Reported by elunna: a poison gas breath attack that was reflected
by the target still left that target enveloped in a poison gas cloud.
This makes the gas trail not extend to the target if the attack hits
and is reflected. But if the attack misses then the cloud does reach
the target, which seems weird to me. However, being in the cloud is
a separate event that isn't deterred by reflection.
Closes#1204
Update some potential weight issues. Eggs won't hatch when in
containers so they weren't affected but add some bulletproofing.
Corpse revival from inside containers was already ok too, so
effectively there's no change except for making container_weight() be
global instead of local to mkobj.c.
Have monster spells
| "shower of missiles" (AT_MAGC+AD_MAGM: Angels, Yeenoghu)
scuff an engraving at the hero's spot if there is one,
| "frost" (AT_MAGC+AD_COLD: only Asmodeus)
freeze water and lava terrain,
| "flames" (AT_MAGC+AD_FIRE: moot, no monster has this attack)
burn items on the floor at the hero's spot and melt ice terrain,
| "pillar of flame" (AT_MAGC+AD_CLRC+randomly chosen clerical spell)
which already burns floor items, melt ice too, and
| "lightning" (same casters as pillar of flame)
give a tiny chance of destroying iron bars. The chance to hit bars
is low and the hero has to be targeted while located on an iron bars
spot so probably won't happen before the sun burns out, but only
needed one extra line of code.
Only the first two have been thoroughly tested.
Issue reported by AmyBSOD: several actions change the object type of
a potion rather than force creation of a replacement one, and if/when
the type was changed to oil, the age wasn't converted from absolute
to relative. Relative age is the amount available and/or the number
of turns it will burn if applied. The later in a game a potion got
converted into oil, the longer it would burn. Not mentioned: reverse
situation was also the case, although that didn't have any noticeable
effect since incorrect absolute age of former oil doesn't matter.
Not thoroughly tested. I got a potion of oil from a horn of plenty
and it burned for 400 turns, but it might have been created directly
rather than be a rejected magic potion that was converted into oil.
Closes#1191
Adds a new boolean option, accessiblemsg. If on, some game messages
are prefixed with direction or location information, for example:
(west): The newt bites!
(northwest): You find a hidden door.
I added the info to the most common messages, but several are
still missing it.
Some functions are passed an obj or monst chain,
and the callers typically don't check them
against 0, so mark them explicitly as NO_NONNULLS
(NO_NONNULLS expands to nothing, but it flags that
some null arg analysis has been done)
Update several places where lazy lastseentyp[] might be an issue.
I think it isn't updated in a timely fashion when newsym() shows
a spot covered by an object or trap, but didn't manage to find any
cases where that caused a problem. This is more in the nature of
a precaution.
Fixup some of the inconsistently formatted code that has been
introduced recently or been building up for a while. Done manually.
I wasn't systematic except for looking for lines ending in '&' or '|'
(which wouldn't find such things if they're followed by a comment)
so there might be lots more. I changed a bunch of C++-style //...
comments to old style C /*...*/ so that they'll match the rest of
the core's code rather than because they shouldn't be used.
Prior to this commit, there was no good way to deal with swarms of
weak, good-AC enemies using magic; trying to play a wizard as a
pure spellcaster would make bees and ants very difficult to deal
with (because they would usually dodge force bolts).
This commit adds a new spell designed to be very good against
swarms of weak enemies: "chain lightning", which does 2d6 lightning
damage to every monster around you. It has an initially short range,
but can chain from monster to monster to cover potentially large
distances (as long as none of the monsters en route are shock
resistant or tame/peaceful; the spell can't chain past shock
resistant monsters and avoids peacefuls). Monsters within one
space of the visible lightning bolts are affected. Unlike other
lightning effects, this one does only 2d6 damage, not enough to
blind affected monsters.
This commit breaks existing save and bones files (thus the
EDITLEVEL increase).
The change to Sokoban difficulty calculation introduced a balance
issue: previously the Sokoban prize was obtainable before item-
destruction attacks became common and would protect from them,
whereas now they commonly appear in Sokoban itself, before the
prize is accessible. This makes scrolls and potions much less
usable as escape items, and potions of healing less usable for
HP recovery, because they either get stashed or destroyed (and
in either case aren't usable by the character in time-critical
situations).
This commit attempts to alleviate the problem by adding a way to
protect items from cold and fire in the early game. It's a
little unreliable, and requires equipping an item that has bad
stats and generally isn't otherwise used, but which is generally
easy to find early on.
Not included in this commit, but probably necessary for a
"finished" version of the feature: some way of letting players
know the new mechanic. It shows up in enlightenment, but there
should probably be at least rumors (and maybe even a major Oracle
consultation) hinting at the mechanic. We might also want to
change the unIDed description of the dwarvish cloak as a hint,
although that would require, e.g., new database entries.
The same checks were being repeated for every damage type; this
sends them through two centralised functions (one for checking
whether an extrinsic blocks a specific instance of item destruction
and one for the enlightenment message), so that new mechanisms of
item destruction prevention will need to change only one point in
the code.
For the accessories section of '*' and perminv_mode=InUse, show the
ring on main hand first (after amulet) and the one on off hand after
(before blindfold). Main hand ring is more significant due to the
potential of a one-handed weapon becoming cursed, preventing it from
being removed.
cg.zeroobj was originally added (under its previous unprefixed name)
for providing a one-line way to zero out the fields of a struct obj.
struct obj tempobj;
tempobj = cg.zeroobj;
initfn(struct obj *otmp)
{
if (otmp)
*otmp = cg.zeroobj;
}
More recently, the address of cg.zeroobj began to be used as a return
flag to indicate some things, but the 'const struct obj zeroobj' wasn't
an ideal fit for the purpose and required a number of casts, including
casting away const.
Provide a better fitting variable (gi.invalid_obj) and eliminate a
number of casts.
Classify nearby ice as "solid" (no melt timer), "sturdy" (more than
1000 turns left), "steady" (101 to 1000 turns left), "unsteady" (51
to 100 turns left), "thin" (15 to 50 turns left), or "slushy" (1 to
14 turns left, matching walking on ice with the Warning attribute).
[I'm not thrilled with "steady" and particularly "unsteady".]
I was originally going to do this just for probing downward, but ended
up also doing it for look-here and getpos's autodescribe. It nearly
got out of hand and touched more files than anticipated.
'mention_decor' ought to treat moving from ice firmer than thin to
thin or slushy, from thin to slushy, from slushy to any other, and
from thin to firmer as if moving onto different terrain but I haven't
attempted to tackle that.
The melt timer could work more like a candle's burn timer, triggering
at intermediate stages and resetting itself, so that ice which changes
to a weaker state under the hero could be reported to the player. But
this doesn't implement that.
Recent changes to wand of probing cause it to map unseen terrain when
zapped into the dark (or while blind) and also to reveal tin contents
if the beam hits such. Extend that to discover secret doors, secret
corridors, and traps whether the spot can be seen or not, and also to
reveal egg contents. Previously, secret corridors were converted into
regular corridors when they couldn't be seen but left as is if their
spot could be seen; now they're found and converted either way.
Issue the kaboom sound effect if zapping a magical trap with wand or
spell of cancellation causes it to go "Kaboom!"
A couple of chunks of code has been moved out of zap_updown() and
bhit() into new routine zap_map().
Wand of make invisible doesn't make you permanently invisible,
just for a short duration. Potion of invisibility makes you
invisible for much longer period, or if blessed, has a small
chance of giving permanent invisibility.
This makes the wand actually useful, and improves the spell
too.
Wielding one or more rocks while other rocks were quivered and casting
stone-to-flesh at self wasn't subject to the "null obj after quiver
merge" panic but it did result in a combined stack of meatballs that
was neither wielded nor quivered. Keep inventory items that turn into
meat and are wielded/alt-wep/quivered separate and still wielded/&c.
Instead of a 5% chance for crystal plate mail or crystal helmet to
break each time it's subjected to breakage, switch to a 10% chance
but the damage is treated as erosion rather than break/don't-break.
'crystal foo' will need to go through four stages of damage before
breaking: cracked crystal foo, very cracked crystal foo, thoroughly
cracked crystal foo, then gone. Crackproof handling is included,
described as tempered crystal foo.
It mostly still applies to throwing and kicking the item. Having
some hits trigger damage might be worthwhile but isn't implemented.
Object creation within lua code probably needs to be updated, and
when the Mitre of Holiness is created in the priest/priestess quest
it should start out as tempered (erodeproof). Perhaps it ought to
be erodeproof regardless of where/how it's created.
Issue reported by vultur-cadens: changing helm of brilliance to
crystal made it stop being classified as "hard helmet" so it gave
less protection against things falling onto the hero's head.
Change the is_metallic() tests used on helmets to new hard_helmet().
Unlike when thrown, crystal helmets don't break when objects fall
on them.
Fixes#1060
bhit() updates the value of bhitpos as a zap or missile progresses
and it also maintains a copy in local x,y. But it was using the
latter inconsistently and also used x,y to fetch drawbridge location,
which might retain the same value or might change one of the two
values by +1 or -1. Use different local variables for drawbridege
handling and use x,y instead of bhitpos throughout bhit().
Also, zapping the spot in front of a closed bridge with striking or
force bolt would destroy the bridge even though the zap was just
passing over moat. Don't destroy the bridge in that situation.
Zapping striking/force bolt across the span of an open bridege still
destroys the bridge.
'sanity_check' complains if it finds a boulder in water or lava.
Polymorphig a statue usually produces another statue but might
produce a boulder. If done it water, keeping the boulder intact
would trigger the sanity warning. Break it into rocks if object
polymorph produces a boulder at water or lava location.
Zapping a wand of teleportation at a location with object and
a monster hiding under it, but with the level full of monsters,
the monster would stay hidden even when the object was moved.
Delete engravings made in a breach of a shop's wall or of a vault's
wall or in the guard's temporary corridor when the wall is repaired
or the corridor removed. If 'sanity_check' was On, those would
trigger impossible warning "engraving sanity: illegal surface (x)"
where x was the terrain type code for solid rock or relevant walls.
Adding del_engr_at() calls to the shop code was straightforward.
The vault code is very complicated and I'm not sure that all the
calls I added were actually necessary.
Burying an olog-hai corpse with a boulder resulted in a panic when
its time to revive occurred. I was able to reproduce this once but
failed with "you feel less hassled" several times (using same save
file for multiple tests) so I'm not quite sure what was happening.
A buried corpse was allowed to revive if it was for a zombie. This
fix extends that to auto-revivers (trolls and Riders). The corpse
keeps its revive_mon timer rather than changing that to zombify_mon.
If/when revival of a buried troll or Rider happens while in view, it
will "claw itself out of the ground" like zombies do.