Implement the suggestion that Fire Brand avoids damage from rust traps
by boiling away the water. Rather than making this be trap-specific, it
applies to all types of erosion which go through erode_obj(). That includes
hitting rust monsters but not dipping into potions or fountains, nor falling
into moats. And it doesn't provide 100% protection, just a high chance of
avoiding rust damage. Also, Frost Brand gets similar protection by freezing.
The message handling needed some rewriting for the branch version.
That compiles ok but hasn't been tested. It would have been simpler just to
move Yobjnam2() over even if nothing else was changed to use it yet....
While auditing nomul() I noticed unconscious() treats (multi < 0 && !nomovemsg)
as unconscious. This explains the behavior in M29 (unconscious message
while performing #turn). I checked all the places with this combination,
and found a few that did not appear to fall under the "unconscious" category.
Most I changed to use You_can_move_again to ensure the same display w/o the
unconscious behavior. Also:
- found another string that unconscious() should have considered
- vomit() now sets nomovemsg, one caller was also doing this redundantly
- vomiting_dialogue() was calling stop_occupation() after vomit(), which can
reset multi. I reversed the order and removed a doubly-redundant nomul call.
tele() still has a problem: some cases where multi < 0 should probably take
a branch like the unconscious() branch but with a different message.
doturn()'s behavior - turn then wait - is also less than perfect, but I
think this is a known problem.
Neither nymphs nor monkeys can steal a ring worn underneath gloves
since they can't see them. If such rings are randomly targetted, try to
take gloves instead.
Succubi trying to take worn ring of adornment will attempt to take
off worn gloves first. (Presumeably they can sense magic rings hidden
beneath gloves better than nymphs can; they're about to try to take all
worn armor off anyway....) If the glove removal fails, ring theft will
too. Likewise for incubi, remove gloves before trying to force the hero
to put on ring of adornment.
At the moment succubi and incubi can't remove gloves which are
blocked by a welded weapon, but they can manipulate rings then if there
aren't any gloves involved. I don't think that's right. The latter is
nymph-like and could be attributed to magic, but if that's the case why
aren't they able to remove gloves from under cursed weapons too?
From a bug report:
> If the Summon Nasties monster spell gates in two minions instead of one,
> the message still says "A monster appears from nowhere!"
The code wasn't counting any summoned monsters who had an opposite alignment
to the summoner. It also assumed that the 10% chance for demon summoning
in Gehennom always yielded exactly one monster even though that can produce
zero or more than one.
From a bug report: when a black light explodes and triggers
hallucination, its own monster symbol--or warning marker for same--could
be seen changing. Since nothing is left after it explodes, you shouldn't
hallucinate anything at its location. Fix by killing it off (so removing
it from the map) before initiating Hallucination.
Something from <Someone>'s list: some messages have hardcoded references
to "helmet" which sound strange when the character is wearing a hat or cap.
helm_simple_name() is comparable to the existing cloak_simple_name(). It
returns "helm" or "hat" depending upon whether the helmet provides the
same protection that yields the assorted repetitions of "fortunately,
you are wearing a hard helmet". This choice ends up categorizing elven
leather helm as a hat (which I think is ok given that its undiscovered
description is "leather hat"), contrary to <Someone>'s suggestion that the
distinction be made based on whether the helmet was made of cloth.
I started on this a year and a half ago but didn't commit it.
Unfortunately I don't remember why and haven't done any significant
additional work now--just recovered from some intervening bit rot and
confirmed that the patch as is seems to be working ok (in the trunk; the
branch side has not been tested). I suspect that I meant to look for
additional helmet messages which could benefit from conditional headgear
description. (Those "hard helmet" ones don't need it, although they
should perhaps be moved into a common routine instead of being replicated.)
From the newsgroup: if you were polymorped into a cockatrice and
a trapper attempted to swallow you, the 't' displayed at its location
would be left behind after it turned to stoned. This fixes that and a
much more serious issue as well: if you were punished at the time, the
game would panic on your next attempt to move because the ball&chain were
left in limbo. There would also have been strangeness (monster sharing
your location, stale u.ustuck setting) if the swallower was life-saved,
but I didn't try to make that happen so am not sure how bad things would
have been.
- can shift into fog clouds, vampire bats, and vampire lords into wolves
- after being "killed" in shifted form, they transform back rather than get
destroyed, and you must take them on in vampire form to defeat them
- can deliberately shift into fog clouds to pass under closed doors
This is a foundation patch for patches to follow.
- use a full short index for mon->cham field.
- The current system of providing CHAM_XXX values
was limited to the 3 bits allocated in the bitfield and invalidated
save/bones if the field was expanded.
- The current system didn't provide an easy backwards change
if multiple monster types wanted to use the bit, there was a one
to one mapping: For instance, if you wanted a CHAM_VAMPIRE,
and you wanted vampires, vampire lords, and Vlad to use it, you
would have to have CHAM_VAMPIRE, CHAM_VAMPIRE_LORD,
and CHAM_VLAD defined to achieve that with the one-to-one backward
mapping.
- This new way just uses the mon[] index in the mon->cham field and
eliminates the need for CHAM_XXX (CHAM_ORDINARY is still used).
- no longer requires the cham_to_pm mappings
<Someone> reported:
>> The marilith wields 5 daggers!
>> The marilith thrusts her dagger. The marilith misses.
> Shouldn't she thrust her daggerS?
Change to:
"The marilith thrusts one of her daggers." in that case.
While looking at the behavior of sitting hiders, I noticed other related
odd behavior.
- player hiding while poly'd as a hider that hangs on the ceiling now drops to
the floor before sitting (similar to the behavior of movement commands).
- trappers, as per data.base, don't hang on the ceiling. Changed the
mattacku case dealing with hiders to not treat trappers as ceiling hiders.
- updated can_reach_floor to also exclude ceiling hiders. This covers a
bunch of cases, such as pickup, look-here-while-blind, and so on. Another
alternative would have been to automatically unhide for all such cases.
trunk only, it's a minor bug IMO and we appear to be close to a release.
<Someone> reported something along the lines of
"You are hit by a little dart."
[ "The dart was poisoned." -- this expected message was missing ]
"The poison doesn't seem to affect you."
Remove the overloading of ``chance for fatal poison'' and ``thrown weapon''
(which reduces that chance, among other things) for the arguments passed to
poisoned() and change how it decides whether feedback about being poisoned
is needed. Also, move poisoned() and poisontell() from mon.c to attrib.c.
<email deleted> wrote:
> When wielding greyswander and a black light explodes, the
> message is still "You are freaked by a blast of kaleidoscopic
> light!" giving no indication that you are immune to
> hallucination. Maybe something like "You see a blast of color,
> but seem unaffected" would be more appropriate?
return the changed status back to the caller from
make_hallucinated().
>Hemmed in by one invisible wererat?
><Someone>: Should I feel hemmed in if I can see that a wererat summons
>zero rats? Can the invisible wererat hem me in all by itself? And
>even if it had summoned anything, wouldn't a different message had
>been clearer (for isntance, "Rats appear around you!"); after all,
>I could see *what* was hemming me in.
>I agree that the current messages (and even the ones aspired to by the
>comment) are non-ideal.
<Someone>'s suggested set-up:
Seen summoner, seen help : "The wererat summons help!"
Seen summoner, unseen help: "The wererat summons help! You feel hemmed in."
Seen summoner, no help: "The wererat summons help! But none comes."
Unseen summoner, seen help: "(A rat appears|Rats appear) from
nowhere!"
Unseen summoner, unseen help: "You feel hemmed in."
Unseen summoner, no help: No message.
It is not physical damage if:
1. it already qualifies for some other special type of damage
for which a special resistance already exists in the game
including: cold, fire, shock, and acid. Note that fire is
extended to include all forms of burning, even boiling water
since that is already dealt with by fire resistance, and in
most or all cases is caused by fire.
2. it doesn't leave a mark. Marks include destruction of, or
damage to, an internal organ (including the brain),
lacerations, bruises, crushed body parts, bleeding.
Current exceptions to the rule (already existing):
- holy water burning chaotic ("it burns like acid") is physical damage.
- unholy water burning lawful is physical damage.
- [fixed in trunk] Alchemical explosion
- [fixed in trunk] Artifacts' blasting
- [fixed in trunk] Boiling/freezing potions
- [fixed in trunk] Chest/door/tin traps
- [fixed in trunk] Falling rocks/boulders (trap, digging, scroll of earth)
- [fixed in trunk] Mixing water and acid
- [fixed in trunk] Thrown potion (acid)
This is my last patch on this today.
Introduce a new set of functions to manage delayed killers in the trunk, used
in addressing the various reports of delayed killer confusion. Since existing
delayed killers are related to player properties, the delayed killers are
keyed by uprop indexes. I did this to avoid adding yet another set of
similar identifiers.
- the new delayed_killer() is used for stoning, sliming, sickness, and
delayed self-genocide while polymorphed. Some other timed events don't
use it (and didn't use the old delayed_killer variable) because they
use a fixed message when the timeout occurs.
- A new data structure, struct kinfo, is used to track both delayed and
immediate killers. This encapsulates all the info involved with
identifying a killer. The structure contains a buffer, which subsumes the
old killer_buf and several other buffers that didn't/couldn't use killer_buf.
- the killer list is saved and restored as part of the game state.
- the special case of usick_cause was removed and a delayed killer list
entry is now used in its place
- common code dealing with (un)sliming is moved to a new make_slimed function
- attempted to update all make dependencies for new end.c -> lev.h
dependency, sorry if I messed any up
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
same order as youprop.h and enlightenment.
There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.
Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code. Portions of this patch
were written by Michael Allison.
<Someone> pointed out the inappropriate appearance of the 3.4.2 message when
fog clouds have you engulfed if you happen to be polymorphed into an aquatic
creature. It does seem that a fog cloud should not cause added damage to
amphibious creatures, which includes breathless (but non-flaming) monsters.
I also thought another message was more appropriate for flaming creatures
(see on_fire()), and added a special case for that.
gulpum was missing symmetric code and I added it there too.
This change adds a new flaming() macro and uses it in several places
where the list of flaming monsters was tested. on_fire() didn't list
salamanders as already being on fire, but should have. A couple other
cases were not updated to include flaming sphere.
Incorporate various killer message grammar fixes suggested by <Someone>.
Mostly these deal with using the proper killer_format and prefix ("the" or
no "the") for unique and type_is_pname monsters, or death to to eating
their corpses.
One case is handled by a general fix to name_to_mon to allow it to deal
with "Croesus' corpse".
The pre-3.4.1 topten behavior for "starved to death" messages is also restored.
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.
This patch:
- collects all context/tracking related fields from flags
into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
This patch introduces a change to yname() and Yname2() that avoids the
possessive "your" for the hero's normal, fully identified artifacts.
Quest artifacts still get the possessive, as do all other objects and all
objects not in the hero's possession. shk_your()/Shk_Your() are used in
many places with a specific, generalized name for the object, so I didn't
introduce the artifact behavior there, although I did change them to append
a space, which simplified some other code. Through added use of yname(),
there may be some places that used to just say "corpse" that will now be more
descriptive via yname()'s use of cxname(). I'm sure <Someone> will point
out any such places that are too onerous, although nothing obviously is.
I took the opportunity to inspect many uses of "your" and even Your(). Two
new functions are also introduced, yobjnam() and Yobjnam2(), which work
like aobjnam() and yname() combined, because I found that many uses of
aobjnam() were preceeded by "your" and I couldn't generally provide the
desired behavior for artifacts (or future artifacts) without a combined
function. In some cases, this change allowed better sharing of code.
rust_dmg() still takes a string as input which is sometimes initialized
from xname() and often prepends "your" to it. Currently, this isn't a
problem since there currently are no normal, armor artifacts. If/when any
are introduced, rust_dmg() will need to be addressed.
The patch is for the trunk only. A lot of research was required and I
didn't feel the upside was there for repeating it in the 3.4.3 branch.
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
> "Program in disorder - perhaps you'd better #quit.
> rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.
[confirmed: moveloop -> deferred_goto -> goto_level ->
losedogs -> mon_arrive -> rloc -> impossible]
This patch:
- causes rloc() to return TRUE if successful,
or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
the failed rloc()
- allows the x,y parameters to mkcorpstat() to
be 0,0 in order to trigger random placement of the
corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
then you'll have a debug-mode command #migratemons to
store the number of random monsters that you specify
on the migrating monsters chain.
Described in the newsgroup a while back and recently reported: if
you had reflection and were invisible and had esp and were blind, Medusa
would turn herself to stone by looking at you. When you're invisible,
she shouldn't be able to see your source of reflection so shouldn't be
affected by the gaze; that's how things work when you aren't blind but
the relevant code was being skipped when you are.
Now esp is irrelevant for this and she'll see her reflected gaze
only when she can see you, regardless of whether you see it happen.
I think this was From a bug report, but I cannot find the report
anymore. Perhaps I noticed it while doing something else. In any case,
every turn you're engulfed in, say, a dust vortex wearing the Eyes of the
Overworld, you get the "can't see"/"vision clears" message pair. This
patch modifies the behavior to only display this the first turn. Other code,
partially related to B01003, already deals with the puton-remove cases.
Since B01003 is only in the trunk, this fix is also only in the trunk.
This is my final src mod to ensure that a qbuf does not overflow due to
a lengthy named object. These recent patches, coupled with the core yn_function() patch earlier, should make it much rarer for a QBUFSZ
buffer overflow to occur in a window port routine (unless the window
port routine has its own bugs, but that isn't the core's fault).
This started out as a change to address the strange sequence of messages if
you remove a blindfold while engulfed in a dust vortex. That is addressed
by a new function that can be called in such situations. Calls to this
function were added in all the cases where the can_blnd() engulfing
conditions end as a result of player action. There are some other cases
that end ucreamed or usleep, but they happen between turns and shouldn't
need extra handling.
While I was at it, I noticed that a unicorn horn or prayer would cure
blindness even while engulfed in a dust vortex. This is useless, because
you immediately get blind again the next turn. So, I added checks to avoid
doing this. Finally, it didn't make sense for eating a carrot to cure your
blindness in these situations either, only for it to return immediately.
Building with an old version of gcc with various warnings enabled
generated a lot of noise. Most of it was due to not guarding string
literals with `const', but there were a couple of actual problems too.
Various damage types which wouldn't work when a cancelled monster
attacks the player were working when it attacked other monsters instead.
Besides attempting to fix that, this also makes cloaks and other magic
blocking armor ("magic cancellation factor") work for monsters similar
to the way it works for the player.
Most types of damage appear to revert to physical damage when the
attacker is cancelled; I'm not sure that's appropriate in many of the
instances. The leg-pricking case was clearly wrong, since it gives
messages about the attack failing yet still hurt the character.
This really needs a lot more testing than I have energy for. I've
tried to clean up various inconsistencies and may have made some typos
in the process.
hitmu was trying, and failing, to re-implement parts of x_monnam(). Changed
it to use Monnam(), which produces more detailed messages than before in
some cases, but seems better since its messages are now more consistent
with hitmsg() and prints "The" in this specific case.
Make sure the three instances of special fire effects stay
synchronized in the future by moving the relevant code into its own
routine.
Shouldn't fire vortices and fire elementals also yield "already
on fire"? How about ice vortices "melting"?
A 3.4.0 report, currently only the mdamagem gaze case caused the strange
"on fire" message for flaming spheres, but other attacks seemed like they
might result in a similar message, so I updated the damageum and hitmu
cases as well.