Some recent code shuffling introduced an unintended change in behavior
(not observable to the player; just unnecessary deletion and re-creation of
light source with identical radius when polymorphing from one light emitting
form to another). The fixup for light range 1 would need to be repeated for
`old_light' when outside the `if (old_light != new_light)' block; move it
back inside where that isn't required. Also, youmonst.data is valid all the
time so a couple of `Upolyd' tests in the surrounding code can be dropped.
- remove an unreferenced variable
- continue with recent code trend towards having DEADMONSTER()
check in its own if/continue statement in a few more places
Several polymorph tweaks, most dealing with specifying form under
polymorph control or for wizard #polyself:
1) allow "were<critter>" and "human were<critter>" for your type of
<critter> when you're inflicted with lycanthropy; now you'll toggle
shape rather than be told "you cannot polymorph into that".
2) allow your own role; now you'll become a new man (or whatever race)
rather than get "you can't".
3) allow "human" to force a new man (or whatever) regardless of race.
No change for human characters, but elves, dwarves, and such can now
use either their own race or "human". (They never become humans.)
4) for wizard #polyself only, override the 20% chance of becoming a new
man instead of taking on the selected form. (This implicitly prevents
the annoying "your new form isn't healthy enough to survive" death
since your experience level won't drop below 1.)
5) remove a redundant drowning check in polyself(); it's already handled
in polymon() and polyman(for newman()) via spoteffects().
This also gets rid of an old use of 0 as not-a-valid-monster (not
responisble for any bugs though since giant ants aren't lycanthropes).
The user (<email deleted>) who recently suggested a
dump command for containers also wanted atmospheric sounds on levels which
have altars. Right now we'd have to find unattended altars the hard way
(by scanning the entire level) but we could add a counter (or set of
counters, one per alignment) like for fountains and sinks if we really
wanted to do that. [Now that I think about it, the #overview patch may
have already done something of the sort.] But what noises would an altar
be expected to produce? This only adds sounds for temples, where the
attending priest can be the source of the noise.
I'm not real thrilled with the initial set of sounds, particularly
the hallucinating one, but the implementation works. The "carcass" one is
a little clumsy; it's intended to add a hint for new players who haven't
figured out what the #offer command does.
Saving the game while punished, not carrying the attached ball,
and while swallowed by a purple worm resulted in losing the
ball and chain.
Since the required information was not being written to the
save file at all, I couldn't come up with a clean way to do this
for the branch, and preserve save file format. I could think
of lots of kludgy ways to do it (insert ball and chain into
the hero's inventory prior to saving, and remove it on restore, etc.)
Saving the game while punished, not carrying the attached ball,
and while swallowed by a purple worm resulted in losing the
ball and chain.
Since the required information was not being written to the
save file at all, I couldn't come up with a clean way to do this
for the branch, and preserve save file format. I could think
of lots of kludgy ways to do it (insert ball and chain into
the hero's inventory prior to saving, and remove it on restore, etc.)
When testing the spoteffects/drown hack I noticed that draining myself
with Stormbringer (toss up, get hit on head) while in iron golem form gave
messages about it drawing or draining life. (I'm sure that this has come
up before....) I've altered the artifact hit message rather than making
golems become resistant, although the opposite approach seems at least as
valid. The drain life spell uses different wording and isn't affected.
Attempt to fix a buglist item: if hero poly'd into iron golem form
enters a pool of water and drowning triggers reversion to human/whatever
form due to water damage, he will fall into that pool again, crawl or
teleport out, then redundantly crawl or teleport out for the initial entry.
[ spoteffects -> drown -> losehp -> rehumanize -> polyman -> spoteffects
-> drown ]
I don't have a lot of confidence in this fix. It does handle the
reported problem, and hasn't broken a couple of earlier tricky cases
(ice melting to water, land mine turning into a pit). But drown() and
lava_effects() seem to leave a trail of special case handling wherever
they appear so they--or spoteffects, or both--ought to be redone somehow.
I can't find the report about this; I must have deleted it after
reading, or else recently reread something so old that I'm not going back
far enough now. When you perform the invocation ritual to create the
stairs down to Moloch's Sanctum, any trap at your location gets deleted.
But if you were in a trapped state at the time then you got left in that
state. Descending stairs doesn't check for traps so you wouldn't notice
unless you tried to move around on the same level first. Then you'd get
"you're stuck in a pit/beartrap/web" even though it wasn't there anymore.
While testing the hiding vs traps patch, I became a mimic and hid.
It gets stuck to you.
Huh? Nothing was visible; nothing became visible (aside from the ']' at my
position changing back to 'm'). Display the invisible monster glyph when
an unseen monster bumps into you while you're hiding or mimicking gold.
That's usually handled by the hit and miss routines, but they aren't used
when you're just brought out of hiding instead of attacked.
From a bug report, the game gave feedback
about a monster becoming stuck in a web but there seemed to be no monster
around because it immediately began hiding under an object at the web's
location. Prevent monsters--or poly'd hero--from hiding when trapped in
anything other than a pit or spiked pit. Also, prevent them from hiding if
they're holding you or you're poly'd and holding them. I'm not sure whether
either of those cases ever actually happened but big mimics are capable of
both hiding and grabbing on.
Fix the problem From a bug report, where
giving a temple donation of the appropriate amount would fail to restore
protection previously stolen by gremlin attack iff the old protection amount
was big enough that the donation wouldn't have yielded a bonus in the normal
not-stolen case. It shouldn't be checking the magnitude of u.ublessed at a
time when lack of the intrinsic renders that value inoperative. After this
fix, the lost intrinsic will be granted and the old protection value will
be restored, same as happens when a prayer boon yields divine protection
(where no u.ublessed magnitude check is made) and as happened with donations
when the old protection was a more modest amount (magnitude test passed).
Yesterday's change to have enlightenment give "you have a <small,
moderate,&> defense bonus" instead of "you are protected" would yield
"you have a small defense penalty" if the combined protection value (from
rings, divine gift, and spell) was 0. This changes the formatting routine
to give "you have no defense bonus" in that situation, then changes the
caller to only display the protection/defense attribute when non-zero so
the "no bonus" case will never actually happen.
The bug report about losing/regaining the Protection intrinsic reminded
me of a couple of things. First, as an intrinsic, Protection seems to be
completely useless and we ought to redo it. Second, periodically people in
the newsgroup have complained about how it's nearly impossible to figure
out the important--possibly crucial--armor attribute of magic cancellation.
Wearing a cloak greatly increases characters' survival rates, but beyond
that, magic cancellation is just spoiler fodder.
This doesn't do much about Protection other than to change "you are
protected" into "you have a <small,moderate,&c> defense bonus" similar to
how the attributes conferred by rings of increase damage and increase
accuracy are handled. For magic cancellation, it adds new feedback:
You are protected. -- mc factor 3
You are guarded. -- mc factor 2
You are warded. -- mc factor 1
(with no extra feedback for mc factor 0, the normal naked state. The mc 3
case might cause some confusion over the changed meaning of a previously
existing item, but I think it'll be ok and not need re-wording.)
From a bug report, specifying role and race
along with invalid alignment for that role/race combination resulted in a
prompt of "pick the alignment of your chaotic human Valkyrie". This fixes
that particular problem, but the role selection code is incomprehensible
and I don't have a lot of confidence about whether other combinations have
similar trouble.
This also fixes an obvious typo in ok_align(). Unfortunately I can't
figure out what to do with the if-then-else block in root_plselection_prompt
which has identical code for its `then' and `else' halves (in the alignment
code that the new ok_align() test skips).
From a bug report, monsters with the wait
strategy (described as "meditating" by stethoscope probing) could be
affected by music but left meditating. Various wake up attempts shared
the same situation. Finish waiting if the monster would have been woken
(or pacified). I didn't search for places that diddle the msleeping bit
directly instead of calling one of the assorted wake() routines.
A fair bit of this is making usage of DEADMONSTER() be consistent.
Sooner or later there'll be another monster movement overhaul and those
if (DEADMONSTER(mon)) continue;
statements will all go away. (Probably just wishful thinking.)
When high priests have their affiliation suppressed to avoid giving
away which altar is which on the Astral level, the name formatting also
bypasses the code that converts "priest" into "priestess" for females.
(The bug report was about Moloch's high priestess; the occupant of the
Sanctum's temple gets similar handling to those on Astral.)
Also a tidbit for a change made a couple of days ago. Avoid using
"Manlobbi the invisible shopkeeper" or "Asidonhopo the newt" in the message
given when a shk refuses an attempt to be renamed via the 'C' command.
From a bug report, the 'C' command wasn't reporting that
"<shopkeeper> doesn't like being called names" even though the user's
supplied name was ineffective. Same thing for temple priests and other
minion monsters; the name was accepted but didn't do anything. Make such
monsters reject new names.
Fix a bug described in the slash'em bugs page at Sourceforge. When
attributes are undergoing adjustment (from drinking a potion of gain
ability, for instance), don't display "you feel wise" or "you feel weak"
messages if worn equipment is keeping the relevant attribute at some point
below max or above min and the current value doesn't actually change.
The old logic just checked whether you were at max or min and assumed that
when not, the value would be changing. Now it checks whether the value
actually did change. But it doesn't intercept attempts to go over max or
under min at the same point any more; I hope it hasn't introduced any new
bugs in the process.
Add a patch attached to one of the bug reports sent by <email deleted>
which prevents shopkeepers who have been polymorphed into animals from
speaking. Some messages are altered so that the player gets informed about
shop interactions without it seeming to be spoken by the shk, other messages
are suppressed outright. I cleaned it up a bit (mostly formatting, but the
``getcad'' section seemed to have a logic error--using goto to jump into
the middle of an if-then-else is evil...) and implemented a TODO comment he
added (to use mbodypart() when second shopkeeper at end of game shakes his
head; also, skip that phrase if shk is in headless form--futility while
attempting to test this led to discovery of the misplaced parenthesis bug).
Fix something I accidentally broke nearly three years ago (post 3.4.2,
so the bug appeared in 3.4.3). A misplaced closing parenthesis caused an
in-sight check to always fail, so the "<shk> looks at your corpse, shakes
his head, and sighs" message when game ends would never occur. That
situation is extremely rare anyway; it only happens after some other shk
has taken the hero's possessions.
<email deleted> wrote:
> While levitating, I put on an unknown pair of boots. They turned out to be
> elven boots. I received the message, "You finish your dressing maneuver. You
> walk very quietly." Incidentally, I was hallucinating at the time.
>
> It seems to me that levitating individuals shouldn't be able to tell that they
> walk quietly.
Add the capability of sorting the entire spellbook by various criteria,
augmenting the existing ability to swap pairs of spells. In the menu that's
put up for the '+' command, add a non-spell entry after the last known spell
+ - [sort spells]
Selecting that brings up a new menu
View known spells list sorted
a + by casting letter
b - alphabetically
c - by level, low to high
d - by level, high to low
e - by skill group, alphabetized within each group
f - by skill group, low to high level within group
g - by skill group, high to low level within group
h - maintain current ordering
z - reassign casting letters to retain current order
'a' corresponds to the normal ordering; 'b' through 'g' cause the order
to change, but during the current invocation of the '+' command only.
(Entry 'h' is a no-op, something aside from ESC to get out without doing
anything. 'a' is only a no-op if you haven't picked any of 'b' through
'g' yet.) After making a choice, you're taken back to the '+' command to
view the spells in the requested order. And once back there, you can pick
'+' again to come back to this menu, where picking 'z' will cause casting
letters to be shuffled such that present display order becomes the actual
spellbook order. Newly learned spells get appended to the end as usual;
the most recent sorting order isn't sticky even if finished off with 'z'.
No doubt seeing it in action will be clearer than this description.
This also updates the Guidebook to mention the spell retention field added
to the '+' menu some weeks back.
When the hero receives the quest artifact "got it" message, set the
artifact's dknown bit in case the hero is blinded. That message describes
the object by name, effectively the same as seeing it up close. (This
would have prevented the "now wearing an Eyes of the Overworld" grammar bug
for monks but not for non-monks, so the previous fix is still necessary.)
Putting on the Eyes while blind causes sight to be regained, which in
turn causes xname() to set the dknown bit and start using the previously
unseen object's name. But obj_is_pname() was being called before xname in
the "you are now wearing ..." message, while dknown was still clear. So
obj_is_pname thought the name was being suppressed and returned false,
resulting in "an Eyes" instead of "the Eyes". Fix is to call xname first.
Be deliberately careful with copies taken of
oextra pointers and clear the pointer if it
truly is a redundant copy that will become
invalid if/when the original holder is deallocated.
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em. It is
extremely useful while using ranged weapons. When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
[See cvs log for patchlevel.h for longer description.]
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em. It is
extremely useful while using ranged weapons. When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
(Autopickup exceptions weren't around when the patch was first developed
and while those can be used for this purpose if you're willing to name
every object prior to throwing it, pickup_thrown is much more convenient.
Especially when you run out of weapons and resort to throwing pick-axes,
unicorn horns, and spare suits of banded mail at that floating eye who
rudely refuses to die.) If you drop a previously thrown object (after
getting it back into your inventory again, of course), its was_thrown bit
will be clear and subsequent walking over it behaves in the regular
autopickup manner. There's no special stacking handling; if a thrown
object lands on a compatable object and they stack, the combined stack is
subject to pickup_thrown handling.
The original patch updated makedefs to add an entry for pickup_thrown
patch to the options list displayed by #version; I've left that out. It
also cleared the was_thrown bit in the pickup code, resulting in being
sticky for boomerangs and Mjollnir (where throwing, catching, and then
dropping those would result in behaving as if they had most recently been
thrown rather than dropped). I've moved that to the add-to-inventory code
instead to fix this. The original patch also put the pickup_thrown bit
into iflags instead of flags in order to avoid invalidating save files;
I've moved it to flags where it belongs and added a patchlevel.h update.
I've also reworded the Guidebook entries slightly. [The original patch
can be obtained from <Someone>'s "NetHack Patch Database" at
http://bilious.homelinux.org/ under the "browse" heading. I didn't hang
on the exact URL; sorry.]
I think objects stolen from the hero should have their was_thrown bit
set (or else add a new was_stolen bit, which seems like overkill) so that
recovering stolen objects will become simpler after the thief has been
tracked down and dealt with, but I haven't done that here.
The code to have Izchak recognize the Candelabrum of Invocation
instead of just being uninterested in an item not stocked in his shop was
being skipped when the character is hallucinating. Make it work for any
lighting store (slash'em sometimes has another candle shop, run by a
randomly named shopkeeper), and make it recogize Izchak even when
hallucinating. Also, have him give a message about the need for 7 candles
if the candelabrum doesn't already have them attached.
Fix the bug From a bug report.alt.org server, where killing a monster by closing the
castle drawbridge resulted in a panic after the dead monster's possessions
were dropped into the moat and a potion of acid exploded in the process.
water_damage() deleted the object but had no way to tell flooreffects()
that it was gone, so flooreffects() couldn't tell its own caller not to
place and stack the object. After that, a chunk of freed memory became
part of the floor objects chain and eventually triggered a panic which
tried to make a save file but whose reason didn't get logged properly.
<email deleted> wrote:
> * You can't sell a candelabrum (with candles attached) to a lighting store.
You still can't sell the candelabrum after this, but acknowledge
the situation by having Izchak say something unique.
Provide a common routine that always does the right
thing with respect to timers and weight when altering
obj->corpsenm, and use it throughout the code.
From a bug report.c was first creating a corpse
complete with revive timer if it was a troll, or without
a timer if it was a lizard or lichen corpse. Then it might
change the corpse type, leaving strange corpse
types that revived, or that lasted forever.
We've been getting numerous complaints from people
about "dungeon failure", often related to attempts
to start NetHack from within various zip utilities
that present a folder-like view.
The dungeon failure was actually misleading. The
real problem was a dlb file open failure, but the
return value of dlb_init() was not being checked
in pcmain.
This moves the dlb_init earlier in the startup,
checks for failure, and provides some feedback
around the common zip utility problem for win32.
This fix should work for both DLB and non-DLB without forcing binary
mode for the latter. And it should continue to work even if we later
decide to force that mode (which I think we should do...). Use actual
file positions to calculate the size of the true and false sections,
rather than counting the bytes of each rumor (that counting has been left
in place but it gets overridden now.) Those two sizes will be bigger on
platforms which use CR+LF line ends and maintain dat/rumors as non-DLB
text file. But due to the way that nethack uses the sizes, such size
differences don't matter.
The branch variant shouldn't need any corresponding fix. It uses
the counting method when the output is binary, where the accumulated
value is accurate, and the check end-of-file shortcut when using text,
which should not be affected by stdio converting CR+LF into \n for text
input and back to CR+LF again for text output. (The original bug was due
to starting out with the EOF shortcut when input had CR+LF line ends, but
then writing less data due to binary output keeping just LF instead of
putting CR back.)
I've forgotten who pointed this out recently, but the hero was having
wisdom exercized (if true rumor chosen) or abused (for false one) whenever
level creation made a random floor engraving which used a rumor for its text.