Commit Graph
145 Commits
Author SHA1 Message Date
nhmall f963c5aca7 switch source tree from k&r to c99 2021-01-26 21:06:16 -05:00
nhmall 6dc033e5d8 don't miss the special furniture checks during liquid flow
Closes #405
2020-12-11 16:28:59 -05:00
Pasi Kallinen 6ec55a3624 Rework stairs structure
Use a linked list to store stair and ladder information, instead
of having fixed up/down stairs/ladders and a single "special" (branch)
stair.

Breaks saves and bones.

Adds information to migrating objects and monsters for the dungeon
and level where they are migrating from.
2020-11-13 20:27:17 +02:00
nhmall ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR 5457cbe0e3 liquid_flow when digging pit
Part of github issue #338 that isn't about shops:  objects at the
spot where a dug pit fills with lava (or water) weren't being
effected by that.

While fixing it, I noticed that hero's steed wasn't affected either.
Also, when conjoined pits are filled in, monsters other than the
steed are at risk but weren't being handled.  Presumably they fell
in on their next move.
2020-05-01 00:42:18 -07:00
Pasi Kallinen 9ab6994eae Make Juiblex resist magical digging from inside
Juiblex should be a little bit harder to beat than zapping a digging
wand once you've gotten swallowed and then whacking him once.

Make his HP halve every time you zap digging instead of setting it
to 1.

Change via UnNetHack.
2020-03-18 09:16:26 +02:00
Pasi Kallinen 408321b4f7 Use TAINT_AGE for old corpses instead of hardcoded value 2020-03-16 11:28:09 +02:00
PatR f6a282ec99 botl fixes
Add a couple of missing status updates.
2020-03-16 02:19:28 -07:00
Pasi Kallinen c585c65042 Add some stair helper functions 2020-02-08 17:08:26 +02:00
Pasi Kallinen 9e4319824d Fix digging through iron bars from adjacent pit
It was possible to create a pit on top of iron bars, by first creating
a pit next to the bars, going down into the pit, and then digging sideways
towards the bars. This did not destroy the iron bars.
2020-02-08 17:08:17 +02:00
PatR 3a6e2a9802 escaping buried iron ball
Noticed while testing the look-at-self feedback for traps.  When
punished and the iron ball gets buried, hero becomes "tethered to a
buried object".  It is possible to simply walk away (like from a pit,
bear trap, web, stuck in floor by solidified lava or sinking into
molten lava) but that requires many tries.  Once the escape happens,
"you finally wrench the ball free" and are supposed to have it
reattached to a replacement chain.  However, buried_ball() wouldn't
look at buried objects if the trap countdown timer was 0 (which is
the case when finally wrenching free).  So hero got a new chain to
drag around but it had no heavy iron ball attached.

I didn't turn on sanity checking but that would have complained about
this.  Normal dragging didn't care but I wouldn't be surprised if
various actions that checked Punished and picked up the ball in order
to put it down again elsewhere would have had possibly serious trouble.
2020-01-10 04:36:28 -08:00
copperwater 277dcc05b5 Port the autounlock feature, hallucinatory trap names from UnNetHack
This adds a boolean option, autounlock, defaulting to true. When this is
set to TRUE, messages stating that some door or container is locked are
automatically followed by a prompt asking if you would like to unlock
it, if you are carrying an unlocking tool (key, lock pick, or credit
card).

Architecturally, this extends the pick_lock function to take three
additional arguments (door coordinates or a box on the ground you are
autounlocking).

The code that selects an unlocking tool will always look first for a
skeleton key, then a lock pick, then a credit card. Since curses, rust,
and other attributes don't really have an effect on the viability of the
unlocking device, it didn't seem to warrant making a more complex
function for that.

Add hallucinatory trap names

This adds many funny, realistic, and nonsensical traps to the game, to
be shown when the player is hallucinating.

Architecturally, the biggest change is merging the what_trap macro and
the "defsyms[trap_to_defsym(ttyp)].explanation" pattern into a single
function "trapname", which returns the name of the trap, handling the
hallucination case. There is also a second parameter used for overriding
hallucination in the occasional cases where the actual trap name should
always be returned.

In addition, the what_trap and random_trap macros are now obsolete and
not used anywhere, so they are removed.

reinstate anti-rng abuse bit on hallucination

updates to hallucinatory trap names and fixes37.0 entry
2019-12-19 18:52:23 -05:00
nhmall 8cd73c8cc9 Merge branch 'NetHack-3.6' 2019-11-29 16:57:23 -05:00
nhmall fd7d0f5d52 more things considered when you're on the brink 2019-11-29 11:14:55 -05:00
nhmall 0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall 98acd55fcc Merge branch 'NetHack-3.6.2' 2019-01-14 18:16:19 -05:00
PatR 355dec4d84 blocking or unblocking levitation or flight
when level teleporting or digging.  Level teleporting while levitation
was blocked due to being inside solid rock didn't notice that it should
be unblocked until you moved from whatever type of terrain you landed
on (room, for instance) to some other type (such as corridor).  Digging
down to make a pit or hole while inside solid rock converts that spot
to floor so should also check whether to unblock levitation/flying, and
not fall if unblocking occurs.
2019-01-13 15:17:40 -08:00
Bart House 1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House 8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House 90547edb83 moves, monstermoves, wailmsg, migrating_objs and billobjs moved to g. 2018-12-24 20:22:33 -08:00
Bart House be5cdcf77a killer, level and rooms move to instance globals. 2018-12-24 19:50:08 -08:00
Bart House 572ee347b9 Another round of instance globals changes. 2018-12-24 16:43:50 -08:00
Bart House 74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
Bart House 576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Bart House e4ab048c90 Even more globals moved to instance_globals.c 2018-12-19 20:01:55 -08:00
Bart House 3645e415e3 Moved more globals to instance_globals. 2018-12-19 20:01:55 -08:00
Bart House f1e48cddfe artifact.c, cmd.c and makemon.c globals moved to instance_globals. 2018-12-19 20:01:55 -08:00
PatR 9c422f2c1f fix #H7707 - terrain change leaving stale flags
struct rm.flags in overloaded for a bunch of rm.typ -dependent things
(doormask, altarmask, throne/fountain/sink looted, a few others) and
wasn't being reset for various cases where rm.typ gets changed.

I've changed a lot, some no doubt unnecessarily, and probably missed
plenty.  This compiles but has not been thoroughly tested.
2018-12-10 03:52:00 -08:00
PatR 50cb52ab31 sentence spacing
Use two spaces between sentences.  This only fixes the instances of
one-space that were fairly easy to find.
2018-11-20 17:56:16 -08:00
PatR 3e19858edd fix #H6925 - being trapped vs Levitation/Flying
Make being trapped in/on/over floor block Levitation and Flying, the
way that being inside solid rock already does, and the way levitating
blocks flight.

Blocked levitation still provides enhanced carrying capacity since
magic is attempting to make the hero's body be bouyant.  I think that
that is appropriate but am not completely convinced.

One thing that almost certainly needs fixing is digging a hole when
trapped in the floor or tethered to a buried iron ball, where the
first part of digactualhole() releases the hero from being trapped.
If being released re-enables blocked levitation, the further stages
of digging might not make sense in some circumstances.

I recently realized that being held by a grabbing monster is similar
to being trapped so should also interfere with levitation and flying.
Nothing here attempts to address that.

Save files change, but in a compatible fashion unless trapped at the
time of saving.  If someone saves while trapped prior to this patch,
then applies it and restores, the game will behave as if the patch
wasn't in place--until escape from trap is achieved.  (Not verified.)
2018-09-30 01:06:59 -07:00
nhmall 039ad51660 don't impact player stats with wizard mode ^T 2018-09-25 23:08:09 -04:00
Pasi Kallinen adf070eb04 Use is_pit macro to check for (spiked) pit 2018-09-15 17:19:26 +03:00
keni d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
Pasi Kallinen ebde14a6f9 Still more enums 2018-03-31 11:43:38 +03:00
PatR 2111abdc29 buried_ball()
Noticed when I was looking at float_up()/float_down() vs being trapped.
(I have a substantial patch for that but it involves infrastructure
changes so will have to go into master instead of the 3.6.0 branch.)
buried_ball() was using nested loops as a very convoluted way to test
  if (otmp->ox >= cc->x - 2 && otmp->ox <= cc->x + 2
   && otmp->oy >= cc->y - 2 && otmp->oy <= cc->y + 2)
I think this revised version is closer to what was intended.

There are issues.  buried_ball() finds the buried iron ball nearest to
the specified location--which is always the hero's current location--
rather than the one which was 'uball' before being buried.  A player
can spot that since iron balls aren't necessarily identical.  Also, it
searches within a radius of two steps but a tethered hero is only
allowed to move one step away from buried ball, so something is off.
2018-03-03 15:26:49 -08:00
PatR 1b8df876c3 some more reformatting, dig.c
A bit more ambitious this time, but not much.
2018-02-06 02:41:31 -08:00
Pasi Kallinen 18aab1ab12 Make shopkeepers bill hero for burying merchandise 2017-11-14 19:32:31 +02:00
Pasi Kallinen f8bd77ae03 Use symbolic names for shop repair costs
...and add costs to two places where the door you touched
blew up (picking the lock and opening the door).
2017-09-14 21:07:18 +03:00
Alex Smith ee5b488514 Differentiate between monster anger from attacks and from other causes
setmangry() and wakeup() were being used for multiple purposes. Add an
extra parameter to track which. This fixes several minor bugs (e.g.
whether monsters with no eyes were angered by (useless) gaze attacks
against them previously depended on the state of a UI option, and
the Minetown guards would be annoyed if you used a cursed scroll of
tame monster on a shopkeeper). It's also a prerequisite for the
Elbereth changes I'm working on.
2016-10-17 18:19:22 +01:00
Pasi Kallinen 3502cfcc5a Hallucinatory liquids for water, lava, and acid 2016-06-07 20:57:50 +03:00
PatR 171fb90746 !DEBUG warnings
With DEBUG suppressed, I started getting
16      warning: empty body in an if-statement
and 2   warning: empty body in an else-statement
from gcc.

Using braces for an empty block instead of just ';' avoids the warning:
    if (foo)
        debugpline("foo");
is bad,
    if (bar) {
        debugpline("bar");
    }
is good.  ;-)

The changes to lint.h are just precautionary.

modified:
    include/lint.h
    src/attrib.c, bones.c, dbridge.c, dig.c, eat.c,
        makemon.c, mkmaze.c, mon.c, sp_lev.c
2015-12-04 14:58:49 -08:00
Pasi Kallinen 489d56d4bb Fix hiding under nothing when corpse rotted away 2015-11-13 00:06:07 +02:00
Pasi Kallinen 2c0f24896f Unify blind feel_location or newsym info single func 2015-11-09 21:37:28 +02:00
Pasi Kallinen 99925ff155 Update version numbers in source comments 2015-11-06 16:05:36 +02:00
PatR a9eb5b2ca8 yet more formatting
Reformat some trailing &&, || operators followed by end-of-line comment,
missed by the earlier continuation formating.

An
  #if 0
    something {
  #else
    something_else {
  #endif
construct in rhack(cmd.c) confused the automated reformatter, resulting
in some code from inside a function ending up in column 1.
2015-11-01 01:17:54 -08:00
PatR 8a5f340579 commit 84bec89d403a219ff75ae3fa97109de0cfb7941f
Author: PatR <rankin@nethack.org>
Date:   Fri Oct 30 00:50:52 2015 -0700

    more formatting

    Fix up the files containing '[?:] */' to get trailing trinary operator
    followed by end-of-line comment.  Tab replacement and removal of excess
    parentheses on return statements also done.
2015-10-30 00:58:06 -07:00
PatR 3986546325 formatting: src/a*.c - d*.c continuation lines
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half.  The automated reformat got
confused by comments in the midst of such lines.
  foo ||
  bar
was converted to
  foo
  || bar
but
  foo ||
  /* comment */
  bar
stayed as is.

Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
2015-10-19 17:32:21 -07:00
Pasi Kallinen 8212ddd69e setmnotwielded should always MON_NOWEP
Instead of making the caller remember to use MON_NOWEP, make
setmnotwielded handle that automatically.  This fixes the
"bad monster weapon restore" errors I've been seeing.

Also adds sanity checks for this.
2015-10-06 18:47:55 +03:00
Sean Hunt 1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +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