Report stated:
type "watchmen" into a genocide prompt, it says no such creatures exist in the world
type "watchman" and it says "wiped out all watchmen"
fixes#151
Most shop messages accurately identify the shopkeeper even when he
or she can't be seen, but some also include a pronoun reference that
ended up as "it" or "its" when not seen. Extend pronoun selection
so that visibility can be ignored: noit_mhe(mon), noit_mhim(mon),
and noit_mhis(mon). Note that despite being called noit_foo(),
those will still return "it" if mon is neuter.
"Accurately identify shopkeeper" is misleading if the hero is
hallucinating; a random shopkeeper name is used then. noit_foo()
yields the pronoun applicable to the actual shopkeeper and might
not match the gender of a hallucinatory name. That could be fixed
in a couple of ways (add shk_mhe()/shk_mhim()/shk_mhis() and either
pass them the randomly chosen name so that they can figure out the
appropriate gender, or just have them use a random gender whenever
hallucinating) but I don't think that's worth bothering with.
A bunch of shop messages needed noit_foo(); only a couple of those
have actually been tested. A bunch more were using shkname() at
the beginning of a sentence where Shknam() should be used instead.
(All the existing shk names are already capitalized so there's no
noticeable difference.)
The three places outside shk.c and vault.c which directly use
pronoun_gender() have been successfully tested.
The original report complained that gremlins seemed impervious to
Sunsword's light yet a flash from a camera caused them to cry out in pain
despite "The long sword named Sunsword begins to shine brilliantly!"
This commit does two things:
1. A dmg bonus is applied against gremlins using a lit Sunsword.
2. Gremlins will generally avoid the light emitted by Sunsword.
There's a few minor flavor bits thrown in also.
It is understood that this effectively makes Sunsword provide
"gremlin-proofing", but the gremlin myth and Sunsword's characteristic
feature pretty much demand it.
bug 42
Reading a scroll while blind is permitted if you know its label, but
message is "as you pronounce the words, the scroll vanishes" unless
you are poly'd into a form which can't make sounds, in which case you
"cogitate" rather than "pronouce". Switch to the cogitate variant if
you are suffering from strangulation.
Casting spells didn't even have the distinction; you could cast them
without regard to speech capability. Check for that. Unlike with
scrolls, now you can't cast if you can't speak (or grunt or bark or
whatever) instead of having a variant description of the action, so
this is a bigger change.
Some discussion in the newsgroup about nearby peaceful monsters becoming
hostile if they observed the hero attacking a peaceful monster made me
look at the code and I spotted a couple of problems. An auto array was
being initialized in an inner block--some pre-ANSI compilers couldn't
handle that. Worse, it was inside a loop and may or may not have
resulted in unnecessary setup each iteration. Make it static. Oddly,
the array had the same name as a function but `gcc -Wshadow' either
didn't notice or didn't care.
A more significant problem was that mon->mpeaceful was being set to 0
without checking whether mon->mtame was set, potentially resulting in
humanoid pets being both tame and hostile at the same time. This change
prevents that but doesn't do anything interesting about pets who observe
attacks against peacefuls. (I also wonder why chaotic peacefuls now get
upset by seeing other peacefuls be attacked; it seems out of character.)
There was also a check for non-humanoid peacefuls seeing another of the
same species be attacked, but it was checking for an exact match without
regard for littler or bigger incarnations of the same species. I've
added the latter.
This also reformats a couple of block comments.
Blessed genocide of "titans" wiped out all quadrupeds because
"titan" is a prefix of "titanothere". After class letters and
class descriptions have been rejected, Have name_to_monclass()
resort to name_to_mon() instead of doing its own less detailed
name matching.
From a July 2011 report listing multiple movement anomalies, fix one
of the easier ones. If you polymorph from a fast from into a slow
one, pending movement points can let the slow form get in some moves
it shouldn't.
I've deliberately avoided adjusting pending movement when you change
into a faster form, which will get it's own movement boost on the
next turn.
Same sort of stuff as before: some continuation lines with operator
followed by end of line comment (only a few files with those still to
go...), plus tab replaced by spaces in comments, excess parenthesis
removal for return statements, and force function name to be in column
one in function definitions:
type name(args) /* comment */
argtype args;
{
to
/* comment */
type
name(args)
argtype args;
{
I've been spotting those by eye rather than rexexp, so probably missed
some.
Somewhere along the line I started removing redundant parentheses from
return statements, but only in files that needed continuation fixups
so it's not comprehensive.
Add macros W_WEAPON and W_ACCESSORY, similar to existing W_ARMOR, bitmask
of all the relevant worn bits. Just for code readability; there should
be no change in behavior.
Also, reformat the "ugly checks" portion of getobj(). Slightly better
readability and fewer continuation lines, but only a modest improvement.
When looking to see whether the monsndx() panic could provide any more
useful information [if a pointer that's supposed to point into the
mons[] array doesn't, I don't think that there's a whole lot of other
information available aside from whether it is null or not, and that's
implicitly provided already], I went through the whole file cleaning up
the formatting and making sure every routine was preceded by a short
(usually one line) comment.
There were a few bits of code reorganization. I changed little_to_big
to have a single point of return. The 25 year old workaround for a
compiler bug on a defunct platform may or may not still be applicable;
I took that out. If we get segfault reports for AIX on PS/2, this is
the first place to look. (big_to_little is nearly identical and didn't
have the same workaround. Not needed, or not called often enough for
any AIX PS/2 user to be affected?)
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!
Any monster with rusting or corrosion attack can eat through
the bars. This includes rust monsters, grey oozes, and black puddings.
Original patch by Malcolm Ryan
While testing the need-hands-to-open-tins patch, I tried to polyself
into a halfling and failed. Add it to the monster name lookup routine as
a variant spelling for hobbit.
This is mostly groundwork prior to making the Protection intrinsic
become more meaningful. The Mitre of Holiness (priest quest artifact)
and the Tsurugi of Muramasa (samurai quest artifact) will now confer
Protection when worn/wielded (though at present that effectively does
nothing). While in there, this also changes the Eye of the Aethiopica
(wizard quest artifact), the Eyes of the Overworld (monk quest artifact),
and the Sceptre of Might (caveman quest artifact) so that they need to
be worn/wielded rather than just carried in order for them to confer
magic resistance. That way they're a little less attractive for wishing
by other roles and a little more likely to be actively used by their own
roles (not an issues for the Eyes, I'm sure). This change actually works
to the player's advantage, since it means that monsters who successfully
steal those items won't instantly obtain magic resistance in the process.
This adds protects() as a predicate routine to check an item for
conferring Protection. In order to do that, it renames the existing
protects() routine to defends_when_carried(), because that predicate is
actually a variant of defends() for items which aren't worn or wielded.
When testing the change of "you can't polymorph into that" to
"you can't polymorph into <a monster type>" I noticed that specifying
high priestess told me that I couldn't become a priest (role monster),
but specifying high priest told me that I couldn't become a high priest
(monster as-is). Aligned priestess and high priestess aren't separate
monsters; the user-specific string to monster name code found the latter
as a rank title rather than as a monster and couldn't find the former
at all. This adds those two special monst types to the list of variant
spellings and whatnot that are used to augment name to type lookup.
Since they aren't viable candidates for polyself or for genocide I doubt
that any players ever noticed, so I haven't added a fixes entry for this.
From a bug report: amulet of strangulation
continues to kill hero if he polymorphs into a creature which doesn't
need to breathe or doesn't have a head or even a circulatory system.
Currently, the messages are different when the hero doesn't need to
breathe, but that doesn't seem good enough. This makes strangulation
stop when you polymorph into something which shouldn't be vulnerable and
restart if you poly into something vulnerable while still wearing the
bad amulet.
can_be_strangled() is doing more checks that necessary, in case the
strangulation property ever gets conferred by something other than an
amulet. Its criteria for protection from strangling might need tweaking.
Another item from the Dec'04 report sent in by <email deleted>. When prompted for a type of monster to polymorph
into, giving a monster class description like "dog or other canine" (or
single letter like 'd'), triggered "I've never heard of such monsters".
Instead of adjusting the message, this chooses a member from the class.
I put this into the fixes file as a new feature.
Move the code for determining monster class from user's input string
out of do_class_genocide() and into new routine name_to_monclass(). I'm
planning to use it when name_to_mon fails to match anything for controlled
polymorph (not ready for prime time yet).
Also, avoid getting stuck in a loop if hangup occurs while prompting
player for class of monster to genocide. ESC, whether deliberate or fake
input after hangup, will now be the same as specifying "none", throwing
away the genocide opportunity.
Reported two months ago by <email deleted>,
having a water elemental become trapped in a bear trap seems pretty
strange. Fixed by marking water elementals as M1_UNSOLID (like air and
fire elementals), which has a side-effect of making them immune to webs
as well. Tweaked some unused digging code which checks unsolid(), added
unsolid() to the types allowed to bar through iron bars, and brought the
check for whether a monster is willing to enter a bear trap location up
to date. That code also needed an update to reflect the change made to
anti-magic traps last year. Lastly, there was another report which
suggested that being hit by a bear trap should dish out some damage
(along with a suggestion that wand of opening should work to escape such
traps, which has already been done). This makes bear trap do 2d4 damage
(on entry, not when trying to pull out after becoming stuck).
There was a report recently about "<pet> is still eating" coming out
on the console at end of game for player using X11 or Qt. That happened
because the end-of-game pet handling takes place after the message window
has been closed. It won't happen with the dev code any more because eating
no longer prevents pets from accompanying on final ascent or escape. But
a pet carrying the Amulet should still fail to tag along and yield similar
result. However, levl_follower() was changed (probably by me...) to have
pets not attempt to follow when they carried the Amulet, rendering code
in keepdogs()--which reported them as being confused--unreachable. This
reverts levl_follower() to have Amulet-carrying monsters other than the
Wizard try to accompany the hero during level changes (and keepdogs still
prevents them from succeeding). It also reorganizes keepdogs() a bit,
giving trapped followers an extra chance to escape from their trap and
preventing those who fail that chance from tagging along (previously,
non-pets ignored being trapped).
After doing that, I got tty to behave similarly to the X11/Qt report:
a message behaved strangely. In my case, it was delivered between a pair
of clearings of the screen and only visible by using terminal emulator's
scrolling buffer. I think there's a wait_synch() missing somewhere, but
haven't tried to figure out where. Instead, this makes the end-of-game
call to keepdogs() take place sooner, while pline() still works normally.
From a bug report: you could vomit when polymorphed into a rat but real life
rats can't/don't vomit. The latter was confirmed by <Someone> and <Someone>.
While testing a fix for this, I discovered a couple of other problems.
Healing magic which cured sickness failed to heal Vomiting (potion or
spell; unicorn horn deals with them separately). Enlightenment failed to
report Vomiting (it's not shown on the status line). Most significant was
that vomiting_dialogue() called vomit() twice (also make_confused() and
make_stunned() three times for every once intended). It was dividing the
remaining turns by 3 and then using that value to decide what to do, but
only message display took into account that the same divided value would
occur on 3 consecutive turns (or just 2 for the final countdown to 0,
because dialog routine gets called before timed-property decrement).
Noticed when examining resists_magm() while working on anti-magic
traps: if you were polymorphed, you would be granted magic resistance by
keeping a cloak of same or gray dragon scales/mail in your quiver slot,
your alternate weapon slot, or main weapon slot (ie, by wielding it). And
you obtained light-based blindness resistance regardless of whether you
were polymorphed if you carried a potion of blindness in any of those slots.
Turn being unconscious (via several reasons, including fainted from
hunger) into a pseudo-property named `Unaware' and use it in several
places where only being asleep was checked. #H202 was about a stunned
character who got the recovery message when it timed out while fainted.
This suppresses messages for several difficulties when they begin or end
while hero is Unaware. Messages about fatal illness, sliming, or
petrification aren't suppressed; they're too important to hide from the
player. "You feel ..." messages come out as "You dream that you feel ..."
when Unaware; fairly lame but hopefully adequate.
From a bug report, being hit with a
yellow light explosion while fainted from lack of food caused blindness
but being hit while sleeping did not. Make being in fainted state become
a protection against light-induced blindness.
Hide pointer formatting in alloc.c by eliminating the need for callers
to know how big a buffer is required. I generally prefer the caller to
pass in its own buffer for this sort of thing, but in this case the usage
is almost entirely for debugging so using static buffers results in less
clutter in the rest of the code.
When looking at name_to_mon() to teach it how to cope with possessive
suffices, I discovered that it already knows how. But while looking at
it, I remembered a newsgroup complaint from a while back by someone who
accidentally committed suicide by attempting to genocide "master mindflayers"
(when he meant "master mind flayers"). name_to_mon() didn't recognize that
misspelling but it did match "master" as a role title. Unfortunately for
the player, his character was a monk; the game allowed him to genocide his
own role and he died. That's kind of harsh for such a likely misspelling.
(I don't think a monk is very likely to ever use "master thief" as a mistake
for "master of thieves", but catch that one too just in case. Conversely,
recognize "master of assassins" as an alternate for "master assassin".)
Also, wishing for "the <something>" strips off "the" and finds (or not)
<something>, but genociding didn't. You could specify "a wolf" to wipe out
all wolves, but "the wolf" yielded "such creatures don't exist", and ^G had
similar unfriendly behavior. This extends name_to_mon() to handle it.
Simplify is_lminion(); as a result, several source files no longer
need access to epri.h. (mondata.c already could have lived without it;
eshk.h as well.)
Makefile dependency changes:
mondata.{c,o} -- doesn't need epri.h or eshk.h
monmove.{c,o} -- doesn't need epri.h
wizard.{c,o} -- ditto
pline.{c,o} -- ditto (yesterday's patch)
From a bug report, player's character inflicted
with lycanthropy doesn't gain level drain resistance when in normal form
even though lycanthrope monsters do have it when in their human form. The
report claimed that the character didn't gain it when in beast form either,
but the code--and testing--suggests otherwise.
The same resist_drli() call used for monsters is used for the hero,
but the is_were() check there isn't able to recognize a lychanthrope hero
since youmonst->data doesn't track that when in human/normal form. This
adds another more specific check to handle that case.
As From a bug report, twice. Change max_passive_dmg to multiply the
result by the number of direct attacks the aggressor can make. This way, a
tame mind flayer, for example, will avoid pounding on a spotted jelly and
dying as a result of the Nth passive response.
Implement a user suggestion that tame humanoids should avoid eating
corpses of their own species. Prevent them--except for kobolds, orcs, and
ogres--from doing so unless starving. Arbitrary: tame elves won't eat
other elves even when starving. A polymorphed character will incur the
effects of cannibalism when eating either his/her underlying race _or_
the current one (player orcs and cavemen aren't affected though).
From a bug report, but pulls back" while successfully
praying. Gas spores' only "attack" is to explode when dying, so the code
that checks whether the monster has any attack needs to handle AT_BOOM as
a special case. Unfortunately this change means that you won't interrupt
an occupation when a gas spore approaches, and a subsequent kill by your
pet might end up causing you harm while still occupied. The callers of
`noattacks()' are messy enough that I didn't want to try to address that.
This also moves noattacks() from mhitm.c to somewhere more sensible.
- 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
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.
<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.
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.