Commit Graph

81 Commits

Author SHA1 Message Date
PatR
a6ff7210be fix #H8215 - monster intrinsics from worn gear
Fixes #177

The monst struct has 'mintrinsics' field which attempts to handle
both mon->data->mresists and extrinsics supplied by worn armor, but
polymorph/shape-change was clobbering the extrinsics side of things.
Potentially fixing that by changing newcham() to use set_mon_data(...,1)
instead of (...,0) solved that but exposed two other bugs.  Intrinsics
from the old form carried over to the new form along with extrinsics
from worn armor, and update_mon_intrinsics() for armor being destroyed
or dropped only worked as intended if the armor->owornmask was cleared
beforehand--some places were clearing it after, so extrinsics from worn
gear could persist even after that gear was gone.

So, fixing the set_mon_data() call in newcham() was a no go.  This
fixes update_mon_intrinsics() and adopts the suggested code from
github pull request #177 to have mon->mintrinsics only handle worn
gear instead of trying to overload innate intrinsics with that.  This
is a superset of that; the flag argument to set_mon_data() is gone
and mon->mintrinsics has been renamed mon->mextrinsics.  (The routine
update_mon_intrinsics() ought to be renamed too, but I didn't do that.)
2019-02-18 13:17:14 -08:00
PatR
7cc718ea0e fix #H7173 / github #101 - vault exit
Fixes #101

If you tell the vault guard your name, drop carried gold, wait one
turn, then pick up the gold again, the guard will move a step away
during the wait.  If you teleport away, the guard will seal vault
walls and then park himself on the one-square (so far) temporary
corridor adjacent to the vault wall.  Periodically he'll say "Move
along!" and the hero will hear it, regardless of location on the
level.  Unless you dig a corridor to rescue him, or one or more of
the vault's walls get breached again, he will never move.

The report emphasized that you could use this to steal the vault's
gold, but it relies on being able to teleport beyond the gaurd's
reach and if you can do that, you might as well do so before the
guard comes.  The stranded guard, and him saying "Move along!" when
no longer leading hero out of the vault, are more significant bugs.

Bonus fix:  if the game ends and the guard seals up the vault while
the hero is in a spot that gets fixed up (vault wall or temporary
corridor) don't give the "You are encased in the rock" message if
game end was due to death rather than quit.
2019-02-02 17:37:06 -08:00
PatR
9bcc42957b 'm ^T' menu fix
Fix fuzzer feedback.  The new wizard mode ^T menu had an early return
which bypassed destroy_nhwindow(), leaving the menu around.  Fuzzer
eventually got "No window slots!" panic from tty.  Make sure that the
menu window is torn down fully before returning.

Also, make the normal wizard mode teleportation chioce be preselected
so that not picking anything doesn't lead to an early return any more.
ESC still does though.
2019-01-04 18:28:50 -08:00
PatR
600261d81f fix github #172 - ^T inconsistencies; add m^T
Fixes #172

Casting teleport-away via ^T used different requirements for energy,
strength, and hunger than casting it via 'Z'.  The strength and hunger
requirements were more stringent, the energy one more lenient.  When
it rejected a cast attempt due to any of those, it used up the move,
but 'Z' didn't.

When testing my fix, I wanted an easier way than a debugger to control
how ^T interacts with wizard mode, so finally got around to a first
cut at being able to invoke it via wizard mode but not override those
energy/strength/hunger requirements.  It uses the 'm' prefix to ask
for a menu.  'm^T' gives four options about how to teleport.  (There
are other permutations which aren't handled.)

Also noticed while testing:  ^T wouldn't attempt to cast teleport-away
if you didn't know the corresponding spellbook.  'Z' will attempt that
because it is possible to forget a book and still know its spell.
2019-01-03 17:37:00 -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
Pasi Kallinen
ebef31ffa5 Check monster relocation degenerate cases more strictly
Just in case we're trying to put the monster on the same location
where it already thinks it is... but actually isn't.
2018-11-19 21:16:50 +02:00
Pasi Kallinen
0bb6754998 Fuzz testing debug tool
Add code to run a fuzz tester, simulating (more-or-less) random
keyboard mashing. There's no option to turn it on, you need to
set iflags.debug_fuzzer on via a debugger or something along
those lines.
2018-11-08 15:55:49 +02:00
PatR
3e19858edd fix #H6925 - being trapped vs Levitation/Flying
Make being trapped in/on/over floor block Levitation and Flying, the
way that being inside solid rock already does, and the way levitating
blocks flight.

Blocked levitation still provides enhanced carrying capacity since
magic is attempting to make the hero's body be bouyant.  I think that
that is appropriate but am not completely convinced.

One thing that almost certainly needs fixing is digging a hole when
trapped in the floor or tethered to a buried iron ball, where the
first part of digactualhole() releases the hero from being trapped.
If being released re-enables blocked levitation, the further stages
of digging might not make sense in some circumstances.

I recently realized that being held by a grabbing monster is similar
to being trapped so should also interfere with levitation and flying.
Nothing here attempts to address that.

Save files change, but in a compatible fashion unless trapped at the
time of saving.  If someone saves while trapped prior to this patch,
then applies it and restores, the game will behave as if the patch
wasn't in place--until escape from trap is achieved.  (Not verified.)
2018-09-30 01:06:59 -07:00
nhmall
039ad51660 don't impact player stats with wizard mode ^T 2018-09-25 23:08:09 -04:00
Pasi Kallinen
e031800880 Use is_hole macro to check for trapdoors and holes 2018-09-15 17:57:57 +03:00
Pasi Kallinen
c7c21c264e Remove unnecessary spaces from couple messages 2018-09-11 15:39:13 +03:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
PatR
44eed82d41 'm ^V' (aka 'm C-v')
Allow the 'm' prefix for wizard mode level teleport command.  Using
it skips the initial prompt for level destination and goes directly
to the menu of special level locations that you get when answering
'?' to that prompt.
2018-04-09 13:48:43 -07:00
Pasi Kallinen
94ad7512a6 Compile-time option to allow some prompts remember the input
Define EDIT_GETLIN to make the tty, X11, and Qt4 windowports to
remember the input strings for wishing and annotation.
2018-03-26 23:04:53 +03:00
PatR
8279aa4384 removing a monster from current level
I ended up not using this, but it might as well be included for
potential future use.  Extend mlevel_tele_trap() to support forcing
a monster off the current level to make room either for the hero or
some other monster.  goto_level() does something similar when the
hero is arriving on a level.  This is for situations where the hero
is already there (such as divine aid attempting to fix STUCK_IN_WALL).

mlevel_tele_trap(mon, (struct trap *) 0) will usually move 'mon' off
the level, scheduled to migrate back if the hero leaves the level and
subsequently returns.  'Usually' because it doesn't work in endgame
and certain monsters are excluded regardless of dungeon location, so
caller has to be prepared to try to move another monster (or resort
to goto_level()'s unconditional forced migration).
2018-03-05 12:01:31 -08:00
PatR
2655910a0f fix #H4597 - sitting on level teleport trap
During #sit:  "You sit down.  You step on a level teleporter."
Switch to alternate phrasing for #sit.

Webs and polymorph traps had similar issues.
2016-12-08 17:22:59 -08:00
Pasi Kallinen
bf1c81c0b4 Accept custom level annotations at the level teleport prompt
via UnNetHack, original implementation by aaxelb
2016-10-18 23:19:16 +03:00
PatR
617ab5968f observing monster become invisible
Requested by one of the beta testers 13 months ago... when a visible
monster becomes invisible and vanishes, mark its map location with
the remembered, unseen monster glyph.  (When the player zaps a
monster with a wand of make invisible, that only happens if the wand
type is known.  I'm not sure that's right but didn't alter it....)

The request suggested also doing it for a monster who disappears by
teleporting away, but I haven't attempted to implement that.
2016-07-09 15:03:03 -07:00
PatR
d6fa06f8e8 zeromonst
Make 'zeromonst' global instead of local to makemon.c.  Its address
isn't used as a special value like &zeroobj, but it is useful to
have available for initializing various pseudo-monsters.

modified:
  include/decl.h
  src/decl.c, makemon.c, mkobj.c, mplayer.c, teleport.c
2016-03-26 16:42:24 -07:00
David Cohrs
25130e394c fix H2766 - jumping while punished could leave ball in wrong place
Affected both intrinsic and spell-based jumping.
hurtle_step now drags the ball.
2016-02-10 13:47:43 -08:00
Pasi Kallinen
785aba242a Fix the mtrack memset 2016-01-06 18:15:04 +02:00
Pasi Kallinen
e80a9e0daf Make (level) teleporting clear monster movement tracking 2016-01-05 12:32:18 +02:00
Pasi Kallinen
8a07e2cdc5 Fix use of data from deleted vault teleport trap 2015-11-15 18:55:09 +02:00
PatR
e5ff572891 formatting: casts involving typedefs
The automated reformatting put a space in casts of the form
'(type)(expression)', yielding '(type) (expression)', but it didn't
do that for '(typedef)(expression)'.  There are lots of instances of
'(boolean)(expression)'; (uchar) and (xchar) also occur.  I haven't
noticed other types, but I haven't looked in very many files yet.
2015-11-07 01:12:30 -08:00
PatR
a447534b2f formatting: src/t*.c - z*.c continuation lines
End of first pass, but '[&|?:][ \t]*$' doesn't catch trailing operater
followed by end-of-line comment so more needs to be done.  As with the
past couple of batches, I've removed redundant parentheses from 'return'
statements but only for files that had continuation fix-ups.

I've also removed tabs from comments in some of the files, but didn't
start until part way through this subset of the sources.
2015-10-28 17:33:38 -07:00
Pasi Kallinen
af1c77808b Comment typofixes, pt 4 2015-10-17 18:47:31 +03:00
PatR
da64f26844 disoriented teleport attempt
Reported for pre-beta, getting "you feel disoriented" when attempting
to teleport within a level while carrying the Amulet, you still ended
up teleporting.  Wizard mode allows the disorientation to be overridden
but the logic was wrong.  It worked as intended when in wizard mode but
unintentionally always overrode disorientation when not in that mode.
2015-05-30 12:30:54 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
a67759cbc3 Audit rloc()
Most of the time, rloc() is used for teleporting monsters and it's not a
big deal if they can't find somewhere to go. In a few cases, it is. I
went through all the callsites and made calls to rloc() not cause
impossible()s if they don't need to.

Fixes a bug/suite of bugs reported by ais523.
2015-05-24 09:31:40 -04:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
PatR
14525ed0c6 DEBUG/debugpline() fixup
* Replace variadic debugpline() with fixed argument debugpline0(str),
   debugpline1(fmt,arg), and so on so that C99 support isn't required;
 * showdebug() becomes a function rather than a macro and handles a
   bit more;
 * two debugpline() calls in light.c have been changed to impossible();
 * DEBUGFILES macro (in sys.c) can substitute for SYSCF's DEBUGFILES
   setting in !SYSCF configuration (I hope that's temporary).
2015-03-15 18:02:26 -07:00
Pasi Kallinen
612852f7de Apply paxed's DEBUG patch to remove DEBUG/D_DEBUG.
Move debugging output into couple preprocessor defines, which
    are no-op without DEBUG.  To show debugging output from a
    certain source files, use sysconf:

    DEBUGFILES=dungeon.c questpgr.c

    Also fix couple debug lines which did not compile.

This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
2015-02-27 19:33:45 -05:00
Sean Hunt
4f59f5c6fd Make WIZARD unconditional. 2015-02-27 19:33:22 -05:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
keni
52aa3efcce last bunch - pline warnings while testing postcommit.pl 2012-01-04 18:52:36 +00:00
nethack.rankin
84f02bd336 intrinsics revamp (trunk only)
Simplify many of the intrinsics macros from
  #define xxx_resistance (Hxxx || Exxx || resists_xxx(&youmonst))
down to
  #define xxx_resistance (Hxxx || Exxx)
by setting or clearing an extra bit in Hxxx during polymorph so that the
resists_xxx() check becomes implicit.

     Unfornately there were lots of places in the code that treat Hxxx
as a timeout number--primarily for Stunned, Confused, and Hallucination;
Stunned happens to be one of the revised macros--rather than as a bit
mask, so this patch needed a lot more changes than originally antipated.
2011-10-01 00:25:57 +00:00
nethack.rankin
c7a867ec78 probably fix teleport display bug (trunk only)
This might fix the following buglist entry
|Teleporting while using tiles may place you one tile beyond the edge of
|the display screen, and place the crosshair on empty space.

     Various bits of code, including teleport, are assigning directly to
u.ux,u.uy instead of calling u_on_newpos().  It wouldn't be an issue for
small tiles where the whole map fits on the screen, but it probably is for
bigger ones where clipping is in operation.  Using u_on_newpos() adjusts
the clipped map right away but changing u.ux,u.uy directly won't do so
until control returns to moveloop() and it eventually calls cliparound().
Usually the hero's position only changes by one column and/or row, hence
stays within the clipping margin, but that's not the case for teleport
nor for hurtling (throwing recoil while levitating, &c).

     Perhaps all the places that assign u.ux,uy should call u_on_newpos()
instead?  Most--all?--of them aren't updating u.usteed->mx,my, but I
guess that monster's coordinates don't matter since it isn't placed on
the map.
2011-08-29 01:36:48 +00:00
nethack.rankin
cc03c15978 fix #2142 - skipping levels when climbing with Amulet
From a bug report,
when climbing out of Gehennom while carrying the Amulet, you could skip
a handful of levels by taking the magic portal into the Wizard's Tower,
dropping the Amulet, zapping it with a wand of teleportation--possibly
more than once--until it lands outside the tower.  Then take the portal
back out of the tower and level teleport--feasible now that you're not
carrying the Amulet any more--back to the tower level and retrieve the
Amulet.  Overall probably not much of a savings unless you're having
really bad luck with the mysterious force sending you back whenever you
try to go up.  The hero and monsters can't teleport from inside the tower
to the outside or vice versa; this gives the same limitation to objects.
2011-04-20 23:46:33 +00:00
nethack.rankin
6c3bfda7d9 fix #H2195 - late discovery for teleport scrolls (trunk only)
From a bug report, when reading an unknown
scroll which turns out to be teleportation, if you happened to land on
another scroll of teleportation it wouldn't be discovered yet, even
though you ought to know that type of scroll by then.  Fixing it required
moving handling of that scroll into the teleport code, since discovery
depends upon where you arrive and by then it's too late for seffects() to
do anything that affects feedback for any objects you land on.

     Also fixes a post-3.4.3 bug where seffects() was making decisions
based on Teleport_control without being aware that Stunned now negates it
during teleportation.
2010-12-06 01:39:33 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
175e5b67f5 accessible()
There's some discussion in the newsgroup about an engraving bug, and
while verifying that it's reproducible I've come across an unintentional
change between the current code and 3.4.3.  A recent change made engraving
use accessible(), and that routine wasn't yielding an appropriate value
when applied to a raised drawbridge if the terrain in front of it was ice
or floor (ie, moat or lava had been filled in).  Several places which used
the ACCESSIBLE() macro instead of the function suffer from same problem.

     This doesn't attempt to address the newsgroup bug (which is that an
engraving written on a lowered bridge transfers to the underlying terrain
if the bridge is raised, even when that terrain is water or lava; the
converse case applies too, an engraving on the ground gets transfered to
the bridge when it lowers).
2006-12-15 02:36:58 +00:00
nethack.rankin
c91c9addb9 shopkeeper/temple priest teleporting (trunk only)
Forwarded from the newsgroup by <Someone>:  temple priest might
abandon his post via teleport if conditions are obscure enough.  Change
rloc_pos_ok() to only accept spots inside the same shop or temple when a
shopkeeper or temple priest is teleported to a random destination.  rloc()
tries rloc_pos_ok() 500 times before reverting to goodpos(), so this will
usually succeed for a large room; it may fail for a small one (reverting
to the current behavior, more or less).  Shopkeepers or priests who get
polymorphed into a critter which teleports to the stairs when in need of
healing will still leave their shop or temple if wounded (no change).

     Priests resist if the player tries to teleport them, but shopkeepers
don't.  So for direct attack by the player, this only affects shopkeeper
destination.  But it affects both types as far as being hit by quantum
mechanics (probably caused by player's use of conflict) or if polymorphed
into monsters which steal and then flee (again, probably caused by the
player since those strong monsters won't voluntarily polymorph).
2006-08-10 00:45:32 +00:00
nethack.rankin
47327a3b99 fix #H166 - trapdoors on quest levels
From a bug report, it was possible
to fall from above the quest locate level to below it even though it has
nondiggable floors (hence no trapdoors or holes to pass through).  Since
the game can't verify that it is nondiggable (which could vary on a role
by role basis depending upon their quest descriptions) when it is not the
current level, restrict falling past it only when it hasn't been visited
yet.  Impose the same restriction for random level teleport.  This enforces
proper sequencing of the quest feedback, which was the more significant
thing that went wrong in the reported case (player finally got the full
locate level message on a return visit, when descending from above, after
having already cleared out that level on his way back up from falling).

     Once the locate level has been reached or passed, it is no longer a
barrier to falling or random teleport.  (When it is eventually visited,
there's no attempt to remember whether it allows holes, since that
information and the corresponding fall check would need to be extended to
every level in the dungeon.  Also, controlled teleport is still allowed to
bypass it even when it hasn't yet been visited, so the "enforces proper
sequencing" claim above is an exaggeration.)
2006-08-06 05:13:22 +00:00
nethack.rankin
5e79d10377 wizard mode level teleport (trunk only)
Responding with '?' to the "what level?" prompt when using ^V in
wizard mode brings up a menu of special level destinations that lets you
move across dungeon branches.  But getting in and out of Fort Ludios
didn't work, and jumping to the endgame forced you to arrive on the Plane
of Earth.  Now Fort Ludios will not be selectable in the menu until after
the portal ordinarily used to reach it has been created (so you'll need a
level between Bigroom and Medusa with a vault on it to be created before
you can bypass the magic portal and jump directly to the Fort), and you
can go directly to any of the elemental planes, including Astral, without
stopping at Earth first (the Wizard will be there to greet you, whichever
level you pick).  Also, this limits the menu to endgame entries once you
are in the endgame.  (Previously, picking a non-endgame level would yield
"you can't get there from here"; you can still get that, if you really
want to see it for some reason, by giving a destination level number
outside the range of -1 to -5 instead of using the menu.)

     I hadn't realized that this feature has been around since 3.4.2 until
I couldn't find any new feature entry for in the current fixes file....
2006-03-25 05:16:24 +00:00
nethack.allison
4527baa259 use of NULL (trunk only)
There were 2 files where NULL had crept into the sources,
even though we are not using it anywhere else.
2005-01-23 19:59:21 +00:00
nethack.allison
5fa8f73af8 housekeeping: mark trunk sources 3.5 (src) 2005-01-02 16:44:46 +00:00
nethack.rankin
41d3ad8c4e wizard mode ^V crash in endgame
Mentioned in passing in the newsgroup:  level teleporting in the
endgame--which is only possible in wizard mode--can crash if you're
confused.  The change to make confusion sometimes override teleport
control means that sometimes a random destination will be chosen, and
the routine to choose a random level can call rn2() with a value less
than 1 in the endgame, possibly resulting in attempt to divide by 0.

     There's something fishy about the min_/max_depth stuff for the
endgame, but I haven't attempted to figure that out.  This just makes
the random destination always be the current level when in the endgame
so that the problem can't come up.
2003-12-13 14:51:38 +00:00
nethack.rankin
f761b02c8d lint bits
and some reformatting.
2003-12-01 14:42:37 +00:00