move oattached and oname and other things that vary
the size of the obj structure into a separate
non-adjacent oextra structure, similar to what has
already been done for mextra. The obj structure
itself becomes a fixed size.
New macros:
#define ONAME(o) ((o)->oextra->oname)
#define OMID(o) ((o)->oextra->omid)
#define OMONST(o) ((o)->oextra->omonst)
#define OLONG(o) ((o)->oextra->olong)
#define OMAILCMD(o) ((o)->oextra->omailcmd)
#define has_oname(o) ((o)->oextra && ONAME(o))
#define has_omid(o) ((o)->oextra && OMID(o))
#define has_omonst(o) ((o)->oextra && OMONST(o))
#define has_olong(o) ((o)->oextra && OLONG(o))
#define has_omailcmd(o) ((o)->oextra && OMAILCMD(o))
changed macros:
has_name(mon) becomes has_mname(mon) to correspond.
The CVS repository was tagged with
NETHACK_PRE_OEXTRA
before commiting these, and
tagged with
NETHACK_POST_OEXTRA
immediately after. The diff
between those two tags is this oextra patch.
The associated mail daemon changes to use an oextra
structure instead of a hidden command located in the
name after the terminating NUL, have not been tried
or tested.
<email deleted> wrote:
> * #chatting to hostile prisoners gives "This will teach you not to disturb me!"
> This only makes sense for djinn and water demons.
I don't have a clue what they should say, this only deals with
what they shouldn't say.
<Someone> wrote:
> When applying a drum of earthquake, should you "fall into a chasm" if
> you're already at the bottom of a pit? (Likewise monsters.)
monster already in a pit won't "fall into a chasm" from drum of earthquake
<Someone> wrote:
> When applying a drum of earthquake, should you "fall into a chasm" if
> you're already at the bottom of a pit? (Likewise monsters.)
hero already in a pit won't "fall into a chasm" from drum of earthquake
From a bug report, a monster who eats a lizard
corpse in order to cure confusion was treated the same as one who did so
to cure petrification, losing intrinsic speed in the process. In the same
report by <l>, monsters wouldn't eat lizard corpses to cure being stunned,
and those who ate them for another reason weren't cured of stunning, even
though the hero gets that benefit. While fixing those, I added some code
to let monsters who are carrying tins of lizard or acidic monster use them
if they're also carrying a tin opener, dagger, or knife. I don't think
any monsters except for nymphs are willing to pick up tins, so it won't
have much effect. It now works for nymphs though.
Examining the code while testing showed that mon_consume_unstone()
has been accessing the potion (acid) or corpse (lizard or acidic monster)
after the item had been used up, so that has been fixed too. I never saw
any detectable problems due to this, but folks using a debugging malloc
implementation which overwrites freed memory may have not been suffering
collateral acid damage or receiving intended confusion cure, or perhaps
did get either or both of those effects when they shouldn't have. Since
it only applied to monsters it wouldn't have been easy to observe.
<email deleted> wrote the following on April 10, 2006:
> When blind and levitating, you can produce a message - "You try to feel what
> is lying here on the ice. But you can't reach it!" - which reveals too much
> about the terrain below you.
<Someone> suggested that digging down on a land mine with a pick-axe ought
to set if off. I agree; this implements that and also for bear traps. In
the bear trap case, if you dig down once trapped, you will destroy that
trap explicitly rather than replace it with a pit, so it's now possible to
escape from one without leaving another trap in your wake. Once the bear
trap is gone, further digging there will make a pit as usual. While stuck
in one, digging down poses a modest risk of harming yourself.
|You now wield a pick-axe.
|You start digging downward. A bear trap closes on your foot!
|You start digging downward. You destroy the bear trap with your pick-axe.
|You continue digging downward. You dig a pit in the floor.
|You start digging downward. You dig a hole through the floor.
|You fall through...
[It seems a bit strange that finishing a pit discards all digging context,
so that resuming within the pit in order to make a hole "starts" digging
rather than "continues" it.]
Digging down with a wand or spell will disarm these two types of traps
and then leave the corresponding object (which may or may not fall through
the resulting hole, like any other object there). Digging to the side via
magic while trapped in a pit will also disarm such traps when it encounters
them. (When not in a pit, a digging beam which simply passes over an armed
bear trap or land mine won't have any effect on the trap.) Digging to the
side via tool behaves somewhat oddly ("no room for the rubble"?) and will
probably need some tweaking before eventual release; at present it doesn't
reach adjacent traps so didn't need any land mine or bear trap handling.
I put the fixes entry in the new features section.
<Someone> reported that thitu() was adding d20 damage for silver object
hitting silver-hating hero even though all the callers were using dmgval()
which also does that, resulting in doubled silver bonus/penalty. This
fixes that (including for boomerangs thrown by player, which weren't using
dmgval(), to handle a hyptothetical silver boomerang). While testing it,
I noticed that there was no "the silver sears your flesh" message when a
monster hit you with a wielded silver weapon, so this fixes that too.
(How did we miss that? And how did <Someone>? :-)
From a bug report, moving into a trap
during a failed untrap attempt didn't autopickup any objects there or
report about objects which aren't picked up. Although that appears to have
been intentional, change move_into_trap() to behave more like a regular
move. (I wrote this bit of code and don't remember whether the no pickup
aspect was deliberate; I suspect it might have been to avoid the redundant
"there is a trap here" message which you get when pickup checking is done
but not everything on the spot gets picked up. This patch suppresses that
message.)
Move some internals-related code out of port-specific main so that
it isn't duplicated a bunch of times. One minor side-effect of this
change is that if you auto-pickup something at the very start of a game,
it will happen after any full moon/new moon/Friday 13th message rather
than before. There's a second change for some: the shared main() used
by several of the micro ports had a small difference in game play--if you
saved a game while on an engraving, it would automatically be read when
you resume--that will now occur for everybody [Elbereth weenies rejoice!].
pcmain() was also calling update_inventory() at start of play. That's
unnecessary for new games, where inventory initialization triggers a call
to it for each item added to your pack; but I wasn't sure about restored
games, so everybody gets it there now.
The Mac and BeOS ports evidently haven't been touched it some time;
they still referenced flags.move which got replaced by context.move quite
a while back. The Windows GUI code has a declaration for mswin_moveloop()
which appears to be non-existant, but I left it alone. I assume that the
Qt interface uses the existing main() routines; at least I couldn't find
any start of game code specific to it. vmsmain's revised main() is the
only one which has been tested.
I've been using this for a while; it is occasionally handy. #terrain
is a new wizard mode command which brings up a text display where the map
topology is revealed, similar to the obscure #wmode command but showing
different information. Also, #wmode has been tweaked a little so as to
actually overlay the tty-mode map exactly, rather than being off by one
line and one column. (That shouldn't really matter for other windowing
schemes where the map and a text rendition of it aren't very likely to
have a given location be displayed at the exact same screen position.)
The line of formatted flags info below the terrain display probably
belongs in a separate debugging command altogether where it wouldn't have
to be displayed in such a terse fashion.
Something I encountered while playing slash'em a while back, but
relevant to nethack: "Its orcish spears shatter from the force of your
blow!". I was using a two-handed weapon (at skilled or expert level) to
fight an invisible monster which was wielding a stack of multiple spears
(slash'em gives them out in groups of 3 for monsters' starting inventory).
After killing it, I found 2 orcish spears along with an invisible corpse
of somebody-or-other the Kobold King. The message suggested that the
whole spear stack had been destroyed (and the weapon shattering code in
hmon_hitmon() clearly expects that to be the case), but only one of them
had actually gotten used up.
I can't recall whether "shatter" was actually given as singular or
plural at the time; nethack handles that aspect correctly. Only object
destruction needed tweaking.
From a bug report, making engulf time longer for high AC
didn't make sense for non-digestion attacks: taking longer to die from
being digested (high AC lets you last longer there) is much different from
being stuck inside a vortex or elemental and suffering extra buffettings
or whatever. Calculate swallow time differently for non-digestion than
for digestion. (The adjustment based around level 25 doesn't make much
sense either, but I left that in.)
If you survive total digestion via life saving, you get a message
about the monster not liking your taste. I don't think that's appropriate,
but haven't tried to figure out how to fix it.
<email deleted> wrote:
> Eating gold in a vault (or polymorphing a pile of gold into 1 gold piece)
> doesn't anger the guard.
This addresses the eating part of that report, but the hero
has to get caught doing it.
From a bug report, then leave the corridor (causing it to
> vanish), the pit will be embedded in rock instead of being removed.
clear any pits that the hero digs in the vault guard's temporary corridor
<email deleted> wrote:
> * MAIL Abuse: one can polymorph into a gelatinous cube, send themselves lots of
> scrolls of mail, and eat them, gaining free nutrition.
Responding with '?' to the "what level?" prompt when using ^V in
wizard mode brings up a menu of special level destinations that lets you
move across dungeon branches. But getting in and out of Fort Ludios
didn't work, and jumping to the endgame forced you to arrive on the Plane
of Earth. Now Fort Ludios will not be selectable in the menu until after
the portal ordinarily used to reach it has been created (so you'll need a
level between Bigroom and Medusa with a vault on it to be created before
you can bypass the magic portal and jump directly to the Fort), and you
can go directly to any of the elemental planes, including Astral, without
stopping at Earth first (the Wizard will be there to greet you, whichever
level you pick). Also, this limits the menu to endgame entries once you
are in the endgame. (Previously, picking a non-endgame level would yield
"you can't get there from here"; you can still get that, if you really
want to see it for some reason, by giving a destination level number
outside the range of -1 to -5 instead of using the menu.)
I hadn't realized that this feature has been around since 3.4.2 until
I couldn't find any new feature entry for in the current fixes file....
While testing some pending teleport changes, I was baffled by having
my adjacent pet sometimes vanish when accompanying me on a level teleport.
Tracing through parts of execution: keepdogs() kept it; losedogs() called
mon_arrive() which called place_monster() for it, but then right after that
kill_genocided_monsters() removed it. Turns out that `kill_cham' was left
uninitialized for the first iteration through the fmon loop (and pet had
always just been inserted as first entry of the fmon list).
No fixes entry; this revises a post-3.4.3 revision.
This one turned out to be more effort than I had
originally anticipated.
We had a bug report requesting that zapping a wand of digging
laterally while in a pit should dig beside you. That seemed
like a reasonable enough request, but this ended up with
the following results:
- needed to check where this should not be permitted, or at
least where there should be special-case code because there is
something such as furniture on the surface above the dig
point.
- now tracks conjoined pits through new fields in the trap
structure, hence the pathlevel increment. The array of
8 boolean values represents each of the 8 directions
around a pit.
- Previously, pits could be adjacent to each other as two
individual pits, in which case moving between them
results in a fall as you went into the next pit. That
behavior is preserved.
- Pits created either by zapping a wand of digging
laterally while in a pit, or by "clearing debris"
between two adjacent pits via a pick-axe, sets the
conjoined fields for those two pits. You cannot
create a brand new adjacent pit via pick-axe, only
with the wand.
- The hero can pass between conjoined pits without
falling.
- dighole() was hijacked for adjacent pit digging,
so the ability to pass coordinates to it and
its downstream functions was added (dig_up_grave()
for example). dighole() does pretty much everything
appropriately for this adjacent digging, more so
than calling digactualhole() directly.
- moving into a conjoined pit that has spikes still
does damage, but less so that "falling" into the
spiked pit, and you "step on" the spikes rather
than falling into them.
- Not done: should pits with the conjoined fields
set be referred to as 'trenches' rather than pits
in messages and identifications?
I'm pretty sure this check at_u should be included since x,y
can be passed to digactualhole(). The lack of any related
bug reports suggest that at_u is currently always
true for any code that calls digactualhole().
- 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.
From a bug report: when creating a
level, anthole rooms can be generated even when no ants are left, unlike
beehives which get suppressed once killer bees are gone. Also, if some
ants are available but the type chosen for the current level isn't (in his
case, soldier ants had been genocided), the anthole was filled will random
monsters instead of picking another type of ant. This fixes both issues.
Random monsters will only occur if the last type of ant gets used up while
filling an anthole that was started when some ants were available, same as
how monster generation for beehives and barracks works.
<email deleted> wrote:
> BUGS TO REPORT:
>
> * Zapping a wand of locking at an open door with an object on it probably
> shouldn't give a "Something's in the way." message - especially if the wand is
> unidentified.
avoid "Something's in the way" message with unidentified wand of locking
<email deleted> wrote:
> * Doors absorb the blast of a broken wand of striking. What's more, the message
> reads "The door absorbs your bolt!" rather than "blast".
passes wand type to explode() as a negative value for the case
where the wand type isn't mapped to an AD_* explosion type.
Then explode() converts it to a positive and passes it to zap_over_floor().
I don't know for sure what all the possible values of hittee passed to
Mb_hit() are, but this checks to see if it matches the name of the
mdef monster and forces the word "is" if it does.
The recently revised scroll of charging left out making it become
discovered. When fixing that I decided to remove all the early returns
from seffects(), so that its logic is easier--at least for me--to follow.
I think the return values of seffects(), chwepon(), and the various
xxx_detect() routines are backwards (True denotes failure, False indicates
success), but they're all consistent with each other so I left those alone.
Remove a couple of false comments about Luck, and an unreachable
switch case based upon them. I don't know if the comment in you.h was ever
true, but it was false by the time Kevin brought across assorted changes
from slash'em however many years ago. Full moon does not change the range
of possible Luck values, and ``rn2((Luck + 6) >> 1)'' produces a value
between 0 and 8 for prayer result, never 9. Natural luck is always within
the range of -10 to +10, and extra luck from carrying blessed or cursed
luckstone can add or subtract another 3. Full moon and Friday the 13th
change the equilibrium point for luck timeout but do not change the overall
range of possible values, which remains at -13 to +13.
On the first move of the game and the first move after each level
change, the "previous position's coordinates" <u.ux0, u.uy0> had bogus
values: zero at start, last location on old level otherwise. They're
never used to undo a level change, so the last location on the old level
isn't interesting. Set them to match current location, as if you'd just
rested on the new spot. I'm not aware of any bugs attributable to this.
<email deleted>
> * When you read a charging scroll, it "disappears", but when you are
> selecting the object to charge, the scroll itself remains in your
> inventory listing until you make your selection.
<email deleted> wrote:
> * Searching next to a tame hidden monster gives the message "You find a
> <kraken>." It should be "your <kraken>."
While I don't consider this a bug, the change seems appropriate.
Change the description of leather spellbook to leathery. Eating it
does not violate vegan or vegetarian conduct. [By shear coincidence, I got
``Blecch! Rotten paper!'' for it while testing this.]
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).
From a bug report, feedback of the form
Status of the fog cloud (neutral): Level 2 HP 5(5) AC 0, engulfed you.
sounds odd. "Engulfing you" seems a little odd as well, since the engulf
has already taken place, but I think it works out better. For symmetry,
replace "swallowed you" by "swallowing you". But that one will never
occur, because all the animals with engulfing attacks will now yield the
more precise and much more significant "digesting you".
The code formatting is strange. Lining up the text parts works out
a lot better than attempting to fit the associated tests within the space
left after the large indentation being used.
<Someone> wrote:
> * Eating a leather spellbook doesn't violate
> vegetarian conduct. I suggest you rename it to
> something else. (May I suggest "bark"?) Also, I refuse
> to consider "leather" to be a colour or texture.
> * While as a water nymph in water, seducing an unseen
> monster on dry land sometimes gives away its identity.
> * When submerged iron golem monsters residually
> "rust", and the rust damage kills them, it doesn't
> report their death.
> * Drum of Earthquake says "the entire dungeon shakes
> around you" even when you're in the Endgame or the
> Quest's top level.
> * Wishing for a statue of a guard, then destoning it,
> then chatting to it, makes it say "drop that gold"
> without context. This could probably be extended to
> other cases, too (like Croesus?)
This corrects only the first complaint in the list above.
Implement the following suggestion by <email deleted>
- Reading a scroll of light while confused should
create a hostile yellow light (black light if cursed).
It only creates the light monster effect 1 out of 5 times.
Subject: Some problems to report!
Date: Tue, 17 May 2005 07:01:40 -0700 (<email deleted>
<email deleted>
[...]
- When polymorphed into a water elemental, falling
into lava still says "you burn to a crisp."
[...]
Subject: Some problems to report!
Date: Tue, 17 May 2005 07:01:40 -0700 (<email deleted>
<email deleted>
Hi. I'm a sourcediver but not a source compiler.
I use the Mac carbon port under Mac OS X. But enough
about me; I noticed these things:
Polyself/Anatomy Bugs:
- Mimics are amorphous, so they should have jelly
parts rather than animal parts.
- Piercers, trappers and lurkers above have animal
parts, including "head," but they are M1_NOHEAD.
- All elementals have vortex body parts. This should
only be the case for air elementals.
(Remember: stalkers, unlike the other elementals, have
heads.)
- Krakens ought to have tentacles, like jellyfish. ("A
gush of water hits the kraken's left fin!")
- Worms have snake body parts, but they shouldn't have
scales.
[...]
This patch:
- adds worm_parts
- gives krakens tentacles
- ensures that stalkers have a head
My recent patch included a typo in a pline() call which broke compile,
and much worse, was accessing scroll of identify after using it up. Cache
scroll->otyp, scroll->blessed, and scroll->cursed instead of re-re-ordering
the identify scroll/spell code.
Something I noticed during a level change in slash'em:
You hear the sounds of civilization. You fly down the stairs.
The first message ought to follow the second. Our only arrival messages
that are handled via the special level loader occur in the endgame where
travel is by magic portal, and the transit message given for portals is
for entering one rather than exiting at the far side, so this sequencing
problem can't currently be noticed in nethack. But sooner or later there
will be levels reachable by stairs and having entry messages, or there'll
be some feedback added when magic portal transport finishes, and then we'd
get bitten by this.
Tested by adding an arrival message to each of the bigroom variants.
Make a not-very-robust fix for the report from <email deleted> about
being told a scoll disappears as you read it, then for the case of cursed
remove curse being told that the scroll disintegrates. He missed similar
case for scroll of fire erupting into flames after it had disappeared.
This suppresses the "disappears" part of the scroll reading message for
those two cases, but won't be very reliable if other scroll messages
referring to the scroll itself get introduced in the future. [Several
paths through scroll of fire won't report that it burns, and now it doesn't
give the disappears message any more. I don't think that's worth worrying
about; the scroll leaving inventory after burning up is implicit.]
Also cut down on redundant feedback for several scrolls (genocide,
charging, identify, stinking cloud) that start off by informing the player
what they are. That's only needed when the the player doesn't already
know the type of scroll. I've always felt it silly to be told that I've
"found a scroll of genocide" when I'm intentionally reading a known scroll
of genocide. All these types of scroll give a subsequent prompt which
makes them recongizable if you somehow manage to choose the wrong object
when picking the one to read.
Lastly, make spell of identify behave like ordinary uncursed scroll of
identify by default instead of ususally ID'ing multiple items. Now you'll
need to be skilled or better in divination spells skill in order to get the
blessed scroll effect out of it. And give some feedback if the spell is
cast when not carrying any inventory; it was just silently moving on to the
user's next command in that case.
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).
A bit of web searching quickly reveals that Evil Iggy was a unique
monster added to Moria after a player using a character named Iggy refuted
the author's claim that the new version (of that time, early '80s) was
unbeatable. So flag our hallucinatory monster Evil Iggy as a personal name
so it won't get formatted as "the Evil Iggy".
Move NO_SPELL and MAX_SPELL_STUDY from hack.h to spell.h. I didn't
even remember that the latter existed when I put MAX_SPELL_STUDY in the
former recently.
Add a couple of new "spell is almost gone" messages that occur when
casting spells. One matches up with yesterday's change for when you can
re-read a spellbook to reinforce memory of a known spell.
When "too hungry", you can't cast any spells, except detect food so
that you can find something to eat. When "too weak" you couldn't cast any
spells at all; now you can cast restore ability so that you can recover
lost strength. [We still need to come up with a better crowning bonus for
monks than spellbook of restore ability.] I couldn't think of a reasonable
exception for the "can't cast when carrying too much" restriction. If we
can come up with one (levitation?), then remove curse could/should become
an exception for the "no free hands" restriction.