That #H number isn't a typo. This finally fixes--at least improves--
something reported eight years ago. The monster types chosen by
mkclass() could be way off in some circumstances. Cited example was
repeated same-race sacrifice by chaotic hero on dungeon level 20; it
produced about twice as many incubi as succubi even though they're
the same as far as difficulty goes. (No changes in the intervening
years had any discernable effect; that was still reproducible.)
The report also mentioned that ndemon() threw away the result from
mkclass() and retried quite often and suggested that mkclass() be
taught to filter by alignment when caller cared about that.
This seems to even things out, although it also made harder monsters
chosen more often. A test program generated these numbers when
picking a chaotic demon 10000 times (level 1 hero on dungeon level 20,
so not realistic; actually probably level 0 hero since the program
didn't initialize struct u.) Third column is the number of times the
monster type was chosen with the old mkclass(), fourth is same for
the new one.
mkclass() calls 27315 10000
286 succubus 2800 3309
288 incubus 5552 3262
291 marilith 973 780
292 vrock 477 1617
293 hezrou 150 626
294 bone devil 46 247
295 ice devil 2 107
296 nalfeshnee 0 23
297 pit fiend 0 15
298 sandestin 0 4
299 balrog 0 10
Note that vrock has generation frequency 2 and marilith only 1, so
getting twice as many vrocks as mariliths should be expected.
I temporarily changed ndemon() to ask for lawful demons instead of
chaotic ones and got this.
mkclass() calls 15762 10000
287 horned devil 3197 3375
289 erinys 4991 3339
290 barbed devil 1812 3286
I also ran it for dragons with any alignment (so the outcome was
never thrown away; 10000 calls were needed for 10000 picks) instead
of demons of specific alignment and am suspicious of the outcome.
mkclass() calls 10000 10000
140 baby yellow dragon 1124 0
141 gray dragon 1096 1096
142 silver dragon 1073 1099
143 red dragon 1061 1126
144 white dragon 1077 1128
145 orange dragon 1141 1118
146 black dragon 1154 1049
147 blue dragon 1137 1123
148 green dragon 1137 1154
149 yellow dragon 0 1107
There may be a flaw in the test program. Or else old mkclass() was
not very good at picking dragons.
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!
From a bug report, the feedback
you get when a monster summons insects or snakes is the same when blind
as when you can see. A comment in the code stated as much, but fixing
it is relatively straightforward. (Or not; there are actually a lot of
cases to be handled; this covers enough of them, I hope.)
Reported in Dec'04 by <email deleted>, the
monster spell "summon nasties" could mistakenly give a message of "a
monster appears" instead of "monsters appear" when more that one monster
gets summoned. Some of the candidate monsters for nasty() can produce a
group from makemon(), as can ones for msummon() which nasty() sometimes
calls in Gehennom. Compare the number of monsters before and after the
creation attempt(s) instead of assuming makemon() creates one at a time.
I don't know whether other routines face the same mis-count issue,
but I suspect there may be several.
Several small related changes that ended up being not quite so small:
Allow the Amulet of Yendor to be offered on the altar in the temple
of Moloch's Sanctum level; doing so is fatal. Fake ones can be offered
too, but that doesn't do anything special (they act the same as they do in
the temples on the Astral level). Unlike in the endgame, the Amulet and
its fakes aren't listed as likely candidate for #offer's pick-an-object
prompt; like the endgame, corpses must be carried rather than being on
the altar in order to be sacrificed.
Prevent non-chaotics from destroying the chaotic high altar on the
Astral level via same-race sacrifice. From a bug report. (Chaotics converting non-chaotic high altars
via same method was already handled. I think the behavior for ordinary
altars if wrong here; why should a chaotic altar be destroyed this way?)
Prevent demon princes and demon lords from being summoned in the
endgame. Lesser demons answer instead. Mostly prevents Yeenoghu from
being summoned by a chaotic who performs same-race sacrified on the
chaotic high altar, but might affect the Wizard and arch-liches too.
Identify (via ':', ';', '/') altars in temples on the Astral and
Sanctum levels as "high altars" rather than just as "altars". '/' and ';'
commands now work on those when you're adjacent, like they do when used on
adjacent high priests; from farther away, the altars' alignment is still
suppressed.
Give demon lords and other monsters who teleport to your location a
oneshot arrival message. Brought about by the report of the late "<demon>
appears" message delivered during its bribery demand, after the character
had already been able to see it for long enough to extract gold from a bag.
Now, if you can't see or sense a monster before it teleports to you, and
you can see or sense it after, you'll get "<monster> suddenly appears!".
The message will be given at most once for any given monster, and it won't
be shown at all if you already see/sense the monster before it teleports or
still don't see/sense it afterwards. The fixes entry is deliberately a bit
vague (and I put it in the new feature section rather than the fix section).
The change from long to unsigned long for monst.mstrategy may bring
some lint complaints along with it. The various constants (STRAT_xxx) used
to populate it are still signed. I didn't increment EDITLEVEL for this;
existing data should still work ok.
- 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.
Cleanup up a couple of priest and minion allocation/conversion bits.
Also, restrict minion naming so that "guardian <foo>" is only applied when
<foo> is an Angel. (That restores old behavior from before a change I made
last October; it prevents the guardian Angel from being recognized while
hallucinating. It probably affects slash'em too, where they have tame
minions besides the astral level's guardian Angel.)
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.
From a bug report, bribeable demons will demand money when
hero has fainted from lack of food and hero can pay while unconscious. I
decided to just borrow from vault guard behavior and have the hero regain
consciousness. It turns out that reset_faint() has been broken since a
long ago (before my time...) change to nomul() [nomul(0) is a no-op while
fainted since multi is negative then]. Now fixed; both bribe-demanding
demons and vault guards will cause fainted hero to wake up when they arrive.
If hero can't move for some reason other than fainting, demons will skip
the bribe demand and immediately become hostile (vault guard in that case
goes away after saying that he'll return). There is no deafness handling;
perhaps the bribe demand is accompanied by sufficient pantomiming for the
hero to figure it out? ;-)
Also fix an unintended potential alignment hit against the player if
bribeable demon is killed after becoming hostile due to misjudging displaced
hero's location.
Angels used the epri extension even though they're never priests,
presumeably because they're sometimes flagged as "renegade". Since the
only priests ever flagged as renegade are roaming minions rather than
temple priests, move the renegade flag to the emin extension and switch
Angels over to that. Summoned Angels will now always have the isminion
flag set.
Makefiles need updating: monst.{c,o} now depends upon emin.h.
From a bug report:
> If the Summon Nasties monster spell gates in two minions instead of one,
> the message still says "A monster appears from nowhere!"
The code wasn't counting any summoned monsters who had an opposite alignment
to the summoner. It also assumed that the 10% chance for demon summoning
in Gehennom always yielded exactly one monster even though that can produce
zero or more than one.
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
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.
This patch:
- collects all context/tracking related fields from flags
into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
> "Program in disorder - perhaps you'd better #quit.
> rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.
[confirmed: moveloop -> deferred_goto -> goto_level ->
losedogs -> mon_arrive -> rloc -> impossible]
This patch:
- causes rloc() to return TRUE if successful,
or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
the failed rloc()
- allows the x,y parameters to mkcorpstat() to
be 0,0 in order to trigger random placement of the
corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
then you'll have a debug-mode command #migratemons to
store the number of random monsters that you specify
on the migrating monsters chain.
For the bribery check that lets you get away with offering a little
bit less than what was demanded, never treat an offer of 0 as acceptible.
Also, add some missing set_malign() calls.
Prevent a demon who is carrying the Amulet of Yendor from being
removed from the game when player meets his demand for a bribe since
that was effectively destroying the Amulet. There are various ways
to accomplish this; I chose to make the bribe demand be for an amount
that the player cannot possibly satisfy in that case.
When Angels were introduced, they were always lawful. Somewhere along the
line, non-lawful angels were added, but is_lminion and uses of it was never
updated to address this change. Among other things, this resulted in
non-lawful angels delivering messages via #chat that are only appropriate
for lawful angels. That is addressed simply by changing the definition of
is_lminion, which must take a struct monst, not a permonst, to return valid
results. Also, non-lawful angels should summon appropriate monsters, not
lawful minions.
The earlier patch made sure that bribe() didn't pass an
invalid value to money2mon(). This one changes money2mon() so
that if some other code else does so, reporting the impossible
situation won't be followed by a splitobj panic. Most of this
patch is reformatting though.
over the place.
Often they would use
"%ld zorkmid%s", amt, plur(amt)
but not consistently, so some of the hard-coded usage
could result in "1 zorkmids"
This adds the function
currency(long)
to return the name of the currency, either plural
or singular depending on the argument passed to it.
That eliminates the need for the extra %s in the
format string and the use of the plur() macro.