Cleanup up a couple of priest and minion allocation/conversion bits.
Also, restrict minion naming so that "guardian <foo>" is only applied when
<foo> is an Angel. (That restores old behavior from before a change I made
last October; it prevents the guardian Angel from being recognized while
hallucinating. It probably affects slash'em too, where they have tame
minions besides the astral level's guardian Angel.)
<Someone> noticed the leftover zeromextra, this removes it.
Using memset() on a possibly failed mextra allocation was inapprorpriate,
so replace the newmextra() macro with a function.
Prevent a crash in christen_monst() if mextra was not initialized.
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.
Angels used the epri extension even though they're never priests,
presumeably because they're sometimes flagged as "renegade". Since the
only priests ever flagged as renegade are roaming minions rather than
temple priests, move the renegade flag to the emin extension and switch
Angels over to that. Summoned Angels will now always have the isminion
flag set.
Makefiles need updating: monst.{c,o} now depends upon emin.h.
Noticed when incorporating the "vampire dancing" patch: losing a level
while polymorphed would subtract from your normal hit points but didn't
affect your monster hit points. Now they'll lose d8 from max and current,
similar to the amount they increase when gaining a level.
This also addresses an issue from the newsgroup a few weeks back:
someone mentioned an assumption that Stormbringer drained an amount other
than d8 for monsters who use some other formula for their hit points. It
wasn't true, but now it will be (approximately). Most monsters with unusual
hit points aren't subject to level drain, so it shouldn't have much impact.
I've gotten tired of seeing newsgroup claims along the lines of
"since devteam is aware of this and has chosen not to eliminate it, they
must endorse it", so weaken the tactic of "pudding farming". It is still
possible to gain unlimited experience (past level 15 or so there's not
much point), but will be less effective for gaining items and for providing
sacrifice fodder. Keep track of which monsters have been created via
cloning (mostly puddings; gremlins and blue jellies are affected too but
nobody's likely to care much about them) so that they can receive special
handling. Make cloned monsters progressively less likely to leave corpses
as the number killed for a particular type goes up, and also much less
likely to drop random items at death. This is sure to need some tuning
once hard core farmers point out how they can still abuse it. For the
absurdly extreme case, see
http://scavenger.homeip.net/farmbot/HomePage
FYI, farmbot/PuddingFarmingHOWTO includes an impressive screen shot of a
dungeon level where rampant farming is taking place.
<Someone> recently reported that after lieutenants had been genocided,
he saw a sergeant drink a potion of gain level and then vanish, leaving
behind its gear but no corpse. The message about growing into a lieutenant
and subsequently dropping dead would only be given if the monster could
be sensed via telepathy, not when it occurred in plain sight. I'm not
absolutely sure that this was unintentional, since sensing the dying
monster's mind might be giving additional information about what was
happening. But there was no comment stating that and I think such behavior
violates the principal of least surprise, so seeing it happen will now give
the message too.
- can shift into fog clouds, vampire bats, and vampire lords into wolves
- after being "killed" in shifted form, they transform back rather than get
destroyed, and you must take them on in vampire form to defeat them
- can deliberately shift into fog clouds to pass under closed doors
<Someone> wrote:
>It seems silly to have two flags being used for counting djinn and
>ghosts, now that there's mvitals.born...
This does not break save and bones compatibility in the 3.4.x branch,
it changes the code, but leaves the obsolete fields in flags.
On mazelike levels, mimics will mimic either boulders or statues (of giant
ants, as it turns out). However, it does not make sense to mimic a boulder
on a hole or even a pit, since boulders would typically fall in. Also,
statues are not typical objects in Sokoban. So, skip statue special case
in Sokoban and always avoid the forced emulation of a boulder when on a
trap location outside a room. This is a bit drastic, but I couldn't think of
an argument for adding the code to do this only for pits, holes, et al,
which are the most likely traps outside rooms anyway.
Try to fix the report of a doppelganger (created from using stone-
to-flesh on a fake statue of Demogorgon) having 1700 hit points after
reverting to its native form. The problem was due to the special monster
level of Demogorgon rather than anything to do with shape changers; the
actual bug was use of `mdat->mlevel' where it should have been using
`mtmp->data->mlevel'. But the whole section of code was rather suspect
since it didn't attempt to handle other types of monsters (dragons, golems,
elementals) which have non-standard hit points, so I knocked some out.
Monsters who have gained or lost levels prior to changing form will no
longer carry that adjustment along; the new form will always be a brand
new one of its type. However, if the old form is injured at the time of
change, the new form will be too (same as before).
Since the rogue level does not have closed doors, mimicking one there makes
no sense. Similar to what wand of locking does there, make mimics that end
up there mimic a wall instead of a door.
Try to address the problem From a bug report: turning the Wizard
of Yendor to stone preserves monster information with his statue and
presence of that information overrides the statue animation check
intended to prevent players from creating the Wizard (or other unique
monsters). That's ok for the current game--the monster had to have been
in play in order to be turned to stone--but is a problem if the statue
is found in a bones file. The report was for placing such a statue at
the location of an untriggered statue trap by a player who leaves bones,
but stone-to-flesh by the player who loads bones is a simpler way to
trigger this. (Aside from getting unique monsters earlier than usual
under some degree of player control they won't have their starting
inventory so special items like the Candelabrum might not get created.)
Using undead turning to revive corpses found in bones was another way to
get into the same trouble (I thought corpses of special monsters were
already excluded from bones?).
It looks like it's also possible to get strange quest behavior if
a corpse or statue of the leader or nemesis is brought into the dungeon,
left in bones, then revived by the second player, but I didn't attempt
to reproduce it. More work is probably needed; this tightens up leader
handling a bit but doesn't do anything about the nemesis. This patch
has already been spreading tentacles and I've got to cut it off....
The patch discards saved monster traits for corpses and statues of
unique monsters while saving bones; reviving or reanimating them will
produce doppelgangers instead of the original monsters, same as stone-to-
flesh on wished-for statues behaves. It also discards saved traits for
shopkeepers (also temple priests and vault guards--their traits weren't
saved in 3.4.2 though). That info might be useable when the corpse or
statue is on the same level as the monster started (ie, where its special
room is located), but that's a complication I'm going to bypass. This
patch also adds chameleon handling for statue activation--it wouldn't
have mattered in 3.4.2 since shapechangers didn't get their traits saved;
it does matter now but was omitted when trait-saving was extended to all
statues a while back. (It adds chameleon handling to corpse revival too,
but they still don't get their traits saved with corpses so that's just
protection in case of future modifications.)
Other bits: `cant_create()' is renamed to `cant_revive()' since
the latter is a more signicant use than wizard mode <ctrl/G> handling.
Now save traits with nymph corses so that cancellation can be propagated
if they're revived; that doesn't matter much but matches statue handling
(where it was more important since it dealt with succubi as well as with
nymphs). Explicitly initialize the shape-changer field of all monsters
instead of relying on implicit initialization to 0 (CHAM_ORDINARY).
There'll be a *much* shorter patch for 3.4.3 which will have to get
by with most of these obscure problems--fortunately they're unlikely to
impact many (any?) players.
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)
When changing levels, the state of rndmonst() is reset, causing the monster
choices to be recalculated. However, the frequency counts for initial
uncommon() monsters were never cleared. Thus, if the first non-extinct
monster were a hell monster, and you returned to the main dungeon, the hell
monster will remain in the list and could be selected.
Reported a while back, a (stonable) hiding monster will hide at a location
containing only a cockatrice corpse. While it would be interesting to
allow monsters to try, and stone themselves as a result, I chose the
simpler fix which is to not have monsters hide in such situations. I found
the hiding code was duplicated in several places, so I moved it into a new
hideunder() function that works for both the hero and monsters.
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
Bones loading was only checking to see if a
monster was marked extinct, it wasn't adding
up the born count of a species in the current
game with the number of that species on the
bones level being loaded. That made it possible
to exceed the correct number of nazgul and
erinys via bones.
This adds a common routine called propagate()
that makemon() and restmonchn(ghostly) share,
for incrementing the born count and checking for
extinction, etc.
When a bones level is loaded, restmonchn()
will flag an illegal monster (duplicated unique,
or too many of a species) by setting the
individual monster's mhpmax to the cookie
value DEFUNCT_MONSTER. Before getbones() finishes
loading the bones level, it will purge those
monsters from the chain.
Move a couple of instances of container contents manipulation into
their own routines. Behavior for items disappearing from cursed bags of
holding isn't quite identical but is effectively the same. I think its
use of stolen_value (or simply the behavior of the latter) is buggy, but
I haven't tried to fix that. (Cursed bag of holding destroying a player
owned bag containing shopped owned items definitely doesn't work well.)
<Someone> reported that couatl and ki-rin could wear boots and gloves.
Two problems: 1. all minions were created with a sword and armor, even those
that couldn't use them. 2. couatl and ki-rin were missing some important
bits in their M1 flags.
Now neither couatl or ki-rin are created with armor, and they won't try
to wear any armor they cross in the dungeon.
>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.
m_initweap() was trying to give him wands of fire and cold; since
he had no weapon attacks, he wasn't is_armed(), so this code never
got called.
This moves the code to m_initinv().
When Angels were introduced, they were always lawful. Somewhere along the
line, non-lawful angels were added, but is_lminion and uses of it was never
updated to address this change. Among other things, this resulted in
non-lawful angels delivering messages via #chat that are only appropriate
for lawful angels. That is addressed simply by changing the definition of
is_lminion, which must take a struct monst, not a permonst, to return valid
results. Also, non-lawful angels should summon appropriate monsters, not
lawful minions.
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.
Fix a minor cloning problem; clones didn't retain the monster's name or
tameness. (The name *was* retained if you were cloned.) I also added a
minor change in wizard mode to display a few tameness fields of a dog.
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.)