Change obj->oextra->omid from a usually-Null pointer field in
oextra to a simple 'unsigned' that doesn't need any allocation
beyond obj->oextra itself. Value 0 means that it is not in use;
it is used to hold a monst.m_id and those are always non-zero.
Delete unused obj->oextra->olong. 'olong' used to be the last
field in struct obj, put there to force alignment of anything
which followed it back when obj structures were over-allocated to
append extra information. It had a comment about being used for
temporary gold but whatever that was, temporary gold was gone long
before obj->oextra got introduced.
Bump EDITLEVEL since this invalidates existing 3.7 save files.
Remove a bunch of tabs from obj.h and save.c.
Allow crystal ball to search for furniture (stairs and ladders,
altar, throne, sink, fountain) as well as for a class or objects
or of monsters or all traps. Giving any of '<','>','_','\','#',
or '{' will find all of those rather than just the individual type
specified. Because of the default character conflict, '_' can no
longer be used to find chains; looking for altars is more useful.
The chance of getting the cursed effect due to failing a saving
throw against intelligence when the ball isn't actually cursed has
been reduced. If it is the hero's own quest artifact, it will
happen if rnd(8) is greater than Int, so Int of 8 or more will
never yield that effect. Otherwise if it is blessed, rnd(16) is
used so 16 or better Int means it can't act like it is cursed.
When uncursed and not hero's quest artifact, the old rnd(20) > Int
test is still used.
Crystal balls now start with 3..7 charges rather than 1..5, and
blessed charging sets the amount to 7 charges rather than 6 and
also blesses the ball. Recharing with uncursed scroll of charging
is slightly better (adds 1..2 charges instead of always just 1,
caps the amount at 7 rather than 5) and uncurses the ball. Cursed
scroll strips off all charges even if the ball is blessed and also
curses the ball so is harsher than before.
Crystal balls now cancel to -1 instead of 0, like wands, and using
one effect will destroy it, like zapping cancelled wands.
Also a minor tweak to the initial charges for can of grease (5..25
instead of 1..25) and horn of plenty and bag of tricks (both now
3..20 instead of 1..20).
This adds a superset of the code from github pull request #328
to create a short-lived cloud of steam when fire hits a pool or
fountain. The original code required C99; this doesn't. It also
allowed vapor clouds on the Plane of Water where they don't work
sanely becaure regions don't understand air bubble movement and/or
vice versa. This inhibits the clouds there [the same ought to be
done for scrolls of stinking cloud]. It also left as-is the code
that reported when fountains got used up even though conceptually
the steam should interfere with being able to see that. This adds
a glyph-check hack to augment cansee() so that fountains that boil
away entirely are hidden at the time.
Regions that block line of slight should be calling block_point()
when created and unblock_point() when removed but a naive attempt
to introduce that didn't work as expected so I'm giving up on.
Fixes#328
Testing a forthcoming extension of monsters using wands of undead
turning revealed a couple of pre-existing bugs. Previously only
noticeable if hero zaps self or breaks a wand of undead turning so
unlikely to have happened much.
"Your <mon> corpse comes alive" was given even if it was revived
as an undead. Also, it was "your <mon> corpse" instead of "one of
your <mon> corpses" even when one from a stack was involved. If
done by hero to self that message follows "one of your <mon>
corpses glows iridescently" so the comes alive message was ok but
verbose. Change that to "it comes alive" or "it reanimates" when
following the glow message.
when hero is wielding a cockatrice corpse. Wands of undead turning
aren't generated as starting equipment but they will now be picked
up if come across while the hero is carrying any corpse, and used
in preference to any other item when carried and non-empty and hero
is wielding a petrifier's corpse.
Hero shouldn't be able to zap wands when polymorphed into a form which
lacks hands.
The other tweaks to dozap() shouldn't produce any change in behavior.
That message implied something to do with an effect happening to the
hero that causes them to feel cold, such as taking cold damage.
Change it to "You hear a deep cracking sound" instead.
Fixes#240
Monster versus monster (melee and throwing) didn't handle shades
(need silver or blessed weapon to take damage) or silver feedback
(extra info when silver-haters are hit).
I did a lot of test, revise, re-test but didn't always re-test
everything that had previously been tested, so bugs that I thought
were quashed might have crept in.
Now if a missile weapon "passes harmlessly through the shade" it
will continue on and maybe hit something else. (Regular misses
still stop at the missed target.)
A couple of minor ball&chain changes accidentally got included.
With 3.7+ aspirations of improving savefile interoperability between 32-bit
and 64-bit builds, as well as between platforms, it is better to not have
the underlying struct/array content be conditional.
This splits off some of the MAIL code into MAIL_STRUCTURES code. In theory,
since MAIL_STRUCTURES is unconditionally included, the macro could
just go away and leave that code unconditional, but this commit doesn't
go that far.
Flag existing occurrences of "You hear" as "Deaf-aware" so
that a grep for that string in the future doesn't need to
trigger further investigation of those.
If you ask for help when wishing, don't leave "help" in the buffer
for EDIT_GETLIN to use as default answer on next retry. It does still
leave anything rejected as unknown so that the player has a change to
review the spelling and conceivably add and/or remove from the end
witout having to retype everything.
Throwing or kicking a lit lamp, lit candle, or lit potion of oil
wasn't giving off any light as it travelled to its destination.
Now it does, and dungeon features, objects, or monsters that are
temporarily seen as it moves from square to square till appear on
the map. In the monster case, they go away as soon as the light
moves beyond range, but when it finishes moving the "remembered,
unseen monster" glyph will be drawn at their location. I think that
part has some room for improvement, but mapping temporarily seen
terrain features is the primary impetus for this change.
Also, any message delivery while the "lit missile" travelled still
showed its light around the hero. Noticeable for lamps or stacks
of sufficient candles if hero has no other light source.
This cannibalizes the monst->mburied bit for temporarily seeing a
monster. It has been present but unused for ages. I needed to
replace a couple of vision macros to make sure they didn't examine
it any more so that overloading for transient lighting doesn't
introduce any vision oddities. For version $NEXT, monst->mtemplit
can be given its own bit. It is only set during bhit() execution
and cleared by the time that returns, so has no effect on save files.
If a corpse with a revive timer included obj->oextra->omonst for
remembering the original monster (I think all corpses do these days)
and makemon() failed to create a new monster when the timer expired,
the copy of the original wasn't freed. makemon() will fail if there
is no room for the monster.
Carried containers could have their contents-known state and/or
lock-known state changed without persistent inventory window being
updated to show the new information.
This also changes the behavior when player has hero zap self with
wand of locking or wizard lock spell. If it doesn't trigger a
holding trap then the effect will hit inventory, similar to how
opening/knock operates (releasing hero from holding trap or hiting
inventory when that doesn't happen).
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.
Report forwarded from spam filter so not included in bugzilla list.
Make corpse revival feedback be more consistent. Some of the healer-
specific flavor is still there.
This is branched from Alex's hallu-rng-stability branch,
with two build corrections (detect.c, zap.c), and merged
with the isaac64 branch that we have ready to go.
Alex's dual rng is supported by setting up the array
of multiple isaac64 contexts.
I stuck with Alex's approach of passing the rng function
name around as the parameter (rng or rn2_on_display_rng)
for the new additional parameter needed for
set_random(), init_random(), reseed_random(),
and init_isaac64().
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).
The rationale is that since the player character resists conflict,
fake players should too.
[I'm not sure that I buy that. Player character is always the one
*causing* conflict and it doesn't affect self. But this is simple
as long as no other resistance checks are against attack-by-ring.]
Reported seven years ago, when ice melts underneath a monster, it
hovers there until its next move, then falls in and drowns. Dunk it
immediately, and give hero credit/blame if it happens during the
hero's turn (so presumably the melting was caused by the hero).
Also, let monster with teleport capability who gets dunked teleport
away from the water before getting wet, the way hero does.
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 the sequence:
be zapped by lightning,
have worn ring of levitation be destroyed,
fall onto fire trap
work better. The fire trap handling will mark everything in inventory
as already processed; anything vulnerable to lightning past the destroyed
ring would not be checked. So delay destroying such a ring until after
all of inventory has been subjected to lightning.