Magic cancellation comes from some types of worn armor and has a
value of 0 through 3. A non-zero value guards against some forms of
monster magic attacks (most notably, level drain by vampires and wraiths
and lycanthropy from werecritter bites). This reduces the effectiveness
of mc a moderate amount (the new values happen to be the same as those
adopted by the Spork variant):
chance to block various touch effects
mc old new
1 34.67% 30%
2 67.33% 60%
3 98% 90%
This also makes the Protection intrinsic (strictly speaking, extrinsic)
be the only way to attain an mc factor of 3. Cloak of protection is the
only way to get mc 3 from a single item. Otherwise you need an mc 2 item
and a ring of protection (or one of the recently modified quest artifacts).
Cancellation factor for elven and dwarvish mithril coats and for
robes and oilskin cloaks is reduced from 3 to 2; for elven cloak and
cloak of magic resistance from 3 to 1 (play balance; they're valuable
even without magic cancellation); for dwarven and orcish cloaks and
clocks of invisibility and displacement and for cornuthaum (wizard hat)
from 2 to 1. Plate mail and crystal plate mail stay at 2. A variety of
suits which were at 0 are increased to 1; leather jacket and dragon
scales/scale mail stay at 0 (the latter for play balance rather than for
the amount of your body that's covered).
Having extrinsic protection will increase mc by 1 (unless it's
already 3). That's obtained by wearing a cloak of protection (where the
increase is redundant), a ring (or two) of protection (even if conferring
a negative AC amount), or wearing the Mitre of Holiness or wielding the
Tsurugi of Muramasa. Having multiple sources doesn't make the benefit
cumulative; it's just +1.
Intrinsic protection (bought from priest, gained from prayer, gained
from eating rings of protection while polymorphed into metallivore, or
temporary while spell of protection is active) doesn't increase mc from
armor but does provide minimum mc 1 instead of naked 0 (play balance
again; buying it is too easy to let it increase mc 1 or 2 to 2 or 3).
(Extrinsic protection is a superset; its +1 bonus also increases 0 to 1.)
TODO: add an amulet of protection so player has another option for
extrinsic protection.
From a bug report, a purple worm
could swallow a ghost or xorn and end up inside solid rock. It took a
bunch of tries to reproduce this, but I eventually did. (I'm not sure
why it didn't happen every time a worm swallowed a target which was in
rock; the code for positioning an engulfer after it digests a target
always puts the engulfer in the target's former spot.) After this
patch, worms can still swallow ghosts and xorns, but only when they're
in locations the worm could walk onto.
During some recent newsgroup discussion, <Someone> posted an entry from
his personal bug list: energy draining damage from ordinary attacks is
implemented even though there are no monsters with that capability and it
was not implemented for engulf attacks even though energy vortices have
the capability. This implements energy drain engulf attacks against the
hero and also both modes of energy drain attacks for monsters and poly'd
hero against spellcasting monsters. Since monsters don't have energy,
they lose access to their special abilities (their spells, that is) for a
few turns, same as a post-3.4.3 change done for anti-magic traps.
From a bug report, 2005:
engulfers affected by conflict might swallow and kill monsters in pools
(not mentioned: or lava or traps) and move to that spot, then not drown
til next move. Make drowning and trap checks when engulf attack succeeds
instead of waiting for next turn.
[This was #2 of the 3 minor bugs; the others have already been fixed.
They were: (1) placing and exploding a land mine on a lowered drawbridge
would leave a pit instead of destroying the bridge; and (3) cause of death
string "killed by Mr. Izchak, the shopkeeper" should omit "Mr.".]
Like their use of lizard corpses to defeat being turned into stone,
let monsters use wands of fire, fire horns, and scrolls of fire to try to
defeat being turned into slime. If the scroll is read while confused, it
won't succeed. Otherwise, monsters who don't resist fire will take some
damage in the process and might end up killing themselves (although with
the testing I've gone I've yet to see that happen--I guess that means
that handling for dying-in-the-process hasn't been adequately tested...).
So far, they don't know how to jump onto adjacent fire traps, nor
will fire breathing monsters breath at themselves. I don't know whether
I'll get around to tackling either of those.
New macro slimeproof() to decide whether something is susceptible
to turning into green slime. Most of this is just making use of existing
cached permonst values in damageum() and mdamagem() and shouldn't affect
anything. I wanted to avoid mixing that in with the actual slime changes
which are coming.
Prevent monster with barge-through capability--currently only the
astral Riders--from swapping places with another monster which has that
same capability. Otherwise, if the target one moves after the barger,
it might just repeat the maneuver, undoing the first swap. If there's
no room to move anywhere else--maybe they've barged through a crowd into
a narrow spot--they could get stuck swapping and re-swapping every turn.
I've also allowed swapping with baby long worms and with adult ones
which lack a tail. When testing that, something strange happened and
the displacer was drawn on the map as a long worm tail. mdisplacem()'s
place_worm_seg() must have been responsible, but I don't understand how
the bit of code involved could kick in for a worm without tail segments.
I've reorganized mdisplacem() to avoid this occurrence, I hope....
Also, barge-through swapping with a mimic exposes it as a mimic;
swapping with an eating pet causes the meal to end. No fixes entries;
this is post-3.4.3 code.
<email deleted> reported back on 8/31/06 that elven weapons were not
affected when he poked a fire elemental with them. This is true, but
moreover, there was no code to have passive fire to affect attackers.
Now erode_obj() supports all the same damage types as rust_dmg(), and added
the connecting code to allow passive fire attacks do something.
There probably should be macros for the damage types used by rust_dmg
and erode_obj, and possibly these functions should be combined, but they
are slightly different and dealing with that requires more thought.
Eliminate some redundant monster sleep handling pointed out by <email deleted>. I'm not sure if this is the right fix for mattackm(),
but the wakeup-after-hit was definitely wrong for the case where that hit
put the target to sleep. (I didn't try to make that actually take place
but it is a possible outcome of monster-against-monster combat.)
From the newsgroup: if you were wielding a cockatrice corpse without
gloves while polymorphed into something capable of doing that, then were
turned to stone when rehumanizing, you'd be left wielding the untouchable
corpse if life-saving kept the game going. This causes it to stop being
wielded if you get that far. Likewise for monsters.
From the newsgroup: it was possible to saddle, mount, and ride on a
sleeping jabberwork without it ever waking up. Movement was checking for
timed sleep (!mon->mcanmove, set when mon->mfrozen contains a timer count
for either sleep or paralysis) but not indefinite sleep (mon->msleeping).
This moves the checking into its own routine which handles both types.
And it gives monsters a chance to wake up when they get saddled or mounted.
Turn being unconscious (via several reasons, including fainted from
hunger) into a pseudo-property named `Unaware' and use it in several
places where only being asleep was checked. #H202 was about a stunned
character who got the recovery message when it timed out while fainted.
This suppresses messages for several difficulties when they begin or end
while hero is Unaware. Messages about fatal illness, sliming, or
petrification aren't suppressed; they're too important to hide from the
player. "You feel ..." messages come out as "You dream that you feel ..."
when Unaware; fairly lame but hopefully adequate.
From <Someone>:
Pet picks up 8 spears.
Pet wields 8 spears.
Pet thrusts its spear at Foe.
The routine to handle a monster attacking the hero are already uses "mon
thrusts one of its spears" in this case, so make monster against monster
messages do the same. Also, it's no longer necessary to save one monster
name before formatting another when using two monster names in the same
message, so switch to the more straightforward usage here. (The Blind
check is needed in the mhitu case but not in the mhitm one, where it's
redundant because the caller has already verified that both monsters'
locations are visible, but I left it in.)
Provide a common routine that always does the right
thing with respect to timers and weight when altering
obj->corpsenm, and use it throughout the code.
- restore intended behaviour of kill_genocided_monsters().
It has been incorrect since the chameleon overhaul in June 2004.
- eliminate CHAM_ORDINARY and use NON_PM instead.
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.
Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
mname, egd, epri, eshk, emin, edog
Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.
Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file
The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.
Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h
Adds a macro for checking for whether a monster has
a name:
has_name(monst)
This fixes the magic trap panic
expels() -> spoteffects() -> dotrap() ->
domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
From a bug report: sleeping pet could
be shown as "eating" by stethoscope. Fixing that is a one-liner since all
(or should be all; sleeping gas trap wasn't utilizing it) cases of monster
being forced into sleep go through one routine. That wasn't the situation
for paralysis, but now it is. Paralyzed pets won't continue eating either.
From a bug report, eating Medusa's corpse is fatal
but devouring her whole (purple worm or poly'd hero) was not. Now it will
be. Also, being killed by swallowing a cockatrice or a Rider could have
disclosed "you went without food" if you hadn't eaten anything else prior.
This fixes that too, although it might be a little silly if it happens to
a monk since he'll feel guilty (for non-vegetarian diet) right as he dies.
Fix a couple of problems From a bug report. Eating a Rider corpse is fatal, but eating a live Rider's
brain was not--now it will be, both for monster mind flayers and for player
poly'd into one. Also, there was no check for cannibalism when poly'd hero
eats brains--now there is. Not mentioned in the report: eating Medusa's
brains will now be fatal just like eating her corpse. And pet mind flayers
who eat the hero's brains will gain some nutrition like they do when eating
monster brains.
Creating a common eat_brains() routine turned out to be something of
a mistake; there is only a tiny amount of overlap among the u-vs-m, m-vs-u,
and m-vs-m cases.
Makefiles need a dependency update to add edog.h for eat.c.
Implement the suggestion that Fire Brand avoids damage from rust traps
by boiling away the water. Rather than making this be trap-specific, it
applies to all types of erosion which go through erode_obj(). That includes
hitting rust monsters but not dipping into potions or fountains, nor falling
into moats. And it doesn't provide 100% protection, just a high chance of
avoiding rust damage. Also, Frost Brand gets similar protection by freezing.
The message handling needed some rewriting for the branch version.
That compiles ok but hasn't been tested. It would have been simpler just to
move Yobjnam2() over even if nothing else was changed to use it yet....
Fix for first issue reported in this bug report:
<email deleted>
Sent: Thursday, December 09, 2004 7:13 AM
Subject: Two wrong messages
I would like to report two cosmetic issues:
1. "its gaze is reflected by the invisible [pet]'s shield."
Wrong capitalization.
2. The message given when decapicating an ettin {,zombie} with the Vorpal
Blade fails to mention the second head. This could be pretty tricky to
fix, but, per <Someone>'s suggestion, the easiest explanation would be
to say that the blade's wielder cuts off both heads at once.
The patch would look similar to:
*dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
> if(mdef->data==&mons[PM_ETTIN]
> ||mdef->data==&mons[PM_ETTIN_ZOMBIE)
> pline("%s goes through both necks of %s at once like butter!",
> wepdesc, mon_nam(mdef));
> else
pline(behead_msg[rn2(SIZE(behead_msg))],
wepdesc, mon_nam(mdef));
otmp->dknown = TRUE;
(and the same for youdefend)
From a bug report, but pulls back" while successfully
praying. Gas spores' only "attack" is to explode when dying, so the code
that checks whether the monster has any attack needs to handle AT_BOOM as
a special case. Unfortunately this change means that you won't interrupt
an occupation when a gas spore approaches, and a subsequent kill by your
pet might end up causing you harm while still occupied. The callers of
`noattacks()' are messy enough that I didn't want to try to address that.
This also moves noattacks() from mhitm.c to somewhere more sensible.
For now, the code is conditional on BARGETHROUGH
being defined, while it gets tested further. While behavior is
different with and without BARGETHROUGH defined, savefiles
are the same either way.
After this patch is applied, only the riders have the M3_DISPLACES
bit set, but the Wizard and Vlad probably should too. Any others?
when msleeping is set, mcanmove is not cleared. mcanmove applies only to
mfrozen. So, mattackm needs to test both mcanmove and msleeping.
mattackm will not wake the defender if the attack misses.
Reported a really long time ago (June 2001) by <Someone>:
- stand on the upstairs and engrave Elbereth with a /oFire
- create Demogorgon and e.g. a tame dragon
- cause conflict
- Dragon will kill Demogorgon and Demogorgon will never ever attack Dragon.
All monsters could still attack Demogorgon without response via fightm().
Modified fightm() to include a bit of code in m_move and dog_move, allowing
response to an attack. Testing this in action, Demogorgon still usually
did things detrimental to the player, mostly summoning nasty monsters.
Cutting a shopkeeper poly'd as a long worm would generate strange messages
and could result in a crash. cutworm didn't deal with all the intricacies
of duplicating a monster. Fixed by changing cutworm() to use clone_mon()
to do most of its dirty work. It seems to me that without this change,
cutting a tame long worm could also have similar bad effects.
Other side effects of this change:
- clone_mon now takes x,y coordinates, 0,0 results in previous behavior
- clone_mon no longer always makes cloned monsters tame/peaceful if player
caused the clone, using the same formula previously in cutworm. Someone
else may wish to tweak this for gremlins.
- clone_mon will christen the new mon with the old shopkeeper's name, even
though clones are never shopkeepers (game can't handle 2 for a shop)
- cutworm can now be called during conflict or pet combat, although I
added no such calls (yet)
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
same order as youprop.h and enlightenment.
There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.
Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code. Portions of this patch
were written by Michael Allison.
This change adds a new flaming() macro and uses it in several places
where the list of flaming monsters was tested. on_fire() didn't list
salamanders as already being on fire, but should have. A couple other
cases were not updated to include flaming sphere.
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.
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
> "Program in disorder - perhaps you'd better #quit.
> rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.
[confirmed: moveloop -> deferred_goto -> goto_level ->
losedogs -> mon_arrive -> rloc -> impossible]
This patch:
- causes rloc() to return TRUE if successful,
or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
the failed rloc()
- allows the x,y parameters to mkcorpstat() to
be 0,0 in order to trigger random placement of the
corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
then you'll have a debug-mode command #migratemons to
store the number of random monsters that you specify
on the migrating monsters chain.
Various damage types which wouldn't work when a cancelled monster
attacks the player were working when it attacked other monsters instead.
Besides attempting to fix that, this also makes cloaks and other magic
blocking armor ("magic cancellation factor") work for monsters similar
to the way it works for the player.
Most types of damage appear to revert to physical damage when the
attacker is cancelled; I'm not sure that's appropriate in many of the
instances. The leg-pricking case was clearly wrong, since it gives
messages about the attack failing yet still hurt the character.
This really needs a lot more testing than I have energy for. I've
tried to clean up various inconsistencies and may have made some typos
in the process.
Make sure the three instances of special fire effects stay
synchronized in the future by moving the relevant code into its own
routine.
Shouldn't fire vortices and fire elementals also yield "already
on fire"? How about ice vortices "melting"?
A 3.4.0 report, currently only the mdamagem gaze case caused the strange
"on fire" message for flaming spheres, but other attacks seemed like they
might result in a similar message, so I updated the damageum and hitmu
cases as well.
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.
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.
Forwarded from the newsgroup as noting that dropping a chameleon corpse
into a purple worm did not cause polymorph nor will the digestion attack.
Added code to dropy and mdamagem to include special corpse effects like
those in dog_eat and meatobj.
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.
- From a bug report, there are ways to, for example, steal items
from Medusa without waking her, by clever use of Conflict.
Avoid this by removing STRAT_WAITFORU when such an attack succeeds
- it was theoretically possible to use a similar approach to steal from a
STRAT_WAITFORU monster without it noticing while polymorphed and very fast,
so bulletproof this case as well. Simpler because failed attacks wake too.
- 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