There's some discussion in the newsgroup about an engraving bug, and
while verifying that it's reproducible I've come across an unintentional
change between the current code and 3.4.3. A recent change made engraving
use accessible(), and that routine wasn't yielding an appropriate value
when applied to a raised drawbridge if the terrain in front of it was ice
or floor (ie, moat or lava had been filled in). Several places which used
the ACCESSIBLE() macro instead of the function suffer from same problem.
This doesn't attempt to address the newsgroup bug (which is that an
engraving written on a lowered bridge transfers to the underlying terrain
if the bridge is raised, even when that terrain is water or lava; the
converse case applies too, an engraving on the ground gets transfered to
the bridge when it lowers).
Turn being unconscious (via several reasons, including fainted from
hunger) into a pseudo-property named `Unaware' and use it in several
places where only being asleep was checked. #H202 was about a stunned
character who got the recovery message when it timed out while fainted.
This suppresses messages for several difficulties when they begin or end
while hero is Unaware. Messages about fatal illness, sliming, or
petrification aren't suppressed; they're too important to hide from the
player. "You feel ..." messages come out as "You dream that you feel ..."
when Unaware; fairly lame but hopefully adequate.
<Someone> reported being swallowed by his pet purple worm during
Conflict, then being stuck inside once Conflict ended. I'm not entirely
sure what dog_move() intended by the "swallowed case handled above" comment.
It returns without letting the pet move when the distance between pet and
hero is 0; that wasn't much in the way of "handling" being swallowed.
Grabbing pets did let go, but peaceful monsters didn't until you actually
attempted to move away from them. Now all four combinations (grabbed or
swallowed by tame or peaceful monster) are handled the same: the monster
will let the hero go next time it gets a chance to try to move, using up
its move in the process.
- 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, bribeable demons will demand money when
hero has fainted from lack of food and hero can pay while unconscious. I
decided to just borrow from vault guard behavior and have the hero regain
consciousness. It turns out that reset_faint() has been broken since a
long ago (before my time...) change to nomul() [nomul(0) is a no-op while
fainted since multi is negative then]. Now fixed; both bribe-demanding
demons and vault guards will cause fainted hero to wake up when they arrive.
If hero can't move for some reason other than fainting, demons will skip
the bribe demand and immediately become hostile (vault guard in that case
goes away after saying that he'll return). There is no deafness handling;
perhaps the bribe demand is accompanied by sufficient pantomiming for the
hero to figure it out? ;-)
Also fix an unintended potential alignment hit against the player if
bribeable demon is killed after becoming hostile due to misjudging displaced
hero's location.
Let monsters use lock picks and credit cards in addition to keys for
opening doors. And the earlier code to have pets hang on to a key didn't
work as intended. It worked fine if the key was the only object carried,
but the monsters' item dropping code didn't give any special handling to
keys so they'd be dropped too if the pet carried another droppable item.
This eliminates second set of checks for handling some items specially--
dropping now uses the same routine as is used when pet movement decides
whether there's anything to drop.
Also, a couple more door message tweaks. "You see a door open" seems
strange when you watch your pet do the opening. Previously fixed for the
"unlock and open" case, this does the same for opening already unlocked
doors and for giants smashing down doors--it now gives a more specific
message when you see a monster perform the action.
Possible change in play balance: pets capable of picking up the
rogue's Master Key of Thievery or tourist's Platinum Yendorian Express
Card will keep one of them. So a player might accidentally lose one by
leaving it on the floor in a pet's path, or more significantly, the Card
will yield a means of giving magic resistance to a monster who can't wear
a cloak or dragon scales. It's neutral and the most interesting high-end
pets are lawful (hence won't pick it up), so that probably won't have much
impact.
Spotted when fixing the Rogue level digging/phasing bug: pet movement
was setting up the wrong flag for pets who happened to be carrying a key.
This wasn't particularly noticeable because they tended to drop keys right
after picking them up. And apparently the checks elsewhere in movement
prevented that wrong flag from having any effect; once I changed it so that
pets would hang on to keys, I never saw them break a door down with one.
Now they'll keep keys, similar to unicorn horns and pick-axes, and use them
properly. The door unlocking message needed a tweak because it assumed
that the opener was on the far side trying to reach you and looked quite
odd when you could see the action taking place.
I've put this into the fixes file as a new feature rather than a fix.
Simplify is_lminion(); as a result, several source files no longer
need access to epri.h. (mondata.c already could have lived without it;
eshk.h as well.)
Makefile dependency changes:
mondata.{c,o} -- doesn't need epri.h or eshk.h
monmove.{c,o} -- doesn't need epri.h
wizard.{c,o} -- ditto
pline.{c,o} -- ditto (yesterday's patch)
From a bug report: the invulnerability conferred
during the multi-turn delay for a successful prayer was not protecting
against damage inflicted by hostile mind flayer's "wave of mental energy".
I think being asleep or unconscious ought to override vision the way
that being blinded does, but that's a more ambitious change than I care to
tackle. This replaces You("see ...") with You_see("..."), comparable to
You_hear(). It catches the reported door case and several variations of
light sources burning out while on the floor rather than in inventory, but
it probably misses some other cases. zap_over_floor() in particular is
highly suspect.
- 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
Reported to the list back in November: scaring a mimicing mimic will
produce a "turns to flee" message, but the mimic does not unmimic nor
does it flee. The latter behavior made sense to me as a defense mechanism,
so I changed monflee to avoid printing the message in this case.
For now, the code is conditional on BARGETHROUGH
being defined, while it gets tested further. While behavior is
different with and without BARGETHROUGH defined, savefiles
are the same either way.
After this patch is applied, only the riders have the M3_DISPLACES
bit set, but the Wizard and Vlad probably should too. Any others?
A trapped monster with one step between you and the monster (@.@) would
repeatedly switch between a ranged and hand-to-hand weapon if carrying both.
Since the monster switches each turn, it will not make ranged attacks.
Modified the test in dochug to prefer a ranged weapon in this case.
Reported a while back, a (stonable) hiding monster will hide at a location
containing only a cockatrice corpse. While it would be interesting to
allow monsters to try, and stone themselves as a result, I chose the
simpler fix which is to not have monsters hide in such situations. I found
the hiding code was duplicated in several places, so I moved it into a new
hideunder() function that works for both the hero and monsters.
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
same order as youprop.h and enlightenment.
There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.
Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code. Portions of this patch
were written by Michael Allison.
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.
This patch:
- collects all context/tracking related fields from flags
into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
<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.
If you dug in a pit next to a sleeping, angry monster, you'd stop every
turn due to a complex check at the end of dochugw. It turned out this
was due to a long-standing bug in the special case vision code that failed
to set the COULD_SEE bit for the locations where it set the IN_SIGHT bit.
It looks like the underwater code had the same problem (it didn't set the
bit, obviously there are no pits underwater). However, the same could
occur if you see the angry, sleeping monster with Xray vision. In this
case, setting COULD_SEE is not appropriate, so added a mcanmove check to
the complex check in dochugw.
When Angels were introduced, they were always lawful. Somewhere along the
line, non-lawful angels were added, but is_lminion and uses of it was never
updated to address this change. Among other things, this resulted in
non-lawful angels delivering messages via #chat that are only appropriate
for lawful angels. That is addressed simply by changing the definition of
is_lminion, which must take a struct monst, not a permonst, to return valid
results. Also, non-lawful angels should summon appropriate monsters, not
lawful minions.
<Someone> noticed that the change to require axes for trees (and allow them for
doors) did not extend to monsters. Now it does.
- added 2 new weapon check flags to handle the new cases
- added some detailed digging flags to mfndpos, based on ALLOW_DIG, and
moved some common logic regarding that flag into mfndpos
- made the ARMS check consistent for 2-handed weapons
I also noticed that simply carrying a pick was enough to allow a monster to
dig a door; wielding wasn't required. This is fixed as well.
Pat forwarded a message from the newsgroup in March that the town guards
enforce rules even outside the town proper. Fix: On room-based town levels,
check if the location is in a room containing subrooms (roomno will often
have a subroom id instead). On the other levels (e.g. minetn-5), there are
no subrooms, so the whole level is fair game. Currently, this is valid.
If fancier towns are added in the future, more flags or use of regions may
be required to tell where the town border actually is. These checks are done
in a new in_town function.
<Someone> (and later <Someone>) reported along with several other
things of a dwarf that stood in place and switched between his pick-axe and
broadsword on successive turns. Fixed by bringing the logic in the two
cases in line. The code now prefers to leave the hostile dwarf with a weapon.
- when a shopkeeper leaves the shop to chase the player, and the player
enters the shop, bill_p is set to an unusual value. bill_p needs to be set
back to a valid value if the shopkeeper re-enters the shop.
- Also, the u.ushops state needs to be updated when a shop becomes tended
again if the player is in the shop.
- introduce a new after_shk_move function to handle this
Can't push boulders through iron bars; traps can't roll such through either;
likewise for objects thrown by monsters.
Thrown objects susceptible to breaking might do so when they hit iron bars.
Assorted monsters can pass through iron bars; ditto for polymorphed character.
Attempting to dig iron bars will wake nearby monsters instead of yielding
"you swing your pick-axe through thin air".
Autodig won't accept iron bars as candidate location.
This throttles insect creation through monster spell casting. Especially
insects. It was creating m_lev worth of insects--for a 25th level priest,
that means every batch of insects was size 25!
I also lowered the range for nasties creation for similar reasons.
Summary of spell changes:
-- wimpiness of 'default' spell fixed by doing half damage for magic resistance
instead of 1 damage, and using half monster level instead of 1/3. It may
still need tweaking, but is much better than before.
-- 'default' spell for cleric monsters is now the wounds spell, by analogy with
wizard monsters.
-- added clerical lightning strike, flame strike, gush of water
-- all spells should now say the monster is casting a spell, and all spells
should have messages. (Side effect: monsters speeding up by other means
also give a message saying so).
-- casting undirected spells is not affected by whether the monster knows
where you are. Monsters that are attacking your displaced image, that are
several squares away, or that are peaceful can use undirected spells.
-- messages should correctly say whether the spell is undirected (a monster
was always casting at thin air or pointing at you and cursing, without checking
to see if the spell wouldn't require pointing)
-- Monsters which are attacking your displaced image, etc. use up mspec_used.
If they are casting an undirected spell, the spell still works.
-- Monsters which are not attacking can cast spells that don't attack.
-- If a monster didn't have ranged spellcasting ability (which most don't),
it would print a curse message from buzzmu() every round it was at range,
creating a useless stream of constant curse messages
I still haven't made spellcasters "smarter" in the sense of noticing whether
you have reflection, fire resistance, etc. That opens a big can of worms
because it would mean giving monsters a memory.
Known bug: the higher level a monster is, the more spells it has; since it
chooses a noncombat spell by randomly picking a spell and casting if it
happens to be noncombat, the higher level the monster is the greater the
chance of getting nothing.