Attempt to fix a buglist item: if hero poly'd into iron golem form
enters a pool of water and drowning triggers reversion to human/whatever
form due to water damage, he will fall into that pool again, crawl or
teleport out, then redundantly crawl or teleport out for the initial entry.
[ spoteffects -> drown -> losehp -> rehumanize -> polyman -> spoteffects
-> drown ]
I don't have a lot of confidence in this fix. It does handle the
reported problem, and hasn't broken a couple of earlier tricky cases
(ice melting to water, land mine turning into a pit). But drown() and
lava_effects() seem to leave a trail of special case handling wherever
they appear so they--or spoteffects, or both--ought to be redone somehow.
From a bug report, the game gave feedback
about a monster becoming stuck in a web but there seemed to be no monster
around because it immediately began hiding under an object at the web's
location. Prevent monsters--or poly'd hero--from hiding when trapped in
anything other than a pit or spiked pit. Also, prevent them from hiding if
they're holding you or you're poly'd and holding them. I'm not sure whether
either of those cases ever actually happened but big mimics are capable of
both hiding and grabbing on.
The bug report about losing/regaining the Protection intrinsic reminded
me of a couple of things. First, as an intrinsic, Protection seems to be
completely useless and we ought to redo it. Second, periodically people in
the newsgroup have complained about how it's nearly impossible to figure
out the important--possibly crucial--armor attribute of magic cancellation.
Wearing a cloak greatly increases characters' survival rates, but beyond
that, magic cancellation is just spoiler fodder.
This doesn't do much about Protection other than to change "you are
protected" into "you have a <small,moderate,&c> defense bonus" similar to
how the attributes conferred by rings of increase damage and increase
accuracy are handled. For magic cancellation, it adds new feedback:
You are protected. -- mc factor 3
You are guarded. -- mc factor 2
You are warded. -- mc factor 1
(with no extra feedback for mc factor 0, the normal naked state. The mc 3
case might cause some confusion over the changed meaning of a previously
existing item, but I think it'll be ok and not need re-wording.)
From a bug report, monsters with the wait
strategy (described as "meditating" by stethoscope probing) could be
affected by music but left meditating. Various wake up attempts shared
the same situation. Finish waiting if the monster would have been woken
(or pacified). I didn't search for places that diddle the msleeping bit
directly instead of calling one of the assorted wake() routines.
A fair bit of this is making usage of DEADMONSTER() be consistent.
Sooner or later there'll be another monster movement overhaul and those
if (DEADMONSTER(mon)) continue;
statements will all go away. (Probably just wishful thinking.)
Fix a bug described in the slash'em bugs page at Sourceforge. When
attributes are undergoing adjustment (from drinking a potion of gain
ability, for instance), don't display "you feel wise" or "you feel weak"
messages if worn equipment is keeping the relevant attribute at some point
below max or above min and the current value doesn't actually change.
The old logic just checked whether you were at max or min and assumed that
when not, the value would be changing. Now it checks whether the value
actually did change. But it doesn't intercept attempts to go over max or
under min at the same point any more; I hope it hasn't introduced any new
bugs in the process.
Add a patch attached to one of the bug reports sent by <email deleted>
which prevents shopkeepers who have been polymorphed into animals from
speaking. Some messages are altered so that the player gets informed about
shop interactions without it seeming to be spoken by the shk, other messages
are suppressed outright. I cleaned it up a bit (mostly formatting, but the
``getcad'' section seemed to have a logic error--using goto to jump into
the middle of an if-then-else is evil...) and implemented a TODO comment he
added (to use mbodypart() when second shopkeeper at end of game shakes his
head; also, skip that phrase if shk is in headless form--futility while
attempting to test this led to discovery of the misplaced parenthesis bug).
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.
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em. It is
extremely useful while using ranged weapons. When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
[See cvs log for patchlevel.h for longer description.]
We've been getting numerous complaints from people
about "dungeon failure", often related to attempts
to start NetHack from within various zip utilities
that present a folder-like view.
The dungeon failure was actually misleading. The
real problem was a dlb file open failure, but the
return value of dlb_init() was not being checked
in pcmain.
This moves the dlb_init earlier in the startup,
checks for failure, and provides some feedback
around the common zip utility problem for win32.
Move part of the recent "munstone fixes" patch to the branch code
since one of those fixes prevents accessing freed memory. The part that
lets monsters eat tins of lizard meat or tins of acidic monsters in order
to get the same benefit as the corresponding corpse has been left out.
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.
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.
<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.)
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.
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.
<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....
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?
<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().
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.
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).
Instead of just marking forgotten spells with an asterisk, add a new
column to the '+' spell menu which gives an estimate of how well the spell
is remembered. Precision of the estimate depends upon the hero's skill in
the category of spell; expert gets the most detail with a low-to-high range
spanning just 2%, such as 19%-20% or 75%-76%; skilled sees 5% ranges; basic
10%, and unskilled the least detail with 25% ranges (ie, one of 1-25, 26-50,
51-75, or 76-100 for percentage of time left available for the spell).
[The tab-separator variant for the menu is untested.]
This fixes an off by one bug for spell retention. It got set to 20000
as intended when a spellbook was read, but then it would be decremented to
19999 before the player had a chance to do anything else, cheating him out
of 1 turn of memory. Spells known at game start last exactly 20000 turns.
Also, adjust the point at which you're allowed to reread a spellbook
and refresh your memory of the spell. When the current spell system was
instituted, that was 10% of the retention period (1000 turns or less left
out of 10000); when retention got doubled to 20000 turns, the relearn point
was left as is. Increasing it to 10% (ie, doubling to 2000) makes it fit
better with the displayed retention percentages. Otherwise expert casters
would be left to guess when they've hit that point (1000 is 5%, falling
within their 5%-6% range, which really indicates (4%+1) to 6%). At 10%,
it's the threshold for the 9-10 range for experts, 5-10 range for skilled,
and 1-10 range for basic so the player can see when it has been reached;
only unskilled, with a bottom range of 1-25, is left to guess. Players
will likely prefer to wait until later, when the spell is nearly expired,
to refresh, but if they're about to abandon their books on the way to the
endgame then being able to re-read sooner is beneficial.
This fixes the monnam() family of functions so that hallucinated
personal names, such as Barney, won't be prefixed by "the". It uses the
same hack as is used for shopkeeper names: single character prefix on
names which warrant some handling other than the default. rndmonnam()
strips that off, so unmodified callers (which is almost all of them...)
retain the same behavior has before.
There are several capitalized names that I have no idea whether need
to be treated as personal names:
Evil Iggy - name, or type of monster named after someone?
Totoro - no clue
Invid - ditto
Vorlon - just guessing that it's a species rather than an individual.
I couldn't remember whether Godzilla was baby Godzilla's mother or father,
so I went with female there. So far, no callers of rndmonnam() care about
gender so it doesn't make any difference. Because of that, I didn't look
though the non-capitalized names to see whether any should be all male or
all female and need one of the other prefix codes.
I've added "were-rabbit" from the Wallace & Gromit movie. The recent
ads for its DVD release reminded me that I was going to add that back when
the movie first came out. I haven't seen it but the creature name fits.
I also fixed Smokey Bear. Smokey the Bear is a common misspelling;
I thought we had fixed that ages ago, back when people still had some clue
as to who in the world he was.
Submitted by <Someone> 12/3/05. player poly'd as guardian naga produced a
different attack than a real guardian naga. The fix causes an algorithm
similar to that used in spitmnu to be used in dospit.
From a bug report... some
special case handling for polymorph of spellbooks never worked as intended.
It's possible to polymorph a spellbook, use it to learn a new spell, and
then repeat as many times as you like unless/until you run out of polymorph
magic or the small chance of "object shuddering" causes it to be destroyed.
Polymorph was incrementing the book's ``number of times read'' field with
the intent that it would fade to blank after being read 3 times (which
turns out to the 4 times since the check is actually for re-reading 3 times
after the first). That didn't work because the spestudied field was ignored
when learning a new spell, only checked when relearning a known spell.
Now it will be checked when learning a new spell, and also the book
tweaking during polymorph is slightly more elaborate. If you happen to
get a blank book during the item selection, it will have a read counter
of 0 and can be re-polymorphed into something readable. But if you get
some other book, its read counter will be set to one greater than than the
original book's (same as before). And then the counter will be checked
to see if it has gone over the limit, in which case the book will be made
blank and its counter will be reset to a random value. Re-polymorphing
that blank book again has 1/4 chance apiece among the following cases
book gets blanked again; goto step 1...
book is non-blank but too faint to read; reading attempt will fail
book can be read normally and then re-read once
book can be read normally and then re-read twice
which is more inline with the intent of the original special case code.
It's actually slightly nastier since you'll occasionally get a book for a
spell you don't know yet but then not be able to learn it from that book.
From a bug report, floating down onto an engraving
due to levitation timeout would yield "You read: <engraving text>" even if
you were asleep at the time. Random teleport while asleep could produce a
similar result. The problem was actually a little bigger: you'd also get
"You see <object> here" if there was an object instead of or in addition to
an engraving.
Reduce verbosity for monsters with multiple attacks who "swing wildly
at you and miss" or "miss your displaced image" due to their confusion or
your invisibility or displacement. It's aggravating to sit through that
three times for claw/claw/bite or swing/swing/kick when those longer
descriptions of why such missing happened guarantee multiple --More--
prompts. (Can't simply use Norep() to deal with this because wildmiss()
varies its messages.)
This makes monsters marginally smarter--independent of their defined
intelligence levels--by skipping their remaining attacks when the first
turns out to be targetted at nothing. The exception is for monsters with
both melee and spell attacks; they'll keep going in case they end up
choosing a spell which doesn't need a target location. (It's rather ironic
that the most intelligent monsters are the ones who'll foolishly continue
swinging at thin air. This could be improved by forcing then to skip ahead
to their spell attack.) Exploding monsters aren't affected because they
don't have multiple attacks. Offhand I can't think of any other situation
where a wild miss on the first of N attacks could still yield a successful
result on any of the other N-1 actions.
Monsters attempting ranged attacks who get multiple shots (due to
multiple weapon attacks per turn rather than to multi-shot volley during
a single attack) will end up conserving ammo when they stop after seeing
that the first shot didn't find a target. Note that trying to attack you
but accidentally attacking some other target isn't affected since that
doesn't yield the wild miss outcome. Intelligent monsters probably ought
to recognize that their attack against you ended up hitting someone else
and refrain from repeating that mistake N-1 more times. Whether feedback
from that ought to carry over to their next turn is not so clear cut.
Noticed recently when a user reported that an unseen monster zapping
an unseen wand caused wand of striking to become discovered. [That was
because the zap also hit a door and the code for the latter didn't check
whether the wand had been seen, and it got fixed a couple of weeks ago.]
When the player zaps wands while the hero is blinded, it was discovering
(for the cases where the effect can be observed without sight) the wand
even though the wand's description was unknown (showed in inventory as
"a wand"). This replaces the calls to makeknown() in zap.c with calls to
new learnwand(), which checks whether the wand description is known; you
no longer discover something you've never seen. Reverse effect has also
been added: if the type of wand has been discovered earlier, zapping an
unseen wand (another of the same type, picked up when blind and zapped
while still blind) will now mark it as seen (to show up in inventory as
"a wand of <whatever>" instead of just a "a wand"). The latter aspect
really ought to be independent of prior discovery, but we currently have
no way to record "we know what this particular item does even though we
don't know what type of item it is yet". [If we add that, it would be
applicable to potions (when operating on stacks) and rings too.]
Minor change: zapping yourself with wand of opening or spell of
knock will remove attached ball&chain rather than give a "chain quivers"
message. Explicitly zapping the chain already did that; if the unlocking
magic works on the chain connected to your leg then it really should also
work on your leg connected to the chain. Zapping unlocking at yourself
probably should also scan inventory to check for carrying locked chests,
but I didn't add that. (If added, then locking magic will need to be
augmented likewise.)
This also fixes <Someone>'s recent complaint: zapping an unknown
wand of teleportation at yourself didn't make it become discovered.
Now it will be, under the same circumstances as when you're riding: if
teleport control causes you to be prompted for destination, or if random
destination moves you more than jumping distance away from your original
position. (The Stunned exception to teleport control, which was missing
in zap_steed, perhaps ought to be moved into the macro definition of
Teleport_control itself so that all code always handles it consistently.)
Cut down on the excessive verbosity generated when entering a temple.
The first time you enter a particular temple (or more accurately, the
temple attended by a particular priest), you still get the three message
sequence
The <priest of foo> intones:
Pilgrim, you enter a sacred place!
You have a strange forbidding feeling...
or
You experience a strange sense of peace.
except that the last one doesn't say "strange" any more. On subsequent
visits to the same temple, you usually won't get the first introductory
message any more, often won't get the second entry one, and sometimes
won't even get the final one, depending upon how much time has elapsed
since the previous entry. The old verbosity could really be infuriating
when attempting to lug corpses to the altar before they spoil. Even
though the messages don't affect the passage of time, it always felt as
if they were slowing you down. And even when you weren't in any hurry,
it required at least one and often 2 or even 3 responses to --More--
depending upon the length of the deity's name and whether some other
message was also delivered on the same turn (fairly common in minetown).
Saving and restoring, or leaving the level and returning, resets
the priest's memory of when the messages were last given, so the next
entry after that behaves similar to the very first. This was initially
intended for cleanup prior to saving bones data, but it seemed reasonable
to have it apply to the current game too. Unattended temples now also
have a 25% chance of not giving any message when entering. That one is
random rather than based on the passage of time since last entry; there's
no priest available to track the latter data.
Replace the fixes entry with one which mentions the magic word "panic".
That'll make it easier to find in the future when looking back for the
nasiest bugs (which I seem to end up doing periodically).
From a bug report, "The leprechuan quickly snatches some
gold from between your feet!" doesn't make much sense when you're riding.
Fix started out simple, but "between" isn't right if you're above the floor,
and "rear hooves" for horse or "rear claws" for dragon didn't sound right
for steed (or poly'd hero), so it got a little more complex. Complicated
even more due to requiring two copies; ick.
A minor side-effect of this change is that somewhat naughty sounding
"The leprechaun quickly snatches some gold from between your rear regions!"
won't occur anymore. :-}
A bug report complained that Izchak is identifiable when the hero is
hallucinating. That's true but it wasn't particular to him; all shop
transactions were giving accurate shk name regardless of hallucination.
This is a quick fix that avoids changing shk message handling: pick some
shk name at random each time one is used. I didn't intend for it to also
force Izchak to use the general chat response instead of his set of special
messages, but that ends up happening due to randomized name not matching
his, so you really can't recognize him when hallucinating anymore.
The almost never seen names now have a chance to come into play....
From a bug report: sleeping pet could
be shown as "eating" by stethoscope. Fixing that is a one-liner since all
(or should be all; sleeping gas trap wasn't utilizing it) cases of monster
being forced into sleep go through one routine. That wasn't the situation
for paralysis, but now it is. Paralyzed pets won't continue eating either.
From a bug report, eating Medusa's corpse is fatal
but devouring her whole (purple worm or poly'd hero) was not. Now it will
be. Also, being killed by swallowing a cockatrice or a Rider could have
disclosed "you went without food" if you hadn't eaten anything else prior.
This fixes that too, although it might be a little silly if it happens to
a monk since he'll feel guilty (for non-vegetarian diet) right as he dies.
From a bug report, stealing a cockatrice corpse
from a monster while polymorphed into a nymph and not wearing any gloves,
the cause of death ended up being "petrified by cockatrice corpse". It would
also have said the same thing if a stack of multiple corpses was involved.
This fixes both cases, and also hypothetical unique monsters with petrifying
touch. (Last bit tested by temporarily adding Medusa to touch_petrifies().)
Allow rubbing any object against any touchstone even when the latter
is known so only gems make sense. Also, propagate an earlier fix which
allowed rubbing gold against known touchstones to the branch (it had been
trunk only).