PatR [Wed, 24 Aug 2016 02:37:42 +0000 (19:37 -0700)]
fix #H4492 - ing_suffix("throw") gave "throwwing"
The bug report assumed "you mime throwwing something" feedback
from 't-' was a typo, but 'throwwing' gets generated from 'throw'.
Change ing_suffix() not to double final 'w'. Presumeably 'w' and 'y'
are exceptions because they're sometimes used as vowels.
Change 'strrchr()' to 'rindex()' like the rest of nethack. Someday
those will need to be switched the other way around.
Add some missing bounds checking, although since ing_suffix() isn't
used for user-supplied strings, that's probably superfluous.
PatR [Sat, 13 Aug 2016 18:17:32 +0000 (11:17 -0700)]
fix #H4482 - "a some <foo> corpses"
farlook was changed (end of December) to use doname instead of xname
to yield more info for items which had already been seen up close,
but it gave away info about ones which hadn't. So doname was changed
(end of April) to use "some" instead of precise quantity (when the
quantity is greater than 1) for the latter, but that doesn't work
well with corpse_xname() when the hero is blind, yielding "a some
<foo> corpses". While testing the first fix attempt, I noticed that
pickup gave "you can only lift some of the some <foo> corpses".
This fix is far from perfect. farlook can still say "some <item>s"
but lookhere and pickup always say "N <item>s". Picking up a stack
while blind will show "N <item>s" in inventory display, but dropping
it while still blind will revert to "some <item>s" for farlook.
PatR [Fri, 12 Aug 2016 01:53:52 +0000 (18:53 -0700)]
fix #H4476 - monster class via member of class
Blessed genocide of "titans" wiped out all quadrupeds because
"titan" is a prefix of "titanothere". After class letters and
class descriptions have been rejected, Have name_to_monclass()
resort to name_to_mon() instead of doing its own less detailed
name matching.
PatR [Wed, 10 Aug 2016 09:04:09 +0000 (02:04 -0700)]
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.
PatR [Sun, 7 Aug 2016 02:30:44 +0000 (19:30 -0700)]
fix #H4472 & #H4473 - incorrect total_tiles_used
The value calculated for total_tiles_used never got adjusted for
displaying statues-as-monsters. The most common configuration(s)
using tiles don't care, but the combination of X11 plus USE_XPM
needs an accurate value there.
PatR [Sat, 6 Aug 2016 02:17:47 +0000 (19:17 -0700)]
fix #H4468 - [no-]autopickup in shop
Autopickup for pickup_types is disabled for unpaid shop goods, but
always-pick-up autopickup_exception still picked things up, as did
pickup_thrown for thrown objects. Now they'll only work in shops
for no_charge items (dropped by hero and shk didn't want, or hero
declined to sell).
costly_spot() was being recalculated for every item which passed
pickup_types. This changes autopickup to check it once for a given
autopickup operation and cache the result. [Whenever the hero moves,
a room entry check is performed. That ought to be extended to cache
costly_spot() for <u.ux,u.uy> in iflags or u.]
PatR [Fri, 5 Aug 2016 00:42:26 +0000 (17:42 -0700)]
option parsing crash: 'playmode' without value
Reported directly to devteam, specifying the playmode option without
appending a value caused a segfault during options parsing. The
argument passed to string_for_opt() ought to have been False for
"not optional" to trigger a "bad syntax" message, but even then the
playmode parsing needs to check for Null to prevent the crash.
"Bad syntax" is awfully vague. In cases like this, we can be more
precise. Now it will say "Missing value" instead.
PatR [Thu, 4 Aug 2016 01:51:55 +0000 (18:51 -0700)]
dungeon overview when escaping the dungeon
Noticed while testing something. Final disclosure of dungeon
overview showed "Level 1: <- You were here", which looked a bit odd
when the game ended by climbing the stairs to escape the dungeon.
Change the annotation when escaping to be "<- You left from here".
PatR [Thu, 4 Aug 2016 00:59:10 +0000 (17:59 -0700)]
fix #H4462 - grammar in corpse eating message
"The the Wizard of Yendor corpse tastes terrible."
"The" was supplied when formatting the sentence, "the" when formatting
the corpse object. Same applied to several other monsters, those
flagged as unique and without personal name (Oracle, Cyclops, others).
This also changes the corpse eating message to not always specify the
taste as "terrible" when the eater is omnivorous.
It also makes corpses (and tins) of unique monsters be wishable in
wizard mode. I had killed the Wizard at least half a dozen times
without a corpse being left, so used wishing instead. Later retries
did finally leave one--lack of corpse turned out to just be by chance.
PatR [Wed, 3 Aug 2016 08:17:43 +0000 (01:17 -0700)]
lev_comp shifts of negative values
Apparently the compiler for OSX 10.11 + Xcode 7.3.1 is defaulting
to C99 (or C11?) because it is enabling a gcc warning that is
included by -Wextra (newer name for obscure -W) for C99 or later.
lev_comp.y:2276:20: warning: shifting a negative signed value is undefined
[-Wshift-negative-value]
(yyval.i) = SP_OBJ_PACK(-1, (yyvsp[(1) - (1)].i));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../include/sp_lev.h:248:33: note: expanded from macro 'SP_OBJ_PACK'
\#define SP_OBJ_PACK(o, c) (((o) << 8) + ((char) (c)))
\ ~~~ ^
SP_MONST_PACK() and SP_OBJ_PACK() are both called with -1, and
SP_MAPCHAR_PACK() is called with either -1 or -2. The revised
macros add 10 when encoding and subtract it when decoding so that
they can handle -1 through -10 without shifting negative values.
There were also several bitwise ANDs that the bulk reformatting
misclassified as casts of hardcoded addresses.
botl.c - unused argument in #if STATUS_HILITES code.
mkmaze.c - "clang version 7.3.0 (clang-703.0.31)", or whatever version
of gcc it's based on, warns that ''#define register /*empty*/''
hides a keyword. '-Wkeyword-macro' isn't mentioned in the recent gcc
manual I checked, but it is being enabled by specifying '-pedantic'
(rather than -Wall or -W) to the preprocessor. It could be turned
off via '-Wno-keyword-macro' but this removes all mkmaze.c's register
references instead. (Sean wanted that, and this might be why....)
On OSX, one of the XQuartz header files triggers a compiler warning
about using a gcc extension, resulting in a diagnostic for each of
the files compiled with the WANT_WIN_X11 set of CFLAGS. Use the
same fix as hints/macosx10.8 already does.
"Your pair of speed boots glow silver for a moment." should be
"Your pair of speed boots glows silver for a moment.". The fix
reverses a post-3.6.0 change to is_plural(). Also, add new
pair_of() to test for object formatted as "pair of Bars". For verb
usage, that's definitely singular, but for pronoun usage, sometimes
plural seems better (although it might actually be incorrect).
I fixed up the formatting of a block comment in obj.h, but it is
still a candidate for tab cleanup.
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....
for digesting a swallowed critter. The "you kill <critter>" message
was left implicit, but if hero gained a level, that made "welcome
to level N+1" look like it was issued out of sequence because it's
immediate and the "you totally digest <critter>" is delayed. Giving
the you-kill-it message explicitly makes things be more verbose but
avoids having the new-level message seem out of order.
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.
There was no code in ohitmon() (for object thrown or launched at a
monster by someone or something other than the hero) to handle an egg
hitting a monster. Cockatrice egg is monsters' preferred missile,
but if one hit a monster instead of hero it just did minimal damage
without any chance of the side-effect that makes it be preferred.
Requested by one of the beta testers 13 months ago... when a visible
monster becomes invisible and vanishes, mark its map location with
the remembered, unseen monster glyph. (When the player zaps a
monster with a wand of make invisible, that only happens if the wand
type is known. I'm not sure that's right but didn't alter it....)
The request suggested also doing it for a monster who disappears by
teleporting away, but I haven't attempted to implement that.
When scroll of light is read while confused and summons a yellow or
black light, if it didn't have a user-supplied type name then user
would be asked to supply one even if scroll of light was identified.
Let effect()'s caller handle docall().
PatR [Thu, 30 Jun 2016 13:03:51 +0000 (06:03 -0700)]
fix #H3907 - wrinkled spellbook tile
Reported 11 months ago for 3.4.3, the tile for wrinkled spellbook
has a spurious brown spot on the far right. Several other books
have spots drawn outside the book proper for tile decoration, but
that doesn't seem to apply here. The report suggested changing
'K' to 'M', but that just changes it into a spurious white spot.
Change the stray 'K' to '.' to make the odd spot go away.
PatR [Thu, 30 Jun 2016 01:55:02 +0000 (18:55 -0700)]
tty message history line-wrapping fix
Reported directly to devteam last October, for 3.4.3 on NAO,
subject "UI flaw in message history":
"Applying the stethoscope at self informs:
"Status of Xxxxxxxx (piously neutral): Level 14 HP 138(138) AC -15, very
"fast, invisible.--More--
This is reproducible with shorter character name "wizard" by being
"nominally neutral" or "nominally chaotic". I had a 2 digit level
but didn't notice that my AC took up only 1 digit and ended up
using 125ish blessed potions of full healing to get 4 digits of hit
points in order to get the line to wrap between "very" and "fast".
"But the message history with Ctrl-P shows:
"Message History
"
"Status of Xxxxxxxx (piously neutral): Level 14 HP 138(138) AC -15, very
"invisible.
The key was "Message History", indicating msg_window:full or other
setting which causes ^P to bypass the top line message window and
use a general text window to deliver all history lines at once.
The original feedback splits the line by replacing the space
between "very" and "fast" with a newline, which topline handling
notices and processes as special, but then leaves in place.
msg_window:full results in tty_putstr() case NHW_TEXT, which treats
newline as an ordinary character since it doesn't expect to see
that in text. Squeezing out three doubled spaces made room for
"very\nfast," on the top line. process_text_window() attempted to
write it there, but putchar() wrote up through "very," on one line,
then output the newline which resulted in "fast," on the next line.
Then explicit cursor positioning set things up to put "invisible"
at the start of that line, overwriting "fast," so making it appear
to be missing.
PatR [Tue, 28 Jun 2016 00:20:28 +0000 (17:20 -0700)]
fix #H4418/#H4419 - #tip of gold inside shops
The #tip command tries to reduce verbosity by formatting drop messages
with just the object name instead of with full sentences, yielding
Objects spill out: obj1, obj2, obj3, ..., objN.
where the trailing comma or period is included with each successive
object. If an intervening message occurs, such "25 zorkmids are
added to your credit", the rest of the objects will no longer be
extending the original sentence and end up looking silly.
Objects spill out: obj1, obj2,--More--
25 zorkmids are added to your credit. obj3, ..., objN.
This fix causes the post-interruption messages to revert to verbose
format.
Objects spill out: obj1, obj2,--More--
25 zorkmids are added to your credit.--More--
obj3 drops to the floor.--More--
...
objN drops to the floor.
The interrupting message still follows the comma of the partial
sentence, but I don't see any sane way to fix that other than to
abandon the terse format altogether, and doing that makes #tip way
too verbose when the container has a lot of items in it. But #tip
inside shops now does that, since there will always be buy/not-
interested feedback interrupting the terse format in that situation.
For other situations, a full sentence message might end up following
a partial sentence list of dropped items.
There was a more significant bug. Dropping a hero-owned container
with gold in it onto shop floor sold the gold to shk, giving hero
credit. Subsequent #tip gave the hero credit for that same gold
when it spilled out. addtobill(obj) relies on obj->ox,oy to
determine whether events are taking place in a shop, and #tip was
relying on placement onto floor to set those, too late for shop
billing. The fix yields suboptimal results: you're given credit
when you drop the container, then during #tip when you spill the
contents, credit for the gold is removed, then new credit for it
is given. That's down to shop insanity, not tipping behavior.
PatR [Mon, 27 Jun 2016 11:56:06 +0000 (04:56 -0700)]
fix #H4414 - orcs vs elven gear
I considered several potential interactions for orcs with elven
armor (and elves with orcish armor), such as longer wear/unwear
delay, reduced AC, or reduced magic cancellation/negation. None
of them seemed worth doing. In the end I just went with lembas
wafer tweaks: new message when orc hero eats one, reduced nutrition
for that combination, different new message when elf hero eats one,
and increased nutrition for this combination. Also, less increased
nutrition when a dwarf hero eats a cram ration.
I'm not particularly happy with either of the new messages, and
changing nutrition on the fly may lead to bugs.
PatR [Sat, 25 Jun 2016 21:59:52 +0000 (14:59 -0700)]
flyers vs kelp
Flying monsters that want to pick up items tend to get stuck above
kelp fronds, particularly on the Medusa level. They're allowed to
move to the water location, but can't reach an underwater item so
end up doing nothing.
PatR [Sat, 25 Jun 2016 07:10:01 +0000 (00:10 -0700)]
more #H4407 - #loot vs cockatrice corpse
Previous fix was 'me' to eat from inventory without checking current
location for edible items. The report describing the need for that
also mentioned that you could #loot while blind and without gloves
and not touch any objects except for the container you pick to loot.
This adds a corpse touch check, plus `m#loot' to skip floor containers
and go directly to using #loot for adjacent saddled creature. That,
as well as the open command, will reveal adjacent container in some
circumstances but I'm going to pretend that that doesn't matter.
doloot() has turned into spaghetti. We should probably add #unsaddle
or something of the sort and return #loot to container-access only.
PatR [Fri, 24 Jun 2016 23:21:53 +0000 (16:21 -0700)]
fix #H4407 - avoiding floor-food while blind
Accept the 'm' prefix for eat, offer, and apply.
Allows 'me' to eat from inventory without checking for floor food.
Primarily for use after blind character used 'm<dir>' to move
somewhere without touching a suspected cockatrice corpse there.
'm#offer' and 'ma<let>' accomplish similar floor-object-skipping
when offering a sacrifice or applying a tinning-kit. (All three
commands share floorfood() to pick the item to use.)
Report suggested replacing pick-from-floor followed by pick-from-
invent with use of slash'em-style pick-from-invent with explicit
pick-from-floor choice in list of inventory letters "[abc or ,]"
(slash'em used period for 'here'; I've always liked comma better
since the action is to pick an item rather than a location). I
implemented that for nethack a long time ago, but it was mixed in
with other stuff that wasn't ready for prime time and vanished
when I lost access to the VMS system I used to use).
Using 'm' prefix to skip part of a multi-part operation is a lot
simpler to implement but doesn't include an in-game reminder that
it is available.
Revised Guidebook.mn is tested, Guidebook.tex is not.
PatR [Thu, 23 Jun 2016 13:21:58 +0000 (06:21 -0700)]
spell lint
Mark an unused function argument as UNUSED. Also, hurtle_step is
the recoil from throwing or kicking while levitating, which isn't
related to the recently added spellcasting line-of-sight check, so
rename spell_hurtle_step to spell_aim_step.
PatR [Thu, 23 Jun 2016 13:19:45 +0000 (06:19 -0700)]
tiles lint
FDECL(foo, (boolean)) ought to have been using (BOOLEAN_P), but
the tiles code isn't including the header which defines that, so
change the argument to int.
PatR [Wed, 22 Jun 2016 00:32:02 +0000 (17:32 -0700)]
more monkeys
My old monkey patch was a bit more extensive than Pasi's, although
it didn't originally include letting apes be tameable with bananas.
No sense in throwing it away:
1) Make monkeys and apes be omnivores instead of carnivores.
2) Make bananas be preferred food for herbivore/omnivore subset
of Y-class, so excludes carniverous ape, owlbear, and yeti.
[Sasquatch remain omnivorous but aren't tameable with bananas.]
3) While updating befriend_with_food(), make horses be affected
only by food they might eat, not by meat and corpses and tins.
So they'll be somewhat harder to cope with for characters not
strong enough to kill them. [Dogs and cats are unchanged.]
Not included (not even implemented...):
0) Allow archeologists to choose monkey for starting pet.
[The one in "Raiders of the Lost Ark" didn't actually belong
to Indiana Jones but spent a lot of time accompanying him.]
PatR [Tue, 21 Jun 2016 09:39:21 +0000 (02:39 -0700)]
'$' vs #jump
Hero poly'd into xorn can wear jumping boots or cast jump spell, so
some target destinations which were excluded by '$' (to show valid
destinations during getpos) shouldn't have been. Doubly so if
wearing the Eyes of the Overworld where xorn'd hero can jump through
walls rather than just into them.
This attempts to deal with diagonal moves vs open doorways sanely,
including allowing knight's move jumps in or out of them when
appropriate.
Also, need to check isok(x,y) before cansee(x,y) instead of after.
Pasi Kallinen [Mon, 20 Jun 2016 06:11:52 +0000 (09:11 +0300)]
Fix #H4411: Targeting detected monster through wall with fireball
Fireball and cone of cold could target detected monsters
through a wall when cast at skilled or higher. This allowed
eg. targeting the Wiz from outside his tower.
Use walk_path to determine the actual location where the
spell will hit, so trying to cast through a wall will
make the explosion happen at the nearest empty space.
PatR [Sat, 18 Jun 2016 22:38:00 +0000 (15:38 -0700)]
fix #H3723 - eating "YUM YUM" scroll
From November, 2014, player thought eating a scroll labeled YUM YUM
while polymorphed ought to give a special message.
While implementing it, I noticed that if a g.cube managed to get on
to a spot containing a scroll of scare monster, it would eat that
along with everything else.
PatR [Fri, 17 Jun 2016 23:30:50 +0000 (16:30 -0700)]
fix #H4404 - Orc wizard vs ring of poison resist
Orcs are innately poison resistant, so orcish wizard's random ring
shouldn't be poison resistance. Presumeably an orc who is bright
enough to become a wizard is not so dumb as to bring a useless ring
with him/her into the dungeon....
PatR [Fri, 17 Jun 2016 05:01:27 +0000 (22:01 -0700)]
fix #H4388 - wishing conduct inconsistency
Make wishing for an artifact and not getting it because it already
exists break never-wished-for-artifact conduct. The wish was made
even if the result wasn't what the player wanted.
PatR [Fri, 17 Jun 2016 00:39:00 +0000 (17:39 -0700)]
fix #H4401 - grammar bug when hallucinating
You kill poor goblin.
"poor" implies a pet; pet has a name; "the" is omitted for named
creature; hallucination suppresses name, so "the" needs to be
reinstated.
You kill the poor goblin.
PatR [Wed, 15 Jun 2016 00:37:44 +0000 (17:37 -0700)]
engulfer tuning
Reported by me ;-} during beta testing last Fall, engulfers have a
tendency to re-engulf the hero immediately after expelling him/her.
Use mspec_used (set when expelling rather than engulfing) to make
them wait a turn or two. Initially that made the too-soon engulf
attacks always miss, so this changes too-soon engulf to a touch or
claw attack instead. Some tuning in damage or message may be needed.
PatR [Tue, 14 Jun 2016 23:43:03 +0000 (16:43 -0700)]
eating off floor while blind
Reported directly to devteam in late December, when blind and
lacking gloves, you could safely locate cockatrice corpses on the
floor by using 'm' prefix to move without pickup followed by 'e'
and then answering no when ask whether to eat a cockatrice corpse.
PatR [Tue, 14 Jun 2016 00:46:34 +0000 (17:46 -0700)]
feedback for failed movement attempts
When underwater and an attempt to move onto adjacent land fails
because the destination is a wall or solid rock or closed door,
report that there's an obstacle instead of just silently failing
to make the move.
If the user has 'mention_walls' option set, give feedback for
failing to move diagonally into or out of a doorway instead of
just silently not moving.
Having 'mention_walls' set could yield "you cannot pass through
the bars" when travel was testing (not moving) for a path past
iron bars, and when it happened it tended to be delivered a whole
bunch of times.
PatR [Mon, 13 Jun 2016 00:52:12 +0000 (17:52 -0700)]
fix #H4060 - sysconf is re-read if no config file
Config file handling remembers the name of the last config file
read in order for options processing to use it in messages, but
it was also reused as default config file name if user-supplied
config file name failed access() test. So the SYSCF file became
the default user config file after it was used. The config file
handling was a real mess.
This patch fixes it for Unix but there is a lot of scope for
typos in the changes for other platforms. Testing is needed.
PatR [Sat, 11 Jun 2016 07:16:11 +0000 (00:16 -0700)]
dat/symbols: RogueEpyx
I don't know whether this fixes #H4335 but it does eliminate a
bunch of duplicate symbol entries. And the two whose duplicates
had different values are suspicious ones: using linefeed and tab as
the character for object class symbol, which could easily confuse
the tty interface's cursor position tracking. But those should
have been overridden by the later entries which specified the
default object class characters--I couldn't find anything in symbol
processing which would cause it to keep the first value instead of
replacing that with the second one.
The report had a link to screen shot which showed a door (I think
an open one despite the '+' shape) in the corner inside a room,
something like
--+-----------
| |
| =
| ..##
| .+#
----+---------
where the '+#' in the lower right looks like it belongs two rows up
and one column over, the upper left of the three '#' is white and
the other two gray (lit corridor or empty dooryway or what?), the
'=' is actually three horizontal bars in green, and the lower '.'
has the cursor on it. There aren't any object class symbols shown
(unless the triple-barred = is one), so linefeed and tab don't look
like likely culprits.
PatR [Fri, 10 Jun 2016 00:08:37 +0000 (17:08 -0700)]
"fix" bz 431 - phrasing of alignment description
The character attributes (^X) description of alignment includes
information about whether the alignment is different from what it
started out as, and is used in a verbose sentence which names the
entire three-deity pantheon. Someone thought
You were chaotic, temporarily on a mission for Foo
who was opposed by Bar (lawful) and Quux (neutral).
was in need to better phrasing. It looks straightforward to me
(the temporary aspect indicates that a helm of opposite alignment
was causing 'chaotic'). I was going to mark it "won't fix" until
I noticed that you could also get
You were lawful, now on a mission for Bar
(when permanent, one-time alignment change was causing 'lawful').
The first one is changed for the present tense:
You are chaotic, currently on a mission for Foo
and stays the same for end-of-game disclosure past tense. I
considered using "formerly"--as best past tense of "currently"--
but it could be confused as a reference to the original alignment
rather than the alignment in place when the game ended.
The second is unchanged for present tense:
You are lawful, now on a mission for Bar
For past tense, it's changed to:
You were lawful, belatedly on a mission for Bar
Past tense of "now" should be "then", but if used it that message
it would sound absurdly stilted. "Belatedly" is meant to suggest
that if you intended to be on a mission for Bar, you should have
started out as lawful. (It's beside the point that some roles or
races couldn't start out at as lawful.)
Both of these changes leave something to be desired, but I'm
going to mark the bz entry closed.
PatR [Thu, 9 Jun 2016 18:42:34 +0000 (11:42 -0700)]
fix #H4383 - blasted twice by Excalibur
...when alignment was toggled by helm of opposite alignment. The
touch/retouch code is quite convoluted, but I think this simple
change is the right fix.
PatR [Wed, 8 Jun 2016 23:54:01 +0000 (16:54 -0700)]
more cmdhelp revamp
The if/elif/else/endif interpretor for '&' command data was too
simplistic. It would allow multiple else clauses, elif clauses
after an else clause, and worst of all, accept a should-be-rejected
conditional block if an else or elif which evaluated true followed
an elif which evaluated false which in turn followed an earlier
true clause. (dat/cmdhelp trigger any of those bugs.)
PatR [Wed, 8 Jun 2016 21:58:35 +0000 (14:58 -0700)]
cmdhelp revamp
Implement a rudimentary if/elif/else/endif interpretor and use
conditionals in dat/cmdhelp to describe what command each keystroke
currently invokes, so that there isn't a lot of "(debug mode only)"
and "(if number_pad is off)" cluttering the feedback that the user
sees. (The conditionals add quite a bit of clutter to the raw data
but users don't see that. number_pad produces a lot of conditional
commands: basic letters vs digits, 'g' vs 'G' for '5', phone
keypad vs normal layout of digits, and QWERTZ keyboard swap between
y/Y/^Y/M-y/M-Y/M-^Y and z/Z/^Z/M-z/M-Z/M-^Z.)
The interpretor understands
'&#' for comment,
'&? option' for 'if' (also '&? !option'
or '&? option=value[,value2,...]'
or '&? !option=value[,value2,...]'),
'&: option' for 'elif' (with argument variations same as 'if';
any number of instances for each 'if'),
'&:' for 'else' (also '&: #comment';
0 or 1 instance for a given 'if'), and
'&.' for 'endif' (also '&. #comment'; required for each 'if').
The option handling is a bit of a mess, with no generality for
which options to deal with and only a comma separated list of
integer values for the '=value' part. number_pad is the only
supported option that has a value; the few others (wizard/debug,
rest_on_space, #if SHELL, #if SUSPEND) are booleans.
PatR [Tue, 7 Jun 2016 01:13:04 +0000 (18:13 -0700)]
more multishot
An attempt to simplify handling of missiles which stop at hero's
location (either hit or reached end of range) would have resulted
in missiles that hit the hero not being put on the map. I had
realized this earlier but for some reason didn't get around to
dealing with it before the previous commit.
PatR [Tue, 7 Jun 2016 00:42:58 +0000 (17:42 -0700)]
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.
PatR [Sun, 5 Jun 2016 21:50:30 +0000 (14:50 -0700)]
tiles fixup: zap beams
Just noticed that a change of mine to src/drawing.c 2.5 weeks ago
("zap beam symbol descriptions -- they aren't walls") triggered a
set of four complaints when processing tiles.
PatR [Sun, 5 Jun 2016 13:33:42 +0000 (06:33 -0700)]
dat/keyhelp for vms
Update vms/install.com (rather than Makefile.top) to install the new
data file for the 'whatdoes' command.
Also, the 3.6.0 distribution puts version number 3.5.0 into vms
binaries (all the programs, not just nethack itself). It's something
observable with native tools without running the program, nothing to
do with nethack's 'v' command which gets its version number from
patchlevel.h via makedefs.
PatR [Sun, 5 Jun 2016 08:09:52 +0000 (01:09 -0700)]
'whatdoes' command and new file: dat/keyhelp
Make the whatdoes ('&' or '?f') command support the 'altmeta' option
for meta-characters generated by two character seqeunce 'ESC char'.
Also, make it be more descriptive when reporting "no such command"
by including the numeric value it operated on when failing to match
any command. That might provide a way for us to get some extra
information when players report problems with odd keystrokes: we ask
them to type such at the "what command?" prompt and then tell us what
numbers come up.
It's been given a help file to deal with assorted idiosyncracies
which can come up when querying what keys do. Unfortunately that
ended up being way more verbose than intended.
Installation of the extra data file has only been done for Unix.
Other platforms will get "can't open file" if they respond with
'&' or '?' to the "what command?" prompt. The command will still
work though, just without the extra text.
PatR [Sat, 4 Jun 2016 13:06:20 +0000 (06:06 -0700)]
more /? of spaces
Restore the ability to look up a single space by 'name'.
I thought mungspaces("<all spaces>") kept one space, but it doesn't.
It's a lucky accident that unnaming monsters and objects still works.
There may be other places which intend to give a special meaning to
a single space that don't still work....
PatR [Fri, 3 Jun 2016 00:11:13 +0000 (17:11 -0700)]
farlook bullet-proofing
When examining a buried object (after detection has revealed it),
suppress setting of its dknown bit when hero is adjacent. [That
couldn't actually happen, because the glyph on the map that we're
trying to examine would be replaced by one for whatever is on the
surface when sighted hero moved next to it, and an earlier clause
in the same test prevents blinded hero from getting to this point.]
PatR [Thu, 2 Jun 2016 08:08:34 +0000 (01:08 -0700)]
detection revamp
Change most instances of detection to offer the player a chance to
move the cursor around on the map so that the getpos() autodescribe
feature can explain things that might go away as soon as the
current detection completes. The few instances that don't offer
such a chance are the ones where everything which has been revealed
will still be there once the action finishes (such as regular magic
mapping and blessed/persistent monster detection).
There were quite a lot of inconsistencies in things like handling
for detection while swallowed or underwater. I didn't keep track
of them to distinguish between 3.6.0, current dev code, or my patch
in progess. They should be much more consistent now but without a
comprehensive fixes36.1 entry.
Blessed clairvoyance (divination spells at skilled or expert) now
shows monsters as well as terrain. I first had it like that for
any clairvoyance, but having getpos/autodescribe kick in every 15
or 30 turns once you have the amulet--or pay the appropriate amount
to a temple preist--was nearly unplayable. When it only follows an
explicit spell cast it is not intrusive.
PatR [Thu, 2 Jun 2016 01:45:52 +0000 (18:45 -0700)]
obscure polyself message
Hero was poly'd into a hider monster and was swallowed by something.
Attempting to hide via '#monster' gave "You can't hide while you're
being held." It correctly blocked hiding due to u.ustuck but the
feedback ignored the possibility of u.ustuck+u.uswallow.