Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.
Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
mname, egd, epri, eshk, emin, edog
Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.
Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file
The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.
Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h
Adds a macro for checking for whether a monster has
a name:
has_name(monst)
This fixes the magic trap panic
expels() -> spoteffects() -> dotrap() ->
domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
Extend the capabilities of corpse_xname() so that various callers can
be simplified. It can how handle an article prefix, effectively turning it
into corpse_doname() (not quite; still need doname() to see a count when
quantity is more than one, or to see bless/curse state). It can also handle
inclusion of adjectives like "partly eaten" or "bite-covered". For unique
monsters those come out in the form
the Chromatic Dragon's partly eaten corpse
instead of the old
partly eaten Chromatic Dragon corpse
[so wishing probably needs to be taught about potentially finding a monster
name before assorted adjectives such as blessed; also, name_to_mon() needs
to learn how to cope with the possessive suffix].
A sizeable chunk of this patch deals with consolidating some of the
redundant "petrified by a cockatrice corpse" handling. It may be possible
to consolidate all remaining instances together since they're quite similar,
but I didn't think about that until just now and I want to get this patch
over with.
From a bug report, bribeable demons will demand money when
hero has fainted from lack of food and hero can pay while unconscious. I
decided to just borrow from vault guard behavior and have the hero regain
consciousness. It turns out that reset_faint() has been broken since a
long ago (before my time...) change to nomul() [nomul(0) is a no-op while
fainted since multi is negative then]. Now fixed; both bribe-demanding
demons and vault guards will cause fainted hero to wake up when they arrive.
If hero can't move for some reason other than fainting, demons will skip
the bribe demand and immediately become hostile (vault guard in that case
goes away after saying that he'll return). There is no deafness handling;
perhaps the bribe demand is accompanied by sufficient pantomiming for the
hero to figure it out? ;-)
Also fix an unintended potential alignment hit against the player if
bribeable demon is killed after becoming hostile due to misjudging displaced
hero's location.
Fix a couple of problems From a bug report. Eating a Rider corpse is fatal, but eating a live Rider's
brain was not--now it will be, both for monster mind flayers and for player
poly'd into one. Also, there was no check for cannibalism when poly'd hero
eats brains--now there is. Not mentioned in the report: eating Medusa's
brains will now be fatal just like eating her corpse. And pet mind flayers
who eat the hero's brains will gain some nutrition like they do when eating
monster brains.
Creating a common eat_brains() routine turned out to be something of
a mistake; there is only a tiny amount of overlap among the u-vs-m, m-vs-u,
and m-vs-m cases.
Makefiles need a dependency update to add edog.h for eat.c.
Make petrification initiation or termination go through a new routine,
make_stoned(), instead of manipulating its countdown timer and delayed
killer directly. No change in behavior.
There's no reason in terms of bug risk or game play or saved data why
this shouldn't be done in the branch too, but so much of the surrounding
context has already diverged between trunk and branch that it's trunk only.
Because the description seen by the player is "you have never changed
form" rather than "you have never polymorphed yourself", make death by fully
turning into green slime (even if that death is avoided via lifesaving)
violate the conduct. Suggested by <Someone> 9-Dec-2004. Likewise, eating
a mimic corpse and temporarily turning yourself into a pile of gold also
violates that conduct. Mentioned by someone--probably <Someone>, or possibly in
the newsgroup--a long time ago.
A post-3.4.3 change dealing with reaching into pits resulted in "you
sit on the air" if you used the #sit command after escaping a pit trap.
Change can_reach_floor() so that caller explicitly controls whether being
on the brink of a pit is a condition that prevents reaching the floor.
This also splits a fairly common message about not being able to reach the
floor into a separate routine.
There is still oddness here: if you're polymorphed into a flyer,
#sit yields "you sit down" followed by "you fly over a pit" (latter occurs
when escaping trap activation). A ceiling hider behaves similarly, but
the second message is "you escape a pit" and doesn't sound quite as silly.
Perhaps #sit should pass TOOKPLUNGE to dotrap(), or maybe there's some
better way to handle this?
A few weeks ago someone in the newsgroup posted how he got an intrinsic
value for increased damage up to something like +74 via eating rings (on his
way to killing the Riders a zillion times for maximum score--he wanted to be
sure to kill them in a single hit each time so that his use of keystroke
macros wouldn't get out of sync by extended combat). Make it moderately
difficult to get beyond +20 and impossible to get past +40 for corresponding
attribute when eating rings of increase damage, increase accuracy, and
protection. Since you could also wear a pair of +7 rings you can still get
an awfully high total, but it won't be unlimited any more and most people
willing and able to go to such extreme lengths would undoubtedly prefer to
be wearing other types of rings.
[This ought to be suitable for the branch version too but I'm not going to
spend the effort to migrate it there.]
Recently From a bug report, reducing
the value of a shop object via cursed enchantment was ignored by shopkeeper.
This replaces the existing costly_cancel() routine with costly_alteration()
which performs a similar task: bill for any item whose value has been made
less. The hero owns the resulting object but must pay for the original one
before being allowed to leave the shop.
This covers the majority of cases where bill_dummy_object() was already
being used: cancelling a charged or enchanted item, casting drain life at
same, diluting potions or blanking scrolls or books by dipping them into a
potion of water, dulling a weapon by engraving with it, eating unpaid food
or opening unpaid tins, applying a cream pie to hit yourself with it in the
face, applying a wand to break it, burning something by dipping it into lit
potion of oil, and clearing potions by dipping a unicorn horn into them.
The shop billing behavior for those actions hasn't been changed, just
consolidated into one place which delivers a common message for them.
This also covers many cases which weren't being handled: stripping
wand or magic tool charges via cursed scroll of charging, reducing a charged
ring's enchantment via same, reducing weapon or armor enchantment via cursed
scroll of enchant weapon or armor, stripping an item's rustproofing via
confused enchantment, making a crysknife revert to a worm tooth, unblessing
potions of holy water or uncursing potions of unholy water. (That last one
won't be billed if it's the result of prayer rather scroll, spell, or #dip.)
And this tries to handle the reverse situation more thoroughly too:
many actions which improve the value of an unpaid item now also cause the
shop bill to be updated to reflect its new higher price. Aside from the
basic enchanting and charging magic, it covers converting dragon scales into
dragon scale mail and worm tooth into crysknife. Some things which might be
expected to inflate shop prices, like rustproofing or increasing the number
of charges in a wand, don't actually affect the price. And there are bound
to be cases where the price is affected but I've overlooked.
While auditing nomul() I noticed unconscious() treats (multi < 0 && !nomovemsg)
as unconscious. This explains the behavior in M29 (unconscious message
while performing #turn). I checked all the places with this combination,
and found a few that did not appear to fall under the "unconscious" category.
Most I changed to use You_can_move_again to ensure the same display w/o the
unconscious behavior. Also:
- found another string that unconscious() should have considered
- vomit() now sets nomovemsg, one caller was also doing this redundantly
- vomiting_dialogue() was calling stop_occupation() after vomit(), which can
reset multi. I reversed the order and removed a doubly-redundant nomul call.
tele() still has a problem: some cases where multi < 0 should probably take
a branch like the unconscious() branch but with a different message.
doturn()'s behavior - turn then wait - is also less than perfect, but I
think this is a known problem.
Finally apply the patch sent by <Someone> in 11/2003 for slashem-Bugs-799278,
updated to match the current code and handle additional cases. The fix
is brute force: always ensure nomovemsg is set when nomul is called with
a negative value. I also scanned the code for places manually setting
multi negative, they all set nomovemsg. It would be nice to have a function
that did the right thing, but there are several special cases and I was
not feeling creative.
Several places were not using safe_qbuf or anything equivalent to avoid
overflowing a QBUFSZ buffer. Add more uses plus one special case. For
the current max lengths returned by xname(), I think this is
sufficient. This addresses a reported buffer overflow for a
"thoroughly rusty thoroughly corroded helm of opposite alignment", plus more.
Groundwork for having health food shops carry tins as part of their
stock. (That part isn't finished yet.) The choice of which types of tin
preparation might be sold as health food is rather arbitrary. Tweak if
needed--but keep in mind that just because something is marketed as health
food doesn't necessary mean that it's actually healthy; vice versa as well.
Tin handling could be simplified if tin->spe for spinach was changed
from 1 to -1. Then checks for spinach could compare against SPINACH_TIN
instead of a magic number, and with non-spinach tin->spe would be a direct
index rather than needing negating and offsetting.
Someone in the newsgroup mentioned that there is no warning from blessed
food detection if you attempt to eat a tin of Medusa meat. touch_petrifies()
isn't enough to catch that. A warning was given about Medusa's corpse, but
only if you lacked poison resistance. Eating a tainted Medusa corpse had a
similar problem; the check to override food poisoning so that petrification
takes effect missed it. This makes the petrification checks be consistent,
including hypothetical case of Medusa egg.
A user recently complained that he started an activity such as
searching and specified a repeat count, right after getting--and not
realizing the significance of--the first message in the countdown
sequence for turning into stone. He suggested that subsequent messages
interrupt multi-turn activity so that the player has a chance to do
something to prevent imminent death. This implements that, with the
added wrinkle that it won't interrupt if the activity is something that
might save the character's life: attempting to eat a tin that is either
sure to help (if ID'd as food that cures stoning) or a desparate gamble
(if unID'd). Some hooks for similar behavior for other conditions like
turning into slime are included, although no tins can help for anything
other than petrification so far.
Shouldn't fatal illness have an end-is-near countdown too?
Implement a user suggestion that tame humanoids should avoid eating
corpses of their own species. Prevent them--except for kobolds, orcs, and
ogres--from doing so unless starving. Arbitrary: tame elves won't eat
other elves even when starving. A polymorphed character will incur the
effects of cannibalism when eating either his/her underlying race _or_
the current one (player orcs and cavemen aren't affected though).
Someone in the newsgroup expressed surprise that he didn't get any
special message after surviving the eating of a cockatrice corpse. Combine
the cliche that unconventional meat inevitably tastes like chicken with
the mythology that cockatrices are a bizarre hybrid of chicken and reptile
(or whatever). This will give a message about tasting like chicken for
corpses or smelling like chicken for tins when the hero has petrification
resistance (poly'd into a xorn, for instance) or is hallucinating.
Fix the two minor grammar problems for messages given when eating
that were From a bug report: inappropriate or inconsistent
capitalization in mid sentence for
Ulch - That <object> was rustproofed!
and missing punctuation for the appended clause for cannibalism in
Ulch - that meat was tainted cannibal!
This is a foundation patch for patches to follow.
- use a full short index for mon->cham field.
- The current system of providing CHAM_XXX values
was limited to the 3 bits allocated in the bitfield and invalidated
save/bones if the field was expanded.
- The current system didn't provide an easy backwards change
if multiple monster types wanted to use the bit, there was a one
to one mapping: For instance, if you wanted a CHAM_VAMPIRE,
and you wanted vampires, vampire lords, and Vlad to use it, you
would have to have CHAM_VAMPIRE, CHAM_VAMPIRE_LORD,
and CHAM_VLAD defined to achieve that with the one-to-one backward
mapping.
- This new way just uses the mon[] index in the mon->cham field and
eliminates the need for CHAM_XXX (CHAM_ORDINARY is still used).
- no longer requires the cham_to_pm mappings
Both the reported tombstone message and the initial message could be
grammatically incorrect for eating identified artifacts. This begs the
question whether artifacts should be so easy to destroy.
- store the variety of tin at tin creation time
rather than at tin-opening time (as a negative
value in spe just as homemade was; spinach
is still spe 1)
Allow wishing for a particular variety of tin
from the tin variety list:
"deep fried", "boiled","broiled","candied"
"dried", "french fried", "homemade"
"pickled", "pureed", "rotten", "sauteed"
"smoked", "soup made from", "stir fried",
"szechuan"
Example: "tin of soup made from orc"
non-debug player could randomly fail on the
variety specification 1 in 4 times
It is not physical damage if:
1. it already qualifies for some other special type of damage
for which a special resistance already exists in the game
including: cold, fire, shock, and acid. Note that fire is
extended to include all forms of burning, even boiling water
since that is already dealt with by fire resistance, and in
most or all cases is caused by fire.
2. it doesn't leave a mark. Marks include destruction of, or
damage to, an internal organ (including the brain),
lacerations, bruises, crushed body parts, bleeding.
Current exceptions to the rule (already existing):
- holy water burning chaotic ("it burns like acid") is physical damage.
- unholy water burning lawful is physical damage.
- [fixed in trunk] Alchemical explosion
- [fixed in trunk] Artifacts' blasting
- [fixed in trunk] Boiling/freezing potions
- [fixed in trunk] Chest/door/tin traps
- [fixed in trunk] Falling rocks/boulders (trap, digging, scroll of earth)
- [fixed in trunk] Mixing water and acid
- [fixed in trunk] Thrown potion (acid)
This is my last patch on this today.
Opinions expressed:
> I actually like having "yes" consistently mean take a
> dangerous action, and "no" mean the safe route.
Also:
> I would classify the current behavior--where the "safe" answer
> is the opposite of the one for other prompts--as simply a bug.
[...]
change the dreaded "Stop eating?" prompt to "Continue eating?" with default "no"
When moving the code to bill for tins before eating them (to charge for
them at the pre-eating hunger status), several cases were able to bypass
billing. Moved the bill checking code to a new costly_tin() subroutine so
it could be called in all the necessary places.
Introduce a new set of functions to manage delayed killers in the trunk, used
in addressing the various reports of delayed killer confusion. Since existing
delayed killers are related to player properties, the delayed killers are
keyed by uprop indexes. I did this to avoid adding yet another set of
similar identifiers.
- the new delayed_killer() is used for stoning, sliming, sickness, and
delayed self-genocide while polymorphed. Some other timed events don't
use it (and didn't use the old delayed_killer variable) because they
use a fixed message when the timeout occurs.
- A new data structure, struct kinfo, is used to track both delayed and
immediate killers. This encapsulates all the info involved with
identifying a killer. The structure contains a buffer, which subsumes the
old killer_buf and several other buffers that didn't/couldn't use killer_buf.
- the killer list is saved and restored as part of the game state.
- the special case of usick_cause was removed and a delayed killer list
entry is now used in its place
- common code dealing with (un)sliming is moved to a new make_slimed function
- attempted to update all make dependencies for new end.c -> lev.h
dependency, sorry if I messed any up
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
same order as youprop.h and enlightenment.
There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.
Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code. Portions of this patch
were written by Michael Allison.
This change adds a new flaming() macro and uses it in several places
where the list of flaming monsters was tested. on_fire() didn't list
salamanders as already being on fire, but should have. A couple other
cases were not updated to include flaming sphere.
Incorporate various killer message grammar fixes suggested by <Someone>.
Mostly these deal with using the proper killer_format and prefix ("the" or
no "the") for unique and type_is_pname monsters, or death to to eating
their corpses.
One case is handled by a general fix to name_to_mon to allow it to deal
with "Croesus' corpse".
The pre-3.4.1 topten behavior for "starved to death" messages is also restored.
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.
This patch:
- collects all context/tracking related fields from flags
into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
This patch introduces a change to yname() and Yname2() that avoids the
possessive "your" for the hero's normal, fully identified artifacts.
Quest artifacts still get the possessive, as do all other objects and all
objects not in the hero's possession. shk_your()/Shk_Your() are used in
many places with a specific, generalized name for the object, so I didn't
introduce the artifact behavior there, although I did change them to append
a space, which simplified some other code. Through added use of yname(),
there may be some places that used to just say "corpse" that will now be more
descriptive via yname()'s use of cxname(). I'm sure <Someone> will point
out any such places that are too onerous, although nothing obviously is.
I took the opportunity to inspect many uses of "your" and even Your(). Two
new functions are also introduced, yobjnam() and Yobjnam2(), which work
like aobjnam() and yname() combined, because I found that many uses of
aobjnam() were preceeded by "your" and I couldn't generally provide the
desired behavior for artifacts (or future artifacts) without a combined
function. In some cases, this change allowed better sharing of code.
rust_dmg() still takes a string as input which is sometimes initialized
from xname() and often prepends "your" to it. Currently, this isn't a
problem since there currently are no normal, armor artifacts. If/when any
are introduced, rust_dmg() will need to be addressed.
The patch is for the trunk only. A lot of research was required and I
didn't feel the upside was there for repeating it in the 3.4.3 branch.
<Someone> (also later forwarded by <Someone>) reported that choking
while eating non-food always resulted in calling it a "quick snack".
lesshungry() depends on an occupation to tell if you are actually eatig or
not, but since non-food is eaten in one turn, no occupation was set. Took
his suggestion of setting the occupation temporarily to cause lesshungry()
call choke() appropriately in this case.
Three related bug fixed, two reported in U409.
+ If you zapped a wand of cold downward while hiding underwater, the uundetected
flag was not reset (but the monster case was code correctly), resulting in
an impossible error on the next attack
+ If you finished eating something you were hiding under and were attacked,
another impossible would occur
+ While checking the eating gold case, I noticed that several cases would lose
gold on the floor if the attempt to eat it failed
The first case is fixed by resetting the flag just like the monster case.
The other cases are fixed by adding code to useupf to deal with this.
eatspecial and floorfood were modified to allow useupf to be called, and
fix the 3rd bug in the process.
This started out as a change to address the strange sequence of messages if
you remove a blindfold while engulfed in a dust vortex. That is addressed
by a new function that can be called in such situations. Calls to this
function were added in all the cases where the can_blnd() engulfing
conditions end as a result of player action. There are some other cases
that end ucreamed or usleep, but they happen between turns and shouldn't
need extra handling.
While I was at it, I noticed that a unicorn horn or prayer would cure
blindness even while engulfed in a dust vortex. This is useless, because
you immediately get blind again the next turn. So, I added checks to avoid
doing this. Finally, it didn't make sense for eating a carrot to cure your
blindness in these situations either, only for it to return immediately.