Instead of
" a-z and
" A-Z and
" @&':;
for the lists of characters used to show monsters, followed by
" I
for special "remembered, unseen monster", change the capital letter
line
" a-z and
" A-HJ-Z and
" @&':;
to emphasize that 'I' is used differently from other letters.
Also, add the trailing "and"s to the LaTeX version. I haven't seen
what the result looks like.
When looking at a monster that's inside a gas cloud, include that
fact in the output for farlook and for probing. When the monster
being examined is sensed rather than seen, you'll sense the presense
of the cloud as well as the monster even if the cloud can't be seen.
Do likewise for self when using look-here (':'). Bonus fix: zapping
wand of probing at self while engulfed reported that you were just
held by the engulfer.
Also fix an old comment typo/thinko.
Support tab separation for the region portion of #timeout output.
This works ok under Qt. However, the output from #timeout uses a
fixed-width font so tab separation isn't necessary.
No idea how well it will work for mswin.
Some_Monnam() returns "Someone" or "Something", not "Someone" or "It".
Removing the redundant '&& uchain != NULL' test shouldn't produce any
change in behavior.
Testing the shopkeeper speed change, I noticed that zapping the shk
with speed monster made her angry. Since being hasted is beneficial
for the target, don't become angry.
Issue reported by ars3niy: a hasted shopkeeper always gets 2 moves
per turn and had a tendency to move away from the door and then move
right back, keeping it blocked.
I didn't view the ttyrec and didn't reproduce the situation, but I
have noticed something of the sort in the past. This reduces shk
speed so that there will usually be 2 moves per turn but not always,
increasing the likelihood of leaving the door unblocked when nearby
hero does not owe anything.
This change results in a slowed shopkeeper having speed dropped to 11
rather than 12. I suspect that the original 18 speed might have been
picked to guarantee slowed speed of at least 12, but if so, that was
in the days when speed 11 would have provided 11 consecutive moves
and then a turn guaranteed to not allow a move rather than the current
11 out of 12 chance to move each turn.
Fixes#1267
Allow farlook/quicklook to step through all engravings--corridor
ones as well as room ones--with repeated '`' when picking location
with getpos(), similar to how repeated '^' goes through all traps
no matter what display character they use.
It isn't possible to look at corridor engravings by using their
default symbol '#'. It is possible by using 'a' for "anything of
interest" but that matches lots of other stuff.
This tries to add an NHDT tags line to sym.h. That was followed by
'git nhadd' which did stage it for commit, but date/branch/revision
tag expansion isn't working. I did something similar to defsym.h
about 5 weeks ago; that one worked and I don't recall having needed
to do anything special.
From a change made about two and half months ago: eating a pyrolisk
egg tried to use it up from inventory even when it was on the floor.
That would trigger an object lost panic.
When hero was swallowed and a temporary region at swallower's spot
expired, hero was told "the gas cloud around you dissipates". This
just suppresses the message rather than changing it into "the gas
cloud around <engulfer> dissipates".
Various bits tried while flailing about with map display of monsters
in visible regions. The newsym()/mon_overrides_region() part is
definitely an improvement because the logic about whether to show a
monster in a region or just the region wasn't easy to comprehend and
was even harder to extend.
I'm not sure whether the _map_location() part is necessary.
This fixes the bug where a monster displayed instead of a gas cloud
because the hero was next to it didn't revert to gas cloud when hero
moved and was no longer next to the monster.
It is possible to have a known trap be at the same location as a gas
cloud region. When paranoid_confirm:trap is set, ask for confirmation
about entering the region before confirmation about entering the trap
since the map will be showing the region rather than the trap.
Dual confirmations will be annoying but not new. Before this change,
it would ask about entering the trap, and if the answer was yes, it
would ask about entering the region. The situation seems to be too
rare to warrant implementing a single combined confirmation, and the
code to accomplish that would likely be messy.
Show visible regions among the other timed events. Turn number is
relative rather than absolute. Location is the internal bounding box
which tends to cover more area than just the gas cloud spots.
When multiple regions are present (common on Plane of Fire), they're
listed in arbitrary order. It would be better to order them by
timeout or by location or both, but the extra effort to do that seems
unjustified.
Extend paranoid_confirm:trap to also ask for confirmation when
attempting to enter a gas cloud region (scroll of stinking cloud,
breath from green dragons or iron golems, steam clouds from boiling
water, vapor left by fog cloud movement, no doubt several others).
Like with traps, can be overridden for a given move by using the
'm' prefix. Unlike traps, doesn't try to guess whether moving into
a region will be harmless.
Doesn't affect movement into cloud terrain (Plane of Air).
Update the Guidebook to describe the revised behavior of
paranoid_confirm:trap and to mention how #terrain deals with regions.
'any_visible_region()' got mixed in with this but isn't used yet.
Affects extern.h and region.c.
While trying to track down a display problem with regions
[when a monster is shown over a region because the hero is
adjacent, it doesn't revert to the region's cloud glyph when
hero moves farther away; that's not resolved yet],
I discovered a different display problem for the same thing. If
you pick a #terrain choice that keeps traps it is supposed to show
region spots too, but that didn't work when there was a monster at
the same spot. It removed the monster but showed background there.
A recent change was setting mon->data prior to canspotmon(mon) but
that triggered a crash if the temporary mon->data was Null. All the
testing was done with vampshifers and this affects non-vampshifers.
Push even more shapechange messaging into newcham() by not trying to
determine whether requesting a message from it will oblige.
Messaging for vampires changing into fog clouds was inconsistent
in 3.6.x but already fixed in to-be-3.7.
However, maintaining an extra set of shape change messages (one
in newcham(), the other in vamp_shift() which turns out to only be
used when a vampshifter turns into a fog cloud in order to pass
under a closed door) was a nuisance. Redo vamp_shift() to use
newcham() feedback. Update that feedback to be accessibility-aware
and also to use "Your <mon>" instead of "The <mon>" when appropriate.
While in there, remove a couple of trailing spaces and eliminate
use of one dynamically constructed format string that necessitated
warning manipulation.
make it clearer how to change the fetch try order
avoid odd output if more than one lua .gz file exists
make it clearer if we don't have a checksum for a fetched file
Issue reported by loggersviii: monsters killed by liches can
produce corpses which auto-revive as zombies, but liches aren't
able to harm zombies and get stuck in an endless slap fight when
those revive.
Liches have a touch attack for cold damage and they have a spell
casting attack. They don't use their spell attack in monster vs
monster combat, so cold resistant foes don't receive any damage.
Prevent them from becoming harmless by changing the cold damage to
physical damage if the target resists cold.
Fixes#1263
Issue reported by elunna: none of the display choices for #terrain
offered a way to show the terrain beneath temporary gas/cloud
regions (except "full map" in wizard mode or explore mode). That
prevented the command from being used to find stairs and portals
which had been mapped before becoming covered up.
Adding extra menu choices to deal with visible regions would result
in #terrain becoming a mess. Instead, treat regions as if they were
traps. Picking a choice that includes traps will show region spots
which are in view as cloud or poison cloud, picking one that excludes
traps will show the underlying terrain. Region spots which aren't
within view are handled the same as before: whatever the hero
remembers at their location gets displayed.
The default menu choice excludes traps so will display stairs that are
covered by gas cloud regions, but not portals, same as when no regions
are present. When showing traps and one is covered by a gas cloud,
the trap will be shown rather than the gas cloud, making it possible
to see known portals.
At the moment the new "#terrain handles regions like traps" feature
hasn't been documented anywhere. That might get rectified someday.
I'm not sure whether trap detection ought to also detect regions now.
This doesn't attempt to tackle that and I think that I'll pretend
that the idea never occurred to me.
'parnoid_confirm:traps' definitely ought to prompt for confirmation
when entering a visible harmful region. This doesn't add that.
Bonus fix: it's possible for a visible region to cover up a not yet
explored location. Searching next to such a spot wasn't changing the
spot to be marked as explored (unless hero was blind). Now it will.
Fixes#1262
> If there's a trap on a no-dig level, the floor beneath it will always be "too hard to dig into", making it impossible to remove the trap.
>
> As you can still dig pits in these levels (just not holes), the floor under the trap itself resisting to become a pit seems inconsistent.
>
> Steps to reproduce:
>
> Go to no-dig level like Mine's End
> Make a trap
> Dig a pit next to it -> works
> Dig on the trap -> does not work
Return more information about the dig_check() results to caller (was
just a boolean).
Move the messaging that was in dig_check() into a separate
digcheck_fail_message() function that uses the expanded return
information.
Resolves#1254
.
A recent change accidentally put a dash where a hyphen (default
value for S_golem) is intended. I'm not sure whether verbatim is
necessary here, but it ought to work.
Plus a bit of reformatting where extending "static" to "staticfn"
on the first segment of a would-have-wrapped line made the other
segment(s) no longer line up.
"\(ah" transposed the letters; should have been "\(ha", matching
the actual usage on the same line. Also, the reference to
"circumflex accent" wasn't appropriate since that's the small
caret you get with "^" or "\^".