Suggested by <Someone> <email deleted>, fainting from lack
of food while wielding a cockatrice corpse should fall on that corpse
and be fatal, like triggering a pit or moving down stairs while too
heavily encumbered. I put the fixes entry in the new features section
even though it probably qualifies as a bug.
From a bug report, code that always
produced plural feedback (used only for values of N greater than 3) was
unnecessarily handling plural vs singular. No change in game behavior;
just one less function call in the code.
From a bug report, getting "your
clumsy kick does no damage" when attempting to kick the location of a
concealed mimic or hidden monster didn't bring the target out of hiding.
Mentioned by <email deleted> in his report about
sound anomalies, it was possible for a sleeping hero to "gladly start
removing armor" when attacked by a nymph or succubus. The code
explicitly wakes up the hero if he has fainted from lack of food because
"can't charm without waking you" (according to the existing comment),
but it didn't handle other forms of sleep and paralysis. You could get
|You fall asleep.
|The wood nymph charms you. You gladly start removing your armor.
|The combat awakens you.
Now in the same situation you'll get
|You fall asleep.
|You wake up.
|The wood nymph charms you. You gladly start removing your armor.
From a bug report, the text change applied
when you try to give an artifact's name to am item of that artifact's type
would choose a letter from 'a' through 'y' when replacing the randomly
selected target letter. Rather than fixing the off by one bug which
prevented 'z' from being chosen, this switches to the existing routine
used for mangling engravings. (Unfortunately the fix is not as simple as
first expected, because wipeout_text() doesn't guarantee to change text
which has spaces in it and all the quest artifact names have those.)
From a bug report, pets able to eat
acidic and poisonous corpses (black naga was the case cited) would eat
green slime corpses without turning into green slime, unlike the hero.
This prevents such monsters from eating green slime unless they're
starving, implements transformation into green slime for the case where
it does get eaten, and prevents non-pet gelatinous cubes from devouring
such corpses. meatobj() is reorganized to hopefully become clearer, and
it removes the assumption that the object eater is a g.cube in case we
ever adopt slash'em's "tasmanian devil" monster.
Monsters with digestion attacks who swallow green slime monsters
are turned into green slime, but ones who swallow hero poly'd into green
slime are not. This doesn't address that.
When dragon scales or dragon scale mail becomes embedded in poly'd
hero's skin, the '[' command would report "you are not wearing any armor"
but the '*' command showed "a set of <color> dragon scales (embedded in
your skin)". The '[' feedback is more accurate but the '*' feedback is
probably more useful. This changes '[' to be more specific when lack of
worn armor is accompanied by embedded dragon scales/scale mail.
I put the fixes entry in the new features section since the old
behavior wasn't a bug.
From a bug report, polymorph of self due to
breaking a wand also polymorphed various items that were dropped in the
process, unlike the case of zapping polymorph at monsters which excludes
dropped items from being poly'd. This polymorphs the pile at the hero's
feet before polymorphing the hero. I first tried to handle it using
obj->bypass like with monsters, but that didn't work. Post-3.4.3, the
bypass handling is also used for polyself (by retouch_equipment()) and
it was getting reset at an inconvenient time.
He also complained that he failed to get "you feel shuddering
vibrations" when some polymorphed objects got destroyed. That message
is issued by weffects() which do_break_wand() doesn't call. It ought to
be fixed, but this patch doesn't address it.
Lastly, add code to prevent objects guarded against polymorph via
obj->bypass from getting used up when creating polypile golems.
The report that killing a Rider on an altar allowed you to sacrifice
its corpse was a wizard mode-only phenomenon in 3.4.3 (because you needed
to use an altar at some location other than the Astral Plane, hence also
needed to use ^G to get the Rider there), so not really a bug. But a
post-3.4.3 change has made it possible to offer corpses from the floor on
the astral level, unintentionally making it possible to sacrifice Rider
corpses. This makdes #offer check specifically for them and trigger their
revival if the attempt is made, same as done by pickup.
Some post-3.4.3 code to clean up thrown or kicked objects which were
in transit at the end of a game didn't work correctly for kicked objects,
leading to an "obj not free" panic if you kicked an object at some point
and didn't kick anything else before the game was over. Unlike thrownobj,
kickobj wasn't being cleared after use.
Add an entry to the set of randomly placed engravings. The revival
of Doctor Who, which seems to be referred to as Series 1 through Series 4
ignoring umpteen years of earlier versions, showed graphiti of "BAD WOLF"
intermittently throughout season two and brought it back for the finale
of season four. As far as I noticed, it was always written in all caps.
When testing singularizing of fruit names I noticed that "bunches of
grapes" became "bunche of grapes". makesingular() had a comment about
not recognizing "es" and suggesting that recursion could solve it. But
makeplural() already handled things like that without resorting to
recursion, and it also recognized more compounds than just "foo of bar"
and "*man-at-arms" (such as "pie a la mode" and "soup du jour"). This
moves the compound phrase recognition into a separate routine so that
both makesingular() and makeplural() will handle the same stuff, and it
modifies makesingular() to do as well as makeplural() when processing the
front half of compound phrases (the "foo" part in "foo of bar").
Also, a minor plurization tweak: algae was recognized as already
plural but larvae and several similar words weren't.
Inventory formatting for a single slime mold object would be strange
if the user entered a plural word or phrase for fruit name. Forcing the
user-specified value to be singular as it's being set up as current fruit
avoids that. [Something like <Someone>'s "bunch of grapes" is unaffected;
it's already singular and correctly handled as such by makesingular().]
This may have a side-effect of limiting the creativity of some players
who try to trick others via bones files gimickery, but I think the extra
consistency in object naming during ordinary play is worth it.
According to the cvs log info, this issue was actually mentioned in
a patch I made ("fix M203...") in October, 2005. I have no recollection
of that at all....
Each time save and restore is performed, the ffruit list gets
reversed. Since additions can be made when it is in backwards order or
in original order depending upon whether an odd or even number of save/
restore cycles have taken place, the numeric sequence of its entries is
ultimately arbitrary. So there's no point using extra code to force new
ones to be added at the end of the list; just put them at the beginning.
I almost abandoned this when Michael beat me to it, but besides
handling the fruit rename bug it also moves `current_fruit' into the
context structure to eliminate separate save/restore for that.
From a bug report:
The following steps do not yield the expected fruit:
1) start nethack in explore mode (with a wand of wishing)
2) change fruit name to "tomato"
3) save/restore
4) change fruit name back to "slime mold"
5) save/restore
6) wish for a fruit; you get a tomato
7) check options; fruit name is set to "slime mold"
If you specified a fruit name that already existed in the list,
fruitadd() always set current_fruit to the fruit with
the highest fid encountered in the list to that point, instead
of the fid of the matching entry.
From the newsgroup: if no co-aligned artifacts are available when
attempting to give the first divine gift for an offered corpse, nothing
would be given. Since the gift counter stayed at 0, subsequent attempts
to select one would still treat it as first gift and always fail again.
The first divine gift from offering corpses must match the hero's
alignment; after that, nonaligned artifacts (Frost Brand, Giant Slayer, &c)
are added to the pool of choices for further divine gifts. It's pretty
easy for a chaotic character to use up the co-aligned artifacts before
getting any divine gift. There aren't many chaotic ones and some are
inelgible due to being race-specific items. Wishing for Stormbringer--or
loading a bones file which contains it--and creating Sting and Orcrist
via naming will do the trick for an elven hero.
This patch expands the pool of candidates to include nonaligned
artifacts during first gift selection if no co-aligned ones are available.
use makedefs --grep in Makefile.doc
call make clean in doc from make clean in top
add commented out rule to produce mdgrep.h from mdgrep.pl
macosx1.5: don't chown/chgrp for single-user install
unixmain.c: work around C90 warning for Mac-specific code, fix last fix
makedefs.c: temporarily disallow blank after control introducer until docs
catch up
mdgrep.pl: add ALLDOCS, clean up generated file's header
Finally found a flag combination that will complain about declarations mixed in
with other code: -ansi -pedantic.
Clean up the violations of that I just introduced and add that flag to the
Mac 10.5 hints file. (Note that there is one warning left in unixmain.c -
it's in Mac-specific code.)
Add SHELLERS - people allowed to use ! command with same syntax as WIZARDS.
Add new hints file for 10.5, since the rules and commands for groups changed
(new commands introduced in 10.4, old ones removed in 10.5; creating a new
user under 10.4 gave you a matching group, in 10.5 it doesn't). Also move
shared build into roughly right place in file system when being installed
for root - don't use ~root.
Makefile.top - don't remove ./-p unless it exists (that's always annoyed me).
fix error invoking macosx.sh
A change yesterday made putting on an amulet of restful sleep avoid
clobbering the timeout from having already eaten one, only replace it if
the new timeout is shorter. This does the inverse; when eating one, if
you're already sleepy from also wearing that type of amulet, only replace
the timeout if new one is shorter. And don't clobber the other intrinsic
bits with FROMOUTSIDE, just add it to whatever ones might already be set.
Neither should have any observable effect on game play, so no fixes entry.
From a bug report, wearing
(or removing) an amulet of restful sleep was overriding permanent
sleepiness which had been obtained previously via eating another amulet.
The setting of timeout clobbered the non-timeout bits for that intrinsic.
This also adds the timeout counter for sleepiness to enlightenment
feedback in wizard mode. Unrelated: rephrase enlightenment feedback for
adornment to more accurately describe what that does.
Pat Rankin wrote:
> That patch looks incorrect. `CONSUME' increments argv,
> so now a different value is being passed to the function when
> initializing that variable than was passed before.
From a bug report, archeologists were
inadvertently starting out at basic skill level in sling because of their
carried touchstone, which is flagged as being sling ammo.
More warning bits that never got committed.
More appropriate compiler flags for warning checks (macosx only for the moment).
The changes in dgn*[lc] just rename line_number to nh_line_number to avoid a
clash, so no need to regenerate the lex output.
get macosx down to one hints file (default tty, single user) for
tty, x11, qt and single or multiple users
preliminary bits that might allow a macosx qt build
Add MAXPLAYERS to SYSCF config file; deprecate (but continue to support)
MAX_NR_OF_PLAYERS in nethack.sh since it is trivially overridden in many
(all?) cases and isn't useful for ports that don't use nethack.sh.
This code (except for some of the argument parsing changes) is not used yet.
mdgrep.pl generates mdgrep.h; like the lex and yacc files we ship mdgrep.h
pre-generated; there is no need for perl on end-user/end-compiler systems.
(In fact mdgrep.h is so simple mdgrep.pl is probably overkill.)
mdgrep.h creates an array reflecting the compiler options in effect
The changes to makedefs break the Mac OS9 compile; if necessary the fix is
simple and documented (but I think that port is permanently dead).
With that port out of the way, makedefs can be allowed to take real options;
none of the current options have been changed. Instead, a second sub-main
routine has been added to handle options starting with two hyphens and all
the new options start with two hyphens:
--input specifies the input file (- is stdin)
--output specifies the output file (- is stdout)
--grep causes the input file to be filtered into the output file
--grep-showvars dumps the info from the array in mdgrep.h
--grep-trace turns on tracing of the grep filtering
Docs for the filtering language are in the source.
Follow up to the patch that adds a fake inventory entry for the
swallowed hero when probing an engulfer. Make the header for the hero
be plural to match those of object classes, and prefix the hero entry
itself with a/an to reflect its count of 1.
| Swallowed Creature -> Swallowed Creatures
| > - elven ranger called wizard -> > - an elven ranger called wizard
Reported recently by <Someone>: probing feedback while engulfed
shouldn't claim that the monster is not carrying anything when the hero
is inside of it. The simple case where it's not carrying anything else
was a trivial one line change; handling inventory plus hero was trickier
and I wouldn't have bothered if I'd realized what it was going to take.
But it's done now; trivial case
The purple worm is not carrying anything besides you.
and harder case
The purple worm's possessions:
Weapons
a - an uncursed dagger
Swallowed Creature
> - human archeologist called wizard
Throwing an object while engulfed and then quitting triggers a panic
when the end-of-game code tries to clean up the thrown object. Throwing
code wasn't reflecting the fact that adding the missile to the engulfer's
inventory already handles the thrown object. 3.4.3 wasn't affected; it
didn't bother trying to clean up `thrownobj' in done().
Readability tweak; use `WAND_BACKFIRE_CHANCE'. This code for giving
cursed wand a chance to explode when engraving is in the branch too, but
the macro wasn't added there.
From a bug report: in the irregularly
shaped temple on the C quest home level (the room where the leader is
located), the lit south wall contained a dark spot where a secret door
is located. It stayed blank until you got right next to it rather than
just until you got to a good angle facing it. (Magic mapping hides the
problem by showing that spot as a wall instead of leaving it as unseen;
you have to walk or teleport to that room in order to see the problem.)
The code that lights walls and doors which border lit rooms neglected
temporary walls produced by secret doors.
Implement something <Someone> suggested a long time ago: eating a
disenchanter corpse has a chance to remove an intrinsic. Uses the same
routine as nighttime gremlin attacks, which chooses an intrinsic randomly
and attempts to remove it, so has no effect if it chooses one the hero
lacks. This can be used to remove "aggravate monster" but is much more
likely to target something the player wants to keep. [By the way, a lot
of potential candidates are missing: sleep, shock, and disintegration
resistance and teleport control come immediately to mind.]
Also, it has been bugging me that you can get both strength and
fire/cold/shock resistance from the same fire/frost/storm giant corpse.
The code prevents mind flayer corpses from conferring both intelligence
and telepathy, so strength handling was inconsistent (even though it
predated mind flayers...). This causes strength boosting to be treated
as an extra candidate when selecting an intrinsic to confer, so you'll
either get strength or resistance (which might be a no-op) but not both
from those giants. And it special cases the other giants to have the
same 50% chance for boosting strength, even though the alternative in
their case is to do nothing instead of trying to confer something else.
Lastly, it now gives a message when you succeed in gaining strength.
From a bug report,
the message when dipping one stack of potions into another triggers an
explosion says "BOOM" yet nearby sleeping monsters remained undisturbed.