... deleting the ball & chain, but keeping a boulder in the pit.
Noticed a segfault when fuzzing, teleport while punished caused
a segfault via fill_pit -> flooreffects -> bury_objs -> unpunish,
and then the next line in teleds tried to look up uchain.
Guard against that particular case.
Fix the case of boulder being in a pit, triggered by you being in
a pit and a giant throwing a boulder on top of you.
This adds a superset of the code from github pull request #328
to create a short-lived cloud of steam when fire hits a pool or
fountain. The original code required C99; this doesn't. It also
allowed vapor clouds on the Plane of Water where they don't work
sanely becaure regions don't understand air bubble movement and/or
vice versa. This inhibits the clouds there [the same ought to be
done for scrolls of stinking cloud]. It also left as-is the code
that reported when fountains got used up even though conceptually
the steam should interfere with being able to see that. This adds
a glyph-check hack to augment cansee() so that fountains that boil
away entirely are hidden at the time.
Regions that block line of slight should be calling block_point()
when created and unblock_point() when removed but a naive attempt
to introduce that didn't work as expected so I'm giving up on.
Fixes#328
Screen erasure leaves the map set to spaces. If S_unexplored is
something other than <space>, tty wasn't drawing with S_unexplored
after a menu or long message line got erased following temporary
overwrite of part of the map.
This seems to work but is not the correct way to do things.
clear_screen(), cl_eos(), and cl_end() should all be taught to
flag the map as needing to be refreshed after they erase part of it.
tty_clear_nhwindow(WIN_BASE) is also lacking since it erases the
message line, full map, and status lines but leaves their internal
windows with stale data about what is shown instead of marking them
blank.
Instead of trying to figure out in core whether to change a minetown
food shop to health food shop for monks, just figure it out in the
minetown level creation script.
Make a mimic that picks special VEGETARIAN_CLASS look like food
instead of a random object. Also, at least a couple of Minetown
variants are classified as mazes so had a 50% chance of not even
making that choice and look like a statue instead. Override maze
when 'in_town()' yields True.
When a food shop gets converted into a health food shop (minetown
when playing as a monk), the shop type and underlying room type
weren't changed to match.
Unicorn horns are just too good. Nerf it in similar way several
other variants have done: don't let it restore attribute loss.
This makes potion of restore ability more valuable, and the
int loss from the (nerfed) mind flayers matter more.
This started with fixing a warning suggesting parentheses when
mixing || and &&, then started sprawling. The getpos help for x/X
was misleading. It said that using x or X would move cursor to the
next unexplored location but it actually moves the cursor to next
explored location that's adjacent to an unexplored one.
Health food stores use a special "vegetarian class" of items,
which mkobj doesn't understand. Just make the mimic use a random
item class in that case.
The bug was that you could easily displace peaceful sleeping monsters.
The source of this was that there was no check for sleeping in the
attack() function that checks for immobilization.
As well as adding the sleeping check, this logic is modified so that it
makes more sense: if a monster is immobilized at all (sleeping, frozen,
or mcanmove = 0) it always "doesn't seem to move!" You can't randomly
displace it anyway 1/6 of the time.
Sessile monsters who are otherwise not immobilized don't move 5/6 of the
time, but can be displaced with the other 1/6.
Pets can no longer be displaced out of a trap, because that was
inconsistent with peaceful monsters refusing to be displaced out of a
trap. The untaming-via-displacement-out-of-trap code is removed.
Pets also now have a better survival instinct: they follow the code for
peaceful displacement into a bad position, and refuse to swap places.
This means it's no longer possible to accidentally kill a pet by
levitating/walking over water and displacing it.
A side effect of making is_safepet() count peacefuls. Now checks
directly for a trapped, peaceful monster and says "they can't move out
of the trap"; this is inconsistent with pet behavior, and pet behavior
should probably be changed to be in line with it (ie they can't be
displaced out of a trap at all.)
Also refactor the code here a bit: a bunch of different if statements
have the exact same resetting code and steed resetting code in them.
Change this to a boolean flag and put the resetting code in one place
checked by that flag.
Shouldn't be able to displace priests since that could theoretically
eventually force them out of their temple, which would probably cause
problems. The Oracle doesn't usually move anyway, but seems like she
should "not want to swap places" in any circumstance.
Changes domove() code to allow displacing peaceful monsters.
Specifically, is_safepet() now returns true if the monster is peaceful.
Peacefuls are slightly pickier than pets about whether they consent to
being displaced: they will not displace if a goodpos() check fails for
the displaced space, or if there is a trap on the displaced space, or if
they are your quest leader. is_safepet should probably be renamed to
something else.
In the process of doing this, some other changes were made: the code now
checks whether the player and monster should be swapping places at all
first (previously it ran some code for displacing pets out of traps
first, which was a little weird if the displacement didn't actually
happen.)
In the original commit for this, I needed to guard the spoteffects()
call made in domove with a clause testing whether the player actually
moved; it was previously possible to fail to displace a monster and then
re-trigger a trap on the space you were still standing on. However, the
devteam has apparently put in an if (u.umoved) clause in the same place
and serving the same purpose.
Recent(ish) change to split unexplored glyphs from solid wall glyphs
resulted in getloc commands to choose unexplored and interesting
locations not work correctly.
Fixes#323
This was already allowed for the other montype-compatible objects like
statues, corpses, eggs and tins. I don't see a reason why figurines
shouldn't be part of this group; perhaps it was an oversight.
Move demon summoning and were creature summoning out of mattacku()
to a separate routine. Should be no change in behavior.
Also, redo several comments that came after what they applied to
rather than before, and reorder the file-scope prototypes to be in
the same order as the corresponding functions.
When rest and search refuse to operate because a hostile monster is
adjacent, include a reminder of how to force them to operate. Every
time if 'cmdassist' is On, or just once until after some subsequent
try actually does something.
This new rest and search behavior probably needs to be optional and
default to the old behavior. It isn't uncommon to deliberately rest
while adjacent to a hostile monster if also adjacent to a peaceful
one and trying to wait for Stun or Confusion to time out, or maybe
search while next to such a monster hoping to find a secret door to
run away through. A count prefix won't work and needing an extra
keystroke each time is going to be an annoyance.
When polymorphed into a nymph and melee hit steals items from the
target, the same-gender charm message vs opposite-gender seduce
message is being chosen by hero's base gender rather than nymphs
always being female. The seduce message used dynamic pronouns for
the target monster but the charm message used hardcoded She and her
for female nymph attacking female target. I'm not sure why hero's
base gender is used so left that alone; this changes charm message
to use dynamic pronouns that correctly match the target monster.
Losing all of your items in one go is really frustrating.
If you blow up your bag of holding, make the contents scatter around
instead of outright deleting them. This will destroy fragile objects.
When matching a terrain, allow using a "w" placeholder that matches
any solid wall:
For example:
local s = selection.match([[w.w]]);
would match all floor locations with a wall to the left and right of it.
The walls can be solid stone, horizontal, vertical, etc.
This applies to selection.match(), selection.filter_mapchar(), and
des.replace_terrain()
Generally speaking there's no reason to wait or search next to
a hostile monster, so let's just prevent those actions. You can
still do those commands by prefixing them with the 'm' prefix.
Instead of just picking up wands of undead turning when one or more
corpses are in hero's inventory, have monsters also pick those up if
hero has a cockatrice corpse in a carried container. And instead of
only zapping such wands (as defensive measure) when hero is wielding
a cockatrice corpse, also zap them (as offensive measure) if hero is
carrying any corpse in open inventory.
Testing a forthcoming extension of monsters using wands of undead
turning revealed a couple of pre-existing bugs. Previously only
noticeable if hero zaps self or breaks a wand of undead turning so
unlikely to have happened much.
"Your <mon> corpse comes alive" was given even if it was revived
as an undead. Also, it was "your <mon> corpse" instead of "one of
your <mon> corpses" even when one from a stack was involved. If
done by hero to self that message follows "one of your <mon>
corpses glows iridescently" so the comes alive message was ok but
verbose. Change that to "it comes alive" or "it reanimates" when
following the glow message.
when hero is wielding a cockatrice corpse. Wands of undead turning
aren't generated as starting equipment but they will now be picked
up if come across while the hero is carrying any corpse, and used
in preference to any other item when carried and non-empty and hero
is wielding a petrifier's corpse.
m_lined_up() was declared 'boolean' but returned 0, 1, or 2.
The 1 case isn't actually used any more. I changed it to 'int'
rather than 2 to TRUE; it could just as easily be the other way
'round.
Fixes#320
Avoid giving "you are back on the bottom" nearly every step when
moving around underwater.
Avoid "you are back on floor" followed by "you trip over <object>"
when fumbling in case that fumbling was due to being on ice when
taking the step to floor. Done for all fumbling rather than just
one-turn fumbling instigated by ice.
When moving from ice or water to ground, show "you are back on floor"
before listing objects at that spot instead of after.
I think there was at least one more thing but have lost track. At
any rate, 'mention_rate' potentially has a new set of bugs.
"You materialize at another location," was delivered while the
previous location still controlled line of sight. Very noticeable
if you started from underwater and landed on the surface in an area
which hadn't been mapped yet.
The fix to try to avoid messages about out-of-view objects taking
erosion damage made water_damage_chain() vulnerable to dereferencing
a null pointer, leading to a crash if you create a pool via wizard
mode wishing.