Issue reported by elunna: the definition of the Mitre of Holiness
specifies that carrying it should confer fire resistance but that
didn't work.
The Mitre's definition (added in 3.1.0) has always included that,
but such a capability had never been implemented. Wearing it didn't
confer fire resistance either--its definition doesn't bother to
specify a 'defend' attribute since the 'carry' one should cover that.
This adds carrying capability for damage types fire, cold, sleep,
disintegration, electrity, poison, acid, and petrification. Fire is
still specified by the Mitre; none of the others are currently used.
Fixes#1362
Add enlightenment feedback for Sunsword's blocking of becoming blind
from light flashes. It uses an extra property so that wizard mode
can report the reason.
EDITLEVEL is being incremented, so existing save and bones files are
invalidated.
The g? structs had a mix of variables that were written to
the savefile, and those that were not.
For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.
This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.
Details:
gb.bases -> svb.bases
gb.bbubbles -> svb.bbubbles
gb.branches -> svb.branches
gc.context -> svc.context
gd.disco -> svd.disco
gd.dndest -> svd.dndest
gd.doors -> svd.doors
gd.doors_alloc -> svd.doors_alloc
gd.dungeon_topology -> svd.dungeon_topology
gd.dungeons -> svd.dungeons
ge.exclusion_zones -> sve.exclusion_zones
gh.hackpid -> svh.hackpid
gi.inv_pos -> svi.inv_pos
gk.killer -> svk.killer
gl.lastseentyp -> svl.lastseentyp
gl.level -> svl.level
gl.level_info -> svl.level_info
gm.mapseenchn -> svm.mapseenchn
gm.moves -> svm.moves
gm.mvitals -> svm.mvitals
gn.n_dgns -> svn.n_dgns
gn.n_regions -> svn.n_regions
gn.nroom -> svn.nroom
go.oracle_cnt -> svo.oracle_cnt
gp.pl_character -> svp.pl_character
gp.pl_fruit -> svp.pl_fruit
gp.plname -> svp.plname
gp.program_state -> svp.program_state
gq.quest_status -> svq.quest_status
gr.rooms -> svr.rooms
gs.sp_levchn -> svs.sp_levchn
gs.spl_book -> svs.spl_book
gt.timer_id -> svt.timer_id
gt.tune -> svt.tune
gu.updest -> svu.updest
gx.xmax -> svx.xmax
gx.xmin -> svx.xmin
gy.ymax -> svy.ymax
gy.ymin -> svy.ymin
Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
gf.ftrap, gl.light_base, gt.timer_base
This makes it easier to understand what is happening in each of those
places, and also much easier to find the places that conversion between
hero and monster resistances happens (since you can now just grep for
"res_to_mr"). I think I got all the instances where the macro should be
used but I'm not 100% sure since there wasn't a single unique term to
search for to find them all.
I replaced the modifications to give_u_to_m_resistances made in the
previous commit, so that it now uses the same macro as other
conversions, since otherwise it would be much harder to find the
complete list of places where conversions between hero and monster
properties happen.
I think that using two arrays in tandem like give_u_to_m_resistances
originally did is frequently considered a bad idea, because one can
easily be added to or subtracted from without modifying the other --
that could obviously cause problems. Combining the arrays like this
avoids that potential problem.
Give a resistance animation if you #invoke Sunsword while it's
wielded and direct its blinding ray at yourself. Flashing a camera
at a monster who is wielding it will also produce the animation.
From a reddit thread: after genociding "arch-lich", player's next
target was "master-lich". The character was a monk who immediately
died of genocide.
("Master<almost anything>" other than "master mind[ ]flayer" or
"Master Thief" or "Master Assassin" matches level 30 monk rank "Master".)
Rather than muck about with fairly complicated matching code, just add
"master-lich" and "masterlich" as explicit variations.
This is useful for debugging and it allows the index
to be used directly instead of calculated in a
monsndx() function, which has been removed.
I left monsndx() in as a simple short-hand macro for the value
and didn't change the use cases, the reasoning being that this:
monsndx(mon->data)
is arguably a little easier on the eyes than:
mon->data->pmidx
LOW_PM, NON_PM, SPECIAL_PM have been included in the 'enum monnums'
now, instead of as individual macro definitions.
I chose to add the pmidx field as an instance of the enum declaration,
because that has very advantageous results in some debuggers, where it is
then shown as:
pmidx PM_GRAND_MASTER (349) monnums
instead of the less-informative:
pmidx 349 int
Adding the element count to the extern declaration for mons from:
'extern struct permonst *mons[];'
to the more specific declaration to that in src/monst.c:
'extern struct permonst *mons[NUMMONS + 1];'
then allows navigation through the mons array in one of the debuggers.
Monsters can become permanently blind (in very narrow circumstances -- I
think limited only to a very short-range camera flash), in which case
they have both mon->mblinded and mon->mcansee set to 0. Such
permanently blinded monsters can counterintuitively regain their sight
by being blinded a second time from a different source: for example, by
being hit with a cream pie. That second blinding will increase
mon->mblinded (which functions as a blindness timeout) by some amount,
and when it runs out the monster will regain its sight. Try to make
sure that doesn't happen by skipping any blinding attacks if the monster
has already been permanently blinded.
If a monster sees you remove some piece of gear that grants a
resistance, it will remove that resistance from its list of remembered
resistances and be willing to try attacking you with that adtyp again.
This avoids the situation where you put on a ring of cold, get hit with
one cold attack, and then can remove it because all the monsters nearby
will permanently remember you as being cold resistant (but even after
this change a wily hero could still step into a niche and do it without
any monsters seeing, so trick them into thinking she's still cold
resistant...). The hero could still be resistant if there were multiple
sources to begin with, of course, but the monsters will test it and
learn that again if necessary.
It's a little weird that the monsters can recognize the intrinsic
granted by the item being removed, but they display knowledge of
unidentified (by the hero) objects in many other circumstances too, so I
hope it's forgivable in the pursuit of having them act more cleverly
about resuming previously-resisted attacks like this. Another approach
that avoids the gear recognition, blanking seenres on any gear change,
can result in odd situations like orcs treating their own cloaks as
potential sources of many different resistances, which also seems silly.
Don't use "slither" for movement action when observing an aquatic
monster go into hiding underwater. Use "dive" instead.
Shark, pirahna, and jellyfish had been flagged M1_SLITHY but aren't
anymore. Giant eel and electric eel are still M1_SLITHY and kraken
wasn't and still isn't.
There may be some odd cases that used to use slither and it went by
unnoticed where now use of the default verb might become noticeable.
One recent 'reformatting' change which was more than just source
formatting introduced an unintentional change, turning locomotion
strings from local to mondata.c into global. Make them be local
again.
Pull request from saltwaterterrapin: record current move's pending
movement points in save file. They were being thrown away during
save and hero given 12 at time of restore. Hero had to have had at
least 12 in order for player to issue the S command, but might have
had more than that if able to move faster than normal speed.
This implements it differently from the suggested commit. Add new
field umovement to 'struct u' instead of using youmonst.movement and
needing to save and restore that separately.
Invalidates existing save and bones files.
Closes#1024
Adjust mstrength() so it generates difficulty assessments matching
the mons[].difficulty values for freezing spheres, flaming spheres,
and shocking spheres. #wizmodiff now reports "no discrepancies".
The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
Although gcc specifies support for declaring a function as
noreturn after the function name and parameters, other compilers
do so via an attribute at the start of the declaration. Add some
macro support for the attribute-at-the-beginning method:
o MS Visual Studio compiler
o Upcoming C23 standard (untested at this point)
Change trappers and lurkers above to remove digestion damage. They
fold themselves around rather than swallow the victim. There were
are lot of places that assumed that an engulfer which is an animal
would swallow and digest the victim. In hindsight, it might have
been simpler to take the M1_ANIMAL flag off of trappers and lurkers
above.
This adds a new digests() predicate for creatures with AT_ENGL+AD_DGST
(purple worm) and also enfolds() for AT_ENGL+AD_WRAP (both 't'-class
critters).
There are several minor fixes mixed in with this. I didn't record
them as I went along but the two I remember are
1) if poly'd into a holder and holding on to a monster, the '<' and
'>' commands refursed to work; release the held creature first
and then treat those commands as normal;
2) throwing a non-weapon while engulfed by an ochre jelly reported
"the <item> vanishes into the ochre jelly's /currents/".
This needs a lot more testing. I found and fixed multiple minor
details before my own testing burned out.
Make monsters with magic and gaze attacks avoid hero,
just like spitters and breathers already did.
Some small code cleanup related to the ranged attacks.
If you want to declare a pointer which the address pointed to is constant,
you should declare it as like `static const char *const var = "...";`.
This commit supplies missing `const` and prevents some programming
error in the future.
There are no longer distinct gendered versions of monsters, so femalenum
is unused (i.e. set to NON_PM) for all roles and races. Take a pass at
removing all uses of/references to femalenum, and rename 'malenum' to
'mnum' since it no longer has any particular association with
gender or sex.
Special abilities conferred by wearing dragon armor was implemented in
a somewhat half-assed fashion; extend it to 3/4-assed. Abilities came
from wearing dragon armor but not from being poly'd into a dragon or
for monsters that were wearing dragon armor or actually were dragons.
This covers much of that.
There are umpteen calls of 'resists_foo(mon)' and some are now
'resists_foo(mon) || defended(mon, AD_FOO)' but the second part ought
to be incorporated into update_mon_intrinics() so that the extra
'|| defended()' doesn't have to be spread all over the place and the
ones being put in now could/should be removed.
While testing, I noticed that a monster wielding Fire Brand did not
resist being hit by a wand of fire. This fixes that and should also
fix various comparable situations for other artifacts. But so far it
has only been done for zapping (and any other actions which use the
zapping code). Folding defended() checks into update_mon_intrinsics()
matters more than that probably sounds.
For Angels who appear in a flash of light, temporarily light the
spot where they arrive. If not previously visible, it will go back
to dark and change the angel to the remembered, unseen monster glyph,
usually before the player even notices.
Add more monsters to msummon_environ() so that it has latent support
for various light, fire, and lava creatures from mondata.h even
though these extra ones, like previous vortices, don't get summoned
by msummon().
Now that the appear message isn't limited to summoning by demon,
seeing "the Angel of <foo> appears in a cloud of smoke" seems
strange. Angels weren't covered by the vapor/dust/&c change for
elementals. Make angels appear in a flash of light.
Have water demons appear in a cloud of vapor rather than a cloud of
smoke. This adds a few other alternatives but they'll never happen.
Elementals could only be summoned by Angels but Angels never call
msummon() as far as I can tell. Vortices aren't summoned at all
but the smoke/vapor/&c routine has provisions for them.
The cloud of smoke message used to be given only when the summoner
is a demon. Now it will be given if the last--or only--summoned
creature can be seen to arrive, no matter whether summoned by a
demon, a non-demon (which I think isn't possible), or post-Wizard
harassment.
Use (obj->spe & CORPSTAT_GENDER) for figurines as well as for
statues and corpses.
Support wishing for
"{female,male,neuter} {corpse,statue,figurine} [of <monster>]".
and
"{female,male,neuter} <monster> {corpse,statue,figurine}".
Also
"{corpse,statue,figurine} of {female,male,neuter} <monster>"
where the qualifier might be in the middle instead of a prefix.
Wishing for "{corpse,statue} of gnome queen" would produce a corpse or
statue of a gnome queen, but wishing for "gnome queen {corpse,statue}"
would produce corpse or statue of a gnome king. The matching for
gender-specific monster name was only passing back the corresponding
gender when an exact match occurred (which happens for "foo of pmname"
but not for "pmname foo" since 'pmname' through end of string is what
the name_to_mon() matching code is looking at).
Dead monsters that had traits saved with the corpse would revive as
the same gender, but ordinary corpses revived with random gender so
could be different from before they got killed.
Since corpses of monsters lacked gender, those for monsters with
gender-specific names were described by the neuter name.
This is a fairly big change for a fairly minor problem and needs a
lot more testing.
Fixes#531
Higher charisma will make it more likely for monsters to be affected.
Conflict will also now require the monster to see the hero.
Originally from SporkHack by Derek Ray.