The automated reformatting put a space in casts of the form
'(type)(expression)', yielding '(type) (expression)', but it didn't
do that for '(typedef)(expression)'. There are lots of instances of
'(boolean)(expression)'; (uchar) and (xchar) also occur. I haven't
noticed other types, but I haven't looked in very many files yet.
Last few && or || followed by end-of-line comments, plus tab replacement
and 'return' parentheses. Not as many of those; some of these files had
already had that done.
Also, tweaked non-cursed scroll of charging read while confused to be a
tiny bit more effective.
To do: find and fix block comments that immediately follow a line with
an end-of-line comment and got misindented to line up with that comment.
End of first pass, but '[&|?:][ \t]*$' doesn't catch trailing operater
followed by end-of-line comment so more needs to be done. As with the
past couple of batches, I've removed redundant parentheses from 'return'
statements but only for files that had continuation fix-ups.
I've also removed tabs from comments in some of the files, but didn't
start until part way through this subset of the sources.
Flesh out wet towels a bit:
1) wielding a wet towel--or a dry one which becomes wet--won't give a
"you begin bashing with your wet towel" message when attacking;
2) if a formerly wet towel dries out completely while wielded, *do* give
"you begin bashing with your towel" on the next attack;
3) successfully hitting with a wet towel no longer always loses wetness;
4) water damage to dry towel always confers at least 1 point of wetness;
5) taking fire damage (via burnarmor() which is used for most types of
fire damage) has a chance to partially or fully dry a wet towel
(regardless of whether it's wielded at the time; applies to monsters
as well as hero; each towel being carried is checked until one is
affected, then any others escape drying.
Not done:
-) attacking with a wielded wet towel perhaps ought to be treated as a
weapon attack using whip skill rather than an augmented arbitrary-
junk-by-weight attack;
-) throwing a wet towel should probably ignore wetness--it's just a wet
piece of cloth when not finishing with a whip snap; right now, it
loses a point of wetness when thrown and usually--#3 above--another
point if it hits...;
-) hitting burning creatures is no different than hitting anything else;
-) likewise for hitting wet creatures.
Dipping a towel into a potion, fountain, or some other water source
makes the towel wet. Hitting with a wet towel deals up to 6 points
of damage, but every hit reduces wetness, as does throwing or applying
the towel. You can also wish for a moist or wet towel.
Instead of making the caller remember to use MON_NOWEP, make
setmnotwielded handle that automatically. This fixes the
"bad monster weapon restore" errors I've been seeing.
Also adds sanity checks for this.
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!
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless. For example:
"while frozen by a monster's gaze"
This finally eliminates all direct increases of `oeroded` and `oeroded2`
and moves them all to go via `erode_obj()`. They are still manipulated
directly in a few places, but not to erode objects.
This now merges the `fire_damage()` function to a common codepath, used
for items on lava and burning oil, but fire needs more work. There is
still a duplication between `destroy_item()` and `fire_damage()`; the
two codepaths should eventually be merged in some manner so that there
is only one codepath to say "an object was affected by fire". This path
might require some parameters, such as whether the fire will just erode
objects or burn them outright, but that can happen another day.
Reported last December by <email deleted>, attempting to move
into a peaceful monster's position and then declining to attack at the
confirmation prompt uses no time, as expected, but does burn nutrition
the same as if you carried out the attack. A player could abuse that to
make room to eat an intrinisic-conferring corpse before it rots away.
This fixes that, and also makes attacking a monster via applying a polearm
and via kicking burn the same extra nutrition as ordinary attack. I didn't
add it for attacking via throwing.
He/she also reported that kicking at a peaceful monster and declining
to attack at the prompt wakes up nearby monsters even though no actual kick
ultimately takes place. I can confirm that, but this does not fix it.
People in the newsgroup are rehashing the entries on our bugs page
trying to figure out whether the bugs are still present in "NetHack 4",
and one is about messages for mirror actions which use hardcoded "mirror"
even when "looking glass" hasn't been discovered yet. They mentioned
something for C343-118 (#M178, Sep 2005) which was overlooked: wielded
mirror breaking when used to hit something.
From a bug report, flashing yourself
with a camera while in gremlin form blinded as with any other form, but
didn't inflict any damage the way that flashing a monster gremlin does.
This fixes that, and also makes light from wand/scroll/spell that hits
you-as-gremlin or monster gremlins do 1d5 damage too. It happens even
if the target is already in a lit spot, but doesn't continue afterwards:
simply being in a lit spot doesn't cause any damage, nor does lamp light.
From a bug report, a
monster incapable of moving could yield the message "<Mon> turns to flee!"
when hit by an attack which scared it. I thought that something to fix
this had already been done, but that wasn't the case. Now it will give
"The immobile <mon> seems to flinch" instead. I'd rather use
mon->data->mmove == 0 ? "immobile <mon>" :
mon->paralyzed ? "paralyzed <mon>" : "sleeping <mon>"
but it presently isn't possible to distinguish between sleep, paralysis,
and being busy doning armor because mon->mfrozen is used for all three.
(I'm not going to worry about the busy case, even though "immobile" sounds
inaccurate for it.)
Also, stethoscope and probing were suppressing "scared" after giving
"can't move", in order to reduce the chance of wrapping the top line.
This changes it to display both status conditions so that scared state
isn't hidden when the target is paralyzed or asleep (or busy).
From the newsgroup: hero poly'd into various monster forms would be
incapable of turning a target to stone when wielding a cockatrice corpse.
Monster forms with a claw attack as their very first attack (second for
incubus and sucubus, handled as a special case) would have that be
converted into a weapon attack. But some monster forms start with bite
attacks and have their claw attacks later; a hero poly'd into such form
wouldn't use his/her wielded weapon.
This fixes that, but it's actually academic (or about to become so).
The only monster capable of wielding a weapon which would then be ignored
was jabberwock, and I think leaving NOHANDS off the jabberwock definition
is a bug in itself (next patch...).
Magic cancellation comes from some types of worn armor and has a
value of 0 through 3. A non-zero value guards against some forms of
monster magic attacks (most notably, level drain by vampires and wraiths
and lycanthropy from werecritter bites). This reduces the effectiveness
of mc a moderate amount (the new values happen to be the same as those
adopted by the Spork variant):
chance to block various touch effects
mc old new
1 34.67% 30%
2 67.33% 60%
3 98% 90%
This also makes the Protection intrinsic (strictly speaking, extrinsic)
be the only way to attain an mc factor of 3. Cloak of protection is the
only way to get mc 3 from a single item. Otherwise you need an mc 2 item
and a ring of protection (or one of the recently modified quest artifacts).
Cancellation factor for elven and dwarvish mithril coats and for
robes and oilskin cloaks is reduced from 3 to 2; for elven cloak and
cloak of magic resistance from 3 to 1 (play balance; they're valuable
even without magic cancellation); for dwarven and orcish cloaks and
clocks of invisibility and displacement and for cornuthaum (wizard hat)
from 2 to 1. Plate mail and crystal plate mail stay at 2. A variety of
suits which were at 0 are increased to 1; leather jacket and dragon
scales/scale mail stay at 0 (the latter for play balance rather than for
the amount of your body that's covered).
Having extrinsic protection will increase mc by 1 (unless it's
already 3). That's obtained by wearing a cloak of protection (where the
increase is redundant), a ring (or two) of protection (even if conferring
a negative AC amount), or wearing the Mitre of Holiness or wielding the
Tsurugi of Muramasa. Having multiple sources doesn't make the benefit
cumulative; it's just +1.
Intrinsic protection (bought from priest, gained from prayer, gained
from eating rings of protection while polymorphed into metallivore, or
temporary while spell of protection is active) doesn't increase mc from
armor but does provide minimum mc 1 instead of naked 0 (play balance
again; buying it is too easy to let it increase mc 1 or 2 to 2 or 3).
(Extrinsic protection is a superset; its +1 bonus also increases 0 to 1.)
TODO: add an amulet of protection so player has another option for
extrinsic protection.
[Short writeup; see 'cvs log' of flag.h or options.c for the long one.]
This is a reworking of user contributed patch known as Paranoid_Quit.
Add a new compound option, paranoid_confirmation, accepting a space
separated list of values "quit die attack pray Remove"; default is "pray".
paranoid:quit - yes vs y for "really quit?" and "enter explore mode?"
paranoid:die - yes vs y for "die?" in explore mode or wizard mode
paranoid:attack - yes vs y for "really attack <peacful monster>?"
paranoid:pray - y to pray; supersedes prayconfirm boolean; on by default
paranoid:Remove - always issue an inventory prompt for 'R' an 'T', even
when only one applicable item is currently worn.
Noticed while testing a forthcoming mimic patch: when blind, some
actions (open, close, #untrap, applying a key [as of a month ago],
possibly others) taken against a mimic posing as a door would yield
"Wait! That's a monster!" but leave the map showing the door instead
of replacing it with the unseen monster glyph. Similarly, using #untrap
towards a known trap location covered by a concealed mimic could yield
"It is in the way." or "It isn't trapped.", depending upon the type of
trap present, and not reveal the mimic. Same thing happened when not
blind, except the message would refer to "the <size> mimic" rather than
"it". Now it will expose the mimic, regardless of the type of trap.
From a bug report, a purple worm
could swallow a ghost or xorn and end up inside solid rock. It took a
bunch of tries to reproduce this, but I eventually did. (I'm not sure
why it didn't happen every time a worm swallowed a target which was in
rock; the code for positioning an engulfer after it digests a target
always puts the engulfer in the target's former spot.) After this
patch, worms can still swallow ghosts and xorns, but only when they're
in locations the worm could walk onto.
add SYSCF docs to the Guidebook because it's info needed in a binary distro
Guidebook.tex - also add some missing italics to some "NetHack" occurances
call nethack.org "official"
Guidebook.txt - didn't regenerate cleanly so no diff
add SEDUCE to SYSCF (only partly inspired by the recent email)
From a bug report, message sequence
when throwing a poisoned weapon which loses its poison was confusing.
|The dart is no longer poisoned.
|The dart hits the acid blob.
|The poison doesn't seem to affect the acid blob.
This patch makes the first sentence come out last.
[It appears that poisoned weapons thrown/shot by monsters or traps
never lose their poison. That can't be right....]
From a bug report, applying a polearm to make a
short-range ranged attack didn't scuff any engraving you were standing on,
unlike ordinary melee and throwing/shooting attacks. Grappling hooks had
the same omission. Fixing it led to several other minor bugs. Attempting
to target an unseen monster's spot with polearm or grapnel would yield some
permutation of "wait, there's something there" but draw the 'I' glyph at
the wrong spot. It used <u.ux+u.dx,u.uy+u.dy> instead of the actual target,
so put the 'I' one step in front of your most recent move (or throw or zap
or whatever last set u.dx and u.dy). Giving ESC when prompted for target
spot failed to use up a turn even when the polearm or grappling hook had
just been auto-wielded for use. Neither use_pole() nor use_grapple() set
`notonhead' for hmon() (called via thitmonst() in their cases; this was
academic since plain physical damage attacks don't actually care about it).
[The bad 'I' placement was a post-3.4.3 bug.]
Applying a bullwhip to attack an adjacent monster didn't have any of
those issues but did have the possibility of targetting off the edge of
the map when standing at that edge while confused or stunned.
Applying a polearm to target an 'I' would yield "nothing happens" if
the unseen monster wasn't there anymore, and it didn't bother to remove
that 'I' from the map. After changing it to do so, the phrasing no longer
made any sense. This led to a slightly bigger change than I intended:
since statues are now shown as gray monsters (does that work for tiles?)
instead of as chunks of stone, they are likely to be intentional targets
sometimes, so polearm attacks now handle them differently from other
non-monster locations. [I hope that other attack forms don't need
similar handling. Melee certainly doesn't, since walking onto the spot
is enough to distinguish statues from monsters. Having the missile pass
right through a statue's location probably suffices for ranged attacks.]
During some recent newsgroup discussion, <Someone> posted an entry from
his personal bug list: energy draining damage from ordinary attacks is
implemented even though there are no monsters with that capability and it
was not implemented for engulf attacks even though energy vortices have
the capability. This implements energy drain engulf attacks against the
hero and also both modes of energy drain attacks for monsters and poly'd
hero against spellcasting monsters. Since monsters don't have energy,
they lose access to their special abilities (their spells, that is) for a
few turns, same as a post-3.4.3 change done for anti-magic traps.
For GOLDOBJ configuration, relax the 52 object limit for inventory
when gold uses the special $ slot instead of a letter. Takes care of an
old buglist entry from the beta testers. [It will need to be revisited
if we ever implement multiple coin types that can't all fit in one slot.]
Also for GOLDOBJ, prevents nymphs and monkeys from stealing coins,
since allowing that made their steal-item attack be a complete superset
of leprechaun's steal-gold attack.
Suggested by <Someone> in March, 2005 based on newsgroup discussion
at the time: hallucination protects against touch of death attack by
disrupting how the hero's brain reacts, so why not against gaze attacks
too? This gives hallucinating hero 75% chance of being unaffected by
gazes. If unaffected or if the gazer has been cancelled, the gaze will
fail with some feedback. Previously, all cancelled gazes failed but only
Medusa's gave feedback.
This will give players another way to defeat Medusa, but since it
isn't foolproof and there are several sure fire ways already, I don't
think it'll hurt play balance there. It may be useful to avoid getting
repeatedly stunned by Archons though.
From a bug report, 2005: applying a
polearm towards a monster ignores the `confirm' option. It's a wielded
weapon attack but is handled internally as a throw since it's also a
ranged attack. The report included a small patch for use_pole() but I'm
calling the regular attack confirmation routine instead.
Also, move the penalty for samurai attacking peaceful monsters into
the same routine that handles knight attacking defenseless monsters so
that they're more consistent.
From the newsgroup: Conflict caused tame engulfer to swallow hero.
To try to get out, player hit it (with Magicbane, but that's not relevant
other than to provide an alternate "you hit it" message).
The magic-absorbing blade probes the invisible Audrey!
You get regurgitated!
placing defunct monster onto map?
Program in disorder, &c
[some look_here() feedback]
You kill poor invisible Audrey!
The problem was caused by hmon_hitmon(): it subtracted damage from the
target's hit points, did some bookkeeping and message delivery, then
called killed(). One bit of bookkeeping was to call abuse_pet() and
monflee() when the target is tame, regardless of whether the damage was
fatal. monflee() -> release_hero() -> expels() puts the hero and the
engulfer back onto the map, and that warning was triggered because the
former engulfer had no hit points left.
From the newsgroup: Sunsword is ineffective against shades. It
gets a special bonus of double damage vs undead, but since it's not made
of silver it was only doing 1 point of damage against shades. Make the
bonus-vs-undead attribute override the silver-required criterion. (No
comparable handling for flimsy weapons against thick-skinned critters
this time.)
Like their use of lizard corpses to defeat being turned into stone,
let monsters use wands of fire, fire horns, and scrolls of fire to try to
defeat being turned into slime. If the scroll is read while confused, it
won't succeed. Otherwise, monsters who don't resist fire will take some
damage in the process and might end up killing themselves (although with
the testing I've gone I've yet to see that happen--I guess that means
that handling for dying-in-the-process hasn't been adequately tested...).
So far, they don't know how to jump onto adjacent fire traps, nor
will fire breathing monsters breath at themselves. I don't know whether
I'll get around to tackling either of those.
New macro slimeproof() to decide whether something is susceptible
to turning into green slime. Most of this is just making use of existing
cached permonst values in damageum() and mdamagem() and shouldn't affect
anything. I wanted to avoid mixing that in with the actual slime changes
which are coming.
From a bug report: rogue's backstab bonus
(extra damage when foe is fleeing) doesn't apply when dual-wielding but
does apply to thrown weapons--unless both conditions apply. Having it
apply to throwing is too powerful. Elbereth makes it trivial to get
monsters to flee and a rogue with expert dagger skill can throw up to 4
of those at a time, so a level 30 rogue could get rnd(30) bonus 4 times
in a single attack. This makes the backstab bonus only applicable to
melee and polearm attacks.
Reported in Dec'04 by <email deleted>, an
unpoly'd hero or a hero poly'd into monster form which lacks a kick
attack both get bonus from rings of increase damage when kicking, but
a hero poly'd into monster form which has a kick attack did not.