Several bug reports have been filed regarding the use of attached iron balls to
move in ways that are otherwise disallowed: moving diagonally from a
doorway, moving through boulders, squeezing through small openings, passing
over traps and diagonally between boulders on sokoban levels. Modified
bhit to deal with this. All these cases now cause the iron ball to stop if
appropriate for your form, level of burden, and so on. Since both boulders
and iron balls are big, boulders now always stop thrown iron balls,
even if not attached. Since iron balls don't cause any damage as they pull
you along, I didn't add any damage for the new "jerks to a halt" cases.
> fog cloud hit uses "it". I was exploring the insides of a fog
> cloud with my fifth level wizard, and cast force bolt at its
> insides. I got the message "The spell hits it. You destroy the
> fog cloud!". Shouldn't "it" be "the fog cloud"? If so, it is
> debatable whether or not the then second "fog cloud" should
> perhaps be "it"... [<Someone>]
Since the crysknife is the only MINERAL object in the
game that isn't affected by the "stone to flesh" spell,
and the only thing that makes it to the default
case on the switch statement in zap.c, make it
obvious that it isn't an oversight that nothing happens.
(it wasn't an oversight, right?)
Three related bug fixed, two reported in U409.
+ If you zapped a wand of cold downward while hiding underwater, the uundetected
flag was not reset (but the monster case was code correctly), resulting in
an impossible error on the next attack
+ If you finished eating something you were hiding under and were attacked,
another impossible would occur
+ While checking the eating gold case, I noticed that several cases would lose
gold on the floor if the attempt to eat it failed
The first case is fixed by resetting the flag just like the monster case.
The other cases are fixed by adding code to useupf to deal with this.
eatspecial and floorfood were modified to allow useupf to be called, and
fix the 3rd bug in the process.
<email deleted>
Newsgroups: rec.games.roguelike.nethack
Subject: Re: Other ways to destroy the Amulet
<Someone> wrote:
>>> Zapped undead turning at his _corpse_, which brought the corpse
>>> back to life and also destroyed the ghost. The revived
>>> character was not carrying anything.
>>
>> Hmm, didn't the Amulet fall to the floor like when you genocide
>> something that's carrying something?
>
> Nope.
>
> That's because undead turning does mongone(ghost). The mongone
> function destroys the inventory of the monster:
> discard_minvent(mdef); /* release monster's inventory */
>
> Whereas genocided monsters are removed with mondead, which calls
> m_detach, which calls relobj, which drops the monster's inventory
> on the floor.
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.
Building with an old version of gcc with various warnings enabled
generated a lot of noise. Most of it was due to not guarding string
literals with `const', but there were a couple of actual problems too.
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.
This was caused by taking a copy of the name
prior to a later delobj for use in the message.
The name would always be plural if there was
more than one, so that pluralized name would
be used even if only one of the stack was
destroyed. Sometimes the name saved
was "scrolls labeled XXXX."
This patch simply saves a pluralized name
and a single version and uses the
appropriate one in the message, rather
than introducing splitobj() complications.
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.
- Breaking wand of digging dug through rock which should be undiggable.
Checks assumed pits would never show up in solid rock.
- Breaking wand of digging near shop walls wouldn't anger the shopkeeper
Checks assumed pits would never show up in walls, also, added a special
case to pay_for_damage to handle the case where you're falling thru and
can't be asked to pay.
- Shop walls wouldn't be restored if there are pits in the way.
Checks assumed pits would never show up in walls.
- If there was a hole outside the shop, you could kick stuff out of the
door into the hole without shopkeeper noticing. Added the missing check.
<Someone> wrote:
> Linux, Redhat 7.1 nethack 3.4.0
>
>Please see attached patch file.
>
>I'm attempting to move more stuff into the "read-only" area, in
>preparation for a port to another OS.
> [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."
Problem was due to the use of obj
in the caller (bhito), after delete of
the obj within animate_statue().
map_object(obj * 0x0000ff00, int 1) line 254 + 3 bytes
newsym(int -18, int -2) line 702 + 102 bytes
bhito(obj * 0x002f6c00, obj * 0x002f7398) line 1665 + 21 bytes
bhitpile(obj * 0x002f7398, int (obj *, obj *)* 0x0055220b bhito(obj *, obj *), int 37, int 11) line 1701 + 11 bytes
bhit(int 0, int 1, int 10, int 0, int (monst *, obj *)* 0x0054e0e0 bhitm(monst *, obj *), int (obj *, obj *)* 0x0055220b bhito(obj *, obj *), obj * 0x002f7398) line 2707 + 29 bytes
weffects(obj * 0x002f7398) line 2434 + 51 bytes
spelleffects(int 3, char 0) line 824 + 11 bytes
docast() line 552 + 11 bytes
rhack(char * 0x005b6034 in_line) line 1813 + 3 bytes
moveloop() line 405 + 7 bytes
main(int 3, char * * 0x002f2b10) line 93
Make throwing things through iron bars by the player and
by monsters behave consistently with each other. Also prevent
stone-to-flesh'd boulders and wands from passing through.
Now that the in_use flag is set for potions being quaffed, use the in_use
flag in general in destroy_item to avoid destroying the in use object, on
the assumption that the caller will call useup when finished. There are a
few places that set then unset in_use, but these don't currently result in
a call to destroy_item. The current_wand hack was not removed, since its
logic appears to allow destroy_item to still destroy the item.
If you cast stone to flesh on a statue on a location containing a monster,
the statue would be turned into a corpse and the contents lost. This
didn't seem to be appropriate for the spell. Now the contents spill out.
<Someone> reported that a wand of cancellation would ignore Unchanging,
noting the case of cancelling yourself while polymorphed into a stone golem.
He thought the wand should win, killing the player. I felt otherwise,
since the case he specified passes the flag allow_cancel_kill == FALSE.
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.
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.
- make the code in apply.c and zap.c consistent
- use the "drops away from you" case whenever the location type does not
lend itself to using the word "floor"
This includes a reversal of my earlier
boulder/statue/landmine fix,
and places a check for obj->where==OBJ_FLOOR into
fracture_rock(). I think this is a better approach
because:
- if eliminates the pointless extract/place in
fracture_rock, followed by extract/place in
the caller in the two places causing the crash
- it covers any similar situations that we
might have missed or that someone might add
accidentally (you might not expect the location
of an object to change inside fracture_rock())
- it allows fracturing to take place on the
other object chains if we ever need it (statues
falling down stairs, perhaps?)
- it doesn't move objects from other chains onto
the floor briefly as the current code does
There was at least one more special case aside from throwing
(jetisoning items to reduce weight after falling in water) which
have needed the same extra code. This is a more general fix.
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.)
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.
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.
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().
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