Commit Graph

22 Commits

Author SHA1 Message Date
Pasi Kallinen
f0699b76d9 Add is_watch define for watchmen 2015-04-27 21:09:26 +03:00
Pasi Kallinen
aea472c0c0 Give honorifics to vampires and elves 2015-04-23 21:46:10 +03:00
Sean Hunt
b138d380ea Make BARGETHROUGH unconditional. 2015-02-27 19:33:48 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
keni
df20791e59 Add RCS version lines 2009-05-06 10:45:32 +00:00
nethack.rankin
9870c9aaa3 slime groundwork
New macro slimeproof() to decide whether something is susceptible
to turning into green slime.  Most of this is just making use of existing
cached permonst values in damageum() and mdamagem() and shouldn't affect
anything.  I wanted to avoid mixing that in with the actual slime changes
which are coming.
2007-04-30 02:18:03 +00:00
nethack.rankin
a906215720 more monster alignment
Simplify is_lminion(); as a result, several source files no longer
need access to epri.h.  (mondata.c already could have lived without it;
eshk.h as well.)

Makefile dependency changes:
  mondata.{c,o} -- doesn't need epri.h or eshk.h
  monmove.{c,o} -- doesn't need epri.h
  wizard.{c,o}  -- ditto
  pline.{c,o}   -- ditto (yesterday's patch)
2005-10-06 03:45:20 +00:00
nethack.rankin
9b27216b2a minor build fix
same_race() recently added to mondata.c (trunk only) exposed an old
inconsistency in mondata.h (trunk and branch).
2005-02-01 02:35:47 +00:00
nethack.allison
c146fe012d housekeeping: mark trunk sources 3.5 (include) 2005-01-02 16:50:12 +00:00
nethack.allison
c8ef9338f0 cham changes (trunk only)
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
2004-06-15 11:38:32 +00:00
nethack.rankin
fbfb8e92ab corpse revival and statue animation (trunk only)
Try to address the problem From a bug report:  turning the Wizard
of Yendor to stone preserves monster information with his statue and
presence of that information overrides the statue animation check
intended to prevent players from creating the Wizard (or other unique
monsters).  That's ok for the current game--the monster had to have been
in play in order to be turned to stone--but is a problem if the statue
is found in a bones file.  The report was for placing such a statue at
the location of an untriggered statue trap by a player who leaves bones,
but stone-to-flesh by the player who loads bones is a simpler way to
trigger this.  (Aside from getting unique monsters earlier than usual
under some degree of player control they won't have their starting
inventory so special items like the Candelabrum might not get created.)
Using undead turning to revive corpses found in bones was another way to
get into the same trouble (I thought corpses of special monsters were
already excluded from bones?).

     It looks like it's also possible to get strange quest behavior if
a corpse or statue of the leader or nemesis is brought into the dungeon,
left in bones, then revived by the second player, but I didn't attempt
to reproduce it.  More work is probably needed; this tightens up leader
handling a bit but doesn't do anything about the nemesis.  This patch
has already been spreading tentacles and I've got to cut it off....

     The patch discards saved monster traits for corpses and statues of
unique monsters while saving bones; reviving or reanimating them will
produce doppelgangers instead of the original monsters, same as stone-to-
flesh on wished-for statues behaves.  It also discards saved traits for
shopkeepers (also temple priests and vault guards--their traits weren't
saved in 3.4.2 though).  That info might be useable when the corpse or
statue is on the same level as the monster started (ie, where its special
room is located), but that's a complication I'm going to bypass.  This
patch also adds chameleon handling for statue activation--it wouldn't
have mattered in 3.4.2 since shapechangers didn't get their traits saved;
it does matter now but was omitted when trait-saving was extended to all
statues a while back.  (It adds chameleon handling to corpse revival too,
but they still don't get their traits saved with corpses so that's just
protection in case of future modifications.)

     Other bits:  `cant_create()' is renamed to `cant_revive()' since
the latter is a more signicant use than wizard mode <ctrl/G> handling.
Now save traits with nymph corses so that cancellation can be propagated
if they're revived; that doesn't matter much but matches statue handling
(where it was more important since it dealt with succubi as well as with
nymphs).  Explicitly initialize the shape-changer field of all monsters
instead of relying on implicit initialization to 0 (CHAM_ORDINARY).

     There'll be a *much* shorter patch for 3.4.3 which will have to get
by with most of these obscure problems--fortunately they're unlikely to
impact many (any?) players.
2003-11-30 21:19:01 +00:00
nethack.allison
89c785e366 monsters moving other monsters (trunk only)
For now, the code is conditional on BARGETHROUGH
being defined, while it gets tested further. While behavior is
different with and without BARGETHROUGH defined, savefiles
are the same either way.

After this patch is applied, only the riders have the M3_DISPLACES
bit set, but the Wizard and Vlad probably should too. Any others?
2003-11-16 20:10:30 +00:00
cohrs
929f9ce2c7 various tests of flaming monsters
This change adds a new flaming() macro and uses it in several places
where the list of flaming monsters was tested.  on_fire() didn't list
salamanders as already being on fire, but should have.  A couple other
cases were not updated to include flaming sphere.
2003-09-26 00:37:24 +00:00
cohrs
afea61ef57 U659 - "destroy" manes
Nethack's manes are based on AD&D manes which are in turn based on the
manes of Roman legend.  They are supposed to be spirits of the dead.
To that end, added them to the nonliving() macro.  The biggest behavioral
change is that death spells no longer effect them, which does technically
make them a bit tougher but also makes sense.  Also, they're so wimpy, it's
hard to believe anyone would use a death/disintegration on them anyway.
2003-09-24 01:29:54 +00:00
nethack.rankin
f52b94336f hats vs horns
Some recent newsgroup discussion claiming that a pet ki-rin was
wearing a helmet (I think poster was hallucinating) caused me to look
at some of the hat handling code.  There were a couple of noticeable
problems and one latent one in code added for 3.4.1.  Polymorphing
into a minotaur pushes hard helmets off hero's head, but nothing
prevented you from putting one right back on.  Helmet wearing monsters
who polymorphed into minotaurs weren't affected at all.  And message
handling always assumed multiple horns even though we have some singled
horned monsters, but since all those have no hands they can't wear any
armor and that potential pluralization issue wasn't noticeable.
2003-01-09 01:20:49 +00:00
cohrs
ff8512b36b is_lminion should only match lawful minions
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.
2002-10-24 04:13:56 +00:00
nethack.allison
183e450b1b B12004 polymorphing into minotaur
Polymorphing into creature with horns such as a minotaur,
will cause your helmet to fall off if it is made of a hard material.

Only minotaurs pass the has_horns() test in include/mondata.h
because the complaint specifically referred to them, but that
should perhaps be reviewed at some point by someone who is
certain which creatures have horns growing from their
head (some demons?)
2002-09-22 15:59:46 +00:00
kmhugo
38e91a320d Twoweapon update
Make two-weapon combat dependant on the hero's current form.
Adds the macro could_twoweap() and performs some housekeeping
in monst.c.
2002-02-13 17:31:07 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
cohrs
bd56046f44 vortexes are not really alive
add vortexes to the set of nonliving() monsters
2002-02-02 03:50:53 +00:00
nethack.allison
69ce21fe0b Add a macro to provide universal consistency around the check
for what sort of creatures tend to revive.
2002-01-26 15:05:00 +00:00
jwalz
dd2d4973bb *** empty log message *** 2002-01-05 21:05:47 +00:00