Commit Graph
347 Commits
Author SHA1 Message Date
Patric Mueller 52d4b1a1aa reseed during level change to prevent deduction of rng state
For platforms that read from the system's random number generator,
reseed during level change, before the map of a new level is created and
after level creation has finished.
2019-01-28 10:02:00 +01:00
nhmall 53cedcfc2f merge NetHack-3.6.2 into master part 2 2019-01-16 20:09:41 -05:00
nhmall 0bb98b4155 Merge branch 'NetHack-3.6.2' 2019-01-16 20:04:59 -05:00
PatR b9f38fdd14 fix #H6285 - flooreffects and deltrap panic
Reported 14 months ago, a monster reading a scroll of earth which
dropped a boulder that killed another monster in an adjacent pit
was giving credit/blame to the hero and could also trigger a panic.
If the monster was killed, the pit would be filled and deleted via
m_detach and then when flooreffects tried to delete the same trap,
it accessed freed memory and deltrap could panic.
2019-01-16 15:08:11 -08:00
nhmall b629085b42 Merge branch 'NetHack-3.6.2' 2019-01-14 21:09:45 -05:00
PatR 97b28bd846 level arrival
The check I added to make sure that a monster was at the hero's
coordinates before deciding to move one or the other would have been
confused by a long worm's tail.  Check that they're at that spot but
not by comparing monst.<mx,my> coordinates with <ux,uy>.

Also, don't have wiz_makemap() assume that each level of the Wizard's
Tower has the same boundary coordinates.  Keep track of whether hero
is inside that tower before discarding the old level.
2019-01-14 16:35:19 -08:00
nhmall 98acd55fcc Merge branch 'NetHack-3.6.2' 2019-01-14 18:16:19 -05:00
PatR 992f141ab7 \#wizmakemap followup
Both u_on_rndspot() and losedogs() might result in having a monster
and the hero be at the same location.  Have wiz_makemap() use the
same fixup for that as goto_level().
2019-01-14 09:28:10 -08:00
nhmall cbcb1ea7eb Merge branch 'NetHack-3.6.2' 2019-01-10 09:42:38 -05:00
PatR a637e91f37 miscellaneous formatting
Some minor stuff that's been sitting around for a while.
2019-01-09 18:15:43 -08:00
Bart House b1ab64db43 program_state moved to g. 2018-12-25 10:09:04 -08:00
Bart House 1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House 8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House 90547edb83 moves, monstermoves, wailmsg, migrating_objs and billobjs moved to g. 2018-12-24 20:22:33 -08:00
Bart House be5cdcf77a killer, level and rooms move to instance globals. 2018-12-24 19:50:08 -08:00
Bart House 572ee347b9 Another round of instance globals changes. 2018-12-24 16:43:50 -08:00
Bart House 62e1a45b60 Merge branch 'win-wip3.7' into win-wip3.7-bart
Conflicts:
	src/end.c
2018-12-24 12:09:42 -08:00
nhmall a229a8a56d Merge branch 'NetHack-3.6.2' 2018-12-24 06:44:27 -05:00
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
Bart House 74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
Bart House 576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Bart House 3645e415e3 Moved more globals to instance_globals. 2018-12-19 20:01:55 -08:00
PatR f9cef53758 yet more dropping while inside engulfer
I don't know why we have two different functions which do exactly
the same thing (checking whether an item is unpaid or is a container
that holds at least one unpaid item), but switch the #H2504 fix to
use 'the other one' and reverse one of the changes made when using
the inventory one.
2018-12-17 02:49:38 -08:00
PatR a3a676a6bd more dropping unpaid shop items inside engulfer
I thought that the earlier fix for #H2504 was too easy for anything
shop related.  It didn't deal sensibly with containers owned by hero
but holding unpaid shop goods.
2018-12-17 00:45:00 -08:00
PatR a47ad0b918 dropping shop item(s) inside engulfer
'Yobjnam2()' is for beginning of sentence or other deliberate
capitalization.  Switch to yobjnam().
2018-12-16 16:06:15 -08:00
PatR 0f15b7c3ad fix #H2504 - dropping shop goods inside engulfer
This one is only seven years old.  Dropping an unpaid item inside an
engulfer leaves it unpaid and still on bill.  If engulfer is killed,
it ends up unpaid when back on the shop's floor.

Treat dropping an unpaid item into engulfer's inventory as stealing
that item.  You have to pay for it to leave the shop, and like any
other dying monster's inventory, the shopkeeper will take ownership
if it lands on the shop floor when the engulfer is killed.

The 'theft' doesn't anger the shopkeeper and the cost shows up on 'Ix'
as part of "usage fees/other charges" rather than as an itemized used
up item.
2018-12-16 15:43:17 -08:00
PatR 9c422f2c1f fix #H7707 - terrain change leaving stale flags
struct rm.flags in overloaded for a bunch of rm.typ -dependent things
(doormask, altarmask, throne/fountain/sink looted, a few others) and
wasn't being reset for various cases where rm.typ gets changed.

I've changed a lot, some no doubt unnecessarily, and probably missed
plenty.  This compiles but has not been thoroughly tested.
2018-12-10 03:52:00 -08:00
PatR 36c2aec2ff fix #H7667 - maybe_reset_pick(), other bad context
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'.
2018-12-04 17:10:15 -08:00
PatR cc5bb44a9a fix #H7591 - migrating monsters vs full levels
During level change, when a monster from mydogs (monsters accompaying
hero, usually pets) couldn't be placed because the level was full, it
was set to migrate to that level (in order to get another chance to
arrive if hero left and returned).  The code sequence
 mon_arrive()-> mnexto()-> m_into_limbo()-> migrate_to_level()-> relmon()
tried to remove the monster from the map, but it wasn't necessarily on
the map (depending upon whether it couldn't arrive at all, or arrived
at the hero's spot and couldn't be moved out of the hero's way).  The
EXTRA_SANITY_CHECKS for remove_monster() issued impossible "no monster
to remove".  relmon() now checks whether monster is already off the map.

While investigating that, I discovered that pets set to re-migrate
to the same level to try again on hero's next visit didn't work at all.
migrating_mons gets processed after mydogs so moving something from
the latter to the former after arrival failure just resulted in
immediate second failure when the more general list was handled during
the hero's current arrival.  And failure to arrive from migrating_mons
would kill the monster instead of scheduling another attempt.

The sanest fix for that turned out to be to have all monsters who
can't arrive be put back on the migrating_mons list to try again upon
hero's next visit.  Pets still fail twice but are no longer discarded
during the second time, and now do arrive when hero leaves and comes
back provided he or she has opened up some space before leaving.  If
there's still no space on the next visit, monsters who can't arrive
then are scheduled to try again on the visit after that.

Recent fix for invalid corpses becomes moot.  Monsters aren't killed
during arrival failure so there are no resulting corpses to deal with.
2018-11-24 01:45:09 -08:00
PatR 50cb52ab31 sentence spacing
Use two spaces between sentences.  This only fixes the instances of
one-space that were fairly easy to find.
2018-11-20 17:56:16 -08:00
Pasi Kallinen 9ad7268c0a Moving long worms may still put tail in old location
When using rloc and friends to move monsters, and the monster
happens to be a long worm, the tail may get randomly placed
in the same place where the long worm was removed from.

In the cases where we expect the location to really be free,
explicitly recheck the location for a monster after rloc.
2018-11-19 21:24:11 +02:00
PatR 1295e7ee28 conflicting countdowns again
Use the make_foo() intrinsic set/reset routines instead of trying
to manipulate the intrinsics directly.  Previous patch left Dex
down by 1 if stoning caused wounded legs to be fixed, and left
delayed killer allocated if stoning cured sliming or vice versa.
2018-11-12 11:02:40 -08:00
Pasi Kallinen 0bb6754998 Fuzz testing debug tool
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.
2018-11-08 15:55:49 +02:00
nhmall 6fb2000feb fix odd wording "The boulder triggers and fills a pit" 2018-11-07 17:06:45 -05:00
PatR 3e19858edd fix #H6925 - being trapped vs Levitation/Flying
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.)
2018-09-30 01:06:59 -07:00
Pasi Kallinen e031800880 Use is_hole macro to check for trapdoors and holes 2018-09-15 17:57:57 +03:00
Pasi Kallinen adf070eb04 Use is_pit macro to check for (spiked) pit 2018-09-15 17:19:26 +03:00
nhmall efedd48e7d previous change bit 2018-08-12 09:06:47 -04:00
nhmall a105df7320 inconsistency going down a hole/trapdoor accidentally vs deliberately
Noted on rgrn, after being told that you don't fit upon discovery
of a hole or trap door you could then immediately use '>' to
proceed down.

The deliberate situation remains possible and has some
inherent risk.
2018-08-12 08:40:55 -04:00
keni d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
Pasi Kallinen 279050ba84 Sometimes put rings dropped into sinks in the pipes
aka bury the ring under the sink. Idea from Fredrik Ljungdahl.
2017-10-25 14:21:10 +03:00
PatR f18524bef9 hmon() arg fix
The call to hmon() in flooreffects() was passing a boolean where int
is expected.  The 'thrown' argument may have once been a boolean, but
it is 'int' for as far back as the repository history goes.
2017-10-01 08:16:56 -07:00
Bart House 78756c9bd6 Addressing bug with the use of static dieroll in uhitm.c. 2017-10-01 14:39:35 +03:00
PatR e589d87d18 vulnerable items thrown into lava
Reported directly to devteam, player threw a troll corpse into lava and
then later got messages about it reviving and burning to death.  Items
thrown, kicked, or dropped into lava were being subjected to fire damage
(so scrolls burned up, potions boiled, non-fireproofed flammable weapons
and armor eroded), but corpses and a lot of other stuff not subject to
erosion remained unaffected.  This makes things that are made out of
wood, cloth, flesh and other flammable stuff burn up (when in lava, not
when hit by fire).
2017-09-22 15:08:42 -07:00
Pasi Kallinen 2db7e20116 Fix invisible gold symbol in status lines 2017-09-16 23:49:28 +03:00
PatR ff817b55e1 fix bz623 - 'D' when not carrying anything
With menustyle set to "full" or "partial", using 'D' when not
carrying anything gave no feedback.  (Modes "traditional" and
"combination" give "you have nothing to drop" via ggetobj().)

Also, there's no need to reset in-progress armor removal, lock
picking, or trap setting if you don't actually drop anything.
The inventory they're set to operate on or with stays intact.
2016-09-02 02:38:10 -07:00
Pasi Kallinen 3502cfcc5a Hallucinatory liquids for water, lava, and acid 2016-06-07 20:57:50 +03:00
PatR 0c70b1bd06 reset travel cache when changing levels
When travel fails to reach its destination, it remembers the target
spot to use as default next time.  But that spot is only meaningful
on the current level.  Discard last travel destination when moving
to a different level.

Also, discard unlocking context when changing level unless the
context is for a container being brought along (after having been
picked up since you can't unlock a carried box).  Previously, a
door pointer on the new level could happen to match the last one
being unlocked on the old level.

Discard trap setting context when changing level even if the trap
object is brought along.

Somehow the code for applying a touchstone got inserted in between
two sections of code for applying a trap (ages ago; probably since
touchstone was first introduced however many versions back), so
clean that up.
2016-05-28 19:54:19 -07:00
PatR 70ff2c2b3e cursed potion of levitation
Reported directly to devteam 7-Jan-2016, two issues with cursed
potion of levitation:
1) the go-up-stairs effect for cursed potion still let you choose
not to escape the dungeon if it occurred on level 1 stairs.  I've
left that as-is; perhaps there's a gate across the entrance.
2) both the go-up-stairs and bonk-head-on-ceiling effects were
skipped if the hero was already levitating.  I don't know whether
that was intentional but there was no comment explaining why, so
I've changed it to happen regardless of whether already levitating.

In the process, I changed the head-bonk case to do more damage when
a helmet is worn:
 old: no helmet 1..10 hp, any helmet 1 hp damage;
 new: no helmet 1..10 hp, soft hat 1..6 hp, hard helmet 1..3 hp.

Also, not in the report:  when you aren't already levitating you
get the "you float up" message, but for cursed potion there was
never any corresponding "you float down" message because you ended
up not levitating.  Now you'll levitate for 1 turn and float down
on the next, landing in a trap if one is present.
2016-05-07 17:26:01 -07:00
PatR b3b4953020 'sortloot' revamp
Change the sortloot option to use qsort() instead of naive insertion
sort.  After sorting, it reorders the linked list into the sorted
order, so might have some subtle change(s) in behavior since that
wasn't done before.

pickup.c includes some formatting cleanup.

modified:
  include/extern.h, hack.h, obj.h
  src/do.c, do_wear.c, end.c, invent.c, pickup.c
2016-03-13 16:23:38 -07:00