Commit Graph

631 Commits

Author SHA1 Message Date
PatR
fdf0bfd8a4 wizard mode light source bug
In wizard mode if you're already polymorphed and you choose your
role's form when polymorphing again, polyself() calls rehumanize()
to restore your original shape.  rehumanize() turns off any light
the hero is emitting from polymorph form.  After it returned,
polyself() then tried to do the same thing based on a cached value.
If the previous form had been emitting light, that resulted in an
impossible() warning "del_light_source: not found type=1, id=N".

Couldn't happen in normal play because a request to polymorph into
any role monster is usually rejected; it's only honored in wizard
mode for current role.  Noticed when testing something while in
gold dragon form but this bug predates addition of that monster.

Clear the cached value when rehumanize() returns to polyself().
2021-08-04 13:26:56 -07:00
nhmall
e16b98b61d NetHackW before and after tile additions
The NetHackW.res file wasn't being forced to be rebuilt if
the tiles were changed as they were recently.

Fix the Makefile.msc dependency so that it is.
Also have 'nmake clean' clear the generated *.res files.
2021-08-04 15:48:17 -04:00
PatR
1e7155df0c fix github issue #562 - baby gold dragon
wouldn't grow up into gold dragon because the pairing was omitted
from the little-to-big list.

Fixes #562
2021-08-03 15:00:03 -07:00
PatR
e5f96cd329 diagonal movement glitch
|..X..
|.X}X.
|..X..
When testing the odd Samuari moats, I discovered that you could
easily walk diagonally between any two of the solid stone pillars
and fall into the water but you would always drown because it's a
no-teleport level and the crawl routine wouldn't let you back out
via that same diagonal.

The crawl routine is also being used by travel for the last step--a
post 3.6 change--so there was an unnecessary restriction on diagonal
movement there too.
2021-08-02 17:44:03 -07:00
PatR
5e4150be9a Samurai "moat"
Samurai home level has two isolated moat spots, each within a set
of four solid stone pillars (depicted here as 'X' instead of blank).
|..X..
|.X}X.
|..X..

Having them be described as "moat" looked pretty silly.  Keep them
moat but special case their description to be "water".  It would be
simpler to change them to be pools, but that would make a slight
change in behavior (pools can be boiled away to become pits, moats
can't; probably should have made the simpler change anyway...).
2021-08-02 17:40:28 -07:00
PatR
ef17c0fa82 tribute update: The Last Hero
Add six passages, bringing total to 13.
2021-07-30 17:28:00 -07:00
Pasi Kallinen
de73a32d7d Implement wishing for walls in wizmode 2021-07-30 20:52:46 +03:00
PatR
1ada454fbe wizard mode ^T
Noticed while testing the stair labeling, knowing the teleport away
spell (and without innate teleport ability--not sure whether that's
a factor), using ^T always attempted to cast the spell, even if you
used m^T to explicitly request wizard mode telport on demand.  Since
my samurai had no chance to cast such a high level spell, I couldn't
use ^T any more.

With a different character, I ended up with 15(2) energy after a ^T
attempt failed.  I've put in a fix for this but after the other one
I don't think it matters.
2021-07-29 10:25:18 -07:00
PatR
0891ef4e22 fix #K2154 - monster wearing alchemy smock
For the hero, a worn alchemy smock confers both poison resistance
and acid resistance.  For monsters, it was only conferring poison
resistance.  Change ut to add acid resistance too.
2021-07-28 13:45:56 -07:00
PatR
068fa6c658 fix #H2797 - avoid "vision clears" if hero can't see
From 8 years ago, sitting on a throne and getting the confers-see-
invisible result gave "your vision becomes clear" message even when
hero was blind (who stays blind at the time).  Give an alternate
message if hero is blind, with another alternate when the blindless
is due to being poly'd into something without eyes.
2021-07-27 12:29:46 -07:00
PatR
3c49cd2074 drowning monster's [lack of] corpse
From the newsgroup 6.5 years ago,
| Subject: Re: Reviving drowned pets impossible
if you displaced your pet into water and it drowned, it would never
leave a corpse.  That seems to be moot these days because a pet or
peaceful monster which would drown will refuse to swap places, but
change corpse handling anyway.
2021-07-27 12:18:55 -07:00
Pasi Kallinen
267ac5add2 Add colored branch stairs
Different color for stairs that go to another dungeon branch.

Adds four new glyphs, S_br{up,dn}{stair,ladder}, which use the
same character as normal stairs/ladders, but yellow color.
In tiles, the up/down arrow is yellow-green instead of while-blue.

This feature has been around a lot and is in several different
variants, but this is implemented from scratch so tiles work too.
2021-07-27 17:21:01 +03:00
Pasi Kallinen
141a7915d6 Bugle playing should not scare some monsters
Make awaken_soldiers match awaken_monsters in what monsters
it can scare.
2021-07-26 21:40:23 +03:00
PatR
b70f00578c fix github issue #558 - 'altmeta' input
Setting the 'altmeta' option affects how ESC is handled.  Normally it
is for terminals/emulators which transmit two character sequence ESC c
when the user types Meta+c, but it can also be used to construct meta
characters 'manually' by typing ESC c.  Unfortunately setting this
option has a side-effect of requiring a second character after ESC
before our readchar() will return, so it is only honored when parse()
wants the next command, not for general input.

When readchar() was recently split into two parts, the use of static
variable 'alt_esc' by parse() and readchar() was removed.  That
resulted in requiring the user to type a second character whenever
ESC was typed, instead of just when it was transmitted or typed as
the prefix of a command that uses a meta-character keystroke.

Instead of just putting 'alt_esc' back, do things differently by
adding static 'getting_cmd' flag instead.

Fixes #558
2021-07-25 10:52:11 -07:00
PatR
5a09a01a13 gold dragon and scales
Add two new monsters and two new objects:
 gold dragon
 baby gold dragon
 gold dragon scale mail
 set of gold dragon scales

A couple of variants seem to have added these already, but this came
off my ancient list of monsters to add and was done from scratch.
It's a clone of silver dragon, but instead of having reflection and
breathing cold, a gold dragon emits light and breathes fire; because
of the latter it can be seen with infravision like a red dragon.
Adult gold dragons are lawful as in the AD&D Monster Manual rather
than chaotic as the wiki pages show for the variant versions.

Worn gold dragon scales operate similar to wielded Sunsword:  when
blessed, radius is 3 (same as a lamp), if uncursed, radius is 2, and
if cursed, radius is 1 (but functions as 2 when worn by the hero,
otherwise there would be no tangible effect).  Gold dragon scale mail
gets an extra +1, making blessed gold DSM have a bigger radius than
lamps.  Embedded scales have radius 1 regardless of BUC state; light
for that case comes from the gold dragon monster form the hero is in.
When not worn, gold scales and scale-mail don't emit any light.

The tiles use a mix of yellow (for gold) and red.  The two object
tiles seem reasonable variations of the corresponding silver dragon
ones.  The two monster tiles definitely need work since the silver
ones were mostly cyan and changing that to red did not produce very
good result; subsequent attempt at a mixture was haphazard at best.
2021-07-23 10:41:57 -07:00
PatR
8e2f168544 tribute update: Thief of Time
Add a page citation to passage #1; add six new passages (bringing
total to 14).
2021-07-22 17:02:06 -07:00
Pasi Kallinen
893a14e2bd Remove special doinv key
The same thing can be done in config file with BIND=0:inventory
2021-07-21 16:33:10 +03:00
Pasi Kallinen
433f0cc15f Add new command: #retravel
Retravel travels to the previously selected destination.

Also changes the travel-via-mouse to execute the extended command
instead of faking a special key.
2021-07-21 10:59:08 +03:00
PatR
bb74aeef03 fix github issue #552 - "an ukulele"
Add "ukulele" to the exceptions that yield "a u<something>" in case
someone names their fruit that.  Add the shortened form "uke" too.

While in there, generalize "one" handling to accept "one", "one<space>
<anything>" and "one<underscore><anything>" as exceptions in addition
to existing "one<dash><anything>", and "eu<anything>" to replace
existing "eucalyptus".

Fixes #552
2021-07-17 08:32:07 -07:00
Patric Mueller
4c1f2ffa48 Fix heap-use-after-free when attacking monster with potion
Attacking a monster which has a passive attack (e.g. a red mold) with a
wielded potion that breaks during the attack, the variable weapon would
not be correctly reset and passive() would be called with the pointer to the
freed object.
2021-07-17 13:20:14 +02:00
PatR
35a6939b5e tribute update: The Truth
Add page citations to passages 1 and 2 and missing italics to #1.

Add five new pssages, bringing total to 13.
2021-07-16 19:08:53 -07:00
Patric Mueller
f6632e7ce6 Document "readable" Hawaiian shirt designs in fixes37.0
Closes #407
2021-07-16 18:05:48 +02:00
PatR
e9c813b6ba fix issue #510, pull request #519 - vomit effects
Add some vomiting effects:

Trigger divine wrath if hero vomits at an altar's location.  (What
about adding throne and maybe sink special effects too?)

If poly'd into a yellow dragon, breathe (acid) on self.  (I'm not
sure why.)

If on ice and poly'd into an acidic form, melt the ice.  Also,
change melt_ice() to give its message when melting happens at the
hero's location even if hero can't see.

Fixes #519
Fixes #510
2021-07-15 16:10:34 -07:00
PatR
475648bd02 fix github issue #423, pull request #549
Zapping at an object with teleportation resulted in scrambled zap
targetting as soon as any object was hit.

flooreffects() got changed to set bhitpos for handling erosion damage,
but bhitpos is used by wand/spell zap handling to pick the next target
spot.  So a zap that teleported an object resumed one step beyond the
object's destination rather than one step beyond where it was hit.
The rest of the zap could hit things (monsters as well as other
objects) which weren't in line with the original zap.  Reported case
was one of the Riders on Astral, coming from beyond multiple walls to
arrive adjacent to hero (usual position when a Rider gets teleported).

Fixes #549
Fixes #423
2021-07-14 19:21:18 -07:00
PatR
91248a2b7e fix pull request #548 - encumbrance feedback
when polymorphing into "new man".  Characteristic stats are shuffled
if turning into new man, but when already polymorphed those get
overridden by the old pre-polymorph characteristics, resulting in
another encumbrance check which might contradict the one that just
happened.  Skip the encumbrance check done when shuffling stats so
that there's only one and it comes after all changes are finished.

Fixes #548
2021-07-14 18:29:03 -07:00
PatR
938b51c76b tribute update: The Fifth Elephant
Add three new passages, bringing total to 12.

Also, fix a typo in Thief of Time #2:  had "starts" where "stars"
was intended.
2021-07-12 19:12:40 -07:00
PatR
f7436fd02d fix pull request #540 - don't autoquiver aklys
If player throws a wielded aklys and it fails to return, and quiver
is empty when picking it back up, don't put it into that slot because
it needs to be wielded to achieve best throwing effect.  A player who
had wielded it and was using 'f' to throw it might not notice that
it isn't returning until it hasn't returned several times.  Moot if
quiver already has some missile readied.  Don't autoquiver even if
some other weapon is wielded because that might have been done just
to go retrieve the aklys.

The game doesn't keep track of whether a previously thrown item was
wielded at the time, and shouldn't be changed to auto-wield in such
situation.  Leaving quiver empty so that player is prompted for what
to throw is sufficient.

Fixes #540
2021-07-10 19:09:17 -07:00
PatR
f441ef11f6 wishing fixes
Changes in wish parsing included with figurine gender implementation
3 or so weeks ago accidentally broke asking for "large box" and
possibly other stuff.

Re-do "paperback book" handling to accept "paperback" and "paperback
book" but to reject previously accepted "paperback spellbook" when
wishing for a novel by description.
2021-07-10 17:13:46 -07:00
nhmall
60f30b3fcb fixes37.0 update for gold scatter() 2021-07-10 19:46:38 -04:00
nhmall
82526315f1 index out of bounds eating standard eggs
Closes #547
2021-07-10 07:25:12 -04:00
PatR
2c3b9d1d2d wishing for "paperback book"
Something I noticed recently:  a wish request for "paperback book"
yielded "Nothing fitting that description exists in the game."
Asking for "paperback spellbook" worked though.

I'm not sure whether this is the best way to handle this particular
exception but wishing for "paperback book" now works.
2021-07-09 19:40:52 -07:00
Pasi Kallinen
29a8153170 Add a new bigroom variant "boulder maze" 2021-07-09 18:18:31 +03:00
PatR
f8c20800c7 fix pull request #544 - fire vortex engulf
of hero carrying burning objects shouldn't cause those to be
extinguished.  Ditto when fire vortex or poly'd hero engulfs
monsters.

Fixes #544
2021-07-09 06:51:10 -07:00
PatR
c4ec1e9ada tribute update: Carpe Jugulum
Add four new passages to Carpe Jugulum, bringing total to 12.

A couple of fixes for the Fifth Elephant are mixed in:  page reference
and italics for passage #1, correct the spelling of "doublet" in #9.
2021-07-08 19:13:26 -07:00
PatR
ee13fb36ac fix github issue #542 - clumsy "it" message
when encountering a hiding monster that's still unseen after being
revealed (so most likely invisible when hero lacks see invisible).
Change
|Wait!  There's an it hiding under <an object>!
to
!Wait!  There's something hiding under <an object>!
when hero tries to move onto the object.

Also, when a hidden monster reveals itself by attacking, change
|It was hidden under <an object>!
usually followed by "It hits." or "It misses."
to
|Something was hidden under <an object>!
without changing whatever follows.

Fixes #542
2021-07-04 17:47:04 -07:00
Pasi Kallinen
581f12797f Allow using rush/run prefix to fastmove in getloc 2021-07-03 18:22:24 +03:00
Pasi Kallinen
db68395d69 Movement key reworking
Put the rush and run movement keys into g.Cmd instead of bit twiddling
the normal walk keys in multiple places to get the run and rush keys.

Allow meta keys in getpos. Use the normal running keys to fast-move
in getpos, instead of explicit HJKL - I polled couple places online,
and number_pad users did not use the HJKL keys in getpos.

Make meta keys work even after a prefix key.
2021-07-03 18:20:24 +03:00
PatR
0ba7ff46b9 fix pull request #541 - itemized shop billing
when perm_invent is displayed.  The persistent inventory window
showed unpaid items with their prices, but when using itemized
billing those prices went away when an item was purchased.

The prices and item-by-item prompting continued correctly with
remaining unpaid items; only the perm_invent display was affected.

Fixes #541
2021-07-02 18:52:17 -07:00
PatR
4c7734ebbd fix #K3378 - quaffing lit potion of oil
should cure sliming.  Implement the suggestion that quaffing a
burning potion of oil while turning into green slime will cure the
latter.

It's somewhat iffy since the slime is on the outside moving in and
the burning oil ends up on the inside, but the message sequence is
|You burn your face.
|The slime that covers you is burned away!
and it could be that igniting part of the slime quickly spreads to
the rest.

Implemented for monsters as well as for the hero.  They will light
and drink the oil in a single turn in the extremely rare situation
where they actually have a potion of oil and need to use it.
2021-06-30 17:33:18 -07:00
PatR
dad804e118 web spinning tweak for Sokoban
When spiders try to spin webs, don't let them do so in Sokoban
unless the level has already been solved or the spider can see the
stairs up (which was the simplest way I could achieve something
close to "is in the same room as the stairs up") where it can't
interfere with solving the level.
2021-06-26 17:06:37 -07:00
PatR
4aceb467ce tribute update: The Last Continent
Add page citation to passage 2.

Add four new passages, bringing total to 14.
2021-06-25 14:29:07 -07:00
Pasi Kallinen
075844b4d6 Adjust shopkeeper damage fixing
Allow shopkeeper to remove webs and pits.

Change the damage fix messaging to be more specific when
shopkeeper removes a trap. Before this the message was
"A trap was removed from the floor", which sounds really silly
when it comes to holes.

Change the damage fixing so the shopkeeper will fix one damage spot
at a time (instead of all at once), so it's more like a monster action.

Some code cleanup, splitting into smaller functions.

While doing this, I noticed that shopkeepers don't actually bill
the hero for the damage, but that'll have to be another commit...
2021-06-25 20:02:06 +03:00
Pasi Kallinen
8dfe963652 Allow spiders to spin webs
Revisited this feature, and the chance of a spider spinning a web
depends now on the number of webs already present on the level.

For a giant spider to spin a web in the middle of a room with no
supports, the limit of existing webs is 4, next to one support 9,
next to two supports 14, and so on. Cave spider limits are much lower.
2021-06-23 22:50:57 +03:00
PatR
fa7980c585 monster name formatting
While testing monster summoning by using a debugger to force the
outcome, I saw "the renegade Angel of <foo> appears in a cloud of
smoke" as if only one such creature existed.  Trying to change
that to "a renegate Angel" pointed out some problems:  type names
like Angel, Green-elf, and Uruk-hai fool an() into using "the"
because of their capital letter.  Fixing that was a bit of a hack
and worked for Green-elf and Uruk-hai but not for Angel because
it has the eminion extension so uses priestname() instead of the
guts of x_monnam().  Fixing that involved more hackery and now I
feel unclean, but it seems to be working.

It wasn't as noticeable as it might have been because most of the
time that "the Angel of <foo>" or "the priest of <bar>" was shown,
the caller is requesting "the" rather than "a/an".
2021-06-21 17:44:35 -07:00
nhmall
429b665379 fix monarch pluralization 2021-06-20 07:51:53 -04:00
PatR
7552a52daa tribute: Jingo
Add two new passages to Jingo, bringing the total to 14.
2021-06-18 14:51:21 -07:00
Pasi Kallinen
76f77ee0cc Add assistance to fire-command
Allows the fire-command to autowield a launcher; it will now
do either swapweapon or wield an appropriate launcher, if you
have ammo quivered.

This assistance can be turned off with the fireassist boolean option.

Adds a rudimentary command queue, which allows the code to add keys
or extended commands into the queue, and they're executed as if
the user did them.  Time passes normally when doing the queue,
and the queue will get cleared if hero is interrupted.
2021-06-16 13:14:32 +03:00
PatR
f6e60c7516 fix bullwhip-induced panic
While testing some corpse/statue name manipulation changes I managed
to trigger a panic during end-of-game cleanup.  Using a bullwhip to
snatch a wielded cockatrice corpse from a monster's inventory into
the hero's inventory and being turned to stone due to lack of gloves
took the corpse out of the monster's inventory but didn't place it
anywhere.  If no life-saving took place, it led to an "obj_is_local"
panic during timer cleanup when freeing the level.

This patch includes some of the stuff I've been testing rather than
just the fix for the panic (which is the very last bit of the diff).
2021-06-15 18:42:30 -07:00
nhmall
fe4822829c fixes37.0 entry update 2021-06-15 16:30:07 -04:00
nhmall
5ac913e035 null pointer dereference in do_name.c
fixes #534
2021-06-15 15:49:31 -04:00