Aklyses uniquely have a tether attached to one's wrist, which would stay
secure even when one's fingers are slippery. Therefore, it doesn't make
for the weapon to be dropped completely, tether and all, when Glib.
However, the game doesn't have a way to model a weapon that's on the
floor at your feet but still attached to your arm. (Technically the
uball and uchain code does do this sort of thing already, but it can't
be used here - what if you have an aklys slipping out of your grasp and
are punished at the same time?) So the next best thing is to give
aklyses immunity to slipping from one's hand.
This aims to fix the issue in which there are way more wands of speed
monster in the game than the player has any use for. Usually, one is
enough for the whole game (unless a player has a lot of pets they want
to speed up) but since they're an item monsters can generate with, it's
typical to see eight to twelve of them, useless for anything besides
polypiling into other wands since they just grant an intrinsic that's
usually obtained early in the game.
By making the wand effect (on the player) temporary very fast speed, it
becomes desirable to keep the wand around again. By adding a lightweight
source of very fast speed, it also helps diversify character builds away
from always relying on speed boots. And importantly, it becomes an item
the player can use situationally early in the game to enhance their odds
in a fight or run away from danger.
Meanwhile, the speed-intrinsic-granting has been moved to the potion,
and the potion is still superior to the wand in the duration of very
fast speed it grants (100 + d10 turns for an uncursed potion or 160 +
d10 turns for a blessed one, versus 50 + d25 turns for the wand).
Since monsters don't have a concept of very fast speed, this doesn't
change the wand or potion effects on them. They will still gain
permanent intrinsic speed by either method.
Issue reported by AndrioCelos: if hero was killed by a wand zapped
by a monster, the cause of death was "killed by <wand damage>
imagined by <the monster>" instead of intended "killed by <wand
damage> zapped by <the monster>". Report mentioned that the monster
was unseen but that wasn't relevant.
This worked when monster wand zaps were briefly changed to use
-9..-0 but got broken when that was reverted to using -39..-30 (due
to -0 being the same as 0 so making zapper of wands of magic missile
ambiguous).
Fixes#1011
If for some reason a shop room has multiple doors, try all of them
to find a good shop door, instead of just the first one, and failing
if it wasn't a good one.
This only matters for wizard-mode with SHOPTYPE environment var.
Prevent hug attacks (owlbear, python, pit fiend, several others),
attacks for wrap damage (eel and kraken, trapper and lurker above),
attacks for stick-to damage (mimic, lichen), and attacks for digestion
damage (purple worm) from succeeding against unsolid monsters (ghosts,
lights, vortices, most elementals).
Polymorph of an engulf or hold target into unsolid form has been
addressed by a couple of previous updates.
More towards not being able to swallow or hold an non-solid creature.
When engulfed, expel hero if the new form is unsolid or too big.
Give a message if hero is being held (rather than engulfed) and has
to be released.
Adding a call to expels() required some code reordering because it
calls spoteffects().
Give the hint about using '#monster' at the very end of polymon().
Wizmode testing shop generation, I encountered impossible
"Where is shopdoor" - the room that was being turned into
a shop had a subroom sharing the outer south wall with
the parent room, with a random niche placed such that it was
actually in the subroom wall. The niche door was still added
to the parent room, and the shop generation was trying to use
that door as the shop entrance.
As random niches are only used in room-and-corridor style
levels, subrooms aren't that common, so I just opted to
skip the niche generation if it was going to be placed
without being directly attached to the room it wanted.
The niche generation could be changed at a later date to actually
add the niche door to the correct room instead, if we ever feel
it's necessary to have random niches in subrooms.
As an interesting side note, I had no idea random niches were
only placed in the south or north walls of rooms, never to
east or west.
Something I noticed while looking over the recent report about hug
attacks. If a monster carrying one or more boulders (picked up while
in giant form) polymorphs into a non-giant, it will drop them. If
that happens while it's trapped, it could be killed. newcham() would
use a stale pointer to continue traversing its inventory after it was
dead and its possessions had been dropped.
I managed to get a chameleon-as-giant carrying boulders and some other
stuff trapped in a bear trap and then transform, but the few attempts
I made never killed off its next form so I wasn't able to induce a
crash to verify that a problem would actually occur.
The fix in commit 14d003c4ba prevented
current energy from ending up 1 point above maximum energy but it
didn't preserve the intent of splitting the drain with up to half
coming out of maximum and the remainder out of current. This restores
that intent but now only does so when maximum is more than the full
drain amount rather than when it is more than the up-to-half portion,
becoming less harsh when hero's max energy is very low. If current
is also very low then max energy will be reduced anyway, but by less.
Some unrelated formatting of invent.c has gotten mixed in.
Revises #1003
Issue reported by vultur-cadens: when trap effect of an anti-magic
field reduced maximum energy, the result might end up with current
energy being one point higher than new maximum.
Fixes#1003
to program_state.input_state
Rename program_state.getting_a_command and give it an int value
instead of treating it as boolean. Start using to it for Qt to
suppress commands initiated from the drop down menus in the title bar
if nethack isn't expecting to get a command from the user. Those menu
choices inject extended command text into the input stream and should
be avoided when entering text or waiting for a menu to be dismissed.
These menus would be better if they grayed out unavailable choices
when pulled down instead of accepting any choice and then treating
that no good. I'm not going to try to figure out to do that with Qt.
And this workaround for the menus doesn't have any affect on the
toolbar buttons below the title bar. Those execute core commands
directly and when I tried to use jacket routines instead, the tool bar
stopped showing up so I've given up.
This won't fix the reported problem of getting stuck in a loop.
- Move secondary preprocessor defines down further in config.h
so that they can be overridden via [platform]conf.h which is
included from global.h, specifically:
LIVELOGFILE when LIVELOG is defined
DUMPLOG_FILE when DUMPLOG is defined
- Minimize platform-specific, or compiler-specific code in hack.h and decl.h.
- reorganize src/decl.c to align with include/decl.h.
- a new header file cstd.h added, containing calls to C99
standard header files.
- hack.h, decl.h, and decl.c have been cleaned up and had code
moved so that things line up as follows:
hack.h defines values that are available to all
NetHack source files, contains enums for use in all
NetHack source files, and contains a number of
struct definitions for use in all NetHack source files.
It does not contain variable declarations or variable
definitions.
decl.h contains the extern declarations for variables that
are defined in decl.c. These variables are global and
available to all NetHack source files. The location of
the variables within decl.h was random, so give it some
order for now.
decl.c contains the definition of the variables declared in
decl.h, and initializes them where appropriate. The
variable definitions are laid out in much the
same order as their declarations in decl.h.
- wintty.h: There were some varying terminal-related prototypes in
system.h, and that was the only thing left that demanded that
system.h be included. Those have been replaced by an #include
<term.h> in include/wintty.h to get the more current (and hopefully
more correct) prototypes, rather than hardcoding them in NetHack
sources.
For edge-case platform compatiblity, there is no #include <term.h>
if the build defines NO_TERMCAP_HEADERS. In that case one set of
hardcoded prototypes is still used in include/wintty.h.
The added #include "term.h" is also bypassed for NO_TERMS builds (builds
that don't link to terminfo/termcap at all, but still present a tty
interface using platform or window-port specific functions to fulfill
the same role as that of terminfo/termcap).
- some scattered, unnecessary #include "integer.h" were removed from
various files, since that's always included in current NetHack-3.7
sources, either directly from config.h or indirectly from #include
"hack.h".
- system.h references removed.
- new cstd.h added; the #include "system.h" references in Makefiles
and project files (Xcode, visual studio), were replaced
with #include "cstd.h" references. A "make depends" is probably
warranted.
Also:
- Use of <term.h>, which defines clear_screen() as a macro, conflicts
with an actual function with that name in win/tty/termcap.c. The most
straight-forward course of action was to rename the NetHack function,
and change the references to it, from clear_screen() to
term_clear_screen(), so that was done.
Previously when monster was interested to pick up an item,
the code went through the whole object chain, so going through
all the items on the level. This caused problems with some games,
for example where the player created thousands of meatballs
in separate stacks.
Changed the code so it now looks at the map locations inside
the search radius, and the stacks in those map locations,
skipping locations as early as possible.
This should have no difference in behavior, except on Amiga;
as it is no longer supported, I removed all the amiga-specific
config-line handling. If anyone steps forward to support
that platform in the future, it shouldn't be too hard to
add those back.
- add a themeroom with random buried zombifying corpses
- disturbing buried zombies makes them revive much faster
- lua des.object() now returns the object it created
The prior behavior was an ugly kludge that treated rumors as
only-eligible-to-appear-from-fortune-cookies if they contained the
string "fortune" or "pity". This commit gets rid of that system and
introduces a system where each rumor can be specified as such by
prefixing it with "[cookie]".
In order to avoid changing existing behavior, I have applied the
[cookie] prefix to all the rumors which were affected under the old
rules. However, several rumors seem like they were misclassified under
the old rules, and I am in favor of changing them as follows:
Should be made cookie-only (they only really make sense in context of
eating a fortune cookie):
- "Ouch. I hate when that happens."
- "PLEASE ignore previous rumor."
- "Suddenly, the dungeon will collapse..."
- "Unfortunately, this message was left intentionally blank."
Should be made non-cookie-only (they make sense if they appear as
engravings, Oracle messages, or artifact whispers):
- "They say that a gypsy could tell your fortune for a price."
- "They say that fortune cookies are food for thought."
Every other case I'm aware of where a visible monster that the hero can
see turns invisible has some associated message, but not when zapping it
with the wand of make invisible and lacking see invisible. This adds a
message "[monster] vanishes!" in this case, which is the same as the
most common message one gets for zapping a monster with teleportation,
by design to keep the wand's identity ambiguous.
Technically, prior to this commit, there was a leak of information if
one zapped a wand that made a monster disappear: the identity of the
want could be determined immediately by the presence or absence of a
vanishing message. Practically, though, it was easy to check if there
was a new invisible monster in the same spot or not.
Also, zapping teleportation at a monster and having it land somewhere
visible to the hero now has attention explicitly drawn to it with a
message (in prior versions it didn't, so it could potentially be a
different monster appearing by some other means), so I additionally made
the wand of teleportation automatically identify itself when the hero
sees the monster appear as a result of their zap.
Reverse part of commit 4021a63bcf
"wand/spell/breath killer reason" so that wand of magic missile
zapped by a monster isn't ambiguous about who is responsible.
Setting protection from shape changers via wizintrinsics
caused a sanity error on the next turn, if any monsters affected
by it were in changed shaped on the level.
Call rescham after setting the timeout, so the monsters will
immediately revert to their own form.
Making the zeroing out of memory used by an object that is about to
be freed unconditional, and do the same for monsters. Should never
matter aside from an undetectable amount of extra overhead.
If standing at the location of a closed door while having Passes_walls
ability, attemping to open that door with 'o' reported "you don't find
anything here to loot".
Using 'o' to loot for direction ./>/< is intentional but it ignored
the possibility of there also being a closed door present. When the
latter applies, only switch from open to loot for direction '>' so
that '.' (and '<') will open the door. Doesn't matter for creatures
that can ooze under a closed door--trying to use 'o' gets rejected for
them because they lack hands.
Also allow hero in Passes_walls form to use 'c' when at open door spot.
(For creatures that ooze under doors, 'c' is rejected just like 'o'.)
Unrelated: fix a typo in a recently added comment.
While fuzzing, the game got stuck here trying to generate
a random stoneable monster for a Medusa level statue.
I didn't investigate deeper why it failed to find a matching
monster type.
Fix the duplicate feedback given when landing on one or more items
after teleporting out of lava.
This also avoids "you find yourself back on solid water" if you are
able to survive at a water location and safe_teleds() puts you on one.
relocate surface(), ceiling(), and avoid_ceiling() to dungeon.c
adjacent to has_ceiling() etc.
astral and fire, like airlevel and waterlevel return FALSE
for has_ceiling()
if a caller does happen to call ceiling() on fire level,
return "flames above"
if a caller does happen to call ceiling() on quest level,
return a more-generic "expanse above", instead of the
word "ceiling"
add "stairs" return to surface()
remove recent update to engrave.c to special-case "stairs"
since surface() will return that now
Consolidate a couple of makemon() calls. I thought that this would
end up being clearer but it isn't actually much of an improvement.
Should be no change in behavior.
The overly simplistic fix to prevent pets from picking up objects
while they were busy eating had unwanted side-effects, making them
seem to be paralyzed in some situations such as #chat. Reverse the
recent change done in commit 754e9333f5
("fix pet picking something up while eating") and handle it in the
pet pick-up code instead.
Refine the fix #K3888 by moving multiple instances of the check for
cancel_don() from destroy_arm() to one instance in wornarm_destroyed().
Should be no change in behavior.
Report was for spell-casting monster using the destroy armor spell on
hero's levitation boots while hero was floating over lava. The boots
became unworn but still in inventory, hero dropped into lava, the
boots happened to be an inventory item which got burned up, then the
call stack unwound back to the destroy armor routine which tried to
finish by deleting them but they were already gone by then. Could
also happen for black dragon breath, hero reading scroll of destroy
armor, or overenchanting the boots with scroll of enchant armor, so
not so unlikely that nobody would be expected to notice.
Initially I couldn't reproduce the object lost panic. It only happens
if the memory used by the boots is cleared or clobbered during first
time it's freed, otherwise second free doesn't notice any problem.
The 'wornarm_destroyed()' portion of this commit is sufficient to fix
this. The other bits are things I tried before figuring out how to
reproduce it, plus zeroing out any object passed to dealloc_obj().
Defining des.object({ id="large box", locked=false })
was the same as random locked state. Make it actually mean unlocked,
and not defining locked at all means random.