This feature is originally from SliceHack, but the original code
directly edited the monmove code, whereas I thought it was cleaner to
use the existing mtrapseen code. Thus, this commit just marks trapdoors
as "seen" for all non-mindless monsters generated in the Castle level
(the same way all monsters in Sokoban are marked aware of pits and
holes).
This change prevents these Castle monsters from moving onto trapdoors
97.5% of the time. (A determined player can still patiently sit and wait
for everyone in the castle to plunge like lemmings into the trapdoors,
but it will now take 40 times as long.) Also unlike SliceHack, this only
excludes mindless monsters - not all non-humanoids. There are plenty of
intelligent non-humanoid monsters generated right next to the trapdoors,
after all.
This is aimed at better flavor (the inhabitants of the castle should
know about the traps in their own area) and better scenery in the Valley
(doesn't seem as much of a valley of the dead if there are hordes of
soldiers milling around down there).
I considered sticking an in_mklev condition onto this if statement, so
that monsters spawned into the Castle after its creation will fall down
the trapdoors, but ultimately decided against it.
When GOLDOBJ was activated unconditionally, several texts started referencing
"money" instead of "gold".
As we don't have the intention to introduce a complex coin system with
different denominations, change it back and also some other places that
reference "money".
A reddit thread about an unaligned altar in an aligned temple was
a tipoff that mimics posing as altars didn't have any particular
alignment. The look-at code was misusing an operloaded field of the
underlying terrain. Pick an alignment at random when taking on the
appearance of an altar, store it in the mimic's mon->mextra->mcorpsenm
field, and have look-at use that.
Also, dropping a ring of polymorph into a sink can transform it, and
one possible outcome is an altar. In this case, the alignment is
part of the location's topology, but code setting that up was using
Align2amask(rn2(foo)). That's a macro which evaluates its argument
more than once. The first evaluation was effectively a no-op. If
the second evaluation picked lawful then the result was lawful as
intended. But if the second picked non-lawful and the third picked
lawful, the result would end up as none-of-the-above (a value of 3
when it needs to be a single-bit mask of 1, 2, or 4).
With 3.7+ aspirations of improving savefile interoperability between 32-bit
and 64-bit builds, as well as between platforms, it is better to not have
the underlying struct/array content be conditional.
This splits off some of the MAIL code into MAIL_STRUCTURES code. In theory,
since MAIL_STRUCTURES is unconditionally included, the macro could
just go away and leave that code unconditional, but this commit doesn't
go that far.
Mimic-as-slime_mold needs to keep track of the fruit index the same
way that mimic-as-corpse keeps track of corpse's monster type. The
mimic description was changing (for '/' and ';' feedback) whenever
the player assiged a new fruit name.
That wasn't noticeable when applying a stethoscope because
mimic-as-slime_mold always yielded "that fruit is really a mimic".
Change it to report the fruit's type instead of generic "fruit".
Sword given to angels used obj->spe = max(obj->spe, rn2(4)) [except
using a temporary to sanely work with max() macro]. But the obj was
explicitly created as no-init, so obj->spe was always 0 and the max()
was pointless. Shield given to angels was manipulating bless/curse
state directly instead of using the functions intended for that, a
no-no and also pointless to be clearing 'cursed' for a no-init item.
Mace for priests had useless handling for object creation failure.
Object creation failure could only happen if the mksobj() call had a
valid entry in objects[] (or out of bounds access that didn't crash)
for an object class that it doesn't know how to handle. That can't
happen unless somebody screws up big time. If it ever did happen,
it would have produced a memory leak.
Express the logic of various early returns more consistently.
clone_mon() wasn't handling mon->isminion correctly. I'm not sure
whether it is actually possible to clone a minion (maybe after
polymorphing it into a gremlin or blue jelly?). When it wasn't tame,
which is the case for every minion other than the guardian angel on
Astral, the emin structure wasn't being allocated for the clone but
its isminion flag was left set.
Also, clones inherited mon->mtrack[] so would unnecessarily avoid
moving onto spots the original had recently moved across.
Cloned pets are inheriting various pet-specific fields that they
probably should be starting with a clean slate on but I haven't made
any attempt to address that.
While testing, I noticed that I could completely fill the Water level
with air elementals.
Hero can't fly or levitate or water walk into/onto water locations
on Water level without drowning/crawling out the water, and monsters
shouldn't have been able to but could, then they were hit by drowning
since minliquid used different criteria than movement. But goodpos(),
used for teleport destination and new monster creation among other
things, consided water locations acceptable on that level for
non-aquadic creatures with Fly/Lev/Wwalk ability.
It explains why so many dragons and other 'nasty' monsters have been
ending up on the vanquished monsters list when hero uses level
teleport to go directly there from level 1. They've either been
getting created in water and then they drown when it's their turn to
move or moving into it to approach the hero and drowning (not sure
whether that case is immediate or on next move). There's no message
since hero doesn't see it, and air elementals didn't drown since thy
don't breathe.
When cloning a monster, clear the clone trapped and hiding states.
When splitting a monster (eg. a black pudding), the clone could
be placed on a trap, so do mintrap.
When removing a monster from the map, clear the trapped state.
Vlad keeps his own form when carrying the Candelabrum, but if you
manage to get that away from him he should behave like other vampires.
He wasn't though; a high level wizard casting polymorph on him would
change him into an arbitrary monster rather than into a wolf/bat/cloud
that revives as Vlad when killed.
Noticed while looking over mimic hiding. When on an object, a mimic
will hide as that type of object. But for a corpse, it picked a random
monster type and could choose one that doesn't leave a corpse. Also as
a tin it would always be an empty one, but there doesn't seem to be any
way for a player to learn that.
Fixes#177
The monst struct has 'mintrinsics' field which attempts to handle
both mon->data->mresists and extrinsics supplied by worn armor, but
polymorph/shape-change was clobbering the extrinsics side of things.
Potentially fixing that by changing newcham() to use set_mon_data(...,1)
instead of (...,0) solved that but exposed two other bugs. Intrinsics
from the old form carried over to the new form along with extrinsics
from worn armor, and update_mon_intrinsics() for armor being destroyed
or dropped only worked as intended if the armor->owornmask was cleared
beforehand--some places were clearing it after, so extrinsics from worn
gear could persist even after that gear was gone.
So, fixing the set_mon_data() call in newcham() was a no go. This
fixes update_mon_intrinsics() and adopts the suggested code from
github pull request #177 to have mon->mintrinsics only handle worn
gear instead of trying to overload innate intrinsics with that. This
is a superset of that; the flag argument to set_mon_data() is gone
and mon->mintrinsics has been renamed mon->mextrinsics. (The routine
update_mon_intrinsics() ought to be renamed too, but I didn't do that.)
Seven year old suggestion was to have a killer bee eat royal jelly if
there was no queen around, then after a short delay it would become a
queen. This does that, with "no queen around" being "no queen bee on
current dungeon level" and the transformation happening immediately
with the "short delay" taking place after.
Pet killer bees will target nearby royal jelly if there's no queen,
hostile killer bees will only eat it if they happen to walk on the
same spot as one. Both types accept either tame or hostile queen bee
as an existing queen.
Killer bees eating royal jelly will drop dead if queen bees have been
genocided, and aren't smart enough to avoid the instinct to eat such
if/when that happens to be the situation.
That #H number isn't a typo. This finally fixes--at least improves--
something reported eight years ago. The monster types chosen by
mkclass() could be way off in some circumstances. Cited example was
repeated same-race sacrifice by chaotic hero on dungeon level 20; it
produced about twice as many incubi as succubi even though they're
the same as far as difficulty goes. (No changes in the intervening
years had any discernable effect; that was still reproducible.)
The report also mentioned that ndemon() threw away the result from
mkclass() and retried quite often and suggested that mkclass() be
taught to filter by alignment when caller cared about that.
This seems to even things out, although it also made harder monsters
chosen more often. A test program generated these numbers when
picking a chaotic demon 10000 times (level 1 hero on dungeon level 20,
so not realistic; actually probably level 0 hero since the program
didn't initialize struct u.) Third column is the number of times the
monster type was chosen with the old mkclass(), fourth is same for
the new one.
mkclass() calls 27315 10000
286 succubus 2800 3309
288 incubus 5552 3262
291 marilith 973 780
292 vrock 477 1617
293 hezrou 150 626
294 bone devil 46 247
295 ice devil 2 107
296 nalfeshnee 0 23
297 pit fiend 0 15
298 sandestin 0 4
299 balrog 0 10
Note that vrock has generation frequency 2 and marilith only 1, so
getting twice as many vrocks as mariliths should be expected.
I temporarily changed ndemon() to ask for lawful demons instead of
chaotic ones and got this.
mkclass() calls 15762 10000
287 horned devil 3197 3375
289 erinys 4991 3339
290 barbed devil 1812 3286
I also ran it for dragons with any alignment (so the outcome was
never thrown away; 10000 calls were needed for 10000 picks) instead
of demons of specific alignment and am suspicious of the outcome.
mkclass() calls 10000 10000
140 baby yellow dragon 1124 0
141 gray dragon 1096 1096
142 silver dragon 1073 1099
143 red dragon 1061 1126
144 white dragon 1077 1128
145 orange dragon 1141 1118
146 black dragon 1154 1049
147 blue dragon 1137 1123
148 green dragon 1137 1154
149 yellow dragon 0 1107
There may be a flaw in the test program. Or else old mkclass() was
not very good at picking dragons.
add MM_NOGRP makemon() flag as a means of suppressing groups of monsters in
a couple places that warrant it when a specific monster type isn't
specified on the call to makemon()
If hero was carrying Schroedinger's Box at end of game, disclosing
inventory converted it into an ordinary box. That interferred with
subsequent disclosure when writing DUMPLOG, which saw an empty box
if inventory had been shown or the special box with newly-determined
contents if not. I tried a couple of ways to fix it and decided
that redoing it was better in the long run.
Schroedinger's box is still flagged with box->spe = 1, but instead
of having that affect the box's weight, now there is always a cat
corpse in the box. When opened, that will already be in place for
a dead cat or be discarded for a live one, but the weight will be
standard for container+contents and when box->cknown is set it will
always be "containing 1 item" (which might turn out to be a monster).
Some temporary code fixes up old save/bones files to stay compatible.
TODO: food detection used to skip Schroedinger's Box; now it will
always find a corpse, so some fixup like the ridiculous probing code
is needed.
mons[].difficulty takes over for monstr[]
Invoking "makedefs -m" gives a deprecation message; it is also included
in the (now mostly empty) monstr.c.
Ports should now remove "makedefs -m" from their build procedures but this
commit does not include that change.
Remove trailing spaces, and remove tabs from the files that had
trailing spaces.
Also, rndorcname() was using a random value to terminate a loop
and was recalculating a new one each iteration.
Change the phrasing when a pet grows up into another monster type:
(old) "The pony grows up into a horse."
(new) "Your pony grows up into a horse."
No effect if it has been assigned a name:
(before and after) "Foo grows up into a horse."
Changes to be committed:
modified: include/decl.h
modified: include/dungeon.h
modified: include/extern.h
modified: include/hack.h
modified: src/decl.c
modified: src/do_name.c
modified: src/dog.c
modified: src/dokick.c
modified: src/makemon.c
modified: src/mkmaze.c
modified: src/mkobj.c
modified: src/pager.c
This commit is an attempt to address the complaints about
the orc town variation taking away lots of stuff that is
normally available in mine town. The statement in the level
description says "A tragic accident has occurred in Frontier
Town...It has been overrun by orcs."
The changes in this commit attempt to uphold that premise,
while making things a bit more interesting and perhaps
more palatable for the player.
This update does the following in keeping with the mythos:
- While many of the orcs still remain to wander about the
level, many of the orcs took off deeper into the mines with
some of the stuff that they plundered. You may now be
able to hunt some of it down.
- Adds some appearance of this particular horde of marauding
orcs working as part of a larger collective.
- This evolves the Orc Town mine town variation into a
a feature over multiple levels of The Gnomish Mines,
rather than just the single-level "feature" that it was
previously.
- You may have to work longer and a bit harder for some
things than other mine town variations, but at least with
these changes, there is hope that some of it may be found
elsewhere.
Game mechanics notes (maybe spoily?)
- Add mechanism to place objects into limbo (okay, really
place them onto the migrating_objs list for transferring
between levels etc.) and destine them
to become part of the monster inventory of a particular
species. In this particular usage case, it's using the
M2_ORC flag setting to identify the recipients.
- At present, there is no mechanism in the level compiler
for placing objects onto the migrating objects, nor
with more sophisticated landing logic, so a somewhat
kludgy hard-coded fixup and supporting routines were used.
Some day the need for that might change if additional
capabilities move to the level compiler.
This is a NetHack-3.6.2-beta01 update. Please give it a workout.
Fixes#127
Implement the suggestion that since teleporting away from the vault
while being confronted by the guard results in a shrill whistling
sound, the vault guard ought to have a tin whistle in his inventory.
I also added a check that he does have the whistle and to give an
alternate message if not, but after half a dozen tries to have a
squad of beefed up monkeys steal the whistle, they never accomplished
that. At least three times they took everything except the whistle
but I never succeeded in verifying the alternate message.