couple of corner cases with rust_dmg(). 2015-03-02 12:49:57 -05:00
Sean Hunt
9c4b0113aa Remove the victim argument to rust_dmg().
The argument can be calculated from `otmp`.
2015-03-02 12:49:57 -05:00
Sean Hunt
5ffd5a3000 Factor out a new is_moat function.
The fact that Juiblex's swamp is MOAT but not moat is weird and should
probably be looked at at some point.
2015-03-02 12:49:56 -05:00
keni
6fd30ab1ce Manually fix botched NHDT-Branch expansions. 2015-03-01 20:32:28 -05:00
Derek S. Ray
4dddb97301 remove and transfer INVISIBLE_OBJECTS to branch 2015-02-27 19:34:32 -05:00
Sean Hunt
a3faa93403 Remove experimental Unicode support.
This reverts commit 7f0f43e6f9 and some related
subsequent commits.

This compiles, but I have not done extensive testing.

Conflicts:
	include/config.h
	include/decl.h
	include/extern.h
	include/global.h
	include/tradstdc.h
	include/wintty.h
	src/drawing.c
	src/files.c
	src/hacklib.c
	src/mapglyph.c
	src/options.c
	sys/winnt/nttty.c
	win/tty/getline.c
	win/tty/topl.c
	win/tty/wintty.c
2015-02-27 19:34:29 -05:00
Sean Hunt
0001534d04 Make REDO unconditional. 2015-02-27 19:33:52 -05:00
Sean Hunt
d218bedbf7 Make LOADSYMSETS unconditional.
There are some bugs here, but this functionality should make it into the release
in some form.
2015-02-27 19:33:51 -05:00
Sean Hunt
74e741bbbc Make AUTOPICKUP_EXCEPTIONS unconditional. 2015-02-27 19:33:50 -05:00
Sean Hunt
b138d380ea Make BARGETHROUGH unconditional. 2015-02-27 19:33:48 -05:00
Sean Hunt
6e9fa71b05 Make SEDUCE unconditional. 2015-02-27 19:33:48 -05:00
Sean Hunt
ac108cd365 Make GOLDOBJ unconditional. 2015-02-27 19:33:40 -05:00
Sean Hunt
4f59f5c6fd Make WIZARD unconditional. 2015-02-27 19:33:22 -05:00
Sean Hunt
ad82ca80f3 Make DUNGEON_OVERVIEW unconditional. 2015-02-27 19:33:20 -05:00
Sean Hunt
1edadd1d48 Make REINCARNATION unconditional.
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.
2015-02-27 19:33:16 -05:00
Sean Hunt
260f7ea860 Make TOURIST unconditional. 2015-02-27 19:33:12 -05:00
Sean Hunt
5ee71d2757 Make SINKS unconditional. 2015-02-27 19:33:06 -05:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00
Sean Hunt
264dc66129 Make ELBERETH unconditional. 2015-02-27 19:32:53 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
nethack.rankin
e8e291b018 fix #H3039 - panic() when trying to drop destroyed items
From a bug report, dropping a lit
(burning) potion of oil while levitating can produce an explosion which can
destroy inventory.  If in the process of dropping multiple items, the ones
after the oil might be gone, resulting in use of stale pointers and possibly
triggering an "extract_nobj: object lost" panic or even a crash.  While
testing my fix, I discovered that being killed by an exploding potion of oil
could produce an "object_is_local" panic if bones are saved  (and reproduced
with unmodified 3.4.3).
2013-11-05 00:57:56 +00:00
nethack.rankin
fec8981102 poly'd hero hiding feedback
When hiding as a monster, say so during the #monster command and
also list being hidden in the status section of enlightenment/^X.

     Also, prevent hiding on the floor or ceiling on the planes of air
and water.  (Didn't apply to monsters, who only hide on ROOM spots.)

     Half the change to dohide() is just revised indentation.
2013-03-16 01:44:28 +00:00
nethack.rankin
0add521787 fix #H2645 - invulnerability during prayer is vulernable to stinking cloud
From a bug report, stinking cloud
harms hero even when u.uninvulnerable is set during successful prayer.
This makes the cloud harmless during prayer as he suggested.

     It also makes being inside a stinking cloud become a major trouble
that prayer can fix.  (With magical breathing such a cloud is harmless and
with poison resistance it is just a nuisance; it won't be considered to be
trouble in such cases.)  The fix is to clear away the cloud, or to teleport
the hero if he's inside multiple overlapping clouds or in one that is
marked as permanent (which I think isn't currently possible).
2012-05-07 01:44:38 +00:00
nethack.rankin
669c2ab560 container_impact_dmg
A post-3.4.3 change made the contents of thrown (or dropped while
levitating) containers subject to breakage, but it had sequence issues.
When something was thrown from outside a shop (or from its doorway or
entry spot) and arrived inside, the shopkeeper was taking possession too
soon, charging the hero for any broken contents, and then going ballistic
(summoning kops and attacking) because the hero was outside the shop while
owing money.  We need to break contents before shk claims ownership, which
turned out to be trickier than it sounds since it has to occur after any
item-hits-floor message if such feedback is given.

    Also, clear the container's contents-known flag when contents break.
Conceivably it should stay set when there is only one item, since hearing
something break could only be that item, but this resets container->cknown
unconditionally if anything inside breaks.
2012-05-05 23:26:26 +00:00
nethack.rankin
9f2ca00138 fix [part of] #H2554 - hunger when declining to attack peaceful monst
Reported last December by <email deleted>, attempting to move
into a peaceful monster's position and then declining to attack at the
confirmation prompt uses no time, as expected, but does burn nutrition
the same as if you carried out the attack.  A player could abuse that to
make room to eat an intrinisic-conferring corpse before it rots away.
This fixes that, and also makes attacking a monster via applying a polearm
and via kicking burn the same extra nutrition as ordinary attack.  I didn't
add it for attacking via throwing.

     He/she also reported that kicking at a peaceful monster and declining
to attack at the prompt wakes up nearby monsters even though no actual kick
ultimately takes place.  I can confirm that, but this does not fix it.
2012-05-01 02:22:33 +00:00
nethack.rankin
ebf42e6746 fix #H2642 - escaping from drowning by moving diagonally
From a bug report, you could crawl
out of water to avoid drowning by moving diagonally into an intact doorway
even though regular movement won't allow that.  (Second version of Medusa's
level has a door adjacent to water.)  You could also escape diagonally when
polymorphed into a grid bug.
2012-04-30 21:25:05 +00:00
nethack.rankin
6218a0eee2 overview disclosure (trunk only)
Add 'o' to "i a v g c" disclosure set, to display final dungeon
overview at end of game.  It lists all levels visited rather than just
those that #overview considers to be interesting, but it doesn't reveal
any undiscovered aspects of those levels except for the presence of bones.
(I think revealing shops and altars and such would be worthwhile, but the
data for that isn't handy at the time.)  If the game ends due to death,
the bones section of the current level will have "you, <reason you died>"
(before any real bones entries for that level).  That occurs before bones
file creation so it doesn't give away whether bones are being saved.

     end.c includes some unrelated lint cleanup.

     Guidebook.{mn,tex} updates the section for autopickup_exceptions as
well as for disclose.  It had some odd looking indentation due to various
explicit paragraph breaks.  I took "experimental" out of its description
since it was moved out of the experimental section of config.h long ago.
The revised Guidebook.tex is untested.
2012-04-09 02:56:37 +00:00
nethack.rankin
337e158009 #overview enhancements (trunk only)
1) add graves to the dungeon features being tracked;
2) report on known bones (determined by seeing map spot(s) where previous
   hero(es) died since there's no guarantee of graves or ghosts);
3) add automatic annotations for oracle, sokoban, bigroom, rogue level,
   Ft.Ludios, castle, valley, and Moloch's sanctum.  For bigroom and rogue
   level you just need to visit that level, for the others you need to get
   far enough along to learn something specific (oracle: her room, sokoban:
   annotation is either "solved" or "unsolved" depending upon whether all
   the holes and pits have been filled, fort and castle: see the drawbridge,
   valley and sanctum: see inside the tended temple).  Discovering the
   relevant locations via magic mapping counts as "far enough along".

     There should probably also be automatic annotations for Medusa and the
vibrating square but I'm not sure what criteria should be used for the
former or what phrasing to use for the latter.  Demon lord/prince lairs fall
into similar category as Medusa.

     TODO: add final #overview as an end of game disclosure option.  (I was
planning this even before I saw that nitrohack has implemented it....)
2012-02-16 02:40:24 +00:00
nethack.rankin
a2f15cfd61 theft vs donning, round 2 (trunk only)
The message "you stop taking off <that armor>" when interrupted by a
nymph's or monkey's theft attack would only be given if you were using 'A'
to take off the armor.  If you used 'T', you'd get "you stop putting on
<that armor>" instead.  The fix for that also makes it easy to vary the
nymph message "<the nymph persuades> you to start taking off" to be "<the
nymph persuades you to continue taking off" when taking that same piece
of armor off was interrupted by the theft.
2012-02-05 04:26:48 +00:00
nethack.rankin
ef888e065a fix #H2589 - theft vs donning/doffing (trunk only)
From a bug report, having some
armor stolen while in the midst of putting on armor--when both items have
a multiple turn completion delay--could result in side-effects for the
latter item being reversed even though they hadn't been applied yet.  So
you'd lose points of Int and Wis when attempting to put on a positively
enchanted helm of brilliance, or gain such with a negatively enchanted one.

     steal() was assigning to afternmv before it had been used to finish the
action of putting on or taking off armor.  Fix by interrupting the attempt
to put on or take off armor when being victimized by theft (or being hit by
succubus or incubus seduction).  The existing stop_occupation() call wasn't
sufficient because afternmv is different from occupation.
2012-02-04 08:13:26 +00:00
nethack.allison
e701a68175 rolling boulder trap's boulder can be generated in lava
> On 01/30/2012 08:20 PM, <Someone> wrote:
> The boulder from a rolling boulder trap can be generated on a
> lava pool. mkroll_launch() in trap.c, line 1584 checks only for pools
> of water.
2012-02-01 00:49:16 +00:00
keni
1d219b4e1b SYSCF bits
(This covers some thing that Pat found and some things I found while working
on those.)
Unscramble duplicate use of GREPPATH and GDBPATH symbols.
Add some more info to config.h.
Make missing SYSCF_FILE a fatal error.
Make a parse error in SYSCF_FILE a fatal error.
Rename PANICTRACE_GLIBC (et al) to PANICTRACE_LIBC (et al) since FreeBSD
 and Mac OS X (at least) also implement the needed API.
Allow SYSCF_FILE to be unreadable by the user (for setgid installs).
If SYSCF, do NOT fall back to the compiled in WIZARD account.
Put WIZARD into sysopt and remove special cases in authorize_wizard_mode().
2012-01-27 20:15:31 +00:00
nethack.rankin
9721470635 bones tracking (trunk only)
[See cvs log for include/rm.h or doc/window.doc for more complete description.]

Attach hero info, death reason, and date+time to a level that's being saved
as bones.  Read such data back when loading a bones file, then treat it as
part of that level for the rest of the game.  Dying on a loaded bones file
will chain the new hero+death+date to previous one(s) if new bones get saved.

outrip() now takes an extra argument of type time_t, and interface-specific
implementations of this routine need to be updated to handle that.
2012-01-23 10:45:31 +00:00
keni
7f6ee2f759 WINCHAIN - a framework allowing multiple processors between core and winport
This is the code I built trying to figure out the large window size issue.
It completely compiles out if not needed (see -DWINCHAIN in hints/macos10.7)
and except for one call during setup has zero overhead if compiled in and
not used.  See window.doc for more info.

Defs for UNUSED parms.  I know this has been controversial, so use is isolated
to the chain code and windows.c (where it shouldn't be intrusive and saves about
50 warnings).

Hints file for 10.7, but the build process still needs to be migrated from
the branch.
2012-01-11 18:23:35 +00:00
arromdee
2a2e2b299e I haven't been active in the past decade, but here's a small patch. Main
branch only.  This adds a check when setting a new fruit so that if no fruits
have been created since the last time the option has been set, the current
fruit is overwritten.  Result: the user cannot repeatedly set the fruit
option and overflow the maximum fruit number.
2011-12-11 18:11:29 +00:00
nethack.rankin
eaf3819bc2 expanded #terrain command (trunk only; 2nd try...)
Change the post-3.4.3 extended command "#terrain" so that it can be
used in normal play rather than just in wizard mode.  It's inspired by
a command in 'crawl' that lets you view the bare map without monsters,
objects, and traps so that you can see the floor at locations which have
been covered up by those things.

normal play
      redraw map to show the known portion of it without displaying
   monsters, objects, or traps; after player responds to --More--, the
   map returns to normal.

explore mode
      put up a menu so player can choose between the known portion of
   the map as above or the full map.  If the level isn't fully explored
   then the latter provides information to the player that he hasn't
   earned yet, but the _hero_ doesn't learn anything and after --More--
   the map reverts to what it showed before.  (In other words, unlike
   with magic mapping, the unknown portion doesn't become known.)

wizard mode
      put up a menu so player can choose among four alternatives:  the
   two above, the text representation of the map's internal levl[][].typ
   codes, or a legend explaining those codes.  (Originally, I wanted to
   be able to toggle back and forth between these last two, but looking
   at one and dismissing it, then reissuing #terrain to look at the
   other is much simpler to implement and is good enough.)
2011-12-05 09:39:19 +00:00
nethack.rankin
7c68beae81 patch cleanup (trunk only)
My #terrain patch had a typo on the command line and was going
to include doc/fixes35.0 as the log text for a half-dozen files.  I
aborted the commit but most of them had already made it into the cvs
repository.  This reverts those changes so that the entire patch can
be re-comitted with the right log text.  Ugh...
2011-12-05 09:36:21 +00:00
nethack.rankin
d11e4daf27 oops [all of fixes35.0 as log text] 2011-12-05 09:16:07 +00:00