PatR [Tue, 2 Jun 2015 23:57:42 +0000 (16:57 -0700)]
breaking blind-from-birth conduct
OPTIONS:blind starts the hero off blind, but putting on the Eyes of the
Overworld confers sight. Make that break the blind-from-birth conduct.
Sight persists after removing the Eyes even though they aren't intended
to cure anything. It doesn't make sense to restore the blind-from-birth
flag when taking the Eyes off, but we may want to add another flag, or
make u.uroleplay.blind into a bit mask that can track both can't-see-now
for play and could-never-see for conduct. (Actually, u.uroleplay.blind
should track only the conduct, and starting the game with it enabled
should set one of the extra bits in u.uprops[BLINDED].intrinsic. The
Eyes already override that, and taking them off would restore blindness
since the bit would still be set. As a bonus, the expression in the
macro 'Blind' could be simplified.)
nhmall [Tue, 2 Jun 2015 02:30:04 +0000 (22:30 -0400)]
option name change to statushilites
Changes to be committed:
modified: doc/Guidebook.mn
modified: doc/Guidebook.tex
modified: include/flag.h
modified: src/options.c
modified: win/tty/wintty.c
nhmall [Tue, 2 Jun 2015 01:41:00 +0000 (21:41 -0400)]
ready for testing
Changes to be committed:
modified: doc/Guidebook.mn
modified: doc/Guidebook.tex
modified: include/config.h
modified: win/tty/wintty.c
PatR [Tue, 2 Jun 2015 01:18:47 +0000 (18:18 -0700)]
tty role selection when filter by options
Honor things like OPTIONS:role=!tourist and NETHACKOPTIONS='race=!orc'
when performing interactive role selection. I don't think it was
completely correct when players let the program choose, but it must
have been close enough because we haven't gotten any complaints.
The post-3.4.3 interactive selection was ignoring options-base filtering
entirely and did get complaints for the pre-beta.
Role selection has a ton of code which bloats the program without doing
anything useful for actual game play. It ought to be split off into a
separate front end.
Pasi Kallinen [Mon, 1 Jun 2015 12:56:23 +0000 (15:56 +0300)]
Reduce the number of gnomes with candles
Gnomes in mines during level generation have 1/20 chance of getting a candle
(should give approximately 4 candles in all of the mines total), and every
randomly generated gnome has 1/60 chance.
PatR [Mon, 1 Jun 2015 00:18:06 +0000 (17:18 -0700)]
mondata.c formatting cleanup, ancient AIX PS/2 bug
When looking to see whether the monsndx() panic could provide any more
useful information [if a pointer that's supposed to point into the
mons[] array doesn't, I don't think that there's a whole lot of other
information available aside from whether it is null or not, and that's
implicitly provided already], I went through the whole file cleaning up
the formatting and making sure every routine was preceded by a short
(usually one line) comment.
There were a few bits of code reorganization. I changed little_to_big
to have a single point of return. The 25 year old workaround for a
compiler bug on a defunct platform may or may not still be applicable;
I took that out. If we get segfault reports for AIX on PS/2, this is
the first place to look. (big_to_little is nearly identical and didn't
have the same workaround. Not needed, or not called often enough for
any AIX PS/2 user to be affected?)
PatR [Sun, 31 May 2015 08:24:19 +0000 (01:24 -0700)]
last? Sting
If Sting is glowing when blindness gets toggled, give a new "glowing"
message.
So instead of
Sting glows blue! [...] You can't see! [...] Sting stops quivering.
if you're still blind when the last orc goes away, or
Sting quivers slightly. [...] You can see again. [...] Sting stops
glowing.
if you were blind when the first orc arrived, now you'll get an
intermediate message between the second and third ones. 'Sting is
quivering' for the first case, 'Sting is glowing' for the second.
No matter how many times blindness toggles back and forth, the final
"stops glowing" or "stops quivering" will be consistent with the most
recent "is glowing" or "is quivering".
PatR [Sun, 31 May 2015 05:41:30 +0000 (22:41 -0700)]
more Sting,&c
Add "(glowing light blue)" to the formatted object description when
Sting or Orcrist is glowing due to presence of orcs or "(glowing red)"
if Grimtooth is glowing due to elves. Use "(glowing)" if blind;
assumes that some aspect of the glow (perhaps warmth or vibration) can
be noticed via touch.
Make enlightenment's "you are warned about <monster class> because of
<artifact>" catch up with Orcrist and Grimtooth. It was attributing
Orcrist's warning against orcs to Sting, and Grimtooth's warning was
against "something" rather than elves.
The glow color is now a new field in artilist[], so the biggest part
of this patch is adding an extra value to each artifact's definition.
PatR [Sun, 31 May 2015 01:22:14 +0000 (18:22 -0700)]
get_cost_from_price
I couldn't figure out why walking over a container in a shop might
give the wrong price; the code looks correct. But I've reorganized
get_cost_from_price to perform the cheapest tests first. The u.ushops
check should probably be done in doname to avoid calling this routine
at all 99.99% of the time.
PatR [Sat, 30 May 2015 19:30:54 +0000 (12:30 -0700)]
disoriented teleport attempt
Reported for pre-beta, getting "you feel disoriented" when attempting
to teleport within a level while carrying the Amulet, you still ended
up teleporting. Wizard mode allows the disorientation to be overridden
but the logic was wrong. It worked as intended when in wizard mode but
unintentionally always overrode disorientation when not in that mode.
PatR [Sat, 30 May 2015 08:25:46 +0000 (01:25 -0700)]
menucolors parsing
Revise the menucolor parsing (color and attribute portion, not the
regexp part) to switch to the string matching used for wishing in
order to allow space in the "light <foo>" entries instead of forcing
the two words to be run together. Having them be run together still
works, as does use of dash or underscore to separate the two words.
So the canonical form for light blue is now "light blue" instead of
"lightblue", but all of "light blue", "lightblue", "light-blue", and
"light_blue" match it. (So do weird things like "--li-gh_-_tbl ue _"
but I won't lose any sleep over that.)
Almost all of this if formatting; mostly blank line after declarations
but also there was new stuff that didn't match the recent reformat.
PatR [Sat, 30 May 2015 00:42:15 +0000 (17:42 -0700)]
add warning glow for Orcrist & Grimtooth
Make Orcrist glow light blue when orcs are present, just like Sting.
(Sting supposedly glowed because it was made by the elves of Gondolin
rather than any particular attribute built into it, and Orcrist was
made there too. I think it also glowed in the Hobbit; that was how
Bilbo recognized what the situation was when he first saw Sting glow.
Maybe it was the other sword rather than Orcrist, but they were treated
as being functionally equivalent.)
Also make Grimtooth glow red when elves are present. That's from thin
air, to give it some novelty. Unlike Sting, whose double-damage bonus
is restricted to orc targets, Grimtooth's weak 1d6 bonus still applies
to all targets.
PatR [Fri, 29 May 2015 22:46:13 +0000 (15:46 -0700)]
'Du' bug with non-empty containers
ckunpaid() had the same coding error as allow_category(). A hero-owned
container holding hero-owned contents followed in invent an any unpaid
object was mis-classified unpaid.
PatR [Fri, 29 May 2015 09:07:50 +0000 (02:07 -0700)]
using #name to call a floor object
Implement Boudewijn's suggestion that #name be extended to allow naming
something of the floor. I'm sure he wants this so that he can avoid
picking up gray stones, but it's something I started to implement years
ago (probably at an earlier suggestion from him...) and then forgot all
about.
This changes the #name menu to be
m - a monster
i - a particular object in inventory
o - the type of an object in inventory
f - the type of an object upon the floor
d - the type of an object on discoveries list
a - record an annotation for the current level
What do you want to name?
with the i and o choices omitted when inventory is empty. If the
'lootabc' option is set it will use a through f instead, but then the
last three entries change letters when inventory is empty. 'y' and 'n'
are still accelerators (effectively hidden choices) for the i and o
entries, corresponding to the answers for the 3.4.3 and earlier "name
an individual object?" prompt.
The floor choice asks you to pick a location. If you pick yourself,
then the top object of the pile underneath you is targetted. Otherwise,
the target must be an object glyph, and the object must have its dknown
bit set, so have previously been seen up close or revealed via blessed
potion of object detection. To make it be more useful, targetting an
object on an adjacent square will set the dknown bit. (Just the top
object if there is a pile there.) There's no cockatrice corpse touch
check since you aren't actually touching anything, just looking.
The setting of dknown bit for an adjacent object has been extended to
the '/' and ';' commands for examining things on the screen as well.
It's only done for adjacent spots you actively select, not all 8 spots
around you.
nhmall [Fri, 29 May 2015 01:49:13 +0000 (21:49 -0400)]
don't see Sting glowing light blue if you're blind
Changes to be committed:
modified: doc/fixes35.0
renamed: doc/fixes35.0 -> doc/fixes36.0
modified: src/artifact.c
PatR [Fri, 29 May 2015 01:36:51 +0000 (18:36 -0700)]
Sting's glow while blind
Give an alternate message if Sting starts or stops glowing while the
hero can't see. It probably ought to give an immediate message when
blindness toggles but that looks like it could get messy.
Having an 'o' die or migrate off level should probably also redo the
Sting message immediately, otherwise we see things like:
The little dog kills the goblin.
The little dog eats a goblin corpse.
Sting stops glowing.
(There could be lots of additional intervening messages depending on
other monster activity at the time.) Calling see_monsters() in the
relevant places--probably m_detach() and migrate_to_level()--would
address this but won't do because that could result in hallucinating
monsters changing appearance mid-turn.
PatR [Thu, 28 May 2015 09:22:48 +0000 (02:22 -0700)]
fix [pre-]beta 'Du' bug with containers in shops
'Du' in a shop was listing hero-owned containers that didn't contain
any unpaid items. At least one unpaid item must be carried; bug
manifested iff one or more unpaid items followed the container in
the invent list.
Recently revised allow_category() was using count_unpaid() for
container contents incorrectly, inadvertently checking the rest of
inventory after the container in addition to its contents.
Pasi Kallinen [Wed, 27 May 2015 15:29:12 +0000 (18:29 +0300)]
Add MSGTYPE config option
MSGTYPE allows the user to define how messages in the message
area behave. For example:
MSGTYPE=stop "You swap places with "
would always make that message prompt for -more-. Allowed types
are "show" (normal message), "hide" (do not show), "stop" (wait
for user), and "norep" (do not repeat message).
Adding this, because it's relatively simple, proven to work, and
it seemed to be the major thing betatesters felt was lacking when
compared to NAO.
PatR [Wed, 27 May 2015 10:49:09 +0000 (03:49 -0700)]
hacklib.c formatting
hacklib.c took a beating in the reformatting, so clean it up.
A tweak to the anti-predictability hack in setrandom() is the only
change in the actual code.
PatR [Wed, 27 May 2015 10:35:28 +0000 (03:35 -0700)]
omit_buc tweak
gcc complained about mixing && with || without parantheses. After
scratching my head a bit, I think this change yields the intended
result.
'omit_buc' is a bad option name. It's cryptic and it doesn't even
describe the function. At a minimum it ought to be changed to
'omit_uncursed' to accurately describe what it does.
'implicit_uncursed' or 'explicit_uncursed' (with opposite boolean
value) would be even more precise but probably not any clearer.
Pasi Kallinen [Wed, 27 May 2015 09:46:31 +0000 (12:46 +0300)]
Add omit_buc -option
The option defaults to on, which is the old-style behaviour.
Turning the option off will never omit the "uncursed" -status
from inventory lines. This is pretty much required if users
want to use menucolors based on the BUC state.
PatR [Wed, 27 May 2015 00:16:30 +0000 (17:16 -0700)]
mimics mimicking strange objects
The code that intended to have mimics occasionally take on the form
of "strange object" always produced downstairs instead because
S_MIMIC_DEF is greater than MAXOCLASSES.
This problem was present in 3.4.3. I didn't try to go back to see
how long it's been there, but strange objects used to occur once
upon a time. Either nobody noticed that they'd gone away or there's
an alternate way to produce them.
PatR [Mon, 25 May 2015 22:49:44 +0000 (15:49 -0700)]
questpgr.c's in_line[], out_line[]
Replace static in_line[] and out_line[] with local variables that are
released when the quest pager code returns to caller. QTEXT_IN_SIZ
was already removed from makedefs; now QTEXT_OUTSIZ is removed from
nethack. Use regular BUFSZ for them instead of trying to maintain a
separate size for quest text.
Pasi Kallinen [Mon, 25 May 2015 19:02:59 +0000 (22:02 +0300)]
Fix squeaky board creation segfault
If a trap is created on top of another trap, maketrap reuses
the trap struct in place, instead of deleting and recreating it.
If a squeaky trap was created on top of another trap, maketrap
first set the trap type to squeaky board, and then tried to
look through all squeaky boards on the level, to determine
what note the new trap should play. Unfortunately, the union
with the trap note most likely contained a rolling boulder
coordinate or something else outside the 12 note range, so
then the tavail-array lookup would cause a segfault.
PatR [Mon, 25 May 2015 06:49:05 +0000 (23:49 -0700)]
trickier lint cleanup
Suppress some mostly longstanding "unused parameter" warnings where
the usage was generally conditional.
restlevl() had a conditional closing brace that confused the recent
reformat, resulting in some code inside a funciton ending up flush
against the left border (first column, that is, as if outside of the
function).
PatR [Mon, 25 May 2015 06:26:35 +0000 (23:26 -0700)]
makedefs lint
makedefs.c: In function 'fgetline':
makedefs.c:2630: warning: comparison between signed and unsigned
makedefs.c: At top level:
makedefs.c:2638: warning: ISO C does not allow extra ';' outside of a function
fgetline() makes my recent check for quest line truncation become
redundant, so strip that out. I haven't taken the corresponding
macro out of qtext.h though.
[I didn't see any patch introducing 'fgetline'. Was it hidden as
part of some big merge?]
Sean Hunt [Mon, 25 May 2015 00:03:10 +0000 (09:03 +0900)]
Reformat .h files.
I did my best to exempt some of the bigger aligned blocks from the reformatting
using the /* clang-format off */ and /* clang-format on */ tags. Probably some
that shouldn't have been formatted were anyway; if you encounter them, please
fix.
The clang-format tags were left in on the basis that it's much easier to prune
those out later than to put them back in, and it means that, modulo my custom
version of clang-format, I should be able to run clang-format on the source tree
again without changing anything, now that Pat has fixed the VA_DECL issues.
Sean Hunt [Sun, 24 May 2015 15:04:04 +0000 (00:04 +0900)]
Make long worms unleashable.
Fixes a bug reported by ais523. Rather than account for individual
segments, I opted just to make them unleashable, because it's not very
useful behaviour anyhow.