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.
Retravel travels to the previously selected destination.
Also changes the travel-via-mouse to execute the extended command
instead of faking a special key.
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.
Put the rush and run movement keys into g.Cmd instead of bit twiddling
the normal walk keys in multiple places to get the run and rush keys.
Allow meta keys in getpos. Use the normal running keys to fast-move
in getpos, instead of explicit HJKL - I polled couple places online,
and number_pad users did not use the HJKL keys in getpos.
Make meta keys work even after a prefix key.
Allow shopkeeper to remove webs and pits.
Change the damage fix messaging to be more specific when
shopkeeper removes a trap. Before this the message was
"A trap was removed from the floor", which sounds really silly
when it comes to holes.
Change the damage fixing so the shopkeeper will fix one damage spot
at a time (instead of all at once), so it's more like a monster action.
Some code cleanup, splitting into smaller functions.
While doing this, I noticed that shopkeepers don't actually bill
the hero for the damage, but that'll have to be another commit...
Revisited this feature, and the chance of a spider spinning a web
depends now on the number of webs already present on the level.
For a giant spider to spin a web in the middle of a room with no
supports, the limit of existing webs is 4, next to one support 9,
next to two supports 14, and so on. Cave spider limits are much lower.
Now that the appear message isn't limited to summoning by demon,
seeing "the Angel of <foo> appears in a cloud of smoke" seems
strange. Angels weren't covered by the vapor/dust/&c change for
elementals. Make angels appear in a flash of light.
While testing monster summoning by using a debugger to force the
outcome, I saw "the renegade Angel of <foo> appears in a cloud of
smoke" as if only one such creature existed. Trying to change
that to "a renegate Angel" pointed out some problems: type names
like Angel, Green-elf, and Uruk-hai fool an() into using "the"
because of their capital letter. Fixing that was a bit of a hack
and worked for Green-elf and Uruk-hai but not for Angel because
it has the eminion extension so uses priestname() instead of the
guts of x_monnam(). Fixing that involved more hackery and now I
feel unclean, but it seems to be working.
It wasn't as noticeable as it might have been because most of the
time that "the Angel of <foo>" or "the priest of <bar>" was shown,
the caller is requesting "the" rather than "a/an".
Have water demons appear in a cloud of vapor rather than a cloud of
smoke. This adds a few other alternatives but they'll never happen.
Elementals could only be summoned by Angels but Angels never call
msummon() as far as I can tell. Vortices aren't summoned at all
but the smoke/vapor/&c routine has provisions for them.
The cloud of smoke message used to be given only when the summoner
is a demon. Now it will be given if the last--or only--summoned
creature can be seen to arrive, no matter whether summoned by a
demon, a non-demon (which I think isn't possible), or post-Wizard
harassment.
Use (obj->spe & CORPSTAT_GENDER) for figurines as well as for
statues and corpses.
Support wishing for
"{female,male,neuter} {corpse,statue,figurine} [of <monster>]".
and
"{female,male,neuter} <monster> {corpse,statue,figurine}".
Also
"{corpse,statue,figurine} of {female,male,neuter} <monster>"
where the qualifier might be in the middle instead of a prefix.
Allows the fire-command to autowield a launcher; it will now
do either swapweapon or wield an appropriate launcher, if you
have ammo quivered.
This assistance can be turned off with the fireassist boolean option.
Adds a rudimentary command queue, which allows the code to add keys
or extended commands into the queue, and they're executed as if
the user did them. Time passes normally when doing the queue,
and the queue will get cleared if hero is interrupted.
Revive some code from 5 or so years ago that's been sitting in a
defunct local git branch. There are a couple of references to
figurines having gender; the old, unfinished code did already have
support for that, the current code doesn't. It probably won't take
much effort to add it in but I want to get this first part out of
the way.
Replace some of the
pmname(mon->data, Mgender[mon]) calls with simpler
mon_pmname(mon) and some
pmname(&mons[statue->corpsenm],
(statue->spe & CORPSTAT_GENDER) == ... ? ... : ...) with simpler
obj_pmname(obj). There are other instances of them which haven't
been changed but could be.
Dead monsters that had traits saved with the corpse would revive as
the same gender, but ordinary corpses revived with random gender so
could be different from before they got killed.
Since corpses of monsters lacked gender, those for monsters with
gender-specific names were described by the neuter name.
This is a fairly big change for a fairly minor problem and needs a
lot more testing.
Fixes#531
Change the default value of autopickup to off. Having it on is
harmful for new players, making them very easily burdened.
We can't expect new players to know how to configure
pickup_types, pickup_burden, and pickup exceptions.
Change the default value of color to on. We can safely assume
new users have a terminal that supports color, and most people
want color.
Have curses call the core get_count() routine instead rolling its
own so that backspace and delete are supported. That part was
trivial to accomplish. Unfortunately it brought the disappearing
menu phenomenon back so it became more complicated overall.
rename sys/winnt to sys/windows
move vs (visual studio) folder out of win/win32 and into sys/windows
rename include/ntconf.h to include/windconf.h
rename winnt.c to windsys.c
place visual studio projects into individual subfolders.
This will hopefully resolve GitHub issue #484 as well.
Allow killing your quest leader, just to make games winnable if you
converted before doing the quest.
Boost the quest leaders and give them some equipment. King Arthur
gets Excalibur. Killing quest leader gives really bad luck and
makes your god angry at you, and killing quest guardians gives
smaller penalties.
This is based on both the EvilHack implementation by
k21971 <keith.simpson1971@gmail.com>, and xNetHack
implementation by copperwater <aosdict@gmail.com>.
Despite active explosion attacks being called explosions in-game,
they only affected a single target, and were handled differently
from actual explosions. Make them do an actual explosion instead.
This should make spheres more interesting and inspire different
tactics handling them.
Because spheres deal more damage on average and can destroy items
in their explosions, their difficulty has been increased slightly.
Polyselfed hero exploding won't cause elemental damage to their
own gear.
Originally from xNetHack by copperwater <aosdict@gmail.com>.
Adds possible callbacks for "start_new_game", "restore_old_game",
"moveloop_turn", and "game_exit" which when defined, will be called
from core code at the appropriate time.
Adds lua hooks for dump_fmtstr (only if DUMPLOG), dnum_name, u.moves,
u.uhave_amulet, and u.depth.
Higher charisma will make it more likely for monsters to be affected.
Conflict will also now require the monster to see the hero.
Originally from SporkHack by Derek Ray.
Touch of death will now do 50 + 8d6 damage, and drain max HP for half
of that. If the drain is equal or greater than your max HP, then it
will kill you instantly.
Change originally from SporkHack by Derek Ray.
If monsters see you resist something, generally elemental or magical
attack, or if they see you reflect an attack, they learn that and
will adjust their attack accordingly.
Originally from SporkHack, but this version comes via EvilHack with
some minor changes.
Fix a couple of places that set obj->dknown to 0 to deal with some
special cases where it should be left at 1. (Other places do that
but deal with potions where hardcoded 0 remains appropriate.)
A recent change made it possible for a glob to have its dknown flag
cleared and that exposed globby_bill_fixup() passing Null shopkeeper
to get_cost(), triggering a crash.
Make the routine that clears dknown/known/bknown/&c also be the
routine used to initialize those flags for a new object so that it
is the place that handles various special cases. That hides the
shop bug again.
But also fix the shop bug even though it won't be triggered.
Fixes#509
Allow creating webs without spiders in the lua level scripts:
des.trap({ type = "web", spider_on_web = 0 });
Based on xNetHack commit by copperwater <aosdict@gmail.com>.
Also changes the Spider nest themed room to generate without
spiders when the level difficulty is 8 or less.
Allow specifying "waiting" for monsters created via lua level scripts.
This sets the monster strategy to make it wait for the hero
to be in visual range before allowing the monster to move.
Also makes the monster inside the Mausoleum themed room use this feature,
to prevent out of depth liches bothering the player unprovoked.
For example:
des.monster({ class = "D", waiting = 1 });
that has no nutritional value. Prevent applying the partly eaten
attribute to wished for food if the full nutrition isn't at least 2.
The problem case was 0 nutrition wraith corpse, yielding "partly
eaten food (1) more nutritious than untouched food (0)" when setting
the corpse's weight. That one was possible in 3.6.x, unlike corpse
that was actually partly eaten and then revived as a zombie (which
was just fixed for triggering the same warning).
Wishing really ought to ignore "partly eaten" for anything that is
normally eaten in one bite but I'm not sure how to handle that.
Fixes#504
Issue was about being asked what to call a previously seen potion
which has been picked up and thrown by an unseen monster. Hero
shouldn't remember what the item description was. This is a much
more general change than just fixing that. Any item picked up by
an unseen non-tame monster will have all its *known flags cleared
since the hero can't see what that monster does to it. Same if an
item is picked up while seen but then used when unseen.
Unseen pets are excluded from the pick up case--but not the use
case--because they pick up and drop stuff continually and players
would just slaughter them if they caused item information to be
forgotten.
Fixes#493
If the killer and the paralyzer are the same monster, truncate
that to "Killed by a foo, while paralyzed". When not the same,
spell out the paralyzer's monster type instead of using generic
"monster". "Killed by a fox, while paralyzed by a ghoul", or
"Killed by a ghoul, while paralyzed by a ghoul" *if* they were
two different ghouls.
Restore some old behavior for the apply command that was changed
by the "getobj refactor" patch. You couldn't attempt to apply
potions to determine whether they were oil, couldn't apply gray
stones once touchstone was discovered, and attempting to apply
arbitrary items gave "that is a silly thing to apply" rather
than "sorry, I don't know how to use that."
Issue is about monster shape changes being sensed via telepathy
while hero is swallowed, so player gets told about things that
aren't being shown on the map. Similar situation while underwater;
only monsters in adjacent water spots are shown on the screen, but
messages about sensed monsters will continue to be given. It isn't
limited to shape changing; lots of places include telepathy,
extended monster detection, and warning against specific types of
creatures as criteria to decide whether the hero 'sees' something
that isn't directly visible happen.
Change sensemon() to behave as if being swallowed or underwater
blocks telepathy, extended monster detection, and warning. I
consider this to be experimental, but it needs much wider testing
than would take place if put into its own test branch. It can be
tweaked or reversed if that turns out to be necessary.
There should be no change in behavior when not swallowed and not
underwater. But for either of those two situations, some messages
that have been getting delivered may be different (such as using
"it" instead of sensed monster's name) or suppressed.
Fixes#486
We used to have the contents of chests and large boxes be immune to
water damage, oilskin sacks immune unless the sack was cursed, other
containers be vulnerable. Some reddit discussion about ice boxes in
unnethack indicates that they are treated like oilskin sacks, which
makes sense. This adds that to nethack and also makes chests and
large boxes behave similarly. So it's now: nothing is immune even
when cursed (except statues); oilskin sacks, ice boxes, and other
boxes are immune to water damage unless cursed; all other containers
vulnerable even when not cursed.
|
| Old New
|immune all statues, statues
| the time chests, large boxes
|
|immune when BU, oilskin sacks oilskin sacks,
| vulnerable if C ice boxes,
| chests, large boxes
|
|vulnerable ordinary sacks, ordinary sacks,
| all the time bags of holding, bags of holding
| ice boxes
|
I suspect that the old ice box classification might have been an
accident caused by the Is_box() predicate yielding False for it.
The changes won't make much difference to actual play. Chests and
large boxes are rarely carried and never start out cursed, ice boxes
even more so, and sacks/bags haven't been changed. However, players
might intentionally curse a container to keep strong pets from
picking it up, or be carrying a box because they haven't found a bag
yet and then muck about with fountains or thrones and get it cursed.
'final_fpos' shouldn't have been moved to the 'g' struct. Even if
a game went all the way through topten and was restarted as a new
game that also went all the way through topten, 'final_fpos' would
get a new value rather than being messed up by a stale old one.
When swallowed and blind, the swallowing monster is described
accurately, but being held rather than swallowed describes the
monster as "it". That's normal, but the status feedback section
of ^X output lists
|You are held by it.
which looks pretty weird. Change that to be
|You are held by an unseen creature.
Zapping wand of opening or spell of knock at engulfer while swallowed
would make the engulfer expel the hero; this change makes zapping
other holders release their hold. Zapping self now achieves the same
effect, as does breaking a non-empty wand of opening. When poly'd
hero is holding a monster rather than being held, that monster will
be released.
Engulfers can't re-engulf for 1 or 2 turns after releasing the hero
in order to prevent hero from being immediately re-engulfed. Impose
the same limitation on other holders.
From newsgroup discussion where slash'em changes have revealed a
latent nethack bug: prevent placing level teleporters in single-
level branches. The Knox level doesn't have any level teleporters
(or random traps) but wizard mode wishing could create them there.
They wouldn't do anything because the only possible destination
would be the same level. Pushing a boulder onto one used to trigger
an infinite loop (and still does in slash'em, which has other
single-level branches besides Ft.Ludios) trying to relocate it.
Boulder pushing was changed 15 years ago to prevent the infinite
loop and to avoid giving "the boulder disappears" message when a
level teleporter failed, but rolling boulder traversal lacked that
same change--it wasn't vulnerable to looping but could give an
inaccurate message claiming that the boulder disappeared when it
actually didn't. Fixing this is a bit late; rolling boulder trap
creation was recently changed to not choose a path that rolls over
teleportation or level tele traps any more.
Change Trollsbane versus troll corpse revival: instead of revival
failing if Trollsbane is wielded at time of revival attempt, mark
the corpse no-revive if killed by Trollsbane (whether by the hero
or a monster).
If a no-revive corpse is within view when time to revive occurs,
give "the troll corpse twitches feebly" even when the hero isn't
responsible. That used to only apply if the hero zapped the
corpse with undead turning, which would have become inoperative
because now being zapped by undead turning clears the no-revive
flag and revives as normal. In other words, undead turning magic
overrides killed-by-Trollsbane or non-ice troll having been in an
ice box.