Someone mentioned in #nethack today that a vampire had turned into a fog
cloud, moved under a door, then turned back into a vampire while still
sharing a space with a closed door. There already existed some code
intended to prevent this in cases where the vampire is killed in one
form and revives in another, but voluntary transformations (from
decide_to_shapeshift) weren't included. The existing code in mondead
and vamp_stone also apparently missed a minor edge case: because the
code between the definition of in_door and its use included an expels
call, it would be outdated/incorrect in cases where expels() placed the
fog cloud onto a closed door.
With reset_justpicked called unconditionally near the top of pickup, it
was impossible to pick up some items, walk over to a chest, and use 'P'
to deposit the items with autopickup on: pickup is called with every
move, and autopickup allowed execution to reach the reset_justpicked
call whenever the hero stepped on a square with an item in it. As a
result, stepping onto a square with a container would clear all the
justpicked flags in inventory (pressing ',' and then declining to pick
anything up would have a similar effect).
Instead, call reset_justpicked only when the hero (or autopickup) has
actually selected an item to pick up. This makes the code a bit more
complicated than before -- I don't think there's a way to do it with
just one reset_justpicked call any more, due to the structure of pickup
and the need to call reset_justpicked before actually putting any items
into inventory -- but it means that justpicked info will be much less
ephemeral and more useful when managing stashes, etc.
Wishing for a door is intended to retain the existing 'horizontal' value
of the surrounding wall or door (see comment in the wizterrainwish
'door' case). However, the field was being reset by mistake, causing
all door wishes to create vertical doors. Preserve it as intended.
The new livelogging of wish results caused a segfault when attempting to
handle the results of a wizard mode terrain wish, since a successful
terrain wish returns a nonzero obj which nonetheless is just a dummy
object. Move the existing check for that further up to skip all the
livelogging stuff entirely, since such wishes will never happen in a
real game and exist purely for debugging purposes.
When using 'A'/autopick with the 'items you just picked up' category,
instead of autoselecting all items within that category, it selected
every item in your inventory (like it used to work before 3.7). Just
blew up a bag of holding because of this.
While testing the fix for that, I noticed 'P' wasn't working at all
with menustyle:traditional -- you could select it as a filter, but it
didn't actually get applied to anything, so it would end up prompting
you for every item in inventory. Fix both those things.
Apparently this is a bug that's existed since mon-vs-mon displacement
was introduced in 2003 (in 89c785e): if a monster displaced a footrice,
having gloves on would make it vulnerable to being stoned, while having
bare hands would protect it. Switch it around so wearing gloves blocks
petrification, as it does under other circumstances.
Also add a message explaining why the displacing monster was stoned (if
the displacement attempt is visible to the hero), so the "Foo turns to
stone!" message has some context.
When a pudding was killed by a monster (player-caused deaths were exempt
because of a 'backup' newsym call in xkilled), and the resulting glob
ended up on the pudding's square (whether because there were no adjacent
globs, or because the adjacent glob merged into the new one rather than
vice-versa), the glob wouldn't be drawn onto the map until the squre was
redrawn with ^R or similar. This was because the early return for globs
in make_corpse skipped the typical newsym call near the end of the
function.
In this commit I just added a newsym call to the glob case in
make_corpse, but adding a newsym call to monkilled as a guard against
similar cases (equivalent to the one in xkilled) seems like a possible
extension. I wasn't sure if there's a particular reason it's not
included in monkilled, so I didn't mess with it.
I noticed a comment about -eau pluralizing as -eaux, e.g. "gateau" ->
"gateaux", was not consistent with the actual output of makeplural.
Same thing with "VAX" -> "VAXen" in the line below it; they're very old
comments, so maybe they were originally meant to point out some plurals
makeplural got wrong? Since they predate the addition of "oxen" and
"geese" to one_off[] (and the array itself), it seems like the other
special cases mentioned in the comments would also have been wrong at
the time they were written.
Address this horrifying pastry-related oversight by adding handling for
'-eaux' plurals to makeplural, with an exception for 'bureau' (plural
'bureaus'; according to the dictionary, 'bureaux' is an acceptable
variant but 'bureaus' is more common, at least in American English).
There's also an exception for 'Bordeaux' (as in a bottle of the wine),
since the singular and plural are the same.
A bit surprised this wasn't already in there, since 'gateau' is a real
food item and seems like a much more likely fruit name than some of the
inedible items makeplural has special rules for.
Also add " au " to compounds[] in singplur_compound, so that 'gateau au
chocolat' will pluralize correctly to 'gateaux au chocolat'. Without
that change, the result is 'gateau au chocolats'.
The hero's ability to channel Pratchett and write his books with a magic
marker once she had read or IDed at least one of them seemed strange,
especially cases like an illiterate hero doing it as her first
introduction to the written word. Block the hero from writing random
novels with a marker.
The image of the hero sitting down in the dungeon to write a novel is
funny, so it feels like a good spot for a funny message. I'm not
sure if what I have there is perfect, but it can always be changed.
High altars and normal temple altars had identical altarmasks, so
there was no way to distinguish between the two based on the altarmask
alone. Instead, anywhere it was necessary to determine whether an altar
was a high altar included a check whether the hero was currently the
Astral Plane or Moloch's Sanctum, and assumed any temple altar was the
high altar.
Since there's an extra, unused bit in altarmask anyway, use it to
explicitly mark high altars -- the lua level files already distinguish
between normal temple altars and so-called 'sanctum' altars anyway, so
rather than throwing away this distinction when generating the level,
keep it in the altarmask and use it in place of various u.uz checks.
I think this would require incrementing EDITLEVEL again...
This is intended to address a couple quirks with force-fighting an
unoccupied spot that I noticed:
* Now that furniture is considered 'solid', an object is much more
likely to be sitting on the square, obscuring the terrain glyph. As
a result, the current glyph is no longer sufficient to accurately
describe the contents of the spot -- e.g., an altar with a corpse on
top of it was being described as "an unknown obstacle", even when the
hero knew exactly what furniture was there.
* When blind and attacking an unexplored 'solid' square, the attacked
position would always be described as 'the stone', even something
like a fountain or sink which didn't seem likely to be confused with
a stone wall.
* The feedback for attacking stone was previously changed from 'solid
rock' to 'stone' in order to be consistent with the feedback for
attacking an unseen wall, but they still weren't quite the same
("stone" vs "the stone").
* The 'stone' feedback for all STONE/SCORR spots was incorrect on
levels flagged as arboreal, where stone is rendered and described as
trees.
This relies on back_to_glyph for positions where the hero is aware of
the terrain and certain other spots (like stone, walls, etc) for which
back_to_glyph produces good results even if they're unseen, and falls
back to the generic "unknown terrain" in other cases.
Pretty long commit message for such a small commit, but oh well...
The message printed if the hero threw gold while swallowed by an animal
used "the <mon_nam>'s entrails", which produced a doubled 'the'. It
could also use the wrong possessive form, since it doesn't take
advantage of any of the special case handling in s_suffix. I think the
only way that could ever be a problem with the current cast of engulfers
is if the hero was swallowed by a purple worm while hallucinating, but I
changed it to use s_suffix anyway.
Cursed potions of object detection were showing all mimics disguised as
statues as 'i' glyphs, because object_detect used PM_TENGU as the
corpsenm of any mimic disguise. Instead, use MCORPSENM when available
so that hidden mimics will be mapped with glyphs corresponding to their
actual disguises.
When the fountain quaffing monster detection effect was triggered on a
level without any monsters, no message would be printed. I think this
was the only scenario where drinking from a fountain wouldn't print
anything, so it stood out as unusual.
Print a messsage in the case monster detection fails, to make it
consistent with other fountain effects and ensure it's clear the hero
did still drink from the fountain on that turn. I used "the water
tastes like nothing" for the (sort of tenuous) connection to there being
nothing living on the level, but there might be a better message to put
in there.
Spiders and cockatrices were using the default animal_parts, which was
noticeably inaccurate in describing certain parts of their bodies. Add
specific handling for both types of monsters: for spiders, add a
spider-specific body part list (the best I could figure out from online
sources, not being a spider anatomy expert), and for cockatrices, use
bird_parts with "scales" from snake_parts thrown in to emphasize their
unusual nature.
The "hit with a wielded weapon for the first time" livelog line could be
produced repeatedly: it was triggered by hitting a monster with a
wielded object of any sort, but the u.uconduct.weaphit counter was only
incremented if hitting with an actual 'weapon' (a WEAPON_CLASS or
is_weptool item). As a result, if a non-weapon-using hero whipped out a
non-weapon item -- a cockatrice corpse, for example -- and started going
to town on some monsters, the livelog message would be repeated with
every hit.
Hurtling into a monster is described as "bumping into" it, so it makes
sense that hurtling willy-nilly into a cockatrice (or vice-versa) could
result in petrification. Since hurtling for the hero usually involves
"floating in the opposite direction" (presumably backwards) after
throwing an item, check whether the hero is wearing any body armor which
would cover their torso rather than looking for gloves. Do the same for
monsters on the general basis that it's a bodily collision, and for the
sake of consistency.
Commit c1a6dd4 was meant to prevent flying, levitating, and clinging
monsters from considering walls of water as acceptable movement
destinations, even outside of the Plane of Water. However, it was
evaluating the monster's starting position instead of possible places to
move to, and the evaluation was 'backwards' (the equivalent of
IS_WATERWALL, instead of !IS_WATERWALL).
The result was that non-swimming monsters could only move onto any kind
of water or lava square if the position they were moving from was a
WATER square. Change this so that instead of the starting position,
each potential destination spot's status as a wall of water is evaluated
in turn, and reverse the effect of the test so that it blocks walls of
water instead of allowing them.
A monster hurtling over liquid would drown immediately the instant it
touched the first square of water, even if normally it would have kept
moving (e.g. hurtling over a short moat). Additionally, its placement
on liquid would not take into consideration other monsters, so it could
overwrite an existing monster on that spot and lead to an impossible,
and/or two monsters occupying a single position.
Fix these issues, so that liquid effects like drowning only happen if
the monster ends up in liquid at the end of the hurtle, and so that
other monsters in the way will stop it early even if they're floating
over or swimming on a pool/water/lava square.
Also use canspotmon instead of canseemon for the wiztelekinesis debug
command.
When a 'full-screen' (cw->offx and cw->offy both 0) menu was immediately
followed by an offset menu -- as in the case of selecting certain
options from the options menu, or using loot to take out/put in items
after using ':' to describe the contents of a very full container --
there were some odd interactions with the map.
Only certain parts of the map near/under the menu window would be
redrawn if the first offset menu was followed by another one, while
a getlin prompt would cause the entire map to be redrawn, with parts
intersecting the window being drawn on top of it and obscuring it.
Flushing the display immediately after the docrt call when closing a
full-screen menu seems to fix both these issues.
Attempting to chat with a player monster would inspire a witty retort,
but it was presented without quotation marks and so differed from other
types of monster speech.
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.
Recent commit 5c14f3e fixed an issue with unpaid_cost when the hero is
in two shops at once (e.g. phasing through a shared wall), but
introduced new problems with finding the cost of a container with unpaid
contents -- an unpaid item in a player-owned container would generate
the same "unpaid_cost: object wasn't on any bill" impossible as the
issue the commit fixed.
The main issue was that finding the bill entry used to depend on finding
the shopkeeper, but after the change, finding the shopkeeper depended on
finding the bill entry; for a container with unpaid items which has a
shopkeeper, but no bill entry, this caused issues.
Revert part of 5c14f3e and tackle the problem another way, which should
correctly handle unpaid items in inventory or a container, even if they
belong to a mixture of different shops and/or the hero is on a space
shared between multiple shops.
When a flying hero deliberately "swoops" through a trap door or hole,
consider the movement down to the next level to be controlled flight
rather than falling, preventing the sort of inadvertent touching of a
carried cockatrice corpse that happens when falling between levels.
finish_meating was checking whether the monster in question was a
chameleon/shapechanger, rather than whether it was a mimic, in deciding
which monsters should be allowed to maintain their current appearance
once they finish eating. This meant that true mimics had their
appearance reset, while a chameleon, vampire, etc, who ate a mimic
would maintain their appearance as a tripe ration even after they had
finished eating and resumed their normal behavior. The result? An
amazing living tripe ration which followed the hero around throughout
the level.
The way statues of stoned unique monsters were marked as "historic" was
not changed when mkcorpstat flags were updated in 04a8ddc, resulting in
unique statues which were no longer marked as historic and were instead
marked as female.
While fixing that, also use the gender-related mkcorpstat flags to
assign the gender of a stoned monster to the resulting statue.
Some messages about owing a shopkeeper money would use 'it' when blind,
with weird results such as "You owe It 267 zorkmids for goods lost." It
seems maybe like these were missed in 6591f8b since they were outside of
shk.c/shknam.c. Bring those messages into alignment with most other
shopkeeper-related messages, which use the shopkeeper's name even if the
hero is blind or can't see them at the moment.
Some of the 'it gets angry' ones don't seem so bad, but similar 'gets
angry' messages in shk.c use Shknam so I changed those as well for
consistency's sake.
If a random G_[SL]GROUP monster was generated in a zoo, the resulting
group of monsters could spill out into nearby hallways and other
surrounding areas. Disregard G_GROUP flags when filling a zoo with
monsters to avoid this problem.
The hero in an aquatic polyform loses HP for time spent out of the
water; allow magical breathing to prevent this, just as it allows the
hero in her non-aquatic natural form to breathe underwater.
Also add a similar rule for monster fish-out-of-water HP loss, even
though currently monsters can't use amulets of magical breathing and
there's no non-breathing fish/eel -- just in case this changes at some
point.
Giving new_light_source '(genericptr_t) mtmp' leads to the light
source's id.a_monst being set to 'mtmp->nmon' rather than 'mtmp',
since that's what is stored in the initial byte of the monst struct.
When mtmp->nmon == 0x0 this can cause a segfault in do_light_sources.
Don't allow type-name of a scroll that has since been formally
identified to override a real scroll name.
For example, if a user typenames a scroll of fire 'earth', then IDs
fire but doesn't change the typename (reasonable, since it doesn't show
up anywhere in inventory at that point), if they try to write 'earth'
with a magic marker, don't produce a scroll of fire just because it's
still type-named 'earth'. At that point they know it's not a scroll of
earth and it's no longer reasonable to assume they mean to use the
typename.
In other words, if a user-assigned typename matches a real scroll type,
write the scroll with the typename -- unless the player knows for sure
it doesn't match the actual scroll (whether because the actual scroll is
already IDed, or the typenamed scroll has been IDed as something else).
In that case write (or attempt to write) the actual scroll as though the
typename didn't exist.
Because some spots in the fly's 'legs' on the Baalzebub lair level are
specified as pools in the level file, then later converted to walls in a
post-generation fixup routine, monsters can be generated on those spots
and then left walled up and inaccessible, Cask of Amontillado style.
For the love of God, makemon-tresor!
Some code already existed to relocate these monsters after generating
the level, but it depends on misorientated 'leg segments' being fixed up
in a particular way. That wasn't being triggered because it didn't
account for the possible rotation of the level; as a result, the
monsters in the leg segments wouldn't be relocated, and the leg segments
themselves would continue to have the wrong orientation.
Account for possible level rotation so that the monsters are relocated
properly (and the leg segments are 'fixed').
Another (latent) case of an artifact possibly being generated and
immediately deleted: part of the process of a mimic disguising itself as
an item involves generating a random object, then deleting it. If this
item is a box or sack, it will generate with random contents, which will
be deleted along with the container. If artifacts are allowed as random
box contents, this can silently remove an artifact from being available
in the game.
This is effectively blocked already, since none of the artifacts
eligible for random generation are items from classes marked as valid
box contents (see boxiprobs[] in mkobj.c). Nonetheless, formally
preventing artifacts from generating as box contents will guarantee this
issue won't crop up if a randomly generated artifact tool, ring, etc, is
added in the future.
Death drops will generate a random item, which may be an artifact.
After the object is created, some rules are applied to check whether its
size matches the monster that dropped it; if it fails these checks,
the item is deleted. aosdict recently pointed out that if the death
drop was an artifact, this would permanently remove it from the game.
Use artifact_exist(..., FALSE) in various cases where potential
artifact objects are created, then immediately removed. This will
prevent artifacts from being removed from play by marking the artifact
as available to create again.
https://github.com/NetHack/NetHack/pull/573 by entrez
Pull request comment states:
"Moving into a position containing a warning symbol with m-<direction> to
'safely' move would still attack as though the 'm' prefix was not
specified. Ensure warning symbols are counted as 'detected' monsters
for this purpose, to avoid falling through to do_attack()."
Closes#573
Updates to m_dowear_type(worn.c) in 5a09a01a13 inadvertently reversed
the effect of an xor near the end of the function, causing it to go from
testing whether a monster's status as 'seen' or 'unseen' changed over
the course of the function to testing whether it remained the same.
As a result, whenever an unseen, invisible monster donned a piece of
armor anywhere on the map, the message 'suddenly you cannot see it'
would be printed. Fix the xor so that it goes back to testing whether
visibility changed since the start of the function.
Drinking booze on an empty stomach will amplify its effects
(i.e. increase the duration of the resulting confusion); stuffing
yourself before drinking will have the opposite effect.
Popeye, used to check whether eating a particular tin is a potential
lifesaving action, considered tins of chameleon meat a cure for sliming
(since you can polymorph into a fiery monster), but didn't credit the
same possible curative power to other tins which can polymorph the hero.
Use the polyfodder macro (used elsewhere to check whether eating
something will polymorph a monster/pet) to determine whether a tin will
polymorph the hero.
(including resuming travel after being interrupted)
Attempting to travel from an 'interesting' spot that would normally
stop travel mid-attempt (next to a door, next to a monster, etc) would
fail to get off the ground, because the 'interesting thing' would halt
travel before taking the first step.
Prior to 433f0cc, initiating travel would immediately trigger a call to
domove in rhack; as part of refactoring travel, the order of events in
rhack was changed so that this didn't happen immediately as before. Add
domove to the end of dotravel_target to produce a similar effect to the
previous arrangement.
domove also zeroes out g.domove_attempting, which I think is the reason
c0c617c seemed to mitigate some of the issues associated with this
problem (e.g. travel target selection seemingly not registering right
away).
Fixes#559
Messages for dropping an object on a trapdoor or hole seemed to
imply they still operate by the rules of a pit (that any object on the
same square as the trap is automatically inaccessible). Since this is
no longer true for trapdoors and holes as of 1b7c372f, it seems
misleading to say an item "tumbles into the hole" even when it doesn't
fall through and stays on the current level.
Even for an item which really did fall through to the level below, these
messages were redundant since they were immediately followed by
near-identical messages from down_gate(dokick.c).
Limit the "tumbles into the pit" messages to pits only, and rely on the
standard down_gate message for items which fall through a trap door
or hole.
Items on a trap door or on the edge of a hole are accessible (they can
be picked up, kicked, etc), but these locations were considered
inaccessible for purposes of feeling the ground for objects while blind.
If an engraving was appended to repeatedly, it could eventually exceed
BUFSZ and cause a crash. Add some checks to prevent this from happening
and inform the player when she runs out of space to engrave on a
particular square.
Engraving with a marker can use up remaining charges to write
semi-permanently in ink, or--if the marker has no remaining charges--can
draw in the dust as with a normal blunt item. Handling in engrave after
a recent refactor (9c6a5fc423) didn't fully cover this second case, and
as a result using an empty marker to engrave would deduct a charge per
attempt and cause an impossible. This could be exploited by repeatedly
engraving with the same empty marker to underflow the marker charges.
The for loop which iterates through the list of movement keys in
movecmd(cmd.c) was updated in 5abf948116 to count down to 0 instead of
up to the end of the list. This commit inadvertently introduced an
off-by-one error which started the loop one past the actual end of the
array. On my system this made 'H' stop working as the 'run West' key.
When using a marker, it is possible to write a scroll based on the
type-name assigned to it by the user. Somewhat unintuitively, this
system broke down if the assigned name was identical to the real name of
a scroll type: trying to write a scroll by its previously-assigned name
'scare mon' or 'id' would be guaranteed to succeed, but this wouldn't be
the case if the user-assigned name was 'scare monster' or 'identify'.
Revise dowrite(write.c) to prefer a user-assigned type-name to the
real name of a scroll that isn't already formally known, while
continuing to prefer the real name of an identified scroll to both.
Fixes#436
Functionally similar to reading a T-shirt or apron, but rather than
actual text printed on the shirt being displayed, the design of the
Hawaiian shirt is described: for example, "hula dancers on an orange
background" or "tropical fish on an abstract background". Much like
T-shirts have their text included in the game-end inventory list ('a
blessed +2 T-shirt with text "foo"'), Hawaiian shirts now have a brief
description of their design appended to their item name under the same
circumstances.
Because 'reading' a Hawaiian shirt doesn't actually involve reading
text, using the 'r' command in this way doesn't break illiterate
conduct.
If a monster with a theft attack (nymph or leprechaun) stole something
from an invisible monster (e.g. while under the influence of conflict),
and the attacking monster was not itself invisible, the monster name
buffer used when printing the "<foo> suddenly disappears!" message would
be used while still uninitialized. The attacking monster's name was
only copied into the buffer if the defending monster was visible, but
would be used regardless to print the pline if the attacking monster was
visible and teleported away successfully after the attack.
Nymphs' item theft attack against other monsters was broken in 1696019,
when a break used to select a particular item in the target monster's
inventory was changed to an early return.
Let users of #wizintrinsic set a specific amount by which they want to
increment each particular timeout, by entering a count/typing in
numerals before selecting the item in the list. I think doing it this
way should be pretty intuitive to players who are familiar with the
'enter count -> make selection' flow of normal inventory menus in
NetHack, and is simpler than using a separate prompt, as was mentioned
as a possibility in a comment.
When an intrinsic is selected without entering a count, the increment
will continue to default to the previous value of 30; this value is set
via the DEFAULT_TIMEOUT_INCR macro.
I also deleted a redundant declaration of wiz_intrinsic; the duplicate
seems to have been added by mistake in ff6139c6c5.
Because landing_spot will select a square containing a boulder as a
last-resort option, provided no other squares are accessible, it is
possible for the player to maneuver into a place where this could be
exploited when completing Sokoban (e.g. to get into a corner that would
normally be inaccessible, from which position an otherwise-blocked
boulder can be pushed away). This behavior should incur the same penalty
as exploitation of other Sokoban 'loopholes'.
Dismounting a steed checked whether the target spot was accessible and
whether there was a monster on it, but not whether it could actually be
accessed by the hero through normal movement. As a result, dismounting
allowed the hero to pass between diagonal gaps that would normally cause
a "you are carrying too much to get through" pline; this could leave
them in a position where they are effectively stuck, unable to remount
their steed or move away without dropping their inventory.
This also could be abused by dismounting in Sokoban to squeeze between
boulders in a way that would normally be impossible.
Using a successful result test_move as one of the requirements for a
spot to be valid prevents this and limits valid dismount targets to
squares that would normally be accessible through standard movement.
Land mine explosions did not call liquid_flow(dig.c), and as a result
the pit created by an exploding land mine would never fill with adjacent
water or lava, as pits created by other sources -- digging, breaking a
wand, and earthquake -- can do.
This commit adds the appropriate calls to liquid_flow and fillholetyp to
blow_up_landmine so that land mine explosions may fill with water like
other pits do.
The call to losehp in dotrap had to be moved from after to before
blow_up_landmine, since waiting to call losehp when the pit can fill
with water could lead to silly messages (``That was a close one. You
die...''). After this change, a land mine that killed a character would
be retained unexploded in a bones file, because death would occur before
the call to blow_up_landmine. To avoid this issue, the land mine is
converted to a pit before calling losehp; blow_up_landmine does not
check whether the target trap is in fact a landmine so works as usual
even if the trap is converted to a pit, and will delete the pit in cases
where it should not exist.
Using a for loop instead of an if and a do/while makes the code much
more clear and concise, so that it's easier to understand what the
function does at a glance. The actual approach to iterating through the
current level's bones files and searching for a match is more or less
unchanged.
Multiple functions are involved in the process of targeting and
attacking an enemy with a polearm or lance, and these functions
previously used inconsistent tests to determine which targets were
legal. For instance, find_poleable_mon would give up immediately if the
hero was blind, while neither get_valid_polearm_position nor use_pole
cared as long as the hero could detect a target on the square (e.g. by
ESP). find_poleable_mon considered warning symbols as potential
targets, but use_pole discarded them. get_valid_polearm_position
considered moats and pools to be illegal targets, but use_pole would
let the hero successfully hit a monster on those squares; on the
other hand, get_valid_polearm_position would mark squares that were not
visible and did not contain a known monster as legal targets, while
find_poleable_mon and use_pole would exclude them.
Obviously this was inconsistent and could introduce confusion for
polearm users, who would potentially need to explicitly target squares
marked "(illegal)" at some point over the course of their game, among
other problems. This commit makes polearm targeting tests more
consistent; the following rules are applied to positions within the
appropriate range:
* Monsters which are detected by any means that reveals an actual
monster glyph are legal to target, even if the hero is blind
* Monsters the hero cannot detect, but is aware of -- i.e. those
represented by an 'I' -- are similarly legal to target
* Monsters detected via warning are not legal targets, since the hero
does not have as strong a sense of where exactly they are, their shape
and size, etc
* Statues are legal targets, but will not be suggested by
find_poleable_mon unless the hero is impaired (confused, stunned, or
hallucinating); the same is true of tame/peaceful monsters
* Apparently empty squares, including those containing an undetected
monster, are legal to target unless they cannot be seen (whether due
to blindness or a very dark room/level)
* Positions which are otherwise legal but are blocked by an obstruction like a
tree or pillar are not legal targets
After modifications to amnesia, `deja vu' messages are now displayed
upon entering a level containing bones of a previous character of the
current player. This test is done simply by checking for a ghost on the
level that shares a name with the current character.
However, since ghosts generated in other circumstances (such as in the
Valley of the Dead and other special levels) can have names pulled
randomly from the high score list, etc, this message can be displayed on
non-bones levels where a ghost has been generated with the character's
name. Additionally, when a bones pile doesn't include a ghost (such as
when the character in question was slimed, killed by a wraith, etc), the
`deja vu' message will not be displayed when it should be. This is all
described in in NetHack/NetHack#322.
This commit changes the method of testing for `familiarity' by adding a
function to iterate through any bones data for the current level,
searching for a match to the hero's name.
Should fixNetHack/NetHack#322.