Commit Graph

28 Commits

Author SHA1 Message Date
nethack.allison
f55210be79 code change - oextra
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.
2006-04-14 16:23:56 +00:00
nethack.rankin
6a892dbf0c ghoul fodder (trunk only)
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).
2006-02-14 05:27:16 +00:00
nethack.allison
0dc071bee8 mextra changes
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.

Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
   mname, egd, epri, eshk, emin, edog

Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.

Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file

The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.

Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h

Adds a macro for checking for whether a monster has
a name:
	has_name(monst)

This fixes the magic trap panic
   expels() -> spoteffects() -> dotrap() ->
	domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
2006-01-06 05:46:03 +00:00
nethack.rankin
916a636fe3 pet ascension
From the newsgroup:  player offered the Amulet with a pet adjacent
to his character, and instead of getting "You and Fido ascended" he got
"Fido is still eating" followed by "You ascended".  Make all adjacent pets
eligible to accompany an ascension even when they're in circumstances where
they'd be prevented from coming along on a normal level change.
2005-03-20 05:23:33 +00:00
nethack.rankin
d1732e1e8c intelligent pets vs cannibalism (trunk only)
Implement a user suggestion that tame humanoids should avoid eating
corpses of their own species.  Prevent them--except for kobolds, orcs, and
ogres--from doing so unless starving.  Arbitrary:  tame elves won't eat
other elves even when starving.  A polymorphed character will incur the
effects of cannibalism when eating either his/her underlying race _or_
the current one (player orcs and cavemen aren't affected though).
2005-01-30 04:19:01 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.rankin
384628da9a fix steed eating feedback
<Someone> reported that riding a steed into a magic portal can
give "steed is still eating" message, feedback normally used to explain why
you can't go down stairs.  Rather than preventing portals from activating
in that situation, just force the meal to be finished in order to suppress
the message.  Proper fix is probably to prevent all steed movement while
eating, but that would most likely result in no one ever riding again.
2004-11-27 03:06:21 +00:00
nethack.allison
9b3521e503 vampires now shapeshift [trunk only]
- can shift into fog clouds, vampire bats, and vampire lords into wolves
- after being "killed" in shifted form, they transform back rather than get
  destroyed, and you must take them on in vampire form to defeat them
- can deliberately shift into fog clouds to pass under closed doors
2004-06-15 11:52:04 +00:00
nethack.allison
6dc1bbd544 giant carrying boulder dies while trapped in a pit (trunk only)
<Someone> wrote:
> "You kill the invisible storm giant.  The boulder fills a pit."
> [...] why did I find the corpse *lying on* and not *buried in* the
> former pit?

Ensure that the corpse ends up buried in that case.
2004-04-11 18:39:14 +00:00
nethack.allison
f935974e02 apply Janet's lint catches to trunk 2003-12-10 01:23:14 +00:00
nethack.allison
52490ee062 B01004 No mimic corpse effect on pet (trunk only)
Make a mimic effect that lasts only as long as the
pet is still consuming the corpse.
2003-11-12 03:28:26 +00:00
nethack.allison
04174eda2a starting pet identification
Make it possible to identify your starting pet throughout the game
via is_starting_pet(mon) macro.
2003-10-24 11:52:49 +00:00
cohrs
b2ffe64968 breaking migrated objects
Allow migrated objects to break on arrival.  Added code to obj_delivery to
cause this, along with a flag to keep breakage from occurring.  The new
flag isn't used yet, because all the current object migration involve
objects that were moving/dropping.  To help make this change, rloco now
returns whether the object was placed or not, so caller can know if an obj
pointer is still valid or not.

Making the breakage messages for MIGR_NEAR_PLAYER objects show up after the
new level is displayed required some effort (rather than while the old level
was still displayed, which was confusing), due to the needs of goto_level.
- obj_delivery now has 2 passes, one for before player arrives, another after,
allowing the two cases to be treated differently
- goto_level calls obj_delivery twice (run_timers is not called twice,
since the run required before the level is displayed will have already run
any timers on migrating object)
- kill_genocided_monsters now kills eggs on the migrating_objs list too
2003-10-18 22:55:42 +00:00
nethack.allison
cc830fb311 buglist - full level triggers impossible() from migrating mons
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
>  "Program in disorder - perhaps you'd better #quit.
>  rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.

[confirmed: moveloop -> deferred_goto -> goto_level ->
 losedogs -> mon_arrive -> rloc -> impossible]

This patch:
- causes rloc() to return TRUE if successful,
  or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
  the failed rloc()
- allows the x,y parameters to mkcorpstat() to
  be 0,0 in order to trigger random placement of the
  corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
  then you'll have a debug-mode command #migratemons to
  store the number of random monsters that you specify
  on the migrating monsters chain.
2003-09-13 05:30:43 +00:00
nethack.allison
416412f92b Remove vestiges of old overlay source split
[trunk only]
2003-09-05 02:45:18 +00:00
nethack.allison
c2c72d11e7 B18009 animate figurine over water
>More worrying is the fact that applying a figurine over water lets
>the monster wait until its next move before it drowns (giving
>you time to teleport it to safety, or whatever) [...]
>Should there be a minliquid() check as part of make_familiar()?

Applying at the water location next to you was easy. But
applying it at your own location (triggering BY_YOU)  could
end up placing the figurine at the far side of the level if
there was lots of water.

Correcting that required the ability to pass a flag from
make_familiar to makemon() telling it to not rule out
water locations as good positions.  The flag had to
be passed on down to goodpos() and enexto().

The bulk of this patch is just adding an additional
argument to goodpos() in all of the callers.
2003-02-09 05:39:32 +00:00
cohrs
d2476b5151 level teleport and sleeping steed
If you level teleported while on a sleeping steed, a panic and possibly a
crash would occur.  I believe the same would occur by digging a hole.  This
was due to keepdogs avoiding keeping sleeping pets.  In these cases, it
seems there's no reason for the sleeping steed to _not_ accompany you.
Since other ways of changing level (eg stairs) don't allow this, just added
a check to keepdogs to allow the steed to go with you.
2002-11-15 04:58:28 +00:00
nethack.rankin
846de96a4a two figurine tweaks
Fix the reported problem of applying a figurine while swallowed
and getting a message about setting the figuring on the ground.  Rather
than coming with special messages, just prevent it would activating if
you're swallowed at the time.

     Also prevent figurines from creating the 4th erinys or 10th Nazgul.
I'm not sure whether to bother doing similar handling for stone-to-flesh
cast on statues.
2002-09-26 04:05:54 +00:00
nethack.rankin
6772c3973c more starving pets
The fact that a pet was starving to death got recorded with its
corpse; if that corpse was revived via undead turning, the resulting
monster would immediately starve again if it stayed tame.  Similarly,
if one got petrified while nearly starved, reanimating the statue would
produce a starving pet.  Make revival and reanimation use the same code
as life-saving, where hunger status gets reset.
2002-09-14 05:48:40 +00:00
nethack.rankin
6f63f81b86 pet fodder
Allow starving pets to consume items they wouldn't ordinarily
eat.  Carnivores will eat fruits and vegetables--such as they are--
and herbivores will eat assorted rations.  Even though eating such
rations doesn't violate vegetarian conduct for the character, horses
would never eat them.

     This change should allow players to keep mundane steeds alive
much longer.  The new behavior doesn't kick in until the pet has
been classified as starving though; it doesn't affect ones who are
merely hungry.

     This also gives the reason why a starving pet has died instead
of just saying "<pet> dies" whenever it starved with hit points left.
2002-09-13 05:31:54 +00:00
nethack.rankin
0ef3240077 more monster intrinsics
Provide more control over message handling for monsters' use
of equipment.  This fixes the statue revival problem (inappropriate
feedback when monster puts on speed boots) mentioned in the earlier
"intrinsics of dead monsters" patch.
2002-09-09 09:24:38 +00:00
nethack.rankin
085498ba28 unleashing untame monsters
Fix several cases that earlier patches didn't address.
If a leashed monster becomes untame, detach the leash.
2002-03-11 08:46:54 +00:00
nethack.rankin
6c91a6bc04 leash groundwork
Add another parameter to m_unleash.  This should not introduce
any change in behavior.
2002-03-11 08:00:21 +00:00
cohrs
91c5521009 verb agreement
add and use new APIs, Tobjnam, otense and vtense, is_plural
to determine tense/form of verbs and a few pronouns as well
2002-02-09 00:24:49 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
arromdee
166affb0f9 polymorphed quest leader
Duuuh.  Of course adding objects already changed the editlevel.

Anyway, here's the fix I was working on.  It only matters in a very obscure
situation.  (Also, the quest leader still speaks no matter what he's
polymorphed into.)
2002-01-21 22:15:22 +00:00
cohrs
7a634884b4 starting the game without a pet
Incorporate a slightly cleaned up version of <Someone>'s patch to enable a
"pettype:none" startup option that allows one to start the game without a pet.
2002-01-20 21:05:29 +00:00
jwalz
7d67e0255a *** empty log message *** 2002-01-05 21:05:48 +00:00