wizard mode buglet: simultaneous Lev+Fly timeout
Noticed while working on Qt status highlighting: if levitation
and flying timed out at the same time, first Lev timeout called
float_down() which reported
You have stopped levitating and are now flying.
and then Fly timeout left stale "Fly" on the status line due to
an optimization which got subverted. ('was_flying' flag was
False due to Fly being blocked by Lev; that's correct behavior,
but the flag is effectively a cached value that becomes stale
when the Lev timeout code executes.)
The bug was wizard mode only because #wizintrinsic is the only
way to get timed flying.
This commit is contained in:
@@ -1,4 +1,4 @@
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NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.361 $ $NHDT-Date: 1606033928 2020/11/22 08:32:08 $
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NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.362 $ $NHDT-Date: 1606243387 2020/11/24 18:43:07 $
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General Fixes and Modified Features
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-----------------------------------
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@@ -305,6 +305,9 @@ wand/scroll of create monster or bag of tricks that makes a new monster which
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concealed mimic seen as furniture or an object
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'showscore' could be used to determine how much gold was inside a container
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whose contents were unknown
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wizard mode (only way to get timed flying): if levitation and flying time out
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on same turn, player was told "You have stopped levitating and are
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now flying."; status line wasn't updated to remove stale Fly condition
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -1,4 +1,4 @@
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/* NetHack 3.7 timeout.c $NHDT-Date: 1598570054 2020/08/27 23:14:14 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.119 $ */
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/* NetHack 3.7 timeout.c $NHDT-Date: 1606243387 2020/11/24 18:43:07 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.122 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2018. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -46,11 +46,16 @@ const struct propname {
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{ DETECT_MONSTERS, "monster detection" },
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{ SEE_INVIS, "see invisible" },
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{ INVIS, "invisible" },
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{ DISPLACED, "displaced" }, /* timed amount possible via eating a
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* displacer beast corpse */
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/* properties beyond here don't have timed values during normal play,
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so there's not much point in trying to order them sensibly;
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they're either on or off based on equipment, role, actions, &c */
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/* timed displacement is possible via eating a displacer beast corpse */
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{ DISPLACED, "displaced" },
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/* timed pass-walls is a potential prayer result if surrounded by stone
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with nowhere to be safely teleported to */
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{ PASSES_WALLS, "pass thru walls" },
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/*
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* Properties beyond here don't have timed values during normal play,
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* so there's not much point in trying to order them sensibly.
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* They're either on or off based on equipment, role, actions, &c.
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*/
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{ FIRE_RES, "fire resistance" },
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{ COLD_RES, "cold resistance" },
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{ SLEEP_RES, "sleep resistance" },
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@@ -81,7 +86,6 @@ const struct propname {
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{ WWALKING, "water walking" },
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{ SWIMMING, "swimming" },
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{ MAGICAL_BREATHING, "magical breathing" },
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{ PASSES_WALLS, "pass thru walls" },
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{ SLOW_DIGESTION, "slow digestion" },
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{ HALF_SPDAM, "half spell damage" },
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{ HALF_PHDAM, "half physical damage" },
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@@ -676,6 +680,12 @@ nh_timeout()
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}
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break;
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case LEVITATION:
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/* timed Flying is via #wizintrinsic only; still, we want to
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avoid float_down() reporting "you have stopped levitating
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and are now flying" if both are timing out together;
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relies on knowing that Lev timeout is handled before Fly */
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if ((HFlying & TIMEOUT) == 1L)
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--HFlying; /* bypass pending 'case FLYING' */
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(void) float_down(I_SPECIAL | TIMEOUT, 0L);
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break;
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case FLYING:
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