- 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
This is a foundation patch for patches to follow.
- use a full short index for mon->cham field.
- The current system of providing CHAM_XXX values
was limited to the 3 bits allocated in the bitfield and invalidated
save/bones if the field was expanded.
- The current system didn't provide an easy backwards change
if multiple monster types wanted to use the bit, there was a one
to one mapping: For instance, if you wanted a CHAM_VAMPIRE,
and you wanted vampires, vampire lords, and Vlad to use it, you
would have to have CHAM_VAMPIRE, CHAM_VAMPIRE_LORD,
and CHAM_VLAD defined to achieve that with the one-to-one backward
mapping.
- This new way just uses the mon[] index in the mon->cham field and
eliminates the need for CHAM_XXX (CHAM_ORDINARY is still used).
- no longer requires the cham_to_pm mappings
<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.
<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.
"<Someone>" on January 8, 2004, wrote:
> A Valkyrie on the Quest home level, wearing an
> amulet of magical breathing, enters a fire trap
> out on the ice:
>
>> A tower of flame erupts from the ice!
>> The ice crackles and melts.
>> You fall into the water. You sink like a rock.
>> But you aren't drowning. You touch bottom.
>> A cascade of steamy bubbles erupts from the bottom!
>
>Should the trap really be being triggered twice, once on ice and
>once underwater, when I've only moved onto the location once?
As From a bug report, if you couldn't see a rolling boulder
fall into a pit, you only heard the sound if you were blind.
Also fixes the article used in the message.
<Someone> reported:
>> The marilith wields 5 daggers!
>> The marilith thrusts her dagger. The marilith misses.
> Shouldn't she thrust her daggerS?
Change to:
"The marilith thrusts one of her daggers." in that case.
on Sunday, April 4, 2004 at 20:27:06:
> On occassion when restoring a game where the
> character is wielding Sting, floor glyphs
> will show up before the --more-- prompt.
> These floor glyphs usually correspond to the
> location of monsters (sometimes they are just
> cavern features such as walls). Some of these
> floor glyphs are not in the character's line
> of sight upon restoring.
Also in this patch is a restore of Sting's ability
to glow blue.
This patch increments editlevel making existing save and bones files useless.
Add polywarn() code to grant the ability to detect certain monster
types while polymorphed into other specific monster types.
If you polymorph into a vampire or vampire lord, you are able to
sense humans.
And just for fun, if you polymorph into a purple worm, you are able to
sense shriekers :-)
Give more information about your attributes in debug mode
via Control-X.
I'd like to see some way of getting bits of this info to the
player during the game (from the Oracle or something),
but this patch keeps it limited to debug mode.
Move the counter for the next attribute check to the context
structure.
This increments patchlevel so previous save and bones
files are unuseable after applying.
Disable processing of double-click messages if the first click
causes map to scroll. The problem is that if the first click scrolls
the map the second click is going to scroll it even further
(before it is redrawn) which is very confusing for the user.
>If you hit a cockatrice with a weapon that immediately breaks
>(like a potion, mirror, or cockatrice egg) you get stoned,
Add a parameter to passive() to make it possible to pass
additional information that indicates that the weapon was
there at the start of the turn, but destroyed during the turn.
>If you hit a cockatrice with a weapon that immediately breaks
>(like a potion, mirror, or cockatrice egg) you get stoned,
Add a parameter to passive() to make it possible to pass
additional information that indicates that the weapon was
there at the start of the turn, but destroyed during the turn.
<Someone> wrote:
> "You kill the invisible storm giant. The boulder fills a pit."
> [...] why did I find the corpse *lying on* and not *buried in* the
> former pit?
Ensure that the corpse ends up buried in that case.
<Someone> wrote:
> You have much trouble removing u - a helmet.
> You have much trouble lifting a plate mail. Continue? [ynq] (q)
> You have much trouble removing R - a plate mail.
> You have much trouble removing N - a leather cloak.
> Why am I told that I have trouble "lifting" a plate mail?
1. Add strsubst() routine to hacklib to replace a word or phrase in a string in place.
2. Correct the inconsistency reported.
<Someone> drew attention to the silly message in the newsgroup
Since I'm not sure if the act of polymorphing has a sound,
I opted to use a new usmellmon() routine to put out a
message based on the smell of the resulting monster
under those circumstances.
Not every monster has a recognizable smell, so no
message at all is given in that case.
olfactory(youmonst.data) will determine whether
you are capable of detecting smells.
There is lots of room for enhancement, and some of the
existing smell-related messages in the source should perhaps
be checking olfactory(youmonst.data) too, but this patch
doesn't go that far.
<email deleted> wrote:
> Not sure what exactly should occur, but this seems funny: If
> you escape a pit and there is an object in the pit, you can
> not reach it to pick it up. Nor can you go down into the pit
> to get it, but sitting gives the message "you sit on the
> (object) it's not very comfortable. How can the character sit
> on it if it's in the bottom of the pit?
[this is not meant to trigger re-packaging for 3.4.3]
Windows CE defines leave as part of exception handling (__leave)
It confilicts with existing sources and since we don't use exceptions
it is safe to undefine it
B02006 autopickup_exception documentation
>Should the documentation say what priority order is used if two conflict?
>(For example, how ">*orcish" and "<*arrow" handle an orcish arrow; from
>experimentation, > always takes precedent over < , but I could be
>missing something.)
B02005 autopickup_exception option menu
> It'd be nice if you were returned to the menu after adding an exception
> via O so that you can set several with one command.
This provides the core support needed for status field highlighting.
This patch doesn't actually perform status field highlighting for any port,
but provides the core hooks for doing so.
The syntax is:
OPTIONS=hilite_status:{fieldname}/{threshold}/{below}/{above}
where {fieldname} is the name of a status field.
{threshold} is the value used as the threshold to trigger a display
change. It can also be set to "updown" to trigger
a display change whenever it rises or whenever it falls.
If you end the threshold value with %, then it signifies
that you want to trigger the display change based on the
percentage of maximum.
{below}, {above}
are the color or display attribute that you want to use when
the field value is underneath the threshold. Supported display
fields are: normal, inverse, bold, black, red, green,
brown, blue, magenta, cyan, gray, orange,
bright-green, yellow, bright-blue, bright-magenta,
bright-cyan, or white.
Valid field names are:
alignment, armor-class, carrying-capacity,
charisma, condition, constitution, dexterity,
dungeon-level, experience-level, experience,
gold, HD, hitpoints-max, hitpoints, hunger,
intelligence, power-max, power, score,
strength, time, title, wisdom
Refer to window.doc for details. Guidebook updates to come later.
> From the newsgroup: an egg carried by the hero hatched and the
> resulting monster was placed in hiding underneath an adjacent object.
> The silly hatching message given was "You see it drop from your pack."
> (Player said he was using 3.4.1, but the relevant code hasn't changed
> since then.)
It was possible for status_finish to get called twice, therefore free() could end up called twice.
Add a macro symbol for the argument to status_initialize().
Adjust some field widths so that there is a little bit of breathing space.
Introduction of a new set of window port status display
routines. The new routines are conditional on
STATUS_VIA_WINDOWPORT
being defined in config.h. See the experimental section,
where the #define resides for the time being.
Introduction of a new set of window port status display
routines. The new routines are conditional on
STATUS_VIA_WINDOWPORT
being defined in config.h. See the experimental section,
where the #define resides for the time being.
Introduction of a new set of window port status display
routines. The new routines are conditional on
STATUS_VIA_WINDOWPORT
being defined in config.h. See the experimental section,
where the #define resides for the time being.
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?
Oops, I spotted a typo that I made in the new text.
For the branch, there is no need to re-synch, as the
the generated .txt version is also patched with this patch.
An optimization.
Split the patterns into two chains, one for things you want "always picked up", and one for things you want "never picked up". That way, the
entire exception list isn't being checked twice, once for each type of
check. The check for things to "always pick up" only checks the
chain at the AP_GRAB index, and the check for things to "never
pick up" only checks the chain at the AP_LEAVE index.
- Also modifies the toggle autopickup '@' message
appropriately for the AUTOPICKUP_EXCEPTIONS build.
(it just tacks on ", with some exceptions" if there are some)
An enhancement to the original to allow
two types of exceptions:
always pickup
never pickup
To specify "never pickup", begin the pattern string with '>'
which is NetHack's down direction symbol (for "leave it down")
To specify "always pickup", begin the pattern string with '<'
which is NetHack's up direction symbol.
For example, to pick up all arrows, regardless of the pickup_
types setting:
autopickup_exception = "<*arrows"
Add config.h experimental option AUTOPICKUP_EXCEPTIONS.
It's an interface-only change which allows you to add lines to your
config file to selectively avoid autopickup of items based on their
text description that is displayed when you pick them up. It does
it by matching a pattern against the xname singular return value.
For example:
autopickup_exception = "*corpse" will avoid picking up corpses, even if
food (%) is in your pickup_types.
autopickup_exception = "*brown*"
will avoid picking up any brown items (why, I do not know)
autopickup_exception = "*loadstone"
will NOT avoid picking up loadstones, unless they are already
identified, because the xname string will be "gray stone", so no
match there.
The matching has no knowledge of in-game objects, it is just
a text pattern match, thus it is an interface change, not a gameplay
change, and it is meant as a convenience for players.
There was code higher up that could destroy the obj,
so this eliminates any risk of trying to dereference a
bad pointer in the deferred silver message by saving
a copy of the name earlier on.
From the newsgroup:
> <email deleted> (<Someone>)
> Newsgroups: rec.games.roguelike.nethack
> Subject: Question: Why don't silver wands give silver damage?
> Date: 9 Nov 2003 09:18:50 -0800
> Organization: http://groups.google.com
> Lines: 7
> <email deleted>
>
> I had a character cornered by a werejackal the other day. I'm not too
> bothered by the death but why didn't the silver wand he desperately
> wielded in his final moments do extra damage? I mean, silver rings do
> so why not wands? I realise this is a pretty minor problem since not
> that many people will be going around wielding wands, but still.
>
> ~<Someone>
There was a code path for objects such as wands that avoided
all the silver checks. Now fixed.
Acknowledge Schroedinger's cat at end of game.
- determine cat's status:
- give points for the animal which accompanied
you.
or
- include dead cat in the box contents.
Schroedinger's cat is the only ordinary creature
that could actually ascend with you.
This patch doesn't deal with any supernatural creatures
including:
- djinn in bottles
- ghosts in bottles
Follow suit with what <Someone> did for the object name buffers,
so that this sort of statement can work correctly:
pline("%s hits %s.", Monnam(mtmp), mon_nam(mtmp2));
<Someone> wrote:
> The new ^V wizmode menu is nice, but it is rather misleading; most of
> the levels it lists are "you can't get there from here". Would it be
> possible either to make it only list levels that can be reached
> directly, or alternatively to allow you to reach the ones you
> ordinarily couldn't (maybe by forcefully changing u.uz.dnum to yoink
> you into the right branch, and even summarily issuing you with an
> Amulet if you ask to teleport to the endgame).[...]; being able to bamf
> quickly to Minetown from DL 1, for example, would be damn useful in > testing stuff.
Allow fairly free roaming of the dungeon via the wizard mode teleport menu.
> The new ^V wizmode menu is nice, but it is rather misleading; most of
> the levels it lists are "you can't get there from here". Would it be
> possible either to make it only list levels that can be reached
> directly, or alternatively to allow you to reach the ones you
> ordinarily couldn't (maybe by forcefully changing u.uz.dnum to yoink
> you into the right branch, and even summarily issuing you with an
> Amulet if you ask to teleport to the endgame).[...]; being able to bamf
> quickly to Minetown from DL 1, for example, would be damn useful in > testing stuff.
Allow fairly free roaming of the dungeon via the wizard mode teleport menu.
If a Key-down event didn't meet the expected criteria,
the event was ignored in the "peek" loop, but it was
never removed from the input queue either, so it
remained at the top of the queue.
It isn't clear if this fixes the dedicated arrow keys
hanging, but if those were resulting in strange
event values too, it just might.
<Someone> wrote:
> You start bashing monsters with your 2 cockatrice corpses.
> You hit the foo with the cockatrice corpse (note singular).
> The foo is slowing down. The foo turns to stone.
> Also: Your cockatrice corpses rots away.
It appears that vtense() has a problem recognizing "corpses"
as plural. This doesn't fix that, it just switches to using
otense() in this particular case.
Allow '*' with control-g to create a random monster species,
or several different monster species if a multi count was specified
on the control-g command.
<email deleted> wrote:
> When wielding greyswander and a black light explodes, the
> message is still "You are freaked by a blast of kaleidoscopic
> light!" giving no indication that you are immune to
> hallucination. Maybe something like "You see a blast of color,
> but seem unaffected" would be more appropriate?
return the changed status back to the caller from
make_hallucinated().