Reported by a hardfought user, a ceiling_hider monster hid on the
Astral level, triggering a sanity check warning that gets repeated
each move until the hider comes out of hiding. Normally sanity_check
can only be set in wizard mode, but hardfought must force it on for
to-be-3.7.
I was able to reproduce it before this fix and unable to do so
afterward, but there is a random factor involved hence no guarantees.
I think that lack of ceiling for Astral is recent, but this could
have happened on other levels which lack a ceiling. I didn't try to
figure out whether it might happen with 3.6.x, just put the fixes
entry in the "exposed by git" (found in code not yet released, that
is) section.
Pull request from entrez: if hero throws (or kicks) an invocation
item or the Amulet at the quest leader, identify it and give it back
instead of treating the throw (or kicked item) as an attack.
In addition to the fixes entry I've made several tweaks to related
code, mostly to refer to the leader as "Someone" rather than "It" if
unseen.
Closes#1093
Wielding one or more rocks while other rocks were quivered and casting
stone-to-flesh at self wasn't subject to the "null obj after quiver
merge" panic but it did result in a combined stack of meatballs that
was neither wielded nor quivered. Keep inventory items that turn into
meat and are wielded/alt-wep/quivered separate and still wielded/&c.
Using apply to unlight a lit potion of oil makes it unlit, removes
it from inventory, and then re-adds it to try to force it to merge
with other potions of oil. If it was wielded and the other potions
were quivered, the game would panic. When merging, they get forced
into the weapon slot in preference to the quiver slot.
Unwearing it before freeinv+addinv would solve this but also leave
the hero with nothing wielded, even if it didn't merge with another
stack. Instead, don't try to merge if the potion being unlit happens
to be worn.
3.6.x was subject to this too and the fix is small+isolated but the
situation is so uncommon that I haven't bothered backporting it.
Applying a lump of royal jelly and then not picking anything to rub
it on had a similar problem. It also panicked if the applied lump
was wielded and other lumps were quivered. The fix is different
because the stack it gets split from during apply is known. This one
doesn't impact 3.6.x; applying jelly to eggs wasn't implemented yet.
When paranoid confirmation for menustyle:full's "Autoselect all" is
enabled, it is handling yes vs no backwards.
The initial implementation had it right, then a negation got dropped
when it was expanded to support yes|no via paranoid_confirm:Confirm.
ESC is being treated as 'n' rather than as cancel. Fixing that will
take some more work. This just adds the missing negation to make 'y'
and 'n' behave properly.
At either of the genocide prompts,
|What type of monster do you want to genocide?
or
|What class of monsters do you want to genocide?
answering "?<return>" will show the list of monster types that have
already been genocided, then re-prompt.
Fairly old pull request from copperwater: add new paranoid_confirm
setting 'trap'.
The old commit suffered from bit rot and merging needed too much
fixing up despite there not being many bands of change in the commit's
diffs. I ultimately redid it from scratch, although the two biggest
chunks of code started with copy+paste of the pull request's commit.
It operates like paranoid:pray. Setting paranoid:trap adds a new
"Really step into <trap>?" y/n prompt when attempting to move
into/onto a known trap, even if an object covers it on the map.
Setting both 'paranoid:Confirm trap' turns that into a yes/no prompt.
(Adding 'Confirm' affects other paranoid confirmations; in addition
to requiring yes<return> rather than just y to accept, it also forces
no<return> to reject.)
However, moving into a known trap that is considered to be harmless
behaves as if no trap was present. Some of the trap classification
might be out of date; several types of traps have undergone changes
since implementation of the original pull request, notably anti-magic
field. When the hero is hallucinating, all known traps are considered
harmful since the map no longer reliably describes them.
Preceding a movement command with the 'm' prefix also behaves as if
no trap was present, bypassing confirmation for that move, similar to
how paranoid:swim currently behaves. Being stunned or confused also
behaves as if no trap was present, taking priority over hallucination.
This updates the documentation.
Supersedes #259Closes#259
From a reddit thread: a tame mind flayer ate Medusa's corpse and was
turned to stone. Pets won't eat cockatrice corpses unless stoning
resistant but would eat Medusa's corpse if merely poison resistant.
Mind flayers aren't normally poison resistant but could be if wearing
green dragon scales/mail.
Augment the touch_petrifies() test when classifying food for pets.
When testing the high priest livelog/#chronicle feedback I used #wizkill
on the Sanctum level to kill Moloch's high priestess and immediately
level teleported to the Astral level to target the other high priests.
I got impossible "dmonsfree: 0 removed doesn't match 1 pending" there.
If you killed a second high priest (either two on Astral or first in
the Sanctum and another on Astral) the livelog/#chronicle message
would report "killed high priest of Foo (2nd time)" even though the
first was the high priest of Bar, or even just "killed high priest
(2nd time)" if second kill happened when not adjacent.
High priests pass the 'unique monster' test (even though they aren't
actually unique--there will be four of them) so get logged for killing
such. Always report "killed high priest of Foo" and only do so if the
specific high priest[ess] monster hasn't been revived and re-killed.
Logging deaths of unique monsters normally reports the 1st, 2nd, 3rd,
5th, 10th, and various later instances. If you were to kill Moloch's
high priest and all three on Astral, the last one wouldn't be logged
because 4th instance gets skipped. This forces each one to be treated
as the 1st (provided that the mrevived flag is clear), so for logging
purposes it will now behave as if there are 4 distinct high priests.
Pull request from entrez: if Magicbane's cancellation effect hit a
shapeshifter and caused it to revert to base form, further messages
for the rest of that attack referred to it by the cached name of its
shifted shape.
Fixes#1087
Adds a new lua command
des.exclusion({ type = "teleport", region = { x1,y1, x2,y2 } });
which allows defining "exclusion zones" in the level, areas where
random teleports (or falling into the level) will never place the hero.
Does not prevent targeted teleportation into the area.
Breaks saves and bones.
This attempts to address the issue on hardfought (as described by K2
on reddit two weeks ago) which happened after updating their terminfo
database. It's based on the reported workaround of having users force
their terminals to avoid "application keypad mode". The fixes entry is
my guess at what is happening so could be wrong....
I don't have a numeric keypad so this is untested; it /ought to work/.
NetHack's curses interface is doing it's own keypad recognition when
the curses library returns a multi-char sequence rather than converting
that into corresponding KEY_xxx token. Numpad keys that the interface
recognizes begin with 2 char 'ESC O' when transmitted as 7-bit sequences.
This adds support for SS3 (as sent by DEC Vtxxx terminals and emulators;
value is single char 'M-O') for 8-bit sequences.
It shouldn't break typing Alt+O but that's something else that I can't
test properly. Setting nethack's 'altmeta' option and manually typing
2 char 'ESC O' still works as intended.
This is curses-specific; the tty interface is completely unaffected.
[However, the vms port has supported SS3 with tty for decades. :-]
If there was a status_hilite rule for hitpoints:up, it got used for
both up and down changes. If there was one for hitpoints:down, it got
ignored even if there was no 'up' rule. The flag for which direction
the value changed was always positive even when the value went down.
I'm reasonably sure that at some point HP up/down worked correctly.
This problem was present in 3.6.4; I didn't go back any farther.
If status field 'hitpoints' has rules for both 'criticalhp' and 'up'
or 'down' or 'changed', make critical-hp take precedence. Otherwise
critical-hp might never be seen because of the value changing every
move (if hero has regeneration attribute). Normally up/down/changed
take precedence over other types of highlighting.
Something is messed up with up/down/changed HP though. I'm seeing
the 'up' highlight when it goes either up or down and not seeing the
'down' highlight at all. 'up' and 'down' for gold work as expected.
Issue reported by Umbire: Uruk-Hai have strength 18/100 and can grow
into orc captains, but orc captains' strength was limited to 18/50.
Cap strength at 18/100 for hero poly'd into an orc captain, same as
when poly'd into an Uruk-hai. Since poly'd heroes don't grow into
larger forms, the only way to notice is to polymorph into an Uruk-Hai
at some point and into an orc captain at some other point.
Fixes#1085
New feature to sometimes hit twice for skilled martial-arts/bare-handed
was unconditionally using uswapwep for the second hit. If it was a
breakable object, hitting could break it and produce impossible "objfree:
obj not free".
Only use uswapwep for u.twoweap; use Null for second bare-handed hit.
This is a re-creation of a project that was lost years ago while not
quite finished. The old version included some instrumentation to
measure how many hits it takes to kill things during actual play; that
wasn't ready for prime time and this hasn't attempted to redo it.
Changes:
1) improves martial arts and bare-handed combat: they now have a
chance to hit twice when skill is better than 'basic'; 20% chance
for second hit at skilled, 40% at expert, 60% at master, and 80% at
grandmaster; when attacking more than once, strength bonus is
handled as in #2;
2) nerfs two-weapon combat a bit: hitting twice uses only 3/4 strength
bonus on each hit, but when both attacks hit that's 3/2 bonus from
strength which is still more than you get for one hit at a time;
3) beefs up two-handed weapons: hitting via melee with a two-handed
weapon uses 3/2 of stength bonus to reflect the increased influence
of strength; isn't done for applied polearms though.
The reduction in strength bonus for two-weapon has far less impact
than it might sound, due to rounding up with the low values involved.
| full 3/4
| +1 -> +1
| +2 -> +2
| +3 -> +2
| +4 -> +3
| +5 -> +4
| +6 -> +5
The small reduction also doesn't matter if/when current hit happens to
deal a killing blow anyway.
Rings of increase damage apply at full value to every hit, same as
before.
When hitting bare-handed (#1 without gloves), a silver ring on either
hand continues to give a damage bonus against silver haters when you
make an ordinary single attack. However if you attack twice, a silver
ring only applies on the first hit when it is worn on the right hand
and only applies on the second hit when worn on the left hand. (Two
hits with a silver ring on each hand will give silver bonus for both.)
We might conceivably need to add support for a count prefix of 1 to
let player explicitly avoid a second bare-handed/martial-arts hit
attempt (similar to how throw and fire accept a count to limit missile
volley amount).
Kicking has been ignored.
vs lycanthropes
Issue reported by Umbire: when hero had Protection_from_shape_changers
extrinsic, a lycanthrope in human form that attacked could change into
critter form. It would change back to human on its next move.
Prevent werecreatures from transforming from human form to critter form
if hero has Protection_from_shape_changers. That attribute does not
prevent a human werecreature from summoning animal companions.
Fixes#1082
Pull request from vultur-cadens: add a new status highlight pattern
OPTIONS=hilite:hitpoints/criticalhp/color&attribute
to highlight hit points when they drop to the point where prayer
classifies them as a major problem. The threshold for that varies
depending on max HP and experience level.
It affects hitpointbar as well as the status field for hit points.
Right now a highlight rule for HP down or HP changed or HP up takes
precedence over criticalhp until the temporary highlight times out.
I'm not sure how best to deal with that. With regeneration and an
up or changed rule for HP, the criticalhp highlight probably won't be
seen even with a very short statushilites timeout.
I've added a fixes entry and updated Guidebook.mn but Guidebook.tex
is lagging.
Closes#1071
From a reddit thread: statue weight is one and half times corpse
weight and some monsters that don't leave a corpse are defined as
having mons[].cwt==0 so statues of those weighed nothing.
Rather than assigning a non-zero corpse weight to every type of
creature, statues that weigh less than an arbitrary value based on
monster size have their weight increased to that value. The weight
of a statue of a killer bee jumps from 1 to 100, that of a leprechaun
increases from 90 to 100, that of a yellow light is changed from 0
to 300, wraith from 0 to 500, and air elemental from 0 to 900. That
last one is actually too low but making the formula more complex
doesn't seem worth it.
Pull request from erwinton: the template run-time configuration file
had a MENUCOLOR pattern for cursed worn armor that didn't work.
The regular epxression containing "(being worn)" needed to quote its
parentheses.
The same fix was needed for sys/share/NetHack.cnf.
Closes#1075
Issue reported by vultur-cadens: tame monsters capable of using items
would pick up cursed ones and even wear cursed armor.
The report cites commit 6c9700ab25 but
I don't see any reason why it would be the cause. However, I was able
to reproduce the misbehavior and this commit seems to fix it.
Fixes#1072
Pull request from vultur-cadens: writing an unknown spellbook will
succeed if corresponding spell is well known (feasible via divine gift
in 3.7 or object amnesia in earlier versions). When nearing the point
of fading from memory, Luck is still required but non-wizards only
need the much lower wizard amount. If already forgotten, the chance
to write the book remains the same as if the spell wasn't known.
Closes#1069
Pull request from entrez: pits created by breaking a wand of digging
or applying a drum of earthquake used to be able to destroy altars
but a change to prevent placing traps on 'furniture' unintentionally
caused that to stop working.
Closes#1057
Pull request from entrez: when creating a detached theme room of type
"water-surrounded vault", make sure that one of the chests contains an
item that could be used to escape from the room in case hero arrives
via trap door or [level] teleportation.
Closes#1051
Issue reported by vultur-cadens: arriving on the Mine Town level
via falling or level teleport won't register the "entered Minetown"
achievement if hero doesn't arrive inside a room.
Reorder some code in check_special_room() so that town entry will be
tested before the early return if no room entry has occurred. This
adds 'level.flags.has_town' to make the town test be cheaper when
the hero hasn't attained the achievement yet and is wandering around
the mines.
Fixes#1070
Pull request from entrez: the legend for wizard mode #terrain wasn't
updated to include terrain type "lava wall", so the entries for it
and everything that followed were inaccurate.
I've expanded the comment about level type codes in rm.h.
Closes#1052
Pull request from copperwater: if a special level's lua file
specified invalid coordinates for some things, the code in sp_lev.c
might use them instead of rejecting them. This could lead to severe
problems. Presumeably the existing special levels aren't affected
by this.
Closes#1034
Pull request from copperwater: accept 'true' or 'false' (also 'yes'
or 'no') in des.object specification for 'trapped'.
After resolving a merge conflict one diff band of this went away, but
the settings of otmp->otrapped from o->trapped and otmp->greased from
o->greased without it look ok to me.
Closes#1032
Pull request from NulCGT: make statues created for statue traps be
5 to 10 points higher in difficulty than the default would be.
5 to 10 points of difficulty higher is already used for figurines.
The pull request chose the same amount but I've reduced it to 3 to 6.
Partly so that they won't be the same, partly so that they won't be
too hard when activated, and partly so that the creature won't be
quite as obvious a give away that the statue is a trap.
Closes#1009
Pull request from NulCGT: when a doppelganger is choosing to become
a fake player, get role from an entry in the high scores file. Use
that entry's name too if the doppelganger is within view at the time.
I'm not sure how well this will work for a single user score file if
the player always runs the same role and name. I've given it a small
chance (1/13) to ignore the topten and stay with random role instead.
Closes#1008
Issue reported by ostrosablin (and mentioned previously but I still
I haven't remembered where): loading a roguesymset removes any utf8
data that has been set up for primary symset. The curses interface
explicitly initializes roguesymset to the default set and if config
file has specified OPTIONS=symset:Enhanced1 (or some other uft8 set
if someone adds such), that stays the active set but no longer gets
rendered with the intended symbols.
I have no idea whether having symset and roguesymset both use uft8
with different symbols and/or colors works at all and if so whether
it will still work after this revision, but this prevents loading one
set with non-utf8 while the other still uses utf8 from clearing out
the cached utf8 data.
Closes#1026
Player reported that a cat which was asleep in a treasure zoo would
catch and eat thrown food, becoming tamed in the process, without
waking up.
Temporary sleep was handled (via checking for !mon->mcanmove) but
indefinite sleep wasn't. Make a monster hit by taming effect (either
magic or thrown food) wake up from indefinite sleep. For temporary
sleep, the remaining duration is cut in half. The timeout isn't
dropped all the way to 0 because a monster with mon->mfrozen set
isn't necessarily asleep. That timeout is shared by timed sleep,
timed paralysis, and busy time when donning armor.
While running the tutorial, the Save command is disabled. When the
tutorial was extended to two levels, stashing and restoring the
hero's equipment stopped working as intended if player entered the
second level. The attempted fix for that broke re-enabling Save
even if the player left the tutorial without entering its second
level.
This seems to fix things, but I'm flailing around with barely a clue
here. A couple of simpler attempts didn't work and I haven't figured
out why, so this is a bit more complex than what I wanted.
Reorganizing nhl_callback() isn't part of the fix, just avoids use
of some redundant code.
Noticed when testing erodeproof Mitre of Holiness: the cloud of
stinking gas released by Nalzok when he died ending up killing my pet
and my hero got blamed for that. Don't blame--or credit--the hero for
monsters affected by the gas cloud when a dying nemesis produces such.
Issue reported by loggersviii: dipping a container into an uncursed
potion of water mentions water getting into the container. That
happens even when that type of potion hasn't been discovered yet.
Make POT_WATER become discovered if this occurs. Doesn't apply when
hallucinating where a random liquid is mentioned instead of water.
Fixes#1061
Issue reported by vultur-cadens: changing helm of brilliance to
crystal made it stop being classified as "hard helmet" so it gave
less protection against things falling onto the hero's head.
Change the is_metallic() tests used on helmets to new hard_helmet().
Unlike when thrown, crystal helmets don't break when objects fall
on them.
Fixes#1060
Issue reported by AndrioCelos: if you arrived at the Wine Cellar
variation of Mines' End by falling or by level teleportion instead
of via the stairs, you could end up in the treasure chamber. If
you lacked a way to dig or to level teleport, you would be stuck.
Since most of that level is undiggable, it would likely fill up with
monsters before one that could dig would appear close enough to dig
to you and you'd eventually starve.
The initial report suggested including an escape item in the treasure
chamber. This adds a teleport region to control hero's arrival spot
instead. There was a suggestion fix things this way from copperwater
but I didn't notice that until I had already chosen this method....
Fixes#1025