Give demon lords and other monsters who teleport to your location a
oneshot arrival message. Brought about by the report of the late "<demon>
appears" message delivered during its bribery demand, after the character
had already been able to see it for long enough to extract gold from a bag.
Now, if you can't see or sense a monster before it teleports to you, and
you can see or sense it after, you'll get "<monster> suddenly appears!".
The message will be given at most once for any given monster, and it won't
be shown at all if you already see/sense the monster before it teleports or
still don't see/sense it afterwards. The fixes entry is deliberately a bit
vague (and I put it in the new feature section rather than the fix section).
The change from long to unsigned long for monst.mstrategy may bring
some lint complaints along with it. The various constants (STRAT_xxx) used
to populate it are still signed. I didn't increment EDITLEVEL for this;
existing data should still work ok.
- remove an unreferenced variable
- continue with recent code trend towards having DEADMONSTER()
check in its own if/continue statement in a few more places
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)
When testing drawbridge stuff recently I ended up with an unseen
monster who evidently cast the aggravation spell repeatedly, yielding a
steady stream of "you feel that monsters are aware of your presence"
messages. This patch makes monsters tend to avoid repeating that spell
once everyone on the level has already been woken up. It also extends
the spell effect so that it will wake monsters like quest nemesis and the
Wizard who ordinarily wait until you get close before they become active.
From a bug report:
> If the Summon Nasties monster spell gates in two minions instead of one,
> the message still says "A monster appears from nowhere!"
The code wasn't counting any summoned monsters who had an opposite alignment
to the summoner. It also assumed that the 10% chance for demon summoning
in Gehennom always yielded exactly one monster even though that can produce
zero or more than one.
+ 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.
Reported last spring and again last week: monsters who teleport to
your location (named demons, master liches, and so forth) continue to do
that even if they've just used a scroll or wand of teleportation to get
away from you. This doesn't prevent that situation but does make it be
much less likely to occur.
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> reported that a Titan summoning nasty monsters via a spell
resulted in various monsters being placed on locations containing boulders.
nasty() was using the summoning monster's type to decide where to place the
summoned monsters. Note that this could theoretically also cause
inappropriate monsters to be placed in water, lava, walls, et al.
Rearranged the code to pick the monster type first.
> I'm working on a Nethack port, and one of the header files a
> library uses has a structure with a member named "red". Since
> includes/decl.h #defines red to something, this totally loses.
>
> Attached is a patch which fixes the color defines.
<Someone> wrote:
> Linux, Redhat 7.1 nethack 3.4.0
>
>Please see attached patch file.
>
>I'm attempting to move more stuff into the "read-only" area, in
>preparation for a port to another OS.
This adds a further throttle to chain summoning. Monsters can only summon
spellcasting nasties if the nasties are lower level than the summoner, which
makes infinite chains impossible (as long as the player figures out which
monster to kill first).
Implement Pat's suggestion of setting the mavenge flag when a covetous
monster flees, since they may subsequently teleport back and attack even
if mflee is set.
When the Wizard uses STRAT_MONSTR to get next to any monster
which is carrying the Amulet, he was actually displacing the other
monster to take its map location. It was possible--and still is,
actually, although it takes a lot longer now--for the excessive
summoning by spell casting monsters to entirely fill up the temple
on the Sanctum level, so the Wizard would sometimes knock Moloch's
high priest right out of his temple. And since that priest doesn't
turn hostile until you enter the temple, you might have needed to
kill a peaceful human in order to get the Amulet.
Now when there's no elbow room in the temple, the Wizard will
stay outside instead of bumping the high priest out.
This fixes the problem with my monster spell changes which let monsters
summon monsters around you when they don't even know you're around.
The summoned monsters should appear where the monster thinks you are, if
you're invisible or displaced.
I have not prevented them from summoning monsters when you are in a temple,
nor have I prevented them from aggravating monsters several times when you're
out of sight.
Messages should be a little smarter, taking into account number of monsters
and invisibility/displacement.
--Ken A