Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.
This patch:
- collects all context/tracking related fields from flags
into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
This patch introduces a change to yname() and Yname2() that avoids the
possessive "your" for the hero's normal, fully identified artifacts.
Quest artifacts still get the possessive, as do all other objects and all
objects not in the hero's possession. shk_your()/Shk_Your() are used in
many places with a specific, generalized name for the object, so I didn't
introduce the artifact behavior there, although I did change them to append
a space, which simplified some other code. Through added use of yname(),
there may be some places that used to just say "corpse" that will now be more
descriptive via yname()'s use of cxname(). I'm sure <Someone> will point
out any such places that are too onerous, although nothing obviously is.
I took the opportunity to inspect many uses of "your" and even Your(). Two
new functions are also introduced, yobjnam() and Yobjnam2(), which work
like aobjnam() and yname() combined, because I found that many uses of
aobjnam() were preceeded by "your" and I couldn't generally provide the
desired behavior for artifacts (or future artifacts) without a combined
function. In some cases, this change allowed better sharing of code.
rust_dmg() still takes a string as input which is sometimes initialized
from xname() and often prepends "your" to it. Currently, this isn't a
problem since there currently are no normal, armor artifacts. If/when any
are introduced, rust_dmg() will need to be addressed.
The patch is for the trunk only. A lot of research was required and I
didn't feel the upside was there for repeating it in the 3.4.3 branch.
<Someone> wrote:
>> You're equally unlikely to be wishing for spellbooks by colour,
>> but I note that 'grey' for 'gray' only works for dragonscale and
>> stones, not the spellbook description.
>>
> I've just noticed that the fix for this only works for 'grey
> spellbook', not 'grey spell book'; 'spell book' works for wishing
> in other contexts, so it probably ought to here :-)
Although the overlay stuff is destined to be
removed someday, this patch just makes the
use of STATIC_DCL, STATIC_OVL consistent
in the trunk.
[As a side pointless experiment, I was able
to build a working 8086 port of 3.4.2 after
this change that worked correctly in limited
testing right up until it came time to enter
Ft. Ludios., where it couldn't allocated the
required amount of memory.]
- fix ring of protection from shape changers causing
real monster to be created.
- add ability to get the character class monster from
genus() or the species.
- use the character class monster when animating
guardian corpses.
1) killer reason for scattered land mine shrapnel used "a" or "an" prefix
even when multiple projectiles hit as a group -- one of various things
From a bug report.oextra field) --
noticed while investigating #1 and later From a bug report.4.0 due to an unintentional side-effect of missile killer reason
handling in 3.4.1 (removal of redundant "poisoned" prefix by m_throw()
confused the poison handling routine) -- noticed while investigating #3.
> "The magic-absorbing blade scares the erinys! The erinys resist!
> The erinys are stunned. You kill the erinys!"
vtense() already has code to handle "erinys", but it didn't work as
intended when the caller uses "the erinys" for the subject string.
Valid fruit names like lotus would result in funny fruit juice names, eg
"lotu juice". Looking at a long list of words ending in "us", the ones one
might reasonbly use for a fruit name were all singular, as were almost all
of the unreasonable words. Changed the logic to prefer to leave "us" words
alone, except for 2 monster types that might be entered with "s" at the end.
Tengus is not correct, according to makeplural, but I put that in to be nice.
To fix Magicbane's message sequencing, its code needs to be redone
substantially. These changes make that easier.
cancel_monst() let caller know whether cancellation succeeds
resist() give artifact weapons a resistance attack rating
vtense() handle monster names and "you" as subjects; checking against
object names and descriptions pointed out a couple of other
words that would have ended up being miscategorized.
> You're equally unlikely to be wishing for spellbooks by colour,
> but I note that 'grey' for 'gray' only works for dragonscale and
> stones, not the spellbook description.
Curse and bless status has no meaning for gold. Likewise
for erosion and other object flags controlling whether an item is
considered to be fully identified.
The wishing code intended to make a wish for "blue glass" yield
a "worthless piece of blue glass" (and similarly for other specific
colors) but it didn't work right. Also, wishing for "looking glass"
tripped up on that same code and didn't work either. (Several other
permutations for worthless gems such as "worthless blue glass" and
"piece of glass" already do work.)
Document the way to decline a wish or genocide, and allow both
actions to accept both "none" and "nothing" so that players don't
have to remember which response goes with which prompt.
This fixes the wizkit so that if someone wishes for a non-object such as
a trap, not only is no message printed, but we don't try to create anything.
Incidentally, if you have two bad wizkit items in a row, you get told to hit
space to continue, then you can hit space, then the error message for the
second bad item is printed on the same line as the first hit space message.
(I haven't tried to fix that.)
- switch aobjnam() to use cxname, not xname
- update Tobjnam() comment, since it can still use xname w/o confusion
A specific case that's fixed: You begin bashing monsters with your corpse.
This prevents wizkit items that aren't objects from having their names
printed on the screen if they are gold pieces, traps, or similar.
(Note that the only one of those that actually works is gold. For some reason
if you put "a hole" (for instance) in the wizkit, the hole will not get
created, even though it will, even on the stairs, if the wizard wishes for it
in-game.)
- new cxname() to simplify doing the right thing in increasingly common cases
- use for bullwhip snagging
- in shopkeeper offer code
- in a couple other existing places rather than duplicating CORPSE checks
- use singular(...) in "swings" cases, since only one can hit. Singular uses
corpse_xname automatically when appropriate
includes container contents, not just the cost of the
container itself (a prices in inventory phenomenon).
Along the way I discovered a peculiarity -
contained_cost() was adding up the cost of everything in
a container, even if you had stashed items in it that were your
own and not marked unpaid it seems.
I added a flag to force the code to only add objects
that were marked "unpaid" so I could use it in this new
instance, but I didn't change any of
the existing usages (I left the flag at FALSE which leaves
the consideration of the unpaid status alone just as
before).
Some of this is correction of some messages that were
wrong prior to this when dealing with selling of objects
inside a container when only part of the contents was unpaid.
Add absent prototypes to some core routines.
Also add some port function() to function(void) in some win32 routines.
Also updates the Borland C Makefile for win32.
The inability to wish for a blessed +2 fireproof speed boots really was a bug.
Prefixes are checked for inside a loop which should allow them to be in any
order; for some reason +nnn and empty were outside that loop.
Also adding the secret door detection fix to betabugs 3.3.0. (Is it safe to
hand-modify betabugs 3.3.2?)