From a bug report:
> If the Summon Nasties monster spell gates in two minions instead of one,
> the message still says "A monster appears from nowhere!"
The code wasn't counting any summoned monsters who had an opposite alignment
to the summoner. It also assumed that the 10% chance for demon summoning
in Gehennom always yielded exactly one monster even though that can produce
zero or more than one.
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
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
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
> "Program in disorder - perhaps you'd better #quit.
> rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.
[confirmed: moveloop -> deferred_goto -> goto_level ->
losedogs -> mon_arrive -> rloc -> impossible]
This patch:
- causes rloc() to return TRUE if successful,
or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
the failed rloc()
- allows the x,y parameters to mkcorpstat() to
be 0,0 in order to trigger random placement of the
corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
then you'll have a debug-mode command #migratemons to
store the number of random monsters that you specify
on the migrating monsters chain.
For the bribery check that lets you get away with offering a little
bit less than what was demanded, never treat an offer of 0 as acceptible.
Also, add some missing set_malign() calls.
Prevent a demon who is carrying the Amulet of Yendor from being
removed from the game when player meets his demand for a bribe since
that was effectively destroying the Amulet. There are various ways
to accomplish this; I chose to make the bribe demand be for an amount
that the player cannot possibly satisfy in that case.
When Angels were introduced, they were always lawful. Somewhere along the
line, non-lawful angels were added, but is_lminion and uses of it was never
updated to address this change. Among other things, this resulted in
non-lawful angels delivering messages via #chat that are only appropriate
for lawful angels. That is addressed simply by changing the definition of
is_lminion, which must take a struct monst, not a permonst, to return valid
results. Also, non-lawful angels should summon appropriate monsters, not
lawful minions.
The earlier patch made sure that bribe() didn't pass an
invalid value to money2mon(). This one changes money2mon() so
that if some other code else does so, reporting the impossible
situation won't be followed by a splitobj panic. Most of this
patch is reformatting though.
over the place.
Often they would use
"%ld zorkmid%s", amt, plur(amt)
but not consistently, so some of the hard-coded usage
could result in "1 zorkmids"
This adds the function
currency(long)
to return the name of the currency, either plural
or singular depending on the argument passed to it.
That eliminates the need for the extra %s in the
format string and the use of the plur() macro.