From a reddit thread, praying on the altar in orctown behaved like an
ordinary prayer directed at Moloch rather than being an exceptional
event. Make it always be rejected. The penalty is very trivial.
This one is more interesting that most....
|sp_lev.c:3745:9: warning: declaration shadows a variable in the
| global scope [-Wshadow]
|boolean ladder;
| ^
|../include/rm.h:538:20: note: expanded from macro 'ladder'
|#define ladder flags /* up or down */
| ^
|../include/flag.h:428:29: note: previous declaration is here
|extern NEARDATA struct flag flags;
| ^
Before this commit, attaching a lit candle would reduce the amount
of fuel in the candelabrum to 0, 15 or 75 turns due to a failure to
account for time stored in the candle's burn timer. Fixing this is
very important because a time of 0 turns on the candelabrum is not
supposed to be possible.
Add 'tethered' and 'holding' as displable status conditions for X11.
For tty-style status, they're ordinary. For 'fancy status', tethered
is displayed in the 'trapped' slot (since they'll never both be shown
at the same time) and holding is displayed in the 'held' slot (same
situation).
It's more proof of concept for overloading of status conditions than
adding useful specific conditions. This was the third iteration; the
first two were either too fragile or used even more code. It could
probably be simplified by making some mutally exclusive conditions be
more like hunger and encumbrance instead of being distinct flags
This may have happened in a 3.7 game on Hardfought. Even if it didn't,
I'm still uncomfortable with the potential for the game to potentially
become unwinnable as a consequence of age field corruption. Add an
impossible() for when this situation happens, and code after the
impossible() to repair the game by removing the candles.
Juiblex should be a little bit harder to beat than zapping a digging
wand once you've gotten swallowed and then whacking him once.
Make his HP halve every time you zap digging instead of setting it
to 1.
Change via UnNetHack.
X11's "fancy status" does its own highlighting that predates
STATUS_HILITES, showing things which have changed in inverse video
for a turn. However, it excluded conditions plus hunger and
encumbrance. Make it highlight those similarly when they come On
(and when they change from one non-blank state to another in the
case of hunger or encumbrance). There's no corresponding
unhighlight when going Off because they're blanked out instead.
Handling botl updates for 'time' was inconsistent. Set the flag to
do that when moves is incremented (where the update is suppressed if
running) or when running stops short.
losehp() would cancel running/traveling if called when in normal form
but not if called when polymorphed, so theoretically you could take
damage and keep on running. I don't have a test case to verify that.
This fixes the reported situation of recoiling from a throw while
levitating and carrying the ball not bringing the chain but it might
introduce other problems. If it does, drag_ball() would be the place
to fix that, not hurtle_step().
Separate bug (not fixed): throwing while the ball is on the floor
ought to let you recoil to as far as the chain will reach but it just
yields "you feel a tug from the ball" and you don't recoil at all.
... if the pet attacked hero or another monster by eg.
swallowing them, the pet's location might've changed
during that attack. Count it as movement, so return
immediately.
Instead of forgetting maps and objects, make amnesia forget skills.
Forgetting maps and objects could be circumvented with taking notes,
or by using an external tool to remember the forgotten levels.
Forgetting skills allows the player to optionally go down another
skill path, if they trained the wrong weapon in the early game.
Amnesia still forgets spells.
As a replacement for the deja vu messages when entering a forgotten
level, those messages will now indicate a ghost with your own name
existing on the level, given only when the level is entered for
the first time.
These changes based on fiqhack, with some adjustments.
Scroll of scare monster completely shut down most of the actual
challenging monsters, such as uniques. Tone it down, so you can
use it to ignore the smaller threats while dealing with uniques,
or get most of the effect in the early game when you're usually
dealing with normal monsters.
I started out adding a few new status conditions to X11's "fancy status"
(the default) to gauge how difficult it was going to be. In the process
I found several latent bugs. After fixing those, I decided that the same
status conditions should be added to the alternate "tty-style status".
Lots more latent bugs, some of the same nature, others different. Things
spiraled until the code change is very substantial.
Code for the old two-line status is still present but I don't know how
to activate it. Unlike tty-style status, it composes and displays two
lines of text and isn't capable of highlighting portions of that text,
so it would be considered deprecated anyway.
All testing was done with the default NetHack.ad (except when turning
'fancy_status' off) so I don't know whether the new code might override
previously customizable status settings. I'm not sure whether this list
covers all the fixes....
both tty-style and fancy
add new status conditions 'grabbed' (by eel), 'held', 'trapped', and
'sinking-into-lava' (others will eventually follow); grab and lava
are on by default, the others have to be enabled via options
both tty-style (not handled) and fancy (faulty boolean logic)
polymorphing didn't change Xp to HD (silver lining: rehumanizing
didn't need to reverse it)
tty-style only; fancy was ok
force white text (on black background) instead of settling for gray
turning on optional showexp, showscore, and/or time worked but turning
them back off again didn't remove the relevant fields
polymorphing when showexp was on didn't suppress Exp-points
tty-style only; fancy uses different layout
condense conditions into simple left-to-right space separated list
instead of giving them specific locations and having gaps of blank
space for conditions that aren't in effect
tty-style only; not applicable for fancy (status_hilites not implemented)
all highlights stuck if 'statushilites' was reset to 0 to disable them
displaying anything with bold attribute stuck; it wouldn't revert to
normal text if a different highlight rule without bold was used for
subsequent updates
avoid inverting leading space that separates from preceding field when
highlighting with inverse video attribute
add support for 'dim' attribute using gray foreground (only viable
after the fix for white foreground)
fancy only
reorganize the field layout so that things line up nicely instead of
having columns with six, seven, or eight lines be spread over same
amount of vertical space
line up the values of the six characteristics, similar to how vertical
status works in curses: all two digits; when exceptional strength is
present, the '18' lines up and rest goes past implicit right margin
use status conditions as provided by core instead of duplicating them
(other fields still duplicate stuff done in botl.c); doing this
required forcing 'VIA_WINDOWPORT()' if built without STATUS_HILITES
In wizard mode, freezing some water on the ground, then
flipping the level did not flip the coordinate of the ice
thawing timed effect. This could cause an impossible complaint.
For some reason the vault guard fake corridor code checked
if the hero was outside the corridor before removing monsters.
But the vault end of the corridor usually gets sealed off
even while you're still in the corridor. This left monsters
stuck in solid rock.
../include/optlist.h:510:62: error: macro "NHOPTC" requires 10 arguments, but only 9 given
"color mappings for internal screen routines")
^
../include/optlist.h:562:52: error: macro "NHOPTP" requires 10 arguments, but only 9 given
"prefix for old micro IBM_ options")
^
In a rare case, a random room's width can be 2 tiles, and if
that room was converted into a temple, the priest ended up
inside the wall. Try to put the priest on a random valid position
around the altar, or on it.
From a reddit thread. Quaffing from a fountain can curse some of
hero's inventory, but when doing so it wasn't updating the persistent
inventory window if that was enabled.
It could also set the cursed flag on goid pieces; so could dipping.
"remove_obj: obj not on floor" when trying to move the iron ball.
For the circumstances involved, the ball wasn't supposed to be
moved anyway, just the chain.
I could reproduce the problem using the steps specified. I didn't
track down the precise point of failure but after this fix the
panic can't be reproduced anymore.
When making a random door into a random wall or random position
in a room, keep trying harder to find a location that doesn't
have solid wall behind it.
Fixes the Wizard tower door.
In wizard mode, if you angered your quest leader and got expelled from
the quest (which removes the quest portal from the dungeon), then used
the wizmode level teleport menu to teleport back to the quest start and
talked with the angry leader, you would get booted back to the dungeon,
and the game panicked because the dungeon end of the portal didn't
exist anymore.
Remove the entry about creating Guidebook.dat on Unix since it got
moved to 3.6.6.
The orc town raiders were introduced in 3.6.2, not to-be-3.7, so the
fixes entry for unintentionally giving orc zombies and orc mummies
clan names should be in the general fixes section rather than the
exposed by git section.
When replacing Mines' End or top of Sokoban, the achievement for
finding the special prize there is reset. But the code to do so was
accidentally inside the monster processing loop and got repeated for
each monster on the old instance of the level (essentially a no-op
after the first one though). That code had been updated more than
once without noticing. Move it out of the loop.
Relax the count limit from 255 to ROWNO*(COLNO-1) so that it can
be big enough to fill an entire level yet remain small enough to
not churn away seemingly forever if an absurd amount is specified
for 'random' or for a class rather than a type. (By-type already
gives up as soon as failure occurs, so is implicitly limited to a
count matching the available space on the level.) Also impose the
same limit on 'count ^G monster' as '^G count monster'.
If a special level explicitly requests eg. a statue with a genocided
monster class, allow generating it.
Rationale is that those objects were generated before the monsters
became extinct. Also fixes a lua error.
Get rid of a couple of variables that were file scope and then
incorporated into 'g'. This should prevent the situation where
attacking a shade gave bogus feedback about glorkum although I
never did reproduce that.
This eliminates g.otmp and g.dieroll but leaves a couple of others.
g.vis really should go away....