It was possible to have the guaranteed luckstone at Mines' End become
merged with a random one and lose its specialness for achievement
tracking. Mark it 'nomerge' when created and clear that if/when the
achievement is recorded.
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).
I think the only code change was in the function for the help command.
Iron bars can be destroyed in some circumstances (hit by yellow
dragon breath or thrown potion of acid, being eaten by rust monser
or black pudding, or by poly'd hero in those forms) and should act
like walls for diggable/non-diggable purposes. But they aren't
walls, so the non-diggable flag was not being set for them by the
special level loader. Even once that was changed, they weren't
being handled consistently. Some places checked for non-diggable
directly (zap_over_floor of acid breath, potion of acid hitting bars)
and started working as intended, others used may_dig() to check
non-diggable (poly'd hero attempting to eat iron bars) but it doesn't
handle iron bars, and still others didn't check at all (bars-eating
monster who moved onto bars location in expectation of eating those
next).
Fixes#132
This is based on the commit for github pull request #132, which
indicates that the 'grow' pattern is reversed from what the .des
file specifies. I don't understand how this is really supposed
to work and the only place nethack uses it is on the Valkyrie Home
level, which seems to be created roughly the same both before and
after this change.
Fixes#123
Make sure wallification doesn't go out of bounds when operating
near the map edge. The top and left edges were ok (although the
left edge could uselessly try to wallify unused column 0) but the
right and bottom ones weren't validating the map boundary. None
of the 3.6.x levels were affected.
I've done this a little differently from the suggested commit in
the pull request.
Special levels with FLAGS:inaccessibles could trigger a panic if
a large enough area was subjected to floodfill handling. The buffer
intended to be enough to hold an entire level wasn't big enough when
individual coordinates were being added multiple times. I don't
really understand what this code is doing but the recommended fix
does work to prevent the panic.
None of the levels included with 3.6.x were affected.
Fixes#114
Report and contributed fix described lack of support for room type
"ant hole" in the code that loads special levels (and mentioned that
none of our des files attempted to use that room type so it isn't
noticeable in unmodified version of the game). The fix overlooked
a couple of other missing room types (leprechaun hall and cockatrice
nest) so I didn't use the pull-request's commit (so not sure what
github's automated updating will make of 'Fixes #114').
The cavemen quest description includes an 'S' in the lower right
corner of the MAP...ENDMAP section of the locate level. It produced
a secret door as intended but did not have horizontal vs vertical set
because the latter was only being done for DOOR directives. Instead
of adding an explicit directive, make the loading code set horizontal
vs vertical for all doors.
This fixes the orientation of that secret door in the Cav locate
level, but I noticed that it showed up an a visible horizontal wall
when the spots on either side were still blank. It's behaving as
if the door is on a lit spot and the adjacent walls are unlit (this
misbehavior was already present before the current change; it was
just shown incorrectly as a visible vertical wall before).
The earlier fix for hoizontal vs vertical doors would have worked for
the Cav quest (lower left in leader's chamber) where door handling
occurs before wallification, but it wasn't working for minend-3 (east
wall of entry room) which already had walls. The more recent fix
solved the second case but broke the first one. I think this actually
solves both modes of door classification. I hope....
The special level loader would allow the level description to specify
an alternate monster appearance for any type of monster, and if one
was specified for a mimic then that mimic would be polymorphed into
the appearance instead of masquerading as it. This changes it to
only use an appearance for mimics, the Wizard, vampires, and general
shapeshifters (chameleons, doppelgangers, sandestins). The mimic
case doesn't work as expected: map display shows the symbol for the
specified shape but farlook describes it as a mimic. The Wizard case
hasn't been tested. The chameleon and vampshifter cases seem to work.
It also allowed shapechangers (including vampires) to be given an
object or furniture appearance. I didn't try things out to find out
what what their behavior would be if/when that happened.
I'm not sure whether the farlook issue for mimics-as-monsters is with
the pager code or the monster name formatting code. (Possibly the
mimic just needs to be flagged has 'hidden' as well has having an
alternate appearance.) I'm not going to worry about it since none of
our special levels attempt to give mimics a monster shape. Mimicking
a monster is a feature for clones of the Wizard, not for mimics,
although it might be nice if the latter worked correctly someday.
If mimics were genocided before loading a special level which
contained mimics with specific appearances, whatever random monsters
took their place also end up having their intended appearance.
monst->cham uses NON_PM rather than 0 to mean "not a shapechanger".
A relatively recent change to make secret doors within horizontal walls
become horizontal doors after discovery was making some secret doors
that should have remained vertical become horizontal too. While still
hidden, they got displayed as horizontal wall segments in the midst
of vertical walls. Example was the "Catacombs" (minend-3) variant of
mines' end. The hidden door on the east wall of the entry room was
shown as horizontal, while another one on the west wall of that same
room was correctly vertical. This fix uses different criteria to
decide horizontal vs vertical, partly because I couldn't understand
how the previous code was supposed to work.
Hidden doors now seem to display as correctly oriented walls and once
discovered seem to become correctly oriented doors. I tested by
checking quite a few special levels (and some regular ones)--but not
all--with '#terrain d'. Plus some searching to unhide secret doors
while using a custom symbol set that displayed closed horizontal doors
(S_hcdoor) as '=' and vertical ones (S_vcdoor) as '"'.
Doors in des-files were always generated vertically.
This wasn't visible unless you had separate symbols for
closed vertical and horizontal doors, or used tiles.
The code that checked for and complained about having more than one
'prize' object on the mines' end or sokoban end level uses static
counters and would complain if you used #wizmakemap to recreate the
level. (Or if a game got far enough that either of those levels was
created and then started over--I'm not sure what state support for
that has reached.) So re-init those counters each time any special
level gets created; that's sufficient for what they track.
I also changed several variables in sp_lev.c from global to file
scope since they aren't used anywhere else.
The followup message about the fix for #5056 was trapped by the spam
filter so didn't reach us for a while.
xlogfile has an extra field to track various achievements made during
the game it logs, two of which are fully exploring the gnomish mines
and fully exploring sokoban. Those are accomplished by finding the
special 'prize' item on the final level of their branch: luckstone
for mines and bag of holding or amulet of reflecition for sokoban.
3.6.0 had a bug where any item of the target type found anywhere in
the dungeon resulted in achieving the relevant goal. A post-3.6.1 fix
for that required that the item be found on the end level of the branch
and attempted to require that it an item explicitly placed there by the
special level loader, but the latter aspect had a bug which meant that
random items of the appropriate type placed on final level would count
as the prize. Chance of extra luckstones on mines' end is fairly high,
so potential for false completion of the achievement was also high.
The second complaint was that since the achievement was only recorded
if the special prize item was found on final level, then if a monster
took it to another level then the achievement became impossible. (Not
true, the player could take it back, drop it, and pick it up again, but
that is admittedly a pretty silly hoop to jump through.) On the other
hand, if a monster removed the item before the hero found it, then a
case could be made that the hero hadn't really fully explored the
level. However, this fix records the achievement no matter where the
hero picks up the item. The final level must be entered--otherwise no
monster could possibly acquire and transport the item--but it isn't
guaranteed to have been fully explored. Big deal....
The prize could also be acquired in bones data. Before the second
portion of this fix, that wouldn't have mattered. But now it does, so
clear the prize indicator when saving bones unless it happens to be the
same level where that item is created (impossible for sokoban, where no
bones are left; not sure offhand about mines' end). The former prize
stone or bag or amulet becomes an ordinary one of its type.
This can all be done in a much cleaner fashion once we give up on the
current save file compatability. Putting obj->o_id values into new
context.mines_prize and context.soko_prize, plus a hack to mkobj() to
not reuse those two values if the o_id counter ever wraps back to 0,
would cover most of the details. Adding an achievement tracking flag
to lev_comp's object handling for use by the special level loader
would cover most of the rest.
Compound option whatis_filter, filters the eligible map locations
when getting a cursor location for targeting. Accepts 'n' (none),
'v' (map locations in view), or 'a' (map locations in the same area,
eg. room or corridor).
Alex mentioned that loops over mons[] were starting at [0], which
should be [LOW_PM] instead. I only found two, and the mvitals[] one
was benign. The special level one might have been too, depending
upon spec_lev's thoroughness--I didn't attempt to check.
Once upon a time there was a possibility of moving 'playermon' from
a separate variable to mons[0], so LOW_PM became the index of the
first valid monster. Instead, 'playermon' went away altogether.
LOW_PM (and NON_PM) could go away too, but I don't see how reverting
to hardcoded 0 and -1 would be an improvement. We have enough
problems as it is with "giant ant" turning up in unexpected places
because someone used 0 instead of NON_PM to mean "none of the above".
Bug report was:
> "Completed sokoban" achievement was logged when picking up
> a randomly generated bag of holding in the gnomish mines.
The picking-up code was missing checks for the branches, so
you could get the achievements outside the correct branches.
That is, use NetHack's RNG instead of the direct system RNG. This fixes
maps generated with randlines to interact correctly with potential
future RNG system changes e.g. switching PRNG algorithms, supporting
NAO343's RNG reseeding, and even supporting replays like NetHack 4.
Based on DynaHack commit e464f63 (lev_comp: Fix system RNG use in
randline) by me.
This happens when levelporting to the first Sokoban level in wizard mode
before visiting the level, causing the branch stairs to not appear until
the space it is in comes in sight of the player.
The issue was that levels flagged premapped would cause the special
level coder to call sokoban_detect() before fixup_special() had a chance
to place the branch stairs properly.
Fix from Dynahack by Tung Nguyen.
With DEBUG suppressed, I started getting
16 warning: empty body in an if-statement
and 2 warning: empty body in an else-statement
from gcc.
Using braces for an empty block instead of just ';' avoids the warning:
if (foo)
debugpline("foo");
is bad,
if (bar) {
debugpline("bar");
}
is good. ;-)
The changes to lint.h are just precautionary.
modified:
include/lint.h
src/attrib.c, bones.c, dbridge.c, dig.c, eat.c,
makemon.c, mkmaze.c, mon.c, sp_lev.c
Shorten a function name in sp_lev.c that exceeded 31 characters.
That's a limit imposed by the VMS linker and the compiler complains
that it will be truncated.
Make all sp_lev.c functions which aren't listed in extern.h be static
and give all of them a declaration at the top of the file. I reordered
the ones already declared there in the same order as they occur in the
source, so the diff is quite a bit bigger than the actual changes.
(Once the one with the long name became static, the length of its name
no longer mattered, but I've shortened it anyway.)
Indent a couple of #pragma directives. Some pre-ANSI compiler didn't
like '#' in column 1 followed by something it didn't understand, even
when that occurred in a conditional block which was in the midst of
being excluded. (util/*_comp.y recently reminded me of that. files.c
should get a fix like this too.)
Fix some more of the complaints from clang's static analyzer. The one
in options.c (manipulating warnings symbols) appears to be an actual bug.
All the rest are either because the analysis isn't quite sophicated
enough or outright bogus.
Two of them appear to be because a static routine is attempting to guard
against callers in the same file failing to pass in required output
pointers. Stripping away the check for missing pointer should convince
the analyzer that those output parameters always receive a value. We'll
see once the analysis is eventually re-run....
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.
Explicitly combine adjacent string literals so that pre-ANSI compilers
still have a chance to compile the code. I thought these had already
been dealt with, but I kept stumbling across them while reformatting,
so am trying to get them all out of the way now.
Last few && or || followed by end-of-line comments, plus tab replacement
and 'return' parentheses. Not as many of those; some of these files had
already had that done.
Also, tweaked non-cursed scroll of charging read while confused to be a
tiny bit more effective.
To do: find and fix block comments that immediately follow a line with
an end-of-line comment and got misindented to line up with that comment.
The corridors used to head towards the goal using the straightest
possible line, often making a zig-zag beeline. Allow some slight variance,
sometimes going straight instead of turning, reducing the predictability,
and making those monotonously turning corridors less likely.
Fix a couple of warnings about prototype not matching function definition.
Prototype specified a narrow scalar ('boolean') but function uses old-style
definition which implicitly promotes narrow types (char,short,'boolean' to
int, float to double). Switch prototypes to BOOLEAN_P.
A whole bunch of prototypes specify STATIC_DCL ('static') and then leave
the definition without STATIC_OVL (also 'static'). I only fixed up a
couple of those, but we risk getting somebody using an old compiler that
doesn't like
static int foo();
int foo() { return 42; }
Even if every comiler accepts that (I don't recall whether that was kosher
in the ancient K&R days), you can't tell by looking at the function
defintion (in the usual case where the forward declarations are at the top
of the file rather than immediately before the defintiion) whether it's
local to that file or global, so the missing STATIC_OVL qualifiers ought
to be added.
Bustling Town can be generated with inaccessible areas outside the
top edge of the fixed town map. If you end up in one of those area
without any way to dig or teleport, you're stuck.
This adds a new level flag "inaccessibles" to force checking for
such inaccessible areas, and add secret doors, holes/trapdoors,
or some random escape item into the areas.