If player throws a wielded aklys and it fails to return, and quiver
is empty when picking it back up, don't put it into that slot because
it needs to be wielded to achieve best throwing effect. A player who
had wielded it and was using 'f' to throw it might not notice that
it isn't returning until it hasn't returned several times. Moot if
quiver already has some missile readied. Don't autoquiver even if
some other weapon is wielded because that might have been done just
to go retrieve the aklys.
The game doesn't keep track of whether a previously thrown item was
wielded at the time, and shouldn't be changed to auto-wield in such
situation. Leaving quiver empty so that player is prompted for what
to throw is sufficient.
One of the gold kicking changes I had pending. The "Thwwpingg"
message is obviously intended as a sound effect so shouldn't be
given if the hero is Deaf.
Changes in wish parsing included with figurine gender implementation
3 or so weeks ago accidentally broke asking for "large box" and
possibly other stuff.
Re-do "paperback book" handling to accept "paperback" and "paperback
book" but to reject previously accepted "paperback spellbook" when
wishing for a novel by description.
Something I noticed recently: a wish request for "paperback book"
yielded "Nothing fitting that description exists in the game."
Asking for "paperback spellbook" worked though.
I'm not sure whether this is the best way to handle this particular
exception but wishing for "paperback book" now works.
Pasi Kallinen [Fri, 9 Jul 2021 10:13:26 +0000 (13:13 +0300)]
Improve special level shop and door linking
When creating a shop via des.region, allow creating the shop door
either with a map character in a des.map, or with des.door
before or after the shop region.
Also allow a shop door to open directly into another shop.
when encountering a hiding monster that's still unseen after being
revealed (so most likely invisible when hero lacks see invisible).
Change
|Wait! There's an it hiding under <an object>!
to
!Wait! There's something hiding under <an object>!
when hero tries to move onto the object.
Also, when a hidden monster reveals itself by attacking, change
|It was hidden under <an object>!
usually followed by "It hits." or "It misses."
to
|Something was hidden under <an object>!
without changing whatever follows.
Pasi Kallinen [Sat, 3 Jul 2021 12:19:53 +0000 (15:19 +0300)]
Movement key reworking
Put the rush and run movement keys into g.Cmd instead of bit twiddling
the normal walk keys in multiple places to get the run and rush keys.
Allow meta keys in getpos. Use the normal running keys to fast-move
in getpos, instead of explicit HJKL - I polled couple places online,
and number_pad users did not use the HJKL keys in getpos.
when perm_invent is displayed. The persistent inventory window
showed unpaid items with their prices, but when using itemized
billing those prices went away when an item was purchased.
The prices and item-by-item prompting continued correctly with
remaining unpaid items; only the perm_invent display was affected.
should cure sliming. Implement the suggestion that quaffing a
burning potion of oil while turning into green slime will cure the
latter.
It's somewhat iffy since the slime is on the outside moving in and
the burning oil ends up on the inside, but the message sequence is
|You burn your face.
|The slime that covers you is burned away!
and it could be that igniting part of the slime quickly spreads to
the rest.
Implemented for monsters as well as for the hero. They will light
and drink the oil in a single turn in the extremely rare situation
where they actually have a potion of oil and need to use it.
PatR [Sun, 27 Jun 2021 00:06:37 +0000 (17:06 -0700)]
web spinning tweak for Sokoban
When spiders try to spin webs, don't let them do so in Sokoban
unless the level has already been solved or the spider can see the
stairs up (which was the simplest way I could achieve something
close to "is in the same room as the stairs up") where it can't
interfere with solving the level.
Pasi Kallinen [Sat, 26 Jun 2021 12:10:38 +0000 (15:10 +0300)]
Clear all room data
Restoring a level cleared residence pointer from those subrooms
which were in the restored level, but if the previous level had
more subrooms, those pointers weren't cleared.
This caused weird problems when a shopkeeper data was looked
up based on the subroom number.
Just to be safe, clear all the room data when freeing the level.
Pasi Kallinen [Sat, 26 Jun 2021 10:00:32 +0000 (13:00 +0300)]
Fix strange object mimic in shop sanity error
Shop population code set the mimic shape to strange object
without checking for protection from shape changers.
Let set_mimic_sym (via makemon) handle it correctly instead.
PatR [Fri, 25 Jun 2021 21:43:14 +0000 (14:43 -0700)]
still more "<mon> appears in a cloud of smoke"
For Angels who appear in a flash of light, temporarily light the
spot where they arrive. If not previously visible, it will go back
to dark and change the angel to the remembered, unseen monster glyph,
usually before the player even notices.
Add more monsters to msummon_environ() so that it has latent support
for various light, fire, and lava creatures from mondata.h even
though these extra ones, like previous vortices, don't get summoned
by msummon().
Pasi Kallinen [Fri, 25 Jun 2021 16:50:02 +0000 (19:50 +0300)]
Adjust shopkeeper damage fixing
Allow shopkeeper to remove webs and pits.
Change the damage fix messaging to be more specific when
shopkeeper removes a trap. Before this the message was
"A trap was removed from the floor", which sounds really silly
when it comes to holes.
Change the damage fixing so the shopkeeper will fix one damage spot
at a time (instead of all at once), so it's more like a monster action.
Some code cleanup, splitting into smaller functions.
While doing this, I noticed that shopkeepers don't actually bill
the hero for the damage, but that'll have to be another commit...
Pasi Kallinen [Fri, 25 Jun 2021 10:22:19 +0000 (13:22 +0300)]
Reorg shopkeeper litter routine
When shopkeeper fixes a wall and there are items on that location,
shopkeeper tries to move those items into their shop. Split
the code dealing with that into separate functions.
Pasi Kallinen [Wed, 23 Jun 2021 19:42:29 +0000 (22:42 +0300)]
Allow spiders to spin webs
Revisited this feature, and the chance of a spider spinning a web
depends now on the number of webs already present on the level.
For a giant spider to spin a web in the middle of a room with no
supports, the limit of existing webs is 4, next to one support 9,
next to two supports 14, and so on. Cave spider limits are much lower.
PatR [Tue, 22 Jun 2021 00:47:51 +0000 (17:47 -0700)]
more "<mon> appears in a cloud of smoke"
Now that the appear message isn't limited to summoning by demon,
seeing "the Angel of <foo> appears in a cloud of smoke" seems
strange. Angels weren't covered by the vapor/dust/&c change for
elementals. Make angels appear in a flash of light.
PatR [Tue, 22 Jun 2021 00:44:35 +0000 (17:44 -0700)]
monster name formatting
While testing monster summoning by using a debugger to force the
outcome, I saw "the renegade Angel of <foo> appears in a cloud of
smoke" as if only one such creature existed. Trying to change
that to "a renegate Angel" pointed out some problems: type names
like Angel, Green-elf, and Uruk-hai fool an() into using "the"
because of their capital letter. Fixing that was a bit of a hack
and worked for Green-elf and Uruk-hai but not for Angel because
it has the eminion extension so uses priestname() instead of the
guts of x_monnam(). Fixing that involved more hackery and now I
feel unclean, but it seems to be working.
It wasn't as noticeable as it might have been because most of the
time that "the Angel of <foo>" or "the priest of <bar>" was shown,
the caller is requesting "the" rather than "a/an".
PatR [Sun, 20 Jun 2021 23:45:42 +0000 (16:45 -0700)]
"<foo> appears in cloud of smoke."
Have water demons appear in a cloud of vapor rather than a cloud of
smoke. This adds a few other alternatives but they'll never happen.
Elementals could only be summoned by Angels but Angels never call
msummon() as far as I can tell. Vortices aren't summoned at all
but the smoke/vapor/&c routine has provisions for them.
The cloud of smoke message used to be given only when the summoner
is a demon. Now it will be given if the last--or only--summoned
creature can be seen to arrive, no matter whether summoned by a
demon, a non-demon (which I think isn't possible), or post-Wizard
harassment.
PatR [Thu, 17 Jun 2021 23:03:45 +0000 (16:03 -0700)]
gender for figurines
Use (obj->spe & CORPSTAT_GENDER) for figurines as well as for
statues and corpses.
Support wishing for
"{female,male,neuter} {corpse,statue,figurine} [of <monster>]".
and
"{female,male,neuter} <monster> {corpse,statue,figurine}".
Also
"{corpse,statue,figurine} of {female,male,neuter} <monster>"
where the qualifier might be in the middle instead of a prefix.
Pasi Kallinen [Wed, 9 Jun 2021 06:02:31 +0000 (09:02 +0300)]
Add assistance to fire-command
Allows the fire-command to autowield a launcher; it will now
do either swapweapon or wield an appropriate launcher, if you
have ammo quivered.
This assistance can be turned off with the fireassist boolean option.
Adds a rudimentary command queue, which allows the code to add keys
or extended commands into the queue, and they're executed as if
the user did them. Time passes normally when doing the queue,
and the queue will get cleared if hero is interrupted.
PatR [Wed, 16 Jun 2021 01:42:30 +0000 (18:42 -0700)]
fix bullwhip-induced panic
While testing some corpse/statue name manipulation changes I managed
to trigger a panic during end-of-game cleanup. Using a bullwhip to
snatch a wielded cockatrice corpse from a monster's inventory into
the hero's inventory and being turned to stone due to lack of gloves
took the corpse out of the monster's inventory but didn't place it
anywhere. If no life-saving took place, it led to an "obj_is_local"
panic during timer cleanup when freeing the level.
This patch includes some of the stuff I've been testing rather than
just the fix for the panic (which is the very last bit of the diff).
PatR [Sat, 12 Jun 2021 10:07:30 +0000 (03:07 -0700)]
mon_pmname(), obj_pmname()
Revive some code from 5 or so years ago that's been sitting in a
defunct local git branch. There are a couple of references to
figurines having gender; the old, unfinished code did already have
support for that, the current code doesn't. It probably won't take
much effort to add it in but I want to get this first part out of
the way.
Replace some of the
pmname(mon->data, Mgender[mon]) calls with simpler
mon_pmname(mon) and some
pmname(&mons[statue->corpsenm],
(statue->spe & CORPSTAT_GENDER) == ... ? ... : ...) with simpler
obj_pmname(obj). There are other instances of them which haven't
been changed but could be.
PatR [Sat, 12 Jun 2021 09:25:16 +0000 (02:25 -0700)]
corpse/statue gender fix when wishing
Wishing for "{corpse,statue} of gnome queen" would produce a corpse or
statue of a gnome queen, but wishing for "gnome queen {corpse,statue}"
would produce corpse or statue of a gnome king. The matching for
gender-specific monster name was only passing back the corresponding
gender when an exact match occurred (which happens for "foo of pmname"
but not for "pmname foo" since 'pmname' through end of string is what
the name_to_mon() matching code is looking at).
PatR [Tue, 8 Jun 2021 10:43:46 +0000 (03:43 -0700)]
fix github issue #531 - genderless corpses
Dead monsters that had traits saved with the corpse would revive as
the same gender, but ordinary corpses revived with random gender so
could be different from before they got killed.
Since corpses of monsters lacked gender, those for monsters with
gender-specific names were described by the neuter name.
This is a fairly big change for a fairly minor problem and needs a
lot more testing.
^X feedback and end of game disclosure reported
Your two weapon skill {is,was} [also] limited by being <skill rating>
with with <secondary weapon>.
when the skill rating for the secondary weapon is/was less than the
skill rating for two-weapon combat. The corresponding message for
primary weapon did not duplicate the word "with".
Pasi Kallinen [Sun, 6 Jun 2021 16:02:10 +0000 (19:02 +0300)]
Change autopickup and color default values
Change the default value of autopickup to off. Having it on is
harmful for new players, making them very easily burdened.
We can't expect new players to know how to configure
pickup_types, pickup_burden, and pickup exceptions.
Change the default value of color to on. We can safely assume
new users have a terminal that supports color, and most people
want color.
PatR [Sun, 6 Jun 2021 12:54:53 +0000 (05:54 -0700)]
curses menu: support backspace/delete for counts
Have curses call the core get_count() routine instead rolling its
own so that backspace and delete are supported. That part was
trivial to accomplish. Unfortunately it brought the disappearing
menu phenomenon back so it became more complicated overall.
PatR [Sat, 5 Jun 2021 23:11:50 +0000 (16:11 -0700)]
fix #K3357 - curses menu disappears
This fixes the disappearing menu, but not curses menu count entry
failing to honor backspace/delete. Entering two or more digits
to get a "Count:12" message, followed by non-digit which removes
that, resulted in the menu for apply/loot in-out container operation
vanishing while it was still waiting for a choice. (Typing a choice
blindly did work.)
The code intended to handle this. I don't understand why refresh()
wasn't working. Reordering stuff didn't help until I changed that
from refresh() to wrefresh(win).
The original Count:123 display was limited to 25 characters and
menus to half the main window, so they didn't overlap. I made the
count display wider--because it is now also used for 'autodescribe'
feedback when moving the cursor around the map--so made something
that originally was impossible become possible. One line of the
menu does get erased while "Count:" is displayed, but then gets put
back by the wrefresh().
PatR [Sat, 5 Jun 2021 22:37:03 +0000 (15:37 -0700)]
fix pull request #527 - cursed levitation
The stair handling reorganization changed drinking a cursed potion
of levitation to only check whether stairs up existed on the level
instead of whether the hero drank the potion while at their spot.
That resulted in always attempting to go up and then getting "you
can't go up here" when not at stairs instead of the intended "you
hit your head on the ceiling".
PatR [Sat, 5 Jun 2021 22:17:55 +0000 (15:17 -0700)]
fix pull request #526 - 'menucolor' help message
being given when it shouldn't be. A change for perm_invent handling
back in March screwed up the if/then/else logic for code executed
when finishing MENUCOLOR manipulation via the 'O' command. That
resulted in the reminder to set menucolors to True being given even
when it was already True if perm_invent happened to be False.
I noticed this myself recently, then neglected to investigate it or
even write it down anywhere.
Patric Mueller [Fri, 4 Jun 2021 09:06:47 +0000 (11:06 +0200)]
curses: remove unnecessary special handling for dark gray
On terminals with at least 16 colors there should be no need for special
handling dark gray.
The curses code uses COLORS < 16, COLORS <= 16, COLORS > 16, or COLORS >= 16
at several places although I'm not sure if they are correct or which could
possibly be off-by-one errors.
But realistically in this case, we only need to distinguish between 8 color
terminals and terminals supporting more than 8 colors as this will mean the
terminal supports at least 256 colors.
Pasi Kallinen [Fri, 4 Jun 2021 06:13:27 +0000 (09:13 +0300)]
Don't bind quit to any key by default
Quit is not a commmand you usually need very often, and generally
don't want to use by accident.
Apparently, on Spanish keyboard layout, n-with-tilde is interpreted
by the Windows NetHack as M-q, and the key is next to l. Loot also
asks for confirmation, just like quit.
Prevent stuff like this by not binding the quit command to any key.
nhmall [Thu, 3 Jun 2021 16:14:27 +0000 (12:14 -0400)]
change references from winnt to windows
rename sys/winnt to sys/windows
move vs (visual studio) folder out of win/win32 and into sys/windows
rename include/ntconf.h to include/windconf.h
rename winnt.c to windsys.c
place visual studio projects into individual subfolders.
This will hopefully resolve GitHub issue #484 as well.
PatR [Thu, 3 Jun 2021 00:13:56 +0000 (17:13 -0700)]
unix/Makefile.top fetch-Lua bit
% make spotless
% sh sys/unix/setup.sh sys/unix/hints/macOS.2020
% make fetch-Lua
worked, but the last ended with
|rm include/nhlua.h
|rm: include/nhlua.h: No such file or directory
|make: [fetch-Lua] Error 1 (ignored)
which might frighten skittish users (like me). Check whether the
constructed header file exists (so is assumed to be for an earlier
Lua version) and only delete it in that case. No more scary report
of benign failure when it isn't there (after 'make spotless' or for
brand new source setup).
Also, some time ago we came to the conclusion that 'if [ ]' was an
extension for GNU 'bash' and wouldn't work with some older actual
'sh' implementations. This replaces the one post-3.6 instance of
|if [ ! -d foo ] then bar; fi
in Makefile.top with
|if test -d foo; then true; else bar; fi
Testing was successful but done with bash rather than an old sh. :-}
PatR [Wed, 2 Jun 2021 00:14:50 +0000 (17:14 -0700)]
fix pull request #521 - valk+warrior alignment
Valkyrie player monster was set to be chaotic even though valk
hero is lawful by default and can also be neutral but not chaotic.
Change it to be lawful. Warrior quest monsters attending leader
were also chaotic; change to lawful to match revised valk. If
hero is a neutral valk then both the player monster and warriors
get changed to neutral at start of game (and stay that way even
if hero changes alignment). The leader defaults to neutral but
gets changed to lawful for lawful valk hero.
Attentdant quest monsters with the healer leader were lawful but
if they gain enough experience they get promoted to healer, so
make them neutral like the latter.
I've added some miscellaneous comments and done a small amount of
reformatting. Comment about alignment changing in bones applies
to all roles that can be played with different alignments, not
just to valkyries. It isn't new; I just thought that it ought to
be mentioned somewhere.