PatR [Tue, 1 Mar 2022 12:15:55 +0000 (04:15 -0800)]
fix github issue #687 - logging of major events
Reported by k21971, the dumplog section labeled "major events" showed
all logged events rather than just the ones classified as major.
Filter out the non-major ones when writing dumplog.
At the moment only a couple of ones other than achievements are major.
Probably various other types should be too.
The #chronicle command still lists all logged events unless they're
flagged as 'spoiler'. So far the mines' end luckstone is the only
one flagged that way. Unfortunately a player with access to live
logging could still learn whether or not the gray stone that has just
been picked up on the last mines level is the target luckstone by
viewing the log from outside of the game.
The #chronicle command would be more useful if it gathered all the
categories of events present and put up a menu allowing the player to
choose which ones to view. I haven't attempted to implement that.
PatR [Mon, 28 Feb 2022 21:46:59 +0000 (13:46 -0800)]
livelog revisions
Some changes to fix things I noticed in the dumplog referenced by
github issue #687 about showing all logged events under the header
"major events". (This doesn't address that. I figured it was
intentional while #chronicle is having any bugs worked out.)
Sequencing: show the event corresponding to an achievement for
entering a dungeon branch before the livelog-specific event of
entering a level for the first time. You enter the branch before
arriving at the new level.
Missing feedback: the you-won achievement didn't produce any
"ascended" event. That turned out to be a side-effect to suppressing
achievements that take place after the gameover flag has been set
(so blind-from-birth and/or nudist when applicable plus duplicate
obtained-amulet and ascended due to manipulation to reposition the
amulet achievement to be right before ascended so that the alternate
wording it has in the achievements listing looks better). Instead of
just forcing the ascended achievement to produce an ascended event,
this adds a more general game-over event.
While in there, change the classification of attaining level 14 from
minor livelog event to major since questing keys off of it.
nhkeni [Mon, 28 Feb 2022 00:57:16 +0000 (19:57 -0500)]
cmdcount_t
Add a type to force g.{command_count,last_command_count,multi} to have the
same type (because cmd.c: g.multi = g.command_count;) and some resulting
cleanup.
PatR [Sun, 27 Feb 2022 20:20:20 +0000 (12:20 -0800)]
document new 'tune' achievement
Add /tune/ to the achievement section of the Guidebook.
The 'note' part is a bit of a spoiler and risks making the prayer
boon of "Hark! To enter the castle you must play the right tune."
redundant for players who actually read the Guidebook (so hardly
anybody). Since that's the first stage of a two-stage reward I've
left it alone.
PatR [Sun, 27 Feb 2022 09:55:25 +0000 (01:55 -0800)]
new achievement: drawbridge tune
Use up the last available bit for achievements:
"You learned the tune to open and close the castle's drawbridge."
(More can still be added but xlogfile will need another field to
track a second set of 31 in order to keep its achievement bitmask(s)
within portable size.)
As achievements go, it's not very exciting, but players who normally
destroy the drawbridge have to choose whether to earn an achievement
first since once it's gone, there's no way to find out the tune
(either via prayer reward or successful Mastermind). I'm guessing
that most will probably decide to ignore this achievement since it
has no effect on the outcome of the game. However, that might not
be true for future tournament play.
There's no need to bump EDITLEVEL for this; room for recording one
additional achievement is already allocated.
PatR [Sat, 26 Feb 2022 18:15:58 +0000 (10:15 -0800)]
choose_stairs() revisited
Rewrite choose_stairs(). Use of '&& !builds_up()' was a no-op in
normal branches and forced picking the down stairs/ladder in Vlad's
Tower (or Sokoban) rather than reversing the usual up/down choice.
Also, the logic used was backwards: Kops always surrounded the up
stairs instead of the down stairs as intended. Non-Kops picked the
opposite direction of what the arguments asked for but since they based
their choice of up versus down on hidden mon->m_id, the reversal wasn't
noticeable.
Extend the choosing so that if nothing in the requested direction can
be found, it tries the opposite direction. Otherwise when Vlad's m_id
happens to force the direction to be 'up', he has nowhere to teleport
to now that being in his Tower doesn't force 'down' anymore. He goes
to down ladder when on the top level but if you level teleport to the
next level down and he accompanies you, he might go to either the down
ladder or the up ladder when he tries to get away from you to heal.
PatR [Sat, 26 Feb 2022 06:35:04 +0000 (22:35 -0800)]
fix github issue #686 - dead code
Reported by argrath: the code in choose_stairs() intended as last
resort wouldn't do anything because the loop's test condition always
started out false. Fix suggested by entrez.
Pasi Kallinen [Fri, 25 Feb 2022 19:49:38 +0000 (21:49 +0200)]
Unify domove and lookaround trap/liquid avoidance code
Nearly same code was in two places - the only difference was
how g.context.run == 1 was handled. Previously, if you were
blind, and knew about the water or lava, you still ran into it.
Now, we always avoid the dunking if running/rushing.
PatR [Fri, 25 Feb 2022 18:39:45 +0000 (10:39 -0800)]
remove references to old Qt 'moc' timestamp files
src/moc.qt[56] existed briefly but got replaced by src/Qt[56].h-t
(controlled by hints/include/compiler.370). The old names were
deliberately left in src/.gitignore and sys/unix/Makefile.src's
'clean' target to give some time for anyone who had generated them
to run 'make clean' to get rid of them. That time is now up. It's
only been about three weeks but if I wait any longer I'll probably
forget.
PatR [Fri, 25 Feb 2022 15:10:30 +0000 (07:10 -0800)]
more thrown object cleanup
Handle thrown or kicked object that's in transit for hangup save and
panic save in addition to normal end of game. Affects ball and chain
placement too, if they've been temporarily taken off the map.
PatR [Fri, 25 Feb 2022 02:10:52 +0000 (18:10 -0800)]
lost objects thrown by monsters
Reported by entrez: if a monster or explosion kills the hero with an
object that has timers or is a light source, it could trigger a panic
when end of game cleanup can't find it because it has been removed
from the map or monster's inventory and not placed back on the map
yet. This isn't much different from something thrown by hero which
had a similar situation dealt with a long time ago. Fix by setting
'thrownobj' for monster-launched and explosion-launched missiles.
That way done_object_cleanup() called from really_done() will place the
missile on the map where saving bones or general cleanup can find it.
It doesn't bother dealing with exploding a lit potion of oil that
kills the hero by missile damage before the potion explodes. If that
ends up in bones, it should still be lit and might blow up before the
new character reaches it. (Not verified.)
The code for a hero polymorphed into a unicorn and catching a thrown
gem has been moved into its own routine. No change in behavior, just
less clutter in the thrown-object-hits-hero section of the monster
throwing routine.
Pasi Kallinen [Thu, 24 Feb 2022 16:55:11 +0000 (18:55 +0200)]
Most traps now require touching the floor to trigger
It was silly how some clearly mechanical traps didn't consider
flight or levitation when to trigger. Do those checks in dotrap/mintrap
making hero and monster trap triggering match more closely.
Pasi Kallinen [Thu, 24 Feb 2022 14:23:56 +0000 (16:23 +0200)]
Make trap return values more consistent
Instead of returning monster's mtrapped-state, return specific
trap return values.
Add one extra trap return value, for when a monster was
moved by the trap.
Michael Meyer [Wed, 23 Feb 2022 17:58:43 +0000 (12:58 -0500)]
Fix: monster hurtling and liquid
A monster hurtling over liquid would drown immediately the instant it
touched the first square of water, even if normally it would have kept
moving (e.g. hurtling over a short moat). Additionally, its placement
on liquid would not take into consideration other monsters, so it could
overwrite an existing monster on that spot and lead to an impossible,
and/or two monsters occupying a single position.
Fix these issues, so that liquid effects like drowning only happen if
the monster ends up in liquid at the end of the hurtle, and so that
other monsters in the way will stop it early even if they're floating
over or swimming on a pool/water/lava square.
Also use canspotmon instead of canseemon for the wiztelekinesis debug
command.
PatR [Wed, 23 Feb 2022 17:50:25 +0000 (09:50 -0800)]
fix #K3529 - perm_invent not IDing blank scroll
Report was for curses but issue is in the core so any interface
that supports persistent inventory is affected. Reading a not-yet-
discovered scroll of blank paper wasn't always updating perm_invent
to show change in formatted description when it became discovered.
Would only happen on turn #1 (so the scroll needed to be acquired
via autopickup at starting location or via wizard mode wish so that
it could be read before any game time elapsed) when the object
discovery routine deliberately avoided updating perm_invent. Fix
by using a different way than moves==1 to decide whether an object
is being discovered because it is part of hero's initial inventory.
PatR [Tue, 22 Feb 2022 20:12:13 +0000 (12:12 -0800)]
more sleeping monster
Extend the PR#660 change that shows whether a monster is asleep when
examined by farlook/quicklook/autodescribe to monsters that aren't
moving due to timed sleep as well as those that are asleep for an
unspecified amount of time. Unfortunately 'mfrozen' isn't specific
about why a monster can't move so the phrasing is less than ideal.
Pasi Kallinen [Tue, 22 Feb 2022 10:26:03 +0000 (12:26 +0200)]
Start with a level 1 spell and enough power
Ensure the first spell - if any - given to the hero in initial
inventory is level 1 - otherwise you can end up with a situation
where the hero knows level 3 spells, but won't have enough power
to cast them.
If the hero starts out with a spell, ensure enough power (5)
to cast that level 1 spell.
Pasi Kallinen [Tue, 22 Feb 2022 07:13:28 +0000 (09:13 +0200)]
Adjust sleep spell, and monk starting spell
Tone down sleep level to 3 (hitting a monster does tend to wake
it up), and replace the random monk starting sleep spell with
confuse monster, which fits nicely with monk's bare-handed
fighting style.
PatR [Mon, 21 Feb 2022 18:59:42 +0000 (10:59 -0800)]
Unix command line bit
For the !SYSCF configuration, the command line processing still checks
for a value for maximum number of simultaneous players. The recent
revisions would have accepted a negative value. I don't know whether
anything interesting would have happened if someone did that.
Pasi Kallinen [Mon, 21 Feb 2022 17:30:52 +0000 (19:30 +0200)]
Adjust enchantment spell levels
The enchantment spells were skewed towards lower spell levels,
and didn't seem to correspond with the spell effectiveness or
power. Adjust the spell levels:
- Confuse monster is probably the least powerful enchantment, and
also requires touch to work, so make it the new level 1 spell.
- Sleep is quite powerful, and ray, bump it to level 4.
- Charm monster is even more powerful so make it level 5.
(Considering that create familiar is level 6)
old new
sleep 1 4
confuse monster 2 1
slow monster 2 2
cause fear 3 3
charm monster 3 5
Also swap sleep and confuse monster generation probability.
PatR [Sun, 20 Feb 2022 22:46:59 +0000 (14:46 -0800)]
fixes entry for pull request #683 - just picked
Pull request from argrath: the code that decides whether to add 'B'
for blessed items, 'X' for unknown bless/curse state and so forth
when setting up prompting for the 'I' command was counting up the
recently introduced "just picked up" category using an uninitialized
variable. So it might erroneously include 'P' as a choice when no
such items were present.
PatR [Sun, 20 Feb 2022 21:52:18 +0000 (13:52 -0800)]
makedefs exit control
Have makedefs do through a common point when exiting, in case it ever
needs extra memory or scratch file cleanup.
While testing, I discovered that the reference use of 'makedefs -o' to
build obsolete onames.h didn't work anymore because of the change to
not require object probabilities to add up to 1000 within classes.
I think fixing that is the only change besides new 'makedefs_exit()'.
PatR [Sun, 20 Feb 2022 21:47:31 +0000 (13:47 -0800)]
memory management for 'nomakedefs'
The nomakedefs struct starts out with static values, then if/when
populate_nomakedefs() is called, the fields are given dynamic values.
free_nomakedefs() needs to know what state it's in.
A big chunk of this if just formatting for indentation.
Pasi Kallinen [Sun, 20 Feb 2022 16:27:23 +0000 (18:27 +0200)]
Make looting less tedious
I've seen complaints how looting containers is tedious, and
since multiple containers in the same location are now (and have
been for a while) handled with a menu, the yes-no-quit prompt
for a single container doesn't really mean anything.
Remove that prompt, and remove the "open carefully" message too,
so when you're looting a location with a single container, the
command will drop straight into the loot-in-out -menu. Also
adjust one looting message to explicitly mention the container
if there are other objects on top of it.
Removing the prompt means you can't loot a saddle from a tame
monster with plain loot when standing on a container - you need
to prefix the loot command with 'm' prefix in that case.
PatR [Sat, 19 Feb 2022 19:24:28 +0000 (11:24 -0800)]
gamelog: hit with wielded weapon for first time
Reordering "killed for the first time" and "hit with a wielded weapon
for the first time" was done by moving the latter to hmon(). Hitting
with an applied polearm also gave the first-hit message since it
bypassed the routine that had been doing so. But the throwing code
that handles applied polearms calls hmon() for damage, so after that
reordering, the first-hit log message became duplicated if triggered
by polearm usage.
Also, fix a quibble with the wizard mode conduct message given after
never-hit-with-wielded-weapon conduct has been broken. The message
said "used a wielded weapon N times" when it meant "hit with a wielded
weapon N times". "Used" is misleading if that wielded weapon happens
to be a pick-axe, so change the message to say "hit with".
PatR [Fri, 18 Feb 2022 22:38:24 +0000 (14:38 -0800)]
Unix command line parsing
Move a bunch of stuff out of main() into new early_options(): '-dpath'
playground directory handling, '-s ...' show scores instead of playing,
and the 'argcheck()' options: --version, --showpaths, --dumpenums,
and --debug (not to be confused with -D). Also introduce
| --nethackrc=filename
| --no-nethackrc
to control RC file without using NETHACKOPTIONS so that that is still
available for setting other options. They can start with either one
or two dashes. --no-nethackrc is just --nethackrc=/dev/null under the
hood. '-dpath' can now be '--directory=path' or '--directory path'
but the old syntax should still work. '-s ...' can be '--scores ...'.
Basic call sequence in unixmain relating to options is now
|main() {
| early_options(argc, argv[]);
| initoptions(); /* process sysconf, .nethackrc, NETHACKOPTIONS */
| process_options(possibly_modified_argc, possibly_modified_argv[]);
|}
Options processed by early_options() that don't terminate the program
are moved to the end of argv[], with argc reduced accordingly. Then
process_options() only sees the ones that early_options() declines to
handle.
Most early options were using plain exit() instead of nh_terminate()
so not performing any nethack-specific cleanup. However, since they
run before the game starts, there wasn't much cleanup being overlooked.
chdirx() takes a boolean as second argument but all its callers were
passing int (with value of 1 or 0, so it still worked after being
implicitly fixed by prototype). Change them to pass TRUE or FALSE.
argcheck() was refusing (argc,argv[]) with count of 1 but then it was
checking 0..N-1 rather than 1..N-1, so it tested whether argv[0] was
an argument instead of skipping that as the program name. Change to
allow count of 1 with modified argv that has an option name in argv[0].
That happens to fit well with how early_options() wanted to use it.