Commit Graph

6005 Commits

Author SHA1 Message Date
Pasi Kallinen
87513ad6bf Fix polymorphing monster trying to dig undiggable wall
Not sure if this can actually happen in a non-modified game, but
my fuzz testing stopped here, so deal with it.

If a polymorphing monster turns into an earth elemental or other
wall-phasing monster, it can wander into a non-diggable area, and
then turn into a tunneling monster.
This caused mdig_tunnel to issue an impossible.
2020-03-28 15:43:10 +02:00
Pasi Kallinen
b8668da3ea Fix purple worm ending up in solid wall
If you're in a vault, the vault guard enters, and your tame purple worm
swallows and kills the guard, the worm ended up inside the vault wall.
Instead return the attacker to the old location, if the defender's
position isn't good.
2020-03-28 11:40:42 +02:00
PatR
3eed500886 fix #K669 - 'nasty' monster summoning
Report complained about multiple Archons causing his character to
be swarmed by monsters on the Plane of Fire.  I don't think that
the behavior has changed significantly from how it worked in 3.4.3.
Nobody can summon an Archon directly because they're excluded from
the nasties[] list.  But whenever summoning picks a genocided
'nasty', the result gets replaced by random monster of appropriate
difficulty for the level (which could be an Archon for a high level
character in the endgame).  [Note that that won't pick an Archon
in Gehennom or at arch-lich outside of there because the random
monster creation honors the only-in-hell and never-in-hell flags;
picking from the nasties[] list doesn't.]

This prevents that for any creature (except arch-lich or the Wizard)
casting the summon nasties spell.  If a replacement creature is a
spellcaster it now has to have lower difficulty than the summoner.
If not, it will be discarded even though its difficulty is classified
as appropriate.  So to summon an Archon, the summoner has to have
higher difficulty than an Archon; arch-lich and the Wizard are the
only ones meeting that criterium.  When summoner is an arch-lich,
it can't summon another arch-lich (since that wouldn't have lower
difficulty than the summoner) and can summon (via replacement for
genocided type, and only if outside of Gehennom) at most one Archon.
When summoner is the Wizard, he could summon an arch-lich (when in
Gehennom; demoted to master lich elsewhere--see below) or an Archon
(outside Gehennom only), but at most one per summoning.

For post-Wizard harassment, which effectively has infinite
difficulty level, it could still happen.  However, each instance of
harassment is only allowed to create at most one Archon or arch-lich
now, so chain summoning should be lessoned.  Also if it tries to
pick an arch-lich when outside of Gehennom it will switch to master
lich instead (which won't be allowed to summon an Archon or an arch-
lich or even another master lich).

(The monmove.c bit is unrelated, just some comment formatting that
I had laying around that got mixed in.)
2020-03-27 19:05:52 -07:00
Pasi Kallinen
e89c193a57 Fix flipping while punished
... if either you, the ball, or the chain are outside the flip area.
Just unplace the b&c and then put it down under the hero.
This can only happen via #wizlevelflip, as normal level flipping
is done when creating the level and b&c are not on the map.
2020-03-27 17:30:23 +02:00
Pasi Kallinen
d5aa6e04e4 Fix wizmakemap and teleport region 2020-03-27 08:48:29 +02:00
PatR
dbb133ece9 teleds() vs ball&chain
I think this should fix #K672 but without a test case I can't be sure.
The ball and chain handling in teleds() was a bit convoluted and this
streamlines it a bit.

There is still the situation that one place uses 'can't drag ball if
dist > 1' and another uses 'no need to move ball if dist <= 2'.  That
seems contradictory but I want to prevent my head from spinning so
haven't tried to puzzle it out.  Instead of relying on multiple flag
variables to decide whether to call placebc(), the ball and chain (or
just chain when ball is carried) will be replaced if they were on the
map before moving the hero and aren't there after assigning hero's
new location
2020-03-26 01:31:46 -07:00
Pasi Kallinen
75a24d2846 Fix teleporting not unhiding polyed hero 2020-03-25 19:57:25 +02:00
Pasi Kallinen
eec9c2e209 Expose core random number functions to lua
Expose nh.rn2() and nh.random() to lua.
Add a math.random() compatibility shim to nhlib.lua
2020-03-25 12:24:32 +02:00
Pasi Kallinen
c8fb419a2c Try to fix pet location inconsistency again 2020-03-24 21:56:24 +02:00
PatR
549f6fba52 fix github issue #304 - #offer old corpses
Same race corpses, deceased pet corpses, wraith corpses, and unicorn
corpses could be sacrificed even when otherwise too old.  This
prevents that for wraith and unicorn corpses but leaves the same
race and dead pet cases as is.  I'm not sure that this is the right
way to resolve things but at least has the virute of being simple.

This also lets chaotics get the trivial bonus for sacrificing a
wraith corpse even though alignment matches.  Alignment doesn't
matter for anything else (except unicorns) and giving up a wraith
corpse that isn't too old to eat is a tangible sacrifice.  Unless
the hero is vegetarian (or the supersets vegan and foodless) since
giving up a corpse that won't be eaten isn't worthy of a bonus.
(It will still retain regular sacrifice value in that situation.)

Fixes #304
2020-03-22 03:19:28 -07:00
PatR
abb492007e praying on unaligned altar outside Gehennom
From a reddit thread, praying on the altar in orctown behaved like an
ordinary prayer directed at Moloch rather than being an exceptional
event.  Make it always be rejected.  The penalty is very trivial.
2020-03-20 19:01:34 -07:00
Pasi Kallinen
6227bdf438 Prevent setting boulder symbol to a control character 2020-03-20 21:04:16 +02:00
PatR
24f0aa2dc9 warning fix
This one is more interesting that most....

|sp_lev.c:3745:9: warning: declaration shadows a variable in the
|      global scope [-Wshadow]
|boolean ladder;
|        ^
|../include/rm.h:538:20: note: expanded from macro 'ladder'
|#define ladder     flags /* up or down */
|                   ^
|../include/flag.h:428:29: note: previous declaration is here
|extern NEARDATA struct flag flags;
|                            ^
2020-03-19 15:08:43 -07:00
Alex Smith
dd6ebbacea Correct timing when attaching lit candles to the candelabrum
Before this commit, attaching a lit candle would reduce the amount
of fuel in the candelabrum to 0, 15 or 75 turns due to a failure to
account for time stored in the candle's burn timer. Fixing this is
very important because a time of 0 turns on the candelabrum is not
supposed to be possible.
2020-03-19 19:56:16 +00:00
Pasi Kallinen
a142ac8140 Unify special level c code for stairways 2020-03-19 21:23:55 +02:00
Alex Smith
c698b5654c Merge branch 'NetHack-3.7' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.7 2020-03-18 23:02:04 +00:00
Alex Smith
564dd1db8d Safety valve against candelabrum's .age becoming 0
This may have happened in a 3.7 game on Hardfought. Even if it didn't,
I'm still uncomfortable with the potential for the game to potentially
become unwinnable as a consequence of age field corruption. Add an
impossible() for when this situation happens, and code after the
impossible() to repair the game by removing the candles.
2020-03-18 23:00:31 +00:00
Pasi Kallinen
9ab6994eae Make Juiblex resist magical digging from inside
Juiblex should be a little bit harder to beat than zapping a digging
wand once you've gotten swallowed and then whacking him once.

Make his HP halve every time you zap digging instead of setting it
to 1.

Change via UnNetHack.
2020-03-18 09:16:26 +02:00
Pasi Kallinen
750d2fe560 Alias "kirin" for "ki-rin" 2020-03-17 19:06:32 +02:00
PatR
40d19525c3 updating 'time' status
Handling botl updates for 'time' was inconsistent.  Set the flag to
do that when moves is incremented (where the update is suppressed if
running) or when running stops short.

losehp() would cancel running/traveling if called when in normal form
but not if called when polymorphed, so theoretically you could take
damage and keep on running.  I don't have a test case to verify that.
2020-03-16 17:32:12 -07:00
PatR
8ccc9773aa fix #K608 - ball and chain distance warning
This fixes the reported situation of recoiling from a throw while
levitating and carrying the ball not bringing the chain but it might
introduce other problems.  If it does, drag_ball() would be the place
to fix that, not hurtle_step().

Separate bug (not fixed):  throwing while the ball is on the floor
ought to let you recoil to as far as the chain will reach but it just
yields "you feel a tug from the ball" and you don't recoil at all.
2020-03-16 15:40:52 -07:00
Pasi Kallinen
15019248ae Fix pet location inconsistency
... if the pet attacked hero or another monster by eg.
swallowing them, the pet's location might've changed
during that attack. Count it as movement, so return
immediately.
2020-03-16 22:17:15 +02:00
Pasi Kallinen
44ba4a9e96 Don't flip column 0 2020-03-16 22:10:37 +02:00
Pasi Kallinen
712f545119 Move, rename, and comment out unused function 2020-03-16 11:46:08 +02:00
Patric Mueller
9862d2c934 Use correct archaic form for "thine audience"
Closes GitHub issue #313.
2020-03-16 10:33:31 +01:00
Pasi Kallinen
408321b4f7 Use TAINT_AGE for old corpses instead of hardcoded value 2020-03-16 11:28:09 +02:00
PatR
f6a282ec99 botl fixes
Add a couple of missing status updates.
2020-03-16 02:19:28 -07:00
Pasi Kallinen
04c59fff0a Major amnesia revamp
Instead of forgetting maps and objects, make amnesia forget skills.
Forgetting maps and objects could be circumvented with taking notes,
or by using an external tool to remember the forgotten levels.

Forgetting skills allows the player to optionally go down another
skill path, if they trained the wrong weapon in the early game.

Amnesia still forgets spells.

As a replacement for the deja vu messages when entering a forgotten
level, those messages will now indicate a ghost with your own name
existing on the level, given only when the level is entered for
the first time.

These changes based on fiqhack, with some adjustments.
2020-03-15 11:57:34 +02:00
Pasi Kallinen
dc9fe0d8bc Tone down scare monster by excluding humans and uniques
Scroll of scare monster completely shut down most of the actual
challenging monsters, such as uniques. Tone it down, so you can
use it to ignore the smaller threats while dealing with uniques,
or get most of the effect in the early game when you're usually
dealing with normal monsters.
2020-03-14 21:04:08 +02:00
Pasi Kallinen
55bfc8115a Flip timed effects
In wizard mode, freezing some water on the ground, then
flipping the level did not flip the coordinate of the ice
thawing timed effect. This could cause an impossible complaint.
2020-03-14 11:28:32 +02:00
Pasi Kallinen
961b2a11ff Fix vault guard leaving monsters encased in stone
For some reason the vault guard fake corridor code checked
if the hero was outside the corridor before removing monsters.
But the vault end of the corridor usually gets sealed off
even while you're still in the corridor. This left monsters
stuck in solid rock.
2020-03-13 19:32:47 +02:00
Pasi Kallinen
2ff8523481 Fix priest generated inside temple wall
In a rare case, a random room's width can be 2 tiles, and if
that room was converted into a temple, the priest ended up
inside the wall. Try to put the priest on a random valid position
around the altar, or on it.
2020-03-12 19:17:06 +02:00
Pasi Kallinen
a6c600fd61 Handle gone portal for migrating monsters
If the quest portal was gone, due to hero expulsion, migrating monsters
caused an impossible.
2020-03-11 19:52:12 +02:00
Pasi Kallinen
9adb11238a Flip locations only if inside the flip area
Objects and hero outside the level area (embedded in undiggable
rock by eg. polying into earth elemental) cannot be flipped.
2020-03-11 19:25:52 +02:00
PatR
e7b301537f fountain vs perm_invent
From a reddit thread.  Quaffing from a fountain can curse some of
hero's inventory, but when doing so it wasn't updating the persistent
inventory window if that was enabled.

It could also set the cursed flag on goid pieces; so could dipping.
2020-03-11 04:40:51 -07:00
PatR
5d2f719b02 ball and chain panic when teleporting
"remove_obj: obj not on floor" when trying to move the iron ball.
For the circumstances involved, the ball wasn't supposed to be
moved anyway, just the chain.

I could reproduce the problem using the steps specified.  I didn't
track down the precise point of failure but after this fix the
panic can't be reproduced anymore.
2020-03-10 15:59:01 -07:00
Pasi Kallinen
f664e83070 Handle gone portal when going back in quest 2020-03-10 21:49:38 +02:00
Pasi Kallinen
ae471e71b2 Make sure random doors don't open into solid wall
When making a random door into a random wall or random position
in a room, keep trying harder to find a location that doesn't
have solid wall behind it.

Fixes the Wizard tower door.
2020-03-10 18:11:30 +02:00
Pasi Kallinen
67d3cd31f8 Prevent wizmode panic
In wizard mode, if you angered your quest leader and got expelled from
the quest (which removes the quest portal from the dungeon), then used
the wizmode level teleport menu to teleport back to the quest start and
talked with the angry leader, you would get booted back to the dungeon,
and the game panicked because the dungeon end of the portal didn't
exist anymore.
2020-03-10 08:02:12 +02:00
PatR
debeadfbbe minor #wizmakemap fix - revoked achievements
When replacing Mines' End or top of Sokoban, the achievement for
finding the special prize there is reset.  But the code to do so was
accidentally inside the monster processing loop and got repeated for
each monster on the old instance of the level (essentially a no-op
after the first one though).  That code had been updated more than
once without noticing.  Move it out of the loop.
2020-03-08 14:51:22 -07:00
Pasi Kallinen
9ea2fb7422 Fix flipping some monsters
Don't flip the guard waiting to be disposed of.
Don't flip the occasional monster (usually an earth elemental)
outside the level bounds.
2020-03-08 20:01:41 +02:00
PatR
feb85ad83c ^G limit
Relax the count limit from 255 to ROWNO*(COLNO-1) so that it can
be big enough to fill an entire level yet remain small enough to
not churn away seemingly forever if an absurd amount is specified
for 'random' or for a class rather than a type.  (By-type already
gives up as soon as failure occurs, so is implicitly limited to a
count matching the available space on the level.)  Also impose the
same limit on 'count ^G monster' as '^G count monster'.
2020-03-08 10:29:39 -07:00
Pasi Kallinen
f18b5bb59b Make special levels generate objects with genocided monster classes
If a special level explicitly requests eg. a statue with a genocided
monster class, allow generating it.

Rationale is that those objects were generated before the monsters
became extinct. Also fixes a lua error.
2020-03-08 14:08:32 +02:00
Pasi Kallinen
aca240c928 Limit wizgenesis to max 255 monsters 2020-03-08 00:15:28 +02:00
Pasi Kallinen
f5d9324f28 Fix wizmakemap to consider monster birth counts and uniques
Also add a new wizmode command #wizborn to show those.
2020-03-07 21:35:26 +02:00
PatR
2a37fe5a3b remove mhitm.c's 'otmp'
Get rid of a couple of variables that were file scope and then
incorporated into 'g'.  This should prevent the situation where
attacking a shade gave bogus feedback about glorkum although I
never did reproduce that.

This eliminates g.otmp and g.dieroll but leaves a couple of others.
g.vis really should go away....
2020-03-07 11:20:45 -08:00
nhmall
d2009bc8d0 Merge NetHack 3.6 updates into NetHack-3.7 2020-03-07 14:08:40 -05:00
PatR
44b6612fdc mon's glorkum pass harmlessly through the shade
I couldn't reproduce the problem; it appears to depend upon whether
the file-scope variable 'otmp' has a stale value, and that might
happen after a monster has tried to steal mon's saddle.  However,
the code pointed out in the report is clearly wrong.  This prevents
feedback of "glorkum" (with plural verb since quantity of 0 isn't 1),
but the potential stale value hasn't been dealt with.
2020-03-07 10:47:51 -08:00
Pasi Kallinen
8b6ae1642d Fix flipping non-existent stairs
If the stair or ladder x coord is 0, it doesn't exist.
Flipping it, caused "u_on_newpos: trying to place hero off map <80,0>"
when coming back up from the valley into the castle, and the
castle was flipped.

Fixes #331
2020-03-07 17:07:10 +02:00
Pasi Kallinen
2fc9c02f88 lua special level feature flags
Allow des.feature() to set rm flags for the special features.
2020-03-06 20:30:15 +02:00