Fixes#109
Spells of healing and extra healing cast at monsters were handling
monster blindness differently from other forms of healing. (Potions
also work differently when drunk by monsters but I haven't changed
that since it seems to be intentional.)
Hero:
potion of healing cures blindness if blessed; spell of healing
cast at skilled or better now behaves likewise;
potion of extra healing cures blindness if not cursed; spell of
extra healing is inherently not cursed and already behaved
likewise;
potion of full healing always cures blindness even if cursed.
Monsters quaffing potions:
plain healing cures blindness if not cursed;
extra healing and full healing always cure blindess.
Hero casting healing spell at monster:
plain healing behaves like the hero plain healing case: cures
blindness as if blessed when cast at skilled or expert level;
this is a change in hehavior--it used to cure timed blindness
even if unskilled and not cure 'permanent' blindness at all;
extra healing cast by hero is inherently not cursed so always
cures blindness.
Reading a scroll while blind is permitted if you know its label, but
message is "as you pronounce the words, the scroll vanishes" unless
you are poly'd into a form which can't make sounds, in which case you
"cogitate" rather than "pronouce". Switch to the cogitate variant if
you are suffering from strangulation.
Casting spells didn't even have the distinction; you could cast them
without regard to speech capability. Check for that. Unlike with
scrolls, now you can't cast if you can't speak (or grunt or bark or
whatever) instead of having a variant description of the action, so
this is a bigger change.
The sequence
You feel the amulet draining your energy away.
You don't have enough energy to cast that spell.
didn't use any energy or cost any time so the player could try over
and over until the randomly chosen drain amount happened to be low
enough to succeed.
The old behavior was that the cost of the current cast attempt got
incresed by a random amount. Now, if hero already lacks sufficient
energy to cast the spell, the Amulet's effect won't take place, the
second message will be given, and no energy or time will be consumed.
When there is enough energy to cast the spell, the drain effect will
occur and some energy will be used up immediately (instead of
increasing the cost of this attempt). The energy drain might then
result in the second message, but if so, a turn will be used.
No longer increasing the energy cost of the current cast has a
side-effect on not increasing the hunger penalty for the current cast
(since that is based on the energy cost) but the energy drain message
doesn't actually imply any effect on hunger.
Mark an unused function argument as UNUSED. Also, hurtle_step is
the recoil from throwing or kicking while levitating, which isn't
related to the recently added spellcasting line-of-sight check, so
rename spell_hurtle_step to spell_aim_step.
Fireball and cone of cold could target detected monsters
through a wall when cast at skilled or higher. This allowed
eg. targeting the Wiz from outside his tower.
Use walk_path to determine the actual location where the
spell will hit, so trying to cast through a wall will
make the explosion happen at the nearest empty space.
Change most instances of detection to offer the player a chance to
move the cursor around on the map so that the getpos() autodescribe
feature can explain things that might go away as soon as the
current detection completes. The few instances that don't offer
such a chance are the ones where everything which has been revealed
will still be there once the action finishes (such as regular magic
mapping and blessed/persistent monster detection).
There were quite a lot of inconsistencies in things like handling
for detection while swallowed or underwater. I didn't keep track
of them to distinguish between 3.6.0, current dev code, or my patch
in progess. They should be much more consistent now but without a
comprehensive fixes36.1 entry.
Blessed clairvoyance (divination spells at skilled or expert) now
shows monsters as well as terrain. I first had it like that for
any clairvoyance, but having getpos/autodescribe kick in every 15
or 30 turns once you have the amulet--or pay the appropriate amount
to a temple preist--was nearly unplayable. When it only follows an
explicit spell cast it is not intrusive.
Blindness due to face covered by pie was ignored for several cases
of magically curing blindness--cleaning the face seems better than
adjusting timeout to account for u.ucreamed for those cases. A few
instances of taking stun or confusion damage overrode existing stun
or confusion rather than increasing it. Plus a copy/paste mistake
for dual stun+confusion when casting an expired spell.
There was also a suggestion that vomiting when already nauseated
should decrement the timer instead of increasing it. But there is a
negative effect for as long as it's in effect, so I left that as is.
Attempting to read a cursed spellbook fails with a nasty effect. But
a non-cursed book can become cursed while being read (malignant aura
after Wizard has been killed). Assuming no interruption for other
reasons, the read would finish, the spell be learned, and then the
nasty effect would be given. This changes things so that if the book
being read becomes cursed and the hero notices (book's bknown flag is
set), the read-in-progress will be interrupted. Resuming will take
the attempting-to-read-a-cursed-book path. Unfortunately, if the
hero doesn't notice, the old behavior still applies. Maybe the new
behavior should happen even if bknown isn't set (but then player
won't be told why the interruption occurred).
Avoid "spellbook of novel" after novel becomes discovered. Now it will
just be "novel". Prior to discovery, it might be on the list as "book
called whatever" if the player assigns a type name.
Also, make novel become discovered after reading one instead of only via
object identification. It already shows up as "novel" in inventory, but
changing its definition to designate it as not-interesting-to-discover
feels disrespectful to the tribute.
When reading a novel, select a random passage which hasn't been shown
already. Once you've run through all the passages, it resets to get
them all again (with new random order that might happen to the be same
order if there aren't many passages). Switching to a different novel--
even another copy of the same one--will cause the previous passage
selection to be discarded and restarted from scratch if the prior book
is read again. Passage tracking for the most recently read novel is
kept across save and restore. (That means I needed to bump EDITLEVEL,
so it will need to be reset to 0 again before release.)
Explicitly combine adjacent string literals so that pre-ANSI compilers
still have a chance to compile the code. I thought these had already
been dealt with, but I kept stumbling across them while reformatting,
so am trying to get them all out of the way now.
Fix the reported bug that attempting to cast an expired spell, which
causes confusion and/or stun, was replacing the duration of any existing
confusion or stun with the new amount rather than increasing it by that
amount.
Attempting to cast any spell while stunned will now fail immediately,
and casting an expired spell while confused will increase confusion
duration (and/or set stun duration) rather than override it.
Author: PatR <rankin@nethack.org>
Date: Fri Oct 30 00:50:52 2015 -0700
more formatting
Fix up the files containing '[?:] */' to get trailing trinary operator
followed by end-of-line comment. Tab replacement and removal of excess
parentheses on return statements also done.
Another item from the "A few bugs" mail. Casting spell of protection
when previous casting(s) hadn't timed out yet miscalculated the new AC
boost. At low levels--when this spell probably gets its most use--the
bug wasn't noticeable. (At high levels when someone might cast it a
whole bunch of times in succession, the effect could be noticed but
was probably just assumed to be working as intended. Its behavior is
somewhat convoluted.)
Changes to be committed:
modified: include/context.h
modified: include/extern.h
modified: src/files.c
modified: src/invent.c
modified: src/sounds.c
modified: src/spell.c
Add a couple more tribute easter eggs.
- can lead to a remark by Death if you happen to have a pratchett book on
your person, as suggested by M. Stephenson (fat chance you will, or
think to #chat if you do, but it could be a tournament novelty or something
obscure to strive for).
- can draw some additional Death quotes from the tribute file. (There's two
in there right now. If anyone wants to add or suggest some more, please go
ahead. The Death quotes are at the end of the tribute file. One-liners
only please or the code will only pull the last line.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
Give 20 experience points the first time the hero reads a passage
from a tribute novel. It's enough to go from level 1 to 2 or from
2 to 3. By the time a book store is found, that's too trivial for
most to care about, but it's potentially useful to a pacifist.
Changes to be committed:
modified: include/extern.h
modified: src/files.c
modified: src/objects.c
modified: src/spell.c
- charge a little more.
- no free read in the bookstore.
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless. For example:
"while frozen by a monster's gaze"
This finally eliminates all direct increases of `oeroded` and `oeroded2`
and moves them all to go via `erode_obj()`. They are still manipulated
directly in a few places, but not to erode objects.
This now merges the `fire_damage()` function to a common codepath, used
for items on lava and burning oil, but fire needs more work. There is
still a duplication between `destroy_item()` and `fire_damage()`; the
two codepaths should eventually be merged in some manner so that there
is only one codepath to say "an object was affected by fire". This path
might require some parameters, such as whether the fire will just erode
objects or burn them outright, but that can happen another day.
From the newsgroup, losing spells to amnesia always took away the
last 'N' spells after choosing a random N. That kept casting letters
sane, since letters for lost spells became invalid and those for non-lost
ones stayed the same as they were before amnesia. But 3.4.x gave the
player the ability to swap pairs of spells, so he could make his favorites
to be the first spells, and only lose them if the random number of spells
being affected was as large as the whole list. (Also, divine spellbook
gifts give preference to books for unknown spells; in theory, you could
use spell letter manipulation plus deliberate amnesia to make a particular
spell revert to unknown in order to improve the chance of getting a new
spellbook for it. A bit of cleverness by a determined player but it
makes the game and/or its patron deities seem a bit dumb in the process.)
I first implemented losing spells throughout the list, with later
spells moved forward to fill any gaps. But that results in new casting
letters for every spell past the first lost one, potentially wreaking
havoc if a player chooses a casting letter from his own memory of the
pre-amnesia list. So, instead of losing some spells entirely, either
from the end of the list or spread throughout, I've changed amnesia to
set the retention amount (of N spells from throughout the list) to zero,
the same as happens when it's been 20000 turns since the spell was last
learned. Letters for all known spells stay unchanged, and forgetting
due to amnesia becomes the same as the other way of forgetting spells.
(So now a different potential clever use of amnesia occurs; a player who's
trying to a make speed ascension could get access to expired spells--to
cast in order to become confused--without waiting for 20000 turns after
reading the first book.)
From the newsgroup: player saw "The spell hits the <monster>?"
where the question mark punctuation reflected negative damage occurring.
Another player diagnosed it as a 2 point force bolt (from 2d12 dice role)
modified by -3 penalty for hero who has Int less than 10. This changes
spell_damage_bonus() to avoid reducing damage below 1 point.
Something else <Someone> forwarded from the newsgroup long time ago:
attempting to read a dull spellbook ought to have a chance of making the
hero fall asleep.
From the newsgroup (subject: "3 xorn fixes"): casting spell of
protection would report "the air around you begins to shimmer" even when
you were embedded in rock or swallowed. It included a pointer to a patch;
I looked at that but ended up not using it.
The latest Micrsoft compilers complain when a function is
assigned to a function pointer, and the function's argument
list does not match the prototype precisely.
It was evem complaining about the difference between this:
int x()
{
[...]
}
and a prototype of
int x(void);
when assigning that function's address to a function pointer.
This quiets those warnings, without suppressing the mismatch
check altogether for more serious mismatches.
Add the capability of sorting the entire spellbook by various criteria,
augmenting the existing ability to swap pairs of spells. In the menu that's
put up for the '+' command, add a non-spell entry after the last known spell
+ - [sort spells]
Selecting that brings up a new menu
View known spells list sorted
a + by casting letter
b - alphabetically
c - by level, low to high
d - by level, high to low
e - by skill group, alphabetized within each group
f - by skill group, low to high level within group
g - by skill group, high to low level within group
h - maintain current ordering
z - reassign casting letters to retain current order
'a' corresponds to the normal ordering; 'b' through 'g' cause the order
to change, but during the current invocation of the '+' command only.
(Entry 'h' is a no-op, something aside from ESC to get out without doing
anything. 'a' is only a no-op if you haven't picked any of 'b' through
'g' yet.) After making a choice, you're taken back to the '+' command to
view the spells in the requested order. And once back there, you can pick
'+' again to come back to this menu, where picking 'z' will cause casting
letters to be shuffled such that present display order becomes the actual
spellbook order. Newly learned spells get appended to the end as usual;
the most recent sorting order isn't sticky even if finished off with 'z'.
No doubt seeing it in action will be clearer than this description.
This also updates the Guidebook to mention the spell retention field added
to the '+' menu some weeks back.