Commit Graph

2063 Commits

Author SHA1 Message Date
nethack.rankin
1114722335 fix B18002 and B18003 - #rub worn blindfold and wield_tool() feedback
Prevent #rub from wielding an item that is already being worn
(which should narrow things down to the various types of eyewear;
other tools and weapons that go through wield_tool() can't be worn).
Fix up the wield_tool message spacing in the process.

     This moves wield_tool() from apply.c to wield.c.  Some plural
handling for messages is included; it is feasible to try to #rub a
"pair of lenses" or a stack of N candles.
2003-01-30 11:31:12 +00:00
nethack.allison
2b9cc7282c B17003 Asmodeus can't use intended wands
m_initweap() was trying to give him wands of fire and cold; since
he had no weapon attacks, he wasn't is_armed(), so this code never
got called.

This moves the code to m_initinv().
2003-01-26 04:11:49 +00:00
nethack.allison
bd0541679a Using 'P' to put on armour or 'W' to wear a ring
resulted in "That is a silly thing to [put on | wear]".

But those two cases really aren't so "silly", so adjust
the messages to better explain why the game objected
to the action and point new players at the appropriate
command.

Also adds a cmdassist message for the case where
'R' or 'T' have no appropriate items to point
new players to the correct command. (That can be
turned off with !cmdassist, of course.)

Also adds a const to a recent shade patch by request.
2003-01-25 18:41:25 +00:00
nethack.rankin
b9f9a6415b fix B17005 - autoquiver bug
hold_another_object() will try to quiver the object being held if
it's a weapon (or gem/rock ammo) and the autoquiver option is enabled and
the quiver is empty.  It was doing that even if the object had just merged
with primary or secondary weapon, resulting in it being equipped in two
slots at once.  (Easiest way to reproduce it is via wish+wield+wish for
similar item, but it could also occur when stealing while in nymph form.)

     This also addresses one of the old items on <Someone>'s list:  if you
carry a sling equipped in the alternate weapon slot, include gems and
rocks as likely candidates for quivering same as when wielding a sling.
This extends that to autoquivering; ammo appropriate for your alternate
is now given preference over arbitrary weapons (ammo for your wielded
weapon and arbitrary missiles still take precedence over alternate ammo).

     Bug?  pickup_object() is not autoquiver aware, hence autopickup isn't
either.

     Bug too (perhaps moot if the above is changed)?  Snagging a monster's
weapon with a bullwhip uses hold_another_object() so possibly autoquivers;
snagging an object off the floor with a grappling hook uses pickup_object()
so doesn't.
2003-01-25 04:46:11 +00:00
nethack.rankin
9ba2632a29 fix B16003 - Oracle only renamable named unique monster
This makes all unique monsters resist being given a name.  Aside
from the Oracle, the four high priests are the only monsters affected
that weren't already being covered by the old tests.  They might as well
decline to receive names too.

     This also fixes a longstanding quirk that prevented you from
calling a type of object something if the representative sample of it
had been picked up while blind and you hadn't explicitly examined your
inventory since regaining sight.  There's not much point in requiring
an extra 'i' command or use of '?' or '*' at the "what do you want to
call?" prompt, particularly since that makes gameplay be slightly
different depending on whether perm_invent is available and in use.
2003-01-15 08:59:04 +00:00
nethack.allison
1b6794d246 flaming attacks
> Bug with flaming attacks...? These monsters should be unaffected,
> IMO.
>
> The fire elemental hits the stone golem. The stone golem is on
> fire!

fixed in patch

> The pyrolisk gazes at the flaming sphere... The flaming sphere is
> on fire!

This was already corrected in CVS.
2003-01-13 11:48:47 +00:00
nethack.allison
ace325b692 fix B16005 engraving headstone with weapon
>If you're engraving one with a weapon, shouldn't it dull that
>	weapon?
2003-01-11 17:53:26 +00:00
nethack.allison
29bdf381e6 fix buglist entry: menu upon request
For "traditional" menu style, pickup and #loot/apply can't accept an 'm'
response to bring up a menu upon request when all items involved are of
the same class, because the prompt where that response is allowed only
gets issued when multiple classes are present.

Also allow 'm' prefix for pickup.
2003-01-11 17:28:31 +00:00
nethack.allison
d1c2a37deb fix buglist entry: menu upon request
For "traditional" menu style, pickup and #loot/apply can't accept an 'm'
response to bring up a menu upon request when all items involved are of
the same class, because the prompt where that response is allowed only
gets issued when multiple classes are present.
2003-01-11 17:22:58 +00:00
nethack.allison
a411ff7e9b fixes34.1 catch up 2003-01-11 14:33:13 +00:00
nethack.rankin
2e9e62c528 grammar bit
From the newsgroup recently:  cause of death on tombstone and in
log file was "slipped while mounting a saddled Stockholm" (with horse
named after city).  This fix will produce "slipped while mounting a
saddled horse called Stockholm" in that case.
2003-01-11 06:48:24 +00:00
nethack.allison
0814d95040 B15005 narrow openings and hurtling
Narrow openings are currently not checked for by hurtle_step() or
mhurtle_step. This has the consequence that you can jump or use
Newton's 3rd to get through somewhere you can't get through on the
ground, and monsters can stagger or be jousted through somewhere
they wouldn't attempt under their own steam.

This patch fixes hurtle_step().  It does not address mhurtle_step.
2003-01-11 03:46:56 +00:00
nethack.rankin
c03947d2f8 ^G control
Wizard mode monster creation underwent several changes for 3.4.0
(explicitly create "tame <monster>", create a monster by class letter,
repeat the creation for N monsters) and one of them rendered the check
to prevent creating orphaned shopkeepers, temple priests, vault guards,
and worm tails inoperative.  Put that back, and extend the control to
allow you to specify "peaceful <monster>" and "hostile <monster>" too.
2003-01-10 10:44:31 +00:00
nethack.allison
dd7ab6b94d B16002
This patch ensures that two-weaping stops if uswapwep gets cursed
while two-weaponing.  I think this means the 'A' command will never
encounter the situation now in the complaint now.
See rules at top of wield.c.
2003-01-10 04:46:21 +00:00
nethack.rankin
9988440b2e artifacts in final score
Fix the problem From a bug report.  An earlier fix (3.3.1)
made them be listed during final disclosure, but the points shown for
them actually got left out of the total due to misplaced brackets.
Rather than just fixing the brackets, merge the two inventory scanning
loops so that both passes will always be synchronized with each other.
2003-01-08 22:07:06 +00:00
nethack.allison
cebd0ccbab B14004 Cloaks of invisibility
There's no feedback message nor item discovery when you see a monster
	disappear as it puts on a cloak of invisibility.
2003-01-05 03:57:21 +00:00
nethack.allison
a26514bd61 mimic orange follow-up 2003-01-04 16:54:48 +00:00
nethack.rankin
4fb26adf87 fix B16006 - cancelled monster-monster attacks
Various damage types which wouldn't work when a cancelled monster
attacks the player were working when it attacked other monsters instead.
Besides attempting to fix that, this also makes cloaks and other magic
blocking armor ("magic cancellation factor") work for monsters similar
to the way it works for the player.

     Most types of damage appear to revert to physical damage when the
attacker is cancelled; I'm not sure that's appropriate in many of the
instances.  The leg-pricking case was clearly wrong, since it gives
messages about the attack failing yet still hurt the character.

     This really needs a lot more testing than I have energy for.  I've
tried to clean up various inconsistencies and may have made some typos
in the process.
2003-01-04 02:29:35 +00:00
nethack.allison
38c3e5a9f9 fix B14022
> You're equally unlikely to be wishing for spellbooks by colour,
> but I note that 'grey' for 'gray' only works for dragonscale and
> stones, not the spellbook description.
2003-01-03 04:40:27 +00:00
nethack.rankin
133566ff1b new data.base entries
Add the caveman, healer, and monk data.base entries supplied by
<Someone>, plus the healer one from <Someone>'s list of outstanding bugs and
requests.  Every role now has its own entry.  I left "dwarven caveman"
and "gnomish caveman" pointing at the generic dwarf and gnome entries
respectively, because the caveman quote feels to me to be more human-
specific than the earlier role ones have been.

     I added blank lines to the monk quote to break it into paragraphs,
and made two minor tweaks to the text.  I hope we can find or invent a
separate entry for Master Kaen though.  Getting a quote that refers to
Buddhism for him seems wrong to me, but leaving the generic human one
now that there's a monk-specific one didn't feel right either.

     I've moved a few quest guardians around this time.  Deciding which
of them should yield the corresponding role entries and which shouldn't
involves judgement calls and I don't claim that the current situation
is now perfect.
2002-12-31 04:31:38 +00:00
nethack.allison
e72dbb7c59 buglist fix: gnomish wizard
<Someone> wrote: If you polymorph into a gnomish wizard (even if you *are* a gnomish
wizard), you shrink out of your armour.
2002-12-31 03:30:33 +00:00
nethack.allison
e8ca725e92 buglist entry: hobbits and elven mithril armour
<Someone> wrote: "Also, hobbits can't wear armour,
at least, you can't wear armour when polymorphed into a hobbit, even
though hobbits do tend to be carrying elven mithril-coats.
It's tempting to suggest adding an explicit exception in
sliparm() for elven mithril just to keep the Tolkienness."

- added a general routine for adding race-based /object
combination exceptions.
- hobbits can wear elven mithril-coats
2002-12-29 23:55:58 +00:00
nethack.rankin
df07fd4b90 fix buglist entry - artifact bow wielded by monsters
The Longbow of Diana (ranger quest artifact) confers reflection
to the hero when wielded but didn't do the same for monsters when they
wielded it.
2002-12-27 03:40:57 +00:00
nethack.allison
70d60e16d2 beta 16
- also fix typo that Pat noticed
2002-12-26 16:43:38 +00:00
nethack.rankin
0b2e205117 artifact invisibility fixes
Invoking the archeologist's Orb of Detection gave "you feel a surge
of power, but nothing seems to happen" if you were able to see invisible,
but various other ways of toggling invisibility give fade/unfade messages
in that situation.  Also, you would get false reports of invisibility
changes if you invoked the artifact while temporarily invisible due to
potion or spell or while wearing a mummy wrapping.
2002-12-19 02:24:13 +00:00
cohrs
aabc54549e U189 - killing an engulfing monster over water allows waterwalking
- The code in xkilled failed to call spoteffects after killing the monster
that was engulfing you.  Being expelled already worked correctly.
- While testing this, I discovered that removing a ring of levitation or
similar while engulfed would call spoteffects when it shouldn't.  Fixed
that too.
2002-12-19 01:57:10 +00:00
nethack.rankin
f210367c13 fix B15003 - behavior of bribe-able demons
Prevent a demon who is carrying the Amulet of Yendor from being
removed from the game when player meets his demand for a bribe since
that was effectively destroying the Amulet.  There are various ways
to accomplish this; I chose to make the bribe demand be for an amount
that the player cannot possibly satisfy in that case.
2002-12-18 18:15:55 +00:00
nethack.rankin
28e8ff7561 invisibility bit
Make timeout of temporary invisibility consistent with other
forms of toggling that state:  you notice it even when you are able
to see invisible.  (Invoking the archeologist's quest artifact is
still inconsistent in this regard.)
2002-12-18 17:51:02 +00:00
nethack.rankin
eba488996f fix U193 - digging feedback for undiggable trees
> Zapping a wand of digging at trees in ranger's quest gives a message
> "rock glows then fades".

     There was code to handle this, but it didn't work due to the
definition of IS_TREE making checks for STONE be sensitive to code
ordering (STONE was checked first in this case).

#define IS_TREE(typ)    ((typ) == TREE || \
                        (level.flags.arboreal && (typ) == STONE))

Why is it defined this way?  Shouldn't STONE simply be converted
into TREE when arboreal levels get created?
2002-12-18 17:38:57 +00:00
nethack.allison
b5c7d31bfd synch Guidebook with drawing.c 2002-12-17 11:19:45 +00:00
cohrs
bcf47b7663 missing altar drop messages
Most callers of dropx did not check for altars, but should have.  Rather
than add such checks, I moved the check from drop to dropx.  I also found
several callers of dropx that could generate out-of-order messages for some
cases (not new) and fixed them. FYI - callers of dropy don't seem to want
altar checks or already do them.
2002-12-17 03:36:42 +00:00
nethack.rankin
137bd330e4 fix B14021 - inconsistent menu styles
Menu styles `partial' and `full' will let you remove any type of
item from the three weapon slots via the 'A' command, but `traditional'
and `combination' would only do that for the primary weapon slot.  For
the alternate weapon and quiver slots, the item in question had to be
one which can normally be wielded or worn, otherwise when choosing the
object class letter you'd be told that it was "Not applicable."  And
for wearable items, you needed to be really wearing one of that class
(besides the quivered one) or else you'd get "not wearing any amulet"
or similar.
2002-12-14 11:53:22 +00:00
nethack.rankin
5fcbf50f2c fix B14020 - unquivering with 'A'
Ahe 'A' command would not let you remove a cursed item from the
quiver or alternate weapon slot.  But other commands such as drop or
quiver would let you get rid of such things since they aren't considered
to be welded in place the way a wielded weapon is.

     This seemingly minor bug is more significant than first appears
because it opens a loophole to allow you determine whether any held item
is cursed:  quiver it, try to remove it with 'A' and possibly be told
that it's cursed, really remove it with 'Q' if so.
2002-12-14 11:22:10 +00:00
cohrs
ed39497b21 tty autocomplete
Change tty extended command autocomplete, based loosely on <Someone>'s
patch, to allow you to type autocompleted characters.  That is, you can type
characters the autocompleter inserted without invalidating the command.
I haven't looked closely, but at least some other windowport extended
command readers seem to already behave similarly.
2002-12-12 06:16:39 +00:00
cohrs
d013f95679 B14006 - monsters and lava
- water elementals now get a special message when they land in lava
- rather than track down all places where non-moving monsters can end up in
lava (or water, not that it currently matters), add a check to mcalcdistress
to catch all such cases, once per turn.
2002-12-12 04:28:28 +00:00
cohrs
aec4a1aa8e no renaming of unique monsters with proper names
Not all leaders and nemeses have M2_PNAME set, so they require an extra
check to result in the expected behavior.
2002-12-12 02:41:05 +00:00
cohrs
de45cdcc61 various message cleanups
As From a bug report.
- tengu is plural, some true rumors spelled it "tengus"
- Caveman quest messages shouldn't contain the word "human" since not all
cavemen are human, changed such messages in various ways
- fix a typo in a Wizard quest message
2002-12-12 02:35:44 +00:00
cohrs
5abb2e2a3d B14016 - monster detection of mimics
When display_monster was changed in 3.4.0 to take multiple sightflags, the
mimic case was not updated completely.
2002-12-10 06:22:22 +00:00
cohrs
7f50893e13 bouncing zaps
As From a bug report, don't let bounces go past the edge of closed
doors.  His suggested patch included some redundancy, which I've removed.
2002-12-09 02:07:29 +00:00
cohrs
167231f9ad B14017 - skeletons and initial armor
Add another check to m_dowear to allow skeletons to wear the leather armor
they're created with.
2002-12-09 01:29:04 +00:00
nethack.rankin
b57bc61a80 jousting
Part I:  it's possible to use two-weapon combat while wielding a
lance (which seems odd to me); the second weapon would hit even if the
the first delivered a lance jousting blow that knocked the target away.

     Part II:  always getting the joust knockback effect when hitting
with a lance while mounted was too powerful; implement a suggestion
from the newsgroup that it be a random chance based on skill level.

     Related:  it's now possible to break your lance when hitting; when
adding that, I noticed that it was theoretically possible (didn't try
to reproduce) for a shattered boomerang or mirror to yield the stagger
bonus sometimes given for unarmed attacks.
2002-12-05 02:07:20 +00:00
cohrs
9b1b13ef1d fix up several death messages
<Someone> reported several incorrect death messages
1) "petrified by deliberately gazing at Medusa's hideous countenance" is
too long and won't fit on the tombstone.  I reworded it, which also better
reflects that Medusa's gaze is really an active attack.
2) "killed by war hammer named Mjollnir" for partly identified Mjollnir now
says "killed by a war hammer named Mjollnir".
3) "using a magical horn on himself" was missing the "killed by" prefix
4) there were supposedly cases the the a/an article was missing after being
killed by a monster.  I didn't see where this was occuring (eg AoLS resets
killer_format before it returns), but now done_in_by always resets
killer_format, which should address any such cases.
2002-11-28 20:44:54 +00:00
cohrs
bc88e8440e effect of webs while mounted
Prompted by a message to the list from <Someone> which noted that your
strength controls the traps effect, not the steed's strength, although the
messages say otherwise.  Changed this case to use mintrap to determine what
happens.
2002-11-23 18:36:54 +00:00
cohrs
f155a4b0d3 U154 - crash on teleport from engulfing mon
teleds now needs to handle the case where an uncarried ball starts out
inactive, but becomes active as a result of teleporting out of a monster
while engulfed.
2002-11-22 03:55:48 +00:00
cohrs
d3e2f53910 B14014: soft hats and piercers
Soft "helmets" don't protect against falling rocks, but did protect against
piercers.  Update the checks so only hard (metallic) helmets provide this
protection.  The same report quibbled about using the word "helmet" for
soft head coverings.  This patch does not address that quibble.
2002-11-21 18:05:48 +00:00
nethack.rankin
7b9f2f6e3e stealing heaven
Fix the reported problem of getting impossible warnings for unpaid
inventory items during final disclosure if you level teleport out of
the dungeon while holding shop goods.  The fix makes you trigger a shop
robbery first; that required a minor end of game change to prevent the
shopkeeper from seeming to tag along (shk would take your possessions
as if you'd died on the shop level).
2002-11-21 00:47:12 +00:00
nethack.rankin
5701729bc1 fix B14013 - experience calculation
Put in the missing parentheses that <Someone> reported; I don't know
how much that's going to impact experience calculations.  Also, update
some related code that didn't reflect the increase in default speed
from 10 to 12 back in 3.3.0.
2002-11-20 22:44:15 +00:00
nethack.allison
abd3df2871 get_adjacent_loc()
use get_adjacent_loc() rather than getdir() directly for some things where
you want to ensure valid adjacent coordinates are returned

<email deleted> wrote:
>>> [...]
>>> I've noticed that the loot adjacent spot code doesn't have any
>>> isok(x,y) test, so will risk crashing if used at the edge of
>>> the screen (whether deliberately, or accidentally due to being
>>> confused or stunned when picking the direction).

>> Would this not be a problem elsewhere, such as use_leash() too?

> Yes, that looks like the same risk. getdir() doesn't validate
> that the <u.ux+u.dx, u.uy,u.dy> is safe and neither does m_at(),
> so their callers need to.
>
> I did manage to provoke a crash with #loot on the plane of earth,
> although an accidental case would be a lot less likely to happen.
2002-11-17 18:43:45 +00:00
cohrs
eb906b1b8f shopkeeper falling thru a hole left unpaid objects unpaid
Reported to the list.  Player breaks a wand of digging causing the
shopkeeper to fall.  This didn't clear unpaid items.  For now, this can
only occur due to player action, so added a call to make_angry_shk to
handle this situation.
2002-11-15 07:32:52 +00:00
cohrs
d2476b5151 level teleport and sleeping steed
If you level teleported while on a sleeping steed, a panic and possibly a
crash would occur.  I believe the same would occur by digging a hole.  This
was due to keepdogs avoiding keeping sleeping pets.  In these cases, it
seems there's no reason for the sleeping steed to _not_ accompany you.
Since other ways of changing level (eg stairs) don't allow this, just added
a check to keepdogs to allow the steed to go with you.
2002-11-15 04:58:28 +00:00