Hero polymorphed into a vampire or v.lord can use #monster to switch
to vampire bat or fog cloud [or wolf for lord] but it was a one shot
polymorph. Remember when current form is a shape-shifted vampire and
allow #monster in shifted form to pick another shifted form or the
vampire form.
Genocide of the alternate shape forces back to base vampire. Genocide
of base vampire does too, then reverts to human (or dwarf, &c) as
vampires go away. Being killed while shafe-shifted reverts all the
way to human rather than to vampire. [Just realized: interaction
with Unchanging wasn't taken into consideration so hasn't been tested.]
Since 'youmonst' isn't saved and restored, I had to add a field to 'u'
to hold youmonst.cham during save/restore.
Tested with 3.6.2+ and seemed to be working (except saving while
shape-shifted restored as ordinary bat/cloud/wolf because new u.mcham
wasn't there to hold youmonst.cham yet). Builds with 3.7.0- but not
execution tested yet (I didn't want to clobber my current playground).
Noticed when testing the set_bknown patch earlier: something updated
the persistent inventory window while scroll processing was in the
midst of traversing invent and it showed the scroll I'd just read
change from known blessed to bless/curse state not known. The scroll
should really be removed from inventory because player is told that it
has disappeared, but unlike charging (which does do that so that it is
gone when selecting an item to charge), remove curse isn't auto-IDed
and the code to ask the player to call an unIDed item something only
kicks in when it's still in inventory. Preventing the scroll in use
from having its bknown flag cleared should be good enough; it won't
have disappeared yet but at least it won't be visibly changing.
Similar to ^G of 'I' triggering impossible "mkclass found no class 35
monsters", using a leading substring of "long worm tail" (other than
"l" and "long worm") would trigger impossible "mkclass found no class
59 monsters and kill the fuzzer when it escalates impossible to panic.
Tighten up the substring matching.
^G of '~' wasn't affected; it deliberately creates a long worm rather
than the tail of one. But it was possible to ask for "long worm tail"
as a specific monster type and then override the switch to long worm
when prompted about whether to force the originally specified critter.
I've added a check to prevent that opportunity to override even though
a tail without a head seemed to be harmless.
The revised mkclass() [actually new mkclass_aligned()] has an extra
check which didn't used to be there, and attempting to create a
monster of class 'I' with ^G triggered impossible "mkclass found no
class 35 monsters" which the fuzzer escalates to panic.
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).
I think the only code change was in the function for the help command.
> [1. perm_invent is kept in flags so persists across save/restore, but
> perm_invent capability can change if player restores with a different
> interface--or same one running on a different-sized display--so it
> ought to be in iflags instead.]
Not addressed here.
> 2. perm_invent window does not get updated when charging a wand (or
> other chargeable item presumably), with a scroll of charging.
Most scrolls rely on useup() -> update_inventory(), but charging uses up
the scroll early so that it will be gone from inventory when choosing an
item to charge. It needed an explicit update_inventory() after charging.
> 3. update_inventory(), is called from setworn(), which is called from
> dorestore(), when loading a save. Segfaults have been observed in
> variants based on this code (though not yet in vanilla 3.6.1), so it's
> possible this may be unsafe. The update_inventory() call in setworn()
> could be protected with "if (!restoring) ..."
tty doesn't support perm_invent, so this might be a win32 issue.
I've made the suggested change, but a better fix would be to turn off
perm_invent as soon as options processing (new game) or options restore
(old game unless/until #1 gets changed) has finished setting things up,
then turn it back on at the end of moveloop()'s prolog when play is
about to start.
= =
Most of the read.c change is reordering prototypes to match the order
of the corresponding functions. I did this when adding a new static
routine, then ended up discarding that routine.
'It reads: "foo bar quux"' is a sentence so should have a terminating
period. Technically that ought to be placed inside the quotes, but
putting it after distinguishes slogans which have their own punctuation
from ones which don't.
A couple of entries contain multiple sentences. Some used two-space
separation between those sentences, some only one; make all use two.
Add a few new T-shirt messages, including a couple with pop culture
references which are only 10 years old instead of 20 or more....
It seems to me that the reaction to "you feel dead inside" when you're
polymorphed into an undead creature at the time would be "so what else
is new?". Vary the "dead" when current form is something which gets
reported as "destroyed" rather than "killed" when killed. That happens
for things flagged as non-living. Now undead "feel condemned inside"
and golems "feel empty inside". Neither of those are ideal but they're
more interesting than "feel dead inside".
After becoming dead inside, give a reminder about that during
enlightenment and if you restore a saved game in that condition. It
was the latter that set this in motion: I wanted to confirm that
restoring with u.uhp == -1 didn't give "you aren't healthy enough to
survive restoration" when polymorphed. (It doesn't; the game resumes
and you'll die if/when you rehumanize.)
Reading a scroll while blind is permitted if you know its label, but
message is "as you pronounce the words, the scroll vanishes" unless
you are poly'd into a form which can't make sounds, in which case you
"cogitate" rather than "pronouce". Switch to the cogitate variant if
you are suffering from strangulation.
Casting spells didn't even have the distinction; you could cast them
without regard to speech capability. Check for that. Unlike with
scrolls, now you can't cast if you can't speak (or grunt or bark or
whatever) instead of having a variant description of the action, so
this is a bigger change.
Blessed scroll of fire allows to choose the explosion location like
scroll of stinking cloud does. This should make it somewhat useful
in the early game.
setmangry() and wakeup() were being used for multiple purposes. Add an
extra parameter to track which. This fixes several minor bugs (e.g.
whether monsters with no eyes were angered by (useless) gaze attacks
against them previously depended on the state of a UI option, and
the Minetown guards would be annoyed if you used a cursed scroll of
tame monster on a shopkeeper). It's also a prerequisite for the
Elbereth changes I'm working on.
When scroll of light is read while confused and summons a yellow or
black light, if it didn't have a user-supplied type name then user
would be asked to supply one even if scroll of light was identified.
Let effect()'s caller handle docall().
Do it properly, using the arguments to xkilled() instead of reversing
the conduct counter after the fact.
The xkilled() flag value of '1' has been reversed. It used to mean
'display message' but now means 'suppress message' since both of the
other flag bits are for suppression. All callers have been updated
to specify either XKILL_GIVEMSG or XKILL_NOMSG so the underlying
number remains transparent.
Accept "male" or "female" when specifying monster type for ^G.
Groundwork for testing and hopefully eventually fixing "female
gnome" grows up into "gnome lord" and becomes male.
There have been two or three reports on getting feedback about
amulets rusting. Object formatting doesn't display erosion for
them, so being told about damage then not seeing that damage
feels like a bug. Even if damage was displayed, it has no effect
on them so would still feel somewhat strange. It does display
erosion for wands and rings, which is strange too.
This limits erosion damage--and its feedback--to items which are
actually impacted by erosion: armor, weapons and weapon-tools;
also heavy iron balls and iron chains since they've traditionally
shown rust even though it has little effect.
A side-effect of this change is that flammable items (other than
armor and weapons) which don't burn up immediately will no longer
become burnt, then very burnt, thorougly burnt, and finally be
destroyed. Since the player couldn't see or possibly repair the
erosion state, it seemed incomplete. It could be reinstated by
making other flammable items be subject to erosion and displayed
as such by xname() & co.
Wishing now avoids applying erosion and erosion-proofing to items
that aren't affected by it, regardless of material. It also now
allows wishing for "rusty rustproof <iron-object>" which used to
suppress "rusty" in that combination and triggered a couple of
old bug reports.
Heavy iron balls and iron chains can have rust repaired and can
be made rustproof by wielding, then reading enchant weapon while
confused, as if they were weapons.
Reading a non-cursed scroll of enchant weapon has a side-effect of
uncursing a weapon welded to hand(s). Make it do the same thing for
cursed tin opener, the only non-weapon/non-weptool that welds to hand.
Make a fix suggested during beta testing: you can read scrolls while
blind if you know the label, and you can write a scroll with a magic
marker while blind, but the result was flagged as description unknown
so you couldn't read the newly written scroll until regaining sight
or obtaining object identification. So change writing a previously
discovered scroll while blind to set dknown since a successful write
always yields the type of scroll requested. Getting lucky while
attempting to write an undiscovered scroll--which has to be done by
scroll's type name (for instance "food detection") rather than by its
label ("YUM YUM")--still leaves the description flagged as unknown
since hero hasn't seen the what sort of label the new scroll has.
Along the way I got side-tracked by the possibilty of writing a scroll
of mail. It's allowed and yielded the same result as finding such a
scroll in bones, or wishing for one: when read, it was junk mail from
Larn. Make one written via marker give different feedback since it
comes from creation of a stamped scroll without any stamps available.
Also, suppress an "argument not used" warning for readmail().
In 3.4.3, reading an uncursed scroll of enchant armor while wearing
a piece of cursed armor performed an uncurse as well as raising
enchantment. A fairly big patch to redo how pending shop bills were
affected by altering the items on the bill accidentally took away
the uncurse part when modifying the scroll code to use the bless()/
uncurse()/curse() functions instead of manipulating the armor's
blessed and cursed flags directly.