level teleporters vs Ft.Ludios

From newsgroup discussion where slash'em changes have revealed a
latent nethack bug:  prevent placing level teleporters in single-
level branches.  The Knox level doesn't have any level teleporters
(or random traps) but wizard mode wishing could create them there.
They wouldn't do anything because the only possible destination
would be the same level.  Pushing a boulder onto one used to trigger
an infinite loop (and still does in slash'em, which has other
single-level branches besides Ft.Ludios) trying to relocate it.

Boulder pushing was changed 15 years ago to prevent the infinite
loop and to avoid giving "the boulder disappears" message when a
level teleporter failed, but rolling boulder traversal lacked that
same change--it wasn't vulnerable to looping but could give an
inaccurate message claiming that the boulder disappeared when it
actually didn't.  Fixing this is a bit late; rolling boulder trap
creation was recently changed to not choose a path that rolls over
teleportation or level tele traps any more.
This commit is contained in:
PatR
2021-04-12 13:25:52 -07:00
parent a8388c8cb5
commit 8bd08ebb71
7 changed files with 53 additions and 27 deletions

View File

@@ -352,10 +352,12 @@ maketrap(int x, int y, int typ)
|| (u.utraptype == TT_LAVA && !is_lava(x, y))))
reset_utrap(FALSE);
/* old <tx,ty> remain valid */
} else if (IS_FURNITURE(lev->typ)
&& (!IS_GRAVE(lev->typ) || (typ != PIT && typ != HOLE))) {
} else if ((IS_FURNITURE(lev->typ)
&& (!IS_GRAVE(lev->typ) || (typ != PIT && typ != HOLE)))
|| (typ == LEVEL_TELEP && single_level_branch(&u.uz))) {
/* no trap on top of furniture (caller usually screens the
location to inhibit this, but wizard mode wishing doesn't) */
location to inhibit this, but wizard mode wishing doesn't)
and no level teleporter in branch with only one level */
return (struct trap *) 0;
} else {
oldplace = FALSE;
@@ -2778,6 +2780,9 @@ launch_obj(
}
}
if ((t = t_at(g.bhitpos.x, g.bhitpos.y)) != 0 && otyp == BOULDER) {
int newlev = 0;
d_level dest;
switch (t->ttyp) {
case LANDMINE:
if (rn2(10) > 2) {
@@ -2801,20 +2806,22 @@ launch_obj(
}
break;
case LEVEL_TELEP:
/* 20% chance of picking current level; 100% chance for
that if in single-level branch (Knox) or in endgame */
newlev = random_teleport_level();
/* if trap doesn't work, skip "disappears" message */
if (newlev == depth(&u.uz))
break;
/*FALLTHRU*/
case TELEP_TRAP:
if (cansee(g.bhitpos.x, g.bhitpos.y))
pline("Suddenly the rolling boulder disappears!");
else
else if (!Deaf)
You_hear("a rumbling stop abruptly.");
singleobj->otrapped = 0;
if (t->ttyp == TELEP_TRAP)
if (t->ttyp == TELEP_TRAP) {
(void) rloco(singleobj);
else {
int newlev = random_teleport_level();
d_level dest;
if (newlev == depth(&u.uz) || In_endgame(&u.uz))
continue;
} else {
add_to_migration(singleobj);
get_level(&dest, newlev);
singleobj->ox = dest.dnum;
@@ -2838,9 +2845,12 @@ launch_obj(
}
dist = -1; /* stop rolling immediately */
break;
}
if (used_up || dist == -1)
default:
break;
}
if (used_up || dist == -1)
break; /* from 'while' loop */
}
if (flooreffects(singleobj, g.bhitpos.x, g.bhitpos.y, "fall")) {
used_up = TRUE;