causes "dmonsfree: N removed doesn't match N+1 pending" warning. The
sandestin monster definition flags it as MR_STONE, immune to being
turned to stone. If the hero hit it with a cockatrice while it was
shape-changed into something which isn't MR_STONE, it had its mon->mhp
set to 0, so died, and its form (mon->data) was set back to sandestin.
known_hitum() decided that it didn't turn to stone because of MR_STONE
for that form so proceeded to kill it off due to lack of hit points,
causing it to die twice.
I started to change that so that it didn't kill off the critter a
second time, bit it really shouldn't be able to kill it by stoning in
the first place. So sandestin how shares some vampire code to revert
to innate form and not turn to stone when "killed" by stoning. It
only yields the normal visible polymorph message: "the <foo> turns
into a <bar>" without any attempt to explain why. Once in sandestin
form, smacking it with a cockatrice corpse doesn't do anything special
(due to MR_STONE now being unambiguously in effect). It will soon
shape-change to some other form and then become subject to being
forced back to innate shape by stoning again.
When Stoned, Slimed, Strangled, Sick (TermIll or FoodPois or both)
counts down to 0 without being cured, keep it listed as an active
condition while killing off the hero. It will show in the status
section when disclosing final attributes and in both that section
and map's status lines when producing a dumplog.
Fixes#211
dopickup() was getting the wrong value from pickup_checks() due
to misplaced closing parenthesis. But it didn't actually impact
play; picking things up from engulfer's minvent while swallowed
worked even though the special check for that was failing. The
code which was accidentally being skipped can probably go away but
I haven't gone that far.
Report was for Sokoban but it applied anywhere: if a teleported
boulder landed in a pit or trap door or hole and flooreffects() used
it up (so returned True), rloco() didn't update the location it was
teleported from and it appeared not to have moved. (Line of sight was
updated to reflect its absence but map spot wasn't redrawn without it.)
Changing
if (ammo_and_launcher(otmp, uwep) && mwep->otyp == ELVEN_BOW)
(with 'uwep' typo) to
if (mwep->otyp == ELVEN_BOW && ammo_and_launcher(otmp, mwep))
(with fixed 'mwep') moved ammo_and_launcher()'s hidden non-null
test to after 'mwep->otyp'. If mwep was Null (so monster must be
throwing non-ammo such as darts or daggers rather than shooting
with a launcher), a crash occurred. (Throwing such things while
the monster is wielding any weapon doesn't have this problem.)
I don't think 3.6.2 can crash here. If hero's uwep is a bow, otmp
must be arrows to get past pre-3.6.3's incorrect ammo_and_launcher()
check. And a monster won't shoot arrows unless wielding a bow, so
monster's mwep would be non-Null regardless of what uwep is.
I tested a kobold with darts and an elven bow. But I also gave it
one elven arrow to provoke it into wielding the bow and my test
didn't throw darts with nothing wielded....
A typo caused the bow and arrow check when a monster was wielding an
elven box to test the hero's weapon with monster's ammo. [I looked
at the old slash'em code where I think this came from and it doesn't
have the typo but does have a different bug. A monster could get a
multi-shot volley by wielding an elven bow when throwing darts or
spears. The extra bow and arrow check is intended to prevent that.
The typo was probably by me but I have no memory of that code....]
Elves with bows (or other monsters who manage to pick up and wield an
elven bow) will shoot bigger volleys after this fix. That will make
them more dangerous but also cause them to run out of arrows more
quickly.
From the newsgroup (reported for slash'em but applies to nethack too):
a chaotic monk was crowned and told he or she had been "chosen to
steal souls for My Glory!" while being given a spellbook of restore
ability which has nothing whatever to do with soul stealing. There's
alternate wording for when Stormbringer can't be given because it
already exists; also use that for when it's not going to be given
because the character is discouraged against wielding weapons.
Add the contributed code that checks for attempting to start a
duplicate timer. It's based on a comment which must have been there
at least 25 years and doesn't solve any known problems, but it is
conceptually similar to the large amount of sanity checking which has
gone into 3.6.x.
It didn't work as is because it was comparing two unions with '=='.
I don't know offhand whether C++ supports that but C doesn't (through
C11 at least; don't know about C17). The union ('anything') is simple
enough that two instances can be compared without jumping through hoops.
I've also added another check for timer 'kind' (level, object, monster,
or global).
phase_of_moon and friday_13th determined using rn2() instead of local
time if fuzzing. Don't reseed using init_random() if fuzzing. Allow
set_random to be called outside of hacklib. rn2_on_display_rng uses
rn2 if fuzzing so that we have a single source of random that we can
ensure is reproducible. Implement rul() that returns a random unsigned
long. Fix bug in fuzzer handling of ntposkey which would cause us to use
unitialized values for x and y. Added command line arguments to allow
auto starting and stopping of fuzzer. Add a logging facility for the
fuzzer to use to record activity. Added some scripts used to automate
fuzzer testing on windows.
I moved some stuff around after testing the changes in
58583cacf8 before committing it. It
accidentally ended up with 'gold' always being Null at the first
place it gets used (to vary the feedback when stealing everything
except gold).
Nymphs won't steal gold from the hero (so that their steal-item damage
isn't a superset of lerprechaun's steal-gold damage; straightforward
back when gold wasn't kept in inventory), but hero poly'd into a nymph
would steal gold from monsters.
Fixes#204
3.6.2's attempts to fix turning off SEDUCE in 'sysconf' introduced
an unintentional change in behavior for hero poly'd into nymph form:
theft attack always angered the target. The actual change was
intentional but its ramifications were unexpected.
Fixes#200
The Guidebook claims that there's no symbol for 'S_strange_object'
which is literally true, but there is one for S_strange_obj. It has
been in place longer than the paragraph claiming that there's no way
to customize that symbol. I'm not sure why variant spelling was used.
Also, files.c doesn't use loadsyms[], it calls a routine which returns
a pointer to a specific element in that array.
would describe it as trapped if you could see its location, but if
the trap was unseen that trap would remain unseen, at least in some
circumstances. Mark the trap as seen.
Wizard mode ^E and any mode spell of detect unseen or wand of secret
door detection failed to find mon->mundetected monsters if they were
hiding under objects, and failed to find those or other hiders or
mimics when the hidden monster was at a trap location. The fix for
the latter initially only worked if the trap was known, so took two
tries when a monster hid at the location of an unseen trap. So this
makes the additional change to find both things at the same time; it
isn't manual searching that stops as soon as something is found.
For ^X and final disclosure, report external issues that affect game
play: midnight, other night, new or full moon, and Friday the 13th.
The 'new feature' entry in the fixes file rambles a bit but if it
heads off even one spurious bug report, it'll have been worth it.
When kicking an altar, trigger divine wrath (minor: luck or alignment
loss) before deciding whether hero has hurt himself in the process.
Add some variation to the wrath penalty so that it can't be used to
precisely control Luck.
When mklev() is called multiple times, previous state stored in the
xxstairs_room pointers can be mistakenly used when making decisions about
the new level being constructed. This caused non-deterministic level
creation behavior when replaying from a snapshot.
Fixes#202
When swallowed, you can take things from the engulfer's inventory, if
there are any, via pickup. Items might be worn by the engulfer and
when "picked up" those weren't being unworn before being added to
hero's inventory. Then they would be formatted as "(being worn)" and
could trigger warnings or worse.
Conceptually they should be worn on the outside and not be accessible
from the inside, so I've made attempts to pick up worn items fail
rather than fix up the unwearing.
Using ':' when swallowed to look at the engulfer's inventory describes
that inventory as "contents of <mon>'s stomach". That's weird for any
worn items, but the situation is so rare I haven't made any attempt to
deal with it.
Rescue some old code from bit rot. It may be useful if the shop
side of things ever gets fixed. (Itemized billing reveals container
contents. I'm sure that it's in the bugzilla list but can't find it.)
If a player names an object with a name that ends in '\\', drops
that object on the floor nearby and does a look at nearby objects,
then the game will crash. This is caused by stack corruption when
the decode loop skips over the decode string terminator.
Extend support for highlight rules that specify percentages from HP
and spell power to experience level and experience points. For both
of those, the percentage is based on progress from the start of the
current Xp level to the start of the next Xp level. 100% isn't
possible so is used to enable highlighting a special case: 1 point
shy of next level, most likely to occur after losing a level.
This is something I had in mind a long time ago and then forgot all
about until fiddling with the final disclosure of experience points
recently. It turned out to be trickier than expected because it needs
to check whether Xp should have a status update when it hasn't changed
but Exp has gone up. The latter might hit a percentage threshold that
switches to another highlight rule. Fortunately changes to Exp, at
least that aren't part of level gain or loss (which always trigger
status updating), are all funnelled through a single place (I hope).