The in_lava_effects flag should never be saved and restored; putting
it into the context struct was a mistake. Move it to the iflags struct
(where the branch code already has it). I haven't bumped the EDITLEVEL
setting. Save and bones files from more that a few days ago were breifly
invalid but should be viable again. Save and bones files from the past
couple of days are now no good; sorry about that.
While testing some killer_xname() changes, I noticed that it was
feasible to avoid having some gear destroyed by causing a hangup after
getting the destruction message. And while testing the fix for that, I
stumbled across a panic situation (not caused by my changes). If you
survive entering lava while wearing water walking boots (and aren't fire
resistant yourself, and don't have enough hit points to survive 6d6
damage, and your boots aren't fireproofed...), having those boots be
destroyed will dump you back into the same lava recursively (lava_effects
-> Boots_off -> spoteffects -> lava_effects). And if you survive that
(wizard/explore mode or life-saving), there will be a panic when finishing
deletion of the boots (useupall) because the recursive call will have
already done it (since they aren't worn anymore when inner call handles
them, no additional recursion gets triggered and object deletion happens).
Some of the other stuff I was working on is mixed in here because
this is the configuration I ended up using to test the panic fix.
Several Makefiles are missing the dependency for context.h (post-3.4.3
revision). If yours is, then you'll need to force a full rebuild after
applying this or you'll end up with havoc. (Mine was, but I noticed that
the expected full build wasn't happening and interrupted it to fix that.)
<Someone> wrote:
>It seems silly to have two flags being used for counting djinn and
>ghosts, now that there's mvitals.born...
This does not break save and bones compatibility in the 3.4.x branch,
it changes the code, but leaves the obsolete fields in flags.
This patch increments editlevel making existing save and bones files useless.
Add polywarn() code to grant the ability to detect certain monster
types while polymorphed into other specific monster types.
If you polymorph into a vampire or vampire lord, you are able to
sense humans.
And just for fun, if you polymorph into a purple worm, you are able to
sense shriekers :-)
Move the counter for the next attribute check to the context
structure.
This increments patchlevel so previous save and bones
files are unuseable after applying.
I wrote to the devteam early last week:
> Given my understanding of travel, it's supposed to be somewhat intelligent,
> and "convenient", and should, therefore avoid walking into water, lava,
> traps, or other things that distant movement would avoid, even if you're
> right next it. Unless... the travel destination is the "bad" location
> next to you when the travel starts.
To that end...
- add a context (iflags in 3.4.3 to maintain savefile compat) flag to
differenciate the first travel step from later steps, to allow the
detection of the final sentence, above.
- several changes to set/reset the travel1 flag as needed
- add code to findtravelpath to treat the first step specially if it's
the only step, allowing forced travel into a "bad" location
- correct the "don't travel over traps" code, which was getting confused
because hero's starting location was being avoided
- add code to avoid traveling into water and lava, duplicating
checks used for non-travel running
- fix some strange "guess" travel behavior: avoid zigzag paths when there's
a more direct path (even though the number of moves is the same)
- trunk change adds a new DISP_ALL tmp_at type, and uses it in some debug
code for travel, debug changes not added to the 3.4.3 branch