In 3.6.x, zombie corpses were always aged an extra 100:
NetHack/src/mon.c
Line 375 in 23d331a
obj->age -= 100; /* this is an *OLD* corpse */
in 5.0.x, zombie corpses are always aged TAINT_AGE, which is only 50:
NetHack/src/mon.c
Line 648 in 97a6c13
obj->age -= (TAINT_AGE + 1); /* this is an *OLD* corpse */
This is the result of commit 408321b.
The accompanying comment states that the purpose of that patch was meant to
just replace hard-coded numbers with symbolic values, but the commit set
two differing numeric values to the same symbol name, thus causing the
regression reported in:
https://github.com/NetHack/NetHack/issues/1664
Revert the values to match those of 3.6, and add the additional symbolic value.
Closes#1664
Fix#576
Reported initially by @copperwater for polymorphed monsters:
"observe how the [polymorphed-monster] hovers placidly above the water for
several turns like Wile E. Coyote before it gets a move, realizes it's
above water, and drowns. Ditto for lava."
A comment in the GitHub issue thread by @Tomsod pointed out that a
revived corpse could do the same.
This should set things up for other terrain fallout if discovered or
implemented in the future.
- consume an additional bit in enum mon_terrain_effects (hack.h)
- include the additional bit in TERRAIN_FALLOUT_MASK (monst.h)
- add detection to maybe_set_terrain_effects (mon.c)
- add action to terrain_effects (mon.c)
Implemented by stealing some upper unused mstate bits to avoid
invalidating existing save and bones.
Unix command line handling treated an unknown command line parameter
as a maximum number of allowed concurrent players. This emitted
a complaint about expected MAXPLAYERS, and as it can be now set
in sysconf, remove this - most likely unused - functionality.
Menu windows with lots of entries (such as #optionsfull) were taller
than the screen, making them awkward to use.
The widget needs to be realized before we can get the size.
Also, we need to set the size of the parent popup, not the
acting widget.
Pull request from youbo0: when hero's alignment gets low enough, the
adjusted experience level for erinyes effetively dropped instead of
increased. It was being capped at 50 which has a special meaning for
monsters.
Change the level limit to 49 which is as high as ordinary monsters go.
Does not affect saved data.
Fixes#1557
They aren't initially loaded with boulders, thus aren't dangerous.
This is particularly relevant for pets, who would otherwise be very
reluctant to follow their owners up to the level above.
I noticed a strange thing where the X11 windowport didn't show the tethered
thrown aklys animation correctly. Interestingly, other stuff, such as zapped
wands did show the path. I didn't bother trying to figure out what the core
was doing differently, as the animation worked in all the other windowports,
so instead fix the issue in X11, so it behaves the same as all the others.
The issue seems to be that the event loop exited on any(?) event, instead
of our specific timed event. So, create our event with a magic id number,
and exit only when we encounter that.
Also: Obey the timed_delay option, and change the delay from 30ms to 50ms,
like in other windowports.
During a restore from a savefiles is not the only
time that levels are processed by getlev() in NetHack.
They are read back in as the hero moves up and down
between levels and dungeons.
The previous fix checked for program_state.beyond_savefile_load,
but once set, that remains static through level changes.
It would be better to check the status of the level
being read, because those operations do placements as well.
Add the following:
struct levelstatus level_status;
level_status.making - in the midst of makelevel processing
level_status.loading - in the midst of loading a level via getlev()
level_status.ready - the level is fully ready
(all 3 of the above status settings are mutually exclusive)
level_status.shkready - the level processing is far enough
along to allow shop keeper tests and actions
This also relocates the find_lev_obj() call in getlev() down several
lines, so that it falls after any set_residency() calls, so that it
has a better chance of carrying out what it was intending to do with
the shop_keeper() checks made by its subfunctions.