Address a drum of earthquake inconsistency reported 2017-03-23:
"Drum of earthquake does not make you deaf. Leather drum or depleted
drum of earthquake does."
bug 1099
Like BL_FLUSH, only send BL_RESET if the window port has
indicated it wants them via setting the appropriate WC2
bits in its window_procs structure. Update documentation.
Fixing rnd_otyp_by_namedesc() for use by get_shiny() broke its use
by readobjnam(). Make the chance for 0% generation objects to have
non-zero chance of being selected be a parameter.
Fixes#134
An invisible hero (who can't see invisible and doesn't have autopickup
enabled) going down stairs to an object which fell down those stairs
will see the stairs instead of the object on them. Missing newsym()
in obj_delivery() when objects aren't being passed through scatter().
The wishing code uses 'oc_prob + 1' so that probability 0 (never
random) objects are eligible to be selected if their name matches
a wish; collecting 'shiny' objects shouldn't do that. (No effect
on play since there aren't any shiny objects with 0% random chance.)
rn2() takes int, and total oc_prob for entire objects[] array is
15000, so don't accumulate the target probability in a long.
The original report complained that gremlins seemed impervious to
Sunsword's light yet a flash from a camera caused them to cry out in pain
despite "The long sword named Sunsword begins to shine brilliantly!"
This commit does two things:
1. A dmg bonus is applied against gremlins using a lit Sunsword.
2. Gremlins will generally avoid the light emitted by Sunsword.
There's a few minor flavor bits thrown in also.
It is understood that this effectively makes Sunsword provide
"gremlin-proofing", but the gremlin myth and Sunsword's characteristic
feature pretty much demand it.
bug 42
With the code as it stood, receipt of BL_CHARACTERISTICS would
trigger a flush of output which may not have been the
intention.
Ensure the flush code is only on BL_FLUSH (or BL_RESET).
This outstanding bug was complicated slightly because the same
code was used for a sleeping mon as for a paralyzed mon so
message phrasing was called into question.
Just flip the phrasing to be about what you are able to discern
under those circumstances, which is very little, and don't have
the sleeping or paralyzed monster react to the mirror.
new file: doc/fixes23.e
new file: doc/fixes30.pl01
new file: doc/fixes30.pl02
new file: doc/fixes30.pl03
new file: doc/fixes30.pl04
new file: doc/fixes30.pl05
new file: doc/fixes30.pl06
new file: doc/fixes30.pl07
new file: doc/fixes30.pl08
new file: doc/fixes30.pl09
new file: doc/fixes30.pl10
Fixes#132
This is based on the commit for github pull request #132, which
indicates that the 'grow' pattern is reversed from what the .des
file specifies. I don't understand how this is really supposed
to work and the only place nethack uses it is on the Valkyrie Home
level, which seems to be created roughly the same both before and
after this change.
Factor some common code for missile launching traps into a seprate
routine.
Reorder the prototypes for static routines in trap.c into the same
order as theose functions appear in the file.
Change the phrasing when a pet grows up into another monster type:
(old) "The pony grows up into a horse."
(new) "Your pony grows up into a horse."
No effect if it has been assigned a name:
(before and after) "Foo grows up into a horse."
Eliminate a few warnings: array name used as boolean is always true,
parameter 'flags' shadows (blocks access to) global struct 'flags',
initializer discards 'const' (assigning string literal to 'char *').
Plus a couple of simplifications.
Wishing for "orange" might grant an orange, but it might give an
orange gem, orange potion, or orange spellbook instead (but never
orange dragon scales or orange dragon scale mail). Force the food
object to be an exact match so wishing always produces an orange.
Changes to be committed:
modified: include/decl.h
modified: include/dungeon.h
modified: include/extern.h
modified: include/hack.h
modified: src/decl.c
modified: src/do_name.c
modified: src/dog.c
modified: src/dokick.c
modified: src/makemon.c
modified: src/mkmaze.c
modified: src/mkobj.c
modified: src/pager.c
This commit is an attempt to address the complaints about
the orc town variation taking away lots of stuff that is
normally available in mine town. The statement in the level
description says "A tragic accident has occurred in Frontier
Town...It has been overrun by orcs."
The changes in this commit attempt to uphold that premise,
while making things a bit more interesting and perhaps
more palatable for the player.
This update does the following in keeping with the mythos:
- While many of the orcs still remain to wander about the
level, many of the orcs took off deeper into the mines with
some of the stuff that they plundered. You may now be
able to hunt some of it down.
- Adds some appearance of this particular horde of marauding
orcs working as part of a larger collective.
- This evolves the Orc Town mine town variation into a
a feature over multiple levels of The Gnomish Mines,
rather than just the single-level "feature" that it was
previously.
- You may have to work longer and a bit harder for some
things than other mine town variations, but at least with
these changes, there is hope that some of it may be found
elsewhere.
Game mechanics notes (maybe spoily?)
- Add mechanism to place objects into limbo (okay, really
place them onto the migrating_objs list for transferring
between levels etc.) and destine them
to become part of the monster inventory of a particular
species. In this particular usage case, it's using the
M2_ORC flag setting to identify the recipients.
- At present, there is no mechanism in the level compiler
for placing objects onto the migrating objects, nor
with more sophisticated landing logic, so a somewhat
kludgy hard-coded fixup and supporting routines were used.
Some day the need for that might change if additional
capabilities move to the level compiler.
This is a NetHack-3.6.2-beta01 update. Please give it a workout.
Fixes#127