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.
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.
Although the overlay stuff is destined to be
removed someday, this patch just makes the
use of STATIC_DCL, STATIC_OVL consistent
in the trunk.
[As a side pointless experiment, I was able
to build a working 8086 port of 3.4.2 after
this change that worked correctly in limited
testing right up until it came time to enter
Ft. Ludios., where it couldn't allocated the
required amount of memory.]
Incorporate a mod submitted by <Someone> to implement the TODO in the
class genocide code by walking thru the species to find a class to genocide
if the user input does not match the class description.
<Someone> suggested a scroll to counteract an unknown scroll of charging
that had negative effects. Scroll of punishment already costs the same,
so that unknown behavior is already covered. Plus, a cursed scroll of
charging already has negative effects, except in the case where the player
was confused where no negative effect from reading a cursed scroll of
charging occured. Added such an effect (since the curse should still cause
something bad, even though the reader is confused), to drain the player's
energy.
A suggestion to the mailing list. If the response is more than a single
letter and doesn't match any class description, don't say "symbol" in the
followup message. I left "symbol" in if the response in a single
character, I thought it was more helpful.
Prevent burying a ball from ending your punishment.
When you bury the ball, internally NetHack Punishment
ceases, but a new trap type of TT_BURIEDBALL immediately
kicks in (acting similar to TT_INFLOOR in some ways).
You can eventually work the ball free (or teleport, etc.),
but that will just return you back to normal Punishment.
Move the "tame <monster>", "peaceful <monster>", "hostile <monster>"
handling for <ctrl/G> so that it works when <monster> is a class letter as
well as when it names a monster type.
Wizard mode monster creation underwent several changes for 3.4.0
(explicitly create "tame <monster>", create a monster by class letter,
repeat the creation for N monsters) and one of them rendered the check
to prevent creating orphaned shopkeepers, temple priests, vault guards,
and worm tails inoperative. Put that back, and extend the control to
allow you to specify "peaceful <monster>" and "hostile <monster>" too.
<Someone> wrote: "Also, hobbits can't wear armour,
at least, you can't wear armour when polymorphed into a hobbit, even
though hobbits do tend to be carrying elven mithril-coats.
It's tempting to suggest adding an explicit exception in
sliparm() for elven mithril just to keep the Tolkienness."
- added a general routine for adding race-based /object
combination exceptions.
- hobbits can wear elven mithril-coats
<Someone> reported that killing yourself by picking your current
monster class as the target of a blessed scroll of genocide while
polymorphed and wearing an amulet of unchanging would result in
"killed by genocide" rather than "killed by a scroll of genocide".
That wasn't the only problem here; it also ended the game right away,
before genociding the rest of the class of monsters; that could affect
the contents of a resulting bones level.
Also, the 3.3.0 race/class split resulted in getting the message
"you feel dead inside" twice if you were a human or elf character who
genocides '@' while polymorphed into some non-@ form.
> I'm working on a Nethack port, and one of the header files a
> library uses has a structure with a member named "red". Since
> includes/decl.h #defines red to something, this totally loses.
>
> Attached is a patch which fixes the color defines.
Reported to the newsgroup, the code in study_book for the effect of
confusion on studying a book was never reached. Removed the deprecated
check from read.c
Document the way to decline a wish or genocide, and allow both
actions to accept both "none" and "nothing" so that players don't
have to remember which response goes with which prompt.
> Is the "You are surrounded by darkness!" message from reading a cursed
> scroll of light (or non-cursed if confused) appropriate if you're
> wielding Sunsword, which _doesn't_ get turned off by it?