When SCORE_ON_BOTL is enabled, you could tell how much gold is
inside a container with unknown contents by having 'showsore' On
and watching how much the score changed on the status line when
picking the container up.
Allow crystal ball to search for furniture (stairs and ladders,
altar, throne, sink, fountain) as well as for a class or objects
or of monsters or all traps. Giving any of '<','>','_','\','#',
or '{' will find all of those rather than just the individual type
specified. Because of the default character conflict, '_' can no
longer be used to find chains; looking for altars is more useful.
The chance of getting the cursed effect due to failing a saving
throw against intelligence when the ball isn't actually cursed has
been reduced. If it is the hero's own quest artifact, it will
happen if rnd(8) is greater than Int, so Int of 8 or more will
never yield that effect. Otherwise if it is blessed, rnd(16) is
used so 16 or better Int means it can't act like it is cursed.
When uncursed and not hero's quest artifact, the old rnd(20) > Int
test is still used.
Crystal balls now start with 3..7 charges rather than 1..5, and
blessed charging sets the amount to 7 charges rather than 6 and
also blesses the ball. Recharing with uncursed scroll of charging
is slightly better (adds 1..2 charges instead of always just 1,
caps the amount at 7 rather than 5) and uncurses the ball. Cursed
scroll strips off all charges even if the ball is blessed and also
curses the ball so is harsher than before.
Crystal balls now cancel to -1 instead of 0, like wands, and using
one effect will destroy it, like zapping cancelled wands.
Also a minor tweak to the initial charges for can of grease (5..25
instead of 1..25) and horn of plenty and bag of tricks (both now
3..20 instead of 1..20).
Monster detection skipped dead monsters during fmon traversal but
found semi-dead guard parked at <0,0> waiting to remove temporary
vault corridor. If that happened to be the only monster found then
the feedback was incorrect (a blank map showing no found monsters
instead of a strange feeling). Object detection found semi-dead
guard's inventory and might report incorrectly too although the
chance of that being the only objects found on the level is a lot
less than it being the only monster.
When rest and search refuse to operate because a hostile monster is
adjacent, include a reminder of how to force them to operate. Every
time if 'cmdassist' is On, or just once until after some subsequent
try actually does something.
This new rest and search behavior probably needs to be optional and
default to the old behavior. It isn't uncommon to deliberately rest
while adjacent to a hostile monster if also adjacent to a peaceful
one and trying to wait for Stun or Confusion to time out, or maybe
search while next to such a monster hoping to find a secret door to
run away through. A count prefix won't work and needing an extra
keystroke each time is going to be an annoyance.
Generally speaking there's no reason to wait or search next to
a hostile monster, so let's just prevent those actions. You can
still do those commands by prefixing them with the 'm' prefix.
When a drum of earthquake targets a secret door, reveal it (which
is always followed by collapsing the door), and when it targets a
secret corridor, reveal that corridor. Both situations also place
a pit at the location.
Bite the bullet and add a special purpose boolean option to control
game behavior for random clairvoyance. When objects or monsters are
discovered, it normally issues "you sense your surroundings" and
performs a getpos() operation which allows the player to browse the
map by moving the cursor around and getting 'autodescribe' feedback.
But there have been complaints that once the hero has the Amulet
(which triggers random clairvoyance even though hero isn't flagged
as having that attribute) the message and pause-to-browse become too
intrusive.
This was initially combined with the 'timed clairvoyance' fix because
they both bump EDITLEVEL to invalidate existing save files, but their
details don't interact so I separated them.
This adds a boolean option, autounlock, defaulting to true. When this is
set to TRUE, messages stating that some door or container is locked are
automatically followed by a prompt asking if you would like to unlock
it, if you are carrying an unlocking tool (key, lock pick, or credit
card).
Architecturally, this extends the pick_lock function to take three
additional arguments (door coordinates or a box on the ground you are
autounlocking).
The code that selects an unlocking tool will always look first for a
skeleton key, then a lock pick, then a credit card. Since curses, rust,
and other attributes don't really have an effect on the viability of the
unlocking device, it didn't seem to warrant making a more complex
function for that.
Add hallucinatory trap names
This adds many funny, realistic, and nonsensical traps to the game, to
be shown when the player is hallucinating.
Architecturally, the biggest change is merging the what_trap macro and
the "defsyms[trap_to_defsym(ttyp)].explanation" pattern into a single
function "trapname", which returns the name of the trap, handling the
hallucination case. There is also a second parameter used for overriding
hallucination in the occasional cases where the actual trap name should
always be returned.
In addition, the what_trap and random_trap macros are now obsolete and
not used anywhere, so they are removed.
reinstate anti-rng abuse bit on hallucination
updates to hallucinatory trap names and fixes37.0 entry
When a monster is drawn on the map, remove any "remembered, unseen
monster" glyph being shown at the same spot. Clairvoyance shows
all monsters in vicinty, then ones which can't be seen are replaced
with the 'I' glyph (which is on the object layer or the display,
not the monster layer show is subject to different update behavior).
But subsequent monster refresh didn't get rid of it when a sensed
monster was displayed over it. (3.6.1 included a similar fix for
warned-of monsters.)
Also during clairvoyance, don't draw an 'I' at a spot that will
immediately be refreshed with a monster because 'I' clobbers any
remembered object at the same location.
A few symbol-related modifications:
- fulfill a request from a blind player to allow them to
specify a unique/recognizable character for all pets and/or
the player in the config file for use when using a screen
reader (S_player_override, S_pet_override). Requires sysconf
setting ACCESSIBILITY to be set to have an effect, although
they can still be specified in the config file.
- Config file SYMBOLS entries were not working properly on
the rogue level. Allow ROGUESYMBOLS as well as SYMBOLS to be
specified in the config file independently.
- When values are moved into showsyms[], the overriding SYMBOLS
or ROGUESYMBOLS entry from the config file is used if there is
one; if there is no overriding value for a particular symbol,
the loaded symset value is used; if there is no symset entry
loaded for the symbol then a default symbol is used.
Wizard mode ^E and any mode spell of detect unseen or wand of secret
door detection failed to find mon->mundetected monsters if they were
hiding under objects, and failed to find those or other hiders or
mimics when the hidden monster was at a trap location. The fix for
the latter initially only worked if the trap was known, so took two
tries when a monster hid at the location of an unseen trap. So this
makes the additional change to find both things at the same time; it
isn't manual searching that stops as soon as something is found.
Preserve temporary fake object's previous dknown value by storing it
as a flag value within the m_ap_type field of the posing monster, and
recalling it when it is needed.
This is intended to help eliminate observable differences in price display
between real objects and mimics posing as objects.
98% of this is just switching the code to utilize macro M_AP_TYPE(mon)
everywhere to ensure that the flag bits are stripped off when needed.
It's a gameplay-affecting action (it updates the character's
memory of the map), and there's no way to spam it without using
resources, so rn2 is safe.
This is branched from Alex's hallu-rng-stability branch,
with two build corrections (detect.c, zap.c), and merged
with the isaac64 branch that we have ready to go.
Alex's dual rng is supported by setting up the array
of multiple isaac64 contexts.
I stuck with Alex's approach of passing the rng function
name around as the parameter (rng or rn2_on_display_rng)
for the new additional parameter needed for
set_random(), init_random(), reseed_random(),
and init_isaac64().
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
When clairvoyance revealed an underwater object and the player wasn't
being given a chance to browse for some other reason, the map didn't
get refreshed and the object stayed displayed with the water hidden
under it. Force a chance to browse when revealing underwater objects
despite that being intrusive when clairvoyance kicks in while walking
around.
Prevent food detection--scroll or crystal ball--from noticing the cat
corpse inside SchroedingersBox since its presence is tentative and
resolving its status during detection is a huge can of worms (live cat
placement on map from inside locked box, parallel resolution required
for monster detection/warning/telepathy that would render the box
fairly useless since it would probably end up getting resolved by ESP
before hero gains access).
Prevent cat corpse in the Box from being added to shop bill if unpaid
Box is picked up. That prevents it from being listed as a bought item
if the player buys the box (instead of being described as unknown
contents; an older, more general bug which still hasn't been fixed).
As far as I'm aware, off the revised handling of Schroedingers Cat is
finished.
and over the hero. 3.6.0's clairvoyance tried to show things in
a non-standard sequence, which was intentional but had unintended
side-effects like the disappearing monsters complained about in the
report. To make it work as intended would have required --More--
whenever it kicked in, which is much too intrusive when it happens
every N turns rather than when explicitly casting the spell.
Redo it substantially, and give preference to monsters over objects,
objects over traps, and traps over underlying terrain like normal
vision-based display does. It now detects all monsters within its
bounding box but shows ones which aren't directly in view as
"unseen monster" unless via spell cast at skilled or expert, or at
basic when also having intrinsic clairvoyance.
My "fix github issue #38 - indentation vs 'if {}'" patch, commit
d2ae45984e, broke finding unseen
monsters via searching. Most notable if blind, but applied to
invisible monsters too.
Fixes#38
In 3.6.1, some code in mfind0(detect.c) was mis-indented in a way
which suggested that the grouping within braces might not be what was
intended, and that was right--there was a pair of braces missing when
compared with older versions of the code involved. A previous patch
(post-#38) had changed the indentation to match the surrounding braces
without really addressing the issue. But it turned out not to make
any difference either way since mundetected is only used by hiders
and eels. This reorganizes the relevant code to make it simpler to
understand, I hope.
I once changed dump_map() to suppress blank lines as it processed the
known portion of current dungeon level so that no blank lines would
be shown above the mapped area and at most one would be shown below.
Any blank lines within were put back. But the count of the current
block of suppressed lines wasn't being zeroed when an internal gap
did get put back, so after that every line got spurious blank lines
inserted in front of it. I'm surprised that no one seems to have
discovered this problem.
This fix also changes the dumped map to suppress trailing spaces. In
the process, I noticed that the original DUMPLOG code was clobbering
column COLNO-1 if that was ever part of known map. buf[x - 2] = '\0'
overwrote the final map character in buf[] with the terminator.
Forwarded to the contact form from a github "issue": in some
circumtances clairvoyance lets you move the cursor around to examine
the revealed map, and when doing so starts with "for instructions
type '?'". When extended clairvoyance periodically kicks in, as
opposed to explicitly casting the spell, there wasn't sufficient
context to figure out what it was prompting for (unless you actually
answer '?' to get instructions). Depending upon the most recent
message, it could seem like quite a strange prompt. Explicitly give
a clairvoyance-specific message prior to that.
Also, the getpos() help was including suggestions for targetting
monsters that aren't appropriate when it's being used for detection.
do_name.c has had quite a bit of formatting rot slip in since 3.6.0.
This fixes up the stuff I spotted by manual inspection.