when the drop is being caused by encumbrance or punishment triggering
a fall while going down stairs.
Also, remove a couple instances of 'if (obj==GOLD) contexl.botl=TRUE'
when dropping gold. They were held over from the obsolete !GOLDOBJ
configuration. Both are immediately followed by freeinv() which
calls freeinv_core() whichs starts off by setting the botl flag when
taking gold out of inventory.
This fixes the reported situation of recoiling from a throw while
levitating and carrying the ball not bringing the chain but it might
introduce other problems. If it does, drag_ball() would be the place
to fix that, not hurtle_step().
Separate bug (not fixed): throwing while the ball is on the floor
ought to let you recoil to as far as the chain will reach but it just
yields "you feel a tug from the ball" and you don't recoil at all.
Implement the request that a wielded+thrown aklys be given the same
inventory letter when it returns and is caught and rewielded, even for
the !fixinv setting where inventory letters don't stick. Works for
Valkyrie-thrown Mjollnir and returning (ie, didn't hit) boomerangs as
well as for aklys.
I'm not sure how useful this really is, because on the rare occasions
that it either doesn't return or fails to be caught, it won't be given
the same letter when subsequently picked up. So the player who relies
on it will still be vulnerable to using the wrong letter next time a
throw is attempted. But at least picking it up explicitly displays
the new inventory letter, unlike catching it upon return.
Make wearing a wet towel confer new attribute Half_gas_damage in
addition to the usual blindness. It reduces damage from being inside
a gas cloud region and from being hit by poison gas breath attack.
It also fully blocks breathing of potion vapors.
Might make the Plane of Fire easier although overcoming its blindness
with telepathy won't reveal elementals. Definitely has the potential
to make blind-from-birth conduct easier which wasn't the intent and
probably isn't significant.
Jumping, Newton's 3rd Law hurtling, and throwing an iron ball:
attempting to do any of these in such a way that you would diagonally
pass between boulders/walls causes the Luck penalty. However, none of
these actually get you through the diagonal gap, thus they can't be used
to cheat and the penalty doesn't make sense.
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".
This adds a boolean option, autounlock, defaulting to true. When this is
set to TRUE, messages stating that some door or container is locked are
automatically followed by a prompt asking if you would like to unlock
it, if you are carrying an unlocking tool (key, lock pick, or credit
card).
Architecturally, this extends the pick_lock function to take three
additional arguments (door coordinates or a box on the ground you are
autounlocking).
The code that selects an unlocking tool will always look first for a
skeleton key, then a lock pick, then a credit card. Since curses, rust,
and other attributes don't really have an effect on the viability of the
unlocking device, it didn't seem to warrant making a more complex
function for that.
Add hallucinatory trap names
This adds many funny, realistic, and nonsensical traps to the game, to
be shown when the player is hallucinating.
Architecturally, the biggest change is merging the what_trap macro and
the "defsyms[trap_to_defsym(ttyp)].explanation" pattern into a single
function "trapname", which returns the name of the trap, handling the
hallucination case. There is also a second parameter used for overriding
hallucination in the occasional cases where the actual trap name should
always be returned.
In addition, the what_trap and random_trap macros are now obsolete and
not used anywhere, so they are removed.
reinstate anti-rng abuse bit on hallucination
updates to hallucinatory trap names and fixes37.0 entry
Fixes#240
Monster versus monster (melee and throwing) didn't handle shades
(need silver or blessed weapon to take damage) or silver feedback
(extra info when silver-haters are hit).
I did a lot of test, revise, re-test but didn't always re-test
everything that had previously been tested, so bugs that I thought
were quashed might have crept in.
Now if a missile weapon "passes harmlessly through the shade" it
will continue on and maybe hit something else. (Regular misses
still stop at the missed target.)
A couple of minor ball&chain changes accidentally got included.
Reported directly to devteam rather than via the web contact form:
throwing wielded aklys while swallowed would hit the engulfer and
return to the hero's hand but leave a stale 'thrownobj' pointer if
the monster survived. Under usual circumstances, throwing anything
else or throwing the aklys again when not engulfed would clear that
pointer, putting things back to normal. However, killing any engulfer
with the same weapon would try to add it to engulfer's inventory to
be dropped as it died. If the killing blow was via melee rather than
another throw, the object in question would still be in hero's
inventory instead of free, hence panic.
The initial returning-aklys implementation shared Mjollnir's code
which doesn't have this issue. This reverts from having attached
aklys always returning successfully when thrown while swallowed to
Mjollnir's 99% chance of return and 99% to be caught when it does
come back. (That was already the case if the engulfer was killed by
the throw, where hero wasn't swallowed anymore after the damage was
inflicted.)
If a poly'd hero spits venom and it lands at a 'soft' spot such as
water, it would remain as an intact venom object. (Venom spat by
monsters seems to always be used up regardless of where it lands.)
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.
Take another crack at describing yesterday's do-again fix. Having
'autoquiver' enabled wasn't necessary to encounter the problem.
Also, 'in_doagain' is an int rather than a boolean.
One-line fix is much shorter than attempting to describe the problem.
^A could misuse previous input if 'f'<direction> needed to fill the
quiver and there was nothing suitable, so that the sequence became
'f'<what to throw>. If previous <direction> was an inventory letter
that was occupied, and the item it that slot wasn't already worn in
some other slot, it would be put in quiver slot. Then player would
be asked for direction rather than immediately throwing it since the
what-to-throw prompt had just used up the last of the ^A queue.
Miscellaneous formatting included....
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
Dropping an existing fragile item while levitating will usually
break it. Getting a new wished-for fragile item and dropping it
because of fumbling or overfull inventory never would.
Some callers of hold_another_object() held on to its return value,
others discarded that. That return value was unsafe if the item
was dropped and fell down a hole (or broke [after this change]).
Return Null if we can't be sure of the value, and make sure all
callers are prepared to deal with Null.
Another bug from seven years ago, sent directly to devteam so no #H
number. Report stated that throwing recoil could move a levitating
hero diagonally through a shop's doorway to exit it. If the thrown
item was unpaid, it remained unpaid after landing on shop's floor
and was an unlisted item on shop's bill. Moving diagonally out the
door seems to have been fixed, but the same effect still occurred
if you were far enough from the door to have the shopkeeper vacate
his door-blocking spot and throwing recoil took hero to that spot.
The thrown unpaid item remained unpaid, and walking out the door was
treated as shop robbery.
Jumping or teleporting while levitating in xorn form wouldn't toggle
blocking of levitation when moving from open spots to wall/stone and
unblocking of same when moving the opposite way.
This handles those cases but there are no doubt others. The only
other one I checked was when failed #untrap moves hero onto trap.
That case works correctly--at least after this fix is in place.
Noticed while working on it: change of terrain didn't always update
the status line. When levitation became blocked, it still said Lev
and when unblocked, didn't say that. Next status update got status
condition back in sync.
hmon() can destroy the weapon being used, and known_hitum() would
still pass the pointer to the freed object to cutworm(). Remember the
relevant weapon attribute before using and maybe freeing the object,
then pass that attribute instead of the whole weapon. Also pass
'more-likely-to-cut' for axes in addition to blades.
thimonst() behaved similarly, although due to much different code
paths none of the objects that might get to hmon() were then passed to
cutworm(), so it wasn't vulnerable. But pass 'more-likely-to-cut'
for axes instead of for blades when thrown.
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).
I think the only code change was in the function for the help command.
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.