Commit Graph

20 Commits

Author SHA1 Message Date
arromdee
6cbff0150f invisible pets
Invisible pet fix for the recently reported bug, as well as another one found
in the process.
2003-03-10 04:13:05 +00:00
jwalz
6689de0e04 Lint cleanup, nothing significant.
There is one more new complaint that might cause problems:
explode.c(545): warning: conversion from long may lose accuracy
2003-02-19 03:18:49 +00:00
nethack.rankin
4fb26adf87 fix B16006 - cancelled monster-monster attacks
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.
2003-01-04 02:29:35 +00:00
nethack.rankin
b90f50075d fire attack messages
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"?
2002-12-10 10:21:28 +00:00
cohrs
68cfa968dd B14019 - pyrolisk vs flaming sphere
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.
2002-12-10 05:07:09 +00:00
nethack.rankin
e639c09f58 fix B14012 - polymorph of monster possessions
Forwarded from the newsgroup:  when a monster gets hit by wand or
spell of polymorph, any armor that fell off was protected from being
hit by that same zap, but a dropped weapon wasn't.  Nor was the whole
dropped inventory in the case where the monster is killed by system
shock rather than transformed.  Protect its entire inventory.
2002-11-08 12:45:58 +00:00
arromdee
f7075b2cd2 cancelled yellow lights
Someone reported this one to us.
2002-11-04 06:55:55 +00:00
nethack.rankin
7411e1daf5 fix U100 - vampire stoning buf
Fix the reported bug of a vampire that is wearing gloves being
able to bite a cockatrice without becoming petrified.
2002-10-18 06:49:34 +00:00
nethack.rankin
0ef3240077 more monster intrinsics
Provide more control over message handling for monsters' use
of equipment.  This fixes the statue revival problem (inappropriate
feedback when monster puts on speed boots) mentioned in the earlier
"intrinsics of dead monsters" patch.
2002-09-09 09:24:38 +00:00
cohrs
15240f55cd purple worms affected by corpses
Forwarded from the newsgroup as noting that dropping a chameleon corpse
into a purple worm did not cause polymorph nor will the digestion attack.
Added code to dropy and mdamagem to include special corpse effects like
those in dog_eat and meatobj.
2002-09-01 14:57:28 +00:00
cohrs
2c26ea1dd5 R809 - newcham message reorganization
Add a param to newcham() to let it print "The oldmon turns into a newmon!"
rather than always printing this externally.  Should ensure a good ordering
of the messages.  Also put some special name handling in one place and
catch a couple cases where "saddled" was printed, resulting in funny messages.
2002-04-23 06:15:52 +00:00
cohrs
d3078778eb waking waiting monsters after non-damaging attacks
- From a bug report, there are ways to, for example, steal items
from Medusa without waking her, by clever use of Conflict.
Avoid this by removing STRAT_WAITFORU when such an attack succeeds
- it was theoretically possible to use a similar approach to steal from a
STRAT_WAITFORU monster without it noticing while polymorphed and very fast,
so bulletproof this case as well.  Simpler because failed attacks wake too.
2002-04-15 07:00:00 +00:00
cohrs
8fb7664869 fix more your corpse cases
- new cxname() to simplify doing the right thing in increasingly common cases
- use for bullwhip snagging
- in shopkeeper offer code
- in a couple other existing places rather than duplicating CORPSE checks
- use singular(...) in "swings" cases, since only one can hit.  Singular uses
  corpse_xname automatically when appropriate
2002-02-27 05:15:48 +00:00
arromdee
6033bee646 pudding cloning (from beta-test) 2002-02-23 06:12:55 +00:00
nethack.rankin
81684b1672 high-end monster tuning
Strengthen Death by making his "drains your life force"
result take away some max HPs to augment the ordinary damage
it does.  The chance for that effect is reduced from 80% to
75% though.  Weaken Famine, Pestilence, and Demogorgon by
preventing them from hitting with both of their disease or
hunger attacks on the same turn.  When their first attack
hits, the second now gets treated as a stun attack, but if
the first one misses then the second is unchanged and yields
another chance to deliver the disease or hunger effect.
2002-02-19 03:38:31 +00:00
cohrs
cad85663de purple worm digestion
Generally modify the AD_DGST damage type so that:
- players and pets get no AD_DGST nutrition from G_NOCORPSE monsters
- undead no longer convey any nutrition, to either monsters or you-as-monster
  I decided on this based on the age typically assigned to undead corpses.
- digestion conveys 50% or normal nutrition, and takes 25% the time to eat.
- all AD_DGST attacks are now subject to gas spore explosions, including player
2002-02-18 23:36:46 +00:00
nethack.rankin
f750e2df4e fix B3032 -- wand of speed monster id
Make wands of speed or slow monster known if their effect
on monsters is observed; likewise for speed boots.  Also, avoid
giving odd "the bat is moving faster" when seeing a bat created
in gehennom and inaccurate "the monster is moving slower" when
a monster puts on speed boots.
2002-02-08 04:14:03 +00:00
arromdee
9aa253c8ab salamanders
If salamanders are made immune to slime, then all the other places in the
code which check for fire creatures should be modified too.
2002-02-06 05:11:25 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
jwalz
dc428ee510 *** empty log message *** 2002-01-05 21:05:49 +00:00