This tries to fix the problem of the extra message when a tame
golem is completely destroyed (paper or straw golem burned, iron
golem rusted, wood or leather golem rotted) being issued at odd
times. I basically punted on the visibility aspect since the
original logic was strange: you had to be able to see both the
attacker's and defender's spots and at least one of those two
monsters. Now mon-attacks-mon visibility requires that you be
able to see one of the two and if you don't see both, the unseen
one will be referred to as "it". The "may the iron golem rust
in peace" message is independent of that and may be displayed
after "you have a sad feeling", but now that's intentional and
will refer to an unseen pet by name or monster type, not "it".
This needs a lot of testing and hasn't attempted to address
issue #402: only some attacks that should compeletely destroy
a golem actually do so. (So a hit by fire elemental against a
paper golem does, but passive fire counterattack when a paper
golem hits a fire elemental doesn't, nor does a wand of fire
or being hit by Firebrand.)
Fixes#401
... on the floor, in monster inventory, and in hero's inventory.
Items in your inventory being ignited produce a message even if you're
blind - you can see the lit-state by viewing inventory anyway, so just
give player the message.
(via xNetHack)
Recently combat between monster mind flayer and headless monster was
changed to skip extra tentable-for-drain_intelligence attacks after
hitting with one for no effect. Do the same for monster mind flayer
against headless poly'd hero and for hero poly'd into mind flayer
versus headless monster. As before, it only applies to additional
actions during the current attack. As soon as the attack is over,
the ineffectiveness of intelligence drain upon target is forgotten.
The report about problems after stone-to-flesh on a petrified
long worm included stethoscope feedback of 0(-1) hit points, after
life-draining. I was unable to reproduce a maximum hp of -1 and hope
that it was a side-effect of the [already fixed] stale mon->wormno
value used when resurrecting the long worm. Anyway, this changes
life-draining to never take mon->hpmax below mon->m_lev + 1 (the +1
is needed to cope with m_lev==0 monsters). The same limit is also
applied to monster life-saving but more to avoid replicating the
arbitrary minimum of 10 (four instances) then because it might be
less than m_lev+1 somehow.
Sanity checking now tests whether a monster's max HP is less than
its level + 1 so if there are ways other than life-drain attacks for
it to drop that low, the fuzzer will choke. The new check also tests
whether a monster's current HP is greater than max HP.
Polymophred hero killing a golem or vortex by vampire bite reported
"<Mon> dies." Give an alternate message since those aren't alive.
Adds two monsters originally from slash'em. I used the slash'em
tiles this time, also its code as a starting point but made various
revisions. Both the tiles could benefit from some touch-ups.
displacer beast: blue 'f'. Attempting a melee hit (ie, trying to
move to its spot) has a 50:50 chance for it to swap places with you.
Fairly tough monster to begin with, then half your ordinary attacks
effectively miss and if you try to face a mob by retreating to a
corridor or backing into a corner you can end up being drawn back
into the open. I added bargethrough capability, and also it won't
be fooled about hero's location by Displacement. [It only swaps
places during combat when contact is initiated by the hero, not
when attacked by another monster or when attacking.]
genetic engineer: green 'Q'. Its attack causes the target to be
polymorphed unless that target resists. Hero will almost always
have magic resistance by the time this monster is encountered, but
it can make conflict become risky by hitting and polymorphing other
monsters. Slash'em flagged it hell-only but I took that flag off;
I also took away its ability to teleport. Slash'em polymorphs the
hero if a genetic engineer corpse is eaten; that's included and I
introduced that for monsters too.
I added both of these to the list of candidates for monster spell
'summon nasties' and for post-Wizard harassment.
I also gave all the 'f's infravision. Probably only matters if the
hero polymorphs into a feline.
Displacer beast is originally from AD&D which depicts it as a six-
legged cougar with a pair of tentacles; it has Displacement rather
be able to affect an attacker's location. I think genetic engineer
is original to slash'em where it expands Q class but seems mainly to
be the base monster for Dr.Frankenstein (a unique monster with a
one-level side-branch lair in slash'em's incarnation of Gehennom).
We haven't added any new objects or monsters in a really long time.
This adds two new useful amulets, putting more pressure on the
decision over which type of amulet to wear.
amulet of flying: idea from slash'em, implemented from scratch.
Should be self-explanatory. Polymorphing into a form capable of
eating amulets and then eating one does not confer intrinsic
flight. (I've no idea how slash'em behaves is in that regard.)
amulet of guarding: adds +2 AC, which is fairly negligible, also
+2 MC, which is not. Initially called amulet of protection but MC
of 2 is referred to as 'guarded' by enlightenment so I changed it.
(By that reasoning, rings of protection ought to be called rings of
warding; oh, well.) Successfully eating one confers +2 AC without
any MC benefit. When wearing one of these, rings of protection
only confer AC, their +1 MC gets superseded rather than combined.
Monsters will wear an amulet of guarding and gain both the AC and
MC benefit, but if not cursed and they acquire one of life-saving or
reflection, they'll swap. They won't wear an amulet of flying.
I cloned two extra copies of the tile for one of the existing amulets
and ran sys/share/objects.txt through renumtiles.pl. The result
appears to be ok but on X11 the tiles map ends up looking psychedelic
so something beyond the tile art itself needs to be fixed here.
This matches the nurses' hitting behavior with their chatting messages.
Chatting to them suggested that the heal attack would happen but the check in
mhitu.c was just for wielding anything.
This opens up the possibility of a YAFM in MS_NURSE when wielding something
that allos the heal attack to proceed. But I couldn't come up with a good
one.
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.
Instead of forgetting maps and objects, make amnesia forget skills.
Forgetting maps and objects could be circumvented with taking notes,
or by using an external tool to remember the forgotten levels.
Forgetting skills allows the player to optionally go down another
skill path, if they trained the wrong weapon in the early game.
Amnesia still forgets spells.
As a replacement for the deja vu messages when entering a forgotten
level, those messages will now indicate a ghost with your own name
existing on the level, given only when the level is entered for
the first time.
These changes based on fiqhack, with some adjustments.
While polymorphed and underwater, an eel bite killed the hero who
rehumaized and crawled out of the water, then the eel continued with
its second attack and "wrapped itself around you" even though no
longer adjacent. That's a long reach....
| ...@.
| .;}..
| .}}..
Make any additional attacks silently miss if hero changes location
during the attack sequence of a monster who has pinpointed the hero.
Setting or clearing u.ustuck now requires that context.botl be set,
so make a new routine to take care of both instead of manipulating
that pointer directly.
Several conditions result in stale data on the status line when
starting or stopping because things which didn't used to affect it
haven't been setting context.botl to force an update. This wasn't
systematic; there are bound to be lots more.
teleds() is used for more than just teleportations, the teleportation message
was also given when mounting a steed.
Trying out a new bit flags method parameter design pattern.
When GOLDOBJ was activated unconditionally, several texts started referencing
"money" instead of "gold".
As we don't have the intention to introduce a complex coin system with
different denominations, change it back and also some other places that
reference "money".
Fixes#240
Monster versus monster (melee and throwing) didn't handle shades
(need silver or blessed weapon to take damage) or silver feedback
(extra info when silver-haters are hit).
I did a lot of test, revise, re-test but didn't always re-test
everything that had previously been tested, so bugs that I thought
were quashed might have crept in.
Now if a missile weapon "passes harmlessly through the shade" it
will continue on and maybe hit something else. (Regular misses
still stop at the missed target.)
A couple of minor ball&chain changes accidentally got included.
Fixes#204
3.6.2's attempts to fix turning off SEDUCE in 'sysconf' introduced
an unintentional change in behavior for hero poly'd into nymph form:
theft attack always angered the target. The actual change was
intentional but its ramifications were unexpected.
Fixes#188
The change to fix setting SEDUCE=0 in sysconf broke chatting with
seductive demons by unintentionally changing the way Null attack
argument was handled. It's still handled differently than it used
to be, but I think this difference is correct.
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.