Always give a message when creating a detected monster
during gameplay (as opposed to during level creation).
To prevent the message, use the MM_NOMSG flag for makemon.
Most places already handled their own messaging, but there
were some, such as bag of tricks, create monster magic
and random monsters created during gameplay that didn't.
Teleporting a monster only updated the map. Give a message
so blind players can get the same information.
Making a monster invisible gives the same message, if you
cannot detect invisible.
Several other places where monsters teleported themselves
now also give the same message.
It's redundant with g.moves, so there is no more need for it.
Way, way back, it looks like g.moves and g.monstermoves can and did
desync, where g.moves would track the amount of moves the player had
gotten (and would therefore increase faster if the player were hasted)
and g.monstermoves would track the amount of monster move cycles, aka
turns. But this has not been the case for a long time, and they both
increment together in the same location in allmain.c. There are no
longer any cases where they will not be the same value.
This is a save-breaking change because it changes struct
instance_globals, but I have not updated the editlevel in this commit.
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.
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.
replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.
consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)
consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).
related function or macro additions:
pmname(pm, gender) to get the gender variation of the permonst name. It
guards against monsters that haven't got anything except NEUTRAL naming
and falls back to the NEUTRAL version if FEMALE and MALE versions are
missing.
Ugender to obtain the current hero gender.
Mgender(mtmp) to obtain the gender of a monster
While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
pmname(ptr, gidx)
where -ptr is a permonst *
-gidx is an index into the pmnames array field of the
permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.
Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.
male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.
tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.
statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.
I expect some refinement will be required after broad play-testing puts it to
the test.
consolidate caveman,cavewoman and priest,priestess monst.c entries etc
This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.
Window Port Interface Change
Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.
The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.
win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.
Interface change additional info:
print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
-- Print the glyph at (x,y) on the given window. Glyphs are
integers at the interface, mapped to whatever the window-
port wants (symbol, font, color, attributes, ...there's
a 1-1 map between glyphs and distinct things on the map).
-- bkglyph is a background glyph for potential use by some
graphical or tiled environments to allow the depiction
to fall against a background consistent with the grid
around x,y. If bkglyph is NO_GLYPH, then the parameter
should be ignored (do nothing with it).
-- glyphmod provides extended information about the glyph
that window ports can use to enhance the display in
various ways.
unsigned int glyphmod[NUM_GLYPHMOD]
where:
glyphmod[GM_TTYCHAR] is the text characters associated
with the original NetHack display.
glyphmod[GM_FLAGS] are the special flags that denote
additional information that window
ports can use.
glyphmod[GM_COLOR] is the text character
color associated with the original
NetHack display.
Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
Use a linked list to store stair and ladder information, instead
of having fixed up/down stairs/ladders and a single "special" (branch)
stair.
Breaks saves and bones.
Adds information to migrating objects and monsters for the dungeon
and level where they are migrating from.
Move clearing of polearm context from migrate_to_lev() to lower
level relmon(). Add missing transfer of polearm context from
old mon to new mon in replmon(). These days it seems to only be
used for creating a monster from saved traits, so polearm context
in it should be moot.
Issue was for dropping glob of green slime while swallowed by a
purple worm but also applied to pet eating habits. Green slime
corpse doesn't exist any more; check for glob instead.
Fixes#333
Ported from SpliceHack, and generalized to all shapeshifters (Splice
only implemented it for chameleons). It's very aggravating when your
powerful but hungry pet chows down on a shapeshifter before you can stop
them and then turns into something much more useless, so this aims to
prevent that.
The extreme circumstances under which a pet will eat a shapeshifter are:
1. The pet is starving, and prefers polymorph to starvation
2. The pet's tameness is 1
The reasoning behind the second condition is that if you mistreat your
pet almost to the point of untaming it, it might want to take a chance
on turning into something that might get some more respect from you.
Practically, whenever this happens, this will result in the player now
owning a newly polymorphed and *still* nearly feral pet.
mon_arrive() -> m_into_limbo() -> migrate_to_level() -> wormgone()
followed by place_monster() "for relmon". relmon() was changed (last
November, cc5bb44a9a) to not require
the monster be on the map, so just get rid of the place_monster() that
was trying to put the "gone" long worm at <0,0>.
Also, another m_into_limbo() bit: make mdrop_special_objs() check the
location and send any dropped items to random locations if the monster
dropping things isn't on the map, instead of placing them at <0,0>.
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.
During level change, when a monster from mydogs (monsters accompaying
hero, usually pets) couldn't be placed because the level was full, it
was set to migrate to that level (in order to get another chance to
arrive if hero left and returned). The code sequence
mon_arrive()-> mnexto()-> m_into_limbo()-> migrate_to_level()-> relmon()
tried to remove the monster from the map, but it wasn't necessarily on
the map (depending upon whether it couldn't arrive at all, or arrived
at the hero's spot and couldn't be moved out of the hero's way). The
EXTRA_SANITY_CHECKS for remove_monster() issued impossible "no monster
to remove". relmon() now checks whether monster is already off the map.
While investigating that, I discovered that pets set to re-migrate
to the same level to try again on hero's next visit didn't work at all.
migrating_mons gets processed after mydogs so moving something from
the latter to the former after arrival failure just resulted in
immediate second failure when the more general list was handled during
the hero's current arrival. And failure to arrive from migrating_mons
would kill the monster instead of scheduling another attempt.
The sanest fix for that turned out to be to have all monsters who
can't arrive be put back on the migrating_mons list to try again upon
hero's next visit. Pets still fail twice but are no longer discarded
during the second time, and now do arrive when hero leaves and comes
back provided he or she has opened up some space before leaving. If
there's still no space on the next visit, monsters who can't arrive
then are scheduled to try again on the visit after that.
Recent fix for invalid corpses becomes moot. Monsters aren't killed
during arrival failure so there are no resulting corpses to deal with.
Migrating monster attempting to arrive on a level which is already
full of monsters gets killed off. It was leaving a corpse without
regard for whether it was a type of of monster which should never
leave corpses.
I'd prefer that it be put back on the migrating_mons list rather
than be killed off, but this just suppresses impossible corpses.
Calling wormgone will also remove the long worm monster from
the map, not just the worm tail. Put the monster back on map
so relmon can actually remove it properly.
Sometimes we free the monster data, but the monster is not on the
map - usually this happens if the map is full of monsters and a new one
is migrated on the level.
Make m_detach check the monster x coordinate, so it knows not to touch the map
if the monster isn't on it.
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.
Changes to be committed:
modified: include/decl.h
modified: include/dungeon.h
modified: include/extern.h
modified: include/hack.h
modified: src/decl.c
modified: src/do_name.c
modified: src/dog.c
modified: src/dokick.c
modified: src/makemon.c
modified: src/mkmaze.c
modified: src/mkobj.c
modified: src/pager.c
This commit is an attempt to address the complaints about
the orc town variation taking away lots of stuff that is
normally available in mine town. The statement in the level
description says "A tragic accident has occurred in Frontier
Town...It has been overrun by orcs."
The changes in this commit attempt to uphold that premise,
while making things a bit more interesting and perhaps
more palatable for the player.
This update does the following in keeping with the mythos:
- While many of the orcs still remain to wander about the
level, many of the orcs took off deeper into the mines with
some of the stuff that they plundered. You may now be
able to hunt some of it down.
- Adds some appearance of this particular horde of marauding
orcs working as part of a larger collective.
- This evolves the Orc Town mine town variation into a
a feature over multiple levels of The Gnomish Mines,
rather than just the single-level "feature" that it was
previously.
- You may have to work longer and a bit harder for some
things than other mine town variations, but at least with
these changes, there is hope that some of it may be found
elsewhere.
Game mechanics notes (maybe spoily?)
- Add mechanism to place objects into limbo (okay, really
place them onto the migrating_objs list for transferring
between levels etc.) and destine them
to become part of the monster inventory of a particular
species. In this particular usage case, it's using the
M2_ORC flag setting to identify the recipients.
- At present, there is no mechanism in the level compiler
for placing objects onto the migrating objects, nor
with more sophisticated landing logic, so a somewhat
kludgy hard-coded fixup and supporting routines were used.
Some day the need for that might change if additional
capabilities move to the level compiler.
This is a NetHack-3.6.2-beta01 update. Please give it a workout.
Fixes#127
Report was for a blinded horse which ate a carrot but remained blind.
This fixes that, and also lets blinded carnivorous pets eat carrots.
Gelatinous cubes now handle carrots too, but since they lack eyses
there won't be any noticeable effect for them.
My old monkey patch was a bit more extensive than Pasi's, although
it didn't originally include letting apes be tameable with bananas.
No sense in throwing it away:
1) Make monkeys and apes be omnivores instead of carnivores.
2) Make bananas be preferred food for herbivore/omnivore subset
of Y-class, so excludes carniverous ape, owlbear, and yeti.
[Sasquatch remain omnivorous but aren't tameable with bananas.]
3) While updating befriend_with_food(), make horses be affected
only by food they might eat, not by meat and corpses and tins.
So they'll be somewhat harder to cope with for characters not
strong enough to kill them. [Dogs and cats are unchanged.]
Not included (not even implemented...):
0) Allow archeologists to choose monkey for starting pet.
[The one in "Raiders of the Lost Ark" didn't actually belong
to Indiana Jones but spent a lot of time accompanying him.]