It doesn't mention anywhere that newmextra() is responsible for
initializing struct mextra with null pointers to the various
sub-structs. So, when one follows the instructions and doesn't know or
remember to do this, they'll get segfaults when something tries to read
the uninitialized pointer to their new struct.
After some discussion with Alex Smith, it seems like a good change for
both gameplay and realism that candles' light radius should decay
quadratically instead of exponentially. Now a light radius of 4 from
candles can be accomplished by burning 9 candles, and players who find a
lot of candles might even be able to get up to 5 (16 candles) or 6 (25
candles).
The main impetus for this change is that with the existing formula, the
more candles -> more light mechanic was more or less useless outside of
wizard mode, because you needed 49 candles to do better than a lamp.
The bug was that you could easily displace peaceful sleeping monsters.
The source of this was that there was no check for sleeping in the
attack() function that checks for immobilization.
As well as adding the sleeping check, this logic is modified so that it
makes more sense: if a monster is immobilized at all (sleeping, frozen,
or mcanmove = 0) it always "doesn't seem to move!" You can't randomly
displace it anyway 1/6 of the time.
Sessile monsters who are otherwise not immobilized don't move 5/6 of the
time, but can be displaced with the other 1/6.
Pets can no longer be displaced out of a trap, because that was
inconsistent with peaceful monsters refusing to be displaced out of a
trap. The untaming-via-displacement-out-of-trap code is removed.
Pets also now have a better survival instinct: they follow the code for
peaceful displacement into a bad position, and refuse to swap places.
This means it's no longer possible to accidentally kill a pet by
levitating/walking over water and displacing it.
A side effect of making is_safepet() count peacefuls. Now checks
directly for a trapped, peaceful monster and says "they can't move out
of the trap"; this is inconsistent with pet behavior, and pet behavior
should probably be changed to be in line with it (ie they can't be
displaced out of a trap at all.)
Also refactor the code here a bit: a bunch of different if statements
have the exact same resetting code and steed resetting code in them.
Change this to a boolean flag and put the resetting code in one place
checked by that flag.
Shouldn't be able to displace priests since that could theoretically
eventually force them out of their temple, which would probably cause
problems. The Oracle doesn't usually move anyway, but seems like she
should "not want to swap places" in any circumstance.
Changes domove() code to allow displacing peaceful monsters.
Specifically, is_safepet() now returns true if the monster is peaceful.
Peacefuls are slightly pickier than pets about whether they consent to
being displaced: they will not displace if a goodpos() check fails for
the displaced space, or if there is a trap on the displaced space, or if
they are your quest leader. is_safepet should probably be renamed to
something else.
In the process of doing this, some other changes were made: the code now
checks whether the player and monster should be swapping places at all
first (previously it ran some code for displacing pets out of traps
first, which was a little weird if the displacement didn't actually
happen.)
In the original commit for this, I needed to guard the spoteffects()
call made in domove with a clause testing whether the player actually
moved; it was previously possible to fail to displace a monster and then
re-trigger a trap on the space you were still standing on. However, the
devteam has apparently put in an if (u.umoved) clause in the same place
and serving the same purpose.
This was already allowed for the other montype-compatible objects like
statues, corpses, eggs and tins. I don't see a reason why figurines
shouldn't be part of this group; perhaps it was an oversight.
Intended to simplify many of the math.random calls currently in use, and
make them more semantic and thus more readable.
The dice function d() takes either a two-argument form which is the same
as in the C source (number of dice, faces per die) or a one-argument
form that rolls a single die.
The percent(N) function returns true N% of the time.
Uncomments and makes available selection.gradient in Lua. (The backend C
code for this still existed, it just wasn't used.)
The only valid way to specify a gradient is with a table. I considered
adding non-table versions, but decided that there are too many
independent variables that can be optional. A non-table version, without
named parameters, would be confusing to read, especially since most of
the arguments are ints.
Also adds an impossible in the (possibly unreachable) case that
selection_do_gradient gets called with a bad gradient type.
Rather than spitting out an error code number that is not particularly
useful. The string contains the line number and the nature of the error,
which is much more useful for debugging or reporting an issue.
The impetus for this was to avoid ugly constructions such as the one
below (none of which currently appear in vanilla NetHack):
mongets(mtmp, LONG_SWORD);
struct obj* sword = m_carrying(mtmp, LONG_SWORD);
if (sword)
/* do thing to sword */
Most cases where mongets is used discard the returned value (which used
to be the created object's spe); the only places that do use it are the
series of statements that give various human monsters armor and prevent
them from getting too much armor. These statements included hardcoded
constants representing the base AC of the armor, which would have caused
discrepancies if armor's base AC were ever changed.
With mongets now returning a pointer to the created object, it can just
be passed into ARM_BONUS instead, which covers both the base AC and the
enchantment. (It will also cover erosion, if anyone ever decides that
armor should rarely generate as pre-eroded).
The overall algorithm is not changed by this; human monsters should
receive armor with the same probabilities as before.
Another SliceHack feature. It's possible for you to eat the chameleon
tin and turn into a fiery monster that burns off the slime in its
natural form, either extremely luckily at random or if you have
polymorph control.
This buffs the blessed effect of the teleport scroll by providing the
reader control over their destination even if they lack teleport
control. This seems like it makes the blessed/uncursed distinction
actually meaningful, rather than mostly pointless.
Ported from SpliceHack, and generalized to all shapeshifters (Splice
only implemented it for chameleons). It's very aggravating when your
powerful but hungry pet chows down on a shapeshifter before you can stop
them and then turns into something much more useless, so this aims to
prevent that.
The extreme circumstances under which a pet will eat a shapeshifter are:
1. The pet is starving, and prefers polymorph to starvation
2. The pet's tameness is 1
The reasoning behind the second condition is that if you mistreat your
pet almost to the point of untaming it, it might want to take a chance
on turning into something that might get some more respect from you.
Practically, whenever this happens, this will result in the player now
owning a newly polymorphed and *still* nearly feral pet.
This makes a lot of sense. Why would they hate one artifact sword so
much and not really care about the one that is especially designed to
kill their type personally?
The scroll of remove curse is trivially identified by checking inventory
after reading it to see whether anything became uncursed. This leads to
annoying tactics like remembering which scroll you just read so you can
go call it "remove curse" on the discoveries list.
This simply autoidentifies it when an item that was known to be cursed
has its curse removed.
This is aimed at providing a little quality of life in the form of not
having to divest yourself of your sources of magic resistance before
using a level teleporter. The player is already able to use regular
teleport traps while Antimagic; there's no reason why it should be
different for level teleporters.
This ultimately comes from "Stevie-O's level teleporter jump patch", by
way of SliceHack. I simplified it a bit: deliberately jumping onto the
trap always takes time even if it fails to levelport you (which would
only happen with level teleporters in the End Game, which don't exist).
Another feature from SliceHack. Randomly averting an instadeath might
seem a little too generous, but the only time you get food poisoning is
if you're a new player who hasn't learned about tainted corpses yet or
if you just did something stupid. So, be a little nicer in those
scenarios.
If you survive, your Con silently decreases by 1. Hey, it's better than
dying.
This is also from SliceHack, but with the odds of enlightenment toned
down a bit, to 4/9 for a blessed potion and 1/6 for an uncursed potion
(SliceHack had it at 50% blessed, 20% cursed, and strangely, 0%
uncursed). It gives a much-needed use to one of the potions that's
commonly blanked or discarded.
Jumping, Newton's 3rd Law hurtling, and throwing an iron ball:
attempting to do any of these in such a way that you would diagonally
pass between boulders/walls causes the Luck penalty. However, none of
these actually get you through the diagonal gap, thus they can't be used
to cheat and the penalty doesn't make sense.
For much the same reason as the horizontal teleport message: various
forms of level teleportation produce no message indication at all that
you just ended up somewhere else.
It's useful to get a message as indication you suddenly moved somewhere.
For instance, MSGTYPE=stop can be used on this to avoid bumbling in the
wrong direction after a spontaneous uncontrolled teleport.
This feature is originally from SliceHack, but the original code
directly edited the monmove code, whereas I thought it was cleaner to
use the existing mtrapseen code. Thus, this commit just marks trapdoors
as "seen" for all non-mindless monsters generated in the Castle level
(the same way all monsters in Sokoban are marked aware of pits and
holes).
This change prevents these Castle monsters from moving onto trapdoors
97.5% of the time. (A determined player can still patiently sit and wait
for everyone in the castle to plunge like lemmings into the trapdoors,
but it will now take 40 times as long.) Also unlike SliceHack, this only
excludes mindless monsters - not all non-humanoids. There are plenty of
intelligent non-humanoid monsters generated right next to the trapdoors,
after all.
This is aimed at better flavor (the inhabitants of the castle should
know about the traps in their own area) and better scenery in the Valley
(doesn't seem as much of a valley of the dead if there are hordes of
soldiers milling around down there).
I considered sticking an in_mklev condition onto this if statement, so
that monsters spawned into the Castle after its creation will fall down
the trapdoors, but ultimately decided against it.
Rather than just informing the player that saving and reloading might
fix the problem, they are now encouraged to report the problem to the
value of DEVTEAM_EMAIL. If the sysconf specifies SUPPORT, that is also
presented as an option.
Message is a reference to The Silver Chair. Most of the other races had
their own messages already, but gnomes would just default to discussing
dungeon exploration, which doesn't make that much sense most of the
times when you would be chatting to them in their own mines.
The quotation is edited from the source to reflect the dungeon
environment, but the sentiment is actually pretty spot-on given the
average player's win ratio.
Note: this doesn't interfere with the South Park gnome speech added to
3.6 a while ago; that only occurs when hallucinating and this only
occurs when not hallucinating.
From SliceHack. Note that this refers to the description of the physical
bottle; it's a substitute for "phial", "carafe", "flask", etc. such as
are seen when a potion crashes on someone's head. They don't obscure the
randomized appearance or actual potion identity.
The SliceHack version evidently went through several revisions; just
take the current one.
The general idea here came from SpliceHack -- give each alignment a
unique effect in what happens to its sacrifices -- but the "puff of
smoke" in Splice seemed too small.
Triggers when you feel more confident in your skills. This is to address
a problem I have heard about several times from newer players: unless
you pay close attention to the guidebook, nothing in the game actually
indicates that you can level up your abilities and how to do it.
Experienced players don't need this message, of course; they can hide it
via MSGTYPE if they really hate it, but I additionally added a clause
that prevents this message from being displayed more than once per game
session. (It didn't seem important enough to make a save field for.)
Backported from TNNT. Only affects dumplog pline history, not any other
form of pline history.
The impetus for this is to avoid dumplogs full of "Unknown command foo."
messages which don't provide any value for people reading the file. In
many cases, these messages crowd out the actual message history, making
it hard to reconstruct what happened.
It's confusing and served no purpose; a spoiled player knew what it is,
an unspoiled player might think it was a hook-hand or something. Now
they all show up as grappling hook.
That message implied something to do with an effect happening to the
hero that causes them to feel cold, such as taking cold damage.
Change it to "You hear a deep cracking sound" instead.
This adds a boolean option, autounlock, defaulting to true. When this is
set to TRUE, messages stating that some door or container is locked are
automatically followed by a prompt asking if you would like to unlock
it, if you are carrying an unlocking tool (key, lock pick, or credit
card).
Architecturally, this extends the pick_lock function to take three
additional arguments (door coordinates or a box on the ground you are
autounlocking).
The code that selects an unlocking tool will always look first for a
skeleton key, then a lock pick, then a credit card. Since curses, rust,
and other attributes don't really have an effect on the viability of the
unlocking device, it didn't seem to warrant making a more complex
function for that.
Add hallucinatory trap names
This adds many funny, realistic, and nonsensical traps to the game, to
be shown when the player is hallucinating.
Architecturally, the biggest change is merging the what_trap macro and
the "defsyms[trap_to_defsym(ttyp)].explanation" pattern into a single
function "trapname", which returns the name of the trap, handling the
hallucination case. There is also a second parameter used for overriding
hallucination in the occasional cases where the actual trap name should
always be returned.
In addition, the what_trap and random_trap macros are now obsolete and
not used anywhere, so they are removed.
reinstate anti-rng abuse bit on hallucination
updates to hallucinatory trap names and fixes37.0 entry
It's a minor annoyance when you forget you can't do this in vanilla and
then get relocated somewhere random on the level. Since it's not a
harmful "trap", just allow the adventurer to teleport directly onto it.
This adds a boolean option, autounlock, defaulting to true. When this is
set to TRUE, messages stating that some door or container is locked are
automatically followed by a prompt asking if you would like to unlock
it, if you are carrying an unlocking tool (key, lock pick, or credit
card).
Architecturally, this extends the pick_lock function to take three
additional arguments (door coordinates or a box on the ground you are
autounlocking).
Because this adds a new field to struct flag, this is not a
save-compatible change. I have not adjusted EDITLEVEL or
VERSION_COMPATIBILITY, though.
The code that selects an unlocking tool will always look first for a
skeleton key, then a lock pick, then a credit card. Since curses, rust,
and other attributes don't really have an effect on the viability of the
unlocking device, it didn't seem to warrant making a more complex
function for that.
This adds many funny, realistic, and nonsensical traps to the game, to
be shown when the player is hallucinating.
Architecturally, the biggest change is merging the what_trap macro and
the "defsyms[trap_to_defsym(ttyp)].explanation" pattern into a single
function "trapname", which returns the name of the trap, handling the
hallucination case. There is also a second parameter used for overriding
hallucination in the occasional cases where the actual trap name should
always be returned.
In addition, the what_trap and random_trap macros are now obsolete and
not used anywhere, so they are removed.
Inadvertently reintroduced in f9f1236. It was just the conditional
that was bad: due to resolving the possible buffer underflow when
comparing to "muskox", the pluralizer now only adds -es when the length
of the string is greater than 5. So for "box" and "fox" the pluralizer
will never add the -es ending, since they are greater than 5.
This commit checks for "does not end in muskox" correctly.