Apply the patch from entrez that makes pet gelatinous cubes who eat
containers engulf rather than digest the contents, like non-tame
g.cubes. Unlike the latter, tame ones will immediately drop the
stuff they just engulfed and might subsequently eat it all anyway.
Commit 32234b1d in 2003 mentioned in its commit message that pet dragons
shouldn't be able to eat underwater food items. This was mostly true:
non-swimming pets wouldn't select underwater food as a goal, and
wouldn't spend an action eating something unreachable on their current
position. But the "combined eat and move" case in dog_move didn't check
could_reach_item, so if a non-swimming pet happened to move to a spot
with underwater food for some reason, they could eat it on that turn
anyway. This commit should close this loophole and prevent non-swimming
monsters from eating underwater food (or other unreachable food) even if
they happen to fly over its position.
One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
|
-----------------------
| | |
coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
Switch to using a macro invocation Verbos(n, s) in place of the
flags.verbose checks.
Provide the mechanics for individual suppression of any of the
existing messages that were considered verbose.
Mechanics only - this code update does not provide any means of
setting the suppression bits.
iflags.verbose = 0
is still a master suppression of all the verbose messages.
iflags.verbose = 1
turns on the verbose messages only for those whose suppression
bit is 0 (not set).
Andrio pointed out at some point that the "below 25% HP: pet will not
attack at all" mentioned in this comment was wrong. It will not attack
*peaceful monsters* at all, but will still attack hostile monsters.
Also, the math behind the balk variable has confused several people,
thinking it's off by one and allowing the pet to attack one level higher
than stated. This is not the case, since it's the lowest level they
*won't* attack. Clarify that.
Extend pull request #737,
commit d6ab241b8c, to magic portals.
If hero is on or next to a magic portal, have pets behave as if food
they want is being carried, like PR #737 did for hero standing on
stairs. (To be on one, hero must have come through from the other
side and not moved off the receiving portal yet, or else is in the
endgame but no longer carrying the Amulet.)
hero when hero is [impatiently waiting...] on stairs
My attempts to cherry-pick this failed, so this was done manually.
It is a reimplementation of
NullCGT:feature/monster-item-use:dc2cef0562542fece1732dd2d4c4f0775308faff
] Pets approach the player if they are standing on the stairs.
]
] One of the most frequent complaints I have seen is that pets refuse
] to follow their owners down the stairs. While this can be resolved by
] waiting, most players, especially new ones, are not willing to spend
] multiple dozens of turns waiting for their pets to approach closely
] enough to follow them. This simple commit makes pets react to a player
] standing on stairs as if the player is holding a tripe ration. Simple,
] non-disruptive, and should solve many headaches.
Move some code that was used to decide whether to call distant_name
or doname into distant_name so that the places which were doing that
don't need to anymore and fewer places can care about whether an
artifact is being found. There were two or three instances of
distant_name maybe being called, based on distance from hero, and
yesterday's artifact livelog change added two or three more and made
all of them override the distance limit for artifacts.
After that change to distant_name, make sure that conditional calls
to it become unconditional--just not displayed for the cases where
!flags.verbose had been excluding them. That way distant_name can
decide whether an item is up close and arrange for xname to find it
if it as an artifact.
Also, implement an old TODO. Wearing the Eyes of the Overworld
extends the distance that an item can be from the hero and still be
considered near anough to be seen "up close" when monsters pick it
up or drop it. The explicit cases were using distu(x,y) <= 5, the
distance of a knight's jump. Each quadrant around the hero is a 2x2
square with the diagonal corner chopped off. The replacement code in
distant_name calculates a value of 6, which is functionally equivalent
since the next value of interest beyond 5 is 8. Wearing the Eyes
(deduced by having Xray vision) extends that threshold an extra step
in addition to overriding blindness and seeing through walls: 15,
a 3x3 square in each quadrant, still with the far diagonal corner (16)
treated as out of range.
Log artifacts found on the floor, or carried by monsters if hero sees
those monsters do something with them. Shown to player via #chronicle
and included in dumplog.
For most cases, finding is based on having the artifact object be
formatted for display. So walking across one won't notice it if pile
size inhibits showing items at its location, even if the artifact is
on top. Taking stuff out of a container won't notice an artifact if a
subset of the contents chosen by class or BUCX filter doesn't include
it unless player has used ':' to look inside. Seeing an artifact be
picked up by a monster (even if the monster itself is unseen) or being
dropped (possibly upon death) will find an artifact even if beyond the
normal range of having it be treated as seen up close. Random treasure
drop items are excluded since they are placed directly on the floor
rather than going into a dying monster's inventory and then dropped
with its other stuff.
finish_meating was checking whether the monster in question was a
chameleon/shapechanger, rather than whether it was a mimic, in deciding
which monsters should be allowed to maintain their current appearance
once they finish eating. This meant that true mimics had their
appearance reset, while a chameleon, vampire, etc, who ate a mimic
would maintain their appearance as a tripe ration even after they had
finished eating and resumed their normal behavior. The result? An
amazing living tripe ration which followed the hero around throughout
the level.
Reported by Vivit-R with comments by several others. The prize item
in one of the closets off the Sokoban treasure zoo is sometimes
missing, most likely picked up by an elf who won't be dissuaded by
the presence of engraved Elbereth or a scroll of scare monster.
This fix prevents monsters from targetting the mines' and sokoban's
prizes for pickup (or for eating). Once the hero picks either of the
prizes up, they stop being prizes and will be ordinary monster fodder
if dropped/stolen/stashed.
One of the comments by copperwater suggested this approach as a
possible way to fix things. I had already implemented it from scratch
before noticing that. It handles the usual monster behavior toward
items, but there could easily be some unusual cases still susceptible
to taking the prize before the hero gets to it. Those are the breaks.
Fixes#603
Reported by entrez as a github issue for evilhack, 'gcc -2' issued
warnings about droppables() possibly returning the address of a local
variable (&dummy). It is mistaken; that never gets returned because
of various checks being performed. But making 'dummy' be static adds
negligible cost and should shut it up (not verified but no doubt
about viability...).
It's redundant with g.moves, so there is no more need for it.
Way, way back, it looks like g.moves and g.monstermoves can and did
desync, where g.moves would track the amount of moves the player had
gotten (and would therefore increase faster if the player were hasted)
and g.monstermoves would track the amount of monster move cycles, aka
turns. But this has not been the case for a long time, and they both
increment together in the same location in allmain.c. There are no
longer any cases where they will not be the same value.
This is a save-breaking change because it changes struct
instance_globals, but I have not updated the editlevel in this commit.
Another SliceHack feature. However, the math implemented by SliceHack
seemed incorrect, so I tweaked it.
Pets previously attacked monsters of up to one level higher than them as
long as they were above 25% health. Now, they will attack monsters as
follows:
100%: up to level + 2 (pets could not attack this high before)
80%+: up to level + 1
60%+: up to same level
40%+: up to level - 1
25%+: up to level - 2
The case that prevents any attacks below 25% health still exists.
Higher charisma will make it more likely for monsters to be affected.
Conflict will also now require the monster to see the hero.
Originally from SporkHack by Derek Ray.
Reported by a beta tester four years ago: if you telepathically
observed a pet eat a mimic corpse and temporarily change shape,
you were told that you sensed it happening but the map continued
to show its true form (because telepathy overrides mimicking).
Attempting to force the map to show the alternate shape in that
situation was hopeless, so give an alternate message instead.
While trying to fix this, I noticed my dog mimicking a throne
several times. The list of alternate shapes for quickmimic
included SINK which happens to have the same value as S_throne.
Change that to S_sink.
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.
replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.
consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)
consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).
related function or macro additions:
pmname(pm, gender) to get the gender variation of the permonst name. It
guards against monsters that haven't got anything except NEUTRAL naming
and falls back to the NEUTRAL version if FEMALE and MALE versions are
missing.
Ugender to obtain the current hero gender.
Mgender(mtmp) to obtain the gender of a monster
While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
pmname(ptr, gidx)
where -ptr is a permonst *
-gidx is an index into the pmnames array field of the
permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.
Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.
male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.
tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.
statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.
I expect some refinement will be required after broad play-testing puts it to
the test.
consolidate caveman,cavewoman and priest,priestess monst.c entries etc
This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.
Window Port Interface Change
Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.
The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.
win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.
Interface change additional info:
print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
-- Print the glyph at (x,y) on the given window. Glyphs are
integers at the interface, mapped to whatever the window-
port wants (symbol, font, color, attributes, ...there's
a 1-1 map between glyphs and distinct things on the map).
-- bkglyph is a background glyph for potential use by some
graphical or tiled environments to allow the depiction
to fall against a background consistent with the grid
around x,y. If bkglyph is NO_GLYPH, then the parameter
should be ignored (do nothing with it).
-- glyphmod provides extended information about the glyph
that window ports can use to enhance the display in
various ways.
unsigned int glyphmod[NUM_GLYPHMOD]
where:
glyphmod[GM_TTYCHAR] is the text characters associated
with the original NetHack display.
glyphmod[GM_FLAGS] are the special flags that denote
additional information that window
ports can use.
glyphmod[GM_COLOR] is the text character
color associated with the original
NetHack display.
Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
I couldn't reproduce this so can't confirm that this fix works,
but inspection of the code reveals that something was missing
in the unified mon movement flags code. I think what has been
happening is that a dwarf without a pick-axe might not bother
wielding that but movement behaved as if it had, then digging
decided it wasn't.
This commit is intended to fix the bug where a pet will get fixated on
an unmoving monster and stop moving itself. I described the cause in the
github issue; the gist is that the pet AI chooses the unmoving monster
as its ranged target, doesn't do anything when it calls mattackm
(because it doesn't have ranged attacks), then returns a value
indicating it didn't move and can't take further actions.
I initially implemented a fix that refactored mattackm to distinguish
between "attacker missed" and "attacker did nothing", which the pet AI
could then use to determine whether the pet could continue doing things.
But then I realized that if mattackm is called with non-adjacent
monsters, a return of MM_MISS more or less unambiguously indicates that
the attacker did nothing (because the ranged functions it calls like
breamm don't actually check to see whether the target was hit, just
whether the monster initiated the attack.) So, this only really needed
to check whether mattackm returned with MM_MISS.
I also found a probable bug in mattackm, in that the thrwmm call isn't
treated the same as breamm or spitmm. In the latter two, mattackm
returns MM_HIT even though it doesn't check whether the ranged attack
actually hit its target. But there was no logic doing the same for
thrwmm, so this commit also adds that. (Otherwise, a pet could possibly
use a ranged weapon attack and then get to keep moving on its turn.)
Issue was for dropping glob of green slime while swallowed by a
purple worm but also applied to pet eating habits. Green slime
corpse doesn't exist any more; check for glob instead.
Fixes#333
... if the pet attacked hero or another monster by eg.
swallowing them, the pet's location might've changed
during that attack. Count it as movement, so return
immediately.
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.
Preserve temporary fake object's previous dknown value by storing it
as a flag value within the m_ap_type field of the posing monster, and
recalling it when it is needed.
This is intended to help eliminate observable differences in price display
between real objects and mimics posing as objects.
98% of this is just switching the code to utilize macro M_AP_TYPE(mon)
everywhere to ensure that the flag bits are stripped off when needed.
If steed ate a mimic corpse and started mimicking an object or dungeon
furniture, the hero was able to keep riding. Force a dismount when
that happens, even if steed takes on monster shape rather than object
or furniture. After that, #ride to remount non-monster will fail
unless using wizard mode's "force mount to succeed" action, in which
case steed's eating finishes immediately and it returns to normal.
This doesn't address the older report that mounted hero can continue
to move around while the steed is eating.