makedefs has been listing TIMED_DELAY as one of the options which
affects save file contents even though that hasn't been the case for
a long time. Unfortunately, simply fixing that by itself would break
save file compatibility for anyone who has been building with it set.
This workaround prevents the fix from doing that. And now folks can
rebuild after toggling TIMED_DELAY without unnecessarily invalidating
save and bones files.
Clear the uundetected status during level changes in case
the character was hiding under something immediately prior to the
change. Don't set hidden status at the destination even when
there's something to hide under--it'll take a turn to hide again.
I implemented this before seeing <Someone>'s forwarded report.
It makes guards come to vaults when you can't see them, but does
have one odd side-effect: if the vault has boulders in the way
then you might not be able to follow the guard out. (Usually you
can alternately search and step in order to successfully follow
him out when unable to see.)
The wishing code intended to make a wish for "blue glass" yield
a "worthless piece of blue glass" (and similarly for other specific
colors) but it didn't work right. Also, wishing for "looking glass"
tripped up on that same code and didn't work either. (Several other
permutations for worthless gems such as "worthless blue glass" and
"piece of glass" already do work.)
Fix some inconsistencies in armor handling. The 'T' command
wouldn't let you take off a suit or shirt if you were wielding a
cursed two-handed weapon, which makes sense; however, the 'A'
command neglected to impose the same restriction. Also, the 'W'
command had some code intended to prevent you from donning a suit
or shirt while wielding such a cursed weapon, but it didn't work.
This patch fixes the 'A' command's checks for whether an
item can be removed and it makes the 'T' and 'R' commands use the
same code as 'A' instead of maintaining multiple sets of checks.
It also fixes the trivial 'W' problem and attempts to prevent the
sequence of 1) get interrupted while removing a set of equipment
including suit and/or shirt; 2) wield a cursed two-handed weapon
or have already wielded one become cursed; 3) resume removing
armor via 'A' but I haven't tried to trigger that situation to
confirm the bug or this fix.
Fix an item from <Someone>'s list: invoking or applying an
artifact might blast you; if it evades your grasp, the intended
action won't take place but will still use up a turn.
This reclassifies dragon scale mail as magic and leaves dragon
scales as non-magic. Changing the latter would make it be easier
to obtain magic armor via polymorph; just kill some dragons and toss
their scales on the pile. Unfortunately the logic used suggests that
unicorn horns ought to be non-magic too, but I left them as magic.
(Making them become non-magic would actually be a good idea as far
as balancing polypiling goes, but it's awfully hard to justify when
they produce should a wide-ranging magical effect when applied.)
Provide user control over screen updating for multi-step movement
(run via shift, control, &c and also travel). [See cvs history for
fixes34.1 for more details.]
<Someone>'s submittal of his `showrun' option has goaded
me to finally finish something I tried to implement some time back.
This adds a new run-time option called "runmode" which gives the
user control over how much screen udpating takes place during run
and travel movement. It has four settings:
teleport - update the map after movement has finished (this is
the old behavior and also <Someone>'s !showrun behavior);
run - update the map periodically (this is the new default);
it uses (`moves' mod 7) to control the updating; it may
need to have its own counter so that the updates are
sync'd with the start of current movement rather than
with `moves', but perhaps that won't matter;
walk - update the map after each step (this is the behavior
when <Someone>'s showrun is enabled);
crawl - like walk, but with a longer delay after each step.
This option won't work well on configurations where delay_output()
doesn't produce a pause of reasonable duration, but I don't think
there's much we can do about that.
The option setting ought to be stored in struct flags so that
it's maintained across save/restore cycles, but I put it into the
iflags structure with the other new options so that it won't cause
3.4.0 save files to be invalidated.
I can't test the changes to Guidebook.mn; the corresponding
changes to Guidebook.tex process ok and don't show any obvious
glitches when viewed with xdvi.
Kicking a monster as a monk or samurai or while wearing kicking
boots might make it "reel from the blow" and be knocked back a step.
If that knock back put it into a trap which killed it, the kicking
code would kill it an extra time, then the player would get a warning
about dmonsfree finding the wrong number of dead monsters.
[ I didn't keep a copy of the message which reported this
so don't have any reference number for it. ]
If you used '/' to look at multiple items one after another,
then looking at floor or other item represented by the same '.' as
venom could result in subsequent things being falsely categorized as
possibly venom. The subsequent items needed to have less than two
possible descriptions, and the triggering item needed to be a plain
dot rather than the graphic dot used for floor with IBMgraphics and
DECgraphics.
Suggested by <Someone>: when examining an `@' monster, only include
"or you" in the description if you might reasonably expect to be seen
as something else. So if you're playing as a human or an elf, or if
you're polymorphed regardless of race, the ordinary description of
"human or elf" doesn't need to add "or you". And the setting of the
`showrace' option only matters if the `@' comes from prompting the
user instead of picking a symbol from the map.
Paper golems destroyed by fire traps won't leave any scrolls
of blank paper behind. (There's still no handling of other forms
of fire attack against such critters.)
Don't suppress hallucination on/off messages when blind.
This fixes the case where you might be observing hallucinatory
monsters via telepathy yet not be told that perception was back
to normal when hallucination timed out. It does not fix the
case where temporary hallucination times out while the effect is
being blocked (in which case successful application of a unicorn
horn yields no feedback), nor the hypothetical cases where timed
hallucination starts or ends while also hallucinating for some
other reason (which could happen via polymorph someday if a
monster which is always hallucinating--the way that bats are
always stunned--ever gets introduced).
Make throwing things through iron bars by the player and
by monsters behave consistently with each other. Also prevent
stone-to-flesh'd boulders and wands from passing through.
Implement a suggestion by <Someone> that turns spent in
"hungry" state exercise wisdom for monk characters; also make
turns spent in "satiated" state abuse it instead.
When using a fountain or throne, getting a --More-- prompt
usually means that you're about to be told that it has just dried
up or vanished. But since that topology change didn't occur until
after the message, players could cheat by forcing SIGHUP instead
of answering the prompt; the resulting save file would retain the
original topology. So change the dungeon prior to telling the user
about it.
The `fixes' entry possibly belongs in the tty-specific category
but since the change is to core code I put it in the general section.
The spellcasting code stopped counting a spell class's skill
exercise once that reached expert, so the only way that it could
end up being flagged as having reached maximum in the #enhance
feedback would be if it had already received enough exercise to
reach the hypothetical level beyond expert while it was still at
skilled or less.
It also didn't count the exercise if you were restricted in
the spell class, but that wasn't necessary because becoming
unrestricted--which I don't think is even possible for spells at
present--resets the counter back to 0 to discard any exercise
achieved while ineligible.
Fix the problem [reported in the newsgroup and forwarded by <Someone>]
of blessed potions of gain level having the possibility of reducing
your experience points if you were already level 30. The random XP
value that averages "half way to next level" could be less than your
current experience if you had gotten to level 30 via such a blessed
potion or had drunk at least one of same since reaching that level.
This didn't really make any difference to game play since you weren't
losing any levels, HP, mana, or score, but it was visible to users who
enable the `showexp' option.
Change "The corpses smell like it could be tainted! Eat it anyway?"
to be "The corpses smell like they could be tainted! Eat one anyway?"
when eating one of multiple stacked food objects.
I'm surprised that no one has noticed this one yet. When
wielding two weapons, naming either of them caused two-weapon
combat mode to stop (unless the weapon already had another name
which was long enough to be overwritten by the new name without
allocating a replacement object).
From the newsgroup: creating Sting via naming didn't produce
intrinsic warning (orc detection) if it was already wielded at the
time. (Un- and re-wielding it sufficed as a workaround.)
"Force the mount to succeed?" doesn't necessarily do so;
it's worse than useless to suppress the message which indicates
why a mount attempt is failing when a failure occurs.
when investigating the report of death due to falling off steed leaving
"you were riding" in the final attributes. (This doesn't fix that bug.)
Dismounting calls teleds() to put the character on the map and teleds()
does various iron ball manipulations, but during level change the ball
is removed from the map and those manipulations won't work as intended.
Fix the reported bug of being double-billed for a bag of
holding destroyed if #loot is used to put a wand of cancellation
into it while it's on a shop floor. (The bug report neglected
to mention a second aspect of the situation: you wouldn't get
billed for the wand if you used an unpaid one to trigger this.)
[I've lost the #Rxxx number for this bug report....]
When attacking a non-stone golem with a cockatrice corpse,
suppress the redundant "<monster> turns to stone" message which
preceeded the "<monster> solidifies. It's now a stone golem."
messages.
From the newsgroup: using #chat to talk to a "meditating"
monster like quest nemesis or Medusa could elicilit responses
without waking it up (at least if you moved fast enough enough
to probe it before it got its next turn).
From the newsgroup:
> Apparent bug or weird-seeming feature:
> If you try to mount a horse that is already in a pit,
> you get the message "You lead the poor <foo> into a pit!"
I checked into fixing this properly (you mount the steed and
then shared its trapped status without actively retriggering the
trap in the process), but the trap code is too convoluted to do
that cleanly. So this "fix" just makes mounting attempts fail if
the steed is trapped.
(This diff is mostly whitespace cleanup.)
Add FOUNTAIN directives to the maps that just had '{' symbols.
Without them, the special level loader sets up those maps in a way
that prevents nethack from keeping the fountain counter accurately,
resulting in lack of fountain noises when they haven't been touched
yet and persistent noises after at least one of them has been dried
up. (It would be better to fix lev_comp's map handling code to do
this automatically.)
From the newsgroup: vault guards would ask your name--and you'd
be able to respond--even when you were unconscious (for any reason
besides fainting from lack of food) or paralyzed. (The code already
made the guard be forgiving when you failed to promptly follow him
out due to that situation, but it would repeatedly say "move along!"
even though you were unable to move.)
From the newsgroup: if the Candelabrum of Invocation already
has six candles attached and you apply another one to add the seventh,
the message said it "now has seven candle attached."
Eliminate or at least reduce one of the idiosyncratic differences
between enchant weapon and enchant armor: make reading enchant weapon
discover that scroll if the effect is adequately discernible, instead
of always asking the player to supply a name for it. If your weapon
is identified and its +/- enchantment value goes up, or you're wielding
a worm tooth and it transforms into a crysknife, you learn the scroll.
However for the negative effect of a cursed one, that's only applicable
when the scroll is already known to be cursed.
[ Fix a bug reported in the newsgroup; I thought I sent this last
week, but it isn't in the current code so I must have forgotten. ]
When I split u_left_shop() into two routines I neglected to
propagate the early return condition from the second half to the
first. The result is that if you leave a shop with unpaid goods
but have enough credit there to cover the cost, the shopkeeper
will take that credit and be satisified, but the kops were still
getting summoned as if he had been robbed.
When the Wizard uses STRAT_MONSTR to get next to any monster
which is carrying the Amulet, he was actually displacing the other
monster to take its map location. It was possible--and still is,
actually, although it takes a lot longer now--for the excessive
summoning by spell casting monsters to entirely fill up the temple
on the Sanctum level, so the Wizard would sometimes knock Moloch's
high priest right out of his temple. And since that priest doesn't
turn hostile until you enter the temple, you might have needed to
kill a peaceful human in order to get the Amulet.
Now when there's no elbow room in the temple, the Wizard will
stay outside instead of bumping the high priest out.
Alter the starting position of the monk and priest quest
nemeses to neutralize the possibility of attacking them by
zapping directly to the left as soon as you arrive on the final
level. And give the samurai a little variety too by varying
the arrival location, although that is just cosmetic.
Can't push boulders through iron bars; traps can't roll such through either;
likewise for objects thrown by monsters.
Thrown objects susceptible to breaking might do so when they hit iron bars.
Assorted monsters can pass through iron bars; ditto for polymorphed character.
Attempting to dig iron bars will wake nearby monsters instead of yielding
"you swing your pick-axe through thin air".
Autodig won't accept iron bars as candidate location.
Implement a fix for the problem From a bug report:
if the destination position on the Plane of Fire has a randomly
placed trap on it, you'd get an impossibility warning of "couldn't
place lregion type 5" (and then arrive successfully at the target
spot anyway). As his investigation indicated, the code to remove
such traps wasn't being reached because the `bad_location' check
yields true for trapped spots.
There was at least one more special case aside from throwing
(jetisoning items to reduce weight after falling in water) which
have needed the same extra code. This is a more general fix.
Monster centaurs can't wear boots, and characters who polymorph
into centaurs have their boots pushed off, but there was nothing to
prevent such characters from putting those boots right back on.
Make a change suggested by <Someone> to have the Wizard
enter harassment mode when you perform the invocation, in case
you manage to obtain the Book of the Dead without killing him.
Instead of just initiating that periodic effect, behave as if
you have actually killed him (which also affects random monster
generation frequency, prayer timeout, and shopkeeper salutations).
Allow the special level and dungeon compilers to handle input
files which have CR+LF delimited lines. Apparently Cygwin doesn't
convert MSDOS style line ends into newlines the way stdio should
do for text I/O. The resulting unexpected CR characters result in
syntax errors.
And explicitly using '\n' on both the lex and yacc sides of
MAP processing allows removal of the old NEWLINE hack for Mac MPW.
It won't matter what numeric value that character escape sequence
has internally.
Fix the reported problem of incorrect conditional logic
making it impossible to bump into closed doors when moving while
impaired for the #if STEED configuration.
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.
The shop billing code assumes that food marked partly eaten
is worthless, but the eating code was changed to make sure that any
eating attempt will never leave food marked as not partly eaten.
The end result is that non-corpse food which is consumed in a
single byte can be eaten off shop floors for free, and if eaten
from inventory--so already on shop bill--the "Ix" display of used
up goods lists the item as partly eaten (with right price though).
This fix makes single-byte food be handled the same as other
food: the first byte taken causes the food to be auto-purchased
immediately instead of waiting until it's used up to add it to the
shopping bill.
Fix one of the problems From a bug report: Mjollnir is only
giving the intended feedback when it is thrown. Against ordinary
monsters the problem isn't too bad--you get a lightning message
without the preceding hit message--but against resistant ones there
is no message at all when you hit hand-to-hand. (There is a similar
bug for artifacts which add magic missile damage, but since no such
artifacts exist that isn't much of a problem. :-)
Put back the "better gold handling" that was inadvertently
dropped from the previous rewrite. Prevent gems rubbed on cursed
gray stones other than touchstones from being shattered. Fix
several pluralization buglets, including allowing the player to
rub a stone against itself if the quantity is more than one (just
like potion dipping is handled). Overall, streamline the rather
convoluted logic, eliminating the `goto's.
Recent patches broke rubbing gold coins on touchstones; for the
!GOLDOBJ configuration, the character's money would be lost and the
program leaked memory. That problem was already present for rubbing
gold on other gray stones.
This also gives a gem advantage back to archeologists: they
can comprehend touchstone results when the stone is uncursed rather
than require it to be blessed. (I gave gnome characters that benefit
too. Why gnomes and not dwarves? I don't have a reasonable answer
for that....) To go along with that, make A's initial touchstone
start uncursed rather than blessed, so that other characters finding
them in bones won't get an immediate benefit from them for the 20%
of the time that they're not cursed when saving bones.
Much of this is whitespace cleanup. I reformatted use_stone()
completely.
It's possible to leashed a saddled pet and them ride it,
but it wasn't possible to remove the leash while mounted. This
fixes that; it also lets you put the leash on your steed while
mounted, but there's nothing wrong with that.
Don't report that undead monsters are "turning to flee"
when they're about to be made peaceful or killed outright,
and add a missing alignment fixup for the case where they do
get made peaceful.
Also, a trivial bit that only matters when using wizard
mode to wish for altars. To #offer the Amulet you need to be
on the Astral level rather than just anywhere in the endgame.
Update the instructions, add a dat -> util dependency so that
MMK (freeware clone of DEC's MMS make utility) builds the data files
when necessary, and switch the default compiler to DEC C.
From the newsgroup: some of the fake player monsters on the
astral level were unable to use artifacts that they were created
with due to alignment mismatch. Rather than try to adjust the
artifact creation of only select matching items, this patch lets
them handle artifacts when alignments differ (more or less like
the player; monsters don't occasionally get blasted though).
This also restores chaotic monsters with the ability to use
Stormbringer; I'm not sure how long that has been broken. It also
gives lawful ones the ability to use Excalibur.
Change the prompts for P and R commands to use "put on" instead
of "wear" and "remove" instead of "take off", respectively; W and T
commands aren't affected. There is no change in game play.
<Someone>'s message said this was committed, but the cvs repository
didn't reflect his changes.
> Subject: patch: #rub touchstone
> Date: Wed, 20 Feb 2002 23:33:27 -0800
> <email deleted>
>
> Implement <Someone>'s suggestion.
>
> - allow the #rub command to apply to gray stones
> - update various doc & help files to reflect the change
>
> Committed to CVS.
The comment about Book of the Dead's taming effect working
on nearby monsters when read while swallowed was wrong. It was
only put there in the first place to avoid adding extra code to
suppress taming while swallowed when that was done for the other
methods of taming. Any need for extra code here turns out to be
unnecessary due to the cansee() check.
From the newsgroup: when an undead monster got killed by a wand
or spell of undead turning, if it left a corpse that corpse would be
hit by the same zap and was immediately revived. This fix uses the
flag bits that were added to prevent objects that are dropped by a
polymorphed monster from being hit by the same polymorph zap.
This also fixes a post-3.3.1 bug that produced "the <undead>
turns to flee" even when that monster had been killed by the turning
attack. 3.3.1 had the same bogus fleeing effect but didn't give any
message so it was unnoticeable.
Make being hit by an artifact which does fire, cold, or
lightning (or magic missiles, since the code is there) affect
inventory even when the target resists the damage him-/her-/itself.
This removes the need for the redundant fire vs slime handling that
I put in yesterday. Unfortunately it also means that Valkyries who
throw Mjollnir will inevitably end up destroying all their mettalic
wands and rings, so I reduced the chance of it hitting upon its
return.
Being hit by Fire Brand now stops the sliming process if you're
being turned into green slime. And throwing an artifact up will give
artifact hit effects when it falls back down, making it possible to
hit yourself with Fire Brand (among other things). Hitting yourself
with Vorpal Blade or the Tsurugi of Muramasa will never behead or
bisect you; hitting yourself with Stormbringer will drain levels.
(I hope the latter doesn't make it too easy for players to manipulate
their experience level.)
This doesn't add artifact_hit() handling to mthrowu. If monsters
ever start throwing artifacts that will need to be added.
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.
In the skills list shown by #enhance, add an annotation
for skills that have had enough practive to be advanced but
can't be because there aren't enough slots available or the
role-specific limit has been reached.
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.