Commit Graph

58 Commits

Author SHA1 Message Date
PatR
024e9e1225 fix #6144 - strength loss from severe hunger
It was possible to arbitrarily boost strength (up to its race-specific
limit) by wearing a ring of sustain ability, becoming weak from hunger
(but not actually losing strength due to Fixed_abil), removing the ring,
eating enough to stop being Weak, then repeat as desired.  I think you
could substitute polymorph for wearing ring, and rehumanize for removing
ring and get similar results, although that would be more tedious.

My first attempt to fix this was a lot more complicated.  This one puts
the temporary strength loss in ATEMP(A_STR) where it carries over from
normal form to polymophed form and back.  Fixed_abil doesn't prevent the
loss any more, nor its recovery.

One side-effect of the change is that the possibility of dying when
becoming weak from hunger (if Str gets down to 3, further attempts to
lower it take away HP instead of Str) no longer exists.  Using ATEMP()
instead of directly manipulating ABASE() means that current strength is
less but underlying base strength does not actually drop any more.
2017-10-08 18:12:08 -07:00
PatR
35d9cd3fd0 fix #H5416 - misleading attribute message
Report was for losing strength when sitting on a throne, but the
message issue was more general than that.  Character was wearing
gauntlets of power, so no visible change in strength took place,
but player was told "you're already as weak as you can get" (because
the attempt to reduce strength didn't change current strength;
however, it did change the hero's underlying strength, observable
once the gloves were removed).

There was a beta report last January that was related:  in that case
the player thought that gauntlets of power were preventing blessed
potion of gain ability from raising strength, but it was actually
giving a misleading message claiming that strength was already as
high as it could get.

Fix:  vary the message when something prevents an attribute change
from being noticeable.
2017-05-05 18:32:40 -07:00
PatR
9b725218bb fix #H4706 - non-zero hit points for poison death
For "the poison was deadly" against hero, hit points were set to -1
(which gets displayed as 0 when shown) but the status lines weren't
being updated, so stale positive HP value was visible during final
disclosure.
2016-12-08 16:39:55 -08:00
Pasi Kallinen
b0c68714ce Make Ogresmasher grant 25 constitution 2016-11-14 20:22:33 +02:00
PatR
d69f0787be add '(uchar)' casts to ctype calls
This is from the pull request for the assertion failure fix.  It
did not mention how to reproduce the assertion failure, just added
casts to a bunch of isspace/isprint/tolower calls that didn't already
have such.

I removed an obsolete change for win/tty/topl.c and changed the
win/win32/mswproc.c code to avoid using an expression with side-effects
(*colorstring++) in calls to tolower() in case someone overrides that
with a macro which evaluates its argument more than once as some pre-
ANSI ones used to do.  Not tested, might have typos....

sys/wince/*.c still needs similar casts.
2016-07-19 05:40:09 -07:00
Pasi Kallinen
cf8520cbb1 Fold role ability switches into single function 2016-05-13 11:41:04 +03:00
PatR
ebe21e72b2 wizard-mode enlightenment
Add another 'from_what' reason for intrinsic/extrinsic attributes:
You are <whatever> intrinsically.
2016-04-23 11:58:20 -07:00
PatR
43c7a4b312 wizard mode enlightenment for "very fast"
Fast and Very_fast share the same property index, but from_what()
didn't handle that.  Enlightenment for a Very_fast hero--which
can only happen via worn equipment (speed boots) or timed effect
(potion of speed or spell of haste self)--would be erroneously
described as "very fast innately" for roles who get intrinsic
speed at level 1, or "very fast because of experience" when high
enough level for roles who get intrinsic speed later.
2016-04-09 15:48:41 -07:00
PatR
5fb2e25f3d src lint
Another OS upgrade (OSX 10.6.8 -> 10.8.5) with different toolset,
another change in compiler behavior.  Earlier 'gcc -Wwrite-strings'
didn't complain about passing string literals as 'char *' paremeters
if there was no prototype in scope.  This one found one or two of
those in options.c and several in makedefs.c (fix coming soon in a
separate commit...).  This adds some missing prototypes and reorders
the existing ones to match their order within the file.  There were
also several functions which were declared static in their advance
declarations but not in the definitions, which can be confusing when
reading the source.
2016-02-13 01:59:51 -08:00
PatR
eea54fb773 more attribute from-what
A change earlier today resulted in infravision being described by
enlightenment (wizard mode only) as "from current creature form" when
it was actually due to hero's non-human race.  Now it'll be "innately".
2015-12-25 22:25:56 -08:00
PatR
1c80503938 fix #H4146 - more enlightenment vs drain resistance
Duplicate of another recent report as far as drain resistance from
Excalibur/Stormbringer/Staff of Aesculapius not being shown by
enlightenment goes, but this one mentioned that it also wasn't being
shown for lycanthropy.  Being inflicted by that does confers level-
drain resistance.  were_change() wasn't calling set_uasmon() since
it isn't changing youmonst.data, but set_uasmon() is were intrinsics
conferred by creature form are set up.  So call it when changing
were-form.  Direct access to u.ulycn wasn't calling it either, so add
a new routine to assign the value to that instead doing so directly.
2015-12-25 16:46:02 -08:00
PatR
0ed3d8be4c from_what()
Enlightenment/attribute disclosure while in wizard mode shows reasons
for some of the intrinsics.  This adds some more of those:  innately
due to polymorph for lots of things, and innately due to role for
knight's jumping.  (Drain_resistance from equipped item came with the
'resistance from Excalibur' patch.)
2015-12-25 14:15:00 -08:00
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
943cc6057c More tiny formatting fixes, move function names to start of line 2015-11-25 10:15:41 +02:00
PatR
62193be46a more formatting
Mostly tab replacement, plus the last of the cast spacing.
2015-11-08 01:37:55 -08:00
Pasi Kallinen
66dd87454b Comment typofixes, pt 3 2015-10-17 13:47:25 +03:00
Pasi Kallinen
f056bdb429 Comment typofixes, pt 2 2015-10-17 13:15:46 +03:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
Pasi Kallinen
647a072b62 Move triplicate defines into single place 2015-04-14 20:33:30 +03:00
Pasi Kallinen
84a067a016 Options to create the character blind or nudist
For those pro players who really want to try their hand
at that zen samurai, without needing to reroll thousands
of times to start with blindfold.  Nudist starts without
any armor, and keeps tabs whether you wore any during
the game, for even more bragging rights.

Also makes the Book of the Dead readable even while
blind, for obvious reasons.
2015-03-30 22:12:54 +03:00
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
612852f7de Apply paxed's DEBUG patch to remove DEBUG/D_DEBUG.
Move debugging output into couple preprocessor defines, which
    are no-op without DEBUG.  To show debugging output from a
    certain source files, use sysconf:

    DEBUGFILES=dungeon.c questpgr.c

    Also fix couple debug lines which did not compile.

This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
2015-02-27 19:33:45 -05:00
Sean Hunt
4f59f5c6fd Make WIZARD unconditional. 2015-02-27 19:33:22 -05:00
Sean Hunt
260f7ea860 Make TOURIST unconditional. 2015-02-27 19:33:12 -05:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -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
84f02bd336 intrinsics revamp (trunk only)
Simplify many of the intrinsics macros from
  #define xxx_resistance (Hxxx || Exxx || resists_xxx(&youmonst))
down to
  #define xxx_resistance (Hxxx || Exxx)
by setting or clearing an extra bit in Hxxx during polymorph so that the
resists_xxx() check becomes implicit.

     Unfornately there were lots of places in the code that treat Hxxx
as a timeout number--primarily for Stunned, Confused, and Hallucination;
Stunned happens to be one of the revised macros--rather than as a bit
mask, so this patch needed a lot more changes than originally antipated.
2011-10-01 00:25:57 +00:00
nethack.rankin
f23e87f2b4 fix #H2225 - death by poison after life-saving (trunk only)
From a bug report,
when falling into a spiked pit and being killed and then life-saved, you
could immediately die from fatal poison.  It isn't necessarily a bug and
there are other ways to be killed, life-saved, and re-killed (such as
zaps that bounce off walls or reflecting targets), but it does seem to be
somewhat unfair.  This patch makes life-saving be more effective:  in a
damage-plus-poison situation, if the damage triggers life-saving then the
poison won't deal out any further damage (including its nasty chance for
instant death).  The poison still matters, but it will always target an
attribute stat--which is already one possible random outcome--instead of
maybe doing damage.  [It is actually possible to get damage if stat loss
tries to take hero's strength below 3, but now there's no chance of that
being fatal immediately after savelife() has restored full hit points.]
2011-02-17 03:51:04 +00:00
keni
df20791e59 Add RCS version lines 2009-05-06 10:45:32 +00:00
nethack.rankin
b8ed7412dc exerchk fix (trunk only)
Post-3.4.3 problem noticed by Michael:  some code which was supposed
to be inside the end of a loop got placed in front of the wrong closing
brace, ending up beyond that loop.  As a result, decay of old attribute
exercise wasn't working as intended, and out of bounds array modification
was occurring (clobbering u.abon.a[0], which probably messed up resetting
strength when taking off rings of gain strength which were worn during an
exercise check).
2008-12-30 21:45:41 +00:00
nethack.rankin
f2e3953914 vitamin deficiency (trunk only)
Implement something <Someone> suggested a long time ago:  eating a
disenchanter corpse has a chance to remove an intrinsic.  Uses the same
routine as nighttime gremlin attacks, which chooses an intrinsic randomly
and attempts to remove it, so has no effect if it chooses one the hero
lacks.  This can be used to remove "aggravate monster" but is much more
likely to target something the player wants to keep.  [By the way, a lot
of potential candidates are missing:  sleep, shock, and disintegration
resistance and teleport control come immediately to mind.]

     Also, it has been bugging me that you can get both strength and
fire/cold/shock resistance from the same fire/frost/storm giant corpse.
The code prevents mind flayer corpses from conferring both intelligence
and telepathy, so strength handling was inconsistent (even though it
predated mind flayers...).  This causes strength boosting to be treated
as an extra candidate when selecting an intrinsic to confer, so you'll
either get strength or resistance (which might be a no-op) but not both
from those giants.  And it special cases the other giants to have the
same 50% chance for boosting strength, even though the alternative in
their case is to do nothing instead of trying to confer something else.
Lastly, it now gives a message when you succeed in gaining strength.
2008-02-22 01:44:57 +00:00
nethack.rankin
d3b9d28f06 exercise/abuse while polyd (trunk only)
Three years ago <Someone> reported that even though exercise of
attributes other than wisdom is suppressed while the hero is polymorphed,
attribute gains or losses due to pre-existing exercise can still take
place in that situation.  Since it's an entirely different set of attrs
which will be replaced upon rehumanizing, there's not much point.  (The
same is actually true for wisdom, but I didn't change how exercise works
for it.)  Adopt his one-liner fix:  old exercise won't cause attribute
changes while polymorphed; it will silently fade as it does when its
magnitude is insufficient to trigger a change.

     While checking that out, I noticed that exerchk() was using `/= 2'
to fade out old exercise/abuse.  That will produce platform-dependent
results for negative values (ie, for the abuse case) since C's integer
division doesn't specify whether to truncate towards zero or towards
negative infinity.  In particular, -1 / 2 could yield -1 rather than 0
as the code expected.  (Its impact on play was negligible though.)

     This reduces the code for displaying the messages which accompany
attribute gain/loss.  A few were repharsed in order to simplify that.
2008-02-03 06:42:25 +00:00
nethack.rankin
d8a45a57b5 ring discovery (trunk only)
Picking up and putting on a +1 ring of protection while blind
resulted in having a "+1 ring (on {left|right} hand)" in inventory and
having ring of protection show up in the discoveries list.  The problem
is the same as the one for wands which has been previously addressed
(but not 100% fixed...):  when using an item whose effect is observable,
the item's type became discovered based upon that observation even if the
item itself had never been seen.

     The code for removing ring of protection lacked its break statement
and fell into the case for removing ring of protection from shapechangers,
but didn't cause any noticeable problem.
2008-01-29 04:17:03 +00:00
nethack.rankin
3d1772a13b fix #1586 - stale alignment record after changing alignment type (trunk only)
From a bug report, putting on a helm of opposite
alignment wipes out divine protection (regardless of which god originally
bestored it) but leaves piety level towards the old god in place for the
new one.  Reset alignment record to 0 when changing alignment type.  Yes,
that means that the helm can now be used to clear a negative alignment,
which I think is in keeping with having subtle positive uses for bad items.

     Permanent alignment change did try to tweak alignment record, but
I'm not sure that it worked as intended.  Lawfuls changing away from law
got a bonus for their new alignment, neutrals retained their old record,
and chaotics changing away from chaos took a penalty to their record, all
without regard to what the new alignment became.  The magnitude of the
bonus or penalty was half the record limit (which gradually increases with
turn count) so could be very big, but I don't think it made much sense.
Reset alignment record to 0 for permanent conversion same as for temporary
conversion.  It's simpler and reflects the fact that you haven't yet done
anything to bolster or weaken your new alignment.
2008-01-22 05:31:19 +00:00
nethack.rankin
926d9833d3 enlightenment revamp, part II (trunk only)
Split enlightenment output into two sections:  Status and Attributes.
Status began life as the set of bottom line status conditions and steadily
grew to include many things which ought to be such conditions but aren't
because of lack of space there.  It also adds a few missing enlightenment
entries for Underwater (separate from magical breathing), Punished,
trapped, and stuck to cursed saddle.  Most of the lesser status conditions
with bottom line tags (Confusion, Hallucination, &c) used to be shown only
for end-of-game disclosure but now get included all the time.  They aren't
necessarily redundant if/when a very long bottom line is being truncated.

     The ^X changes are still to come.
2008-01-21 19:07:33 +00:00
nethack.rankin
cac2dd4d33 enlightenment feedback for sight-based properties (trunk only)
"You can see invisible" is misleading when you can't see anything,
so use alternate phrasing for See_invisible when blind.  Also, add extra
wizard mode feedback when blindness is overridden by the monk's Eyes
artifact, when invisibility is blocked by worn mummy wrapping, and when
clairvoyance is blocked by worn cornuthaum.  And fix end-of-game disclosure
for blindness; it was only being shown if/when caused by worn blindfold.
2007-10-26 02:24:22 +00:00
nethack.rankin
c86f9ff008 worn gear after polymorph alignment change [1 of 2] (trunk only)
Make polymorphing or changing alignment perform a touch check (as is
done when catching lycanthropy) on wielded weapon(s) to see whether the
hero can still use them in his new form.  Part [2 of 2] will update
retouch_equipment() to check all items in use rather than just weapon(s).
(A comment or two in part 1 already refers to expected behavior of part 2.)
2007-03-20 03:58:27 +00:00
cohrs
2b530870a3 compilation w/o WIZARD
> Michael Allison wrote:
> There are unresolved functions in the trunk if you build without WIZARD
> defined and attempt to link:
Also to a lesser extent, in the 3.4.4 branch.
2006-07-03 15:11:25 +00:00
nethack.rankin
bb8ec3e1d5 adjattrib() feedback (trunk only)
Fix a bug described in the slash'em bugs page at Sourceforge.  When
attributes are undergoing adjustment (from drinking a potion of gain
ability, for instance), don't display "you feel wise" or "you feel weak"
messages if worn equipment is keeping the relevant attribute at some point
below max or above min and the current value doesn't actually change.
The old logic just checked whether you were at max or min and assumed that
when not, the value would be changing.  Now it checks whether the value
actually did change.  But it doesn't intercept attempts to go over max or
under min at the same point any more; I hope it hasn't introduced any new
bugs in the process.
2006-05-21 05:32:16 +00:00
nethack.rankin
5bc6f1444e HP and Pw multiplication (trunk only)
Fix the problem pointed out by <email deleted>
where polymorphing into a new man at level 1 could be used to approximately
double or triple your hit points and spell power.  With means to drain
level back down to 1 and with amulets of life saving to survive those times
you lose levels instead of gain, you could do this repeatedly and end up
with HP and Pw values in the millions.

     This uses the earlier patch that records the HP and Pw increments from
level gains.  Now when polymorphing into a new man, level based HP and Pw
are removed from the current values, remainder get multiplied by 80%, 90%,
100%, or 110% (average 95%, so tend to drop slightly), then a brand new set
of level gain increments (reflecting new man's Con and Wis) are added in.

     Code for calculating spell energy is moved from pluslvl() and u_init()
into new routine newpw().  It and newhp() take over responsibility for
remembering the level based increments from pluslvl() which didn't deal
with the initial amount (stored in slot [0]; earlier patch didn't need it).
2005-09-21 05:31:42 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
50e157d1db debug enlightenment follow up 2004-06-01 11:25:29 +00:00
nethack.allison
e523b6accc enlightenment
Give more information about your attributes in debug mode
via Control-X.

I'd like to see some way of getting bits of this info to the
player during the game (from the Oracle or something),
but this patch keeps it limited to debug mode.
2004-06-01 05:22:28 +00:00
nethack.allison
e54760e29d attribute check timer (trunk only)
Move the counter for the next attribute check to the context
structure.

This increments patchlevel so previous save and bones
files are unuseable after applying.
2004-05-25 02:16:22 +00:00
cohrs
cfa72fcee1 compilation bit 2003-11-27 06:25:46 +00:00
nethack.rankin
3c29cbfeab poison messages (trunk only)
<Someone> reported something along the lines of

  "You are hit by a little dart."
[ "The dart was poisoned." -- this expected message was missing ]
  "The poison doesn't seem to affect you."

Remove the overloading of ``chance for fatal poison'' and ``thrown weapon''
(which reduces that chance, among other things) for the arguments passed to
poisoned() and change how it decides whether feedback about being poisoned
is needed.  Also, move poisoned() and poisontell() from mon.c to attrib.c.
2003-11-27 05:00:29 +00:00
nethack.allison
22ce5ed6f2 trunk only: preserving context (src files)
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.

This patch:
- collects all context/tracking related fields from flags
  into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
2003-09-21 11:52:54 +00:00
nethack.allison
416412f92b Remove vestiges of old overlay source split
[trunk only]
2003-09-05 02:45:18 +00:00