nethack.rankin [Sat, 6 Nov 2004 01:19:25 +0000 (01:19 +0000)]
pickup into quiver
Despite lack of feedback from the beta testers about it, add the code
which tries to stack an object being added to inventory with the quiver
before trying with other carried objects. Only matters to user if quiver
is non-empty and one or more other slot(s) are compatible with it, but
that's not uncommon for someone who starts a rogue by splitting the initial
daggers into separate wield and throw slots. Firing a dagger from quiver
and then having it merge with wielded weapon instead of back into quiver
when picked back up leads to tedious inventory manipulation. Assigning
different names to the two stacks solves this, but can't help when picking
up an unnamed item which is otherwise compatible. (A rogue with starting
daggers wouldn't encounter that since unnamed ones won't be sufficiently
identified to stack, but any character who just gathers unID'd daggers and
uses them for both melee and throwing has a chance of running into the
"picked up into less desireable slot" trap whenever new ones are found.)
nethack.rankin [Tue, 2 Nov 2004 05:15:33 +0000 (05:15 +0000)]
Glib messages when dropping weapons
<Someone> reported that she got "your weapon slips from your hands" when
inflicted with slippery fingers while wielding multiple daggers. That
should be "weapons" plural and they're only being dropped from one "hand"
singular. Fix that and also give more specific feedback than "weapon"
for non-swords based on their weapon skill category names. This works
pretty well for most common weapons but might need some more tweaking for
ones where different types have gotten lumped together in the skills.
old feedback:
Your weapon slips from your hands.
Your tool slips from your hands.
Your food slips from your hands.
twoweapon:
Your sword slips from your hands.
Your other sword also slips from your hands.
new feedback:
Your daggers slip from your hand.
Your <one-hander> slips from your hand.
Your <two-hander> slips from your hands.
Your pick-axe slips from your hand.
The corpse slips from your hand.
twoweapon:
Your sword slips from your left hand.
Your other sword also slips from your right hand.
nethack.rankin [Sat, 30 Oct 2004 01:44:12 +0000 (01:44 +0000)]
#enhance docs again
Since "weapons and spell skills" is grammatically suspect and
"weapons and spells skills" sounds odd, change to "weapon and spell skills"
in both the Guidebook and the game's online descriptions. The #enhance
command itself uses "current skills" and doesn't need any alteration.
From the newsgroup: if you were polymorped into a cockatrice and
a trapper attempted to swallow you, the 't' displayed at its location
would be left behind after it turned to stoned. This fixes that and a
much more serious issue as well: if you were punished at the time, the
game would panic on your next attempt to move because the ball&chain were
left in limbo. There would also have been strangeness (monster sharing
your location, stale u.ustuck setting) if the swallower was life-saved,
but I didn't try to make that happen so am not sure how bad things would
have been.
nethack.rankin [Thu, 28 Oct 2004 01:48:52 +0000 (01:48 +0000)]
doc bits
Per <Someone>'s request, make the game's description of the ``#enhance''
command be the same as in the Guidebook by mentioning spell skills.
Combining weapons plural with spell singular isn't right, but I'm not
sure which way to change that so am leaving it alone. On the other hand,
the poor grammar used to describe the ``#conduct'' command is easy to fix.
nethack.rankin [Fri, 22 Oct 2004 02:15:33 +0000 (02:15 +0000)]
gas spores attempting to attack
From a bug report, but pulls back" while successfully
praying. Gas spores' only "attack" is to explode when dying, so the code
that checks whether the monster has any attack needs to handle AT_BOOM as
a special case. Unfortunately this change means that you won't interrupt
an occupation when a gas spore approaches, and a subsequent kill by your
pet might end up causing you harm while still occupied. The callers of
`noattacks()' are messy enough that I didn't want to try to address that.
This also moves noattacks() from mhitm.c to somewhere more sensible.
nethack.rankin [Fri, 22 Oct 2004 01:04:34 +0000 (01:04 +0000)]
fix #U782 - undead turning in a shop [trunk only]
Reported last December by <email deleted>. Using
a wand or spell of undead turning inside a shop used up corpses without
checking whether they were owned by the shop. Although the report didn't
mention it, using stone-to-flesh on statues had the same problem.
I'm not completely satisfied by some aspects of this code, but if I
don't commit what I've got now I probably never would. My original notes
are lost; I thought that there were some additional fixes present, but
looking at these diffs I don't see anything else significant enough to
warrant mention in the fixes file.
nethack.rankin [Sat, 16 Oct 2004 01:07:46 +0000 (01:07 +0000)]
two grammar bits
Fix the two minor grammar problems for messages given when eating
that were From a bug report: inappropriate or inconsistent
capitalization in mid sentence for
Ulch - That <object> was rustproofed!
and missing punctuation for the appended clause for cannibalism in
Ulch - that meat was tainted cannibal!
cohrs [Sun, 3 Oct 2004 22:14:36 +0000 (22:14 +0000)]
prevent a panic splitbill: no resident shopkeeper
Patch was sent in by <Someone> on Sep 8:
This bug causes a number of impossible messages (starting with splitbill:
no resident shopkeeper??)
Repeat by:
Enter a large shop.
Wish for a large stack of projectiles.
Sell your projectiles and then pick them up again.
Trap shopkeeper against the door with a scroll of earth.
Throw the projectiles at the shopkeeper to anger him.
Move away from the boulder trap and wait for the shopkeeper to leave the
shop.
Throw one of the projectiles at the free space.
cohrs [Sun, 3 Oct 2004 22:04:20 +0000 (22:04 +0000)]
X11 map scrolling behavior [from Steve VanDevender]
This isn't really a bug, but I find it does make the map scrolling in
the generic X11 version a lot less distracting. The original behavior
produces certain boundaries where, when the cursor moves back and forth
across that boundary, the map scrolls with each crossing. This is
particularly annoying in places like Sokoban where the player makes that
kind of movement frequently causing large jumps of the map each time.
Changing the border and delta constants in winmap.c as below eliminates
that behavior, as well as making the cursor easier to track by tending
to recenter it whenever the map shifts.
cohrs [Sun, 3 Oct 2004 21:59:18 +0000 (21:59 +0000)]
missing scrollbar in X11_display_file [from Steve VanDevender]
It appears that the Athena text widget in recent XFree86 distributions
does not properly honor the XawtextScrollWhenNeeded flag, so the text
widget created by X11_display_file() does not have a vertical scroll bar
when the text does not entirely fit in the window. I have seen this bug
in XFree86 versions from 4.0.2 through 4.3.0. Using XawtextScrollAlways
for the vertical scrollbar ensures it will always appear.
Objects which were destroyed by dipping them into lit potions of oil
didn't get unworn or unwielded in cases where that was needed. This left a
stale pointer which could result in various strange things (user saw it be
formatted as "glorkum" but that isn't guaranteed) and there was no update of
any attributes or intrinsics conferred by the item, so persistent levitation
or water walking or dexterity boost could occur.
Nothing to do with <Someone>'s recent list of missing entries, just
an amusing quote I like. The book itself isn't remotely nethackish; it's
about a teenage boy and a teddy bear who are operating as hardboiled-style
detectives in a land of sentient toys where nursery rhyme characters start
getting murdered.
nethack.rankin [Sat, 28 Aug 2004 01:54:20 +0000 (01:54 +0000)]
rnl() tweaks
Eliminate two minor anomalies in the behavior of the rnl() function
which returns a random number that is modified by the hero's Luck attribute.
Integer division by 3 on requests for small ranges and the fact that the
chance of making a modification was lower for good luck than for bad luck
meant that highest luck did not produce best chance to avoid worst result.
The actual effect on game play is sure to have been negligible. More
troubling is that the program has several rnl(3) and rnl(4) calls. These
practically guarantee a result of 0 when the hero has maximum luck. The
rnl() function really shouldn't be used for such tiny ranges (unless the
actual intent is that high level characters are expected to almost always
have the 0 outcome...).
nethack.allison [Mon, 23 Aug 2004 16:57:59 +0000 (16:57 +0000)]
rolling boulder not in bones files
<Someone> Cced from rgrn:
<email deleted> (<Someone>) writes:
[killed by a boulder trap, left bones]
> Then I realized... there's no boulder. Did the boulder disappear
> because I died from the attack, thus bypassing the code that moves the
> boulder to its intended destination? Did the creation of the bones
> file destroy the boulder? Do boulder traps sometimes get
> "deactivated" when bones files are loaded?
The first of these. If you look at launch_obj(), there's an
obj_extract_self() early on, then all the tracking its trajectory,
then a place_object() when it comes to rest; since the thitu() call
kills you during the trajectory part, the boulder never gets re-placed
onto the map. This is, I think, a bug (and one that will apply to any
monster-thrown object that kills you, as well); reported to the
DevTeam.
nethack.rankin [Tue, 17 Aug 2004 01:29:47 +0000 (01:29 +0000)]
killing pets by displacing them into traps
A user pointed out that you lose pacifism conduct if you kill your
pet by displacing it into a trap but you don't gain any experience in
the process. Make this consistent with killing monsters in other ways:
if you get blamed for it then you should also get credit for it.
Probably minliquid() and mintrap() should take another argument so
they can call killed() instead of mondead() when necessary, but I didn't
go to that much effort....
cohrs [Sat, 7 Aug 2004 16:06:58 +0000 (16:06 +0000)]
C340-18 redux
Fix the test of otrapped in ohitmon pointed out by <Someone> that was causing
my previous fix to do the exact opposite of the intended behavior.
nethack.rankin [Tue, 3 Aug 2004 03:40:08 +0000 (03:40 +0000)]
fractured rock descriptions
From a bug report: fracture_rock() was unintentionally propagating
the boulder or statue's dknown flag to the resulting rocks, producing a
trivial but noticeable difference in description of "rock" vs "stone" if
the source object had been seen up close prior to being broken and the
rocks are then examined remotely or while blind.
The curse/bless state is propagating too, but this seems reasonable
so I've left it alone.
nethack.rankin [Tue, 3 Aug 2004 02:37:44 +0000 (02:37 +0000)]
fix "dropping Medusa's corpse down the stairs"
User reported the following incorrect feedback:
You drop Medusa's corpse. corpse falls down the stairs.
and apparently thought that the problem was a glitch in the middle of the
sentence; the actual problem is that the second sentence lacks its start.
This fix isn't perfect. You'll now get
Medusa's corpse falls down the stairs.
for the second sentence, but
The Oracle corpse falls down the stairs.
when dealing with a unique monster who doesn't have a personal name.
Either form seems acceptable to me, but mixing them appears inconsistent.
Probably all the uses of corpse_xname() (and its callers back up the
chain cxname(), aobjnam(), yobjnam()) need to be reviewed for usage. I
don't have the energy for that.
Fix the reported problem of being able to safely stand on lava after
taking off fireproofed water walking boots. The situation was more wide-
spread than that; the same thing happened when non-fireproofed boots were
burned off while walking over the lava in the first place. Now you'll
fall in and end up getting stuck (you have to have fire resistance for any
of this to happen and that resistance makes falling in be survivable).
nethack.rankin [Tue, 29 Jun 2004 02:06:36 +0000 (02:06 +0000)]
hostile djinni from potion
Fix the situation <Someone> reported where the "You disturbed me, fool!"
result when releasing a djinni from a cloudy potion sometimes produced a
peaceful djinni for neutrals due to the usual randomness in how monsters
react to characters of the same alignment. Explicitly force it to be
hostile for that outcome.
Also, for the "it's about time" result, suppress the "It vanishes"
message when the character doesn't see the djinni depart.
nethack.rankin [Thu, 24 Jun 2004 03:13:26 +0000 (03:13 +0000)]
shop repair messages
Fix the situation <Someone> reported where a shopkeeper removing a trap
from the shop doorway yielded "you see the shop door reappear" instead of
reporting about the trap. It made sense if the door had been destroyed
but not when intact.
For trunk only, try to fix up the shop repair message situation when
multiple repairs occur at the same time. Some things were being treated
as mutually exclusive when they aren't. This part needs more testing,
probably using a debugger to force multiple pending repairs to all occur
on the same turn. At any rate, using wizard mode and hoping for some
simultaneous activity was ineffective.
nethack.allison [Tue, 15 Jun 2004 11:52:04 +0000 (11:52 +0000)]
vampires now shapeshift [trunk only]
- can shift into fog clouds, vampire bats, and vampire lords into wolves
- after being "killed" in shifted form, they transform back rather than get
destroyed, and you must take them on in vampire form to defeat them
- can deliberately shift into fog clouds to pass under closed doors
nethack.allison [Tue, 15 Jun 2004 11:38:32 +0000 (11:38 +0000)]
cham changes (trunk only)
This is a foundation patch for patches to follow.
- use a full short index for mon->cham field.
- The current system of providing CHAM_XXX values
was limited to the 3 bits allocated in the bitfield and invalidated
save/bones if the field was expanded.
- The current system didn't provide an easy backwards change
if multiple monster types wanted to use the bit, there was a one
to one mapping: For instance, if you wanted a CHAM_VAMPIRE,
and you wanted vampires, vampire lords, and Vlad to use it, you
would have to have CHAM_VAMPIRE, CHAM_VAMPIRE_LORD,
and CHAM_VLAD defined to achieve that with the one-to-one backward
mapping.
- This new way just uses the mon[] index in the mon->cham field and
eliminates the need for CHAM_XXX (CHAM_ORDINARY is still used).
- no longer requires the cham_to_pm mappings
cohrs [Mon, 7 Jun 2004 19:07:55 +0000 (19:07 +0000)]
invisible troll revives and can appear visible
Play a character without see invisible. Wear speed boots. Generate a troll.
Zap it with a wand of make invisible. Kill it. Stand on the same square and
wait for it to rise from the dead. It will appear as a 'T'. Hitting it then
produces the normal "Wait, there's something here you can't see!"
[ incorporate slashem-Bugs-951439 fix ]
nethack.allison [Sat, 5 Jun 2004 15:50:48 +0000 (15:50 +0000)]
fire traps on ice
"<Someone>" on January 8, 2004, wrote:
> A Valkyrie on the Quest home level, wearing an
> amulet of magical breathing, enters a fire trap
> out on the ice:
>
>> A tower of flame erupts from the ice!
>> The ice crackles and melts.
>> You fall into the water. You sink like a rock.
>> But you aren't drowning. You touch bottom.
>> A cascade of steamy bubbles erupts from the bottom!
>
>Should the trap really be being triggered twice, once on ice and
>once underwater, when I've only moved onto the location once?
nethack.allison [Sat, 5 Jun 2004 13:56:29 +0000 (13:56 +0000)]
hearing a boulder fall
As From a bug report, if you couldn't see a rolling boulder
fall into a pit, you only heard the sound if you were blind.
Also fixes the article used in the message.
nethack.rankin [Fri, 4 Jun 2004 23:51:20 +0000 (23:51 +0000)]
"offering" lookup
Fix the situation <Someone> reported where requesting information about
the not too unlikely word "offering" would match the "ring" quote. I didn't
add a new quote for it but made "offer[ing]" and "sacrific[e|ing]" match the
existing altar quote. I also added one small quote I've had laying around
for a while.
nethack.allison [Fri, 4 Jun 2004 03:56:27 +0000 (03:56 +0000)]
#U986: <email deleted> wrote
on Sunday, April 4, 2004 at 20:27:06:
> On occassion when restoring a game where the
> character is wielding Sting, floor glyphs
> will show up before the --more-- prompt.
> These floor glyphs usually correspond to the
> location of monsters (sometimes they are just
> cavern features such as walls). Some of these
> floor glyphs are not in the character's line
> of sight upon restoring.
Also in this patch is a restore of Sting's ability
to glow blue.
nethack.allison [Tue, 1 Jun 2004 05:22:28 +0000 (05:22 +0000)]
enlightenment
Give more information about your attributes in debug mode
via Control-X.
I'd like to see some way of getting bits of this info to the
player during the game (from the Oracle or something),
but this patch keeps it limited to debug mode.
cohrs [Wed, 26 May 2004 15:49:49 +0000 (15:49 +0000)]
monsters using teleport traps
While trying in vain to find code that would cause the reported
priest-on-players-location behavior, I did find that the code to find
a usable teleport or similar trap was disallowing lots of locations due to
an && that should have been an ||.
cohrs [Tue, 25 May 2004 18:20:35 +0000 (18:20 +0000)]
U979 followup - mimic mimicking a boulder on Sokobon hole
The previous change only affected mimics that started mimicing after the
level was created. This change tries to perform a similar behavior for
randomly placed mimics that are forced to mimic a boulder on special levels.
In this case, since the symbol is fixed and the location is "random", try
several times to find a non-trap location for such a mimic.
cohrs [Mon, 24 May 2004 22:07:18 +0000 (22:07 +0000)]
U979 - mimic mimicking a boulder on Sokobon hole
On mazelike levels, mimics will mimic either boulders or statues (of giant
ants, as it turns out). However, it does not make sense to mimic a boulder
on a hole or even a pit, since boulders would typically fall in. Also,
statues are not typical objects in Sokoban. So, skip statue special case
in Sokoban and always avoid the forced emulation of a boulder when on a
trap location outside a room. This is a bit drastic, but I couldn't think of
an argument for adding the code to do this only for pits, holes, et al,
which are the most likely traps outside rooms anyway.
nethack.allison [Mon, 24 May 2004 14:21:15 +0000 (14:21 +0000)]
CE patch (from <Someone>)
Disable processing of double-click messages if the first click
causes map to scroll. The problem is that if the first click scrolls
the map the second click is going to scroll it even further
(before it is redrawn) which is very confusing for the user.
cohrs [Sat, 22 May 2004 18:23:59 +0000 (18:23 +0000)]
Wrong weight of corpses on special levels
Incorporate a fix from <Someone> related to slashem-Bugs-916544. The
weight was not recalcuated after changing the corpsenm.
nethack.rankin [Sat, 22 May 2004 03:24:23 +0000 (03:24 +0000)]
shapechanger hit points (trunk only)
Try to fix the report of a doppelganger (created from using stone-
to-flesh on a fake statue of Demogorgon) having 1700 hit points after
reverting to its native form. The problem was due to the special monster
level of Demogorgon rather than anything to do with shape changers; the
actual bug was use of `mdat->mlevel' where it should have been using
`mtmp->data->mlevel'. But the whole section of code was rather suspect
since it didn't attempt to handle other types of monsters (dragons, golems,
elementals) which have non-standard hit points, so I knocked some out.
Monsters who have gained or lost levels prior to changing form will no
longer carry that adjustment along; the new form will always be a brand
new one of its type. However, if the old form is injured at the time of
change, the new form will be too (same as before).
cohrs [Sat, 22 May 2004 01:10:01 +0000 (01:10 +0000)]
U1047 - mimics mimicking closed doors on the rogue level
Since the rogue level does not have closed doors, mimicking one there makes
no sense. Similar to what wand of locking does there, make mimics that end
up there mimic a wall instead of a door.
cohrs [Fri, 21 May 2004 21:33:19 +0000 (21:33 +0000)]
U1041 - monster hidden under a corpse not displayed immediately when it rots
There was already code to ensure that if a hidden monster moved, it would
no longer be hidden. However, if the monster is asleep or whatever under
a rotting corpse, when the corpse rotted away, the monster would not
immediately become detected. Add a check to the rot code before the newsym.
cohrs [Fri, 21 May 2004 21:20:16 +0000 (21:20 +0000)]
U917 - floating above unknown stairs
Attempting to go > while blind and floating over unknown stairs/ladder
would refer to the stairs in the "high above" message (however, the
stairs/ladder remained unidentified on the map). Change this case so
it only refers to stairs/ladder if that's what the hero remembers on the map.
nethack.allison [Sun, 9 May 2004 16:58:56 +0000 (16:58 +0000)]
U1039 passive() stoning check tweak
>If you hit a cockatrice with a weapon that immediately breaks
>(like a potion, mirror, or cockatrice egg) you get stoned,
Add a parameter to passive() to make it possible to pass
additional information that indicates that the weapon was
there at the start of the turn, but destroyed during the turn.
nethack.allison [Sun, 9 May 2004 16:53:16 +0000 (16:53 +0000)]
U1039 passive() stoning check tweak
>If you hit a cockatrice with a weapon that immediately breaks
>(like a potion, mirror, or cockatrice egg) you get stoned,
Add a parameter to passive() to make it possible to pass
additional information that indicates that the weapon was
there at the start of the turn, but destroyed during the turn.
nethack.rankin [Sat, 8 May 2004 03:36:37 +0000 (03:36 +0000)]
cursed destroy armor
Fix the bug From a bug report. Subsequently removing
the item caused those attributes to be returned to an incorrect value
which was higher than the character started out with.
giant carrying boulder dies while trapped in a pit (trunk only)
<Someone> wrote:
> "You kill the invisible storm giant. The boulder fills a pit."
> [...] why did I find the corpse *lying on* and not *buried in* the
> former pit?
Ensure that the corpse ends up buried in that case.
<Someone> wrote:
> You have much trouble removing u - a helmet.
> You have much trouble lifting a plate mail. Continue? [ynq] (q)
> You have much trouble removing R - a plate mail.
> You have much trouble removing N - a leather cloak.
> Why am I told that I have trouble "lifting" a plate mail?
1. Add strsubst() routine to hacklib to replace a word or phrase in a string in place.
2. Correct the inconsistency reported.
cohrs [Fri, 26 Mar 2004 19:26:37 +0000 (19:26 +0000)]
U897: kicking while in the air
If you kick something while in the air (i.e. on the Air level or while
in a bubble on the water level), 1) greased objects were treated specially
and 2) messages were given about the object sliding.
- add checks for kicking in the air, and always increased distance a bit
(I didn't add any checks to deal with the transition from air to water or
visa versa)
- don't set the flag that causes the "slides" message in these cases either
cohrs [Fri, 26 Mar 2004 18:28:28 +0000 (18:28 +0000)]
score wrapping band-aid
This patch simply keeps the score from wrapping by capping it at LONG_MAX.
If someone wants to change the score to be unsigned, some changes will
need to be made to tweak this code (and use ULONG_MAX instead).
I'm assuming that our platforms all have limits.h.
cohrs [Fri, 26 Mar 2004 18:20:49 +0000 (18:20 +0000)]
Juiblex' frozen "moat"
<Someone> reported that freezing the swamp on Juiblex' level would result
in message about a frozen moat. Avoid this by using waterbody_name
to to determine if it's a moat or not.
cohrs [Fri, 26 Mar 2004 17:23:15 +0000 (17:23 +0000)]
nethack man page updates
- as requested by ESR, remove the use of parentheses from the usage
summary, it confused some man page conversion tool he has
- updated documentation for the -p option to mention the word "role"
so anyone search for role in the man page will still find it
- removed use of .UC, it is listed as deprecated in all the current man
documentation I could find, when it was even documented at all
- other minor spelling and formatting (hyphenation) changes
arromdee [Fri, 12 Mar 2004 04:04:51 +0000 (04:04 +0000)]
blindfold (from r.g.r.n)
Someone suggested that if your vision is only blocked by a blindfold and it's
the blindfold that glows, you should be able to see it.
arromdee [Fri, 12 Mar 2004 03:57:20 +0000 (03:57 +0000)]
blindfold (from r.g.r.n)
Someone suggested that if your vision is only blocked by a blindfold and it's
the blindfold that glows, you should be able to see it.
cohrs [Wed, 28 Jan 2004 17:49:21 +0000 (17:49 +0000)]
dipping acid in a fountain
<Someone> reported that dipping acid in a fountain did not always destroy
the acid. It might be best to have get_wet call useup in this case, but
that would require more work.
cohrs [Tue, 27 Jan 2004 21:10:14 +0000 (21:10 +0000)]
fleeing mimics
Reported to the list back in November: scaring a mimicing mimic will
produce a "turns to flee" message, but the mimic does not unmimic nor
does it flee. The latter behavior made sense to me as a defense mechanism,
so I changed monflee to avoid printing the message in this case.
cohrs [Tue, 27 Jan 2004 19:35:09 +0000 (19:35 +0000)]
U846 - xorns and pits
Change pit behavior to always mark a non-flying poly'd player as trapped in
a pit, even when Passes_walls is set. This allows players polymorphed into
xorns to descend into pits and pick things up. In this case, any attempt
to move out of the pit now takes a turn but always succeeds. Also fixed
a related bug (w/o ID) that a player could become trapped as if in a pit
when leaving xorn form because u.utrap wasn't checked, and simplified the
code since the extra Passes_walls checks are no longer needed. Also
updated code in sit.c that duplicated uteetering_at_seen_pit.
cohrs [Tue, 27 Jan 2004 17:28:00 +0000 (17:28 +0000)]
Invisible monsters looking much better
<Someone> reported back in December of an invisible monster using an amulet of
lifesaving and looking much better. While the comment in the code says the
amulet is visible, this does not mean the monster is. Add a secondary check.
cohrs [Tue, 27 Jan 2004 03:37:51 +0000 (03:37 +0000)]
U880 - grammar when eating artifacts
Both the reported tombstone message and the initial message could be
grammatically incorrect for eating identified artifacts. This begs the
question whether artifacts should be so easy to destroy.
cohrs [Tue, 27 Jan 2004 00:23:31 +0000 (00:23 +0000)]
general musical instrument use while polymorphed
Extend the previous patch to cover all blown instruments. Also covers
the case of the player strangling. The test is moved to a new can_blow
function to keep the test in one place. It supports any monster, although
all current tests are for the player.
cohrs [Mon, 26 Jan 2004 23:19:36 +0000 (23:19 +0000)]
whistle use while polymorphed
Restrict poly'd whistle use to monsters that can blow a whistle. The
restriction includes those that make no sound (or just buzz, which is a
wing-thing) and are either breathless, tiny (eg ants), headless or water
natives. Searching monst.c, this appeared to provide a reasonable set of
restrictions. There are a couple cases one might quibble about if someone
feels like refining this further.
cohrs [Thu, 22 Jan 2004 23:25:15 +0000 (23:25 +0000)]
using a whistle underwater
A long time ago, a message to the list suggested that whistles should not
work underwater. I did some google research and this does appear to be
true for most whistles. However, magic whistles are magical, so I left
them alone (also, I did find one high-tech whistle in my research that
claimed to work underwater). Since being underwater affects pitch,
adjusted the magic whistle message slightly for that case.
nethack.allison [Sat, 17 Jan 2004 20:42:14 +0000 (20:42 +0000)]
avoid "It turns into it"
<Someone> drew attention to the silly message in the newsgroup
Since I'm not sure if the act of polymorphing has a sound,
I opted to use a new usmellmon() routine to put out a
message based on the smell of the resulting monster
under those circumstances.
Not every monster has a recognizable smell, so no
message at all is given in that case.
olfactory(youmonst.data) will determine whether
you are capable of detecting smells.
There is lots of room for enhancement, and some of the
existing smell-related messages in the source should perhaps
be checking olfactory(youmonst.data) too, but this patch
doesn't go that far.
nethack.rankin [Sat, 10 Jan 2004 03:23:55 +0000 (03:23 +0000)]
cmdassist enhancement
Implement the patch sent by <email deleted>
to make responding with '?' at the "what direction?" prompt ask again
after giving the `cmdassist' direction display. I did it slightly
differently than was done in the submitted patch but the result is the
same except that it also suppresses the message about how to disable
cmdassist in this case.
nethack.rankin [Sat, 27 Dec 2003 02:45:47 +0000 (02:45 +0000)]
fix steed-in-trap message grammar when hallucinating
Fix the recently reported bug about the wording of trap messsages
when hero's steed has a name but hallucination prevents that name from
being used, yielding "You lead poor wombat into a pit!" and the like.
I accidentally deleted the message so can't reply to the sender.
[Before applying this patch, take a look at the POLY_TRAP case of the
switch statement in steedintrap(). A misplaced brace has drawn the
default case into one of its `if' statements. Evidently it's valid C
syntax, but someone among us must have access to a compiler or lint
checking tool which is capable to diagnosing such things.]