Monsters with rust attacks (rust monster) and corrosion attacks
(black pudding, gray ooze) can eat or otherwise destroy iron bars
but xorns could only move through the iron bars spot without being
able to eat the metal there. Change xorn to eat bars instead of
phazing through them. Lets rock moles eat bars too.
Hero polymorphed into a rust monster would eat bars if trying to
move to their location but couldn't do so if already there (maybe
was in xorn form and now in rust monster form). Xorns could pass
through them but not eat them. Allow hero metallivores to eat
bars at the current location via 'e', similar to eating food off
the floor. Hero as rock mole behaves like rust monster.
When a zombie (or lich) kills a monster in melee without a weapon,
the monster can rise few turns later as a zombie.
The only creatures that can be zombified are ones that actually have
a zombie counterpart monster. A zombie cannot turn a jackal into
a zombie, for instance. But it could turn a shopkeeper into a human
zombie, or a dwarf king into a dwarf zombie.
Zombies will fight with monsters that can be turned into zombies.
Originally this was a SliceHack feature, but this is based on xNetHack
version of it, with some modifications.
The previous teleport scroll fix was mislabeled with this pull
request number. Too late to fix that now; should have been
Closes#307
Now... Interaction between voluntarily busy hero (resting,
searching, and so on) with approaching monsters to decide whether
to stop had some inconsistencies.
Really closes#386
hitting a hidden monster didn't reveal that monster. It stayed
hidden despite the feedback describing it as if it could be seen.
The pull request's two line fix handled a monster's blast hitting
another monster but left two related issues as-is: monster's blast
hitting hidden poly'd hero left hero unrevealed and poly'd hero's
blast left hidden monster unrevealed. Same code, different bug:
poly'd hero's blast affected mindless monsters.
This unhides an affected target before the message about it being
hit rather than after. That would look better if preceded by a
message describing the object (mimic or hides-under) or furniture
(mimic) or empty spot (ceiling hider) as being or concealing a
monster but I didn't put in sufficient effort to accomplish that.
Fixes#367Fixes#362
Adds two monsters originally from slash'em. I used the slash'em
tiles this time, also its code as a starting point but made various
revisions. Both the tiles could benefit from some touch-ups.
displacer beast: blue 'f'. Attempting a melee hit (ie, trying to
move to its spot) has a 50:50 chance for it to swap places with you.
Fairly tough monster to begin with, then half your ordinary attacks
effectively miss and if you try to face a mob by retreating to a
corridor or backing into a corner you can end up being drawn back
into the open. I added bargethrough capability, and also it won't
be fooled about hero's location by Displacement. [It only swaps
places during combat when contact is initiated by the hero, not
when attacked by another monster or when attacking.]
genetic engineer: green 'Q'. Its attack causes the target to be
polymorphed unless that target resists. Hero will almost always
have magic resistance by the time this monster is encountered, but
it can make conflict become risky by hitting and polymorphing other
monsters. Slash'em flagged it hell-only but I took that flag off;
I also took away its ability to teleport. Slash'em polymorphs the
hero if a genetic engineer corpse is eaten; that's included and I
introduced that for monsters too.
I added both of these to the list of candidates for monster spell
'summon nasties' and for post-Wizard harassment.
I also gave all the 'f's infravision. Probably only matters if the
hero polymorphs into a feline.
Displacer beast is originally from AD&D which depicts it as a six-
legged cougar with a pair of tentacles; it has Displacement rather
be able to affect an attacker's location. I think genetic engineer
is original to slash'em where it expands Q class but seems mainly to
be the base monster for Dr.Frankenstein (a unique monster with a
one-level side-branch lair in slash'em's incarnation of Gehennom).
There's a chance that a tactics-using monster (eg. arch-lich)
teleporting next to you on a full level would get booted off
into limbo. After that, if the monster tried using an item
in the same action you'd get panic "relmon: mon not in list"
Fix this particular case by checking monster mstate.
Other cases may lurk in other places that eventually call mnexto.
Compiler complained about 'ptr' possibly being used unitinialized
in meatcorpse() and in this case it was right. meatcorpse() was
cloned from meatobj() but the necessary initialization was missing.
Purple worm would devore an entire stack of corpses in one bite.
Split one off and have it eat that instead.
I'm not sure whether attempting to revive a Rider corpse can force
a monster off the level to make room. If so, meatobj() and
meatcorpse() weren't prepared to handle that, nor was their caller.
It appears that the monster (either g.cube or purple worm) will
only eat as it moves so can't revive a Rider on a completely full
level since it won't be able to move in that situation. I fixed
the caller to be prepared to handle a result of 3 (no further
action allowed) instead of just dealing with 2 (died), but I didn't
fix either of the meatfoo() routines to return 3 since bumping the
eating monster off the level seems to not be possible.
Don't let purple worms eat lichen corpses, regardless of whether
they'll swallow live ones.
Shriekers only spawn purple worms when they're appropriate difficulty.
Non-tame Purple worms eat corpses off the ground.
Baby purple worms attack shriekers.
Hero polyed into baby purple worm is warned against shriekers.
Original changes by copperwater <aosdict@gmail.com>, added with some
formatting adjustments and consolidation.
Not sure if this can actually happen in a non-modified game, but
my fuzz testing stopped here, so deal with it.
If a polymorphing monster turns into an earth elemental or other
wall-phasing monster, it can wander into a non-diggable area, and
then turn into a tunneling monster.
This caused mdig_tunnel to issue an impossible.
Report complained about multiple Archons causing his character to
be swarmed by monsters on the Plane of Fire. I don't think that
the behavior has changed significantly from how it worked in 3.4.3.
Nobody can summon an Archon directly because they're excluded from
the nasties[] list. But whenever summoning picks a genocided
'nasty', the result gets replaced by random monster of appropriate
difficulty for the level (which could be an Archon for a high level
character in the endgame). [Note that that won't pick an Archon
in Gehennom or at arch-lich outside of there because the random
monster creation honors the only-in-hell and never-in-hell flags;
picking from the nasties[] list doesn't.]
This prevents that for any creature (except arch-lich or the Wizard)
casting the summon nasties spell. If a replacement creature is a
spellcaster it now has to have lower difficulty than the summoner.
If not, it will be discarded even though its difficulty is classified
as appropriate. So to summon an Archon, the summoner has to have
higher difficulty than an Archon; arch-lich and the Wizard are the
only ones meeting that criterium. When summoner is an arch-lich,
it can't summon another arch-lich (since that wouldn't have lower
difficulty than the summoner) and can summon (via replacement for
genocided type, and only if outside of Gehennom) at most one Archon.
When summoner is the Wizard, he could summon an arch-lich (when in
Gehennom; demoted to master lich elsewhere--see below) or an Archon
(outside Gehennom only), but at most one per summoning.
For post-Wizard harassment, which effectively has infinite
difficulty level, it could still happen. However, each instance of
harassment is only allowed to create at most one Archon or arch-lich
now, so chain summoning should be lessoned. Also if it tries to
pick an arch-lich when outside of Gehennom it will switch to master
lich instead (which won't be allowed to summon an Archon or an arch-
lich or even another master lich).
(The monmove.c bit is unrelated, just some comment formatting that
I had laying around that got mixed in.)
Scroll of scare monster completely shut down most of the actual
challenging monsters, such as uniques. Tone it down, so you can
use it to ignore the smaller threats while dealing with uniques,
or get most of the effect in the early game when you're usually
dealing with normal monsters.
Instead of having the demon lair levels unconditionally no-teleport,
grant demon lords and princes the ability to suppress teleportation
in Gehennom on the level they are on.
After casting a spell, a monster got a chance to make a regular attack
despite the apparent attempt to set up a return value indicating that
it wouldn't move.
When looking over the return value situation, I noticed 'wormhitu()'
for the first time. It gives worms additional attacks when the hero
is adjacent to some of the tail, that only works if the head is within
reach of a melee attack. The hidden tail segment at head's location
always met that criterium so gave an extra attack that didn't make
sense; change wormhitu() to skip that segment.
Do some formatting in mcastu.c; no change in actual code there.
Fixes#285
I think the previous expression would allow moving (via swapping
places) from a pool to solid rock or closed door which was not what
was intended (but moot since there aren't any pools on the Astral
level). This revised expression does what is intended: can only
swap to a pool location if already located in/over (the Riders fly?
they should probably be non-breathing) another pool.
Don't let Riders swap places with something (fog or ooze, perhaps)
located at a closed door spot because if it gets killed there, there
won't be any corpse and it will stop auto-reviving.
Just avoid moving to spots where mondied() won't place a corpse
instead of worrying about whether a bargethrough creature (if there
ever are any besides the Riders) might be able to survive at the
destination (so ignore pass-walls, door-opening, swimming, &c).
With 3.7+ aspirations of improving savefile interoperability between 32-bit
and 64-bit builds, as well as between platforms, it is better to not have
the underlying struct/array content be conditional.
This splits off some of the MAIL code into MAIL_STRUCTURES code. In theory,
since MAIL_STRUCTURES is unconditionally included, the macro could
just go away and leave that code unconditional, but this commit doesn't
go that far.
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.
'Detect' is used for observing a vampire shape change without being
able to see the vampire. The problem here is that it changed from
bat form to fog cloud form in order to pass under a closed door,
and the message was being delivered when it was already at the door
location instead of before the move from a visible spot to that door.
I'm not happy with this fix, but any other alternative I considered
seemed to be worse. Having the shape change use up the monster's
move is probably a better way to go. Then on its next move it will
be in the right form to make a normal flow-under-door move.
Seven year old suggestion was to have a killer bee eat royal jelly if
there was no queen around, then after a short delay it would become a
queen. This does that, with "no queen around" being "no queen bee on
current dungeon level" and the transformation happening immediately
with the "short delay" taking place after.
Pet killer bees will target nearby royal jelly if there's no queen,
hostile killer bees will only eat it if they happen to walk on the
same spot as one. Both types accept either tame or hostile queen bee
as an existing queen.
Killer bees eating royal jelly will drop dead if queen bees have been
genocided, and aren't smart enough to avoid the instinct to eat such
if/when that happens to be the situation.
struct rm.flags in overloaded for a bunch of rm.typ -dependent things
(doormask, altarmask, throne/fountain/sink looted, a few others) and
wasn't being reset for various cases where rm.typ gets changed.
I've changed a lot, some no doubt unnecessarily, and probably missed
plenty. This compiles but has not been thoroughly tested.
After consultation with the original committer, this
is being pulled out, possibly revisited later. There was
originally meant to be a follow-up piece to this that he
never had a chance to integrate for various reasons.
Remove trailing spaces, and remove tabs from the files that had
trailing spaces.
Also, rndorcname() was using a random value to terminate a loop
and was recalculating a new one each iteration.
Iron bars can be destroyed in some circumstances (hit by yellow
dragon breath or thrown potion of acid, being eaten by rust monser
or black pudding, or by poly'd hero in those forms) and should act
like walls for diggable/non-diggable purposes. But they aren't
walls, so the non-diggable flag was not being set for them by the
special level loader. Even once that was changed, they weren't
being handled consistently. Some places checked for non-diggable
directly (zap_over_floor of acid breath, potion of acid hitting bars)
and started working as intended, others used may_dig() to check
non-diggable (poly'd hero attempting to eat iron bars) but it doesn't
handle iron bars, and still others didn't check at all (bars-eating
monster who moved onto bars location in expectation of eating those
next).
The original report complained that gremlins seemed impervious to
Sunsword's light yet a flash from a camera caused them to cry out in pain
despite "The long sword named Sunsword begins to shine brilliantly!"
This commit does two things:
1. A dmg bonus is applied against gremlins using a lit Sunsword.
2. Gremlins will generally avoid the light emitted by Sunsword.
There's a few minor flavor bits thrown in also.
It is understood that this effectively makes Sunsword provide
"gremlin-proofing", but the gremlin myth and Sunsword's characteristic
feature pretty much demand it.
bug 42