Requested by a blind player. The message "Fido moves only reluctantly"
didn't convey enough information to be useful. Describe the reason why
the move is reluctant: "Fido steps reluctantly over <some object>."
If there is a pile, it will describe the top item rather than whichever
cursed item the pet doesn't want to step on.
Changes to be committed:
modified: doc/fixes36.1
modified: src/dogmove.c
A bug reporter wrote:
> comments:
> "You sense a little dog appear where Poes was!"
>
> seems strange to me, perhaps it should be "appearing", or the hero shouldn't
> notice at all if it's out of sight.
>
> Not sure it was out of sight, anyway, because I saw the d from the shop
> doorway.
>
Change the wording to:
"You sense that a little dog has appeared where Poes was!"
Same sort of stuff as before: some continuation lines with operator
followed by end of line comment (only a few files with those still to
go...), plus tab replaced by spaces in comments, excess parenthesis
removal for return statements, and force function name to be in column
one in function definitions:
type name(args) /* comment */
argtype args;
{
to
/* comment */
type
name(args)
argtype args;
{
I've been spotting those by eye rather than rexexp, so probably missed
some.
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half. The automated reformat got
confused by comments in the midst of such lines.
foo ||
bar
was converted to
foo
|| bar
but
foo ||
/* comment */
bar
stayed as is.
Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
Allow one item to be taken out of a pile, and leave framework in place
for partial splits so that all monsters will take up to their capacity,
rather than leaving the whole pile if it's too big to take all at once.
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!
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.
I killed a mimic in a shop, then left. My dog or cat entered that shop
where I could no longer see it, and I got
You see a tripe ration appear where it was!
when it evidently ate the corpse, without me being able to see any such thing.
This fix is only approximate but I didn't want to figure out all the
permutations of esp or prolonged monster detection or infravision. (There
probably aren't as many permutations as I first thought since only "ordinary"
pets will take on alternate monster form, so won't ever switch from detectable
via esp to not detectable or vice versa. Maybe this is good enough.)
No fixes entry; this is post-3.4.3 code. There was an early return with
a comment stating that idx==0 was impossible. I took that out since 0 is not
only possible, it's a valid index into the array of transformations.
Fix some expressions that were supposed to use bitwise '&' but were
accidentally using logical '&&', pointed out by Keni's lint tool. All 3
instances are in post-3.4.3 code, so don't affect the branch and don't
need a fixes entry.
From a bug report, pets able to eat
acidic and poisonous corpses (black naga was the case cited) would eat
green slime corpses without turning into green slime, unlike the hero.
This prevents such monsters from eating green slime unless they're
starving, implements transformation into green slime for the case where
it does get eaten, and prevents non-pet gelatinous cubes from devouring
such corpses. meatobj() is reorganized to hopefully become clearer, and
it removes the assumption that the object eater is a g.cube in case we
ever adopt slash'em's "tasmanian devil" monster.
Monsters with digestion attacks who swallow green slime monsters
are turned into green slime, but ones who swallow hero poly'd into green
slime are not. This doesn't address that.
From a bug report, unseen pet sensed by
telepathy was referred to as "it" in the message given when it ate food.
This code is subtly convoluted and has now been changed at least four or
five times over the years. This patch changes the terse comment to try to
spell out the intent. Whether or not the new code actually matches that
intent remains to be seen....
From a bug report, kicking unpaid
food in a shop at a tameable monster resulting in taming the monster
without charging for the used-up food. This forces kicked objects that
are owned by shops to be put on the shop bill and flagged as unpaid, which
is normally reserved for carried items but makes kicked ones behave like
thrown ones. (If they land inside the shop without breaking, they're
removed from the bill.) So kicking food to make a pet now results in the
item being moved from the shop's unpaid bill to its used-up bill, same as
for thrown food. Although the latter kept billing consistent, it lacked
shop billing feedback; this fixes that too.
<Someone> reported being swallowed by his pet purple worm during
Conflict, then being stuck inside once Conflict ended. I'm not entirely
sure what dog_move() intended by the "swallowed case handled above" comment.
It returns without letting the pet move when the distance between pet and
hero is 0; that wasn't much in the way of "handling" being swallowed.
Grabbing pets did let go, but peaceful monsters didn't until you actually
attempted to move away from them. Now all four combinations (grabbed or
swallowed by tame or peaceful monster) are handled the same: the monster
will let the hero go next time it gets a chance to try to move, using up
its move in the process.
- restore intended behaviour of kill_genocided_monsters().
It has been incorrect since the chameleon overhaul in June 2004.
- eliminate CHAM_ORDINARY and use NON_PM instead.
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.
Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
mname, egd, epri, eshk, emin, edog
Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.
Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file
The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.
Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h
Adds a macro for checking for whether a monster has
a name:
has_name(monst)
This fixes the magic trap panic
expels() -> spoteffects() -> dotrap() ->
domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
Let monsters use lock picks and credit cards in addition to keys for
opening doors. And the earlier code to have pets hang on to a key didn't
work as intended. It worked fine if the key was the only object carried,
but the monsters' item dropping code didn't give any special handling to
keys so they'd be dropped too if the pet carried another droppable item.
This eliminates second set of checks for handling some items specially--
dropping now uses the same routine as is used when pet movement decides
whether there's anything to drop.
Also, a couple more door message tweaks. "You see a door open" seems
strange when you watch your pet do the opening. Previously fixed for the
"unlock and open" case, this does the same for opening already unlocked
doors and for giants smashing down doors--it now gives a more specific
message when you see a monster perform the action.
Possible change in play balance: pets capable of picking up the
rogue's Master Key of Thievery or tourist's Platinum Yendorian Express
Card will keep one of them. So a player might accidentally lose one by
leaving it on the floor in a pet's path, or more significantly, the Card
will yield a means of giving magic resistance to a monster who can't wear
a cloak or dragon scales. It's neutral and the most interesting high-end
pets are lawful (hence won't pick it up), so that probably won't have much
impact.
Spotted when fixing the Rogue level digging/phasing bug: pet movement
was setting up the wrong flag for pets who happened to be carrying a key.
This wasn't particularly noticeable because they tended to drop keys right
after picking them up. And apparently the checks elsewhere in movement
prevented that wrong flag from having any effect; once I changed it so that
pets would hang on to keys, I never saw them break a door down with one.
Now they'll keep keys, similar to unicorn horns and pick-axes, and use them
properly. The door unlocking message needed a tweak because it assumed
that the opener was on the far side trying to reach you and looked quite
odd when you could see the action taking place.
I've put this into the fixes file as a new feature rather than a fix.
From a bug report, 2003: a
pet who normally would dig could pass through walls and solid rock on the
Rogue level without leaving a tunnel in its wake. Monsters are explicitly
prohibited from digging on the Rogue level, but pet movement ignored that
and specified that locations accessible via digging were valid destinations;
actual movement bypassed the digging step so it acted like passthru.
I think being asleep or unconscious ought to override vision the way
that being blinded does, but that's a more ambitious change than I care to
tackle. This replaces You("see ...") with You_see("..."), comparable to
You_hear(). It catches the reported door case and several variations of
light sources burning out while on the floor rather than in inventory, but
it probably misses some other cases. zap_over_floor() in particular is
highly suspect.
This is a foundation patch for patches to follow.
- use a full short index for mon->cham field.
- The current system of providing CHAM_XXX values
was limited to the 3 bits allocated in the bitfield and invalidated
save/bones if the field was expanded.
- The current system didn't provide an easy backwards change
if multiple monster types wanted to use the bit, there was a one
to one mapping: For instance, if you wanted a CHAM_VAMPIRE,
and you wanted vampires, vampire lords, and Vlad to use it, you
would have to have CHAM_VAMPIRE, CHAM_VAMPIRE_LORD,
and CHAM_VLAD defined to achieve that with the one-to-one backward
mapping.
- This new way just uses the mon[] index in the mon->cham field and
eliminates the need for CHAM_XXX (CHAM_ORDINARY is still used).
- no longer requires the cham_to_pm mappings
For now, the code is conditional on BARGETHROUGH
being defined, while it gets tested further. While behavior is
different with and without BARGETHROUGH defined, savefiles
are the same either way.
After this patch is applied, only the riders have the M3_DISPLACES
bit set, but the Wizard and Vlad probably should too. Any others?
Incorporate a slightly modified version of a patch submitted by <Someone> back in June. The basic problem, which I noticed again this past
weekend, is that pets with a high apport value can still try to get to
objects when there's no path to the object. The patch extends the
can_reach_food function to be used for any object, renaming it to
can_reach_location, and adds a could_reach_item function for doing point
checks. This also removes any chance of a pet dragon, for example, eating
something underwater.
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
same order as youprop.h and enlightenment.
There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.
Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code. Portions of this patch
were written by Michael Allison.
The cansee() checks are not really correct for seeing your pet move.
Changed them to a pair of canseemon() checks, one before the move, one after.
I can see an argument for canspotmon(), but decided to keep it based on sight.
If your pet is unseen in both locations, you won't get any messages, which
I think is more correct. If you do get the message, use noit_Monnam to
ensure no more "it" message.
>More worrying is the fact that applying a figurine over water lets
>the monster wait until its next move before it drowns (giving
>you time to teleport it to safety, or whatever) [...]
>Should there be a minliquid() check as part of make_familiar()?
Applying at the water location next to you was easy. But
applying it at your own location (triggering BY_YOU) could
end up placing the figurine at the far side of the level if
there was lots of water.
Correcting that required the ability to pass a flag from
make_familiar to makemon() telling it to not rule out
water locations as good positions. The flag had to
be passed on down to goodpos() and enexto().
The bulk of this patch is just adding an additional
argument to goodpos() in all of the callers.
Allow starving pets to consume items they wouldn't ordinarily
eat. Carnivores will eat fruits and vegetables--such as they are--
and herbivores will eat assorted rations. Even though eating such
rations doesn't violate vegetarian conduct for the character, horses
would never eat them.
This change should allow players to keep mundane steeds alive
much longer. The new behavior doesn't kick in until the pet has
been classified as starving though; it doesn't affect ones who are
merely hungry.
This also gives the reason why a starving pet has died instead
of just saying "<pet> dies" whenever it starved with hit points left.
<Someone> noticed that the change to require axes for trees (and allow them for
doors) did not extend to monsters. Now it does.
- added 2 new weapon check flags to handle the new cases
- added some detailed digging flags to mfndpos, based on ALLOW_DIG, and
moved some common logic regarding that flag into mfndpos
- made the ARMS check consistent for 2-handed weapons
I also noticed that simply carrying a pick was enough to allow a monster to
dig a door; wielding wasn't required. This is fixed as well.
Add a param to newcham() to let it print "The oldmon turns into a newmon!"
rather than always printing this externally. Should ensure a good ordering
of the messages. Also put some special name handling in one place and
catch a couple cases where "saddled" was printed, resulting in funny messages.
Can't push boulders through iron bars; traps can't roll such through either;
likewise for objects thrown by monsters.
Thrown objects susceptible to breaking might do so when they hit iron bars.
Assorted monsters can pass through iron bars; ditto for polymorphed character.
Attempting to dig iron bars will wake nearby monsters instead of yielding
"you swing your pick-axe through thin air".
Autodig won't accept iron bars as candidate location.
Not using FDECL to declare the prototype for dogmove.c:can_reach_food()
causes the Digital UNIX C compiler to throw a prototype mismatch error
when compiling dogmove.c.