Merge branch 'NetHack-3.6'

This commit is contained in:
nhmall
2019-05-27 16:38:09 -04:00
3 changed files with 92 additions and 41 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 ball.c $NHDT-Date: 1558485648 2019/05/22 00:40:48 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.37 $ */
/* NetHack 3.6 ball.c $NHDT-Date: 1558920171 2019/05/27 01:22:51 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.38 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) David Cohrs, 2006. */
/* NetHack may be freely redistributed. See license for details. */
@@ -373,20 +373,7 @@ xchar ballx, bally, chainx, chainy; /* only matter !before */
}
}
/* return TRUE if the caller needs to place the ball and chain down again
*
* Should not be called while swallowed. Should be called before movement,
* because we might want to move the ball or chain to the hero's old
* position.
*
* It is called if we are moving. It is also called if we are teleporting
* *if* the ball doesn't move and we thus must drag the chain. It is not
* called for ordinary teleportation.
*
* allow_drag is only used in the ugly special case where teleporting must
* drag the chain, while an identical-looking movement must drag both the ball
* and chain.
*/
/* return TRUE if the caller needs to place the ball and chain down again */
boolean
drag_ball(x, y, bc_control, ballx, bally, chainx, chainy, cause_delay,
allow_drag)
@@ -399,6 +386,20 @@ boolean allow_drag;
struct trap *t = (struct trap *) 0;
boolean already_in_rock;
/*
* Should not be called while swallowed. Should be called before
* movement, because we might want to move the ball or chain to the
* hero's old position.
*
* It is called if we are moving. It is also called if we are
* teleporting *if* the ball doesn't move and we thus must drag the
* chain. It is not called for ordinary teleportation.
*
* 'allow_drag' is only used in the ugly special case where teleporting
* must drag the chain, while an identical-looking movement must drag
* both the ball and chain.
*/
*ballx = uball->ox;
*bally = uball->oy;
*chainx = uchain->ox;
@@ -425,6 +426,7 @@ boolean allow_drag;
}
return TRUE;
}
#define CHAIN_IN_MIDDLE(chx, chy) \
(distmin(x, y, chx, chy) <= 1 \
&& distmin(chx, chy, uball->ox, uball->oy) <= 1)
@@ -432,19 +434,21 @@ boolean allow_drag;
(IS_ROCK(levl[x][y].typ) \
|| (IS_DOOR(levl[x][y].typ) \
&& (levl[x][y].doormask & (D_CLOSED | D_LOCKED))))
/* Don't ever move the chain into solid rock. If we have to, then instead
* undo the move_bc() and jump to the drag ball code. Note that this also
* means the "cannot carry and drag" message will not appear, since unless we
* moved at least two squares there is no possibility of the chain position
* being in solid rock.
*/
#define SKIP_TO_DRAG \
{ \
/*
* Don't ever move the chain into solid rock. If we have to, then
* instead undo the move_bc() and jump to the drag ball code. Note
* that this also means the "cannot carry and drag" message will not
* appear, since unless we moved at least two squares there is no
* possibility of the chain position being in solid rock.
*/
#define SKIP_TO_DRAG \
do { \
*chainx = oldchainx; \
*chainy = oldchainy; \
move_bc(0, *bc_control, *ballx, *bally, *chainx, *chainy); \
goto drag; \
}
} while (0)
if (IS_CHAIN_ROCK(u.ux, u.uy) || IS_CHAIN_ROCK(*chainx, *chainy)
|| IS_CHAIN_ROCK(uball->ox, uball->oy))
already_in_rock = TRUE;
@@ -469,8 +473,8 @@ boolean allow_drag;
case 5: {
xchar tempx, tempy, tempx2, tempy2;
/* find position closest to current position of chain */
/* no effect if current position is already OK */
/* find position closest to current position of chain;
no effect if current position is already OK */
if (abs(x - uball->ox) == 1) {
tempx = x;
tempx2 = uball->ox;

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 end.c $NHDT-Date: 1557094801 2019/05/05 22:20:01 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.170 $ */
/* NetHack 3.6 end.c $NHDT-Date: 1558921075 2019/05/27 01:37:55 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.174 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
@@ -28,6 +28,7 @@ static void FDECL(done_hangup, (int));
STATIC_DCL void FDECL(disclose, (int, BOOLEAN_P));
STATIC_DCL void FDECL(get_valuables, (struct obj *));
STATIC_DCL void FDECL(sort_valuables, (struct valuable_data *, int));
STATIC_DCL void NDECL(done_object_cleanup);
STATIC_DCL void FDECL(artifact_score, (struct obj *, BOOLEAN_P, winid));
STATIC_DCL void FDECL(really_done, (int)) NORETURN;
STATIC_DCL void FDECL(savelife, (int));
@@ -973,6 +974,55 @@ int what;
}
#endif
/* deal with some objects which may be in an abnormal state at end of game */
STATIC_OVL void
done_object_cleanup()
{
int ox, oy;
/* might have been killed while using a disposable item, so make sure
it's gone prior to inventory disclosure and creation of bones */
inven_inuse(TRUE);
/*
* Hero can die when throwing an object (by hitting an adjacent
* gas spore, for instance, or being hit by mis-returning Mjollnir),
* or while in transit (from falling down stairs). If that happens,
* some object(s) might be in limbo rather than on the map or in
* any inventory. Saving bones with an active light source in limbo
* would trigger an 'object not local' panic.
*
* We used to use dealloc_obj() on g.thrownobj and g.kickedobj but
* that keeps them out of bones and could leave uball in a confused
* state (gone but still attached). Place them on the map but
* bypass flooreffects(). That could lead to minor anomalies in
* bones, like undamaged paper at water or lava locations or piles
* not being knocked down holes, but it seems better to get this
* game over with than risk being tangled up in more and more details.
*/
ox = u.ux + u.dx, oy = u.uy + u.dy;
if (!isok(ox, oy) || !accessible(ox, oy))
ox = u.ux, oy = u.uy;
/* put thrown or kicked object on map (for bones); location might
be incorrect (perhaps killed by divine lightning when throwing at
a temple priest?) but this should be better than just vanishing
(fragile stuff should be taken care of before getting here) */
if (g.thrownobj && g.thrownobj->where == OBJ_FREE) {
place_object(g.thrownobj, ox, oy);
stackobj(g.thrownobj), g.thrownobj = 0;
}
if (g.kickedobj && g.kickedobj->where == OBJ_FREE) {
place_object(g.kickedobj, ox, oy);
stackobj(g.kickedobj), g.kickedobj = 0;
}
/* if Punished hero dies during level change or dies or quits while
swallowed, uball and uchain will be in limbo; put them on floor
so bones will have them and object list cleanup finds them */
if (uchain && uchain->where == OBJ_FREE) {
placebc();
}
return;
}
/* called twice; first to calculate total, then to list relevant items */
STATIC_OVL void
artifact_score(list, counting, endwin)
@@ -1144,15 +1194,10 @@ int how;
/* render vision subsystem inoperative */
iflags.vision_inited = 0;
/* might have been killed while using a disposable item, so make sure
it's gone prior to inventory disclosure and creation of bones data */
inven_inuse(TRUE);
/* maybe not on object lists; if an active light source, would cause
big trouble (`obj_is_local' panic) for savebones() -> savelev() */
if (g.thrownobj && g.thrownobj->where == OBJ_FREE)
dealloc_obj(g.thrownobj);
if (g.kickedobj && g.kickedobj->where == OBJ_FREE)
dealloc_obj(g.kickedobj);
/* maybe use up active invent item(s), place thrown/kicked missile,
deal with ball and chain possibly being temporarily off the map */
if (!g.program_state.panicking)
done_object_cleanup();
/* remember time of death here instead of having bones, rip, and
topten figure it out separately and possibly getting different
@@ -1279,10 +1324,8 @@ int how;
int mnum = u.umonnum;
if (!Upolyd) {
/* Base corpse on race when not poly'd since original
* u.umonnum is based on role, and all role monsters
* are human.
*/
/* Base corpse on race when not poly'd since original u.umonnum
is based on role, and all role monsters are human. */
mnum = (flags.female && g.urace.femalenum != NON_PM)
? g.urace.femalenum
: g.urace.malenum;