Commit Graph

2929 Commits

Author SHA1 Message Date
nethack.rankin
fe5d79c859 genociding mindflayers
When looking at name_to_mon() to teach it how to cope with possessive
suffices, I discovered that it already knows how.  But while looking at
it, I remembered a newsgroup complaint from a while back by someone who
accidentally committed suicide by attempting to genocide "master mindflayers"
(when he meant "master mind flayers").  name_to_mon() didn't recognize that
misspelling but it did match "master" as a role title.  Unfortunately for
the player, his character was a monk; the game allowed him to genocide his
own role and he died.  That's kind of harsh for such a likely misspelling.
(I don't think a monk is very likely to ever use "master thief" as a mistake
for "master of thieves", but catch that one too just in case.  Conversely,
recognize "master of assassins" as an alternate for "master assassin".)

     Also, wishing for "the <something>" strips off "the" and finds (or not)
<something>, but genociding didn't.  You could specify "a wolf" to wipe out
all wolves, but "the wolf" yielded "such creatures don't exist", and ^G had
similar unfriendly behavior.  This extends name_to_mon() to handle it.
2005-12-31 06:19:04 +00:00
nethack.rankin
40dd607233 corpse_xname overhaul (trunk only)
Extend the capabilities of corpse_xname() so that various callers can
be simplified.  It can how handle an article prefix, effectively turning it
into corpse_doname() (not quite; still need doname() to see a count when
quantity is more than one, or to see bless/curse state).  It can also handle
inclusion of adjectives like "partly eaten" or "bite-covered".  For unique
monsters those come out in the form
  the Chromatic Dragon's partly eaten corpse
instead of the old
  partly eaten Chromatic Dragon corpse
[so wishing probably needs to be taught about potentially finding a monster
name before assorted adjectives such as blessed; also, name_to_mon() needs
to learn how to cope with the possessive suffix].

     A sizeable chunk of this patch deals with consolidating some of the
redundant "petrified by a cockatrice corpse" handling.  It may be possible
to consolidate all remaining instances together since they're quite similar,
but I didn't think about that until just now and I want to get this patch
over with.
2005-12-30 06:08:20 +00:00
nethack.rankin
bd3a5466dd you summoned it!
From a bug report, "You have summoned it!" (when human
sacrifice brings a demon which you can't see) is poorly worded, to put it
mildly.  I'm sure there are plenty of other places where "it" seems odd,
but this one is now fixed....
2005-12-27 03:45:27 +00:00
nethack.rankin
b4cc1427d9 diagonal blockage exceptions
From a bug report, amorphous creatures can fit underneath
closed doors but could still be considered too big to fit through diagonal
gaps.  Let them and several other shapeless or flexibly shaped critters
squeeze through provided that they pass the not-carrying-too-much check.
2005-12-23 04:35:24 +00:00
nethack.rankin
a43a3ac988 fix #H4 - remote recognition of Astral Plane high priests
From a bug report:  the Call command's
prompt is careful not to include "of <deity>" when asking what name to give
a high priest on the Astral level, but the resulting rejection message of
"the <unique monster> doesn't like to be called names" did not, resulting
in feedback of "the high priest of <deity>" and giving away which temple it
is from afar.
2005-12-23 02:51:06 +00:00
nethack.rankin
4327fc88af "can't reach from steed" message bits
These should have been included with a "#dipping from steed" patch
three years ago.  I don't know whether I missed them outright, neglected
to cut diffs at the time, or just forgot to apply the diffs to my cvs
directory prior to committing the rest of that patch.
2005-12-17 05:01:27 +00:00
nethack.rankin
2c7ed27c16 gold theft while mounted (trunk only)
From a bug report, "The leprechuan quickly snatches some
gold from between your feet!" doesn't make much sense when you're riding.
Fix started out simple, but "between" isn't right if you're above the floor,
and "rear hooves" for horse or "rear claws" for dragon didn't sound right
for steed (or poly'd hero), so it got a little more complex.  Complicated
even more due to requiring two copies; ick.

     A minor side-effect of this change is that somewhat naughty sounding
"The leprechaun quickly snatches some gold from between your rear regions!"
won't occur anymore.  :-}
2005-12-15 07:07:25 +00:00
nethack.rankin
44b9e25397 shopkeeper names when hallucinating (trunk only)
A bug report complained that Izchak is identifiable when the hero is
hallucinating.  That's true but it wasn't particular to him; all shop
transactions were giving accurate shk name regardless of hallucination.
This is a quick fix that avoids changing shk message handling:  pick some
shk name at random each time one is used.  I didn't intend for it to also
force Izchak to use the general chat response instead of his set of special
messages, but that ends up happening due to randomized name not matching
his, so you really can't recognize him when hallucinating anymore.

     The almost never seen names now have a chance to come into play....
2005-12-15 05:33:15 +00:00
cohrs
ea13ecbe29 updates for gcc warnings 2005-12-15 04:52:43 +00:00
nethack.rankin
1b34a48d0c levitation timeout
Forwarded from the newsgroup by Michael:  giving a count before '.' to
rest many turns wouldn't be interrupted by having levitation end (despite
autopickup taking place at the time, which is what the thread is about but
not all that relevant to this particular issue).  Stopping counted activity
is easy, so that's all I've done.  Stopping a timed occupation would be a
lot harder due to message sequencing; I'm not going to attempt it.
2005-12-15 04:20:23 +00:00
nethack.rankin
cc06912040 redundant includes
Remove several duplicate includes I discovered while reconciling the
vms Makefile.  All of these are already being brought in via hack.h so don't
need to be explicitly included after it.
2005-12-15 03:48:09 +00:00
nethack.rankin
0303517e2d depend.awk (trunk only)
I don't have any way to test this, but zlib.h needs special handling
to prevent compilation problems for anyone who doesn't have it.
2005-12-15 03:42:52 +00:00
nethack.rankin
07f7384460 vms Makefile (trunk only)
I couldn't find the original depend.awk (which started out on vms) and
didn't feel like attempting to recreate it, so did this the old fashioned
way (grep,&c of src/*.c).  I think that all of the various Makefiles need
one or more of these changes.  Adding context.h to the hack.h dependencies
and emin.h to monst.{o|obj} are the most significant ones.
2005-12-15 03:39:20 +00:00
nethack.rankin
aa98091bfa in_lava_effects (trunk only)
The in_lava_effects flag should never be saved and restored; putting
it into the context struct was a mistake.  Move it to the iflags struct
(where the branch code already has it).  I haven't bumped the EDITLEVEL
setting.  Save and bones files from more that a few days ago were breifly
invalid but should be viable again.  Save and bones files from the past
couple of days are now no good; sorry about that.
2005-12-11 03:09:05 +00:00
nethack.rankin
83b73be40c killer_xname changes (trunk only)
Have killer_xname() handle corpses properly and also avoid having it
use user-supplied fruit names as per <Someone>'s suggestion.  Also make
a start at eliminating the umpteen inconsitent checks for whether a monster
type (like "Oracle") ought to be prefixed by "the ".

     I used a stub which looped over all object types, all artifacts, and
corpses of all monster types to print the output of killer_xname() for each
one; its prefix choice among {[no article], a, an, the} looked right.
2005-12-10 05:39:24 +00:00
nethack.rankin
54a23af752 build fix (trunk only)
Noticed by Michael:  I accidentally put a declaration in the wrong
spot and my compiler used C99 semantics to accept it there.
2005-12-09 01:23:36 +00:00
nethack.rankin
baff3bc88b fix object lost panic (trunc only)
While testing some killer_xname() changes, I noticed that it was
feasible to avoid having some gear destroyed by causing a hangup after
getting the destruction message.  And while testing the fix for that, I
stumbled across a panic situation (not caused by my changes).  If you
survive entering lava while wearing water walking boots (and aren't fire
resistant yourself, and don't have enough hit points to survive 6d6
damage, and your boots aren't fireproofed...), having those boots be
destroyed will dump you back into the same lava recursively (lava_effects
-> Boots_off -> spoteffects -> lava_effects).  And if you survive that
(wizard/explore mode or life-saving), there will be a panic when finishing
deletion of the boots (useupall) because the recursive call will have
already done it (since they aren't worn anymore when inner call handles
them, no additional recursion gets triggered and object deletion happens).

     Some of the other stuff I was working on is mixed in here because
this is the configuration I ended up using to test the panic fix.

     Several Makefiles are missing the dependency for context.h (post-3.4.3
revision).  If yours is, then you'll need to force a full rebuild after
applying this or you'll end up with havoc.  (Mine was, but I noticed that
the expected full build wasn't happening and interrupted it to fix that.)
2005-12-08 05:45:43 +00:00
nethack.rankin
6a40b203ed terminate eating if pet falls asleep or becomes paralyzed (trunk only)
From a bug report:  sleeping pet could
be shown as "eating" by stethoscope.  Fixing that is a one-liner since all
(or should be all; sleeping gas trap wasn't utilizing it) cases of monster
being forced into sleep go through one routine.  That wasn't the situation
for paralysis, but now it is.  Paralyzed pets won't continue eating either.
2005-12-06 04:48:27 +00:00
nethack.rankin
c394330208 drawbridge feedback
From a bug report:  playing mastermind
with the castle drawbridge yields a sequence of "you hear tumblers click and
gears turn" messages when the notes are partly right, but no sound when all
notes are right and you succeed in opening the bridge.  Blinded hero won't
know that it has opened and could reasonably expect to have heard 5 gears
turning.  This gives a general gears turning message (for any bridge changed
by any means, not just castle's tune) when it opens or closes out of view of
the hero.  So, you get a message about seeing it open when that is the case,
or about hearing gears if you can hear but not see, or no feedback if you
can't see it or hear it (You_hear() is a no-op when you're deaf).

     Also, scatter some iron chains when a drawbridge gets destroyed.  Iron
chain seems to be the only really suitable item available for bridge debris.
2005-12-06 03:19:33 +00:00
nethack.rankin
cbab68a4bb spheres vs objects
Another one from <email deleted>:  freezing spheres have the NOTAKE
attribute but flaming and shocking spheres don't.  That means that tame
critters of the latter two types will pick up and drop things.  I only saw
it happen with single gold pieces in my limited testing; I guess they're
really weak.

     This one sounds sort of familiar; I think it might have been reported
before.  The fix is so trivial I don't know why it didn't happen.
2005-12-04 05:03:52 +00:00
nethack.rankin
1bb476cfe5 demon graft
From a bug report, bribeable demons will demand money when
hero has fainted from lack of food and hero can pay while unconscious.  I
decided to just borrow from vault guard behavior and have the hero regain
consciousness.  It turns out that reset_faint() has been broken since a
long ago (before my time...) change to nomul() [nomul(0) is a no-op while
fainted since multi is negative then].  Now fixed; both bribe-demanding
demons and vault guards will cause fainted hero to wake up when they arrive.
If hero can't move for some reason other than fainting, demons will skip
the bribe demand and immediately become hostile (vault guard in that case
goes away after saying that he'll return).  There is no deafness handling;
perhaps the bribe demand is accompanied by sufficient pantomiming for the
hero to figure it out?  ;-)

     Also fix an unintended potential alignment hit against the player if
bribeable demon is killed after becoming hostile due to misjudging displaced
hero's location.
2005-12-04 04:12:45 +00:00
nethack.rankin
22269488fa quest message tweaks
From a list of bugs sent by <email deleted>, the initial message for
the knight quest included the phrase "looking closer" which isn't suitable
if the hero is blind at the time.  Also, one samurai guardian message used
"ninja" (assassin, more or less) where it ought to have been using "ronin"
(samurai without any master, a disgrace).

     The archeologist and tourist quests' initial messages had similar
blindness problems with "look".  (There are still at least 3 other places
which use "appear"; I've left those alone.)
2005-12-04 03:05:18 +00:00
nethack.rankin
d4c28b30a2 killer reason tweaks
A couple of items pointed out by <Someone>:  the killer reason
when hit by mis-return of thrown Mjollnir would vary depending upon whether
it was fully identified, unlike several other death-by-missile cases which
force the object to be described as if fully ID'd.  Also, the killer reason
when death is caused by kicking an object would give way too much detail
about the object if it was ID'd.  Fix both by switching to killer_xname().
Now "killed by a war hammer named Mjollnir" becomes "killed by Mjollnir"
(same as when already ID'd), and "killed by kicking 5 cursed poisoned -1
orcish arrows" becomes "killed by kicking orcish arrows" whether ID'd or not.

     [Trunk only] question?  Should being hit by returning Mjollnir really
be receiving half-physical-damage reduction when hero has that attribute?
It ignores the fact that Mjollnir is also dishing out lightning damage.
Are other artifact hits ignoring such things too?
2005-12-03 04:46:48 +00:00
nethack.rankin
6955f1ab63 fix #Q241 - swallowing Medusa (trunk only)
From a bug report, eating Medusa's corpse is fatal
but devouring her whole (purple worm or poly'd hero) was not.  Now it will
be.  Also, being killed by swallowing a cockatrice or a Rider could have
disclosed "you went without food" if you hadn't eaten anything else prior.
This fixes that too, although it might be a little silly if it happens to
a monk since he'll feel guilty (for non-vegetarian diet) right as he dies.
2005-12-03 03:16:25 +00:00
nethack.rankin
c28a4aece8 grammar bit: fatal cockatrice corpse theft (trunk only)
From a bug report, stealing a cockatrice corpse
from a monster while polymorphed into a nymph and not wearing any gloves,
the cause of death ended up being "petrified by cockatrice corpse".  It would
also have said the same thing if a stack of multiple corpses was involved.
This fixes both cases, and also hypothetical unique monsters with petrifying
touch.  (Last bit tested by temporarily adding Medusa to touch_petrifies().)
2005-12-01 04:19:15 +00:00
nethack.rankin
6708e01a47 fix #Q235 - rubbing against known touchstones
Allow rubbing any object against any touchstone even when the latter
is known so only gems make sense.  Also, propagate an earlier fix which
allowed rubbing gold against known touchstones to the branch (it had been
trunk only).
2005-11-29 02:28:52 +00:00
nethack.rankin
121a49cdcd number_pad:3,4,-1 (trunk only)
I left out the Guidebook updates when I checked in the number_pad
changes yesterday.  I no longer have any way to preview either format but
at least LaTeX doesn't give any warnings about the TeX one.  I suspect that
the list of valid settings is going to be too wide; it will likely need to
become an actual item list or table to make the descriptions wrap sensibly.

     doc/Guidebook.txt hasn't been updated in a long time.  Can someone
generate an up-to-date copy and check it in?
2005-11-27 04:04:20 +00:00
nethack.allison
af91e757f5 build clean-up (trunk only)
../src/detect.c(715) : warning C4101: 'obj' : unreferenced local variable
2005-11-26 04:00:22 +00:00
nethack.rankin
ea61a13add number_pad:3,4,-1 (trunk only)
[See the cvs log from flag.h for comments pertaining to iflags.num_pad
and Cmd.num_pad, Cmd.commands[], Cmd.serialno.]
2005-11-26 02:34:23 +00:00
nethack.rankin
0076d5fc00 number_pad:3,4,-1 (trunk only)
Add support requested by a user for number_pad:3 to use a phone-style
keypad layout where 1,2,3 are on the top row and 7,8,9 on the bottom,
opposite of the adding machine layout adopted by computer keyboards.  Also
number_pad:4 combines that with the number_pad:2 hack to give different
behavior for the 5 key (also meta-5 and meta-0).  And number_pad:-1 is a
rather absurd way to support German keyboards which have y and z keys
swapped, avoiding the need to add a new option for that.  With it, z moves
upper-left and y zaps wands, with corresponding swap of the upper case,
control, and meta variations of those two letters.  (There is a "German
keyboard patch" for this floating around the net, but it implements a
compile time configuration setting which results in hard-coded behavior
for those keys.  This implementation lets it be toggled on or off at will.)

     There's more here, intended to ultimately simplify rhack() quite a
bit.  Most of that isn't finished yet.  However, the part that is done
should produce same run-time behavior as before.  I hope....

     iflags.num_pad and iflags.num_pad_mode should now be viewed as opaque
items used for communicating dynamically updated option settings to the
core only.  Ports and/or interfaces which feel inclined to peek at them
should switch to Cmd.num_pad,&c instead.  (I've made that switch for a
couple of places which would have stopped compiling due to sdir and ndir
going away, and for vms+tty where I could directly test the change(s),
possibly plus one or two places which got heldover over from my earlier
attempt that did try to update all of them.  Ports which haven't made the
change yet ought to continue to work as-is though.)

     Eventually ports/interfaces which implement alternate ways to invoke
commands (pull down menus or extra keyboard buttons or whatever) should be
able to scan Cmd.commands[] to figure out which input characters trigger
which nethack functions.  The ones that currently use hardcoded key lists
will probably need to migrate before any dynamic key binding functionality
gets implemented.  (Which may never happen; it's definitely not on my own
to-do list.)  Cmd.serialno is intended to be the way for them figure out
when the commands have been changed (which right now only happens when 'O'
is used to alter the number_pad setting); perhaps a new interface callback
would be better suited for communicating this.

     It may be necessary to rearrange header inclusion so that func_tab.h
gets included before flag.h (and/or struct cmd gets moved from the latter
to the former--but then func_tab.h would be needed in a bunch of places
which don't currently use it) to support some pre-ANSI compilers.  And the
command initialization might need to be moved to somewhere earlier than
init_options() at some point if port/interface initialization starts caring
about it.
2005-11-26 02:32:49 +00:00
nethack.rankin
cd4e6a8f1a wishing bit (trunk only)
The code let you wish for trapped containers in wizard mode and tried
not to let you do so in normal mode.  But it handled the trapped attribute
by overloading the poisoned one, so wishing for a "poisoned chest" would
produce a trapped chest in any mode.  This fixes that by removing the
overloading.  You can wish for a trapped box/chest (or tin) in wizard mode
and you can now also explicitly wish for an untrapped one in any mode.
Asking for trapped in normal mode--most likely hoping to seed a dangerous
bones file--just negates any preceding "untrapped" handled earlier within
the same wish, and specifying "poisoned" for a container no longer has any
effect.
2005-11-19 04:38:42 +00:00
nethack.rankin
bdf85bfa84 magically detecting chest traps (trunk only)
(Nothing to do with the recent suggestion that the search command be
extended to find traps on adjacent containers.)  When a crystal ball or
confused/cursed gold detection performed trap detection, it found trapped
chests on the floor but not any which were buried or carried by the hero
or by monsters.  This fixes that.

     Still needs fixing?  The message "your toes stop itching" when the
only trap on the level is at the hero's current location is pretty strange
if that trap happens to be carried rather than stood over, but I don't
know what to change it to.  I guess it's always been strange if there was
a ceiling trap rather than a floor trap involved.
2005-11-17 04:51:13 +00:00
nethack.rankin
dce306df5b fix #Q227 - cancelling items in shop entrance (trunk only)
From a bug report:  cancelling objects
in a shop doorway or one step inside would cause the shopkeeper to brand you
a thief.  The relevant code is trying to handle the case where you're inside
one shop and zap a wand or spell from there into another one; it didn't cope
with being in the neutral area of a single shop.
2005-11-17 03:51:16 +00:00
nethack.rankin
bcb9d35fe3 yet more artifact name handling (trunk only)
The fix to prevent naming an unknown gray stone "the Heart of Ahriman"
from revealing whether the object was a luckstone was inadequate to prevent
using the same trick with "the Mitre of Holiness" to determine if an unknown
helmet was a helm of brilliance.  (I don't know whether whoever figured out
the first one has realized the second yet; no one had mentioned it in the
newsgroup the last time I looked.)  To get this right we need to check for
objects sharing the same set of shuffled descriptions in addition to testing
whether they have identical descriptions.  Doing that meant reorganizing how
object shuffling is done, but it produces the same behavior as before.
2005-11-15 04:50:06 +00:00
nethack.rankin
179e30b2fe X11 typo
From a bug report:  fix a typo for mouse
position handling in set_button_values().  I have no way to test this,
nor can I tell whether it could have ever impacted anyone.  The old code
clearly had a mistake and the fix is obvious.
2005-11-13 05:55:32 +00:00
nethack.rankin
c2e8fb61b8 more luck stone ID (trunk only)
Refine yesterday's change in how attempting to assign an artifact's
name to some object works:  only check object descriptions for undiscovered
object types.  Once you know that a particular gray stone is a flint stone,
you could name it "the Heart of Ahriman" as before the previous change.
Conversely, once you learn luck stones, you could give that name to any
other unknown gray stone.  This restores the ability of a player to name
his elven broadsword such that some unsuspecting other player might find
"a runed broadsword named Stormbringer" in a bones file.
2005-11-13 04:43:50 +00:00
nethack.rankin
75c4576668 gas spore explosions while hallucinating (trunk only)
From a bug report:  when hallucinating,
messages for affected monsters and/or hero referred to "the gas spore's
explosion" instead of supplying random monster names.  This is a little bit
tricky; since it can be displayed multiple times for one explosion, it needs
to be constructed on the fly in explode().  (Caller couldn't have handled
this anyway since it's using the value for killed-by reason which mustn't
be distorted by hallucination.)
2005-11-13 03:20:20 +00:00
nethack.rankin
d5be1ff3f1 plug luckstone identification hole (trunk only)
From the newsgroup:  when you pick up a gray stone, you can determine
whether it is a luckstone by attempting to name it "the Heart of Ahriman".
Your "fingers slip" if it is, they don't if it isn't.  That's way too
cheesy for my tastes.  This patch will make the finger slipping occur for
any item that has the same description rather than just for the exact type.
Now you won't be able to name any type of gray stone "the Heart of Ahriman"
(nor an elven broadsword "Stormbringer"; however, assuming that you manage
to acquire a non-artifact runesword, you can still uselessly name it
"Orcrist" if you want).
2005-11-12 05:30:11 +00:00
nethack.rankin
90a9978c33 fix #Q221 - inappropriate vault guard message when embedded gold reached
From a bug report:  when a guard who's
leading the character out of a vault comes across gold (from mineralize()
usually, but a player could deliberately seed the area in xorn form), the
message "the guard calms down and picks up the gold" was given even though
the guard wasn't angry.  Pick up such gold as soon as temporary corridor
reaches it so that on his next move the guard won't mistakenly think that
the hero has just dropped it.
2005-11-12 03:19:22 +00:00
nethack.rankin
0a3ac165cc more container flags (trunk only)
cknown and lknown flags for containers are now checked when deciding
whether an item is fully identified, and they're set when identification
takes place.  (You'll learn how many items are inside even if you haven't
looked to see what they are yet.  This means that an inventory listing of
unpaid items will reveal the contents after you've used enouch magic to ID
an unpaid container.)  Also, set those flags for any container in initial
inventory; rogues should know that sack starts out empty.
2005-11-06 06:10:32 +00:00
nethack.rankin
b9ae4361af container status bits (trunk only)
Couple of post-3.4.3 things:  using ':' to view the contents when
looting or applying a container wasn't setting its cknown flag (contents
known); probing a container wasn't setting lknown flag (lock state known).
2005-11-03 06:15:59 +00:00
nethack.rankin
7921c6ea3e minions/Angels (trunk only)
Angels used the epri extension even though they're never priests,
presumeably because they're sometimes flagged as "renegade".  Since the
only priests ever flagged as renegade are roaming minions rather than
temple priests, move the renegade flag to the emin extension and switch
Angels over to that.  Summoned Angels will now always have the isminion
flag set.

     Makefiles need updating:  monst.{c,o} now depends upon emin.h.
2005-11-03 04:54:55 +00:00
nethack.rankin
940a70d6ae thy/thine usage
According to the dictionary, "thine" is used in place of "thy" when
preceding a word which starts with a vowel or "h".
2005-11-03 03:44:56 +00:00
nethack.rankin
3389c02126 guardian angel
Move the guardian angel creation and removal code to minion.c.
2005-11-02 05:49:18 +00:00
nethack.rankin
fa708fe73b chest trap bit
From a bug report, the "you stagger"
message when a trapped chest releases a cloud of gas shouldn't include the
inaccurate phrase "and your vision blurs" if hallucination is blocked by
Grayswandir.  Suppress it in that case.
2005-11-02 02:35:31 +00:00
nethack.rankin
0defd00b4b fix #Q211 - inappropriate vault feedback
From a bug report, you'd get the message
"the corridor disappears" whenever a vault guard was killed, even if the
temporary vault corridor was already gone due to leaving its vicinity.  This
fix seems to work ok, but I don't pretend to understand how the convoluted
vault code actually works.
2005-10-29 04:07:21 +00:00
nethack.rankin
1f5c035b3b makeplural/makesingular support for foo-at-bar (trunk only)
Suggested by Janet, after inhaling paint fumes.  Unlike mother-in-law,
which is an entry in the hallucinating monsters list and would be pluralized
if chosen as a tin description, I think the rank title man-at-arms will only
ever go through plural/singular handling if used as a fruit name.  But since
the man/men part was already implemented for pluralization, adding the -at-
part is trivial.  Also adds men/man singularization for the general case
where -at- isn't involved.
2005-10-25 01:47:03 +00:00
nethack.rankin
297eadd67d fix M203 - grammar for tin of hallucinated "mother-in-law" (trunk only)
From a bug report, (is that name just
a coincidence, or is it our Matt?), "this tin smells like mother-in-laws"
should be "this tin smells like mothers-in-law".  That led to a small can
of worms when I tried experimenting with mother-in-law as the named fruit.
Naming your fruit "pomegranates" would result in "pomegranateses" if you had
more than one.  These changes are mostly just band-aids for that; I think
the proper solution is to singularize the user's value when fruit name is
being assigned.  Force it into lower case at the same time, then some other
special casing could be eliminated.  There's no particular reason to keep
"grapes" and "grape" as separate entries, nor "matzot" and "MATZOT" either.

     One of the non foo-in-bar changes prevents "grapefruit" from getting
a false match against named fruit "grape".  (Are there any legitimate cases
where trailing text should be ignored?  I couldn't think of any.)  Another
results in a wish for "kumquats"--when fruit name "kumquat" exists--yielding
two instead of a random amount, the way that specifying plural works with
other sorts of objects.  And if you're strange enough to name your fruit
"kumquats" in the first place, asking for "kumquat" will produce exacly one.

     This patch applies cleanly to 3.4.4 but I don't think it's been tested
adequately enough to be included there.
2005-10-22 06:38:41 +00:00
nethack.rankin
74f08dcb22 more monster key use
Let monsters use lock picks and credit cards in addition to keys for
opening doors.  And the earlier code to have pets hang on to a key didn't
work as intended.  It worked fine if the key was the only object carried,
but the monsters' item dropping code didn't give any special handling to
keys so they'd be dropped too if the pet carried another droppable item.
This eliminates second set of checks for handling some items specially--
dropping now uses the same routine as is used when pet movement decides
whether there's anything to drop.

     Also, a couple more door message tweaks.  "You see a door open" seems
strange when you watch your pet do the opening.  Previously fixed for the
"unlock and open" case, this does the same for opening already unlocked
doors and for giants smashing down doors--it now gives a more specific
message when you see a monster perform the action.

     Possible change in play balance:  pets capable of picking up the
rogue's Master Key of Thievery or tourist's Platinum Yendorian Express
Card will keep one of them.  So a player might accidentally lose one by
leaving it on the floor in a pet's path, or more significantly, the Card
will yield a means of giving magic resistance to a monster who can't wear
a cloak or dragon scales.  It's neutral and the most interesting high-end
pets are lawful (hence won't pick it up), so that probably won't have much
impact.
2005-10-20 03:58:46 +00:00
nethack.rankin
213e3e4d00 SC343-9 followup (trunk only)
monst->cham usage bit.  CHAM_ORDINARY probably ought to be discarded
and replaced by NON_PM; then mons[0] wouldn't be ineligible to become a
shapechanger.  (Not that we want giant ants to mutate on the fly, but in
case someone ever inserts something interesting in front of them.)
2005-10-11 04:30:24 +00:00