Fix: a number of unblock_points shouldn't unblock unconditionally

Initially diagnosed in an xnethack fuzzer crash - unblock_point
shouldn't be called when a closed door becomes non-closed, because it's
possible that there's a gas cloud on the space which means it still
blocks vision. These always need to be recalc_block_point. A number of
them were fixed, but when I went through all the xnethack ones, I found
some that were unchanged from upstream NetHack. I reproduced the sanity
check impossibles usually by breathing gas at a door as an iron golem
and then opening or destroying the door to trigger the unblock_point
call.

The use of recalc_block_point in wizterrainwish was not triggering this
bug, but the previous code there basically duplicated
recalc_block_point.
This commit is contained in:
copperwater
2025-03-08 07:47:28 -05:00
parent a6a1e1b365
commit 49b43f760f
6 changed files with 6 additions and 13 deletions

View File

@@ -1435,7 +1435,7 @@ mdig_tunnel(struct monst *mtmp)
sawit = canseemon(mtmp); /* before door state change and unblock_pt */
trapped = (here->doormask & D_TRAPPED) ? TRUE : FALSE;
here->doormask = trapped ? D_NODOOR : D_BROKEN;
unblock_point(mtmp->mx, mtmp->my); /* vision */
recalc_block_point(mtmp->mx, mtmp->my); /* vision */
newsym(mtmp->mx, mtmp->my);
if (trapped) {
seeit = canseemon(mtmp);

View File

@@ -949,7 +949,7 @@ kick_door(coordxy x, coordxy y, int avrg_attrib)
gm.maploc->doormask = D_BROKEN;
}
feel_newsym(x, y); /* we know we broke it */
unblock_point(x, y); /* vision */
recalc_block_point(x, y); /* vision */
if (shopdoor) {
add_damage(x, y, SHOP_DOOR_COST);
pay_for_damage("break", FALSE);

View File

@@ -787,7 +787,7 @@ still_chewing(coordxy x, coordxy y)
lev->typ = CORR;
}
unblock_point(x, y); /* vision */
recalc_block_point(x, y); /* vision */
newsym(x, y);
if (digtxt)
You1(digtxt); /* after newsym */

View File

@@ -463,7 +463,7 @@ do_earthquake(int force)
}
/* wasn't doorless, now it will be */
levl[x][y].doormask = D_NODOOR;
unblock_point(x, y);
recalc_block_point(x, y);
newsym(x, y); /* before pline */
if (cansee(x, y))
pline_The("door collapses.");

View File

@@ -3862,14 +3862,7 @@ wizterrainwish(struct _readobjnam_data *d)
} else {
if (u.utrap && u.utraptype == TT_LAVA && !is_lava(u.ux, u.uy))
reset_utrap(FALSE);
if (does_block(x, y, lev)) {
if (!didblock)
block_point(x, y);
} else {
if (didblock)
unblock_point(x, y);
}
recalc_block_point(x, y);
}
/* fixups for replaced terrain that aren't handled above */

View File

@@ -3443,7 +3443,7 @@ launch_obj(
}
levl[x][y].doormask = D_BROKEN;
if (dist)
unblock_point(x, y);
recalc_block_point(x, y);
}
/* if about to hit something, do so now */