From Jessie's old static analysis report. 'prezero' was used in 3.4.3
when processing a count for 'multi', but count handling is now done in
a separate routine and 'prezero' in parse() never changes value, so
get rid of it.
'sz' is the size of the buffer; 'if (count < sz) buf[count++] = c;'
can fill the entire buffer, leaving count==sz, so buf[count] = '\0';
would be out of bounds.
Formatting was way off. Indentation these days should be multiples
of 4 spaces, never tabs.
When a hero dies due to turning into green slime, actually polymorph
him into a green slime monster before killing him off. That way he'll
show as a green 'P' on the map instead of white '@' during final
disclosure. Also, armor that gets destroyed by polymorphing into that
form will be absent from resulting bones file.
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'.
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.
My sysconf allows shell escape, and the fuzzer seems fond of that.
Suppress '!' and also '^Z', although I didn't notice it execute the
latter. Without this hack, the sequence '!', sub-shell exit, '&'
causes nethack to be killed via SIGTTOU while fiddling with terminal
settings for introff().
When #wizinstrinsic was expanded to be able to set any timed attribute,
some that need more than just a timeout counter were left inconsistent.
1) Timed Flying wasn't blocked by levitation, and existing flight
wasn't becoming blocked by timed levitation. Also, eventual flight
timeout wasn't updating the status line, so false 'Fly' condition
remained shown until a status update happened for some other reason.
2) Setting timer for Warn_of_mon didn't set up any type of monster to
warn about so wouldn't do anything. This sets that to grid bug
unless already set due to polymorph form or artifact that warns.
The end.c portion is just a bit of formatting.
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.
Enlightenment feedback for "nudist" was added 3.5 years ago. Ever
since, ^X has been reporting "you are not wearing any armor" when
wearing a shield without any other armor.
Since Valkyrie starts in that situation, it's very surprising that no
one ever noticed 'til now (or did notice and didn't bother to report).
Hopefully this will be the last one. Change from a text window to
a menu so that it is possible to scroll backwards (without needing
scrollbars) via '^' and '<' keys. End of game disclosure for
attributes still uses a single-forward-pass text window.
Also, move the recently added weapon proficiency line from the new
'basic' section to right after the "you are wielding" line at the
end of the 'status' section.
Add a new line for one last missing status field: gold.
Also add one for proficiency with current weapon.
Move a few lines from 'characteristics' to 'background' and a few
more from 'characteristics' to new 'basics', leaving characteristics
with the six original characteristics: Str, Con, Dec, &c.
Dungeon level wasn't included in ^X output, so it wasn't actually
giving all status fields and attempting to rely on it when turning
off 'status_updates' was leaving a gap in feedback for the player.
Add an extra line to the first section where character's name and
patron deity are reported, giving current location.
|You are in the Dungeons of Doom, on level 5.
or
|You are in the endgame, on the Elemental Plane of Fire.
The information is more explicit than the basic status field, but
you can already get similar information via #overview so it isn't
giving away extra info.
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.)
For the searching capability offered by '# ?', use ':' instead of 's'
to activate it. Otherwise, if the player typed ':', menu processing
would handle that and would search the few menu entries (for selectors
'a', 's'--now ':', and maybe 'z') when we're interested in searching
the data displayed via many separator lines.
I left 's' as the selector for "show all, clear search" once a search
has been performed, but perhaps that ought to be switched to ':' too.
Demote #monpolycontrol and #wizdebug_traveldisplay from commands to
simple boolean options. The former has the same name, the latter
is called travel_debug. Rename #wizdebug_bury to #wizbury; it
shouldn't matter that it goes away when compiled without DEBUG.
There are now five wizard-mode boolean options: monpolycontrol,
sanity_check, and wizweight are documented in the Guidebook;
menu_tab_sep and travel_debug are commented out there.
Guidebook.mn has been tested; Guidebook.tex has not.
Reorganize the logic for showing or suppressing an extended command
to avoid a slightly hairy 'foo || bar && quux' expression.
When searching and not finding anything, report "no matches" rather
just waiting for another menu selection.
Plus miscellaneous reformatting.
Get rid of bold/non-bold distinction in #wizidentify inventory menu
by only showing items which aren't yet fully identified instead of
full inventory with bold for unID'd. Support for bold text might
be lacking.
I was considering this even before the report that X11 menus ignore
attribute. The "_ - (use ^I for all)" menu entry is still present,
but it could be discarded in favor of '.' to pick everything via
ordinary menu selection.
Don't display the selection to identify all items if there are none.
Complete an item marked ToDo in cmd.c: allow selection of one or more
particular items to permanently identify rather than just all or nothing.
Fixes#124
Fix github pull request #124 which was also reported directly (but not
through the contact form so #Hxxx number). Using ^I or #wizidentify
displays inventory with everything ID'd for that command only and adds
a menu entry "_ - use '^I' to identify" that can be chosen to make
those ID's persistent. Picking underscore would work but picking the
alternate '^I' wouldn't work if the platform had unsigned characters
for plain 'char'. Switch the return value from magic number -1 to
magic number ^I which isn't a valid inventory letter and isn't subject
to sign conversion. Casting -1 to '(char) -1' would have worked too
despite some confusion expressed in discussion of the pull request.
If ^I has been bound to some other command and #wizidentify hasn't
been bound to any keystroke, temporary ID didn't disclose any extra
information (ie, acted like ordinary inventory display) and the extra
menu entry to make temporary ID become persistent wasn't available.
This fixes that too.
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.
It seems to me that the reaction to "you feel dead inside" when you're
polymorphed into an undead creature at the time would be "so what else
is new?". Vary the "dead" when current form is something which gets
reported as "destroyed" rather than "killed" when killed. That happens
for things flagged as non-living. Now undead "feel condemned inside"
and golems "feel empty inside". Neither of those are ideal but they're
more interesting than "feel dead inside".
After becoming dead inside, give a reminder about that during
enlightenment and if you restore a saved game in that condition. It
was the latter that set this in motion: I wanted to confirm that
restoring with u.uhp == -1 didn't give "you aren't healthy enough to
survive restoration" when polymorphed. (It doesn't; the game resumes
and you'll die if/when you rehumanize.)
Some windowports that are currently being written by third parties
need more information about the engine than they currently have.
Two specific reported problems: a) needing to know whether a
putstr() call relates to a count (so that it can be placed in a
different part of the user interface from the message area); b)
needing to know whether a request for a character relates to
command input (some hangup handling routines need this so that
they can determine what behaviour is potentially exploitable).
Knowing whether or not you're inside parse() fixes both of them.
This would be cleaner to do by changing the windowport API, but
that'd break existing windowports, which isn't really ideal.
Setting a globalish variable that the windowport can inspect, but
can ignore if it prefers, means that existing windowports will
continue to work fine, but new windowports will have more
information and thus more flexibility in how they handle command
entry.
The extended command added to test handling for adjacent mouse clicks
had a description which was too long. In the list from '#?', white
space for column alignment got squeezed out to make it fit (at least
for tty, where it ended up looking awful).
The new description isn't a complete sentence any more, but I don't
think anyone will care.
Fix several warnings about using 'void *' for a function pointer and
a couple of unused variables. Add a_nfunc for 'int NDECL((*func))'
alternative for union anything. Make the enum list of union anything
types actually match the alternatives (field a_uchar was missing from
enums, enum mask32 had no corresponding a_mask32 field).
Add another command, #therecmdmenu, so that the context menu for an
adjacent spot can be tested without mouse support. It revealed that
you could get an empty menu if nothing applicable was at target spot.
Add a few adjacent actions: lock/unlock door if carrying suitable
implement, search door for traps, examine known trap (door/ceiling,
not door), #untrap known trap, mount saddled critter, remove saddle.
Make "kick door" be the last choice for closed door instead of first.
Add one 'here' action: dismount.
Both #herecmdmenu and #therecmdmenu interact strangely with ^A, but
differently from each other. I didn't make any attempt to solve this.
There's no documentation for #therecmdmenu.