fix SC343-9, bones handling for corpse/statue of unique monster (trunk only)
The logic in cant_revive() was a little off, so reviving a unique
corpse or statue on a bones level would recreate that unique monster instead
of making a doppelganger who's imitating it. Fixing that was simple but had
the unintended side-effect of making it impossible to deliberately create
unique monsters with ^G in wizard mode. So create_particular() has been
modified to let the user override the zombie or doppelganger conversion.
And then when not overriding, shapechangers took on random appearance, so
this also changes create_particular() to override shape changing. And that
has the side-effect of making chameleons or vampires start out as themselves
instead of as random critters or bats/fog clouds. [Better stop now! :-]
resetobjs() also needed to have extra corpse handling when saving bones
because the fix for revival wouldn't prevent you from turning to stone by
eating apparent-Medusa's corpse. Statues of uniques and corpses of special
humans like vault guards and shopkeepers didn't need anything extra; they
can retain original form until an attempt at revival is tried.
I'm not going to try to adapt this for 3.4.4.
This commit is contained in:
@@ -89,6 +89,7 @@ prevent polymorphing into "new man" at low level from magnifying HP and Pw
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losing a level while polymorphed affects hero's current monster HP as well as
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underlying normal HP
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mind flayer brain eating is subject to certain fatal targets and to cannibalism
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corpses of unique monsters in bones behaved incorrectly if revived or eaten
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Platform- and/or Interface-Specific Fixes
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14
src/bones.c
14
src/bones.c
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)bones.c 3.5 2004/12/17 */
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/* SCCS Id: @(#)bones.c 3.5 2005/10/07 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -127,8 +127,18 @@ boolean restore;
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vault guards in order to prevent corpse
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revival or statue reanimation. */
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if (otmp->oattached == OATTACHED_MONST &&
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cant_revive(&mnum, FALSE, (struct obj *)0))
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cant_revive(&mnum, FALSE, (struct obj *)0)) {
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otmp->oattached = OATTACHED_NOTHING;
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/* mnum is now either human_zombie or
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doppelganger; for corpses of uniques,
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we need to force the transformation
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now rather than wait until a revival
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attempt, otherwise eating this corpse
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would behave as if it remains unique */
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if (mnum == PM_DOPPELGANGER &&
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otmp->otyp == CORPSE)
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otmp->corpsenm = mnum;
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}
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} else if (otmp->otyp == AMULET_OF_YENDOR) {
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/* no longer the real Amulet */
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otmp->otyp = FAKE_AMULET_OF_YENDOR;
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36
src/read.c
36
src/read.c
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)read.c 3.5 2005/04/14 */
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/* SCCS Id: @(#)read.c 3.5 2005/10/07 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1893,8 +1893,8 @@ unpunish()
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}
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/* some creatures have special data structures that only make sense in their
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* normal locations -- if the player tries to create one elsewhere, or to revive
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* one, the disoriented creature becomes a zombie
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* normal locations -- if the player tries to create one elsewhere, or to
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* revive one, the disoriented creature becomes a zombie
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*/
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boolean
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cant_revive(mtype, revival, from_obj)
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@@ -1902,17 +1902,17 @@ int *mtype;
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boolean revival;
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struct obj *from_obj;
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{
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/* SHOPKEEPERS can be revived now */
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if (*mtype==PM_GUARD || (*mtype==PM_SHOPKEEPER && !revival)
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|| *mtype==PM_ALIGNED_PRIEST || *mtype==PM_ANGEL) {
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if (*mtype == PM_GUARD || (*mtype == PM_SHOPKEEPER && !revival) ||
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*mtype == PM_HIGH_PRIEST || *mtype == PM_ALIGNED_PRIEST ||
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*mtype == PM_ANGEL) {
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*mtype = PM_HUMAN_ZOMBIE;
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return TRUE;
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} else if (*mtype==PM_LONG_WORM_TAIL) { /* for create_particular() */
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} else if (*mtype == PM_LONG_WORM_TAIL) { /* for create_particular() */
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*mtype = PM_LONG_WORM;
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return TRUE;
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} else if (from_obj && unique_corpstat(&mons[*mtype]) &&
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from_obj->oattached != OATTACHED_MONST) {
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} else if (unique_corpstat(&mons[*mtype]) &&
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(!from_obj || from_obj->oattached != OATTACHED_MONST)) {
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/* unique corpses (from bones or wizard mode wish) or
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statues (bones or any wish) end up as shapechangers */
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*mtype = PM_DOPPELGANGER;
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@@ -1933,7 +1933,7 @@ boolean
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create_particular()
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{
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char buf[BUFSZ], *bufp, monclass = MAXMCLASSES;
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int which, tries, i;
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int which, tries, i, firstchoice = NON_PM;
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struct permonst *whichpm;
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struct monst *mtmp;
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boolean madeany = FALSE;
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@@ -1981,7 +1981,15 @@ create_particular()
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pline(thats_enough_tries);
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} else {
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if (!randmonst) {
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(void) cant_revive(&which, FALSE, (struct obj *)0);
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firstchoice = which;
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if (cant_revive(&which, FALSE, (struct obj *)0)) {
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#ifdef WIZARD /* intentionally redundant... */
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/* wizard mode can override handling of special monsters */
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Sprintf(buf, "Creating %s instead; force %s?",
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mons[which].mname, mons[firstchoice].mname);
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if (yn(buf) == 'y') which = firstchoice;
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#endif
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}
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whichpm = &mons[which];
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}
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for (i = 0; i <= multi; i++) {
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@@ -2004,7 +2012,11 @@ create_particular()
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set_malign(mtmp);
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}
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}
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if (mtmp) madeany = TRUE;
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if (mtmp) {
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madeany = TRUE;
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if (mtmp->cham && firstchoice != NON_PM)
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(void)newcham(mtmp, &mons[firstchoice], FALSE, FALSE);
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}
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}
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}
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return madeany;
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