Developed for 3.6 but deferred to 3.7. Most of the testing was with
the earlier incarnation.
Report was that pronouns were accurate for the underlying monsters
when hallucination was describing something random, and also that the
gender prefix flag from bogusmon.txt wasn't being used. The latter
is still the case, but pronouns are now chosen at random while under
the influence of hallucination. One of the choices is plural and an
attempt is made to make the monster name and verb fit that usage.
|The homunculus picks up a wand of speed monster.
|The large cats zap themselves with a wand of speed monster!
|The blue dragon is suddenly moving faster.
There is no attempt to match gender for the singular cases; you might
get
|The succubus zaps himself [...]
or
|The incubus zaps herself [...]
The report mentioned whistles but I had forgotten all about them by
the time I tried to deal with musical instruments. Plain whistles
had deaf handling but magic whistles didn't.
Move makeplural(body_part(FINGER)) into its own routine, with option
to substitute gloves when wearing such.
Wearing slippery gloves (ie, wearing gloves while having slippery
fingers) wouldn't let you put on a ring because you can't take the
gloves off, but removing a worn ring lacked the same restriction.
After changing that, teach prayer that slippery gloves is another
reason why a ring of levitation can't be removed.
Slippery fingers would transfer from bare hands to gloved hands if
you put gloves on. The reverse, transfering from gloves to bare
hands when taking gloves off, was already being prevented for
directly taking them off, but still allowed the slipperiness to
transfer when gloves were lost. This prevents putting on gloves
when fingers are slippery and attempts to handle cases where gloves
get unworn by ways other than 'T' (or 'R') or 'A'.
There's no slippery attribute for objects (way too much work for too
little value); slippery gloves is just the combination of wearing
gloves and having slippery fingers (which now has to have happened
while already wearing those gloves). This changes inventory to use
"(being worn; slippery)" when applicable and much of the patch deals
with funnelling Glib changes through new make_glib() to try to make
sure that persistent inventory adds or removes "; slippery" right
away when changes happen.
If gloves are taken off involuntarily (shapechange to a form that
can't wear them, destruction via scroll of destroy armor or monster
spell of same or via overenchantment, theft), slippery fingers ends
right away instead of the usual few turns later.
Mimic-as-slime_mold needs to keep track of the fruit index the same
way that mimic-as-corpse keeps track of corpse's monster type. The
mimic description was changing (for '/' and ';' feedback) whenever
the player assiged a new fruit name.
That wasn't noticeable when applying a stethoscope because
mimic-as-slime_mold always yielded "that fruit is really a mimic".
Change it to report the fruit's type instead of generic "fruit".
Fixes#223
The touchstone code treated all rings as if they had gemstones, but
quite a few don't and feedback could be unexpected. Cited case was
an iron ring yielding a cyan (hi_metal) streak instead of the normal
iron result ("scritch, scritch"). A gold ring yielded a yellow
streak rather than a golden scratch. I didn't test silver ring but
suspect it yielded a silver streak rather than a silvery scratch.
This changes touchstones to treat non-gemstone rings like other
classes of objects instead of like gems. I made mineral rings keep
acting like gemstone rings--I'm not sure whether that's right.
Fixes#221
Routine unfixeable_trouble_count() is used for both applying a unicorn
horn (possibly internally via #monster if poly'd into a unicorn) and
drinking a blessed potion of restore ability. For the latter case, it
always gave the wrong answer (unless the hero happened to be all of
Sick and Stunned and Confused and Hallucinating and Vomiting and Deaf).
Since the actual count wasn't used to decide whether hero felt "great"
or just "good", having any of those conditions would hide the problem.
Hero polymorphed into a vampire or v.lord can use #monster to switch
to vampire bat or fog cloud [or wolf for lord] but it was a one shot
polymorph. Remember when current form is a shape-shifted vampire and
allow #monster in shifted form to pick another shifted form or the
vampire form.
Genocide of the alternate shape forces back to base vampire. Genocide
of base vampire does too, then reverts to human (or dwarf, &c) as
vampires go away. Being killed while shafe-shifted reverts all the
way to human rather than to vampire. [Just realized: interaction
with Unchanging wasn't taken into consideration so hasn't been tested.]
Since 'youmonst' isn't saved and restored, I had to add a field to 'u'
to hold youmonst.cham during save/restore.
Tested with 3.6.2+ and seemed to be working (except saving while
shape-shifted restored as ordinary bat/cloud/wolf because new u.mcham
wasn't there to hold youmonst.cham yet). Builds with 3.7.0- but not
execution tested yet (I didn't want to clobber my current playground).
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
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.
I went through the places that set context.botl/botlx in src/a*.c to
see whether I could find any unnecessary status updates. I didn't
find anything interesting, mostly some minor sequencing issues plus
a couple of redundant sets (call foo() which includes setting botl,
then explicitly set botl after it returns). If you issue pline first
and then set context.botl, bottom lines won't be updated until the
next message or next pass through moveloop. If you order those the
other way around, status will be updated as the message describing
the reason for the update is being delivered.
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
struct rm.flags in overloaded for a bunch of rm.typ -dependent things
(doormask, altarmask, throne/fountain/sink looted, a few others) and
wasn't being reset for various cases where rm.typ gets changed.
I've changed a lot, some no doubt unnecessarily, and probably missed
plenty. This compiles but has not been thoroughly tested.
Make being trapped in/on/over floor block Levitation and Flying, the
way that being inside solid rock already does, and the way levitating
blocks flight.
Blocked levitation still provides enhanced carrying capacity since
magic is attempting to make the hero's body be bouyant. I think that
that is appropriate but am not completely convinced.
One thing that almost certainly needs fixing is digging a hole when
trapped in the floor or tethered to a buried iron ball, where the
first part of digactualhole() releases the hero from being trapped.
If being released re-enables blocked levitation, the further stages
of digging might not make sense in some circumstances.
I recently realized that being held by a grabbing monster is similar
to being trapped so should also interfere with levitation and flying.
Nothing here attempts to address that.
Save files change, but in a compatible fashion unless trapped at the
time of saving. If someone saves while trapped prior to this patch,
then applies it and restores, the game will behave as if the patch
wasn't in place--until escape from trap is achieved. (Not verified.)
Most shop messages accurately identify the shopkeeper even when he
or she can't be seen, but some also include a pronoun reference that
ended up as "it" or "its" when not seen. Extend pronoun selection
so that visibility can be ignored: noit_mhe(mon), noit_mhim(mon),
and noit_mhis(mon). Note that despite being called noit_foo(),
those will still return "it" if mon is neuter.
"Accurately identify shopkeeper" is misleading if the hero is
hallucinating; a random shopkeeper name is used then. noit_foo()
yields the pronoun applicable to the actual shopkeeper and might
not match the gender of a hallucinatory name. That could be fixed
in a couple of ways (add shk_mhe()/shk_mhim()/shk_mhis() and either
pass them the randomly chosen name so that they can figure out the
appropriate gender, or just have them use a random gender whenever
hallucinating) but I don't think that's worth bothering with.
A bunch of shop messages needed noit_foo(); only a couple of those
have actually been tested. A bunch more were using shkname() at
the beginning of a sentence where Shknam() should be used instead.
(All the existing shk names are already capitalized so there's no
noticeable difference.)
The three places outside shk.c and vault.c which directly use
pronoun_gender() have been successfully tested.
This outstanding bug was complicated slightly because the same
code was used for a sleeping mon as for a paralyzed mon so
message phrasing was called into question.
Just flip the phrasing to be about what you are able to discern
under those circumstances, which is very little, and don't have
the sleeping or paralyzed monster react to the mirror.