Move makeplural(body_part(FINGER)) into its own routine, with option
to substitute gloves when wearing such.
Wearing slippery gloves (ie, wearing gloves while having slippery
fingers) wouldn't let you put on a ring because you can't take the
gloves off, but removing a worn ring lacked the same restriction.
After changing that, teach prayer that slippery gloves is another
reason why a ring of levitation can't be removed.
From the newsgroup (reported for slash'em but applies to nethack too):
a chaotic monk was crowned and told he or she had been "chosen to
steal souls for My Glory!" while being given a spellbook of restore
ability which has nothing whatever to do with soul stealing. There's
alternate wording for when Stormbringer can't be given because it
already exists; also use that for when it's not going to be given
because the character is discouraged against wielding weapons.
When kicking an altar, trigger divine wrath (minor: luck or alignment
loss) before deciding whether hero has hurt himself in the process.
Add some variation to the wrath penalty so that it can't be used to
precisely control Luck.
Even though it isn't using verbalize() to make a specific statement,
don't let a demon ask the hero for a bribe when the hero is deaf.
Also, give alternate setup messages in a couple of places where a
divine voice is overriding deafness.
Hero polymorphed into a vampire or v.lord can use #monster to switch
to vampire bat or fog cloud [or wolf for lord] but it was a one shot
polymorph. Remember when current form is a shape-shifted vampire and
allow #monster in shifted form to pick another shifted form or the
vampire form.
Genocide of the alternate shape forces back to base vampire. Genocide
of base vampire does too, then reverts to human (or dwarf, &c) as
vampires go away. Being killed while shafe-shifted reverts all the
way to human rather than to vampire. [Just realized: interaction
with Unchanging wasn't taken into consideration so hasn't been tested.]
Since 'youmonst' isn't saved and restored, I had to add a field to 'u'
to hold youmonst.cham during save/restore.
Tested with 3.6.2+ and seemed to be working (except saving while
shape-shifted restored as ordinary bat/cloud/wolf because new u.mcham
wasn't there to hold youmonst.cham yet). Builds with 3.7.0- but not
execution tested yet (I didn't want to clobber my current playground).
When looking at something else I stumbled across this. Using #turn
is described as chanting a formula but was allowed even if hero wasn't
able to speak due to strangulation or speechless polymorph form.
Also, the check for whether a potential target monster was in range
used 'cansee(mx,my)' which required the hero to be able to see but
not necessarily to be able to see the target. I've changed that to
'couldsee(mx,my)' on the assumption that it was intended to prevent
\#turn from operating through walls.
Also, the comment about the effective range was wrong. I changed the
comment to match the code rather than vice versa.
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
Make healing magic which cures blindness also cure deafness. So,
drinking non-cursed potion of healing or any extra healing or full
healing; breathing fumes from blessed potion of healing or non-cursed
potion of extra healing or any potion of full healing; prayer reward
to cure blindness as a minor trouble. (Doesn't affect unicorn horns
which already treat deafness and blindness as two distinct troubles
that are eligible to be cured.)
More of a missing feature than a bug fix, so I listed it in the new
features section of the fixes file.
The new code provoked several warnings; this fixes one of them.
Moving the declaration of 'rolecount' would have been sufficient,
but I've gone another way.
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).
Use the make_foo() intrinsic set/reset routines instead of trying
to manipulate the intrinsics directly. Previous patch left Dex
down by 1 if stoning caused wounded legs to be fixed, and left
delayed killer allocated if stoning cured sliming or vice versa.
Salvaged from an old, unfinished patch. When checking whether the
hero is trapped by walls and solid rock, adjacent boulders are
evaluated on whether they can be pushed out of the way. Extend that
evaluation: (1) two boulders on a spot are pushable if there is a
pool beyond that spot, and (2) boulders can't be pushed diagonally
in Sokoban.
Fixes#150
> A very minor one, but there are some situations where your encumbrance
> level can change, but the message (such as '`Your movements are now
> unencumbered.`') isn't given until your next move or turn, even though
> the status line updates immediately. For example, praying while weak
> and gaining a point of strength. Picking up or dropping items or
> interacting with containers does _not_ have this problem.
This is usually fixed on a case by case basis. Any attempt to add
blanket encumbrance check mid-turn (when updating status, for instance)
is sure to introduce message sequencing problems. Perhaps such a check
could be added at the end of the hero's move....
This fix handles the cases where prayer causes a change to strength:
major: fix starvation, minor: fix weak from hunger, boon: golden glow
(restore strength and satisfy hunger--probably no-ops in this regard
or would have had trouble fixed rather than receive a boon). Directly
curing stat loss (minor: poisoned) already dealt with encumbrance.
> Possibly related to the quirk whereby polymorphing into a form with
> different speed gives you one move movement at your old speed?
> (Polymorphing into a sessile monster gives you one last move.)
Not at all related. That movement bug affected 3.6.0 but was fixed in
3.6.1.
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.
Make being trapped in/on/over floor block Levitation and Flying, the
way that being inside solid rock already does, and the way levitating
blocks flight.
Blocked levitation still provides enhanced carrying capacity since
magic is attempting to make the hero's body be bouyant. I think that
that is appropriate but am not completely convinced.
One thing that almost certainly needs fixing is digging a hole when
trapped in the floor or tethered to a buried iron ball, where the
first part of digactualhole() releases the hero from being trapped.
If being released re-enables blocked levitation, the further stages
of digging might not make sense in some circumstances.
I recently realized that being held by a grabbing monster is similar
to being trapped so should also interfere with levitation and flying.
Nothing here attempts to address that.
Save files change, but in a compatible fashion unless trapped at the
time of saving. If someone saves while trapped prior to this patch,
then applies it and restores, the game will behave as if the patch
wasn't in place--until escape from trap is achieved. (Not verified.)
When divine aid granted temporary Passes_walls ability to stuck hero,
it was giving 4d4 turns (4..16, avg 10). But the first warning that
it's timing out is given at 4 turns left so wouldn't be seen if the
random amount of time picked was the minimum. Switch to 4d4+4 (8..20,
avg 14) so that the message at 4 turns left will always happen.
Reported internally, if a prayer resulted in 'fix all troubles' and
one of those was TROUBLE_STUCK_IN_WALL but safe_teleds() couldn't find
any place to relocate the hero to, nothing was done and STUCK_IN_WALL
would be found again as the next trouble to fix. Since safe_teleds()
eventually resorts to trying every single spot on the map, there was
no other result possible than failing to find an available spot again,
nothing would be done, and next trouble would be STUCK_IN_WALL, ad
naseum.
I started out with a fix that looked for secret corridors to expose
and doors to open, to make more space available, then try to move a
monster off the level, then try digging out rock and/or walls and
smashing boulders. None of those guarantee success and I got bogged
down by the digging case. This was going to be a last resort if all
of those still failed to make somewhere to move the hero, but for now,
at least, I'm skipping all that other stuff and going directly to the
last resort: give the hero Passes_walls ability for a short time, and
let him or her find own way out of trouble. The next trouble to fix
won't be STUCK_IN_WALL because Passes_walls makes that a non-issue.
I'm not thrilled with the new messages involved but want to get this
behind me.
Reported suggested that "congratulations" was too modern for use by
your god during ascension and that the longer phrases which were
shortened to yield it were too modest for the god to use. Make the
suggested change.
Implement the suggestion that hero's current god not uncurse a worn helm
of opposite alignment when prayer result is fix-worst-cursed-item or
uncurse-all-cursed-items since doing so makes it easy for hero to switch
to another god. The second boon will still uncurse non-worn helms of
opposite alignment since that has no effect on how easy or hard it is
for the hero to change alignments. (The first boon only applies to worn
items plus luckstones and loadstones; non-worn helms aren't applicable.)
It was possible to arbitrarily boost strength (up to its race-specific
limit) by wearing a ring of sustain ability, becoming weak from hunger
(but not actually losing strength due to Fixed_abil), removing the ring,
eating enough to stop being Weak, then repeat as desired. I think you
could substitute polymorph for wearing ring, and rehumanize for removing
ring and get similar results, although that would be more tedious.
My first attempt to fix this was a lot more complicated. This one puts
the temporary strength loss in ATEMP(A_STR) where it carries over from
normal form to polymophed form and back. Fixed_abil doesn't prevent the
loss any more, nor its recovery.
One side-effect of the change is that the possibility of dying when
becoming weak from hunger (if Str gets down to 3, further attempts to
lower it take away HP instead of Str) no longer exists. Using ATEMP()
instead of directly manipulating ABASE() means that current strength is
less but underlying base strength does not actually drop any more.