Fix the situation <Someone> reported where requesting information about
the not too unlikely word "offering" would match the "ring" quote. I didn't
add a new quote for it but made "offer[ing]" and "sacrific[e|ing]" match the
existing altar quote. I also added one small quote I've had laying around
for a while.
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.
While trying in vain to find code that would cause the reported
priest-on-players-location behavior, I did find that the code to find
a usable teleport or similar trap was disallowing lots of locations due to
an && that should have been an ||.
The previous change only affected mimics that started mimicing after the
level was created. This change tries to perform a similar behavior for
randomly placed mimics that are forced to mimic a boulder on special levels.
In this case, since the symbol is fixed and the location is "random", try
several times to find a non-trap location for such a mimic.
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.
On mazelike levels, mimics will mimic either boulders or statues (of giant
ants, as it turns out). However, it does not make sense to mimic a boulder
on a hole or even a pit, since boulders would typically fall in. Also,
statues are not typical objects in Sokoban. So, skip statue special case
in Sokoban and always avoid the forced emulation of a boulder when on a
trap location outside a room. This is a bit drastic, but I couldn't think of
an argument for adding the code to do this only for pits, holes, et al,
which are the most likely traps outside rooms anyway.
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.
Try to fix the report of a doppelganger (created from using stone-
to-flesh on a fake statue of Demogorgon) having 1700 hit points after
reverting to its native form. The problem was due to the special monster
level of Demogorgon rather than anything to do with shape changers; the
actual bug was use of `mdat->mlevel' where it should have been using
`mtmp->data->mlevel'. But the whole section of code was rather suspect
since it didn't attempt to handle other types of monsters (dragons, golems,
elementals) which have non-standard hit points, so I knocked some out.
Monsters who have gained or lost levels prior to changing form will no
longer carry that adjustment along; the new form will always be a brand
new one of its type. However, if the old form is injured at the time of
change, the new form will be too (same as before).
Since the rogue level does not have closed doors, mimicking one there makes
no sense. Similar to what wand of locking does there, make mimics that end
up there mimic a wall instead of a door.
There was already code to ensure that if a hidden monster moved, it would
no longer be hidden. However, if the monster is asleep or whatever under
a rotting corpse, when the corpse rotted away, the monster would not
immediately become detected. Add a check to the rot code before the newsym.
Attempting to go > while blind and floating over unknown stairs/ladder
would refer to the stairs in the "high above" message (however, the
stairs/ladder remained unidentified on the map). Change this case so
it only refers to stairs/ladder if that's what the hero remembers on the map.
>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.
Fix the bug From a bug report. Subsequently removing
the item caused those attributes to be returned to an incorrect value
which was higher than the character started out with.
<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.
If you kick something while in the air (i.e. on the Air level or while
in a bubble on the water level), 1) greased objects were treated specially
and 2) messages were given about the object sliding.
- add checks for kicking in the air, and always increased distance a bit
(I didn't add any checks to deal with the transition from air to water or
visa versa)
- don't set the flag that causes the "slides" message in these cases either
This patch simply keeps the score from wrapping by capping it at LONG_MAX.
If someone wants to change the score to be unsigned, some changes will
need to be made to tweak this code (and use ULONG_MAX instead).
I'm assuming that our platforms all have limits.h.
<Someone> reported that freezing the swamp on Juiblex' level would result
in message about a frozen moat. Avoid this by using waterbody_name
to to determine if it's a moat or not.
- as requested by ESR, remove the use of parentheses from the usage
summary, it confused some man page conversion tool he has
- updated documentation for the -p option to mention the word "role"
so anyone search for role in the man page will still find it
- removed use of .UC, it is listed as deprecated in all the current man
documentation I could find, when it was even documented at all
- other minor spelling and formatting (hyphenation) changes
<Someone> reported that dipping acid in a fountain did not always destroy
the acid. It might be best to have get_wet call useup in this case, but
that would require more work.
Reported to the list back in November: scaring a mimicing mimic will
produce a "turns to flee" message, but the mimic does not unmimic nor
does it flee. The latter behavior made sense to me as a defense mechanism,
so I changed monflee to avoid printing the message in this case.
Change pit behavior to always mark a non-flying poly'd player as trapped in
a pit, even when Passes_walls is set. This allows players polymorphed into
xorns to descend into pits and pick things up. In this case, any attempt
to move out of the pit now takes a turn but always succeeds. Also fixed
a related bug (w/o ID) that a player could become trapped as if in a pit
when leaving xorn form because u.utrap wasn't checked, and simplified the
code since the extra Passes_walls checks are no longer needed. Also
updated code in sit.c that duplicated uteetering_at_seen_pit.
<Someone> reported back in December of an invisible monster using an amulet of
lifesaving and looking much better. While the comment in the code says the
amulet is visible, this does not mean the monster is. Add a secondary check.
Both the reported tombstone message and the initial message could be
grammatically incorrect for eating identified artifacts. This begs the
question whether artifacts should be so easy to destroy.
Extend the previous patch to cover all blown instruments. Also covers
the case of the player strangling. The test is moved to a new can_blow
function to keep the test in one place. It supports any monster, although
all current tests are for the player.
Restrict poly'd whistle use to monsters that can blow a whistle. The
restriction includes those that make no sound (or just buzz, which is a
wing-thing) and are either breathless, tiny (eg ants), headless or water
natives. Searching monst.c, this appeared to provide a reasonable set of
restrictions. There are a couple cases one might quibble about if someone
feels like refining this further.
A long time ago, a message to the list suggested that whistles should not
work underwater. I did some google research and this does appear to be
true for most whistles. However, magic whistles are magical, so I left
them alone (also, I did find one high-tech whistle in my research that
claimed to work underwater). Since being underwater affects pitch,
adjusted the magic whistle message slightly for that case.
<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.