Commit Graph

2578 Commits

Author SHA1 Message Date
PatR
02cfd131ee status gold vs symset:Blank
Symset:Blank sets all the map symbols (except STRANGE_OBJECT) to
<space>.  The status lines for !STATUS_HILITES force status to use '$'
instead of ' ' for the prefix before ":1234" for gold, but the status
lines for STATUS_HILITES did not.  tty ended up with ":1234" for gold.
win32 and curses both ignore the prefix and construct their own, but
since win32 uses the map symbol for that it must also be ending up
with ":1234" (I assume; I haven't seen it).  curses is forcing '$' for
the prefix, even on the rogue level.

This attempts to fix win32 without be able to test the result.  I've
left curses alone.
2018-12-24 18:43:51 -08:00
PatR
e2852f25fd fix temporary strength loss that was permanent
Watching the fuzzer, I saw hero's strength plummet to 3 again and not
rise above 5 after that.  It turns out to be due to life-saving, which
was fixing severe hunger but was not restoring the point of strength
that's lost when you go from hungry to weak.

I'm not sure whether this was caused by 3.6.1's commit
024e9e1225 or already behaved that way.

Another fuzzer bit:  the monk I was watching was bitten by a wererat
early on and was still inflicted with lycanthropy when he reached
level 19.  (I've no idea how his level got to be so high; it jumped
from 14 to 19 while I wasn't paying attention.)  Extend the earlier
hack for drinking a blessed potion of restore ability to recover lost
characteristcs to sometimes drink a potion of holy water instead.
2018-12-24 02:08:44 -08:00
PatR
f6d5862c0d implement #H6051 - fake players resist Conflict
The rationale is that since the player character resists conflict,
fake players should too.

[I'm not sure that I buy that.  Player character is always the one
*causing* conflict and it doesn't affect self.  But this is simple
as long as no other resistance checks are against attack-by-ring.]
2018-12-23 17:25:14 -08:00
PatR
7bc36ddef4 fix #H6942 - dropx vs hold_another_object
Dropping an existing fragile item while levitating will usually
break it.  Getting a new wished-for fragile item and dropping it
because of fumbling or overfull inventory never would.

Some callers of hold_another_object() held on to its return value,
others discarded that.  That return value was unsafe if the item
was dropped and fell down a hole (or broke [after this change]).
Return Null if we can't be sure of the value, and make sure all
callers are prepared to deal with Null.
2018-12-23 12:37:26 -08:00
PatR
95acf0d93a avoid checkfile() segfault
Recent change for "pair of lenses names The Eyes of the Overworld"
triggered a segfault if item was neither named nor called.
2018-12-23 12:03:53 -08:00
PatR
0eb11aa718 fix github issue #155 - encumbrance vs water
Fixes #155

When drowning, you need to be unencumbered in order to crawl out of
water.  When not drowing, you don't, but put a limit on how much can
be carried.  If polymorphed into a swimming creature, allow stressed
or less; otherwise (magical breathing), burdened or less.  (Doesn't
apply on the Plane of Water since there's no climb from water to land
involved.)
2018-12-22 18:09:44 -08:00
PatR
d6ed41339e fix #H7749 - "you detect it"
'Detect' is used for observing a vampire shape change without being
able to see the vampire.  The problem here is that it changed from
bat form to fog cloud form in order to pass under a closed door,
and the message was being delivered when it was already at the door
location instead of before the move from a visible spot to that door.

I'm not happy with this fix, but any other alternative I considered
seemed to be worse.  Having the shape change use up the monster's
move is probably a better way to go.  Then on its next move it will
be in the right form to make a normal flow-under-door move.
2018-12-22 16:35:15 -08:00
PatR
8dfc10d8c6 fix #H2709 - exercise_steed() for riding skill
Code appears to intend that riding for 100 turns be treated like a
successful weapon hit as far as skill training goes, but it was
actually requiring 101 turns each time.  It's conceivable that that
was intentional, but unlikely.
2018-12-21 17:11:22 -08:00
PatR
d3682dd5ca monsters on melting ice
Reported seven years ago, when ice melts underneath a monster, it
hovers there until its next move, then falls in and drowns.  Dunk it
immediately, and give hero credit/blame if it happens during the
hero's turn (so presumably the melting was caused by the hero).

Also, let monster with teleport capability who gets dunked teleport
away from the water before getting wet, the way hero does.
2018-12-21 14:36:55 -08:00
PatR
0e58316109 fix #H2680 - IDing unpaid gem should adjust price
Another one from 6.5 years ago, identifying a type of gem should give
a new price for any unpaid gems of that type and adjust shopping bill
accordingly.  Report was for rubbing with touchstone and learning
worthless glass with price not changing until the learned 'gem' was
dropped.  Fix works for that and also other forms of identification
(and for amnesia, raising prices of forgotten gems); no dropping is
required for the price to change.

Theoretically could apply to any type of item, but prices of gems are
by far the most sensitive to whether or not they're identified.
2018-12-21 01:14:45 -08:00
PatR
4e1eecc7fa data.base lookup bit
When testing the change to the Eyes of the Overworld wording and asking
for information about inventory item
 k - a pair of lenses named The Eyes of the Overworld
I got "I don't have any information on those things".  Not because that
item wasn't identified, but because the lookup was for "pair of lenses"
(finding nothing) and then for "The Eyes of the Overworld" (and not
finding it due to "The" which is stripped from the first attempt but
wasn't from the second nor present in the data.base key).
2018-12-20 18:58:44 -08:00
PatR
34b4d80d6b fix #H2582 - seemingly angry peaceful vault guard
Another one from nearly 7 years ago.  Hero kicked embedded gold out
of a wall while following the guard away from the vault and got
  "The guard calms down and picks up the gold."
and player thought it was odd because the guard was peaceful.  It is
odd, but guards have an agitation state (0..7) when peaceful and it
is always non-zero when this event occurs.  Suppress the "calms down"
part unless the agitation is close to making the guard turn hostile.
[Agitation is set to 5 after that event, so it isn't very calming.]

Also, the guard was picking up gold from underneath the hero while
two steps away.  Move him adjacent (although it doesn't knock other
monsters out of the way if there's no room) prior to the message,
then back again after.  That's how if works for gold that's not at
the guard's location and not at the hero's location, although that
case does knock another monster out of the way if one is on the gold.
2018-12-19 17:36:14 -08:00
PatR
c429cf5584 fix github issue #169 - monst vs vibrating square
Fixes #169

Monsters should not be afraid of stepping on the vibrating square
since it's only a trap for display purposes.  [Perhaps they should
deliberately avoid it if the hero hasn't seen it yet, but I didn't
implement that.]

"You see a strange vibration beneath <mon's> <parts>." was strange
when <parts> was a wolf's "rear paws" or horse's "rear hooves"--was
the vibration magically skipping the front ones?  And it sounded
naughty when it was a snake's "rear regions".  If the creature has no
limbs or is floating or flying, just say "beneath <mon>"; otherwise,
if the part is "rear <something>", omit "rear ".

The message was weird in another way.  Caller removes the monster
from it's old location and places it on the new one, calls newsym()
for the old location to show lack of monster, but then calls mintrap()
before newsym() for monster's new location (the trap's location).  If
pline messages cause buffered map output to be flushed, the monster
will be missing during the time the messages are delivered.  I fixed
that for vibrating square [seetrap()->newsym() before pline() rather
than after] but it should probably be fixed in the caller instead.
2018-12-19 14:52:23 -08:00
PatR
b32c93cacd fix #H2636 - vault guard "fakecorr overflow" panic
Another 6.5 year old report.  This one from Steven Melenchuk told
how to reproduce C343-23 which is still open on our 'known bugs'
page.  (I've no idea whether the original bug report came through
the contact page, and if so, what its assigned number was.)

I didn't try to solve this one, I just confirmed that it could be
reproduced and took the fix from grunthack at github.  He didn't
menion a fix at the time but implemented one before abandoing his
variant.  (Others kept it going afterwards; fix was during his time.)

The overflow occurred when the guard couldn't figure out where to
move to next and just repeatedly 'moved' to his current location
until the maximum number of fake corridor spots was used up.  The
fix detects not knowing where to go next and explicitly choosing a
new destination.

Original problem could be reproduced by teleporting into the vault,
digging out a wall and two spaces of stone in a straight line, then
going back into the vault to wait for a guard.  When he shows up:
answer, drop gold, follow.  If the guard's path walks through both
dug spaces, he will stop waiting for the hero.  But hero is in
between the guard and the gap in the vault wall and can't advance;
guard has reached a persistent corridor so doesn't know where to go
next.  Have hero wait for 125-ish more turns and then game panicks.

The code was 3.4.3 vintage so needed thorough reformatting, but not
any actual changes (unless I've overlooked something).
2018-12-19 03:06:40 -08:00
PatR
011181a6ed make diluted oil less effective than normal oil
Suggested 6.5 years ago...
2018-12-18 17:16:05 -08:00
nhmall
c18fa565a2 wording adjustment to fixes entry 2018-12-18 00:24:37 -05:00
nhmall
94ac3047f0 fix OPTIONS=symset:default, roguesymset:RogueEpyx 2018-12-18 00:14:39 -05:00
PatR
44e81187c2 fixes36.2 fixes
Fix a few typos, reword a couple of entries describing the bug rather
than its fix to use past tense, move a couple of entries to be adjacent
to closely related entries (there's a lot of scope for more of that...)
and remove a bunch of trailing spaces.

[fixes36.2 starts with a header line but the tags on it aren't being
substituted.]
2018-12-17 15:45:55 -08:00
PatR
942961e3e2 throwing recoil inside shop
Another bug from seven years ago, sent directly to devteam so no #H
number.  Report stated that throwing recoil could move a levitating
hero diagonally through a shop's doorway to exit it.  If the thrown
item was unpaid, it remained unpaid after landing on shop's floor
and was an unlisted item on shop's bill.  Moving diagonally out the
door seems to have been fixed, but the same effect still occurred
if you were far enough from the door to have the shopkeeper vacate
his door-blocking spot and throwing recoil took hero to that spot.
The thrown unpaid item remained unpaid, and walking out the door was
treated as shop robbery.
2018-12-17 03:05:10 -08:00
PatR
0f15b7c3ad fix #H2504 - dropping shop goods inside engulfer
This one is only seven years old.  Dropping an unpaid item inside an
engulfer leaves it unpaid and still on bill.  If engulfer is killed,
it ends up unpaid when back on the shop's floor.

Treat dropping an unpaid item into engulfer's inventory as stealing
that item.  You have to pay for it to leave the shop, and like any
other dying monster's inventory, the shopkeeper will take ownership
if it lands on the shop floor when the engulfer is killed.

The 'theft' doesn't anger the shopkeeper and the cost shows up on 'Ix'
as part of "usage fees/other charges" rather than as an itemized used
up item.
2018-12-16 15:43:17 -08:00
PatR
0fe6a731df fix #H2204 - mkclass() mon selection distribution
That #H number isn't a typo.  This finally fixes--at least improves--
something reported eight years ago.  The monster types chosen by
mkclass() could be way off in some circumstances.  Cited example was
repeated same-race sacrifice by chaotic hero on dungeon level 20; it
produced about twice as many incubi as succubi even though they're
the same as far as difficulty goes.  (No changes in the intervening
years had any discernable effect; that was still reproducible.)
The report also mentioned that ndemon() threw away the result from
mkclass() and retried quite often and suggested that mkclass() be
taught to filter by alignment when caller cared about that.

This seems to even things out, although it also made harder monsters
chosen more often.  A test program generated these numbers when
picking a chaotic demon 10000 times (level 1 hero on dungeon level 20,
so not realistic; actually probably level 0 hero since the program
didn't initialize struct u.)  Third column is the number of times the
monster type was chosen with the old mkclass(), fourth is same for
the new one.
    mkclass() calls    27315 10000
286 succubus            2800  3309
288 incubus             5552  3262
291 marilith             973   780
292 vrock                477  1617
293 hezrou               150   626
294 bone devil            46   247
295 ice devil              2   107
296 nalfeshnee             0    23
297 pit fiend              0    15
298 sandestin              0     4
299 balrog                 0    10
Note that vrock has generation frequency 2 and marilith only 1, so
getting twice as many vrocks as mariliths should be expected.

I temporarily changed ndemon() to ask for lawful demons instead of
chaotic ones and got this.
    mkclass() calls    15762 10000
287 horned devil        3197  3375
289 erinys              4991  3339
290 barbed devil        1812  3286

I also ran it for dragons with any alignment (so the outcome was
never thrown away; 10000 calls were needed for 10000 picks) instead
of demons of specific alignment and am suspicious of the outcome.
    mkclass() calls    10000 10000
140 baby yellow dragon  1124     0
141 gray dragon         1096  1096
142 silver dragon       1073  1099
143 red dragon          1061  1126
144 white dragon        1077  1128
145 orange dragon       1141  1118
146 black dragon        1154  1049
147 blue dragon         1137  1123
148 green dragon        1137  1154
149 yellow dragon          0  1107
There may be a flaw in the test program.  Or else old mkclass() was
not very good at picking dragons.
2018-12-16 14:21:30 -08:00
nhmall
31c4eba835 Guidebook bit 2018-12-15 22:03:05 -05:00
PatR
594cb5f226 tty SIGHUP
We still don't know whether this will be of any help against
disconnected processes that hog the CPU instead of exiting, but I
don't think it imposes significant overhead on ones which aren't
disconnected.  Install it before it suffers from more bit rot.
2018-12-15 16:24:59 -08:00
PatR
27a515a4cc get_hilite_color()
Stop pretending that long and int are the same size when picking status
highlight rule for gold or time or experience-points.

Also, K&R compilation might lack <limits.h>, so let XXXconf.h define the
necessary macro(s) (currently just LONG_MAX) so that it can be skipped.
2018-12-15 15:46:49 -08:00
PatR
d18ddb2c95 more interactive !pickup_types
More on clearing pickup_types so that autopickup reverts to picking up
evertyhing:  for menustyle:Full and Partial, add a menu entry for 'all
classes' as an alternative to unselecting every class already set.

Also, Full and Partial had no way to include venom.  Now it's a choice
when in wizard mode.  There's still no way--other than switching to
Traditional or Combination--during normal play (where venom objects can
exist if they were wished for in wizard mode and then left in bones).
2018-12-13 17:33:46 -08:00
PatR
05c253b6d8 show autopickup in ^X feedback
Gathers all the autopickup information in one place:

Auto-pickup is { off
               | on { for 'classes' [plus thrown]
                    | all types                   } [, with exceptions] }.
2018-12-12 18:55:06 -08:00
PatR
9952049a75 fix #H7677 - guard placed twice at <0,0>
"Placing monster over another?" warning was triggered for vault guard
by an earlier change which made m_detach() stop removing monsters at
<0,*> from level.monsters[][].  So one guard would replace another at
<0,0> for however many guards were created, and memory for all but
the last one would be lost.

This involved a lot of flailing about and the patch includes various
things would could have been discarded.  One or two extended monster
sanity checks are included, plus a couple of debugpline()'s for
tracking guard movement.
2018-12-12 01:54:33 -08:00
PatR
d680066343 fix #H7704 - clairvoyance: objects vs pools
When clairvoyance revealed an underwater object and the player wasn't
being given a chance to browse for some other reason, the map didn't
get refreshed and the object stayed displayed with the water hidden
under it.  Force a chance to browse when revealing underwater objects
despite that being intrusive when clairvoyance kicks in while walking
around.
2018-12-10 02:21:31 -08:00
PatR
b40868a74f fix #H7708 - change in terrain not noticed
Jumping or teleporting while levitating in xorn form wouldn't toggle
blocking of levitation when moving from open spots to wall/stone and
unblocking of same when moving the opposite way.

This handles those cases but there are no doubt others.  The only
other one I checked was when failed #untrap moves hero onto trap.
That case works correctly--at least after this fix is in place.

Noticed while working on it:  change of terrain didn't always update
the status line.  When levitation became blocked, it still said Lev
and when unblocked, didn't say that.  Next status update got status
condition back in sync.
2018-12-09 16:22:27 -08:00
PatR
fe1b27e774 fix #H7702 - named fruit warning: singular of null
Some code added for 3.6.1 tries to find the longest matching prefix
when comparing a user-supplied with previously set up fruit names.
It does so by temporarily replacing space with NUL then passing that
to makesingular().  After already having named a fruit (resulting in
something to try to compare with), attempting to assign a name
beginning with two or more spaces would yield an impossible "singular
of null?" warning.

After the warning, the name minus its leading spaces got successfully
assigned.  I'm not sure why a single leading space didn't trigger it
too, nor where the leading (and trailing, if any) spaces are going
away when the name is assigned.

Fix by removing all leading and trailing spaces from a new fruit name,
and combine consecutive internal spaces to one, before any other
manipulations.  (This can result in names that used to work as-is now
being simplified a bit--when consecutive internal spaces have been
given--but that shouldn't be a problem.)

Also, don't complain about "missing parameter for 'fruit:'" if user
hits <return> when prompted for fruit name by 'O'.  An empty fruit
name at that stage is just a no-op.
2018-12-09 15:03:13 -08:00
nhmall
d93b8b50ae fixes entry for foxen refix
commit e0927cd983 fixes #167
2018-12-09 10:31:07 -05:00
nhmall
6ff9753029 back out some spider changes
After consultation with the original committer, this
is being pulled out, possibly revisited later. There was
originally meant to be a follow-up piece to this that he
never had a chance to integrate for various reasons.
2018-12-07 19:12:56 -05:00
nhmall
89d165b501 Merge branch 'NetHack-3.6.2-beta01' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.6.2-beta01 2018-12-07 09:40:38 -05:00
nhmall
a1c1acdd24 add MM_NOGRP makemon() flag
add MM_NOGRP makemon() flag as a means of suppressing groups of monsters in
a couple places that warrant it when a specific monster type isn't
specified on the call to makemon()
2018-12-07 09:29:01 -05:00
PatR
f3c4a52e36 menucolors
In the 'special options' section at the end of 'O's menu, change the
spelling for the menucolors entry to "menu colors" so that it isn't
spelled exactly the same as the 'menucolors' boolean option.  Only
affects what the player sees when reading that menu.

If player uses 'O' to add any menu colors and 'menucolors' boolean is
Off at the time, give a reminder to toggle it to On in order to have
those menu colorings become active.  (Adding hilite_status entries has
a similar reminder for 'statushilites' if done while that is 0.)
2018-12-07 01:20:20 -08:00
PatR
9e170baecc fix #H7655 - highlighting gold
With options along the line of
 OPTIONS=statushilites:4
 HILITE_STATUS=gold/always/yellow
gold started out unhighlighted (unhighlit?).  I didn't try to figure
out why, just changed things to force a full status update when gold
requires internal changes (different \G encoding or different glyph)
which is something that happens when session first enters moveloop().
2018-12-07 00:36:38 -08:00
nhmall
150d01a965 add MM_ASLEEP makemon() flag and honor it for fill_zoo 2018-12-06 22:30:15 -05:00
PatR
e9624f2583 fix #H7686 - destroy_item()'s inventory traversal
Inventory traversal can be disrupted when items being traversed are
able to change inventory.  I've lost track of how many times this
sort of thing has been discovered.

Report claimed that boiled potion of polymorph caused transformation
which resulted in dropped weapon and dropped or destroyed worn armor.
That was evidently a guess; potionbreathe() for that potion only
abuses constitution.  The traceback showed 'you_were()' was involved.
Boiled potion of unholy water triggers human-to-beast transformation
of hero inflicted with lycanthropy, yielding similar situation.

I didn't notice anything unusual when reproducing this but inventory
was definitely vulnerable.  My 'one line' fixes entries are steadily
getting to be more verbose; I may have to go back to 'fix bug'.  :-}
2018-12-06 17:27:36 -08:00
PatR
95a6c458bc fix #H6292 - green slime & genocide
Report suggested that if hero is turning into green slime, genociding
green slime should cure it.  I went another direction:  if life-saved
while dying due to turning into green slime, you survive polymorphed
into green slime form.  If green slimes have been genocided (probably
after becoming infected with slime or hero wouldn't have faced any
slimes to cause infection, but that could be from eating a glob of
green slime created prior to genocide, or from #wizintrinsic), you'll
immediately die again, this time from genocide.
2018-12-05 01:45:16 -08:00
PatR
36c2aec2ff fix #H7667 - maybe_reset_pick(), other bad context
When deciding whether to discard interrupted lock/unlock context while
changing levels, maybe_reset_pick() checks whether xlock.box is being
carried.  But it was doing so after the old level had been saved and
memory for non-carried container there had been freed.

That led to a couple of other issues.  context.travelcc was using -1
for 'no cached value', but the fields of travelcc have type 'xchar' and
shouldn't be given negative values.  0 should be fine for 'no cache'.

Failed partial restore which occurred after old game's context had been
loaded would begin a new game with old game's stale context.  Restoring
goes out of its way to avoid that for 'flags' but didn't for 'context'.
2018-12-04 17:10:15 -08:00
nhmall
f6b7ce02d8 Merge branch 'NetHack-3.6.2-beta01' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.6.2-beta01 2018-12-04 11:46:19 -05:00
nhmall
ec8f002d81 bit-use collision on WC2_TERM_SIZE, WC2_RESET_STATUS 2018-12-04 11:45:41 -05:00
PatR
285023acf6 fix #H7659 - accessing freed memory by cutworm()
hmon() can destroy the weapon being used, and known_hitum() would
still pass the pointer to the freed object to cutworm().  Remember the
relevant weapon attribute before using and maybe freeing the object,
then pass that attribute instead of the whole weapon.  Also pass
'more-likely-to-cut' for axes in addition to blades.

thimonst() behaved similarly, although due to much different code
paths none of the objects that might get to hmon() were then passed to
cutworm(), so it wasn't vulnerable.  But pass 'more-likely-to-cut'
for axes instead of for blades when thrown.
2018-12-03 18:57:01 -08:00
PatR
13ef86488a command handling for !SHELL and !SUSPEND
Change the command list to always include #shell and #suspend so that
a user's preferred key bindings can span platforms without worrying
about whether those exist or not.  They're still effectively no-ops
when compiled out.

'#?' suppresses them from the list of displayed commands.  Interface-
specific extended command handling may want to check new extcmd.flag
value CMD_NOT_AVAILABLE to do the same, but failing to do so shouldn't
pose a problem.  They behave sanely if executed when not supported.
2018-12-02 16:43:53 -08:00
PatR
26a3a53786 Sting revisited
Replace recent "(light blue aura)" with
"(flickering light blue)" if there are 1..4 orcs,
"(glimmering light blue)" if 5..12, or
"(gleaming light blue)" if there are 13 or more, and move its place
in the formatted name.
_3.6.1_: Sting (weapon in hand) (glowing light blue)
_recent: Sting (weapon in hand) (light blue aura)
_now___: Sting (weapon in hand, flickering light blue)

The thresholds for intensity may need to be tweaked.  The start
message has been changed from "glows" to "flickers/glimmers/gleams"
and is given when the intensity changes (up or down) as well as when
first glowing.  Stop message will usually be "stops flickering" but
some form of mass kill (genocide for sure, maybe explosion, probably
not wand zap) might result in stopping directly from higher intensity.

It still "quivers" if hero is blind when there are orcs on the level,
but no name augmentation shows in inventory for that situation;
describing it as "(weapon in hand, quivering)" would be too silly.
Also, the quiver or glow intermediate message if blindness is toggled
while Sting is active only worked for make_blinded(), not for putting
on and taking off a blindfold.  Now fixed.  I think becoming blind due
to polymorphing into an eyeless form is still not handled, but there
are no eyeless creatures capable of wielding weapons so that can wait.
Polymorphing from eyeless to sighted is handled but moot for Sting.
2018-12-02 02:09:22 -08:00
PatR
028efc7342 X11 text popup fix
Text popups on OSX could be dismissed with <space> or <return> or
<esc> if user's X resources had 'NetHack*autofocus' set to True, but
for the default of False they ignored all keystrokes even if you
clicked inside the popup window to set focus explicitly.  Clicking
on the Close Window button of the popup's title bar was the only way
to get the popup to go away.  Fix suggested by Pasi.
2018-11-30 16:02:55 -08:00
PatR
351c731e06 downgrade Sting's glow
Change "(glowing light blue)" to "(light blue aura)" so that there's
less suggestion that it might function as a light source.
2018-11-29 18:19:20 -08:00
PatR
b113aa7439 more steed dismount
By creating a spot of lava, filling up the whole level, and creating
a lurker above, I managed to trigger the impossible "Dismount: can't
place former steed on map" that was added earlier today.  I also was
told that my god was displeased even though the engulfer's attack was
responsible.  This addresses both situations.  I can't trigger that
impossible any more, and only voluntary dismount blames the hero if
it's killed because there's nowhere to place it.  Hero is still blamed
for any dismount that kills the steed while flying or levitating over
dangerous terrain--hero took steed into jeopardy.
2018-11-29 18:02:52 -08:00
PatR
be327d9822 steed vs "no monster to remove"
Noticed whlie testing the steed-in-pit fix.  The EXTRA_SANITY_CHECKS
for remove_monster() are being tripped if riding hero has steed killed
out from under him because the steed is not on the map.  This started
out simple but got a bit complicated.  It seems to be sufficient but
I'm not very confident about it.

Being engulfed while mounted gave "placing monster over another?" due
to a change made along with EXTRA_SANITY_CHECKS but not conditional on
it.  (The change was to issue a warning about an actual problem which
was previously undiagnosed.)  I think bumping the engulfer off the map
in favor of the former steed only worked because some u.uswallow code
eventually used the hero's location to put the engulfer back.  I didn't
pursue that to try to figure what really happened, just prevent it.

The DISMOUNT_BONES handling was being executed even if the steed was
dead.  DISMOUNT_BONES only happens if the hero is dead.  Since I don't
know whether it's possible for dead hero and dead steed to happen at
the same time, move it inside the steed-not-dead block just in case.
2018-11-29 12:15:14 -08:00
PatR
4ab1c12f03 fix github issue #164 - lack of steed-in-pit mesg
Fixes #164

No message was shown when riding a steed into a pit or spiked pit.
Setup for the message was done, but post-3.4.3 insertion of else-if
into the previous if/else/endif cut off its delivery.
2018-11-29 10:24:50 -08:00