Reported by entrez: if a monster or explosion kills the hero with an
object that has timers or is a light source, it could trigger a panic
when end of game cleanup can't find it because it has been removed
from the map or monster's inventory and not placed back on the map
yet. This isn't much different from something thrown by hero which
had a similar situation dealt with a long time ago. Fix by setting
'thrownobj' for monster-launched and explosion-launched missiles.
That way done_object_cleanup() called from really_done() will place the
missile on the map where saving bones or general cleanup can find it.
It doesn't bother dealing with exploding a lit potion of oil that
kills the hero by missile damage before the potion explodes. If that
ends up in bones, it should still be lit and might blow up before the
new character reaches it. (Not verified.)
The code for a hero polymorphed into a unicorn and catching a thrown
gem has been moved into its own routine. No change in behavior, just
less clutter in the thrown-object-hits-hero section of the monster
throwing routine.
It was silly how some clearly mechanical traps didn't consider
flight or levitation when to trigger. Do those checks in dotrap/mintrap
making hero and monster trap triggering match more closely.
Instead of returning monster's mtrapped-state, return specific
trap return values.
Add one extra trap return value, for when a monster was
moved by the trap.
A monster hurtling over liquid would drown immediately the instant it
touched the first square of water, even if normally it would have kept
moving (e.g. hurtling over a short moat). Additionally, its placement
on liquid would not take into consideration other monsters, so it could
overwrite an existing monster on that spot and lead to an impossible,
and/or two monsters occupying a single position.
Fix these issues, so that liquid effects like drowning only happen if
the monster ends up in liquid at the end of the hurtle, and so that
other monsters in the way will stop it early even if they're floating
over or swimming on a pool/water/lava square.
Also use canspotmon instead of canseemon for the wiztelekinesis debug
command.
Report was for curses but issue is in the core so any interface
that supports persistent inventory is affected. Reading a not-yet-
discovered scroll of blank paper wasn't always updating perm_invent
to show change in formatted description when it became discovered.
Would only happen on turn #1 (so the scroll needed to be acquired
via autopickup at starting location or via wizard mode wish so that
it could be read before any game time elapsed) when the object
discovery routine deliberately avoided updating perm_invent. Fix
by using a different way than moves==1 to decide whether an object
is being discovered because it is part of hero's initial inventory.
Extend the PR#660 change that shows whether a monster is asleep when
examined by farlook/quicklook/autodescribe to monsters that aren't
moving due to timed sleep as well as those that are asleep for an
unspecified amount of time. Unfortunately 'mfrozen' isn't specific
about why a monster can't move so the phrasing is less than ideal.
For testing mhurtle, which is used for jousting or
bare-handed combat.
Improve mhurtle_step to handle bumping into another monster,
and when the monster gets killed or stuck in a trap.
Ensure the first spell - if any - given to the hero in initial
inventory is level 1 - otherwise you can end up with a situation
where the hero knows level 3 spells, but won't have enough power
to cast them.
If the hero starts out with a spell, ensure enough power (5)
to cast that level 1 spell.
Tone down sleep level to 3 (hitting a monster does tend to wake
it up), and replace the random monk starting sleep spell with
confuse monster, which fits nicely with monk's bare-handed
fighting style.
The nomakedefs struct starts out with static values, then if/when
populate_nomakedefs() is called, the fields are given dynamic values.
free_nomakedefs() needs to know what state it's in.
A big chunk of this if just formatting for indentation.
I've seen complaints how looting containers is tedious, and
since multiple containers in the same location are now (and have
been for a while) handled with a menu, the yes-no-quit prompt
for a single container doesn't really mean anything.
Remove that prompt, and remove the "open carefully" message too,
so when you're looting a location with a single container, the
command will drop straight into the loot-in-out -menu. Also
adjust one looting message to explicitly mention the container
if there are other objects on top of it.
Removing the prompt means you can't loot a saddle from a tame
monster with plain loot when standing on a container - you need
to prefix the loot command with 'm' prefix in that case.
Reordering "killed for the first time" and "hit with a wielded weapon
for the first time" was done by moving the latter to hmon(). Hitting
with an applied polearm also gave the first-hit message since it
bypassed the routine that had been doing so. But the throwing code
that handles applied polearms calls hmon() for damage, so after that
reordering, the first-hit log message became duplicated if triggered
by polearm usage.
Also, fix a quibble with the wizard mode conduct message given after
never-hit-with-wielded-weapon conduct has been broken. The message
said "used a wielded weapon N times" when it meant "hit with a wielded
weapon N times". "Used" is misleading if that wielded weapon happens
to be a pick-axe, so change the message to say "hit with".