The recent commit to interpret walking into a shopkeeper as a "pay"
command was triggering in too many circumstances. Check to ensure
that the monster that we're walking into is a known shopkeeper
before activating the special case.
A tame nymph attacked another monster, stole an item and teleported
away, but dog_move() wasn't passed the information that the nymph
was done, and tried to move the nymph from the old location.
Same with a tame leprechaun.
New feature to sometimes hit twice for skilled martial-arts/bare-handed
was unconditionally using uswapwep for the second hit. If it was a
breakable object, hitting could break it and produce impossible "objfree:
obj not free".
Only use uswapwep for u.twoweap; use Null for second bare-handed hit.
uhitm.c:843:63: warning: operator '?:' has lower precedence than '|'; '|' will be evaluated first [-Wbitwise-conditional-parentheses]
| (hmd->twohits == 0 || hmd->twohits == 2) ? W_RINGL : 0L);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ^
uhitm.c:843:63: note: place parentheses around the '|' expression to silence this warning
| (hmd->twohits == 0 || hmd->twohits == 2) ? W_RINGL : 0L);
^
)
uhitm.c:843:63: note: place parentheses around the '?:' expression to evaluate it first
| (hmd->twohits == 0 || hmd->twohits == 2) ? W_RINGL : 0L);
This is a re-creation of a project that was lost years ago while not
quite finished. The old version included some instrumentation to
measure how many hits it takes to kill things during actual play; that
wasn't ready for prime time and this hasn't attempted to redo it.
Changes:
1) improves martial arts and bare-handed combat: they now have a
chance to hit twice when skill is better than 'basic'; 20% chance
for second hit at skilled, 40% at expert, 60% at master, and 80% at
grandmaster; when attacking more than once, strength bonus is
handled as in #2;
2) nerfs two-weapon combat a bit: hitting twice uses only 3/4 strength
bonus on each hit, but when both attacks hit that's 3/2 bonus from
strength which is still more than you get for one hit at a time;
3) beefs up two-handed weapons: hitting via melee with a two-handed
weapon uses 3/2 of stength bonus to reflect the increased influence
of strength; isn't done for applied polearms though.
The reduction in strength bonus for two-weapon has far less impact
than it might sound, due to rounding up with the low values involved.
| full 3/4
| +1 -> +1
| +2 -> +2
| +3 -> +2
| +4 -> +3
| +5 -> +4
| +6 -> +5
The small reduction also doesn't matter if/when current hit happens to
deal a killing blow anyway.
Rings of increase damage apply at full value to every hit, same as
before.
When hitting bare-handed (#1 without gloves), a silver ring on either
hand continues to give a damage bonus against silver haters when you
make an ordinary single attack. However if you attack twice, a silver
ring only applies on the first hit when it is worn on the right hand
and only applies on the second hit when worn on the left hand. (Two
hits with a silver ring on each hand will give silver bonus for both.)
We might conceivably need to add support for a count prefix of 1 to
let player explicitly avoid a second bare-handed/martial-arts hit
attempt (similar to how throw and fire accept a count to limit missile
volley amount).
Kicking has been ignored.
Don't allow stick/wrap/engulf attacks directed at long worm tails
to succeed. Achieved by making sure that 'notonhead' is up do date
in a bunch of places and utilizing the fairly recent can't-{stick,wrap,
engulf}-unsolid-monsters code.
Should prevent a 'sanity_check' warning about being too far from
u.ustuck that would happen when holding the tail while the head was
not adjacent to the hero.
Also don't let pet ranged attacks from choosing a long worm's tail
as target. They'll still be able to target long worms provided that
the head is lined up and not shielded by tail segment(s).
With the LifeSaved property (via amulet), hero being killed by
brainlessness gets killed twice. But for explore|wizard mode where
the answer to "Die?" might be "no" and for the fuzzer where it's
always "no", a mind flayer's 3 drain-Int attacks or master flayer's
5 drain-Int attacks will usually kill the hero all over again (and
again, ...). Skip remaining ones, like happens when one of them
hits and discovers that the target has no head or is mindless, for
the rest of the flayer's current move.
Monsters wearing life-saving don't get killed twice. That doesn't
seem very fair, but this hasn't touched that.
When monster attacked another monster, and the retaliation attack
knocked back the attacking monster, the variables holding the
attacking monster coordinates were out of sync and caused
"no monster to remove" warning.
Propagate back the knockback hit, so the current monster cannot
do anything further.
I was working on this at the time 3.6.0 was released and set it aside
until later. Later has finally arrived. Redo the Blind, Blinded,
Blindfolded,&c macros to make more complete use of intrinsic property
handling. Blinded was being treated as a number which could be added
to or subtracted from; now that has to be done via TIMEOUT mask
because it has FROMOUTSIDE (OPTIONS:blind) and FROMFORM (poly'd into
!haseyes() form) bits included. Object definitions for blindfold and
towel now specify the BLINDED property; overriding blindness via the
Eyes of the Overworld is accomplished via props[BLINDED].blocked.
Code generated for the scores of Blind and !Blind tests throughout
the program should be smaller.
One bug that has been fixed is that putting on the Eyes of the
Overworld cured permanent blindness (from OPTIONS:blind). The
u.uroleplay.blind flag was cleared and stayed so after taking them
off. Putting the Eyes on still breaks blind-from-birth conduct but
now blindness will resume when they are removed.
This was untested at the time it was set aside and is only lightly
tested now. A large number of the changes here are just to switch
from Blinded to BlindedTimeout for current timed value and to call
set_itimeout() for setting a new value.
... unless explicitly specified to generate at a specific point or
within a specific area. But if they are permitted to generate anywhere
on the level, and it contains water, they always end up in the water. I
noticed this when trying to explicitly specify ghouls to generate
anywhere on a level with a minimal amount of water.
This was due to the definition of "amphibious" being conflated with
"breathless", such that all breathless monsters counted as amphibious.
There are plenty of breathless monsters in the game that decidedly don't
normally inhabit water, such as undead, but they would pass the
amphibious() check in pm_to_humidity and thus the game decides that they
must generate in wet terrain if there is any available.
This fix takes the approach of changing amphibious() so that it no
longer checks the M1_BREATHLESS flag and only considers M1_AMPHIBIOUS,
then updating the places where amphibious() and Amphibious are used
accordingly. I also added a new macro cant_drown() which wraps up
swimming, amphibiousness, and breathlessness because these three things
are frequently checked together in the context of whether something
should drown.
Places where amphibious() or Amphibious did NOT have an extra
breathless() or Breathless check added on, and thus where behavior has
been changed:
- The pm_to_humidity function (to fix the bug).
- Player vs water in goodpos; it didn't seem like being polymorphed into
a breathless non-amphibious monster should make it fair game to
randomly teleport into water even though it's technically safe.
- Awarding extra experience when killing an eel. (So the hero will get
the extra experience if they are polymorphed into a breathless
non-amphibious monster and don't have magical breathing. Very much an
edge case.)
Prevent hug attacks (owlbear, python, pit fiend, several others),
attacks for wrap damage (eel and kraken, trapper and lurker above),
attacks for stick-to damage (mimic, lichen), and attacks for digestion
damage (purple worm) from succeeding against unsolid monsters (ghosts,
lights, vortices, most elementals).
Polymorph of an engulf or hold target into unsolid form has been
addressed by a couple of previous updates.
The fix in commit 14d003c4ba prevented
current energy from ending up 1 point above maximum energy but it
didn't preserve the intent of splitting the drain with up to half
coming out of maximum and the remainder out of current. This restores
that intent but now only does so when maximum is more than the full
drain amount rather than when it is more than the up-to-half portion,
becoming less harsh when hero's max energy is very low. If current
is also very low then max energy will be reduced anyway, but by less.
Some unrelated formatting of invent.c has gotten mixed in.
Revises #1003
When a genetic engineer polymorphs someone it normally teleports away.
Also set mspec_used so that it can't polymorph someone [else] on its
next turn, it case of a no-teleport level or it happens to randomly
land adjacent to the target.
Many damage handling routines were calling mhitm_mgc_atk_negated()
in advance so that the result could be used for u-vs-m and m-vs-u,
and m-vs-m variations of an attack. But the monster versus you case
called hitmsg() to deliver a "<mon> <bites, claws, &c> you" message
after that. When the negation checking routine recently began
issuing messages for some types of damage, they would be delivered
before that hit message when your armor/jewelry negated its damage.
|You avoid harm. [when MC is about to block the shock]
|The grid bug bites. [bite for electric damage]
or
|The fire ant bites. [for physical damage]
|You avoid harm. [when MC is about to block the fire]
|The fire ant bites. [second bite for fire damage]
This fixes the sequencing issue at cost of making the code become
even more complicated. It will probably require further refinement.
Be more consistent with the engulf attack feedback by creatures who
fold themselves around the victim (trapper, lurker above) rather than
swallow or directly engulf.
Replace an instance of a non-literal format string and the warnings
manipulation it needed with a literal one.
Adjust the message given when an attack knocks its target back. Say
|<defender> is knocked backward by <attacker>
if target will actually move or
|<defender> is knocked back by <attacker>
if there's something preventing the move. Most players probably won't
even notice the difference. (Possibly "rocked back" would be better
when not changing location but this hasn't gone that far.)
Also make the knock back distance be 1 step 2/3 of the time or 2 steps
1/3 instead of 50:50 chance for 1 or 2 steps.
Issue reported by vultur-cadens: cause of death reason for touch
of death and death due to loss of strength only showed the cause,
not the monster spellcaster who was responsible.
This changes
|Killed by a touch of death.
to
|Killed by the touch of death inflicted by the Wizard of Yendor.
and
|Killed by terminal fraility.
to
|Killed by strength loss inflicted by a chameleon imitating an arch-lich.
(The 'imitating' part doesn't fit on the tombstone but will be present
in logfile/xlogfile.)
Noticed while implemented this: touch of death was modifying u.uhpmax
and basing death vs damage on that even when hero was polymorphed.
It now rehumanizes the hero in that situation.
Closes#994
Apply a similar fix as a791b4b and f441696 ended up settling on for
normal vampire transformation to the vampire transformation that happens
when their shapeshifted form is engulfed.
From a report 9 years ago, a pet pyrolisk was repeatedly gazing at a
grey-elf and nothing happened. It turned out that the elf was wearing
an elven cloak which was negating damage some of the time (most of the
time back then) but with no indication that that's what was happening.
This makes many types of damage that are negated by MC say so.
Probably other types of damage should do likewise.
sound_verbal(char *text, int32_t gender, int32_t tone, int32_t vol,
int32_t moreinfo);
-- NetHack will call this function when it wants to pass text of
spoken language by a character or creature within the game.
-- text is a transcript of what has been spoken.
-- gender indicates MALE or FEMALE sounding voice.
-- tone indicates the tone of the voice.
-- vol is the volume (1% - 100%) for the sound.
-- moreinfo is used to provide additional information to the soundlib.
-- there may be some accessibility uses for this function.
It may be useful for accessibility purposes too.
A preliminary implementation has been attempted for macsound to test
the interface on macOS. No tinkering of the voices has been done.
Use of the test implementation requires the following at build time with make.
WANT_SPEECH=1
That needs to be included on the make command line to enable the test code,
otherwise just the interface update is compiled in.
I don't know for certain when AVSpeechSynthesizer went into macOS, but older versions
likely don't support it, and would just leave off the WANT_SPEECH=1.
If built with WANT_SPEECH=1, the 'voices' NetHack option needs to be enabled.
It was a bit strange, when I first started up the test, to hear Asidonhopo,
the shopkeeper, talking to me as I entered his shop and interacted with him.
sanity_check feedback which occurred after using locking magic to
set off a bear trap at the location of a monster hiding under an
object.
Trivial bit: a recent change made stunning via knockback only occur
when not already stunned but was still adding the current stun time
to the new stun time even though current stun is now always zero.
Several formatting bits included.
hmon_hitmon was the biggest function by far; this makes it far more
manageable.
There should be no change in functionality, and although I didn't
test every case, this was just moving chunks of code and changing
variable names until compiler did not complain anymore.
Unless you kill the monster with one hit, it'll wake up
cranky and make noise - waking up other sleeping monsters.
This was a bit tricky with all the message sequencing; I tested
all the hit/throw/fire/zap combos I could think of, and it took
a while to get things looking right.
Insert the calls to trigger a number of potential soundeffects
into the core.
If no additional soundlib support is integrated into the
build, then the Soundeffect macro (sndprocs.h) expands to nothing:
[#define Soundeffect(seid, vol)
]
If, however, at least one additional soundlib support is integrated
into the build, then the Soundeffect macro gets defined as this
in sndprocs.h:
[#define Soundeffect(seid, vol) \
do { \
if (!Deaf && soundprocs.sound_soundeffect \
&& ((soundprocs.sndcap & SNDCAP_SOUNDEFFECTS) != 0)) \
(*soundprocs.sound_soundeffect)(emptystr, (seid), (vol)); \
} while(0)
]
That macro definition checks for the hero not being Deaf; it checks
to ensure that the active soundlib interface has a non-null
sound_soundeffect() function pointer; and it checks to ensure
that the active soundlib interface has declared that it supports
soundeffects by setting the SNDCAP_SOUNDEFFECTS bit in its sndcap
entry. That just means that the interface routines are prepared to
accept and deal with the calls from the core, whether or not it
actually produces the desired soundeffect.