I couldn't reproduce this so can't confirm that this fix works,
but inspection of the code reveals that something was missing
in the unified mon movement flags code. I think what has been
happening is that a dwarf without a pick-axe might not bother
wielding that but movement behaved as if it had, then digging
decided it wasn't.
This commit is intended to fix the bug where a pet will get fixated on
an unmoving monster and stop moving itself. I described the cause in the
github issue; the gist is that the pet AI chooses the unmoving monster
as its ranged target, doesn't do anything when it calls mattackm
(because it doesn't have ranged attacks), then returns a value
indicating it didn't move and can't take further actions.
I initially implemented a fix that refactored mattackm to distinguish
between "attacker missed" and "attacker did nothing", which the pet AI
could then use to determine whether the pet could continue doing things.
But then I realized that if mattackm is called with non-adjacent
monsters, a return of MM_MISS more or less unambiguously indicates that
the attacker did nothing (because the ranged functions it calls like
breamm don't actually check to see whether the target was hit, just
whether the monster initiated the attack.) So, this only really needed
to check whether mattackm returned with MM_MISS.
I also found a probable bug in mattackm, in that the thrwmm call isn't
treated the same as breamm or spitmm. In the latter two, mattackm
returns MM_HIT even though it doesn't check whether the ranged attack
actually hit its target. But there was no logic doing the same for
thrwmm, so this commit also adds that. (Otherwise, a pet could possibly
use a ranged weapon attack and then get to keep moving on its turn.)
Issue was for dropping glob of green slime while swallowed by a
purple worm but also applied to pet eating habits. Green slime
corpse doesn't exist any more; check for glob instead.
Fixes#333
... if the pet attacked hero or another monster by eg.
swallowing them, the pet's location might've changed
during that attack. Count it as movement, so return
immediately.
With 3.7+ aspirations of improving savefile interoperability between 32-bit
and 64-bit builds, as well as between platforms, it is better to not have
the underlying struct/array content be conditional.
This splits off some of the MAIL code into MAIL_STRUCTURES code. In theory,
since MAIL_STRUCTURES is unconditionally included, the macro could
just go away and leave that code unconditional, but this commit doesn't
go that far.
Preserve temporary fake object's previous dknown value by storing it
as a flag value within the m_ap_type field of the posing monster, and
recalling it when it is needed.
This is intended to help eliminate observable differences in price display
between real objects and mimics posing as objects.
98% of this is just switching the code to utilize macro M_AP_TYPE(mon)
everywhere to ensure that the flag bits are stripped off when needed.
If steed ate a mimic corpse and started mimicking an object or dungeon
furniture, the hero was able to keep riding. Force a dismount when
that happens, even if steed takes on monster shape rather than object
or furniture. After that, #ride to remount non-monster will fail
unless using wizard mode's "force mount to succeed" action, in which
case steed's eating finishes immediately and it returns to normal.
This doesn't address the older report that mounted hero can continue
to move around while the steed is eating.
Seven year old suggestion was to have a killer bee eat royal jelly if
there was no queen around, then after a short delay it would become a
queen. This does that, with "no queen around" being "no queen bee on
current dungeon level" and the transformation happening immediately
with the "short delay" taking place after.
Pet killer bees will target nearby royal jelly if there's no queen,
hostile killer bees will only eat it if they happen to walk on the
same spot as one. Both types accept either tame or hostile queen bee
as an existing queen.
Killer bees eating royal jelly will drop dead if queen bees have been
genocided, and aren't smart enough to avoid the instinct to eat such
if/when that happens to be the situation.
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).
I think the only code change was in the function for the help command.
Vampires tend to take vampire bat form and stay that way, unless/until
there's a closed door they want to pass in which case they change to
fog cloud form. Those shifted forms are weak, so pet vampires tend
not to attack other monsters, and if they don't take damage, they
won't change to vampire form. So, when comparing relative strength of
self and foe while deciding whether to attack another monster, treat
their own strength in weak form as if in vampire form, making them be
more aggressive.
Hostile vampires shouldn't need any comparable change. They don't use
relative strengths when deciding whether to attack something.
This change was coded by FIQ, who suggested it by email.
The main change here is related to monster anti-oscillation code.
When a monster believes it's stuck in an AI loop, it looks for an
alternative strategy. That applies to pets too. However, if the
pet is currently near the player, we can typically assume that it's
there because it wants to be there, and an oscillation is not
because it's stuck but because it's already in the best possible
place. This commit causes pets to be "allowed" to stay near the
player, rather than running the wrong way down a corridor because
it's the only way to do something different than what they're
currently doing.
If the pet is far from the player, we use the old behaviour unless
the pet is leashed or the player tried to call it with a whistle
or the like, in order to avoid the risk of a genuine AI loop trying
to get back to the player. (Whistling happens rarely enough that it
won't cause AI loops of its own - the player isn't going to whistle
every turn - and it makes flavour sense that a pet might interpret
it as "you're going in the wrong direction!".)
Report was for a blinded horse which ate a carrot but remained blind.
This fixes that, and also lets blinded carnivorous pets eat carrots.
Gelatinous cubes now handle carrots too, but since they lack eyses
there won't be any noticeable effect for them.
Some reformatting of the recently added pet ranged attack code.
The redundant--but different--multishot volley code has been replaced
so that there are only two versions (hero and monster) instead of
three (hero and monster vs hero and pet vs other monster). The monst
version was out of date relative to post-3.4.3 changes to the hero one.
The pet version was way out of date and had some bugs: wielding an
elven bow gave a +1 multishot increment to volley count for fast weapon
even when throwing something rather than shooting arrows, wielding any
weapon which had at least +2 enchantment gave 1/3 enchantment bonus to
volley count when throwing instead of shooting shoot ammo, and a pet
which got killed in the midst of a multishot volley--perhaps by a gas
spore explosion or some other passive counterattack--would keep on
shooting/throwing until the volley count was exhausted.
Pet use of ranged weapons is not ready for prime-time. Pets don't
hang on to missiles or launchers+ammo, they just drop them if there is
no target immediately available.
This is the Pet ranged attack -patch by Darshan Shaligram,
with the spellcaster parts removed to keep it simpler.
Pets will now throw, spit and breathe at other monsters.
Requested by a blind player. The message "Fido moves only reluctantly"
didn't convey enough information to be useful. Describe the reason why
the move is reluctant: "Fido steps reluctantly over <some object>."
If there is a pile, it will describe the top item rather than whichever
cursed item the pet doesn't want to step on.
Changes to be committed:
modified: doc/fixes36.1
modified: src/dogmove.c
A bug reporter wrote:
> comments:
> "You sense a little dog appear where Poes was!"
>
> seems strange to me, perhaps it should be "appearing", or the hero shouldn't
> notice at all if it's out of sight.
>
> Not sure it was out of sight, anyway, because I saw the d from the shop
> doorway.
>
Change the wording to:
"You sense that a little dog has appeared where Poes was!"
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.
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half. The automated reformat got
confused by comments in the midst of such lines.
foo ||
bar
was converted to
foo
|| bar
but
foo ||
/* comment */
bar
stayed as is.
Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
Allow one item to be taken out of a pile, and leave framework in place
for partial splits so that all monsters will take up to their capacity,
rather than leaving the whole pile if it's too big to take all at once.
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!
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.