One of the claims in #H8849 was that a monster which zapped a wand
that the hero had fully identified made hero's knowledge of it revert
to "a wand". That doesn't happen; it had to have been a different
wand which hadn't been seen up close yet. But the hero should lose
track of known number of charges if a wand is zapped outside his/her
view. When implementing that I noticed that a monster playing a fire
horn to burn away slime was using the routine that gives wand
feedback. Add a separate, similar routine for magical horn feedback.
Half this diff is due to moving a naming support routine from mhitm.c
to do_name.c.
When cloning a monster, clear the clone trapped and hiding states.
When splitting a monster (eg. a black pudding), the clone could
be placed on a trap, so do mintrap.
When removing a monster from the map, clear the trapped state.
Preserve temporary fake object's previous dknown value by storing it
as a flag value within the m_ap_type field of the posing monster, and
recalling it when it is needed.
This is intended to help eliminate observable differences in price display
between real objects and mimics posing as objects.
98% of this is just switching the code to utilize macro M_AP_TYPE(mon)
everywhere to ensure that the flag bits are stripped off when needed.
Noticed while trying to find the reason for the wildmiss impossible(),
you could be teleported and then drop dead at the destination. A QM's
AD_TLPT hit also does 1d4 physical damage which gets applied after the
teleport. Getting "You die." seemed pretty strange, particularly after
picking the destination with telport control. This makes sure that the
damage will never be fatal when teleport is attempted.
When SEDUCE is disabled, instead of swapping attacks in mons[] once,
do it on the fly in getmattk() whenever needed. That allows mons[]
to become readonly, although this doesn't declare it 'const' because
doing so will require a zillion 'struct permonst *' updates to match.
This seemed trickier than it should be, but that turned out to be
because the old behavior was broken. Setting SEDUCE=0 in sysconf or
user's own configuration file resulted in all succubus and incubus
attacks being described as monster smiles engagingly or seductively
rather than hitting (while dishing out physical damage). I didn't
try rebuilding 3.4.3 to see whether this was already broken before
being migrated to SYSCF.
Remove trailing spaces, and remove tabs from the files that had
trailing spaces.
Also, rndorcname() was using a random value to terminate a loop
and was recalculating a new one each iteration.
Most shop messages accurately identify the shopkeeper even when he
or she can't be seen, but some also include a pronoun reference that
ended up as "it" or "its" when not seen. Extend pronoun selection
so that visibility can be ignored: noit_mhe(mon), noit_mhim(mon),
and noit_mhis(mon). Note that despite being called noit_foo(),
those will still return "it" if mon is neuter.
"Accurately identify shopkeeper" is misleading if the hero is
hallucinating; a random shopkeeper name is used then. noit_foo()
yields the pronoun applicable to the actual shopkeeper and might
not match the gender of a hallucinatory name. That could be fixed
in a couple of ways (add shk_mhe()/shk_mhim()/shk_mhis() and either
pass them the randomly chosen name so that they can figure out the
appropriate gender, or just have them use a random gender whenever
hallucinating) but I don't think that's worth bothering with.
A bunch of shop messages needed noit_foo(); only a couple of those
have actually been tested. A bunch more were using shkname() at
the beginning of a sentence where Shknam() should be used instead.
(All the existing shk names are already capitalized so there's no
noticeable difference.)
The three places outside shk.c and vault.c which directly use
pronoun_gender() have been successfully tested.
mondead() -> m_detach() -> m_unleash() suppresses
the m_unleash() slack message, so deliver it in
the caller explmm() in those circumstances.
(The issue of whether it should be possible to leash light
is side-stepped.)
bug H7406, 1548
Fixes#133
Monsters who lost an amulet of life saving while having their life
saved wouldn't attempt to put on another amulet unless/until they
picked up some object. Likewise if they had a worn item stolen.
(There are probably other events which should re-check worn gear.)
The suggested commit had a life-saved monster re-check equipment
during life-saving which might have led to reports about them
effectively getting extra moves, especially if two-weapon fighting
or zap rebound with sequence of kill/life-save/kill-again allowed
the target to put on a replacement amulet of life-saving prior to
the second kill. It also wasn't amenable to dealing with stolen
equipment. This alternate fix sets a flag to have monster check
its equipment on its next move.
If an mplayer Valkyrie on the Astral Plane is given a war hammer,
give her gauntlets of power instead of random gloves since that will
either be Mjollnir or a very wimpy endgame weapon. (Maybe someday
mplayer Valkyrie's will be able to throw Mjollnir; their chance of
having it on the Astral Plane is moderately high if it hasn't already
been created prior to arriving there.)
I also gave monsters wearing gauntlets of power a 3..6 damage bonus
for hand-to-hand. While making that change, I noticed that monsters
wielding a scalpel or tsurugi wouldn't split puddings, unlike the
hero (a post-3.6.0 change), so fix that.
When a monster killed a paper golem with a fire attack, the player was
told that the golem "burns completely" yet it might still leave some
blank scrolls as 'corpse'. The fix for that was one-line, but several
other death-by-fire situations which didn't report "burns completely"
were also leaving scrolls: fireball spell or scroll of fire or other
fire explosions (if any), also wand of fire. Fire trap and poly'd
hero with fire attack were already suppressing 'corpse'.
This adds new utility routine strNsubst(), a more versatile version
of the existing strsubst(), that can replace the Nth occurrence of
a substring rather than just the first, and replaces all occurrences
if N is 0.
When working on vampire shape-shifting messages a few days ago I
noticed that a constructed pline/sprintf format was vulnerable to
the player giving the vampire a name with '%' in it and included
a fix for that. This fixes two other instances of the same
vulnerability: a monster with reflection triggering a floating
eye's gaze and the hero using a silver weapon against a silver-
hating monster.
I didn't do a lot of experimenting with the failure, just assigned
the name "foo%s" to the floating eye or the weapon. The resulting
feedback for the relevant messages was garbled due to parameters
being substituted in the wrong place. When that caused there to be
too few arguments to satisfy the format, the final message included
"null" for the missing one rather than triggering a crash while
trying to format something arbitrary from the stack.
I don't think these bugs provided sufficient user control to be
vulnerable to stack manipulation that does something naughty.
I found the dynamic format strings by searching for "%%". There
may be others scattered around the code which don't have that as
an indicator....
m_monnam() overrides hallucination, which is appropriate in some
situations but not others. This fixes one instance where it was
being misused: discovering a hidden monster when another monster
attacks it was calling either m_monnam() or a_monnam(); one ignores
hallucination and the other doesn't, so accurate or inaccurate
monster type depended on the condition tested.
Figurine activation and egg hatching are using m_monnam(), which
seems suspect, but I left them as is.
The visibility check in mattackm doesn't guarantee both the
attacker and defender can be seen by hero. Before giving
messages, check more strictly whether we could see the
message happening - either really seeing the monster or
sensing the monster by some other means, depending on
the message. This should remove most of the "It" messages.
Also unhide mimics who get gazed by umber hulks. We could
keep the mimic hidden and make the messages reflect the
hulk gazing at the thing the mimic is mimicing, but this
is much easier. This fixes bz631 / H4500
drain_item() always assumed player was responsible, so called
costly_alteration() to adjust shop price of disenchanted item.
If it was unpaid and the effect was caused by a disenchanter
attack rather than by the hero, the feedback was nonsensical.
This also lets a disenchanter hit worn rings, amulet, or blindfold
if no armor gets targetted. Amulets, blindfolds, and most rings
have no charge to be drained, but several types of rings do.
and vs digestion. minstapetrify() was previously changed to
explicitly revert a shape-shifted vampire back to vampire form
when it was turned to stone. This does the same for monstone().
It also causes shape-shifted vampires to revert to vampire form
immediately when swallowed, so subsequent death via digestion or
engulfing damage doesn't have to deal with reverting changed shape.
I'm not convinced this is the right fix for either stoning or
being digested. Unlike with ordinary damage, where multiple hits
are usually needed to kill a vampire after it reverts to 'V' form,
here the vampire will be killed by the next successful stoning or
digestion attack in one hit. It ought to least try to flee.