This makes all unique monsters resist being given a name. Aside
from the Oracle, the four high priests are the only monsters affected
that weren't already being covered by the old tests. They might as well
decline to receive names too.
This also fixes a longstanding quirk that prevented you from
calling a type of object something if the representative sample of it
had been picked up while blind and you hadn't explicitly examined your
inventory since regaining sight. There's not much point in requiring
an extra 'i' command or use of '?' or '*' at the "what do you want to
call?" prompt, particularly since that makes gameplay be slightly
different depending on whether perm_invent is available and in use.
> Bug with flaming attacks...? These monsters should be unaffected,
> IMO.
>
> The fire elemental hits the stone golem. The stone golem is on
> fire!
fixed in patch
> The pyrolisk gazes at the flaming sphere... The flaming sphere is
> on fire!
This was already corrected in CVS.
For "traditional" menu style, pickup and #loot/apply can't accept an 'm'
response to bring up a menu upon request when all items involved are of
the same class, because the prompt where that response is allowed only
gets issued when multiple classes are present.
From the newsgroup recently: cause of death on tombstone and in
log file was "slipped while mounting a saddled Stockholm" (with horse
named after city). This fix will produce "slipped while mounting a
saddled horse called Stockholm" in that case.
Narrow openings are currently not checked for by hurtle_step() or
mhurtle_step. This has the consequence that you can jump or use
Newton's 3rd to get through somewhere you can't get through on the
ground, and monsters can stagger or be jousted through somewhere
they wouldn't attempt under their own steam.
This patch fixes hurtle_step(). It does not address mhurtle_step.
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.
For the bribery check that lets you get away with offering a little
bit less than what was demanded, never treat an offer of 0 as acceptible.
Also, add some missing set_malign() calls.
Another vintage compiler (not as old as the previous one...) didn't
like the assignment `nlp = shkgeneral;' when nlp had been declared using
array syntax. It didn't used to mind that, until an extra `const' was
inserted by the "move stuff to read-only area" patch submitted by someone
a while back. The prototype is already using pointer syntax here.
The complaint states:
It still won't let you unwield a cursed secondary weapon while
two-weaponing, even though you can drop such a weapon without problem.
You aren't supposed to be able to two-weapon
with a cursed alternate weapon at all. It appears that there are some
checks to prevent twoweaponing if uswapwep is cursed when you try.
This patch ensures that two-weaping stops if uswapwep gets cursed
while two-weaponing. I think this means the 'A' command will never
encounter the situation now in the complaint now.
The rules in wield.c state
The secondary weapon (uswapwep):
1. Is filled by the x command, which swaps this slot
with the main weapon. If the "pushweapon" option is set,
the w command will also store the old weapon in the
secondary slot.
2. Can be field with anything that will fit in the main weapon
slot; that is, any type of item.
3. Is usually NOT considered to be carried in the hands.
That would force too many checks among the main weapon,
second weapon, shield, gloves, and rings; and it would
further be complicated by bimanual weapons. A special
exception is made for two-weapon combat.
4. Is used as the second weapon for two-weapon combat, and as
a convenience to swap with the main weapon.
5. Never conveys intrinsics.
6. Cursed items never weld (see number 3 for reasons), but they also
prevent two-weapon combat.
The heros_fault() macro added to region.h relatively recently causes
a K&R vintage compiler to choke on the heros_fault variable in dothrow.c.
Although the latter has been around longer, changing it was a little bit
simpler.
Hitting with a wielded boomerang was supposed to have a chance to
break it, but the code was located in a spot that would never be reached
when bashing with a missile weapon. Also, its rnl() usage would have
made the bad effect--losing your weapon--be more likely to occur when
you had good luck and less likely when you had bad luck. And it wasn't
setting `unweapon', so you wouldn't have gotten a bashing with barehands
message on the next attack after the weapon had been destroyed.
Building with an old version of gcc with various warnings enabled
generated a lot of noise. Most of it was due to not guarding string
literals with `const', but there were a couple of actual problems too.
Some recent newsgroup discussion claiming that a pet ki-rin was
wearing a helmet (I think poster was hallucinating) caused me to look
at some of the hat handling code. There were a couple of noticeable
problems and one latent one in code added for 3.4.1. Polymorphing
into a minotaur pushes hard helmets off hero's head, but nothing
prevented you from putting one right back on. Helmet wearing monsters
who polymorphed into minotaurs weren't affected at all. And message
handling always assumed multiple horns even though we have some singled
horned monsters, but since all those have no hands they can't wear any
armor and that potential pluralization issue wasn't noticeable.
Fix the problem From a bug report. An earlier fix (3.3.1)
made them be listed during final disclosure, but the points shown for
them actually got left out of the total due to misplaced brackets.
Rather than just fixing the brackets, merge the two inventory scanning
loops so that both passes will always be synchronized with each other.
<email deleted> on Saturday, January 4, 2003 at 12:16:29
comments: I just noticed that, while wearing a -1 ring of adornment, a potion
of enlightenment gave the intrinsic "You are adorned." Shouldn't it be more
accurately, "You are unadorned." or something similar?
Back in 2000 "Pat Rankin" wrote:
> From a user (in a message which had several unrelated things):
>
> > I think the colour of silver dragon scales / scale mail should not be
> > SILVER (which is not a colour), but HI_SILVER. Of course the colour of
> > silver dragons would have to be adjusted to match this.
>
> I don't normally have access to a color display, so I hadn't noticed
> that silver dragons are CLR_BRIGHT_CYAN. It is pure coincidence
> that material SILVER happens to have the same numeric value as that.
> Is bright cyan intentional, to make them distinguishable from gray
> dragons (since color HI_SILVER is defined to be the same as CLR_GRAY)?
> Or was it done for the monsters just because the corresponding objects
> accidentally had the wrong value? It seems to me that they ought to
> be the same shade of silver (ie, gray) as other silver things, even
> if that makes them look identical to gray dragons.
Using the material value SILVER in the "color"
field was wrong, no matter what the reason. I
suspect it was probably a mistake originally.
This patch does not alter the displayed colour for the
bug-fix release, but does correct the misuse of the
material.
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.
> You're equally unlikely to be wishing for spellbooks by colour,
> but I note that 'grey' for 'gray' only works for dragonscale and
> stones, not the spellbook description.
[forwarded from newsgroup]
When polymorphed into a handless monster, you can't loot a chest
that's on the ground but you can pick it up and then apply it when
it's in your inventory.
> You hit the shade with an egg. Splat!
> The cream pie splashes over the shade's face!
> Your venom burns the shade! [But it doesn't.]
> A mirror breaking I could possibly see, since the silvering is the
> important part there.
<Someone> wrote:
I happened to be playing under X11 for a change this weekend, and I
noticed that, since the direction help of cmdassist uses (sort of)
ASCII art, it looks rather peculiar in a proportional font. Could it
be made to use the menu font instead?
<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
Post 3.4.0 bug: "Your a lance (weapon in hand) shatters on impact!"
Use xname() instead of doname() to get "lance" instead of "a lance" here.
It also wasn't giving "you start bashing with your bare/gloved hands" on
the next attack after losing the weapon.
Invoking the archeologist's Orb of Detection gave "you feel a surge
of power, but nothing seems to happen" if you were able to see invisible,
but various other ways of toggling invisibility give fade/unfade messages
in that situation. Also, you would get false reports of invisibility
changes if you invoked the artifact while temporarily invisible due to
potion or spell or while wearing a mummy wrapping.
hitmu was trying, and failing, to re-implement parts of x_monnam(). Changed
it to use Monnam(), which produces more detailed messages than before in
some cases, but seems better since its messages are now more consistent
with hitmsg() and prints "The" in this specific case.
- The code in xkilled failed to call spoteffects after killing the monster
that was engulfing you. Being expelled already worked correctly.
- While testing this, I discovered that removing a ring of levitation or
similar while engulfed would call spoteffects when it shouldn't. Fixed
that too.
Add the wizard entry submitted by <Someone>. It doesn't fit
perfectly but seems better than getting the generic human (or other
race) entry. It pointed out that "gnomish wizard" is ambiguous between
a type of monster and a player character race/role combination. I had
to add a special case to the code to make that work out right.
This also makes all the roles that have the their entry match any
race; conversely, match the race's monster for roles that don't have an
entry (caveman, healer, monk, priest, and samurai; we really should get
them their own). Previously many of the non-human ones yielded "I don't
have any information on such things" and at least one (elven priest)
yielded the generic human entry.