Dropping an existing fragile item while levitating will usually
break it. Getting a new wished-for fragile item and dropping it
because of fumbling or overfull inventory never would.
Some callers of hold_another_object() held on to its return value,
others discarded that. That return value was unsafe if the item
was dropped and fell down a hole (or broke [after this change]).
Return Null if we can't be sure of the value, and make sure all
callers are prepared to deal with Null.
Replace recent "(light blue aura)" with
"(flickering light blue)" if there are 1..4 orcs,
"(glimmering light blue)" if 5..12, or
"(gleaming light blue)" if there are 13 or more, and move its place
in the formatted name.
_3.6.1_: Sting (weapon in hand) (glowing light blue)
_recent: Sting (weapon in hand) (light blue aura)
_now___: Sting (weapon in hand, flickering light blue)
The thresholds for intensity may need to be tweaked. The start
message has been changed from "glows" to "flickers/glimmers/gleams"
and is given when the intensity changes (up or down) as well as when
first glowing. Stop message will usually be "stops flickering" but
some form of mass kill (genocide for sure, maybe explosion, probably
not wand zap) might result in stopping directly from higher intensity.
It still "quivers" if hero is blind when there are orcs on the level,
but no name augmentation shows in inventory for that situation;
describing it as "(weapon in hand, quivering)" would be too silly.
Also, the quiver or glow intermediate message if blindness is toggled
while Sting is active only worked for make_blinded(), not for putting
on and taking off a blindfold. Now fixed. I think becoming blind due
to polymorphing into an eyeless form is still not handled, but there
are no eyeless creatures capable of wielding weapons so that can wait.
Polymorphing from eyeless to sighted is handled but moot for Sting.
Latent bug: if a non-role-specific artifact which could be invoked
for charging existed, it would never work as if blessed because the
test for no-role was wrong. Caused when 3.3.0 changed the Role_if()
predicate and artilist[] array to use monster index numbers (PM_foo)
instead of role letters; the non-role value changed from '\0' to
NON_PM (-1) but the test for non-role didn't.
No fixes36.1 entry; there aren't any artifacts which were affected.
Make #untrap while carrying the non-cursed (for rogues) or blessed
(for non-rogues) Key work the same as #invoke has been doing (without
regard to its bless/curse state): when used on trapped door or chest,
that trap will always be found and disarming it will always succeed.
It should work when carried by monsters too: if they try to open a
trapped door while carrying the Key (must be blessed since they're
not rogues) the trap will be automatically disarmed. (Caveat: that
hasn't been adequately tested.)
TODO (maybe...): change the #invoke property to detect unseen/secret
door detection instead of #untrap. The latter isn't completely
redundant; it works when the Key is cursed. But quest artifacts
strongly resist becoming cursed so that isn't a particularly useful
distinction.
Also, trap hints when wielding the Key without gloves didn't notice
adjacent door and chest traps. Now it does. And the behavior is
slightly different: known traps covered by objects or monsters are
treated like unknown traps as far as the hot/cold hints go.
If the key is wielded and touching skin (that is, you're not
wearing gloves), it will give heat-related messages like
minesweeper, counting the undetected traps around player.
by Excalibur. Noticed on Reddit by Alex, the attempt to fix being
blasted twice by wielded artifact weapon when changing alignment
ended up preventing wielding other role's quest weapons. At the
moment I can't even see how it prevented the double-blast....
This backs out that change and fixes the double-blasting correctly.
When uwep and uswapwep are tested in advance of the rest of invent,
mark them as already processed before entering the loop that checks
all not-yet-processed inventory.
...when alignment was toggled by helm of opposite alignment. The
touch/retouch code is quite convoluted, but I think this simple
change is the right fix.
Enlightenment and end of game disclosure didn't report level-drain
resistance if that was obtained via wielding Excalibur (or Stormbringer
or Staff of Aesculapius). Drain_resistance wasn't one of the attributes
set for intrinsics/extrinsics when wielding or unwielding weapon or
wearing/unwearing other equipment. loseexp() checks resists_drli()
which does check for items in use, so level drain would be aborted,
possibly after messages claimed that it was taming place. I didn't try
to untangle any of that, just changed set_artifact_intrinsic to include
a test for DRAIN_RES.
Reformat some trailing &&, || operators followed by end-of-line comment,
missed by the earlier continuation formating.
An
#if 0
something {
#else
something_else {
#endif
construct in rhack(cmd.c) confused the automated reformatter, resulting
in some code from inside a function ending up in column 1.
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half. The automated reformat got
confused by comments in the midst of such lines.
foo ||
bar
was converted to
foo
|| bar
but
foo ||
/* comment */
bar
stayed as is.
Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
Require the hero to pass the next_to_u() check when using the Eye of the
Aethiopica to portal to another dungeon branch. Even though the reported
exploit of having a steed which is carrying the Amulet bring it along had
already been prevented, this changes the temporary portal behavior to be
like level teleport. A steed carrying the Amulet or a non-adjacent pet
on a cursed leash will inhibit the attempted change of location.
If Sting is glowing when blindness gets toggled, give a new "glowing"
message.
So instead of
Sting glows blue! [...] You can't see! [...] Sting stops quivering.
if you're still blind when the last orc goes away, or
Sting quivers slightly. [...] You can see again. [...] Sting stops
glowing.
if you were blind when the first orc arrived, now you'll get an
intermediate message between the second and third ones. 'Sting is
quivering' for the first case, 'Sting is glowing' for the second.
No matter how many times blindness toggles back and forth, the final
"stops glowing" or "stops quivering" will be consistent with the most
recent "is glowing" or "is quivering".
Add "(glowing light blue)" to the formatted object description when
Sting or Orcrist is glowing due to presence of orcs or "(glowing red)"
if Grimtooth is glowing due to elves. Use "(glowing)" if blind;
assumes that some aspect of the glow (perhaps warmth or vibration) can
be noticed via touch.
Make enlightenment's "you are warned about <monster class> because of
<artifact>" catch up with Orcrist and Grimtooth. It was attributing
Orcrist's warning against orcs to Sting, and Grimtooth's warning was
against "something" rather than elves.
The glow color is now a new field in artilist[], so the biggest part
of this patch is adding an extra value to each artifact's definition.
Make Orcrist glow light blue when orcs are present, just like Sting.
(Sting supposedly glowed because it was made by the elves of Gondolin
rather than any particular attribute built into it, and Orcrist was
made there too. I think it also glowed in the Hobbit; that was how
Bilbo recognized what the situation was when he first saw Sting glow.
Maybe it was the other sword rather than Orcrist, but they were treated
as being functionally equivalent.)
Also make Grimtooth glow red when elves are present. That's from thin
air, to give it some novelty. Unlike Sting, whose double-damage bonus
is restricted to orc targets, Grimtooth's weak 1d6 bonus still applies
to all targets.
Give an alternate message if Sting starts or stops glowing while the
hero can't see. It probably ought to give an immediate message when
blindness toggles but that looks like it could get messy.
Having an 'o' die or migrate off level should probably also redo the
Sting message immediately, otherwise we see things like:
The little dog kills the goblin.
The little dog eats a goblin corpse.
Sting stops glowing.
(There could be lots of additional intervening messages depending on
other monster activity at the time.) Calling see_monsters() in the
relevant places--probably m_detach() and migrate_to_level()--would
address this but won't do because that could result in hallucinating
monsters changing appearance mid-turn.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless. For example:
"while frozen by a monster's gaze"
Simplify retouch_equipment (post-3.4.3.code, called when hero
changes alignment or turns into a silver-hating critter; inventory
traversal must cope with the possibility of losing object->nobj when
processing object) by switching to recently added object->bypass code.
After newsgroup discussion of C343-162, I noticed that it had fixed
the verb usage in the message for confused and/or stunned, but not in the
one for resisting. (If a monster name ends in 's', or it has been named
"you", 3.4.3 used the wrong verb because vtense() was fooled about plural
or second person.) No new fixes entry needed....