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.
>More worrying is the fact that applying a figurine over water lets
>the monster wait until its next move before it drowns (giving
>you time to teleport it to safety, or whatever) [...]
>Should there be a minliquid() check as part of make_familiar()?
Applying at the water location next to you was easy. But
applying it at your own location (triggering BY_YOU) could
end up placing the figurine at the far side of the level if
there was lots of water.
Correcting that required the ability to pass a flag from
make_familiar to makemon() telling it to not rule out
water locations as good positions. The flag had to
be passed on down to goodpos() and enexto().
The bulk of this patch is just adding an additional
argument to goodpos() in all of the callers.
<Someone> wrote:
> "The freezing sphere explodes! You seem unaffected by it. But wait...
> The freezing sphere's medallion begins to glow!
> The freezing sphere looks much better!
> The medallion crumbles to dust!"
> How can sphere wear a medaillon?
> How can an exploded creature start to look better, if it leaves no corpse?
This addresses the part about looking better, it does not
address spheres wearing medallions (which is not a bug
in my opinion, but other opinions may differ)
From the newsgroup: wishing for a "Scorpius egg" succeeds;
fortunately the resulting egg will never hatch. Turn such eggs into
normal scorpion eggs instead.
- The code in xkilled failed to call spoteffects after killing the monster
that was engulfing you. Being expelled already worked correctly.
- While testing this, I discovered that removing a ring of levitation or
similar while engulfed would call spoteffects when it shouldn't. Fixed
that too.
- water elementals now get a special message when they land in lava
- rather than track down all places where non-moving monsters can end up in
lava (or water, not that it currently matters), add a check to mcalcdistress
to catch all such cases, once per turn.
Forwarded from the newsgroup: when a monster gets hit by wand or
spell of polymorph, any armor that fell off was protected from being
hit by that same zap, but a dropped weapon wasn't. Nor was the whole
dropped inventory in the case where the monster is killed by system
shock rather than transformed. Protect its entire inventory.
The fact that a pet was starving to death got recorded with its
corpse; if that corpse was revived via undead turning, the resulting
monster would immediately starve again if it stayed tame. Similarly,
if one got petrified while nearly starved, reanimating the statue would
produce a starving pet. Make revival and reanimation use the same code
as life-saving, where hunger status gets reset.
Provide more control over message handling for monsters' use
of equipment. This fixes the statue revival problem (inappropriate
feedback when monster puts on speed boots) mentioned in the earlier
"intrinsics of dead monsters" patch.
Monster traits that are used to revive some corpses or statues
with their old attributes were retaining intrinsics conferred by worn
items. To prevent that, strip such attributes at time of a monster's
death before the traits are recorded. Statue handling needs to some
more work; now that extra speed is lost, there's an out of place
message if/when a revived statue gets to put on its old speed boots.
> I'm working on a Nethack port, and one of the header files a
> library uses has a structure with a member named "red". Since
> includes/decl.h #defines red to something, this totally loses.
>
> Attached is a patch which fixes the color defines.
Fix the case <Someone> saw, where forcefighting an undetected monster
would still leave it undetected, resulting in an odd message sequence unless
you kept forcefighting on the next turns. This also left the monster at a
disadvantage, since it wouldn't fight back. Added a check to wakeup() for this
case, cutting off the possibilities and allowing the monster to fight back.
> [Cast a healing spell in a shop where no mimic was visible] So,
> "The small mimic looks better.". However, my picture still looks
> the same. Either the mimic should be shown, *or* I shouldn't get
> any message about the mimic healing. Both solutions seem equally
> valid to me.
If the mimic was mimicing the "strange object", then the healing causes
them to start mimicing something else with no message (the observant
player could notice however).
If the mimic was already mimicing a real object, a message similar
to this one results:
"The crude dagger seems a more vivid black than before."
<Someone> noticed that the change to require axes for trees (and allow them for
doors) did not extend to monsters. Now it does.
- added 2 new weapon check flags to handle the new cases
- added some detailed digging flags to mfndpos, based on ALLOW_DIG, and
moved some common logic regarding that flag into mfndpos
- made the ARMS check consistent for 2-handed weapons
I also noticed that simply carrying a pick was enough to allow a monster to
dig a door; wielding wasn't required. This is fixed as well.
"It was hidden under a green mold corpse! It bites!"
Never seen corpse from a never seen monster can be
revealed by the hider.
-problem is that the corpse of the monster is
always created with dknown set to 1 when make_corpse() finishes,
even in the case where you never knew what it was while alive.
> > On Saturday, 6 Jul 2002, <Someone> wrote:
> > What's the rationale behind using "money" for what used to be
> > "gold" (as in "The hill orc picks up some money" or "You notice
> > you have no money!")? Has the zorkmid been devalued?
[...]
> At least let *leprechauns* pick up gold. Unlike orcs, they're not the
> kind to pick up just "money".
Nethack crashes when you are riding a flying monster over a
pool/moat and some engulfing monster plucks you off your saddle.
After falling into the water you'll get the normal message
sequence (sink like rock ... phew, that was close; you also get
chance to teleport if you can). After the last message the game
will crash with a segmentation fault.
- reproducible; null pointer dereference in swallowed()
The crash results because dismount_steed() calls float_down(), which
calls drown(), which calls teleds(), which clears u.ustuck. So when
gulpmu calls swallowed after dismount_steed(), this line attempts to
derefernce a null pointer:
swallower = monsndx(u.ustuck->data);
This patch bypasses the float_down() in dismount steed() altogether.
That routine is meant to return the hero to the floor, and that
isn't appropriate if a purple worm just plucked you off the steed
anyway.
While this fixes the crash, a problem still exists. The
way swallowing works, the swallowing monster's location
switches to that of the hero. Since that location is
over water, the purple worm ends up drowning almost
immediately after you are swallowed, while you are
swallowed. The purple worm's death is not revealed
to you since the "The purple worm drowns." message is
conditional. This patch also adds a message when
the purple worm dies, but should this guaranteed
drowing take place?
Add a param to newcham() to let it print "The oldmon turns into a newmon!"
rather than always printing this externally. Should ensure a good ordering
of the messages. Also put some special name handling in one place and
catch a couple cases where "saddled" was printed, resulting in funny messages.
- <Someone> reported that the swallowed display did not update immediately if
you managed to polymorph the monster that was engulfing you into another
engulfing monster
Can't push boulders through iron bars; traps can't roll such through either;
likewise for objects thrown by monsters.
Thrown objects susceptible to breaking might do so when they hit iron bars.
Assorted monsters can pass through iron bars; ditto for polymorphed character.
Attempting to dig iron bars will wake nearby monsters instead of yielding
"you swing your pick-axe through thin air".
Autodig won't accept iron bars as candidate location.
- if a mimic mimics a boulder (top sokoban) or a door atop
a closed door the closed door didn't block your vision after
the mimic is sensed.
- also, make mondied consistent with xkilled WRT corpses on inaccessible
locations: no corpse
From the newsgroup: when an undead monster got killed by a wand
or spell of undead turning, if it left a corpse that corpse would be
hit by the same zap and was immediately revived. This fix uses the
flag bits that were added to prevent objects that are dropped by a
polymorphed monster from being hit by the same polymorph zap.
This also fixes a post-3.3.1 bug that produced "the <undead>
turns to flee" even when that monster had been killed by the turning
attack. 3.3.1 had the same bogus fleeing effect but didn't give any
message so it was unnoticeable.
Generally modify the AD_DGST damage type so that:
- players and pets get no AD_DGST nutrition from G_NOCORPSE monsters
- undead no longer convey any nutrition, to either monsters or you-as-monster
I decided on this based on the age typically assigned to undead corpses.
- digestion conveys 50% or normal nutrition, and takes 25% the time to eat.
- all AD_DGST attacks are now subject to gas spore explosions, including player
Make wands of speed or slow monster known if their effect
on monsters is observed; likewise for speed boots. Also, avoid
giving odd "the bat is moving faster" when seeing a bat created
in gehennom and inaccurate "the monster is moving slower" when
a monster puts on speed boots.
Duuuh. Of course adding objects already changed the editlevel.
Anyway, here's the fix I was working on. It only matters in a very obscure
situation. (Also, the quest leader still speaks no matter what he's
polymorphed into.)
This patch, based on code sent to us by <Someone> well over a year ago, addresses
bugs recently resurfaced. Namely, that lava does not generally do anything
to monsters or objects that land in java. Newly renamed minliquid() handles
both water and lava, and new fire_damage() is used similar to water_damage().
Summary of spell changes:
-- wimpiness of 'default' spell fixed by doing half damage for magic resistance
instead of 1 damage, and using half monster level instead of 1/3. It may
still need tweaking, but is much better than before.
-- 'default' spell for cleric monsters is now the wounds spell, by analogy with
wizard monsters.
-- added clerical lightning strike, flame strike, gush of water
-- all spells should now say the monster is casting a spell, and all spells
should have messages. (Side effect: monsters speeding up by other means
also give a message saying so).
-- casting undirected spells is not affected by whether the monster knows
where you are. Monsters that are attacking your displaced image, that are
several squares away, or that are peaceful can use undirected spells.
-- messages should correctly say whether the spell is undirected (a monster
was always casting at thin air or pointing at you and cursing, without checking
to see if the spell wouldn't require pointing)
-- Monsters which are attacking your displaced image, etc. use up mspec_used.
If they are casting an undirected spell, the spell still works.
-- Monsters which are not attacking can cast spells that don't attack.
-- If a monster didn't have ranged spellcasting ability (which most don't),
it would print a curse message from buzzmu() every round it was at range,
creating a useless stream of constant curse messages
I still haven't made spellcasters "smarter" in the sense of noticing whether
you have reflection, fire resistance, etc. That opens a big can of worms
because it would mean giving monsters a memory.
Known bug: the higher level a monster is, the more spells it has; since it
chooses a noncombat spell by randomly picking a spell and casting if it
happens to be noncombat, the higher level the monster is the greater the
chance of getting nothing.
magic while wearing dragon scales/scale mail were being turned
into random monsters instead of into dragons.
Also
Two items from <Someone>'s list.
Files patched:
include/obj.h
src/mon.c, muse.c, worn.c, zap.c