Commit Graph

229 Commits

Author SHA1 Message Date
David Cohrs
d01e45a6cc vortexes and unsolid monsters need not avoid webs
Based on a bug report from beta testers in 2010. mintrap()
already had partial checks for this (now fire vortex also burns
a web, as per suggestion in the bug report) but mfndpos()
lacked checks so mintrap() code was almost never exercised.
2016-02-03 11:50:03 -08:00
PatR
45ba0addf2 another vampire shape-shifting bit
Chameleon impersonating a vampire and vampire subject to protection
from shape changers weren't the only ways to have a vampire monster
which isn't a vampshifter.  One-shot polymorph could produce that too.
2016-01-23 19:15:38 -08:00
PatR
885de116e1 fix #H4204 - shapeshifter taking vampire form
When a chameleon/doppelganger/sandestin took vampire or vampire lord
shape, it stopped taking on new shapes.  Vampire shapeshifting was
being applied to all vampires rather than just to is_vampshifter().
When is_vampshifter() is false, the vampire is some other shapeshifter
or Protection_from_shape_changers is in effect, so vampire shifting
doesn't apply.

While testing, I noticed that vampires/lords only turned into bats/
wolves during initial creation.  They did turn into fog clouds in
order to pass closed doors but the other alternate forms were ignored.
That's fixed too.
2016-01-21 02:12:47 -08:00
PatR
7e3f82ed3c fix #H4187 - doppelgangers posing as Riders...
... never transform and can leave Rider corpses

Riders can't be polymorphed, and the code to prevent that was also
preventing doppelgangers in Rider form from changing shape.

Using ring of protection from shape changers effectively turned such
doppelgangers into actual Riders which would leave self-reviving
corpses.  That didn't prevent Riders from appearing on the Astral
Plane though.
2016-01-09 13:57:15 -08:00
Pasi Kallinen
a2a1027be1 Fix bz62: Pets walk into poison clouds
Makes monsters who would be damaged by the poison cloud
not walk into it
2016-01-09 02:25:52 +02:00
Pasi Kallinen
fd709d6840 Clear mimic vision blocking after genocide
Fix via Dynahack by Tung Nguyen
2016-01-06 01:55:39 +02:00
Pasi Kallinen
db4120012d Make mimics mimicing walls or trees also block light 2016-01-06 01:44:18 +02:00
nhmall
fce9f1131d improve messaging on vampire bat to fog cloud transition in Vlad's
Bug 271 - #H4167: vampires being fog clouds show up as bats on telepathy

A bug reporter wrote:
> In top level of Vlad's, the vampires hiding as fog clouds in the closets show
> up on telepathy as B, when far-looked as vampire bat.  once the door opens they
> are fog clouds.
>
> I currently have telepathy from the PYEC.

The vampire /was/ shapeshifted into a vampire bat, but once the secret door
was revealed, it shifted into a fog cloud in order to pass under the door.

If you were to blast the door with a wand of striking from a distance,
you would have encountered the vampire bat.

This clarifies the situation through better messaging.

--------
Original debug call stack trace:
     NetHack.exe!newcham(monst * mtmp, permonst * mdat, char polyspot, char msg) Line 3140
     NetHack.exe!vamp_shift(monst * mon, permonst * ptr) Line 1598
     NetHack.exe!m_move(monst * mtmp, int after) Line 1219
     NetHack.exe!dochug(monst * mtmp) Line 566
     NetHack.exe!dochugw(monst * mtmp) Line 100
     NetHack.exe!movemon(...) Line 707
     NetHack.exe!moveloop(char resuming) Line 105
     NetHack.exe!main(int argc, char * * argv) Line 105
2016-01-01 11:17:57 -05:00
nhmall
5226484bab remove extraneous bit from cut and paste 2015-12-26 19:35:58 -05:00
nhmall
6117eddc62 one statue from single vampire via cockatrice corpse
Changes to be committed:
	modified:   doc/fixes36.1
	modified:   include/extern.h
	modified:   src/mon.c

Fixes H4148 (bz246) and H4150 (bz248)

comments:
I wielded a c-corpse against a shapeshifting vampire bat (checked with a
stethoscope, it said "shapeshifter".) The bat turned to stone and spawned a
vampire.  I hit the vampire and it also turned to stone, so I had two statues
from one monster (vampire bat and vampire.)  Not sure if this is a bug or a
feature...

comments:
Engulfed by a fog cloud that was actually a Vampire,
and got the message: "You break out of the vampire!"
2015-12-26 19:08:08 -05:00
PatR
757e6f9c4d vampire genocide could produce unkillable critter
Vampires who were currently shape-shifted into a fog cloud, bat, or wolf
became an unkillable fog could, bat, or wolf if the player genocided
vampires.  When such a creature was killed, the attempt to transform it
back into a vampire failed, but the monster continued to be resurrected
anyway.
2015-12-12 00:34:16 -08:00
PatR
171fb90746 !DEBUG warnings
With DEBUG suppressed, I started getting
16      warning: empty body in an if-statement
and 2   warning: empty body in an else-statement
from gcc.

Using braces for an empty block instead of just ';' avoids the warning:
    if (foo)
        debugpline("foo");
is bad,
    if (bar) {
        debugpline("bar");
    }
is good.  ;-)

The changes to lint.h are just precautionary.

modified:
    include/lint.h
    src/attrib.c, bones.c, dbridge.c, dig.c, eat.c,
        makemon.c, mkmaze.c, mon.c, sp_lev.c
2015-12-04 14:58:49 -08:00
Pasi Kallinen
7063488621 Pacify some clang compile warnings 2015-11-21 23:40:06 +02:00
Pasi Kallinen
dc09a991fe Fix some warnings from clang's static code analyzer 2015-11-18 22:54:28 +02:00
PatR
95772261dc fix memory leak: obj->oextra->omonst->mextra
The memory leak (monst->mextra->edog, monst->mextra->mname,
monst->mextra for some monster were not released) I noticed recently
was due to recording a pet's full monster attributes with its corpse.
During save and restore, obj->oextra->omonst was being treated as a
full-fledged monster so worked as intended, but when freed, omonst
was treated as a black box and its mextra details weren't handled.
2015-11-13 20:39:10 -08:00
Pasi Kallinen
99925ff155 Update version numbers in source comments 2015-11-06 16:05:36 +02:00
PatR
80d4acdc81 fix can_carry()
Noticed while going through more reformatting:  can_carry() was changed
to return a number rather than yes/no, but it's trying to return a long
value (obj->quan) as an int.

Gold is the only thing likely to exceed LARGEST_INT in actual play
(although rocks could manage it if somebody tried hard enough).  This
makes sure that the value returned doesn't exceed LARGEST_INT, but only
tame monsters honor the resulting subset value (at least for gold) and
split the stack.  The proper fix is to convert can_carry() and all its
uses to long, but I'd rather spend my time on other stuff.
2015-11-02 01:53:38 -08:00
PatR
41a40d41a0 monsters moving after player leaves level
Fix the problem reported by ais where it was possible for one monster
to knock the hero onto a level teleporter (or trapdoor or hole),
destination was selected and allowed-to-level-teleport checks were made,
then for another monster to knock or teleport the not-yet-relocated-hero
onto the Amulet and have auto-pickup move it into inventory.  At the end
of that turn's monster movement, hero would level teleport successfully
despite carrying the Amulet.

This short-circuits monster movement if the hero is scheduled to be
moved to a different level.  The monsters who haven't moved yet don't
lose their pending movement points; they'll catch up if/when the hero
returns to the level.
2015-10-29 18:18:12 -07:00
PatR
ea8a1beb0a formatting: src/m*.c - p*.c continuation lines
Somewhere along the line I started removing redundant parentheses from
return statements, but only in files that needed continuation fixups
so it's not comprehensive.
2015-10-22 16:35:01 -07:00
Pasi Kallinen
581b1830ff Fix segfault when chameleon form fails on the Rogue level 2015-10-20 17:28:16 +03:00
PatR
2c20805b16 unsplitting split object stack
Replace the code that Dean objected to with something a little bit more
robust.  It doesn't rely on the two stacks being adjacent or having the
same inventory letter.  It is still vulnerable to having another
splitobj() occur between the offending split and its attempted unsplit,
or to either of the two halves of a split being extracted from their
object chain.  As before, failure to unsplit only results in the two
halves of the split remaining separate stacks, not anything more drastic
like the panic() that prompted all this.

Simplification of hallucinated currency names got mixed in with this
patch.  I haven't bothered separating it back out.

Whoever reset PATCHLEVEL to 0 jumped the gun.  This patch increments it
since change to the 'context' structure breaks save file compatibility,
so it will need to undergo another reset before release.
2015-10-18 17:37:15 -07:00
Pasi Kallinen
95983f6ae6 Use macros for monster appearances 2015-10-18 13:55:11 +03:00
Pasi Kallinen
af1c77808b Comment typofixes, pt 4 2015-10-17 18:47:31 +03:00
Pasi Kallinen
66dd87454b Comment typofixes, pt 3 2015-10-17 13:47:25 +03:00
Pasi Kallinen
05adaa2a75 Extra checks when freeing objects and monsters
Just in case, so we don't leave objects or monsters inaccessible
by accident.
2015-10-11 21:41:55 +03:00
Pasi Kallinen
f0220c4203 Add monster data sanity checking 2015-10-11 20:36:28 +03:00
Pasi Kallinen
16018ac824 Put monsters into limbo if they cannot be placed
Whenever mnearto tries to displace a monster from underneath
another, and the displaced one cannot be placed anywhere,
make it drop special objects and put it into migration, with
the current level as the target.

This should be a good enough stopgap measure - it's not going
to happen unless the level is (nearly) full of monsters.

And it seems to cure a near-impossible-to-track data corruption,
with monster list pointing to garbage.
2015-10-11 18:52:27 +03:00
PatR
a51531776d flesh golem healing
Fix one of the entries in the "A few bugs" mail.  Flesh golems hit by
electric damage calculated a healing amount of dam/6, then ignored it
and used dam instead.  Probably never noticed in actual play....
2015-10-05 18:32:40 -07:00
PatR
5e909d3b44 obj bypass: move vs turn
Reported by ais; clearing object bypass bits once per turn isn't often
enough.  Clear them after the hero moves (which might be more than once
in a turn) and before each monster moves (ditto) and after last monster
moves.  This might not be optimal but that shouldn't matter since it's
usually a no-op.
2015-08-02 01:54:51 -07:00
PatR
fe09f7156d vampshifter messages
If you've just received the "dead bat revives as a vampire" message,
suppress the rather obscure "Maybe not..." message given when an unseen
creature gets life-saved since it ends up being out of sequence.  You
could get them both when the death/revival was sensed via telepathy
without being in sight.

Also, some formatting cleanup and a couple miscellaneous code tweaks.
2015-07-06 18:24:13 -07:00
Derek S. Ray
2224df66f0 Slight improvement to handless pets' pickup changes
Allow one item to be taken out of a pile, and leave framework in place
for partial splits so that all monsters will take up to their capacity,
rather than leaving the whole pile if it's too big to take all at once.
2015-06-21 15:16:22 -04:00
Pasi Kallinen
c574df1239 Prevent unique monsters waking up prematurely
Reported by Stefan:
> I just did the valkyrie quest. When I arrived on quest goal, I took only
> a few steps away from the upstairs and Lord Surtur jumped me. One of the
> monsters in his lair had stepped on one of the guaranteed squeaky boards

Squeaky boards (and other noisy things) woke up monsters that were
meditating. Unfortunately this also woke up such meditating monsters
as the Wiz, or the quest nemesis.

Prevent unique monsters with waiting strategy being woken up by the noise.
2015-06-20 14:15:08 +03:00
PatR
def2549592 shapeshifting on rogue level
Limit vampire shapeshifting on rogue level to vampire bats (only
choice represented by uppercase letter) and have other shapeshifting
try for uppercase.  The latter isn't rigorous because shapeshifters
(chameleon=':', doppelganger='@', sandestin='&') aren't uppercase
themselves, so won't be created there under ordinary circumstances.
It applies to the "summon nasties" monster spell and post-invocation/
post-Wizard's-death harassment effect too.
2015-06-04 15:31:25 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
80703597c0 Clean up a rare corner case with mnearto().
With this fix, if the second mnearto fails, we don't accidentally strand
othermon at (0,0).
2015-05-24 09:24:52 -04:00
PatR
dd62a6831f fix mdig_tunnel impossibility
Reported by the keymasher:  "stone at (48,8) is undiggable".  Bigroom 4
has a tree at that spot and the whole level is flagged as undiggable.
Undiggable trees were supported on arboreal levels (where their terrain
type is STONE rather than TREE), but not elsewhere.  Monster movement
uses IS_ROCK(), which is true for TREEs, but may_dig() uses IS_STWALL(),
which is false for TREEs so doesn't consider the location as being of
interest and fails to disallow digging.  But mdig_tunnel() bypasses
may_dig() and tests the NONDIGGABLE bit directly, disallowing digging.
(If this sounds confusing, it's a stroll in the park compared to the
code itself.  Apologies for the mixed metaphore.)

Digging away a secret corridor could leave rocks, which doesn't make
a whole lot of sense.  Now a monster's dig attempt will reveal the
location as a corridor instead.

This also moves an assignment out of a macro invocation where it was
inviting trouble if that macro gets modified.  And reorganizes an 'if'
to put cheaper tests sooner.
2015-05-13 17:54:26 -07:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00
nhmall
20069798d4 Merge branch 'master' into win32-x64-working 2015-05-07 04:52:30 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
nhmall
bd68a6c80c Merge branch 'master' into win32-x64-working
Resolved Conflicts:
	src/mkobj.c
	src/mon.c
	src/options.c

 Changes to be committed:
	modified:   DEVEL/hooksdir/nhsub
	modified:   src/invent.c
	modified:   src/mkobj.c
	modified:   src/mon.c
	modified:   src/options.c
2015-05-01 08:22:36 -04:00
nhmall
67a53a2aa3 another ball & chain tweak
checking if uball is OBJ_FREE was inappropriate, because
sometimes it is in inventory.
2015-05-01 07:39:53 -04:00
Derek S. Ray
586cad7fc9 limit obj manipulation by handless creatures
something that is M1_NOHANDS ought not to be able to pick up a pile of
rocks, daggers, or gold pieces unless it has other features that would
permit such a thing.
2015-04-30 18:34:32 -04:00
nhmall
85c9a61efd Merge branch 'master' into win32-x64-working 2015-04-30 08:29:21 -04:00
nhmall
c25ea3d851 can't use BALL_IN_MON after u.uswallow set to 0
u.uswallow is set to 0 a couple of lines above so
the test will never be TRUE.
2015-04-30 08:26:46 -04:00
nhmall
353417c642 Merge branch 'master' into win32-x64-working
Conflicts:
	src/mon.c
	src/options.c
	src/pickup.c
	src/zap.c

 Changes to be committed:
	modified:   doc/Guidebook.mn
	modified:   doc/Guidebook.tex
	modified:   doc/fixes35.0
	modified:   include/color.h
	modified:   include/extern.h
	modified:   include/mondata.h
	modified:   src/ball.c
	modified:   src/dbridge.c
	modified:   src/dig.c
	modified:   src/display.c
	modified:   src/dokick.c
	modified:   src/dungeon.c
	modified:   src/fountain.c
	modified:   src/invent.c
	modified:   src/mkmaze.c
	modified:   src/mkobj.c
	modified:   src/mon.c
	modified:   src/monmove.c
	modified:   src/mthrowu.c
	modified:   src/options.c
	modified:   src/pickup.c
	modified:   src/sit.c
2015-04-30 06:39:44 -04:00
nhmall
fcfab90907 fix a panic and infinite recursion
Changes to be committed:
	modified:   src/ball.c
	modified:   src/display.c
	modified:   src/mon.c
2015-04-29 23:53:31 -04:00
Pasi Kallinen
f0699b76d9 Add is_watch define for watchmen 2015-04-27 21:09:26 +03:00
nhmall
c78d09a7d4 Merge branch 'master' into win32-x64-working
Conflicts:
	include/extern.h
	src/do.c
	src/mon.c

 Changes to be committed:
	modified:   include/extern.h
	modified:   src/ball.c
	modified:   src/do.c
	modified:   src/eat.c
	modified:   src/hack.c
	modified:   src/invent.c
	modified:   src/lock.c
	modified:   src/mon.c
	modified:   src/pickup.c
	modified:   src/pline.c
	modified:   src/save.c
	modified:   src/sp_lev.c
	modified:   src/steed.c
	modified:   src/trap.c
	modified:   src/uhitm.c
2015-04-22 08:08:50 -04:00
Pasi Kallinen
171e8284cd Unify monster gender setting 2015-04-22 08:58:04 +03:00
Derek S. Ray
0bef94cfde Make coalescence message be smart about status
- honor blindness and hallucination
- honor ability to see one of the mergees
- provide audible feedback if appropriate
- merging inside pack gets special-cased so player knows something
  different/unusual is happening
2015-04-21 21:47:33 -04:00