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:
nethack.rankin
2005-10-08 04:19:31 +00:00
parent 8c56042a0c
commit 8f8538e527
3 changed files with 37 additions and 14 deletions

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)bones.c 3.5 2004/12/17 */
/* SCCS Id: @(#)bones.c 3.5 2005/10/07 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
/* NetHack may be freely redistributed. See license for details. */
@@ -127,8 +127,18 @@ boolean restore;
vault guards in order to prevent corpse
revival or statue reanimation. */
if (otmp->oattached == OATTACHED_MONST &&
cant_revive(&mnum, FALSE, (struct obj *)0))
cant_revive(&mnum, FALSE, (struct obj *)0)) {
otmp->oattached = OATTACHED_NOTHING;
/* mnum is now either human_zombie or
doppelganger; for corpses of uniques,
we need to force the transformation
now rather than wait until a revival
attempt, otherwise eating this corpse
would behave as if it remains unique */
if (mnum == PM_DOPPELGANGER &&
otmp->otyp == CORPSE)
otmp->corpsenm = mnum;
}
} else if (otmp->otyp == AMULET_OF_YENDOR) {
/* no longer the real Amulet */
otmp->otyp = FAKE_AMULET_OF_YENDOR;

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)read.c 3.5 2005/04/14 */
/* SCCS Id: @(#)read.c 3.5 2005/10/07 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1893,8 +1893,8 @@ unpunish()
}
/* some creatures have special data structures that only make sense in their
* normal locations -- if the player tries to create one elsewhere, or to revive
* one, the disoriented creature becomes a zombie
* normal locations -- if the player tries to create one elsewhere, or to
* revive one, the disoriented creature becomes a zombie
*/
boolean
cant_revive(mtype, revival, from_obj)
@@ -1902,17 +1902,17 @@ int *mtype;
boolean revival;
struct obj *from_obj;
{
/* SHOPKEEPERS can be revived now */
if (*mtype==PM_GUARD || (*mtype==PM_SHOPKEEPER && !revival)
|| *mtype==PM_ALIGNED_PRIEST || *mtype==PM_ANGEL) {
if (*mtype == PM_GUARD || (*mtype == PM_SHOPKEEPER && !revival) ||
*mtype == PM_HIGH_PRIEST || *mtype == PM_ALIGNED_PRIEST ||
*mtype == PM_ANGEL) {
*mtype = PM_HUMAN_ZOMBIE;
return TRUE;
} else if (*mtype==PM_LONG_WORM_TAIL) { /* for create_particular() */
} else if (*mtype == PM_LONG_WORM_TAIL) { /* for create_particular() */
*mtype = PM_LONG_WORM;
return TRUE;
} else if (from_obj && unique_corpstat(&mons[*mtype]) &&
from_obj->oattached != OATTACHED_MONST) {
} else if (unique_corpstat(&mons[*mtype]) &&
(!from_obj || from_obj->oattached != OATTACHED_MONST)) {
/* unique corpses (from bones or wizard mode wish) or
statues (bones or any wish) end up as shapechangers */
*mtype = PM_DOPPELGANGER;
@@ -1933,7 +1933,7 @@ boolean
create_particular()
{
char buf[BUFSZ], *bufp, monclass = MAXMCLASSES;
int which, tries, i;
int which, tries, i, firstchoice = NON_PM;
struct permonst *whichpm;
struct monst *mtmp;
boolean madeany = FALSE;
@@ -1981,7 +1981,15 @@ create_particular()
pline(thats_enough_tries);
} else {
if (!randmonst) {
(void) cant_revive(&which, FALSE, (struct obj *)0);
firstchoice = which;
if (cant_revive(&which, FALSE, (struct obj *)0)) {
#ifdef WIZARD /* intentionally redundant... */
/* wizard mode can override handling of special monsters */
Sprintf(buf, "Creating %s instead; force %s?",
mons[which].mname, mons[firstchoice].mname);
if (yn(buf) == 'y') which = firstchoice;
#endif
}
whichpm = &mons[which];
}
for (i = 0; i <= multi; i++) {
@@ -2004,7 +2012,11 @@ create_particular()
set_malign(mtmp);
}
}
if (mtmp) madeany = TRUE;
if (mtmp) {
madeany = TRUE;
if (mtmp->cham && firstchoice != NON_PM)
(void)newcham(mtmp, &mons[firstchoice], FALSE, FALSE);
}
}
}
return madeany;