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8 total messages Started by Don Kneller%Langridge Mon, 10 Mar 1986 07:01
A facilitating bug
#1374
Author: Don Kneller%Langridge
Date: Mon, 10 Mar 1986 07:01
48 lines
2500 bytes
It has occurred to me several times that killer bees just aren't
as much problem with HACK 1.03 as with version 1.01.  In 1.03 you can
run away when you're in trouble.  The bees follow you (sometimes), but
they don't hit.  Previously, they'd follow you (closely) *and* hit.
After some looking at the code to 1.01 I found the problem.  One
section of code was changed to use an additional local variable which
checked to see if the monster was close to you.  However, the variable
was not updated when a multiple-move monster (B,A,k,o among others)
moved closer to you.  Thus these monsters didn't "know" they were
beside you and wouldn't try to hit you.

To make matters even easier for you, when one of these monsters went to move
again, the position you were at was considered inaccessible (because it was
occupied by something), so the monster often moved away!  This made killer
bees appear not to be able to track you even though they were right beside
you.  Needless to say, this made one of the most difficult monsters *much*
easier.

This bug fix restores the potency of killer bees (and other multiple-move
monsters).

*** hack.mon.old.c	Sun Mar  9 22:20:46 1986
--- hack.mon.c	Sun Mar  9 22:20:27 1986
***************
*** 218,223
  		tmp = m_move(mtmp,0);	/* 2: monster died moving */
  		if(tmp == 2 || (tmp && mdat->mmove <= 12))
  			return(tmp == 2);
  	}
  
  	if(!index("Ea", mdat->mlet) && nearby &&

--- 218,227 -----
  		tmp = m_move(mtmp,0);	/* 2: monster died moving */
  		if(tmp == 2 || (tmp && mdat->mmove <= 12))
  			return(tmp == 2);
+ 		/* Without this line, fast monsters don't hit you when they've
+ 		 * caught up to you. -dgk
+ 		 */
+ 		nearby = (dist(mtmp->mx, mtmp->my) < 3); /* bugfix - dgk */
  	}
  
  	if(!index("Ea", mdat->mlet) && nearby &&
-- 
	Don Kneller
UUCP:	...ucbvax!ucsfcgl!kneller
ARPA:	kneller@ucsf-cgl.ARPA
BITNET:	kneller@ucsfcgl.BITNET
Re: A facilitating bug
#1380
Author: Kriton Kyrimis
Date: Thu, 13 Mar 1986 05:06
35 lines
2327 bytes
In article <786@ucsfcgl.UUCP> kneller@ucsfcgl.UUCP (Don Kneller) writes:
>It has occurred to me several times that killer bees just aren't
>as much problem with HACK 1.03 as with version 1.01.  In 1.03 you can
>run away when you're in trouble.  The bees follow you (sometimes), but
>they don't hit.  Previously, they'd follow you (closely) *and* hit.
>After some looking at the code to 1.01 I found the problem.  One
>section of code was changed to use an additional local variable which
>checked to see if the monster was close to you.  However, the variable
>was not updated when a multiple-move monster (B,A,k,o among others)
>moved closer to you.  Thus these monsters didn't "know" they were
>beside you and wouldn't try to hit you.
>
>To make matters even easier for you, when one of these monsters went to move
>again, the position you were at was considered inaccessible (because it was
>occupied by something), so the monster often moved away!  This made killer
>bees appear not to be able to track you even though they were right beside
>you.  Needless to say, this made one of the most difficult monsters *much*
>easier.
>
>This bug fix restores the potency of killer bees (and other multiple-move
>monsters).

Unfortunately, the posted patch makes agile monsters such as  B's
and  A's  ignore  Elbereth (and possibly scare monster scrolls ),
which is not quite right.  As I'm not familiar with the  workings
of  the  hack source I will not venture to offer a bug fix on the
bug fix, but I'll simply caution you against applying this  patch
in its current form.
-- 

	Kriton	(princeton!tilt!kyrimis)
------
"You know, I think it's just a matter of putting two and two together
 to make three..."
------
Re: A facilitating bug
#1402
Author: Don Kneller%Langridge
Date: Sun, 16 Mar 1986 09:05
89 lines
3595 bytes
In article <394@tilt.FUN> kyrimis@tilt.UUCP (Kriton ) writes:
>In article <786@ucsfcgl.UUCP> kneller@ucsfcgl.UUCP (Don Kneller) writes:
>>It has occurred to me several times that killer bees just aren't
>>as much problem with HACK 1.03 as with version 1.01.  In 1.03 you can
>>run away when you're in trouble.  The bees follow you (sometimes), but
>>they don't hit.  Previously, they'd follow you (closely) *and* hit.
>>
>>This bug fix restores the potency of killer bees (and other multiple-move
>>monsters).
>
>Unfortunately, the posted patch makes agile monsters such as  B's
>and  A's  ignore  Elbereth (and possibly scare monster scrolls ),
>which is not quite right.  As I'm not familiar with the  workings

Oops, I goofed.  I managed to forget to update a second local variable
that determines whether the monster should be scared.  Here is a reworked
version of the fix.

*** hack.mon.old	Sun Mar 16 00:52:19 1986
--- hack.mon.c	Sun Mar 16 00:42:23 1986
***************
*** 152,158
  register struct monst *mtmp;
  {
  	register struct permonst *mdat;
! 	register tmp, nearby, scared;
  
  	if(mtmp->cham && !rn2(6))
  		(void) newcham(mtmp, &mons[dlevel+14+rn2(CMNUM-14-dlevel)]);

--- 152,158 -----
  register struct monst *mtmp;
  {
  	register struct permonst *mdat;
! 	register tmp, nearby, scared, onscary;
  
  	if(mtmp->cham && !rn2(6))
  		(void) newcham(mtmp, &mons[dlevel+14+rn2(CMNUM-14-dlevel)]);
***************
*** 199,206
  		mtmp->mflee = 0;
  
  	nearby = (dist(mtmp->mx, mtmp->my) < 3);
! 	scared = (nearby && (sengr_at("Elbereth", u.ux, u.uy) ||
! 			sobj_at(SCR_SCARE_MONSTER, u.ux, u.uy)));
  	if(scared && !mtmp->mflee) {
  		mtmp->mflee = 1;
  		mtmp->mfleetim = (rn2(7) ? rnd(10) : rnd(100));

--- 199,207 -----
  		mtmp->mflee = 0;
  
  	nearby = (dist(mtmp->mx, mtmp->my) < 3);
! 	onscary = (sengr_at("Elbereth", u.ux, u.uy) ||
! 			sobj_at(SCR_SCARE_MONSTER, u.ux, u.uy));
! 	scared = (nearby && onscary);
  	if(scared && !mtmp->mflee) {
  		mtmp->mflee = 1;
  		mtmp->mfleetim = (rn2(7) ? rnd(10) : rnd(100));
***************
*** 218,223
  		tmp = m_move(mtmp,0);	/* 2: monster died moving */
  		if(tmp == 2 || (tmp && mdat->mmove <= 12))
  			return(tmp == 2);
  	}
  
  	if(!index("Ea", mdat->mlet) && nearby &&

--- 219,233 -----
  		tmp = m_move(mtmp,0);	/* 2: monster died moving */
  		if(tmp == 2 || (tmp && mdat->mmove <= 12))
  			return(tmp == 2);
+ 		/* The following lines restore the ability of multiple-move
+ 		 * monsters to hit you after having caught up. - dgk
+ 		 */
+ 		nearby = (dist(mtmp->mx, mtmp->my) < 3);
+ 		scared = (nearby && onscary);
+ 		if(scared && !mtmp->mflee) {
+ 			mtmp->mflee = 1;
+ 			mtmp->mfleetim = (rn2(7) ? rnd(10) : rnd(100));
+ 		}
  	}
  
  	if(!index("Ea", mdat->mlet) && nearby &&
-- 
	Don Kneller
UUCP:	...ucbvax!ucsfcgl!kneller
ARPA:	kneller@ucsf-cgl.ARPA
BITNET:	kneller@ucsfcgl.BITNET
Naming things
#1465
Author: sam
Date: Tue, 25 Mar 1986 15:15
13 lines
1219 bytes
In article <1883@hammer.UUCP> andrew@hammer.UUCP (Andrew Klossner) writes:
>
>Of course, if you have a two-handed sword you want to call it "Orcrist".

No, no, no, you want to name your LONG SWORD Orcrist.

-- 
*****************************************************************************
Shelli Meyers                               | 
UUCP: ...!harvard!bu-cs!sam                 | "Roads?  Where we're going, 
ARPA: sam%bu-cs.csnet@csnet-relay.arpa      |   we don't need roads..."
REAL LIFE: I dunno.  Somewhere in Boston.   |
*****************************************************************************
Re: Naming things
#1485
Author: bruce
Date: Thu, 27 Mar 1986 17:11
13 lines
1061 bytes
In article <302@bu-cs.UUCP> sam@bu-cs.UUCP (Shelli Meyers) writes:
>In article <1883@hammer.UUCP> andrew@hammer.UUCP (Andrew Klossner) writes:
>>
>>Of course, if you have a two-handed sword you want to call it "Orcrist".
>
>No, no, no, you want to name your LONG SWORD Orcrist.

No, no, no, Andrew was right, it's the two-handed sword.
-- 

Regards,
Bruce Munro.  <bruce@stc.UUCP>
...seismo!mcvax!ukc!stc!bruce
Naming swords
#1487
Author: Andrew Klossner
Date: Fri, 28 Mar 1986 16:21
12 lines
1152 bytes
In article <302@bu-cs.UUCP> sam@bu-cs.UUCP (Shelli Meyers) writes:
>In article <1883@hammer.UUCP> andrew@hammer.UUCP (Andrew Klossner) writes:
>>
>>Of course, if you have a two-handed sword you want to call it "Orcrist".
>
>No, no, no, you want to name your LONG SWORD Orcrist.

In hack version 1.0.3, naming your two-handed sword "Orcrist" gives it
extra damage against orcs.  Naming a long sword has no such effect.

  -=- Andrew Klossner   (decvax!tektronix!tekecs!andrew)       [UUCP]
                        (tekecs!andrew.tektronix@csnet-relay)  [ARPA]
Naming things - HERE'S THE CODE! (mild spoiler)
#1483
Author: Sean Casey
Date: Sun, 30 Mar 1986 04:06
17 lines
1181 bytes
In article <302@bu-cs.UUCP> sam@bu-cs.UUCP (Shelli Meyers) writes:
>In article <1883@hammer.UUCP> andrew@hammer.UUCP (Andrew Klossner) writes:
>>
>>Of course, if you have a two-handed sword you want to call it "Orcrist".
>
>No, no, no, you want to name your LONG SWORD Orcrist.

Ok, let's take a look at the code in hack.fight.c:


	    if(mon->data->mlet == 'O' && obj->otyp == TWO_HANDED_SWORD &&
		!strcmp(ONAME(obj), "Orcrist"))
		tmp += rnd(10);

I think the code speaks for itself.

Sean
Re: Naming things (*SPOILER*)
#1499
Author: Ross Jacobs
Date: Sun, 30 Mar 1986 23:19
28 lines
2071 bytes
In article <302@bu-cs.UUCP> sam@bu-cs.UUCP (Shelli Meyers) writes:
>In article <1883@hammer.UUCP> andrew@hammer.UUCP (Andrew Klossner) writes:
>>
>>Of course, if you have a two-handed sword you want to call it "Orcrist".
>


>No, no, no, you want to name your LONG SWORD Orcrist.
    Actually, *any* weapon can be named Orcrist and you will still get the
hefty increase damage points vs. orcs. This includes maces, bows, heavy iron
balls, crysknives, etc. The only problem with arrows/darts/sling bullets is
when you decide to call the whole load of them Orcrist, only the first one
you shoot/throw will be Orcristed.

     Just in case anyone is on a low level and has a ring of fire resistance,
orcs (and for that matter, killer bees) HATE fire. So, zap your wand of fire
happily away (one bolt will take out 2 orcs or one killer bee), or get confused
and read a scroll of fire (hence the need for fire resistance)--that should
take a whole load of them out.
 
                                          -Ross
-- 

Oh, we're the boys of the chorus      | Ross Jacobs
We hope you like our show             | {ihnp4,decvax,linus}!dartvax!rossj
We know you`re rootin for us          | Any semblance to a living, breathing, 
But now we have to gooooooo.......... | socially relevant opinion aint my fault.
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