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.
When SEDUCE is disabled, instead of swapping attacks in mons[] once,
do it on the fly in getmattk() whenever needed. That allows mons[]
to become readonly, although this doesn't declare it 'const' because
doing so will require a zillion 'struct permonst *' updates to match.
This seemed trickier than it should be, but that turned out to be
because the old behavior was broken. Setting SEDUCE=0 in sysconf or
user's own configuration file resulted in all succubus and incubus
attacks being described as monster smiles engagingly or seductively
rather than hitting (while dishing out physical damage). I didn't
try rebuilding 3.4.3 to see whether this was already broken before
being migrated to SYSCF.
mons[].difficulty takes over for monstr[]
Invoking "makedefs -m" gives a deprecation message; it is also included
in the (now mostly empty) monstr.c.
Ports should now remove "makedefs -m" from their build procedures but this
commit does not include that change.
mons[].difficulty takes over for monstr[]
Invoking "makedefs -m" gives a deprecation message; it is also included
in the (now mostly empty) monstr.c.
Ports should now remove "makedefs -m" from their build procedures but this
commit does not include that change.
For breath damage, the 'S' in NdS is ignored. 'N' for the number of
dice is used, but for number of sides of those dice, 6 is used for
most damage types. Add a comment to that effect to monst.c and change
a few Nd8 to Nd6 so that viewing the monster definitions matches what
they actually do.
My old monkey patch was a bit more extensive than Pasi's, although
it didn't originally include letting apes be tameable with bananas.
No sense in throwing it away:
1) Make monkeys and apes be omnivores instead of carnivores.
2) Make bananas be preferred food for herbivore/omnivore subset
of Y-class, so excludes carniverous ape, owlbear, and yeti.
[Sasquatch remain omnivorous but aren't tameable with bananas.]
3) While updating befriend_with_food(), make horses be affected
only by food they might eat, not by meat and corpses and tins.
So they'll be somewhat harder to cope with for characters not
strong enough to kill them. [Dogs and cats are unchanged.]
Not included (not even implemented...):
0) Allow archeologists to choose monkey for starting pet.
[The one in "Raiders of the Lost Ark" didn't actually belong
to Indiana Jones but spent a lot of time accompanying him.]
Reporter thought the fact that two different DREN cases had different
chances to inflict energy drain was an inconsistency, but it was
intentional. Attack for DREN damage has 25% chance to drain energy,
and is never used since no monster has such an attack. Engulf for
DREN damage has 75% chance to drain energy; energy vortices have this,
and the higher chance to be drained while engulfed was intentional.
So add comments explicitly spelling out the 25% and 75% chances.
During beta testing there was a complaint that the energy drain was
much too severe: once hero's current energy drops to 0, excess drain
for current attack and future drains come out of max-energy instead.
That's survivable for caster-type characters with really high energy,
but drained low energy characters to 0 max energy very quickly.
I agreed with the complaint but didn't implement a fix until too late
for 3.6.0. I've since thrown that one out and done this one instead.
Change base drain amount from 4d6 to 2d6, and weaken it more to 1d6
when energy is low or strengthen it to 3d6 when energy is high. It
almost certainly will need further tuning.
Somewhere along the line I started removing redundant parentheses from
return statements, but only in files that needed continuation fixups
so it's not comprehensive.
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!
flooreffects() covers most dropped/thrown/etc. cases, and the hooks in
invent and mon handle "deathdrops" along with picking up items.
still need to check putting into/removing from containers
Revert a change from five weeks ago which added M1_NOHANDS to the
jabberwock definition. The jabberwock illustration from Lewis Carroll's
_Through_the_Looking_Glass_ depicts one with its forelegs held like arms
and the forefeet look like clutching hands. Enormous hands, but
nethack's one-size-fits-all object model means they can manipulate things
just like anybody else's hands.
Jabberwocks are flagged as animals hence won't use items, or else
this would have been obvious long ago. They weren't flagged as no-hands,
so a hero in their form could wear gloves and/or wield a weapon (or a
cockatrice corpse, whose ineffectiveness when used with a claw attack
which followed a bite attack led to the discovery of this oversight).
I'm not sure what a jabberwock ultimately looks like, but am pretty sure
that it shouldn't have usable hands, particularly ones which are only
usable by a poly'd hero and not by jabberwock monsters.
add SYSCF docs to the Guidebook because it's info needed in a binary distro
Guidebook.tex - also add some missing italics to some "NetHack" occurances
call nethack.org "official"
Guidebook.txt - didn't regenerate cleanly so no diff
add SEDUCE to SYSCF (only partly inspired by the recent email)
I did some research, and technically, a jellyfish does indeed have no head
(and, technically, no brain, just a "nerve net"). The part on top is a
"bell" used for buoyancy, not a head.
During some recent newsgroup discussion, <Someone> posted an entry from
his personal bug list: energy draining damage from ordinary attacks is
implemented even though there are no monsters with that capability and it
was not implemented for engulf attacks even though energy vortices have
the capability. This implements energy drain engulf attacks against the
hero and also both modes of energy drain attacks for monsters and poly'd
hero against spellcasting monsters. Since monsters don't have energy,
they lose access to their special abilities (their spells, that is) for a
few turns, same as a post-3.4.3 change done for anti-magic traps.
Reported two months ago by <email deleted>,
having a water elemental become trapped in a bear trap seems pretty
strange. Fixed by marking water elementals as M1_UNSOLID (like air and
fire elementals), which has a side-effect of making them immune to webs
as well. Tweaked some unused digging code which checks unsolid(), added
unsolid() to the types allowed to bar through iron bars, and brought the
check for whether a monster is willing to enter a bear trap location up
to date. That code also needed an update to reflect the change made to
anti-magic traps last year. Lastly, there was another report which
suggested that being hit by a bear trap should dish out some damage
(along with a suggestion that wand of opening should work to escape such
traps, which has already been done). This makes bear trap do 2d4 damage
(on entry, not when trying to pull out after becoming stuck).
From a bug report, the fallback selection criteria
(used when everything is extinct?) in rndmonnum() was excluding hell-only
monsters when outside of Gehennom, but failed to exclude never-in-hell ones
when inside. [Some of the never-in-hell monsters are Angels, but the rest
are all cold based creatures. That must date to when fire resistance was
required for the hero, which is no longer the case. Should those cold
monsters retain their never-in-hell setting?]
This also fixes a latent copy/paste bug in the unused mons[] definition
of Cerberus (it was the only unique monster which failed to specify G_NOGEN).
- restore intended behaviour of kill_genocided_monsters().
It has been incorrect since the chameleon overhaul in June 2004.
- eliminate CHAM_ORDINARY and use NON_PM instead.
Between the addition of worm body parts and the phrasing of engulfing/
digesting status, I remembered an oddity with the vanquished monster list:
it shows baby long worms right next to adult long worms; both were defined
as level 8 monsters. It also turns out that babies dealt more damage per
attack than adults; that was counterintuitive, to put it mildly. Boost
long worms from level 8 to 9; drop baby long worms from level 8 to 5, half
rounded up just like the relationship between baby and adult purple worms
(who are levels 8 and 15, respectively). And increase the damage for adult
long worm attack (was 1d4, now 2d4); drop it for baby (was 1d6, now 1d4).
I doubt if many players in nethack ever have pet ghouls (in slash'em
they're the necromancer's starting pet), but if so, provide them with a
portable food source by letting ghouls eat dead eggs in addition to tainted
corpses. Also, let them eat fresher varieties of either when they're about
to starve to death. Treat lizard & lichen corpses as always fresh since
they never become tainted (probably ruining slash'em necromancers' present
pet food of choice, though they'll still be able to eat lizard corspes if
starving).
I set the omnivore flag in their monster definition. Previously they
had been left as non-eaters despite the fact that they need to eat. When
the flag wasn't set, a hero who poly'd into one and then put on an amulet of
unchanging could go a very long time (thousands of turns) before the hunger
imposed by wearing an amulet finally made him/her become hungry. (Same as
with any other truely non-eating monster, so not really a big deal.)
Also, avoid the expression &mons[obj->corpsenm] for objects where the
corpsenm field isn't applicable, in case the default value ever changes from
0 (PM_GIANT_ANT) to NON_PM (-1).