while wielding a cockatrice corpse without gloves
Reported by vultur-cadens: if safely wielding a cockatrice corpse
without gloves due to temporary stoning resistance or wearing yellow
dragon scales/mail, having the resistance be lost to timeout or to
taking off the dragon armor should have turned the hero to stone but
didn't.
Extend the handling for taking off gloves to cover these other two
cases too. The feedback for these deaths is usually too verbose to
fit on the tombstone but does show up in logfile.
Fixes#715
Implement the suggestion by NetSysFire that a levitating of flying
hero won't treat pits and holes as off limits when testing potential
destinations during teleport.
Closes#716
Using #name and picking an item on the floor to be assigned a type
name allowed any of the four types of globs to be named. After
that, wishing for those by the assigned name bypassed the code that
forced the quantity to stay at 1. Asking for "3 foo" could then
produce "3 small globs of gray ooze" which fails obj_sanity() and
issues an impossible warning (which the fuzzer escalates to panic).
The "getobj refactor" patch changed the return value of call_ok().
When it gets used to check whether an object on the floor could have
a type name assigned (rather than as a getobj() callback), the test
that should have rejected the naming attempt accepted it instead.
Update the wishing code to handle globs differently: you can still
specify the relative size via small, medium, large, or very large,
but now you can specify a count either instead or in addition. A
count of more than 1 is used to multiply the created glob's weight,
although it's less likely to be honored as-is when the size is bigger
than small. Quantity is always forced to 1, at a different place in
readobjnam() than previously.
The change in the long-standing default for 'autopickup' warrants
mention in the Guidebook. Also, the X11 interface can switch to
alternate tiles but doesn't use the 'tile_file' option to do so.
In Guidebook.mn, the list of options pads ones shorter than 8
characters with trailing spaces, necessitating quotes. A few longer
ones had such quotes and even trailing spaces. Take those away.
From a report by a beta tester 8 years ago: kicking a chest gave
"THUD! The chest explodes!" but the chest remained intact. The
explosion was destroying all floor items at the hero's spot rather
than at the chest's spot. Fixing that results in the chest being
destroyed because it's one of the items at its own spot.
While fixing that I noticed that delobj() was only protecting the
Amulet and the invocation items from destruction, not Rider corpses.
You could destroy one or more of those by getting a trapped chest's
explosion while using a key at its spot rather than by kicking it
from adjacent. (Getting the exploding chest result is not easy,
particuarly with positive luck. I eventually resorted to forcing
it with a debugger.)
There's been occasional reports (perhaps once or twice a year)
of travel getting stuck moving repeatedly between two locations
next to each other, but it has never been reproduced before.
This special level lua code fragment is a minimal test case
which triggers it:
--- special level lua fragment, indented
des.map([[
--##---
###----
#-+----
####--L
]]);
des.door("open", 2,2)
--- end of special level lua fragment
The open door is required.
Magic map the level. Start from somewhere NW of the door, and try
to travel to the lava pool. Hero will get stuck oscillating between NW
of the door and two steps west of the door.
Here are the maps of the travel[][] array values from findtravelpath()
in those two steps in the above map:
------------- -------------
| . . 2 3 | | . . 1 2 |
| 1 1 2 . | | 1 @ 1 . |
| @ . . . | | 1 . 2 . |
| 1 1 2 . | | 2 . 3 4 |
------------- -------------
There are two possible closest locations to the lava pool,
the one marked with "3" on the left map, and "4" on the right map.
Based on that alone, both would be valid places to path to.
But, in the left case, hero could not see the bottom location, so
the code won't even consider pathing to it, so it will start moving
towards the "3".
When hero moves to the second position, in the right map, now the "4"
could be seen. Now there are two possible closest locations we could
choose from. The code that scans the possible locations goes from top-left
to bottom-right, first going down (y-axis). So, the code sees the
"2" on the right. distmin() to there is 2. Good, we pick that location
to path to. Next, going down, the code considers the "4" ... which is
also equally close to the lava pool. and distmin does not consider terrain,
so ignores the door, so it has the same distmin value of "2", so the
code picks this location.
But: this was just a guess, because there's no known valid path to the
lava pool. The code loops back up to rebuild the travel[][] array
with a new starting location as the "4" from the right map, pathing
back to hero.
This is that travel array map:
-------------
| . . . . |
| 4 @ 3 . |
| 3 . 2 . |
| 3 2 1 x |
-------------
The way travelstepx and travelstepy arrays are built means that the first
location that considers the hero's location is the "3" SW of hero, so
hero will move there next. Repeat from beginning. If there was no door,
the travelsteps would reach hero's location first from SE.
(I left the travel[][] array rebuild and travelstepx/travelstrepy build
off from the other movement position, as it's not relevant)
The fix: When considering which of the two possible closest places to the
lava pool to path to, use the one with the lowest value in the travel array.
That value is the real number of moves it takes for the hero to walk there,
so the code will consistently path to the upper location, as it is "2",
instead of considering the "4" below it.
Also some minor code reorg, so it considers couldsee first instead of
later in two separate places.
It turns out that there were a bunch more monsters with the corpse-
conveys-stoning-resistance flag than just green mold. Instead of
stripping it off, give them (including green mold) a chance to confer
timed resistance against stoning and also against acid.
All of these can convey either of those two resistances. Like other
intrinsics obtained via eating, at most one can be obtained from any
given corpse.
green mold, acid blob, spotted jelly, ochre jelly, black naga,
yellow dragon, Chromatic Dragon
These can confer temporary stoning resistance but not acid resistance:
lizard, chickatrice, cockatrice, gargoyle, winged gargoyle,
xorn, Medusa
There aren't any that confer just acid resistance without a chance for
stoning resistance.
The effect lasts for 3d6 turns, or is extended by 3d6 more if randomly
chosen and applied when already in effect.
Having temporary acid resistance time out during another meal when
eating a corpse that ends up conferring acid resistance seems strange.
The protection against acid is granted at the start of the meal and
continues to the end (in regards to eating, not external attacks) even
when the intrinisic is lost in between. I'm not sure whether that
needs some form of fixing, and if so, what that fixing should be.
A reddit posting points out that the green mold monster definition
has the flag for conveying stoning resistance but it doesn't work.
There seem to be 3 choices:
1) implement being able to gain that resistance;
2) take the flag away;
3) mark green molds no-corpse so that the issue becomes moot.
The poster was hoping for (1) but I've gone with (2). Green molds
are too common and not at all dangerous; being able to gain stoning
resistance--even with a tiny chance--could potentially be a major
change in play balance.
I polymorphed into something wimpy and became overloaded or even
overtaxed so I dropped everything. The status line still showed
overloaded or overtaxed until my next move. That didn't happen in
3.6.x or 3.4.3 but I didn't pursue trying to figure out what caused
this misbehavior.
I wanted to add an encumber_msg() call to freeinv() but that would
cause message sequencing issues. Instead, add a call to it in a
few places where items are leaving hero's inventory, particularly
for the chain of calls for dropping stuff. I've left it off in a
bunch of other potential places.
Also add a few missing (void) casts where the return value of
existing encumber_msg() calls is being ignored.
Make selection rndcoord return a table with x and y keys.
Allow (most) coordinate parameters accept such a table.
Fix selection and des lua tests broken by the above changes and
an earlier change, because selections tried to set terrain
at column 0, and it now causes a complaint.
Fix the bug reported by entrez where you could end up hiding under
nothing if while poly'd into a hides-under creature and hiding under
something edible you ate whatever you were hiding under. Same thing
could happen if it was a corpse on an altar and you offered it rather
than consumed it.
While in there, fix monsters hiding under cockatrice corpses. They
won't do that unless there are multiple objects in the pile, but
there was no check for the possible case of all additional objects
also being other cockatrice corpses.
Life-saving has been setting u.uhpmax to max(2 * u.ulevel, 10)
and if it took place during level drain that could make u.uhpmax
increase instead of decrease, confusing healing which gets applied
to a monster who has drained the hero with Stormbringer or the
Staff of Aesculapius. Change the setting to be max(u.ulevel, 10)
(removing the times two part) and also have level drain force it
to be set back to previous value if/when it gets increased.
Max HP loss due to strength trying to drop below 3 or to fire trap
or to being hit by Death now uses a mininum max HP of u.ulevel
rather than 1. They don't have the alternate minimum of 10; I'm
uneasy that there are still two different minimum values.
I changed adjattrib() to set the flag to request a status update
before it gave its optional message rather than after so that the
new characteristic value would be visible during the message. That
resulted in not updating status when eating royal jelly changed HP
or max HP after boosting strength. But the same missing update
would have occurred--or rather, failed to occur--without the change
in sequencing if the strength boost causes a change in encumbrance.
Pull request from entrez: the log message "hit with a wielded weapon
for first time" for breaking the "never hit with a wielded weapon"
conduct wss being given when hitting with wielded non-weapons. Since
the conduct remained unbroken in that situation, the 'first hit'
message would be re-logged for subsequent non-weapon hits. This bug
was not present in initial livelog implementation; it was introduced
by the change to log first-hit before first-kill when those occurred
on the same attack. Verify that the wielded object is actually a
weapon or weapon-tool when deciding whether to log first-hit event.
Closes#708
github issue #697 from copperwater points out that using a menu for
pickup and attempting to give a count to pickup a subset of gold was
ignoring the count and picking up all gold. That was an unintended
side-effect of making '$' be a group accelerator for gold in addition
to being the 'letter' for a stack of gold (so that it can be chosen
even when not displayed on the current page, the way other groups
behave).
Picking groups via their accelerator ignored any pending count (in
tty; curses seems to apply the count). Change tty to apply a pending
count to all menu entries that get toggled on via group accelerator.
It's intended to address the gold bug but might also be used to
select one from every potion stack via '1!', for example. (Seems to
be of very limited functionality, but that was more straightforward
than singling out gold's group to behave differently.)
While in there, change how tty uses menuitem_invert_test(): call it
for set-page/set-all/unset-page/unset-all in addition to existing
invert-page/invert-all. unset-page/unset-all won't actually be
affected unless 'menuinvertmode' option is set to 2.
Closes#697
Expose map-location specific timers to lua scripts. For example:
nh.start_timer_at(x,y, "melt-ice", 10);
Currently only available timer type is "melt-ice".
Eucalyptus leaves are famously inedible except by certain animals such
as koalas. I consider it very strange that a single leaf in NetHack
gives you six meatballs' worth of calories.
I considered making it 0 nutrition, but am not sure if a 0-nutrition
comestible would end up violating some assumption that all food is at
least 1 nutrition.
Selection difference is something I have found myself wanting a lot when
working on levels, and have had to defer to a clunkier xor-then-and
approach. This commit implements the TODO-ed addition and subtraction
operators on two sets.
I don't see how the addition operator would be any different from
logical or, so it just calls l_selection_or rather than implement a new
function.
Allow defining rolling boulder launching location in special level
lua scripts:
des.trap({ type="rolling boulder", coord={7, 5}, launchfrom={-2, -2} });
launchfrom is relative to the trap coord.
If any artifacts are discovered and menustyle traditional is in use,
the player can type `a to get the artifact subset of discovered items.
Likewise with `u to for unique items (the invocation tools and the
real Amulet). For normal object classes, `<class> works for every
class, even when there aren't any discoveries for it (where you get
told "you haven't discovered any yet" if you pick such). But `a
and `u were only allowed if at least one thing in the corresponding
category had been discovered. Change to allow it even when none have
been. The feedback of "you haven't discovered any {unique items,
artifacts} yet" was already in place.
Doesn't apply for picking the class via menu. Menus don't have any
concept of "allowed as a response even though not listed as a choice".
get lawful artifacts
Reported by vultur-cadens, Angels can be given Sunsword or Demonbane
for starting equipment even when they aren't lawful so won't attempt
to use those.
This should fix it but it's a pain to test.
Closes#691
Pull request #692 from zomGreg. One comment misspells "transcription"
and Death quote #29 coming from Reaper Man misspells "metaphor". Fixed
by separate commits.
Closes#692
In the sysconf section, "the following options affect the score file:"
had some score options and then several non-score options. Change to
"following four options" which reads a little strange but is precise.
Some other inserted line after those four options describing what
follows would read better but the stuff that follows is essentially
random based on the order that support for them was implemented.
Guidebook.mn: the 'placeholders' for DUMPLOG file name substitution
had the description column line up but the proportional font for the
'%x' column looked bad. Force fixed-width font there. Also add some
indentation. I wasn't sure whether '.in' should in inside .PS ... .PE
or outside. The final result looks the same either way.
Guidebook.tex: the new LIVELOG entry was accidentally placed after
the \elist line when it should come before that. (Not tested.)
Fix an object sanity check failure: a buried object with its bypass
bit set.
clear_bypasses() was supposed to be clearing the bypass bit on every
object but was neglecting the buried objects list and the billed
objects list (and inventory of the mydogs list, but that is expected
to always be empty at the time when clear_bypasses() gets called).
We already had an issue with billed objects, revealed by the fuzzer
soon after sanity checking was extended to test bypass/in_use/nomerge
bits. That one was fixed by clearing the bypass bit of specific
objects as they are being added to a shop bill. This fix should make
that earlier one become obsolete, but isn't removing it.
Reported by k21971, the dumplog section labeled "major events" showed
all logged events rather than just the ones classified as major.
Filter out the non-major ones when writing dumplog.
At the moment only a couple of ones other than achievements are major.
Probably various other types should be too.
The #chronicle command still lists all logged events unless they're
flagged as 'spoiler'. So far the mines' end luckstone is the only
one flagged that way. Unfortunately a player with access to live
logging could still learn whether or not the gray stone that has just
been picked up on the last mines level is the target luckstone by
viewing the log from outside of the game.
The #chronicle command would be more useful if it gathered all the
categories of events present and put up a menu allowing the player to
choose which ones to view. I haven't attempted to implement that.
Closes#687
Add /tune/ to the achievement section of the Guidebook.
The 'note' part is a bit of a spoiler and risks making the prayer
boon of "Hark! To enter the castle you must play the right tune."
redundant for players who actually read the Guidebook (so hardly
anybody). Since that's the first stage of a two-stage reward I've
left it alone.
Rewrite choose_stairs(). Use of '&& !builds_up()' was a no-op in
normal branches and forced picking the down stairs/ladder in Vlad's
Tower (or Sokoban) rather than reversing the usual up/down choice.
Also, the logic used was backwards: Kops always surrounded the up
stairs instead of the down stairs as intended. Non-Kops picked the
opposite direction of what the arguments asked for but since they based
their choice of up versus down on hidden mon->m_id, the reversal wasn't
noticeable.
Extend the choosing so that if nothing in the requested direction can
be found, it tries the opposite direction. Otherwise when Vlad's m_id
happens to force the direction to be 'up', he has nowhere to teleport
to now that being in his Tower doesn't force 'down' anymore. He goes
to down ladder when on the top level but if you level teleport to the
next level down and he accompanies you, he might go to either the down
ladder or the up ladder when he tries to get away from you to heal.
Reported by entrez: if a monster or explosion kills the hero with an
object that has timers or is a light source, it could trigger a panic
when end of game cleanup can't find it because it has been removed
from the map or monster's inventory and not placed back on the map
yet. This isn't much different from something thrown by hero which
had a similar situation dealt with a long time ago. Fix by setting
'thrownobj' for monster-launched and explosion-launched missiles.
That way done_object_cleanup() called from really_done() will place the
missile on the map where saving bones or general cleanup can find it.
It doesn't bother dealing with exploding a lit potion of oil that
kills the hero by missile damage before the potion explodes. If that
ends up in bones, it should still be lit and might blow up before the
new character reaches it. (Not verified.)
The code for a hero polymorphed into a unicorn and catching a thrown
gem has been moved into its own routine. No change in behavior, just
less clutter in the thrown-object-hits-hero section of the monster
throwing routine.
It was silly how some clearly mechanical traps didn't consider
flight or levitation when to trigger. Do those checks in dotrap/mintrap
making hero and monster trap triggering match more closely.
Report was for curses but issue is in the core so any interface
that supports persistent inventory is affected. Reading a not-yet-
discovered scroll of blank paper wasn't always updating perm_invent
to show change in formatted description when it became discovered.
Would only happen on turn #1 (so the scroll needed to be acquired
via autopickup at starting location or via wizard mode wish so that
it could be read before any game time elapsed) when the object
discovery routine deliberately avoided updating perm_invent. Fix
by using a different way than moves==1 to decide whether an object
is being discovered because it is part of hero's initial inventory.
Extend the PR#660 change that shows whether a monster is asleep when
examined by farlook/quicklook/autodescribe to monsters that aren't
moving due to timed sleep as well as those that are asleep for an
unspecified amount of time. Unfortunately 'mfrozen' isn't specific
about why a monster can't move so the phrasing is less than ideal.
The default sink glyph is already used for many other things:
iron bars, trees, corridors, drawbridges, and clouds.
Change the glyph to {, and change the color to white.
The glyph is only used for fountains, so it makes "safe"
water-related glyphs match.
Ensure the first spell - if any - given to the hero in initial
inventory is level 1 - otherwise you can end up with a situation
where the hero knows level 3 spells, but won't have enough power
to cast them.
If the hero starts out with a spell, ensure enough power (5)
to cast that level 1 spell.