For extended monster detection, show the number of turns remaining
during enlightenment (wizard mode only). The value is also
available via #timeout but various enlightenment entries already do
something like this.
For confuse monster, show the number of hits left for glowing hands
(again, wizard mode only).
And for the latter, the 3.7 conditional status condition set up was
storing u.umconf, an unsigned int, into contests[bl_glowhands].test,
a boolean, so would yield the wrong value if glowing hands managed
to become high enough to be a multiple of 256 (assumes 8-bit char
for boolean).
Add des.finalize_level() used for testing in conjunction with
des.reset_level().
Add nhc.DLB to return 0 or 1 if DLB was defined at compile-time.
Change the test_lev.lua to give more informative messages instead of
just lua error when required file doesn't exist.
Add bigrm-11 to the level tests.
Doesn't currently happen as no Soko levels use secret doors,
but handle them anyway gracefully.
Secret doors have their doormask set, but it's overloaded wall_info.
The display routines aren't happy with D_CLOSED in wall_info.
Add two new monsters and two new objects:
gold dragon
baby gold dragon
gold dragon scale mail
set of gold dragon scales
A couple of variants seem to have added these already, but this came
off my ancient list of monsters to add and was done from scratch.
It's a clone of silver dragon, but instead of having reflection and
breathing cold, a gold dragon emits light and breathes fire; because
of the latter it can be seen with infravision like a red dragon.
Adult gold dragons are lawful as in the AD&D Monster Manual rather
than chaotic as the wiki pages show for the variant versions.
Worn gold dragon scales operate similar to wielded Sunsword: when
blessed, radius is 3 (same as a lamp), if uncursed, radius is 2, and
if cursed, radius is 1 (but functions as 2 when worn by the hero,
otherwise there would be no tangible effect). Gold dragon scale mail
gets an extra +1, making blessed gold DSM have a bigger radius than
lamps. Embedded scales have radius 1 regardless of BUC state; light
for that case comes from the gold dragon monster form the hero is in.
When not worn, gold scales and scale-mail don't emit any light.
The tiles use a mix of yellow (for gold) and red. The two object
tiles seem reasonable variations of the corresponding silver dragon
ones. The two monster tiles definitely need work since the silver
ones were mostly cyan and changing that to red did not produce very
good result; subsequent attempt at a mixture was haphazard at best.
When deleting obsolete generated files (monstr.c, vis_tab.[ch])
for src 'make clean' or clean called from src 'make spotless' or
from top Makefile, don't complain if they aren't present.
Deletion failure wasn't stopping 'make' but did result in looking
like something might be wrong.
Before:
rm monstr.c vis_tab.c ../include/vis_tab.h #obsolete generated files
rm: monstr.c: No such file or directory
rm: vis_tab.c: No such file or directory
rm: ../include/vis_tab.h: No such file or directory
make[1]: [clean] Error 1 (ignored)
After:
rm -f monstr.c vis_tab.c ../include/vis_tab.h #obsolete generated files
(no extra feedback from rm or make).
This didn't crash since xputs is defensive and checks if it got a NULL
string, but it also didn't display black entries (dragons, unicorns,
orcish arrows, ...) as black or otherwise different from gray entries.
Engraving with a marker can use up remaining charges to write
semi-permanently in ink, or--if the marker has no remaining charges--can
draw in the dust as with a normal blunt item. Handling in engrave after
a recent refactor (9c6a5fc423) didn't fully cover this second case, and
as a result using an empty marker to engrave would deduct a charge per
attempt and cause an impossible. This could be exploited by repeatedly
engraving with the same empty marker to underflow the marker charges.
The for loop which iterates through the list of movement keys in
movecmd(cmd.c) was updated in 5abf948116 to count down to 0 instead of
up to the end of the list. This commit inadvertently introduced an
off-by-one error which started the loop one past the actual end of the
array. On my system this made 'H' stop working as the 'run West' key.
Retravel travels to the previously selected destination.
Also changes the travel-via-mouse to execute the extended command
instead of faking a special key.
Add "ukulele" to the exceptions that yield "a u<something>" in case
someone names their fruit that. Add the shortened form "uke" too.
While in there, generalize "one" handling to accept "one", "one<space>
<anything>" and "one<underscore><anything>" as exceptions in addition
to existing "one<dash><anything>", and "eu<anything>" to replace
existing "eucalyptus".
Fixes#552
Attacking a monster which has a passive attack (e.g. a red mold) with a
wielded potion that breaks during the attack, the variable weapon would
not be correctly reset and passive() would be called with the pointer to the
freed object.
Functionally similar to reading a T-shirt or apron, but rather than
actual text printed on the shirt being displayed, the design of the
Hawaiian shirt is described: for example, "hula dancers on an orange
background" or "tropical fish on an abstract background". Much like
T-shirts have their text included in the game-end inventory list ('a
blessed +2 T-shirt with text "foo"'), Hawaiian shirts now have a brief
description of their design appended to their item name under the same
circumstances.
Because 'reading' a Hawaiian shirt doesn't actually involve reading
text, using the 'r' command in this way doesn't break illiterate
conduct.
Add some vomiting effects:
Trigger divine wrath if hero vomits at an altar's location. (What
about adding throne and maybe sink special effects too?)
If poly'd into a yellow dragon, breathe (acid) on self. (I'm not
sure why.)
If on ice and poly'd into an acidic form, melt the ice. Also,
change melt_ice() to give its message when melting happens at the
hero's location even if hero can't see.
Fixes#519Fixes#510
Zapping at an object with teleportation resulted in scrambled zap
targetting as soon as any object was hit.
flooreffects() got changed to set bhitpos for handling erosion damage,
but bhitpos is used by wand/spell zap handling to pick the next target
spot. So a zap that teleported an object resumed one step beyond the
object's destination rather than one step beyond where it was hit.
The rest of the zap could hit things (monsters as well as other
objects) which weren't in line with the original zap. Reported case
was one of the Riders on Astral, coming from beyond multiple walls to
arrive adjacent to hero (usual position when a Rider gets teleported).
Fixes#549Fixes#423
when polymorphing into "new man". Characteristic stats are shuffled
if turning into new man, but when already polymorphed those get
overridden by the old pre-polymorph characteristics, resulting in
another encumbrance check which might contradict the one that just
happened. Skip the encumbrance check done when shuffling stats so
that there's only one and it comes after all changes are finished.
Fixes#548
If player throws a wielded aklys and it fails to return, and quiver
is empty when picking it back up, don't put it into that slot because
it needs to be wielded to achieve best throwing effect. A player who
had wielded it and was using 'f' to throw it might not notice that
it isn't returning until it hasn't returned several times. Moot if
quiver already has some missile readied. Don't autoquiver even if
some other weapon is wielded because that might have been done just
to go retrieve the aklys.
The game doesn't keep track of whether a previously thrown item was
wielded at the time, and shouldn't be changed to auto-wield in such
situation. Leaving quiver empty so that player is prompted for what
to throw is sufficient.
Fixes#540
One of the gold kicking changes I had pending. The "Thwwpingg"
message is obviously intended as a sound effect so shouldn't be
given if the hero is Deaf.
Changes in wish parsing included with figurine gender implementation
3 or so weeks ago accidentally broke asking for "large box" and
possibly other stuff.
Re-do "paperback book" handling to accept "paperback" and "paperback
book" but to reject previously accepted "paperback spellbook" when
wishing for a novel by description.