When the fire command prompts for missile, it autoquivers the chosen
item. Originally that was only done when the chosen item was a stack
but that got changed (back in 2007...) and the relevant comment was
not updated at the time.
It turns out that Mjollnir before the recent aklys enhancement and
aklys since then would end up both wielded and quivered if it returned
to thrower's hand while quiver was empty. Remove it from quiver before
restoring it to hand.
Limit the throwing range of an aklys if it is expected to return (ie,
thrown while wielded as primary) since it is a "thonged club" which is
supposedly attached by a cord to the thrower's wrist or hand. I have
no idea how long a real cord like that might be. I set the range limit
to BOLT_LIM/2. Shorter makes throw-and-return uninteresting for an
item that needs to be wielded to throw--so would probably be swapped
back and forth with a stronger melee weapon or longer range missile
weapon--and longer seems absurd.
The comment I added to data.base--to explain that despite what the
short description says, an aklys wouldn't return to sender after being
thrown--was bugging me, so I've made aklyses behave like Mjollnir.
If thrown when wielded as primary weapon, it will usually return and
usually be re-wielded. I also added a new message when either thrown
Mjollnir or thrown aklys is expected to return and fails to do so.
Most of the diff to dothrow.c is a change in indentation level. The
amount of code needed was quite small.
Autopickup for thrown Mjollnir which had failed to return was putting
it into the quiver slot if that was empty. Note quite an outright bug,
but it started wielded and can't be thrown if quivered, so exclude it
from the stuff that will auto-fill the quiver slot when added to invent
(post-3.6.0 issue).
Expand "You bump into it." into something more comprehensive when
encountering an unseen monster while hurtling. Tested with jumping
but other forms of hurtling should behave the same.
Accidentally caused by my grappling hook fix 2 months ago, attempting
to jump over water made hero enter that water and drown (or crawl out).
hurtle_step() was originally intended to be used for recoil while
levitating, but it is used in other situations where not levitating
and behavior for the two circumstances should be different.
This doesn't fix things properly, just gets jumping working again.
thitu() is mostly used for arrows and darts "thrown" by traps, but
scatter() uses it on items launched by a land mine explosion. Traps
had no need for potion handling, but scattering does. Changing thitu()
to call potionhit() required that more information be passed to the
latter in case killer reason was needed, and thitu()'s callers needed
to be updated since it now might use up its missile (only when that's
a potion, so scatter() is only caller which actually needed to care).
Quite a bit of work--especially the testing--for something which will
never be noticed in actual play. In hindsight, it would have been
much simpler just to make scatter destroy all potions rather than
allow the 1% chance of remaining intact (via obj_resists()), or else
leave any intact ones at the explosion spot instead of launching them.
Reported directly to devteam: if applying a grappling hook towards
a target past some water ended up pulling the hero toward the target,
hero would drown without any chance of crawling out of the water.
It used hurtle() to move, and hurtle assumed levitation so didn't
check for entering pools of water except on the Plane of Water.
setmangry() and wakeup() were being used for multiple purposes. Add an
extra parameter to track which. This fixes several minor bugs (e.g.
whether monsters with no eyes were angered by (useless) gaze attacks
against them previously depended on the state of a UI option, and
the Minetown guards would be annoyed if you used a cursed scroll of
tame monster on a shopkeeper). It's also a prerequisite for the
Elbereth changes I'm working on.
Hero poly'd into xorn can wear jumping boots or cast jump spell, so
some target destinations which were excluded by '$' (to show valid
destinations during getpos) shouldn't have been. Doubly so if
wearing the Eyes of the Overworld where xorn'd hero can jump through
walls rather than just into them.
This attempts to deal with diagonal moves vs open doorways sanely,
including allowing knight's move jumps in or out of them when
appropriate.
Also, need to check isok(x,y) before cansee(x,y) instead of after.
When levitating on the plane of water, get an unattached iron ball,
and throw it. You'll hurtle in the opposite direction, out of the air
bubble and into water, but don't drown.
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half. The automated reformat got
confused by comments in the midst of such lines.
foo ||
bar
was converted to
foo
|| bar
but
foo ||
/* comment */
bar
stayed as is.
Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (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.
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.
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.
Most of the time, rloc() is used for teleporting monsters and it's not a
big deal if they can't find somewhere to go. In a few cases, it is. I
went through all the callsites and made calls to rloc() not cause
impossible()s if they don't need to.
Fixes a bug/suite of bugs reported by ais523.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless. For example:
"while frozen by a monster's gaze"
From a bug report, dropping a lit
(burning) potion of oil while levitating can produce an explosion which can
destroy inventory. If in the process of dropping multiple items, the ones
after the oil might be gone, resulting in use of stale pointers and possibly
triggering an "extract_nobj: object lost" panic or even a crash. While
testing my fix, I discovered that being killed by an exploding potion of oil
could produce an "object_is_local" panic if bones are saved (and reproduced
with unmodified 3.4.3).
A post-3.4.3 change made the contents of thrown (or dropped while
levitating) containers subject to breakage, but it had sequence issues.
When something was thrown from outside a shop (or from its doorway or
entry spot) and arrived inside, the shopkeeper was taking possession too
soon, charging the hero for any broken contents, and then going ballistic
(summoning kops and attacking) because the hero was outside the shop while
owing money. We need to break contents before shk claims ownership, which
turned out to be trickier than it sounds since it has to occur after any
item-hits-floor message if such feedback is given.
Also, clear the container's contents-known flag when contents break.
Conceivably it should stay set when there is only one item, since hearing
something break could only be that item, but this resets container->cknown
unconditionally if anything inside breaks.
The ceiling on the Plane of Water is always "water above", not "sky"
when inside air bubbles and "water's surface" when outside. Also, support
throwing things upwards on the planes of air and water and when underwater
instead of silently dropping the missile in such cases.
This is mainly groundwork for a tangential bit of a forthcoming
levitation fix.
Something I've had in mind for a long time and finally gotten around
to implementing: when you fill in the last pit or hole of a sokoban level,
it's considered to be completed so luck penalties for unsokobanish things
(breaking a boulder, dropping everything and squeezing onto a boulder's
spot, reading a scroll of earth) stop being assessed and most Sokoban-
specific movement restrictions (against pushing boulders diagonally,
squeezing diagonally between boulders, floating over a pit or hole without
falling in, digging of new holes by monsters) are lifted. Teleporting,
level teleporting, and phasing through walls are still prohibited when in
the sokoban branch of the dungeon. (Keeping the non-phasing one in place
prevents taking a shortcut to the final prize in order to bypass the
treasure zoo monsters.)
This adds level.flags.sokoban_rules, defines Sokoban macro to access
it, and replaces most In_sokoban(&u.uz) tests to check it instead. It
gets set when a sokoban level is pre-mapped at the end of level creation,
and if it is set then whenever a trap is deleted, the flag gets cleared
if there are no more pits or holes present on the level.
This might fix the following buglist entry
|Teleporting while using tiles may place you one tile beyond the edge of
|the display screen, and place the crosshair on empty space.
Various bits of code, including teleport, are assigning directly to
u.ux,u.uy instead of calling u_on_newpos(). It wouldn't be an issue for
small tiles where the whole map fits on the screen, but it probably is for
bigger ones where clipping is in operation. Using u_on_newpos() adjusts
the clipped map right away but changing u.ux,u.uy directly won't do so
until control returns to moveloop() and it eventually calls cliparound().
Usually the hero's position only changes by one column and/or row, hence
stays within the clipping margin, but that's not the case for teleport
nor for hurtling (throwing recoil while levitating, &c).
Perhaps all the places that assign u.ux,uy should call u_on_newpos()
instead? Most--all?--of them aren't updating u.usteed->mx,my, but I
guess that monster's coordinates don't matter since it isn't placed on
the map.
I've been sitting on this for a long time (29 months?); it got more
elaborate for a while, then got stripped back to something fairly simple.
The original description was once accidentally attached to an unrelated
patch; it was more detailed than this one....
This makes it harder for non-fighter types to throw or shoot
multishot volleys of missiles, and gives a couple of minor new bonues to
try to get a little more variety than the current situation of everyone
(with possible exception of arrow shooting by rangers) just using stacks
of daggers for ranged attacks. Since daggers are so plentiful that's
probably just wishful thinking.