Relatively small number of continuation fixes needed for this subset.
Quite a bit of mangling to engrave.c unrelated to continuation lines,
with three or four coding changes.
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half. The automated reformat got
confused by comments in the midst of such lines.
foo ||
bar
was converted to
foo
|| bar
but
foo ||
/* comment */
bar
stayed as is.
Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
Replace the code that Dean objected to with something a little bit more
robust. It doesn't rely on the two stacks being adjacent or having the
same inventory letter. It is still vulnerable to having another
splitobj() occur between the offending split and its attempted unsplit,
or to either of the two halves of a split being extracted from their
object chain. As before, failure to unsplit only results in the two
halves of the split remaining separate stacks, not anything more drastic
like the panic() that prompted all this.
Simplification of hallucinated currency names got mixed in with this
patch. I haven't bothered separating it back out.
Whoever reset PATCHLEVEL to 0 jumped the gun. This patch increments it
since change to the 'context' structure breaks save file compatibility,
so it will need to undergo another reset before release.
While looking at clear_bypasses() I noticed some excluded code [#if 0]
which could be risky to include, so update the comment there. Also,
excluded code tends to need formatting fix-up.
Flesh out wet towels a bit:
1) wielding a wet towel--or a dry one which becomes wet--won't give a
"you begin bashing with your wet towel" message when attacking;
2) if a formerly wet towel dries out completely while wielded, *do* give
"you begin bashing with your towel" on the next attack;
3) successfully hitting with a wet towel no longer always loses wetness;
4) water damage to dry towel always confers at least 1 point of wetness;
5) taking fire damage (via burnarmor() which is used for most types of
fire damage) has a chance to partially or fully dry a wet towel
(regardless of whether it's wielded at the time; applies to monsters
as well as hero; each towel being carried is checked until one is
affected, then any others escape drying.
Not done:
-) attacking with a wielded wet towel perhaps ought to be treated as a
weapon attack using whip skill rather than an augmented arbitrary-
junk-by-weight attack;
-) throwing a wet towel should probably ignore wetness--it's just a wet
piece of cloth when not finishing with a whip snap; right now, it
loses a point of wetness when thrown and usually--#3 above--another
point if it hits...;
-) hitting burning creatures is no different than hitting anything else;
-) likewise for hitting wet creatures.
Guard against the possibility of BETA_INFO (or other fields used to
construct the one-line version string) having a percent sign that would
be misinterpreted during pline processing.
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.
Fix the situation reported by Pasi where cancelling a throw via ESC at
the "which direction?" prompt resulted in "object null after merge"
panic from addinv(). I wasn't able to reproduce the panic, but I could
see the throw-nowhere stack getting merged into the quiver stack when
it shouldn't. This fixes that.
Also a couple of formatting bits. I wish I'd quit coming across those.
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.
Dipping a towel into a potion, fountain, or some other water source
makes the towel wet. Hitting with a wet towel deals up to 6 points
of damage, but every hit reduces wetness, as does throwing or applying
the towel. You can also wish for a moist or wet towel.
This time try random locations up to 50 times, then start going
through the map in order to find a good position. First round
tries to pick a location not in sight, if that fails, it might
try stair or ladder location. If that fails, then it will pick
any good position, whether in sight or not.
Outside field of vision restriction and trying stair or ladder
locations does not happen when the monster is placed from special
level code.
Make novels be wishable in normal and explore modes in addition to
wizard mode. I don't think this weakens the tribute and it prevents
someone who attempts such a wish from getting misleading feedback of
"Nothing fitting that description exists in the game."
Wishing for "novel" will yield "novel named Foo" where "Foo" is a
randomly chosen Discworld title. Wishing for "novel named Bar" will
yield "novel named Bar" or "novel named The Bar" if "Bar" or "The Bar"
is a valid Discworld title, or else override "Bar" and pick random
Discworld "novel named Foo" if it isn't.
Since first read of a novel bestows some experience (once per game, no
matter how many novels become available), a pacifist with an early
wish can get a head start. I don't think that's a big deal. And it
will require an awful lot of wishes for any player who wants to acquire
all 41 titles in one game. I imagine someone will manage it.
If you tripped over something, and there were no rocks on
that place, the otmp object variable was set to null but used
later for checking if it was a corpse.
Whenever mnearto tries to displace a monster from underneath
another, and the displaced one cannot be placed anywhere,
make it drop special objects and put it into migration, with
the current level as the target.
This should be a good enough stopgap measure - it's not going
to happen unless the level is (nearly) full of monsters.
And it seems to cure a near-impossible-to-track data corruption,
with monster list pointing to garbage.
Being blind and engulfed, reading cursed scroll of light did still darken
the room on the Rogue level. This also changes the logic a bit, so that
cursed scroll of light will douse lamps in your inventory, even when
swallowed.
An item from the "A few bugs" mail was that reading a scroll of light
when swallowed didn't light the surrounding area--which is intended--
but that doing so while blind *did*. The logic in litroom()--which
the report was based on--was wrong, but do_clear_area() prevented the
light was escaping the engulfer. So there was no bug from the player's
perspective, but only because the vision code has special handling for
being swallowed. This fixes litroom()'s logic and does some formatting
cleanup.
Another item from the "A few bugs" mail. Casting spell of protection
when previous casting(s) hadn't timed out yet miscalculated the new AC
boost. At low levels--when this spell probably gets its most use--the
bug wasn't noticeable. (At high levels when someone might cast it a
whole bunch of times in succession, the effect could be noticed but
was probably just assumed to be working as intended. Its behavior is
somewhat convoluted.)
Fix another item in the "A few bugs" mail. Monsters who wanted to flee
weren't able to use 'sstairs' (extra stairway leading to different branch
of dungeon) due to a logic error in the find_defensive() choices.
if (terrain==STAIR) {
} else if (terrain==LADDER) {
} else if (x==sstairs.sx && y==sstairs.sy) {
} else { /* check traps */
}
wouldn't find 'sstairs' because they have terrain type STAIRS. (Also,
the sstairs check wasn't screening out immobile monsters, but that bug
didn't have a chance to manifest.)
There's a bunch of reformatting, and some code re-organization to improve
other formatting, and some additional logic fixes.
Instead of making the caller remember to use MON_NOWEP, make
setmnotwielded handle that automatically. This fixes the
"bad monster weapon restore" errors I've been seeing.
Also adds sanity checks for this.
Fix one of the entries in the "A few bugs" mail. Flesh golems hit by
electric damage calculated a healing amount of dam/6, then ignored it
and used dam instead. Probably never noticed in actual play....
The problem discovered with sanity checking of embedded dragon scales
was with the checking, not with the object flagged "embedded in skin".
I thought W_ARM got cleared when switching 'uarm' object to 'uskin',
but it isn't.