The pointer keeping tabs of monster's current weapon was
not cleared.
How to trigger: Get hit by a monster wielding a weapon,
teleport to another level, poly into disenchanter, get hit
by any monster with AD_PHYS attack and not wielding any weapon.
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.
Reported by me ;-} during beta testing last Fall, engulfers have a
tendency to re-engulf the hero immediately after expelling him/her.
Use mspec_used (set when expelling rather than engulfing) to make
them wait a turn or two. Initially that made the too-soon engulf
attacks always miss, so this changes too-soon engulf to a touch or
claw attack instead. Some tuning in damage or message may be needed.
Some reformatting of the recently added pet ranged attack code.
The redundant--but different--multishot volley code has been replaced
so that there are only two versions (hero and monster) instead of
three (hero and monster vs hero and pet vs other monster). The monst
version was out of date relative to post-3.4.3 changes to the hero one.
The pet version was way out of date and had some bugs: wielding an
elven bow gave a +1 multishot increment to volley count for fast weapon
even when throwing something rather than shooting arrows, wielding any
weapon which had at least +2 enchantment gave 1/3 enchantment bonus to
volley count when throwing instead of shooting shoot ammo, and a pet
which got killed in the midst of a multishot volley--perhaps by a gas
spore explosion or some other passive counterattack--would keep on
shooting/throwing until the volley count was exhausted.
Pet use of ranged weapons is not ready for prime-time. Pets don't
hang on to missiles or launchers+ammo, they just drop them if there is
no target immediately available.
Do it properly, using the arguments to xkilled() instead of reversing
the conduct counter after the fact.
The xkilled() flag value of '1' has been reversed. It used to mean
'display message' but now means 'suppress message' since both of the
other flag bits are for suppression. All callers have been updated
to specify either XKILL_GIVEMSG or XKILL_NOMSG so the underlying
number remains transparent.
This one had been intended for longer than several years, but I
hadn't gotten around to it. When consorting with succubi and
incubi, very high Cha+Int no longer guarantees that a positive
outcome will occur.
Chance of positive outcome is still quite high and most of the
negative outcomes are pretty easy to repair, so this isn't likely
to make a significant impact. However, the possibility of losing
spell power will matter for some players....
Blindness due to face covered by pie was ignored for several cases
of magically curing blindness--cleaning the face seems better than
adjusting timeout to account for u.ucreamed for those cases. A few
instances of taking stun or confusion damage overrode existing stun
or confusion rather than increasing it. Plus a copy/paste mistake
for dual stun+confusion when casting an expired spell.
There was also a suggestion that vomiting when already nauseated
should decrement the timer instead of increasing it. But there is a
negative effect for as long as it's in effect, so I left that as is.
Let monsters who have a weapon attack for non-physical damage dish
out physical damage instead of doing the drain life or drain
strength they usually do if they happen to be wielding cockatrice
corpses or a couple of particular aritfacts that do more harm
than just level drain. (Other artifacts are candidates, but I
don't think it's worth checking for them since the monsters
involved have such a small chance of acquiring and wielding them.)
Also switch to physical if monster's ability has been cancelled.
Only barrow wight, Nazgul, and erinys are affected. Yeenoghu and
the Master Assassin have a weapon attack for physical damage and
another one for non-physical damage (not necessarily delivered in
that order). They haven't been changed--only the physical damage
attack has a chance to apply their weapon's special damage.
Two different reports complaining that having the Wizard steal the
hero's quest artifact is a bad thing. This doesn't change that,
but it does make all quest artifacts become equal targets so that
wishing for other roles' artifacts doesn't offer such a safe way to
have whichever special attributes they provide.
Quest artifacts are actually higher priority targets for theft than
the Amulet. I suspect that probably wasn't originally intended,
but I left things that way. Taking quest artifacts leaves the hero
more vulnerable to future thefts, and once they're gone the Amulet
has priority over the invocation tools.
From a followup to #H2247, April 2011... Physical damage from a mind
flayer attack was inflicted in the AD_DRIN case for hitmu(), then
being inflicted again in the common code after the switch statement.
The new comment explaining the reason for non-standard damage is just
a guess.
Duplicate of another recent report as far as drain resistance from
Excalibur/Stormbringer/Staff of Aesculapius not being shown by
enlightenment goes, but this one mentioned that it also wasn't being
shown for lycanthropy. Being inflicted by that does confers level-
drain resistance. were_change() wasn't calling set_uasmon() since
it isn't changing youmonst.data, but set_uasmon() is were intrinsics
conferred by creature form are set up. So call it when changing
were-form. Direct access to u.ulycn wasn't calling it either, so add
a new routine to assign the value to that instead doing so directly.
Reporter thought the fact that two different DREN cases had different
chances to inflict energy drain was an inconsistency, but it was
intentional. Attack for DREN damage has 25% chance to drain energy,
and is never used since no monster has such an attack. Engulf for
DREN damage has 75% chance to drain energy; energy vortices have this,
and the higher chance to be drained while engulfed was intentional.
So add comments explicitly spelling out the 25% and 75% chances.
During beta testing there was a complaint that the energy drain was
much too severe: once hero's current energy drops to 0, excess drain
for current attack and future drains come out of max-energy instead.
That's survivable for caster-type characters with really high energy,
but drained low energy characters to 0 max energy very quickly.
I agreed with the complaint but didn't implement a fix until too late
for 3.6.0. I've since thrown that one out and done this one instead.
Change base drain amount from 4d6 to 2d6, and weaken it more to 1d6
when energy is low or strengthen it to 3d6 when energy is high. It
almost certainly will need further tuning.
Author: PatR <rankin@nethack.org>
Date: Sun Dec 13 06:06:58 2015 -0800
fix #H4066 - bug eating ring of protection
Intrinsic protection of 0 (usually from having a gremlin steal divine
protection, but also possible by eating a +0 ring of protection) does
not contribute to "magic cancellation", the defense attribute that
makes some special attacks fail. That's intended. Negative intrinsic
protection (not possible from having divine protection, but turns out
to be possible from eating negatively enchanted/charged rings of
protection), did contribute. That wasn't intended, so stop it.
(Positive intrinsic protection gives a magic cancellation of 1 if worn
armor doesn't provide any MC.)
Explicitly combine adjacent string literals so that pre-ANSI compilers
still have a chance to compile the code. I thought these had already
been dealt with, but I kept stumbling across them while reformatting,
so am trying to get them all out of the way now.
Somewhere along the line I started removing redundant parentheses from
return statements, but only in files that needed continuation fixups
so it's not comprehensive.
Add macros W_WEAPON and W_ACCESSORY, similar to existing W_ARMOR, bitmask
of all the relevant worn bits. Just for code readability; there should
be no change in behavior.
Also, reformat the "ugly checks" portion of getobj(). Slightly better
readability and fewer continuation lines, but only a modest improvement.
Most of the time, rloc() is used for teleporting monsters and it's not a
big deal if they can't find somewhere to go. In a few cases, it is. I
went through all the callsites and made calls to rloc() not cause
impossible()s if they don't need to.
Fixes a bug/suite of bugs reported by ais523.
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"
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.
The message "you stop taking off <that armor>" when interrupted by a
nymph's or monkey's theft attack would only be given if you were using 'A'
to take off the armor. If you used 'T', you'd get "you stop putting on
<that armor>" instead. The fix for that also makes it easy to vary the
nymph message "<the nymph persuades> you to start taking off" to be "<the
nymph persuades you to continue taking off" when taking that same piece
of armor off was interrupted by the theft.
From a bug report, having some
armor stolen while in the midst of putting on armor--when both items have
a multiple turn completion delay--could result in side-effects for the
latter item being reversed even though they hadn't been applied yet. So
you'd lose points of Int and Wis when attempting to put on a positively
enchanted helm of brilliance, or gain such with a negatively enchanted one.
steal() was assigning to afternmv before it had been used to finish the
action of putting on or taking off armor. Fix by interrupting the attempt
to put on or take off armor when being victimized by theft (or being hit by
succubus or incubus seduction). The existing stop_occupation() call wasn't
sufficient because afternmv is different from occupation.
Simplify many of the intrinsics macros from
#define xxx_resistance (Hxxx || Exxx || resists_xxx(&youmonst))
down to
#define xxx_resistance (Hxxx || Exxx)
by setting or clearing an extra bit in Hxxx during polymorph so that the
resists_xxx() check becomes implicit.
Unfornately there were lots of places in the code that treat Hxxx
as a timeout number--primarily for Stunned, Confused, and Hallucination;
Stunned happens to be one of the revised macros--rather than as a bit
mask, so this patch needed a lot more changes than originally antipated.
From a bug report, a hero hiding on the
ceiling while poly'd into a piercer or lurker-above could be moved long
distances when a monster attacked his location, because when the attacker
moves into hero's spot, hero's new location is chosen before the attacker
had released its own spot. If things are crowded, the nearest open space
can be quite far away, including beyond nonpassable walls. Fix by taking
attacker off the map before choosing hero's destination, so in crowded
conditions they will likely end up trading places.
This also prevents eels and sharks from moving onto land when the
hero has hidden on the ceiling next to their pool. They'll miss without
moving into hero's spot, but the hero will become unhidden so they'll be
able to make ordinary water-to-shore attack on their next turn.
Lastly, when the attacker is a long worm, the spot chosen for hero
might be filled by its tail by the time hero actually moves. So double
check and possibly re-select target spot after moving a worm's tail.
Optimize yesterday's new code. When calculating magic cancellation,
avoid calling protects() for hero's inventory; the information it's
providing is already available via u.uprops[PROTECTION]. That part of
the inventory scan is only needed for monsters.
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.
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)
Noticed while testing the patch for monster ranged attacks when hero
is hidden. Using #monster while in small mimic form would hide you, as
intended, but the first monster (or last monster?) who hit you hand-to-hand
would be grabbed ("It gets stuck on you."). Unlike large and giant mimics,
small ones lack such a grab attack so when you eventually returned to
normal form, u.ustuck would remain set and you would end up being stuck
to an arbitrary monster instead of releasing it from your grasp.
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.
I came across an old bug report which stated that steeds missed out
on their chance to counterattack if the hero had just taken some action
other than moving.
[1: monster attacks steed instead of hero ]
[2: if monster died while attacking, return 1 ]
if (i & MM_DEF_DIED || u.ux != u.ux0 || u.uy != u.uy0)
return (0);
[4: otherwise, steed counterattacks monster ]
Sometime since whatever version the 2001 report was for, but before the
current cvs repository was set up someone addressed this by changing it
to be
if (i & MM_DEF_DIED || !u.umoved)
return (0);
but I think that fixed the wrong thing. I believe that the original code
was attempting to make sure that the steed was still in position to be
able to counterattack. There's no reason to care about the hero's most
recent action; he had to have done something that caused time to elapse
in order for the other monster to have initiated an attack in the first.
(The new range check is actually redundant; mattackm() also enforces it.)
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.
Reported last August by <email deleted>: the code
that decided whether hero poly'd into a pudding would be split when being
hit by an iron weapon always reduced damage by u.uac if armor class is
negative, whereas the normal amount is -rnd(-u.uac). So player pudding
with good armor always got maximum reduction. Probably had little actual
effect on game play; puddings can't wear armor so would need to be using
rings and/or spell of protection and/or have eaten rings of protection
while in some previous metallivoric form in order to get good enough AC
for this to matter.
<email deleted> reported back on 8/31/06 that elven weapons were not
affected when he poked a fire elemental with them. This is true, but
moreover, there was no code to have passive fire to affect attackers.
Now erode_obj() supports all the same damage types as rust_dmg(), and added
the connecting code to allow passive fire attacks do something.
There probably should be macros for the damage types used by rust_dmg
and erode_obj, and possibly these functions should be combined, but they
are slightly different and dealing with that requires more thought.
Make polymorphing or changing alignment perform a touch check (as is
done when catching lycanthropy) on wielded weapon(s) to see whether the
hero can still use them in his new form. Part [2 of 2] will update
retouch_equipment() to check all items in use rather than just weapon(s).
(A comment or two in part 1 already refers to expected behavior of part 2.)