Commit Graph

149 Commits

Author SHA1 Message Date
PatR
1fc8d7528c fix #H9298 - corpse mismatch
Corpses for dying monsters were being created with the wrong type,
caused by incorrect block nesting for 'if (ptr)' from commit
ad302fb8a9 (Oct 10).
2019-10-12 02:31:47 -07:00
PatR
ad302fb8a9 mksobj failure
If mksobj() was told to initialize the object it's creating and the
object class was something it didn't understand, it would issue a
warning and return Null.  But an unknown object class is a severe
internal error and very few callers were prepared to deal with a
Null result, so change mksobj() to panic instead.  Also eliminate the
few attempts to deal with Null result that are present in mkobj.c;
I didn't go looking elsewhere.
2019-10-10 17:43:31 -07:00
PatR
3c6303b34e fix #H9266 - redundant obj init
Sword given to angels used obj->spe = max(obj->spe, rn2(4)) [except
using a temporary to sanely work with max() macro].  But the obj was
explicitly created as no-init, so obj->spe was always 0 and the max()
was pointless.  Shield given to angels was manipulating bless/curse
state directly instead of using the functions intended for that, a
no-no and also pointless to be clearing 'cursed' for a no-init item.

Mace for priests had useless handling for object creation failure.

Object creation failure could only happen if the mksobj() call had a
valid entry in objects[] (or out of bounds access that didn't crash)
for an object class that it doesn't know how to handle.  That can't
happen unless somebody screws up big time.  If it ever did happen,
it would have produced a memory leak.
2019-10-08 14:23:27 -07:00
PatR
ba3004d6e2 W_WEAPON -> W_WEAPONS
Report #H9243 misinterpreted W_WEAPON as W_WEP and attributed a
hypothetical ball and chain sanity checking problem to that.
Rename the former to W_WEAPONS to emphasize that it includes
alternate/secondary weapon and quivered stack as well as wielded
weapon.
2019-10-08 13:26:39 -07:00
PatR
fa4f9bb8ae coalescing partly eaten globs
Another one which has been around for a while.  When merging two
globs, the result is partly eaten if either (or both) of them was
partly eaten, not just when the one that's going to stick around as
the combined glob already was.
2019-06-26 15:37:17 -07:00
PatR
43afa91ff8 fix #H8850 - bless/curse state in perm_invent
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
2019-06-04 10:50:24 -07:00
PatR
4e119f4f00 place_object(obj,0,0) debugging
Got a hit (on Plane of Water) pretty quickly.
2019-06-02 05:02:08 -07:00
nhmall
670fc9ca34 further improve additional glob interaction scenarios within a shop
Scenarios:
1. shop_owned glob merging into shop_owned glob
2. player_owned glob merging into shop_owned glob
3. shop_owned glob merging into player_owned glob
4. player_owned glob merging into player_owned glob
2019-05-18 16:24:48 -04:00
PatR
255d969da2 obj sanity checking specific to globs
Verify that objects with the globby bit set are actually glob objects,
that their quantity is 1, and that their weight at least superficially
makes sense.
2019-05-17 13:28:41 -07:00
nhmall
2aee73642d fix some billing and pricing issues when globs coalesce
payment issue caused by glob coalescing
glob pricing did not consider coalesced weight
2019-05-17 12:04:01 -04:00
nhmall
53f208c48b glob floor merge message
Make it more obvious that globs that just merged on the
floor may be at an adjacent location.
2019-05-17 11:44:39 -04:00
PatR
0ef58589f1 place_object vs multiple boulders
When place_object() puts a non-boulder underneath a boulder, make it
put the non-boulder under all the boulders there rather than just under
the topmost one.  Otherwise the map display will show the non-boulder
rather than the 2nd boulder if the top boulder gets moved away by some
means other than pushing.  (Pushing explicitly brings lower boulder to
top of pile in order to try to push it next.)

Reproduce by:  wish for boulder--it will drop.  Drop something else--
the something-else will end up under the boulder.  Repeat.  The second
boulder will be on top but the second something-else will be next in
the pile, above the first boulder.  Now polymorph into a giant and pick
up the first boulder, then move away from that spot.  Map will show
second something-else instead of the remaining boulder.

This fairly simple fix should work reliably on new games since boulders
will end up being consecutive on the top of piles.  For old games,
boulders after the topmost could be anywhere and still yield a display
glitch, but since that's all the problem is (I hope...), we ought to
be able to live with that until old games eventually go away.

[A map display glitch doesn't explain a corrupted 'uball' so this fix
doesn't solve that.]
2019-05-10 15:21:59 -07:00
nhmall
5f56440956 instead of BETA or not, have devel states of release, wip, beta
Now that development sources are made public prior to
BETA testing, it is useful to have a work-in-progress
state prior to BETA.
2019-05-10 14:59:03 -04:00
PatR
8bf16b940e stale lock picking context
Lock context wasn't being cleared if it was for a container and that
container got destroyed.  Case discovered was forcelock() ->
breakchestlock() -> delobj() (sometimes the container is destroyed
rather than just breaking its lock) followed by #wizmakemap (replace
current level) and maybe_reset_pick() trying to check whether
xlock.box was being carried.  But being interrupted, destroying the
container or dropping it down a hole to ship it to another level, then
attempting to resume picking the lock would also find a stale pointer.
2019-01-31 15:50:12 -08:00
PatR
a637e91f37 miscellaneous formatting
Some minor stuff that's been sitting around for a while.
2019-01-09 18:15:43 -08:00
PatR
d1deafab05 stale vptrs for obj->{nexthere,ocontainer,ocarry}
'struct obj' contains a union of mutually exclusive pointers, but
removing an obj from a list wasn't clearing whichever one had been
in use.  If something is removed from a monster's inventory, clear
the object's pointer back to that monster; if something is removed
from a container, clear the object's pointer back to that container;
and whenever something is removed from the floor, clear the pointer
to the object which followed it at that floor location.
2019-01-06 20:59:20 -08:00
PatR
9e0d945961 stack splitting vs shop prices
I misread part of the original code and the revision introduced a bug
based on that.  obj->o_id price variations are used for all types of
non-IDed items, not just non-glass gems.
2018-12-27 15:01:15 -08:00
PatR
a6b4322034 fix #H7103 - shop pricing
Player came across a stack of 2 gray stones in a shop and kicked one.
That one ended up with a different (in his case, lower) price once it
was separate.  This behavior only applies to non-glass gems which add
a price variation derived from internal ID (obj->o_id) number.  Make
splitting stacks always yield the same price per item in the new stack
as was being charged in the old stack by choosing a similar o_id.  Do
it for all splits (that can vary price by ID, so just non-glass gems),
not just ones performed inside shops.

He picked up the lower priced one and dropped it back on the original
higher priced one; the combined stack took on the lower price.  That
will no longer happen if they come from splitting a stack, but this
fix doesn't address merging with different prices when they start out
as separate stacks.  (Unpaid items won't merge in inventory if prices
are different, but shop-owned items will merge on floor.)
2018-12-27 14:12:48 -08:00
PatR
7bc36ddef4 fix #H6942 - dropx vs hold_another_object
Dropping an existing fragile item while levitating will usually
break it.  Getting a new wished-for fragile item and dropping it
because of fumbling or overfull inventory never would.

Some callers of hold_another_object() held on to its return value,
others discarded that.  That return value was unsafe if the item
was dropped and fell down a hole (or broke [after this change]).
Return Null if we can't be sure of the value, and make sure all
callers are prepared to deal with Null.
2018-12-23 12:37:26 -08:00
PatR
2beb36fc61 Schroedinger's Cat
If hero was carrying Schroedinger's Box at end of game, disclosing
inventory converted it into an ordinary box.  That interferred with
subsequent disclosure when writing DUMPLOG, which saw an empty box
if inventory had been shown or the special box with newly-determined
contents if not.  I tried a couple of ways to fix it and decided
that redoing it was better in the long run.

Schroedinger's box is still flagged with box->spe = 1, but instead
of having that affect the box's weight, now there is always a cat
corpse in the box.  When opened, that will already be in place for
a dead cat or be discarded for a live one, but the weight will be
standard for container+contents and when box->cknown is set it will
always be "containing 1 item" (which might turn out to be a monster).

Some temporary code fixes up old save/bones files to stay compatible.

TODO:  food detection used to skip Schroedinger's Box; now it will
always find a corpse, so some fixup like the ridiculous probing code
is needed.
2018-11-21 03:10:49 -08:00
Pasi Kallinen
75f6001afc Report insanities via impossible 2018-11-07 18:50:09 +02:00
nhmall
9eb7830819 Gnomish Mines changes involving "Orctown" level variant
Changes to be committed:
	modified:   include/decl.h
	modified:   include/dungeon.h
	modified:   include/extern.h
	modified:   include/hack.h
	modified:   src/decl.c
	modified:   src/do_name.c
	modified:   src/dog.c
	modified:   src/dokick.c
	modified:   src/makemon.c
	modified:   src/mkmaze.c
	modified:   src/mkobj.c
	modified:   src/pager.c

This commit is an attempt to address the complaints about
the orc town variation taking away lots of stuff that is
normally available in mine town. The statement in the level
description says "A tragic accident has occurred in Frontier
Town...It has been overrun by orcs."

The changes in this commit attempt to uphold that premise,
while making things a bit more interesting and perhaps
more palatable for the player.

This update does the following in keeping with the mythos:
- While many of the orcs still remain to wander about the
  level, many of the orcs took off deeper into the mines with
  some of the stuff that they plundered. You may now be
  able to hunt some of it down.

- Adds some appearance of this particular horde of marauding
  orcs working as part of a larger collective.

- This evolves the Orc Town mine town variation into a
  a feature over multiple levels of The Gnomish Mines,
  rather than just the single-level "feature" that it was
  previously.

- You may have to work longer and a bit harder for some
  things than other mine town variations, but at least with
  these changes, there is hope that some of it may be found
  elsewhere.

Game mechanics notes (maybe spoily?)

- Add mechanism to place objects into limbo (okay, really
  place them onto the migrating_objs list for transferring
  between levels etc.) and destine them
  to become part of the monster inventory of a particular
  species. In this particular usage case, it's using the
  M2_ORC flag setting to identify the recipients.

- At present, there is no mechanism in the level compiler
  for placing objects onto the migrating objects, nor
  with more sophisticated landing logic, so a somewhat
  kludgy hard-coded fixup and supporting routines were used.
  Some day the need for that might change if additional
  capabilities move to the level compiler.

This is a NetHack-3.6.2-beta01 update. Please give it a workout.

Fixes #127
2018-09-18 18:35:13 -04:00
Pasi Kallinen
d2eba695c8 Use DEADMONSTER instead of checking mhp 2018-08-30 20:05:18 +03:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
Pasi Kallinen
2548d68dd3 Fix some warnings
Remove an unused variable, add missing FALLTHRUs, and use the same
FALLTHRU wording where it wasn't recognized by gcc
2018-03-30 19:42:50 +03:00
PatR
b5b513fb44 'Iu' vs unknown container contents
An inventory of unpaid items where more than one was present would
show
|> bag's contents    N zorkmids
if any of the items were inside a container whose contents aren't
known.  But if there was only one item (so container must be owned
by hero) the 'Iu' output menu was skipped for pline and yielded
|> scroll of magic mapping   133 zorkmids
Force the menu display if the lone unpaid item is inside a container
whose contents are unknown.

I'm not sure whether a hero-owned container can have both unknown
contents and an unpaid item in normal play.  I managed it while
trying to fix a reported problem--except I can no longer find the
relevant report--where itemized shop billing also revealed unseen
container contents (for any number of items, not just 1).  That isn't
fixed yet, but I want to get the simpler 'Iu' part out of the way.
2018-02-07 17:31:44 -08:00
PatR
876d509921 sanity check bit - current_wand
'current_wand' should always be Null at the time the sanity checking
routine is called, so check for that.  Also a couple of formatting bits.
2017-12-14 16:46:16 -08:00
Pasi Kallinen
089863088e Locked chests and large boxes contain more items 2017-11-01 15:38:44 +02:00
Pasi Kallinen
f19752fc32 Reduce the amount of gold laying on the floor
There's far too much gold just laying around on the floor.
Didn't previous adventurers grab most of it?

This should incentivize gold detection and digging out vaults,
selling stuff to the shopkeeps, and making it harder to donate
for protection.

Most radical reduction on the first few levels, for dlevel 1,
average amount of gold was 80, is now 10, for dlevel 2, 95->15

Does not change the amount of gold deposited by mineralize,
in the vaults, or contained in chests and large boxes.
2017-11-01 15:23:05 +02:00
PatR
25c27cd4cf fix #H6338 - naming mimicked potion
Player tried to #name a potion on the floor and got prompted to call a
stream of fluid (sink feedback) instead of a potion.  A mimic posing
as an object is represented by a partially initialized object when
examining its map location.  #name for floor object uses the same data
as look_at.

obj->fromsink overloads obj->corpsenm which is set to NON_PM (-1) even
when creating a non-init'd object.  'fromsink' was only being forced to
0 when creating an init'd object (unlike leash which has its overload
of corpsenm set properly regardless of caller's request to init).  So
docall() treated a mimicked potion as a sink stream.

The fix is straightforward but has pointed out another bug which is
harder to fix.  Examining a floor object next to you sets that obj's
dknown flag as if you had seen it up close (a new feature in 3.6.0).
But a mimicked item is discarded as soon as it's been looked at, so
looking again from a non-adjacent spot will give different feedback
since the previously set dknown will be unset when replaced by a new
fake object.  So you can use '/' and ';' to recognize mimics without
provoking them into motion.  Best fix:  mimicking an object should use
a fully initialized one which is tracked via monst->mextra, but that
will break save file compatibility.  Possible hack:  change monst->
mappearance into a mask which uses N bits for object type (instead of
full 'int') and one of the other bits to track obj->dknown.  Examining
an adjacent object probably ought to set bknown for priests, so bknown
and blessed/uncursed/cursed would need to be tracked too.
2017-10-28 01:18:25 -07:00
PatR
26dd891038 candelabrum weight and burn out
Adjust the Candelabrum of Invocation's weight when it has candles
attached.  This has been a known issue ever since the candelabrum and
candles were introduced.

When the candelabrum burns out, update persistent inventory window to
show that it no longer has candles.
2017-09-25 13:20:30 -07:00
PatR
3b675c5b49 USE_OLDARGS update (2 of 2)
Files modified:
include/extern.h
src/pline.c, priest.c, potion.c, mkobj.c

A bunch of calls to pline() in pline.c started triggering warnings
either as-is or possibly after the changes to tradstdc.h.  Fixing
them in place would include intrusive VA_PASSx() like in lev_main.c.
Moving them to other files is much simpler (and they didn't
particularly belong in pline.c in the first place, although I didn't
actually find any better place for them....).

The probing/stethoscope feedback went to priest.c, where there's a
comment stating that it should move to wherever englightenment ends
up once that is moved out of its completely inappropriate current
home in cmd.c.  (Holdover from when ^X was wizard-mode only but even
the other wizard mode commands don't really belong with the command
processing code.)
2017-08-02 18:56:54 -07:00
Pasi Kallinen
cc839a56c6 Clear leashmon when leash is generated, even without obj init 2016-06-03 19:33:51 +03:00
PatR
16c08f7296 farlook of detected objects
At the end of December, farlook was changed to use doname() instead
of xname() in order to give more information when looking at stuff
the player had already seen.  But it ended up giving away precise
stack size for mergable objects too, even if they hadn't been seen
up close.  Changing doname() to be vague when dknown wasn't set
only worked for items in particular classes; dknown is pre-set for
a lot of things.  So this changes mksobj()'s dknown handling to not
do that for stackable items.

The change to objclass.h is just comment formatting (for the first
part of the file only), provoked by the second line of the one for
oc_pre_discovered.
2016-04-30 18:55:52 -07:00
PatR
b9e92fc179 glob tweak
Sometime back I oversimplified this bit of code to the point where
the impossible(), if ever triggered, would have been followed by a
crash.
2016-04-29 01:39:03 -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
PatR
1ae5297a93 glob weight recalc
weight() didn't know how to calculate a glob's weight.  When one glob
absorbs another, that isn't used, but when the hero eats part of a
glob, it is, and the result was incorrect.
2016-02-05 15:46:24 -08:00
PatR
54325de339 fix bz16 - book becoming cursed while being read
Attempting to read a cursed spellbook fails with a nasty effect.  But
a non-cursed book can become cursed while being read (malignant aura
after Wizard has been killed).  Assuming no interruption for other
reasons, the read would finish, the spell be learned, and then the
nasty effect would be given.  This changes things so that if the book
being read becomes cursed and the hero notices (book's bknown flag is
set), the read-in-progress will be interrupted.  Resuming will take
the attempting-to-read-a-cursed-book path.  Unfortunately, if the
hero doesn't notice, the old behavior still applies.  Maybe the new
behavior should happen even if bknown isn't set (but then player
won't be told why the interruption occurred).
2016-01-31 18:22:31 -08:00
PatR
b606aea919 more globs... much more globs
Fix a bunch of glob bugs, probably introduce one or two new ones.
2016-01-29 02:07:09 -08:00
PatR
b632247a74 revisit #H4083 - glob ID and merging
Globs on the floor used different criteria (anything goes) than globs
in inventory (mostly requiring same ownership when in shops and same
curse/bless state--other stuff generally isn't applicable) when
deciding whether two globs should merge.  That was okay as long as
the globs on the floor were from being left behind when a pudding or
ooze was killed, but not if the player had picked some up, dipped
them in holy or unholy water, and dropped them again.  This changes
things so that globs on the floor use the same criteria as globs in
inventory when deciding whether to coallesce.

Also, my earlier fix was modifying globs in the mergeable() test (to
make bknown and rknown match) rather than during actual merge, which
would be a problem if the merger didn't take place for some reason.
2016-01-28 18:13:25 -08:00
PatR
3a8ce3ff98 fix #H4083 - globs preID'd as "uncursed"
I think there was also a report about this during beta testing.
Killing an ooze, slime, or pudding left a glob of same which had its
bknown flag pre-set so was immediately shown as "uncursed" even to
non-priests.  Use another way to maximize glob mergability:  allow
globs to merge even when one has bknown set and the other doesn't.
2016-01-09 15:28:25 -08:00
Pasi Kallinen
7063488621 Pacify some clang compile warnings 2015-11-21 23:40:06 +02:00
PatR
95772261dc fix memory leak: obj->oextra->omonst->mextra
The memory leak (monst->mextra->edog, monst->mextra->mname,
monst->mextra for some monster were not released) I noticed recently
was due to recording a pet's full monster attributes with its corpse.
During save and restore, obj->oextra->omonst was being treated as a
full-fledged monster so worked as intended, but when freed, omonst
was treated as a black box and its mextra details weren't handled.
2015-11-13 20:39:10 -08:00
PatR
eaec3fee75 formatting: more (typedef) (expression) 2015-11-07 02:35:22 -08:00
PatR
2c20805b16 unsplitting split object stack
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.
2015-10-18 17:37:15 -07:00
PatR
b2aea3e9d7 wishing for novels
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.
2015-10-11 19:39:23 -07:00
Pasi Kallinen
05adaa2a75 Extra checks when freeing objects and monsters
Just in case, so we don't leave objects or monsters inaccessible
by accident.
2015-10-11 21:41:55 +03:00
Pasi Kallinen
751fab7a59 No need to sanity check objects of a dead monster 2015-10-11 19:06:37 +03:00
Pasi Kallinen
c318f627a4 Ensure null nobj pointer when object is extracted from list 2015-10-11 19:03:01 +03:00
Pasi Kallinen
8212ddd69e setmnotwielded should always MON_NOWEP
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.
2015-10-06 18:47:55 +03:00