fix #K3912 - engraving sanity: closed doors

Engraving in an empty doorway and then using locking magic to create
a door there resulted in an impossible warning: "engraving sanity:
illegal surface (23)" if the 'sanity_check' option was On (wizard
mode only).  Engraving in an open doorway and then simply closing
the existing door produced the same effect.

Accept engravings at closed doors.  Presumably hero will be using
Passes_walls to attempt that so treat closed doors same as open ones.
Update the engraving sanity check to deal with that.

Bonus fix: engraving sanity checking stopped after the first problem
instead of checking every engraving.  Have it continue instead.

Not fixed:  vault wall repair and temporary corridor removal does
not delete engravings and can trigger the illegal surface warning if
player engraves before the repairs.  I didn't test shop wall repair
but it doesn't have any engr references so probably has the same bug.
This commit is contained in:
PatR
2023-05-03 14:29:03 -07:00
parent 53adba6602
commit c0441126b8
5 changed files with 47 additions and 28 deletions

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@@ -1164,6 +1164,9 @@ avoid "wall_angle: unknown hwall mode 4" when using #terrain command to
has been transformed into an open door while not in sight
it was possible to produce a web at a water or lava location; it would not be
visible but could trap the hero, resulting in drowning or incineration
engraving in an open doorway was allowed, engraving in closed one (presumably
via Passes_walls) was not, but closing the door on an engraving was;
change to allow engraving at closed door location
Fixes to 3.7.0-x General Problems Exposed Via git Repository
@@ -1555,6 +1558,7 @@ throttle the difficulty of the monsters in theme room "buried zombies"
buried troll whose auto-revive timer expired might triger panic with
"revive default case 6"
throwing a helm of brilliance could yield "breaking odd object?"
sanity checking of engravings was stopping after first problem found
Fixes to 3.7.0-x Platform and/or Interface Problems Exposed Via git Repository

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@@ -107,6 +107,14 @@ enum levl_typ_types {
#define IS_AIR(typ) ((typ) == AIR || (typ) == CLOUD)
#define IS_SOFT(typ) ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ))
#define IS_WATERWALL(typ) ((typ) == WATER)
/* for surface checks when it's unknown whether a drawbridge is involved;
drawbridge_up is the spot in front of a closed drawbridge and not the
current surface at that spot; caveat: this evaluates its arguments more
than once and might make a function call */
#define SURFACE_AT(x,y) \
((levl[x][y].typ == DRAWBRIDGE_UP) \
? db_under_typ(levl[x][y].drawbridgemask) \
: levl[x][y].typ)
/*
* Note: secret doors (SDOOR) want to use both rm.doormask and

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@@ -1720,10 +1720,12 @@ Can_rise_up(coordxy x, coordxy y, d_level *lev)
boolean
has_ceiling(d_level *lev)
{
if (!(Is_astralevel(lev) || Is_firelevel(lev)
|| Is_airlevel(lev) || Is_waterlevel(lev)))
return TRUE;
return FALSE;
/* FIXME: some (most? all?) of the quest home levels are conceptually
above ground and don't have ceilings outside of their buildings
but we don't presently check for that */
if (In_endgame(lev) && !Is_earthlevel(lev))
return FALSE;
return TRUE;
}
boolean
@@ -1779,14 +1781,16 @@ const char *
surface(coordxy x, coordxy y)
{
struct rm *lev = &levl[x][y];
int levtyp = SURFACE_AT(x, y);
if (u_at(x, y) && u.uswallow && is_animal(u.ustuck->data))
/* 'husk' is iffy but maw is wrong for 't' class */
return digests(u.ustuck->data) ? "maw"
: enfolds(u.ustuck->data) ? "husk"
: "nonesuch"; /* can't happen (fingers crossed...) */
else if (IS_AIR(lev->typ) && Is_airlevel(&u.uz))
return "air";
else if (IS_AIR(levtyp))
return Is_waterlevel(&u.uz) ? "air bubble"
: (levtyp == CLOUD) ? "cloud" : "air";
else if (is_pool(x, y))
return (Underwater && !Is_waterlevel(&u.uz))
? "bottom" : hliquid("water");
@@ -1796,16 +1800,19 @@ surface(coordxy x, coordxy y)
return hliquid("lava");
else if (lev->typ == DRAWBRIDGE_DOWN)
return "bridge";
else if (IS_ALTAR(levl[x][y].typ))
else if (IS_ALTAR(levtyp))
return "altar";
else if (IS_GRAVE(levl[x][y].typ))
else if (IS_GRAVE(levtyp))
return "headstone";
else if (IS_FOUNTAIN(levl[x][y].typ))
else if (IS_FOUNTAIN(levtyp))
return "fountain";
else if (On_stairs(x, y))
return "stairs";
else if ((IS_ROOM(lev->typ) && !Is_earthlevel(&u.uz))
|| IS_WALL(lev->typ) || IS_DOOR(lev->typ) || lev->typ == SDOOR)
else if (IS_WALL(levtyp) || levtyp == SDOOR)
return "wall"; /* 'surface' during Passes_walls */
else if (IS_DOOR(levtyp))
return "doorway"; /* even for closed door */
else if (IS_ROOM(levtyp) && !Is_earthlevel(&u.uz))
return "floor";
else
return "ground";

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@@ -407,6 +407,8 @@ stylus_ok(struct obj *obj)
static boolean
u_can_engrave(void)
{
int levtyp = SURFACE_AT(u.ux, u.uy);
if (u.uswallow) {
if (is_animal(u.ustuck->data)) {
pline("What would you write? \"Jonah was here\"?");
@@ -420,18 +422,20 @@ u_can_engrave(void)
} else if (is_lava(u.ux, u.uy)) {
You_cant("write on the %s!", surface(u.ux, u.uy));
return FALSE;
} else if (is_pool(u.ux, u.uy) || IS_FOUNTAIN(levl[u.ux][u.uy].typ)) {
} else if (is_pool(u.ux, u.uy) || IS_FOUNTAIN(levtyp)) {
You_cant("write on the %s!", surface(u.ux, u.uy));
return FALSE;
}
if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) /* in bubble */) {
You_cant("write in thin air!");
} else if (IS_AIR(levtyp)) {
/* airlevel or inside bubble on waterlevel */
You_cant("write in %s!",
(levtyp == CLOUD) ? "cloud vapor" : "thin air");
return FALSE;
} else if (!accessible(u.ux, u.uy)) {
} else if (!ACCESSIBLE(levtyp)) {
/* stone, tree, wall, secret corridor, pool, lava, bars */
You_cant("write here.");
return FALSE;
}
if (cantwield(gy.youmonst.data)) {
You_cant("even hold anything!");
return FALSE;
@@ -1315,7 +1319,7 @@ void
engraving_sanity_check(void)
{
struct engr *ep;
schar typ;
int levtyp;
if (head_engr && (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz))) {
impossible("engraving sanity: on plane of air/water");
@@ -1327,14 +1331,13 @@ engraving_sanity_check(void)
if (!isok(x, y)) {
impossible("engraving sanity: !isok <%i,%i>", x, y);
return;
continue;
}
typ = levl[x][y].typ;
if (typ == LAVAPOOL || typ == LAVAWALL || IS_POOL(typ)
|| typ == AIR || !accessible(x, y)) {
impossible("engraving sanity: illegal surface (%i)", typ);
return;
levtyp = SURFACE_AT(x, y);
if (is_pool_or_lava(x, y) || IS_AIR(levtyp) || !ACCESSIBLE(levtyp)) {
impossible("engraving sanity: illegal surface (%d: \"%s\")",
levtyp, surface(x, y));
continue;
}
}
}

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@@ -1895,11 +1895,8 @@ closed_door(coordxy x, coordxy y)
boolean
accessible(coordxy x, coordxy y)
{
int levtyp = levl[x][y].typ;
/* use underlying terrain in front of closed drawbridge */
if (levtyp == DRAWBRIDGE_UP)
levtyp = db_under_typ(levl[x][y].drawbridgemask);
int levtyp = SURFACE_AT(x, y);
return (boolean) (ACCESSIBLE(levtyp) && !closed_door(x, y));
}