Adds sanity checks for mtrapped and mundetected states.
Fixes cases where those were left in wrong state.
1. Trapped monster (eg. a nymph) teleported out of a trap
2. Monster was hiding under ball or chain, which then got removed
3. While restoring a level, a zombie corpse revived while monster
was hiding under it
4. A general case where the only object was deleted off floor and
a monster was hiding under it
Monsters hiding under ball or chain will now get revealed when
the b or c are moved.
Using 'ladder' as a variable conflicts with 'struct flag flags'
because of a macro in rm.h. Also remove or hide a couple of
unused variables.
The hack.c diff is unrelated; just a reformatting bit that I had
laying around.
Use a linked list to store stair and ladder information, instead
of having fixed up/down stairs/ladders and a single "special" (branch)
stair.
Breaks saves and bones.
Adds information to migrating objects and monsters for the dungeon
and level where they are migrating from.
Since teleporation gives a "you matrialize" message even when
arriving close by, the old behavior of not learning a scroll of
teleportation when you land quite close to your original spot
no longer made sense. Always [almost] discover teleport scroll
when reading it.
Also adds one-shot teleport control when reading a blessed scroll
of teleportation. I changed that to be prevented when hero is
stunned, same as with full-fledged teleport control.
I reworded or reformatted several of the comments. And removed
the EDITLEVEL increment in patchlevel.h; save and bones file
contents are not affected.
I've also added an unrelated comment about reading mechanics to
doread().
Closes#386
I added another goodpos flag to simplify handling displacer beast
and that pushed the total number of makemon and goodpos flags past
16. 'int' and 'unsigned' might be too small, so change the flags
and several function arguments to 'long'.
Adds two monsters originally from slash'em. I used the slash'em
tiles this time, also its code as a starting point but made various
revisions. Both the tiles could benefit from some touch-ups.
displacer beast: blue 'f'. Attempting a melee hit (ie, trying to
move to its spot) has a 50:50 chance for it to swap places with you.
Fairly tough monster to begin with, then half your ordinary attacks
effectively miss and if you try to face a mob by retreating to a
corridor or backing into a corner you can end up being drawn back
into the open. I added bargethrough capability, and also it won't
be fooled about hero's location by Displacement. [It only swaps
places during combat when contact is initiated by the hero, not
when attacked by another monster or when attacking.]
genetic engineer: green 'Q'. Its attack causes the target to be
polymorphed unless that target resists. Hero will almost always
have magic resistance by the time this monster is encountered, but
it can make conflict become risky by hitting and polymorphing other
monsters. Slash'em flagged it hell-only but I took that flag off;
I also took away its ability to teleport. Slash'em polymorphs the
hero if a genetic engineer corpse is eaten; that's included and I
introduced that for monsters too.
I added both of these to the list of candidates for monster spell
'summon nasties' and for post-Wizard harassment.
I also gave all the 'f's infravision. Probably only matters if the
hero polymorphs into a feline.
Displacer beast is originally from AD&D which depicts it as a six-
legged cougar with a pair of tentacles; it has Displacement rather
be able to affect an attacker's location. I think genetic engineer
is original to slash'em where it expands Q class but seems mainly to
be the base monster for Dr.Frankenstein (a unique monster with a
one-level side-branch lair in slash'em's incarnation of Gehennom).
... deleting the ball & chain, but keeping a boulder in the pit.
Noticed a segfault when fuzzing, teleport while punished caused
a segfault via fill_pit -> flooreffects -> bury_objs -> unpunish,
and then the next line in teleds tried to look up uchain.
Guard against that particular case.
Fix the case of boulder being in a pit, triggered by you being in
a pit and a giant throwing a boulder on top of you.
"You materialize at another location," was delivered while the
previous location still controlled line of sight. Very noticeable
if you started from underwater and landed on the surface in an area
which hadn't been mapped yet.
This buffs the blessed effect of the teleport scroll by providing the
reader control over their destination even if they lack teleport
control. This seems like it makes the blessed/uncursed distinction
actually meaningful, rather than mostly pointless.
This is aimed at providing a little quality of life in the form of not
having to divest yourself of your sources of magic resistance before
using a level teleporter. The player is already able to use regular
teleport traps while Antimagic; there's no reason why it should be
different for level teleporters.
This ultimately comes from "Stevie-O's level teleporter jump patch", by
way of SliceHack. I simplified it a bit: deliberately jumping onto the
trap always takes time even if it fails to levelport you (which would
only happen with level teleporters in the End Game, which don't exist).
I think this should fix #K672 but without a test case I can't be sure.
The ball and chain handling in teleds() was a bit convoluted and this
streamlines it a bit.
There is still the situation that one place uses 'can't drag ball if
dist > 1' and another uses 'no need to move ball if dist <= 2'. That
seems contradictory but I want to prevent my head from spinning so
haven't tried to puzzle it out. Instead of relying on multiple flag
variables to decide whether to call placebc(), the ball and chain (or
just chain when ball is carried) will be replaced if they were on the
map before moving the hero and aren't there after assigning hero's
new location
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.
"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.
Instead of having the demon lair levels unconditionally no-teleport,
grant demon lords and princes the ability to suppress teleportation
in Gehennom on the level they are on.
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.
This is foundation work for changes to follow at a future date.
Setting or clearing u.ustuck now requires that context.botl be set,
so make a new routine to take care of both instead of manipulating
that pointer directly.
Level teleporting to current level doesn't give any feedback but
is usually done intentionally to abort the level teleport. Being
on the bottom level of branch and attempting to teleport even lower
failed silently like choosing the current level. Have it give some
feedback about not being able to go any lower.
teleds() is used for more than just teleportations, the teleportation message
was also given when mounting a steed.
Trying out a new bit flags method parameter design pattern.
For much the same reason as the horizontal teleport message: various
forms of level teleportation produce no message indication at all that
you just ended up somewhere else.
It's useful to get a message as indication you suddenly moved somewhere.
For instance, MSGTYPE=stop can be used on this to avoid bumbling in the
wrong direction after a spontaneous uncontrolled teleport.
groundwork only - window port interface change
This changes the last parameter for add_menu() from a boolean
to an unsigned int, to allow additional itemflags in future
beyond just the "preselected" that the original boolean offered.
There shouldn't be any functionality changes with this groundwork-only
change, and if there are it is unintentional and should be reported.
Cherry-pick 3.7.0's 4a3d5f95d9
(github pull request #252). Slightly tricky because the fix entry
nowgoes into a different file. fixes37.0 will need fixing up.
It's a minor annoyance when you forget you can't do this in vanilla and
then get relocated somewhere random on the level. Since it's not a
harmful "trap", just allow the adventurer to teleport directly onto it.
when attempting to crawl out of water fails and hero is life-saved
or wizard-/explore-mode player declines to die. If the hero is saved
by positioning him/her one step further away from ball and chain,
teleds() tries to drag them, but if 'emergency disrobe' left the hero
stressed or worse, dragging fails. Ball and chain were being left
where they were, with chain no longer being adjacent to hero.
If drag_ball() fails, have teleds() teleport ball and chain to hero's
new spot, same as when that isn't within range of a one step drag.
Report was for Sokoban but it applied anywhere: if a teleported
boulder landed in a pit or trap door or hole and flooreffects() used
it up (so returned True), rloco() didn't update the location it was
teleported from and it appeared not to have moved. (Line of sight was
updated to reflect its absence but map spot wasn't redrawn without it.)
A couple changes dealing with overcrowded levels. So many monsters
are moving from the Plane of Water to the Astral Plane that the
latter can start out completely full.
Give monsters who trigger the endgame portals a 6/7 chance to not go
through ('home' elementals or any monster carrying the Amulet already
wouldn't go through). They should learn about magic portal trap in
the process and not voluntarily step on that afterward.
When the Wizard or other covetous monster tries to teleport next to
the hero and fails, he was being sent to limbo. There's no need for
that; he's already on the map and can just stay where he is. That
doesn't actually help with the endgame population issue, it just
fixes a couple of uses of mnearto().
I have significant changes for mnearto() and elemental_clog() that
also help with this but will test those more before committing.
While testing, I noticed that I could completely fill the Water level
with air elementals.
Hero can't fly or levitate or water walk into/onto water locations
on Water level without drowning/crawling out the water, and monsters
shouldn't have been able to but could, then they were hit by drowning
since minliquid used different criteria than movement. But goodpos(),
used for teleport destination and new monster creation among other
things, consided water locations acceptable on that level for
non-aquadic creatures with Fly/Lev/Wwalk ability.
It explains why so many dragons and other 'nasty' monsters have been
ending up on the vanquished monsters list when hero uses level
teleport to go directly there from level 1. They've either been
getting created in water and then they drown when it's their turn to
move or moving into it to approach the hero and drowning (not sure
whether that case is immediate or on next move). There's no message
since hero doesn't see it, and air elementals didn't drown since thy
don't breathe.