Commit Graph

94 Commits

Author SHA1 Message Date
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
Pasi Kallinen
2548d68dd3 Fix some warnings
Remove an unused variable, add missing FALLTHRUs, and use the same
FALLTHRU wording where it wasn't recognized by gcc
2018-03-30 19:42:50 +03:00
PatR
e408c48bb3 mplayer valkyries w/ Mjollnir
If an mplayer Valkyrie on the Astral Plane is given a war hammer,
give her gauntlets of power instead of random gloves since that will
either be Mjollnir or a very wimpy endgame weapon.  (Maybe someday
mplayer Valkyrie's will be able to throw Mjollnir; their chance of
having it on the Astral Plane is moderately high if it hasn't already
been created prior to arriving there.)

I also gave monsters wearing gauntlets of power a 3..6 damage bonus
for hand-to-hand.  While making that change, I noticed that monsters
wielding a scalpel or tsurugi wouldn't split puddings, unlike the
hero (a post-3.6.0 change), so fix that.
2018-03-09 14:11:04 -08:00
PatR
892f210c1e fix #H6610 - completely burnt paper golem
When a monster killed a paper golem with a fire attack, the player was
told that the golem "burns completely" yet it might still leave some
blank scrolls as 'corpse'.  The fix for that was one-line, but several
other death-by-fire situations which didn't report "burns completely"
were also leaving scrolls:  fireball spell or scroll of fire or other
fire explosions (if any), also wand of fire.  Fire trap and poly'd
hero with fire attack were already suppressing 'corpse'.
2017-12-14 16:22:36 -08:00
PatR
9f15c7190a formatting bit
The formatting bit actually warranted a cast.
2017-09-09 16:32:30 -07:00
PatR
964fd0fdbd dynamic format strings vulnerable to user input
This adds new utility routine strNsubst(), a more versatile version
of the existing strsubst(), that can replace the Nth occurrence of
a substring rather than just the first, and replaces all occurrences
if N is 0.

When working on vampire shape-shifting messages a few days ago I
noticed that a constructed pline/sprintf format was vulnerable to
the player giving the vampire a name with '%' in it and included
a fix for that.  This fixes two other instances of the same
vulnerability:  a monster with reflection triggering a floating
eye's gaze and the hero using a silver weapon against a silver-
hating monster.

I didn't do a lot of experimenting with the failure, just assigned
the name "foo%s" to the floating eye or the weapon.  The resulting
feedback for the relevant messages was garbled due to parameters
being substituted in the wrong place.  When that caused there to be
too few arguments to satisfy the format, the final message included
"null" for the missing one rather than triggering a crash while
trying to format something arbitrary from the stack.

I don't think these bugs provided sufficient user control to be
vulnerable to stack manipulation that does something naughty.

I found the dynamic format strings by searching for "%%".  There
may be others scattered around the code which don't have that as
an indicator....
2017-06-07 11:39:24 -07:00
PatR
c377b584fc m_monnam() usage
m_monnam() overrides hallucination, which is appropriate in some
situations but not others.  This fixes one instance where it was
being misused:  discovering a hidden monster when another monster
attacks it was calling either m_monnam() or a_monnam(); one ignores
hallucination and the other doesn't, so accurate or inaccurate
monster type depended on the condition tested.

Figurine activation and egg hatching are using m_monnam(), which
seems suspect, but I left them as is.
2017-06-04 16:32:17 -07:00
Pasi Kallinen
b8d8556eff Fix some issues found with fuzz testing
Mostly to do with relocating monsters when the level is already full,
and unsticking a monster if it gets relocated.
2016-12-07 17:53:08 +02:00
Pasi Kallinen
b5a027c3fe Show mon vs mon attack messages only when target is visible
The visibility check in mattackm doesn't guarantee both the
attacker and defender can be seen by hero. Before giving
messages, check more strictly whether we could see the
message happening - either really seeing the monster or
sensing the monster by some other means, depending on
the message.  This should remove most of the "It" messages.

Also unhide mimics who get gazed by umber hulks.  We could
keep the mimic hidden and make the messages reflect the
hulk gazing at the thing the mimic is mimicing, but this
is much easier.  This fixes bz631 / H4500
2016-09-16 21:28:23 +03:00
Pasi Kallinen
9732d90bd4 Fix wrong parameter order 2016-09-06 17:35:59 +03:00
PatR
a72d19b905 fix #H4475 - shop message about disenchanted item
drain_item() always assumed player was responsible, so called
costly_alteration() to adjust shop price of disenchanted item.
If it was unpaid and the effect was caused by a disenchanter
attack rather than by the hero, the feedback was nonsensical.

This also lets a disenchanter hit worn rings, amulet, or blindfold
if no armor gets targetted.  Amulets, blindfolds, and most rings
have no charge to be drained, but several types of rings do.
2016-08-10 02:04:09 -07:00
PatR
ff29971453 fix #H4426 - shapeshifted vampires vs stoning
and vs digestion.  minstapetrify() was previously changed to
explicitly revert a shape-shifted vampire back to vampire form
when it was turned to stone.  This does the same for monstone().
It also causes shape-shifted vampires to revert to vampire form
immediately when swallowed, so subsequent death via digestion or
engulfing damage doesn't have to deal with reverting changed shape.

I'm not convinced this is the right fix for either stoning or
being digested.  Unlike with ordinary damage, where multiple hits
are usually needed to kill a vampire after it reverts to 'V' form,
here the vampire will be killed by the next successful stoning or
digestion attack in one hit.  It ought to least try to flee.
2016-07-11 17:38:02 -07:00
Pasi Kallinen
d015cbec15 Silence some compiler warnings 2016-06-21 14:14:54 +03:00
Pasi Kallinen
3502cfcc5a Hallucinatory liquids for water, lava, and acid 2016-06-07 20:57:50 +03:00
PatR
8c0810f687 multishot by monsters, plus reformatting
Some reformatting of the recently added pet ranged attack code.

The redundant--but different--multishot volley code has been replaced
so that there are only two versions (hero and monster) instead of
three (hero and monster vs hero and pet vs other monster).  The monst
version was out of date relative to post-3.4.3 changes to the hero one.
The pet version was way out of date and had some bugs:  wielding an
elven bow gave a +1 multishot increment to volley count for fast weapon
even when throwing something rather than shooting arrows, wielding any
weapon which had at least +2 enchantment gave 1/3 enchantment bonus to
volley count when throwing instead of shooting shoot ammo, and a pet
which got killed in the midst of a multishot volley--perhaps by a gas
spore explosion or some other passive counterattack--would keep on
shooting/throwing until the volley count was exhausted.

Pet use of ranged weapons is not ready for prime-time.  Pets don't
hang on to missiles or launchers+ammo, they just drop them if there is
no target immediately available.
2016-06-06 17:42:58 -07:00
Pasi Kallinen
5009a67264 Allow pets to use ranged attacks
This is the Pet ranged attack -patch by Darshan Shaligram,
with the spellcaster parts removed to keep it simpler.

Pets will now throw, spit and breathe at other monsters.
2016-06-04 01:06:07 +03:00
PatR
db9dddc535 fix #H4262 - mon weapon attacks for non-weapon dmg
Let monsters who have a weapon attack for non-physical damage dish
out physical damage instead of doing the drain life or drain
strength they usually do if they happen to be wielding cockatrice
corpses or a couple of particular aritfacts that do more harm
than just level drain.  (Other artifacts are candidates, but I
don't think it's worth checking for them since the monsters
involved have such a small chance of acquiring and wielding them.)
Also switch to physical if monster's ability has been cancelled.

Only barrow wight, Nazgul, and erinys are affected.  Yeenoghu and
the Master Assassin have a weapon attack for physical damage and
another one for non-physical damage (not necessarily delivered in
that order).  They haven't been changed--only the physical damage
attack has a chance to apply their weapon's special damage.
2016-03-03 00:07:57 -08:00
PatR
09ebe44ae9 fix #4206 - feedback for pet's weapon
The report that a tame Archon got two "<pet>'s long sword is not
affected" messages thought there was some duplication error when a
flaming sphere exploded, which was incorrect.  Since an Archon has
two weapon attacks, getting that message twice just meant that both
attacks hit.  However, the player has only 1/6 chance to suffering
passive fire damage to weapon, where monster-on-monster or monster-
on-polyd-hero was inflicting that for every successful hit, so
there was a bug here after all.  Give monsters the same 1/6 chance.
Also, add even more verbosity to that message--now that it won't be
delivered so often--to mention what didn't affect the item.

While investigating this, I noticed that hitting a steam vortex
with a flammable weapon was doing fire damage to that weapon.  Fire
damage in the steam vortex definition makes some sense in that it
allows fire resistance to give protection, but dishing out actual
fire damage makes no sense and is now prevented for passive counter-
effects.
2016-01-27 17:51:02 -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
449084fa6c eliminate implicit concatenation of strings
Explicitly combine adjacent string literals so that pre-ANSI compilers
still have a chance to compile the code.  I thought these had already
been dealt with, but I kept stumbling across them while reformatting,
so am trying to get them all out of the way now.
2015-11-06 15:57:23 -08:00
PatR
2ddc361adf another batch of formatting
Same sort of stuff as before:  some continuation lines with operator
followed by end of line comment (only a few files with those still to
go...), plus tab replaced by spaces in comments, excess parenthesis
removal for return statements, and force function name to be in column
one in function definitions:
  type name(args) /* comment */
  argtype args;
  {
to
  /* comment */
  type
  name(args)
  argtype args;
  {
I've been spotting those by eye rather than rexexp, so probably missed
some.
2015-11-03 18:28:53 -08:00
PatR
ea8a1beb0a formatting: src/m*.c - p*.c continuation lines
Somewhere along the line I started removing redundant parentheses from
return statements, but only in files that needed continuation fixups
so it's not comprehensive.
2015-10-22 16:35:01 -07:00
Pasi Kallinen
66dd87454b Comment typofixes, pt 3 2015-10-17 13:47:25 +03:00
Pasi Kallinen
f8b48490aa Comment typofixes 2015-10-17 12:28:52 +03:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
a67759cbc3 Audit rloc()
Most of the time, rloc() is used for teleporting monsters and it's not a
big deal if they can't find somewhere to go. In a few cases, it is. I
went through all the callsites and made calls to rloc() not cause
impossible()s if they don't need to.

Fixes a bug/suite of bugs reported by ais523.
2015-05-24 09:31:40 -04:00
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
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
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
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
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
5bd6ba0d1c magic cancellation and Protection (trunk only)
Magic cancellation comes from some types of worn armor and has a
value of 0 through 3.  A non-zero value guards against some forms of
monster magic attacks (most notably, level drain by vampires and wraiths
and lycanthropy from werecritter bites).  This reduces the effectiveness
of mc a moderate amount (the new values happen to be the same as those
adopted by the Spork variant):
 chance to block various touch effects
  mc  old     new
   1  34.67%  30%
   2  67.33%  60%
   3  98%     90%

    This also makes the Protection intrinsic (strictly speaking, extrinsic)
be the only way to attain an mc factor of 3.  Cloak of protection is the
only way to get mc 3 from a single item.  Otherwise you need an mc 2 item
and a ring of protection (or one of the recently modified quest artifacts).

     Cancellation factor for elven and dwarvish mithril coats and for
robes and oilskin cloaks is reduced from 3 to 2; for elven cloak and
cloak of magic resistance from 3 to 1 (play balance; they're valuable
even without magic cancellation); for dwarven and orcish cloaks and
clocks of invisibility and displacement and for cornuthaum (wizard hat)
from 2 to 1.  Plate mail and crystal plate mail stay at 2.  A variety of
suits which were at 0 are increased to 1; leather jacket and dragon
scales/scale mail stay at 0 (the latter for play balance rather than for
the amount of your body that's covered).

     Having extrinsic protection will increase mc by 1 (unless it's
already 3).  That's obtained by wearing a cloak of protection (where the
increase is redundant), a ring (or two) of protection (even if conferring
a negative AC amount), or wearing the Mitre of Holiness or wielding the
Tsurugi of Muramasa.  Having multiple sources doesn't make the benefit
cumulative; it's just +1.

     Intrinsic protection (bought from priest, gained from prayer, gained
from eating rings of protection while polymorphed into metallivore, or
temporary while spell of protection is active) doesn't increase mc from
armor but does provide minimum mc 1 instead of naked 0 (play balance
again; buying it is too easy to let it increase mc 1 or 2 to 2 or 3).
(Extrinsic protection is a superset; its +1 bonus also increases 0 to 1.)

    TODO: add an amulet of protection so player has another option for
extrinsic protection.
2011-04-07 20:59:40 +00:00
nethack.rankin
72ca745646 purple worms in wall (trunk only)
From a bug report, a purple worm
could swallow a ghost or xorn and end up inside solid rock.  It took a
bunch of tries to reproduce this, but I eventually did.  (I'm not sure
why it didn't happen every time a worm swallowed a target which was in
rock; the code for positioning an engulfer after it digests a target
always puts the engulfer in the target's former spot.)  After this
patch, worms can still swallow ghosts and xorns, but only when they're
in locations the worm could walk onto.
2011-01-11 02:21:10 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
d0a7d15023 drain energy attack (trunk only)
During some recent newsgroup discussion, <Someone> posted an entry from
his personal bug list:  energy draining damage from ordinary attacks is
implemented even though there are no monsters with that capability and it
was not implemented for engulf attacks even though energy vortices have
the capability.  This implements energy drain engulf attacks against the
hero and also both modes of energy drain attacks for monsters and poly'd
hero against spellcasting monsters.  Since monsters don't have energy,
they lose access to their special abilities (their spells, that is) for a
few turns, same as a post-3.4.3 change done for anti-magic traps.
2007-12-20 23:02:47 +00:00
nethack.rankin
f8fcaf8cbd engulfing at dangerous location (trunk only)
From a bug report, 2005:
engulfers affected by conflict might swallow and kill monsters in pools
(not mentioned:  or lava or traps) and move to that spot, then not drown
til next move.  Make drowning and trap checks when engulf attack succeeds
instead of waiting for next turn.

     [This was #2 of the 3 minor bugs; the others have already been fixed.
They were:  (1) placing and exploding a land mine on a lowered drawbridge
would leave a pit instead of destroying the bridge; and (3) cause of death
string "killed by Mr. Izchak, the shopkeeper" should omit "Mr.".]
2007-05-28 01:35:25 +00:00
nethack.rankin
c59d53049e monsters defending against slime (trunk only)
Like their use of lizard corpses to defeat being turned into stone,
let monsters use wands of fire, fire horns, and scrolls of fire to try to
defeat being turned into slime.  If the scroll is read while confused, it
won't succeed.  Otherwise, monsters who don't resist fire will take some
damage in the process and might end up killing themselves (although with
the testing I've gone I've yet to see that happen--I guess that means
that handling for dying-in-the-process hasn't been adequately tested...).

     So far, they don't know how to jump onto adjacent fire traps, nor
will fire breathing monsters breath at themselves.  I don't know whether
I'll get around to tackling either of those.
2007-04-30 02:47:11 +00:00
nethack.rankin
9870c9aaa3 slime groundwork
New macro slimeproof() to decide whether something is susceptible
to turning into green slime.  Most of this is just making use of existing
cached permonst values in damageum() and mdamagem() and shouldn't affect
anything.  I wanted to avoid mixing that in with the actual slime changes
which are coming.
2007-04-30 02:18:03 +00:00
nethack.rankin
5f0ab02773 BARGETHROUGH tweaks (trunk only)
Prevent monster with barge-through capability--currently only the
astral Riders--from swapping places with another monster which has that
same capability.  Otherwise, if the target one moves after the barger,
it might just repeat the maneuver, undoing the first swap.  If there's
no room to move anywhere else--maybe they've barged through a crowd into
a narrow spot--they could get stuck swapping and re-swapping every turn.

     I've also allowed swapping with baby long worms and with adult ones
which lack a tail.  When testing that, something strange happened and
the displacer was drawn on the map as a long worm tail.  mdisplacem()'s
place_worm_seg() must have been responsible, but I don't understand how
the bit of code involved could kick in for a worm without tail segments.
I've reorganized mdisplacem() to avoid this occurrence, I hope....

     Also, barge-through swapping with a mimic exposes it as a mimic;
swapping with an eating pet causes the meal to end.  No fixes entries;
this is post-3.4.3 code.
2007-04-03 03:46:14 +00:00
cohrs
a5640e4bc8 H206 - passive fire damage affecting weapons (trunk only)
<email deleted> reported back on 8/31/06 that elven weapons were not
affected when he poked a fire elemental with them.  This is true, but
moreover, there was no code to have passive fire to affect attackers.
Now erode_obj() supports all the same damage types as rust_dmg(), and added
the connecting code to allow passive fire attacks do something.
There probably should be macros for the damage types used by rust_dmg
and erode_obj, and possibly these functions should be combined, but they
are slightly different and dealing with that requires more thought.
2007-03-20 20:08:09 +00:00
nethack.rankin
6b2078f89c redundant or inconsistent msleeping handling
Eliminate some redundant monster sleep handling pointed out by <email deleted>.  I'm not sure if this is the right fix for mattackm(),
but the wakeup-after-hit was definitely wrong for the case where that hit
put the target to sleep.  (I didn't try to make that actually take place
but it is a possible outcome of monster-against-monster combat.)
2007-02-08 05:04:33 +00:00
nethack.rankin
624a1b31d9 surviving petrification (trunk only)
From the newsgroup:  if you were wielding a cockatrice corpse without
gloves while polymorphed into something capable of doing that, then were
turned to stone when rehumanizing, you'd be left wielding the untouchable
corpse if life-saving kept the game going.  This causes it to stop being
wielded if you get that far.  Likewise for monsters.
2006-10-13 05:39:16 +00:00
nethack.rankin
93eccebe84 sleeping steeds (trunk only)
From the newsgroup:  it was possible to saddle, mount, and ride on a
sleeping jabberwork without it ever waking up.  Movement was checking for
timed sleep (!mon->mcanmove, set when mon->mfrozen contains a timer count
for either sleep or paralysis) but not indefinite sleep (mon->msleeping).
This moves the checking into its own routine which handles both types.
And it gives monsters a chance to wake up when they get saddled or mounted.
2006-10-13 04:03:36 +00:00
nethack.rankin
06e9fa91de Unaware; fix #H202 and extend the fix for #H179 (trunk only)
Turn being unconscious (via several reasons, including fainted from
hunger) into a pseudo-property named `Unaware' and use it in several
places where only being asleep was checked.  #H202 was about a stunned
character who got the recovery message when it timed out while fainted.
This suppresses messages for several difficulties when they begin or end
while hero is Unaware.  Messages about fatal illness, sliming, or
petrification aren't suppressed; they're too important to hide from the
player.  "You feel ..." messages come out as "You dream that you feel ..."
when Unaware; fairly lame but hopefully adequate.
2006-09-02 03:32:18 +00:00