Commit Graph

96 Commits

Author SHA1 Message Date
nethack.rankin
0b95104f0e fix #Q417 - gelatinous cubes can engulf Rider corpses
From a bug report:  gelatinous cubes
could engulf Rider corpses, allowing g.cube and cargo to be teleported
away without triggering corpse revival, or to be hit with theft attack by
poly'd hero to get the corpse into inventory so it could then be put into
a container in order to prevent revival (or to be destroyed via bag of
holding explosion or cursed access).
2007-02-11 03:59:08 +00:00
nethack.rankin
c2a3a3a38b fix #H239 - doppleganger/mimic bug
From a bug report:  a shapechanger
which becomes a mimic would always stay as 'm' rather than take on object
or furniture shape.  Same applied to monsters which hide in other ways.
The code did that deliberately, but I don't think that it's actually
necessary so this lets them mimic/hide when they're in the right shape.
If they change form to non-mimic/hider while concealed, concealment ends.

     It would be fun to have shapechangers-as-mimics actually change their
mimicked shapes periodically, but this doesn't do that.  They'd probably
change to non-mimic quicker than they'd mimic something else so it's not
worth the effort.
2007-02-09 00:25:47 +00:00
nethack.rankin
151dcad8fa hangup revamp (trunk only)
[See cvs log for src/cmd.c for more complete description.]

     This turns clearlocks() into a no-op during the period when the UNIX
port is asking the user to confirm whether to overwrite an existing game.
Also, this removes the duplication of code and function between hangup()
and end_of_input(), and it simplifies the check for whether hangups are
supported by adding new macro HANGUPHANDLING.  (I don't think global.h is
the best place to be defining that but I couldn't figure out where else
it would fit, other than repeating for individual xxxconf.h files.)  And
adds a couple more done_hup checks to try to cope with situations where
rhack() is being bypassed.  Lastly, having readchar() return EOF was
ignored for non-UNIX configs; now everybody gets ESC instead of letting
EOF be seen further inside the core.
2007-01-16 04:54:38 +00:00
nethack.rankin
dd4f4efb59 Rider strengthening
High resistance made the Riders unlikely to be polymorphed, but
they were susceptible to being turned into green slime (and then never
reviving if killed in that state).  Now they'll be immune to both types
of transformation.
2006-11-23 03:32:53 +00:00
nethack.rankin
6b371a7042 unhiding during level change
From the newsgroup:  if a pet was hiding under an object next to you
when you changed levels, it could arrive hidden at the destination if there
was something available to hide under there too, and sometimes you'd start
the new level with a hidden monster glyph at its location.  I was able to
reproduce that once with current trunk code, but while trying to figure
out what is actually happening I've been unable to make it happen again.
However, it doesn't make sense for a monster to be able to remain in hiding
during the level change in the first place, so this patch prevents that.
(I'd still like to know how/why map_invisible() is sometimes getting called.
[The test character was a level 1 tourist without auto-search capability.]
I'm reasonably sure that it won't happen any more once this fix in place.)

     This also brings adjacent pets out of hiding when they accompany you
during ascension or dungeon escape, but it seems that that wasn't actually
necessary.  The end of game disclosure already lists such by name rather
than as "it", contrary to my expectations.  (I had forgotten that end-of-
game forces true names so that blindness and hallucination don't interfere
with disclosure; obviously that ends up handling hidden monsters too.)
2006-10-22 02:53:31 +00:00
nethack.rankin
008366c273 fix #h192 - missile which kills engulfer is in limbo when hero gets expelled (trunk only)
More explicit control over the behavior of spoteffects() is probably
the way to go in the long run, but this much simpler fix handles the case
at hand.  I'm not sure what `thrownobj' was intended to be used for in the
first place, but it came in handy here.  (It was being left as a dangling
pointer when thitmonst() reports that the missile has been used up; that's
fixed now.)

    Fix the reported problem of lookhere/autopickup not seeing the missile
which just killed the engulfing monster whose death caused the hero to be
put back onto the map and so look/pickup upon arrival.  Normally the missile
gets placed after damage has been dealt and the throw has finished.  This
overrides that so that the missile is put into the engulfer's inventory as
it is being killed (which will then put that inventory onto the floor prior
to expelling the hero on top of same).  If the monster happens to get
life-saved it just ends up collecting the thrown-from-inside object a little
sooner than usual.

    This wouldn't correctly handle the same case for a kicked object, if
that were possible.  But it isn't possible to kick objects while engulfed,
so that's moot.  Other calls to thitmonst() and hmon() don't appear to have
any objects in transit so shouldn't need any comparable fix (I hope...).
2006-09-28 03:16:59 +00:00
cohrs
13559f1ad8 Elbereth on unoccupied locations
Pat recently forwarded a discussion that Elbereth was ignored unless there
was an object on its location.  Mostly.  It was also respected if the hero
was Displaced, no matter where the hero was.  No one commented on his
message, which I took for assent to address this.  Removed the qualifiers, so
now Elbereth is always respected, just like a scroll of scare monster.
2006-09-24 01:36:40 +00:00
nethack.rankin
467899e307 <foo> suddenly appears next to you (trunk only)
Give demon lords and other monsters who teleport to your location a
oneshot arrival message.  Brought about by the report of the late "<demon>
appears" message delivered during its bribery demand, after the character
had already been able to see it for long enough to extract gold from a bag.
Now, if you can't see or sense a monster before it teleports to you, and
you can see or sense it after, you'll get "<monster> suddenly appears!".
The message will be given at most once for any given monster, and it won't
be shown at all if you already see/sense the monster before it teleports or
still don't see/sense it afterwards.  The fixes entry is deliberately a bit
vague (and I put it in the new feature section rather than the fix section).

     The change from long to unsigned long for monst.mstrategy may bring
some lint complaints along with it.  The various constants (STRAT_xxx) used
to populate it are still signed.  I didn't increment EDITLEVEL for this;
existing data should still work ok.
2006-09-07 04:42:13 +00:00
nethack.rankin
44601d4733 inappropriate unblock_point() calls
Mentioned by <Someone>, who suspected that the fix for C343-114 dealt with
this.  When a giant picks up a boulder from a location where more than one
is present, line-of-sight would be inappropriately cleared, as if the
remaining boulders were transparent.  (He said that he got no pickup
message when the giant picked up the boulder.  I do, and have not tried to
figure out whether this is a post-3.4.3 difference.)  Pushing a boulder
onto a landmine had the same bug, although you wouldn't notice unless there
were at least three boulders to be pushed (mysterious ability to push more
than one boulder in a turn strikes again:  first one triggers the trap and
is destroyed, allowing hero to see through any others; second fills in the
resulting pit; third gets moved to the former trap spot and [probably--I
haven't checked] re-blocks vision; fourth, if any, stays put; if only one
or two are present, the change in vision is expected and the fact that it
happens too soon in the two boulder case would probably go unnoticed.
Polymorph of a boulder also opened up vision without checking whether any
others are present.

    An existing, evidently overly optimistic, fixes34.4 entry covers this.
2006-08-22 03:03:03 +00:00
nethack.allison
96c6163019 cast int64 to smaller types (trunk only)
The devteam feedback was to place casts in the code
in question.

This puts explicit casts on some code that was being
compiled into 'int64' then stuffed into smaller types with
VC2005.
2006-07-11 12:38:16 +00:00
nethack.allison
9c79bb2758 remove pointer to long conversions - part 1 of 3 rev 2 (trunk only)
[the problem in the earlier rev was tracked to cleanup_burn(),
where arg was holding a (genericptr_t) timer id, and
passed directly to del_light_source() as is.]

P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.

This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
2006-07-08 23:31:39 +00:00
nethack.allison
90f640a935 back out part1 patch (trunk only)
I got an unexpected access violation since
checking in that patch, so I'm backing out the
change while investigating.
2006-07-08 20:16:13 +00:00
nethack.allison
699330928d remove pointer to long conversions - part 1 of 3 (trunk only)
P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.

This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
2006-07-08 18:24:01 +00:00
nethack.rankin
7190f5a497 more hiding monsters vs traps (trunk only)
Previous patch only handled hides-under monsters and the hero; this
takes care of other hiding monsters.
2006-05-27 03:58:35 +00:00
nethack.rankin
72d819a020 hiding monsters vs traps (trunk only)
From a bug report, the game gave feedback
about a monster becoming stuck in a web but there seemed to be no monster
around because it immediately began hiding under an object at the web's
location.  Prevent monsters--or poly'd hero--from hiding when trapped in
anything other than a pit or spiked pit.  Also, prevent them from hiding if
they're holding you or you're poly'd and holding them.  I'm not sure whether
either of those cases ever actually happened but big mimics are capable of
both hiding and grabbing on.
2006-05-27 03:46:03 +00:00
nethack.rankin
0620ca1bc6 fix #H105 - inconsistent handling of "meditating" monsters (trunk only)
From a bug report, monsters with the wait
strategy (described as "meditating" by stethoscope probing) could be
affected by music but left meditating.  Various wake up attempts shared
the same situation.  Finish waiting if the monster would have been woken
(or pacified).  I didn't search for places that diddle the msleeping bit
directly instead of calling one of the assorted wake() routines.

     A fair bit of this is making usage of DEADMONSTER() be consistent.
Sooner or later there'll be another monster movement overhaul and those
    if (DEADMONSTER(mon)) continue;
statements will all go away.  (Probably just wishful thinking.)
2006-05-25 04:36:11 +00:00
nethack.rankin
a73d997034 water vs acid
Fix the bug From a bug report.alt.org server, where killing a monster by closing the
castle drawbridge resulted in a panic after the dead monster's possessions
were dropped into the moat and a potion of acid exploded in the process.
water_damage() deleted the object but had no way to tell flooreffects()
that it was gone, so flooreffects() couldn't tell its own caller not to
place and stack the object.  After that, a chunk of freed memory became
part of the floor objects chain and eventually triggered a panic which
tried to make a save file but whose reason didn't get logged properly.
2006-05-11 03:26:55 +00:00
nethack.allison
f55210be79 code change - oextra
move oattached and oname and other things that vary
the size of the obj structure into a separate
non-adjacent oextra structure, similar to what has
already been done for mextra. The obj structure
itself becomes a fixed size.

New macros:

#define ONAME(o)	((o)->oextra->oname)
#define OMID(o)		((o)->oextra->omid)
#define OMONST(o)	((o)->oextra->omonst)
#define OLONG(o)	((o)->oextra->olong)
#define OMAILCMD(o)	((o)->oextra->omailcmd)

#define has_oname(o)	((o)->oextra && ONAME(o))
#define has_omid(o)	((o)->oextra && OMID(o))
#define has_omonst(o)	((o)->oextra && OMONST(o))
#define has_olong(o)	((o)->oextra && OLONG(o))
#define has_omailcmd(o)	((o)->oextra && OMAILCMD(o))

changed macros:
has_name(mon) becomes has_mname(mon)  to correspond.

The CVS repository was tagged with
	NETHACK_PRE_OEXTRA
before commiting these, and
tagged with
	NETHACK_POST_OEXTRA
immediately after. The diff
between those two tags is this oextra patch.

The associated mail daemon changes to use an oextra
structure instead of a hidden command located in the
name after the terminating NUL, have not been tried
or tested.
2006-04-14 16:23:56 +00:00
nethack.rankin
8370782a13 chameleon/genocide fix (trunk only)
While testing some pending teleport changes, I was baffled by having
my adjacent pet sometimes vanish when accompanying me on a level teleport.
Tracing through parts of execution:  keepdogs() kept it; losedogs() called
mon_arrive() which called place_monster() for it, but then right after that
kill_genocided_monsters() removed it.  Turns out that `kill_cham' was left
uninitialized for the first iteration through the fmon loop (and pet had
always just been inserted as first entry of the fmon list).

     No fixes entry; this revises a post-3.4.3 revision.
2006-03-25 04:43:07 +00:00
nethack.allison
0b88609133 chameleon behaviour
- restore intended behaviour of kill_genocided_monsters().
  It has been incorrect since  the chameleon overhaul in June 2004.
- eliminate CHAM_ORDINARY and use NON_PM instead.
2006-03-12 04:43:28 +00:00
nethack.rankin
039e051323 mextra tweaks (trunk only)
Add new_mname/free_mname functions to make monster name handling be
more like the other extended data and to hide mextra details a bit more.
Add some casts where int and unsigned are being intermixed.  Simplify
christen_monst(); it ought to be changed to have type `void' but I wanted
to avoid modifying another ten or so files.
2006-01-08 06:19:42 +00:00
nethack.allison
54e7039a5b mextra follow up bit 4 2006-01-07 14:03:00 +00:00
nethack.allison
0dc071bee8 mextra changes
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.
2006-01-06 05:46:03 +00:00
nethack.rankin
b4cc1427d9 diagonal blockage exceptions
From a bug report, amorphous creatures can fit underneath
closed doors but could still be considered too big to fit through diagonal
gaps.  Let them and several other shapeless or flexibly shaped critters
squeeze through provided that they pass the not-carrying-too-much check.
2005-12-23 04:35:24 +00:00
nethack.rankin
32baec7bb1 steed corpse
Fix the problem From a bug report.  Presumeably the corpse exclusion at <u.ux,u.uy>
was intended to be for killing your way out of an engulfer, but there wasn't
any comment to that effect.  The exclusion still applies if you were inside
the monster when it died; ridden steed is the only other way I can think of
to have a monster die at your location, so it should be the only case which
gets affected.  Neither steed nor engulfer is allowed to generate a random
item when upon death; you already know what was carried in those cases.

     The bulk of the diff is from reorganizing the relevant `if' and
subsequent indentation changes.
2005-07-26 04:55:57 +00:00
nethack.rankin
d7a0044056 farmed pudding (trunk only)
I've gotten tired of seeing newsgroup claims along the lines of
"since devteam is aware of this and has chosen not to eliminate it, they
must endorse it", so weaken the tactic of "pudding farming".  It is still
possible to gain unlimited experience (past level 15 or so there's not
much point), but will be less effective for gaining items and for providing
sacrifice fodder.  Keep track of which monsters have been created via
cloning (mostly puddings; gremlins and blue jellies are affected too but
nobody's likely to care much about them) so that they can receive special
handling.  Make cloned monsters progressively less likely to leave corpses
as the number killed for a particular type goes up, and also much less
likely to drop random items at death.  This is sure to need some tuning
once hard core farmers point out how they can still abuse it.  For the
absurdly extreme case, see

http://scavenger.homeip.net/farmbot/HomePage

FYI, farmbot/PuddingFarmingHOWTO includes an impressive screen shot of a
dungeon level where rampant farming is taking place.
2005-07-17 05:00:25 +00:00
nethack.rankin
ebc20fa560 fix #M108 - seeing while asleep
I think being asleep or unconscious ought to override vision the way
that being blinded does, but that's a more ambitious change than I care to
tackle.  This replaces You("see ...") with You_see("..."), comparable to
You_hear().  It catches the reported door case and several variations of
light sources burning out while on the floor rather than in inventory, but
it probably misses some other cases.  zap_over_floor() in particular is
highly suspect.
2005-06-23 03:48:14 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.allison
9b3521e503 vampires now shapeshift [trunk only]
- can shift into fog clouds, vampire bats, and vampire lords into wolves
- after being "killed" in shifted form, they transform back rather than get
  destroyed, and you must take them on in vampire form to defeat them
- can deliberately shift into fog clouds to pass under closed doors
2004-06-15 11:52:04 +00:00
nethack.allison
c8ef9338f0 cham changes (trunk only)
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
2004-06-15 11:38:32 +00:00
nethack.rankin
9620eefd50 shapechanger hit points (trunk only)
Try to fix the report of a doppelganger (created from using stone-
to-flesh on a fake statue of Demogorgon) having 1700 hit points after
reverting to its native form.  The problem was due to the special monster
level of Demogorgon rather than anything to do with shape changers; the
actual bug was use of `mdat->mlevel' where it should have been using
`mtmp->data->mlevel'.  But the whole section of code was rather suspect
since it didn't attempt to handle other types of monsters (dragons, golems,
elementals) which have non-standard hit points, so I knocked some out.
Monsters who have gained or lost levels prior to changing form will no
longer carry that adjustment along; the new form will always be a brand
new one of its type.  However, if the old form is injured at the time of
change, the new form will be too (same as before).
2004-05-22 03:24:23 +00:00
nethack.allison
6dc1bbd544 giant carrying boulder dies while trapped in a pit (trunk only)
<Someone> wrote:
> "You kill the invisible storm giant.  The boulder fills a pit."
> [...] why did I find the corpse *lying on* and not *buried in* the
> former pit?

Ensure that the corpse ends up buried in that case.
2004-04-11 18:39:14 +00:00
cohrs
7ab2bb967a Invisible monsters looking much better
<Someone> reported back in December of an invisible monster using an amulet of
lifesaving and looking much better.  While the comment in the code says the
amulet is visible, this does not mean the monster is.  Add a secondary check.
2004-01-27 17:28:00 +00:00
nethack.allison
f2101638db avoid "It turns into it"
<Someone> drew attention to the silly message in the newsgroup

Since I'm not sure if the act of polymorphing has a sound,
I opted to use a new usmellmon() routine to put out a
message based on the smell of the resulting monster
under those circumstances.

Not every monster has a recognizable smell, so no
message at all is given in that case.

olfactory(youmonst.data) will determine whether
you are capable of detecting smells.

There is lots of room for enhancement, and some of the
existing smell-related messages in the source should perhaps
be checking olfactory(youmonst.data) too, but this patch
doesn't go that far.
2004-01-17 20:42:14 +00:00
nethack.rankin
2e28abcd5a fix the "big abuse" reported a few days ago
It was possible to get a shopkeeper to carry the Amulet from the
bottom of the dungeon up to the location of his shop, thereby bypassing
the usual labor of lugging it up yourself.  [Drop the Amulet somewhere;
rob a shop so that the Kops are summoned and the shk comes after you;
when shk is next you, level teleport to the Amulet (probably two hops,
one to the Valley and another deeper into Gehennom); walk to the vicinity
of the Amulet; shk will eventually pick it up (shopkeepers like to pick
up magic items); now, pay him for the stolen goods--he'll be pacified
and migrate back to his shop, taking his inventory with him; lastly,
return to his shop and relieve him of his burder.]  This patch makes
shopkeepers drop the Amulet or invocation tools if/when they set set to
migrate to their normal location.

     Also fix another long standing risk that a monster that is sent
away (nurse when healing, Kops when you pacify a shopkeeper) might be
carrying the Amulet or one of the invocation tools and make the game
unwinnable.  I doubt that that's ever actually happened but I think it'd
be possible if a monster that likes magic items ever got polymorphed
into a Kop.  Such dismissed monsters will now drop the same stuff as
the shk above prior to leaving the game.
2003-12-06 14:08:51 +00:00
nethack.rankin
fbfb8e92ab corpse revival and statue animation (trunk only)
Try to address the problem From a bug report:  turning the Wizard
of Yendor to stone preserves monster information with his statue and
presence of that information overrides the statue animation check
intended to prevent players from creating the Wizard (or other unique
monsters).  That's ok for the current game--the monster had to have been
in play in order to be turned to stone--but is a problem if the statue
is found in a bones file.  The report was for placing such a statue at
the location of an untriggered statue trap by a player who leaves bones,
but stone-to-flesh by the player who loads bones is a simpler way to
trigger this.  (Aside from getting unique monsters earlier than usual
under some degree of player control they won't have their starting
inventory so special items like the Candelabrum might not get created.)
Using undead turning to revive corpses found in bones was another way to
get into the same trouble (I thought corpses of special monsters were
already excluded from bones?).

     It looks like it's also possible to get strange quest behavior if
a corpse or statue of the leader or nemesis is brought into the dungeon,
left in bones, then revived by the second player, but I didn't attempt
to reproduce it.  More work is probably needed; this tightens up leader
handling a bit but doesn't do anything about the nemesis.  This patch
has already been spreading tentacles and I've got to cut it off....

     The patch discards saved monster traits for corpses and statues of
unique monsters while saving bones; reviving or reanimating them will
produce doppelgangers instead of the original monsters, same as stone-to-
flesh on wished-for statues behaves.  It also discards saved traits for
shopkeepers (also temple priests and vault guards--their traits weren't
saved in 3.4.2 though).  That info might be useable when the corpse or
statue is on the same level as the monster started (ie, where its special
room is located), but that's a complication I'm going to bypass.  This
patch also adds chameleon handling for statue activation--it wouldn't
have mattered in 3.4.2 since shapechangers didn't get their traits saved;
it does matter now but was omitted when trait-saving was extended to all
statues a while back.  (It adds chameleon handling to corpse revival too,
but they still don't get their traits saved with corpses so that's just
protection in case of future modifications.)

     Other bits:  `cant_create()' is renamed to `cant_revive()' since
the latter is a more signicant use than wizard mode <ctrl/G> handling.
Now save traits with nymph corses so that cancellation can be propagated
if they're revived; that doesn't matter much but matches statue handling
(where it was more important since it dealt with succubi as well as with
nymphs).  Explicitly initialize the shape-changer field of all monsters
instead of relying on implicit initialization to 0 (CHAM_ORDINARY).

     There'll be a *much* shorter patch for 3.4.3 which will have to get
by with most of these obscure problems--fortunately they're unlikely to
impact many (any?) players.
2003-11-30 21:19:01 +00:00
nethack.rankin
3c29cbfeab poison messages (trunk only)
<Someone> reported something along the lines of

  "You are hit by a little dart."
[ "The dart was poisoned." -- this expected message was missing ]
  "The poison doesn't seem to affect you."

Remove the overloading of ``chance for fatal poison'' and ``thrown weapon''
(which reduces that chance, among other things) for the arguments passed to
poisoned() and change how it decides whether feedback about being poisoned
is needed.  Also, move poisoned() and poisontell() from mon.c to attrib.c.
2003-11-27 05:00:29 +00:00
nethack.allison
7982a95161 U751 coordinate typos
apply.c:   if (cansee(rx,ry)) newsym(mtmp->my,mtmp->my);
mon.c:         (distu(mtmp->my, mtmp->my) <= 5) ?
wizard.c:        (distu(mtmp->my, mtmp->my) <= 5) ?
2003-11-23 17:19:33 +00:00
nethack.allison
89c785e366 monsters moving other monsters (trunk only)
For now, the code is conditional on BARGETHROUGH
being defined, while it gets tested further. While behavior is
different with and without BARGETHROUGH defined, savefiles
are the same either way.

After this patch is applied, only the riders have the M3_DISPLACES
bit set, but the Wizard and Vlad probably should too. Any others?
2003-11-16 20:10:30 +00:00
nethack.allison
52490ee062 B01004 No mimic corpse effect on pet (trunk only)
Make a mimic effect that lasts only as long as the
pet is still consuming the corpse.
2003-11-12 03:28:26 +00:00
nethack.allison
9b9f13aa13 Half_physical_damage 07
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.
2003-10-22 23:05:24 +00:00
nethack.allison
8467ab1515 Half_physical_damage 06
- [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.
2003-10-22 03:02:11 +00:00
cohrs
b2ffe64968 breaking migrated objects
Allow migrated objects to break on arrival.  Added code to obj_delivery to
cause this, along with a flag to keep breakage from occurring.  The new
flag isn't used yet, because all the current object migration involve
objects that were moving/dropping.  To help make this change, rloco now
returns whether the object was placed or not, so caller can know if an obj
pointer is still valid or not.

Making the breakage messages for MIGR_NEAR_PLAYER objects show up after the
new level is displayed required some effort (rather than while the old level
was still displayed, which was confusing), due to the needs of goto_level.
- obj_delivery now has 2 passes, one for before player arrives, another after,
allowing the two cases to be treated differently
- goto_level calls obj_delivery twice (run_timers is not called twice,
since the run required before the level is displayed will have already run
any timers on migrating object)
- kill_genocided_monsters now kills eggs on the migrating_objs list too
2003-10-18 22:55:42 +00:00
cohrs
8ee1ecd2ea hiding under a cockatrice corpse
Reported a while back, a (stonable) hiding monster will hide at a location
containing only a cockatrice corpse.  While it would be interesting to
allow monsters to try, and stone themselves as a result, I chose the
simpler fix which is to not have monsters hide in such situations.  I found
the hiding code was duplicated in several places, so I moved it into a new
hideunder() function that works for both the hero and monsters.
2003-10-10 23:01:42 +00:00
cohrs
559be58c21 conflicting delayed killers
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
2003-09-29 19:24:20 +00:00
kmhugo
e1f5ddd820 sound cleanup
+ 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.
2003-09-28 03:42:50 +00:00
cohrs
4375fc7846 killer messages
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.
2003-09-25 16:56:56 +00:00
nethack.allison
22ce5ed6f2 trunk only: preserving context (src files)
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
2003-09-21 11:52:54 +00:00
cohrs
5e443536d8 "your" artifacts
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.
2003-09-18 02:52:40 +00:00
nethack.allison
cc830fb311 buglist - full level triggers impossible() from migrating mons
<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.
2003-09-13 05:30:43 +00:00