Monster detection skipped dead monsters during fmon traversal but
found semi-dead guard parked at <0,0> waiting to remove temporary
vault corridor. If that happened to be the only monster found then
the feedback was incorrect (a blank map showing no found monsters
instead of a strange feeling). Object detection found semi-dead
guard's inventory and might report incorrectly too although the
chance of that being the only objects found on the level is a lot
less than it being the only monster.
Wishing allowed "royal jelly" to match "lump of royal jelly" as a
special case, but not "wolfsbane" to match "sprig of wolfsbane" or
"tricks" to match "bag of tricks". Handle that sort of match in a
more general way.
While in there, add a minor glob bit: instead of giving a random
corpse (because monster is flagged as no-corpse) if someone wishes
for "gray ooze corpse" give "glob of gray ooze".
Fixes#325
After 05403182eb (I think, possibly the
change to objnam.c which followed that one) from a couple of days ago,
wishing for a monster name dereferenced a Null pointer and crashed.
"were{rat,jackal,wolf}" each occur twice in mons[], once for the
beast form and second time among '@' for the human form. Wishing
for werecreature corpse or tin always matches the first entry so
yields the beast form, but all their beast forms are flagged as
no-corpse so the wish would fallback to a corpse with random monster
type. Wishing for werecreature figurine worked but always produced
one that created its beast form if/when activated.
This fix allows specifying "human werecreature" to match the second
entry. It's optional for corpse and tin; the wish code will now
switch to that implicitly if it gets a no-corpse were-form for
those. It has to be specified explicitly to get a figurine that
will activate as the human form. It works for ^G too.
Fixes#326
name_to_mon() has a bunch of alternate monster names, such as
"gray-elf" to match "grey-elf" and "ki rin" to match "ki-rin". Those
worked as intended when they occurred at the end of a wish, but only
worked in the middle if their length was the same or one character
less than the canonical name in mons[].mname.
djinni figurine -> h - a figurine of a djinni
genie figurine -> i - a figurine of a djinni
figurine of mumak -> j - a figurine of a mumak
mumak figurine -> k - a figurine of a mumak
figurine of mumakil -> l - a figurine of a mumak
mumakil figurine -> nothing fitting that description exists
(The one-less case worked because its following space ended up being
implicitly removed when skipping ahead by the length of mons[].mname;
subsequent explicit removal didn't find a space so was a no-op.)
The bases[] array allows finding the index of the first object in
a particular class. Extend it so that bases[class + 1] - 1 is a
reliable way to find the last object in any class. The array had
to be extended by one so that the last class has a [class+1] entry
available, and object initialization now makes sure that classes
within objects[] are in ascending order so that [class+1] always
holds a higher index than [class].
Water locations on Medusa's level didn't show steam clouds. It
wasn't because the location was a moat rather than a pool, it was
because the moat location was unlit (and in line of sight) and
tested pool locations were lit. Poison gas clouds explicitly
override the lit/unlit issue but other region types weren't.
Fixes#331
In a lua script, if object was created inside a container, it
might've merged with another object.
Also prevent stacking, lighting, and burying contained objects.
Allows creating shaped or themed rooms for the Dungeons of Doom
via lua script.
Invalidates bones and saves.
Makefiles updated for unix/linux by adding themerms.lua, but other
OSes need to have that added.
... deleting the ball & chain, but keeping a boulder in the pit.
Noticed a segfault when fuzzing, teleport while punished caused
a segfault via fill_pit -> flooreffects -> bury_objs -> unpunish,
and then the next line in teleds tried to look up uchain.
Guard against that particular case.
Fix the case of boulder being in a pit, triggered by you being in
a pit and a giant throwing a boulder on top of you.
This adds a superset of the code from github pull request #328
to create a short-lived cloud of steam when fire hits a pool or
fountain. The original code required C99; this doesn't. It also
allowed vapor clouds on the Plane of Water where they don't work
sanely becaure regions don't understand air bubble movement and/or
vice versa. This inhibits the clouds there [the same ought to be
done for scrolls of stinking cloud]. It also left as-is the code
that reported when fountains got used up even though conceptually
the steam should interfere with being able to see that. This adds
a glyph-check hack to augment cansee() so that fountains that boil
away entirely are hidden at the time.
Regions that block line of slight should be calling block_point()
when created and unblock_point() when removed but a naive attempt
to introduce that didn't work as expected so I'm giving up on.
Fixes#328
Screen erasure leaves the map set to spaces. If S_unexplored is
something other than <space>, tty wasn't drawing with S_unexplored
after a menu or long message line got erased following temporary
overwrite of part of the map.
This seems to work but is not the correct way to do things.
clear_screen(), cl_eos(), and cl_end() should all be taught to
flag the map as needing to be refreshed after they erase part of it.
tty_clear_nhwindow(WIN_BASE) is also lacking since it erases the
message line, full map, and status lines but leaves their internal
windows with stale data about what is shown instead of marking them
blank.
Instead of trying to figure out in core whether to change a minetown
food shop to health food shop for monks, just figure it out in the
minetown level creation script.
Make a mimic that picks special VEGETARIAN_CLASS look like food
instead of a random object. Also, at least a couple of Minetown
variants are classified as mazes so had a 50% chance of not even
making that choice and look like a statue instead. Override maze
when 'in_town()' yields True.
When a food shop gets converted into a health food shop (minetown
when playing as a monk), the shop type and underlying room type
weren't changed to match.
Unicorn horns are just too good. Nerf it in similar way several
other variants have done: don't let it restore attribute loss.
This makes potion of restore ability more valuable, and the
int loss from the (nerfed) mind flayers matter more.
This started with fixing a warning suggesting parentheses when
mixing || and &&, then started sprawling. The getpos help for x/X
was misleading. It said that using x or X would move cursor to the
next unexplored location but it actually moves the cursor to next
explored location that's adjacent to an unexplored one.
Health food stores use a special "vegetarian class" of items,
which mkobj doesn't understand. Just make the mimic use a random
item class in that case.
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.
Recent(ish) change to split unexplored glyphs from solid wall glyphs
resulted in getloc commands to choose unexplored and interesting
locations not work correctly.
Fixes#323
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.
Move demon summoning and were creature summoning out of mattacku()
to a separate routine. Should be no change in behavior.
Also, redo several comments that came after what they applied to
rather than before, and reorder the file-scope prototypes to be in
the same order as the corresponding functions.
When rest and search refuse to operate because a hostile monster is
adjacent, include a reminder of how to force them to operate. Every
time if 'cmdassist' is On, or just once until after some subsequent
try actually does something.
This new rest and search behavior probably needs to be optional and
default to the old behavior. It isn't uncommon to deliberately rest
while adjacent to a hostile monster if also adjacent to a peaceful
one and trying to wait for Stun or Confusion to time out, or maybe
search while next to such a monster hoping to find a secret door to
run away through. A count prefix won't work and needing an extra
keystroke each time is going to be an annoyance.
When polymorphed into a nymph and melee hit steals items from the
target, the same-gender charm message vs opposite-gender seduce
message is being chosen by hero's base gender rather than nymphs
always being female. The seduce message used dynamic pronouns for
the target monster but the charm message used hardcoded She and her
for female nymph attacking female target. I'm not sure why hero's
base gender is used so left that alone; this changes charm message
to use dynamic pronouns that correctly match the target monster.
Losing all of your items in one go is really frustrating.
If you blow up your bag of holding, make the contents scatter around
instead of outright deleting them. This will destroy fragile objects.
When matching a terrain, allow using a "w" placeholder that matches
any solid wall:
For example:
local s = selection.match([[w.w]]);
would match all floor locations with a wall to the left and right of it.
The walls can be solid stone, horizontal, vertical, etc.
This applies to selection.match(), selection.filter_mapchar(), and
des.replace_terrain()
Generally speaking there's no reason to wait or search next to
a hostile monster, so let's just prevent those actions. You can
still do those commands by prefixing them with the 'm' prefix.
Instead of just picking up wands of undead turning when one or more
corpses are in hero's inventory, have monsters also pick those up if
hero has a cockatrice corpse in a carried container. And instead of
only zapping such wands (as defensive measure) when hero is wielding
a cockatrice corpse, also zap them (as offensive measure) if hero is
carrying any corpse in open inventory.