When lit due to being wielded by a monster, Sunsword continued to emit
light after that monster was killed. This was fixed by <Someone> in 3.4.1 but a
change I made for 3.4.3 broke that fix. When mdrop_obj() was split out of
relobj(), relevant unwielding code ended up only being executed for monsters
who were still alive.
Finally apply the patch sent by <Someone> in 11/2003 for slashem-Bugs-799278,
updated to match the current code and handle additional cases. The fix
is brute force: always ensure nomovemsg is set when nomul is called with
a negative value. I also scanned the code for places manually setting
multi negative, they all set nomovemsg. It would be nice to have a function
that did the right thing, but there are several special cases and I was
not feeling creative.
Neither nymphs nor monkeys can steal a ring worn underneath gloves
since they can't see them. If such rings are randomly targetted, try to
take gloves instead.
Succubi trying to take worn ring of adornment will attempt to take
off worn gloves first. (Presumeably they can sense magic rings hidden
beneath gloves better than nymphs can; they're about to try to take all
worn armor off anyway....) If the glove removal fails, ring theft will
too. Likewise for incubi, remove gloves before trying to force the hero
to put on ring of adornment.
At the moment succubi and incubi can't remove gloves which are
blocked by a welded weapon, but they can manipulate rings then if there
aren't any gloves involved. I don't think that's right. The latter is
nymph-like and could be attributed to magic, but if that's the case why
aren't they able to remove gloves from under cursed weapons too?
Prevent monkeys from stealing any ring which the hero can't remove due
to it being stuck inside the grip of a cursed weapon. Nymphs can still do
so though. From a bug report.
Something from <Someone>'s list: some messages have hardcoded references
to "helmet" which sound strange when the character is wearing a hat or cap.
helm_simple_name() is comparable to the existing cloak_simple_name(). It
returns "helm" or "hat" depending upon whether the helmet provides the
same protection that yields the assorted repetitions of "fortunately,
you are wearing a hard helmet". This choice ends up categorizing elven
leather helm as a hat (which I think is ok given that its undiscovered
description is "leather hat"), contrary to <Someone>'s suggestion that the
distinction be made based on whether the helmet was made of cloth.
I started on this a year and a half ago but didn't commit it.
Unfortunately I don't remember why and haven't done any significant
additional work now--just recovered from some intervening bit rot and
confirmed that the patch as is seems to be working ok (in the trunk; the
branch side has not been tested). I suspect that I meant to look for
additional helmet messages which could benefit from conditional headgear
description. (Those "hard helmet" ones don't need it, although they
should perhaps be moved into a common routine instead of being replicated.)
It was possible to get a shopkeeper to carry the Amulet from the
bottom of the dungeon up to the location of his shop, thereby bypassing
the usual labor of lugging it up yourself. [Drop the Amulet somewhere;
rob a shop so that the Kops are summoned and the shk comes after you;
when shk is next you, level teleport to the Amulet (probably two hops,
one to the Valley and another deeper into Gehennom); walk to the vicinity
of the Amulet; shk will eventually pick it up (shopkeepers like to pick
up magic items); now, pay him for the stolen goods--he'll be pacified
and migrate back to his shop, taking his inventory with him; lastly,
return to his shop and relieve him of his burder.] This patch makes
shopkeepers drop the Amulet or invocation tools if/when they set set to
migrate to their normal location.
Also fix another long standing risk that a monster that is sent
away (nurse when healing, Kops when you pacify a shopkeeper) might be
carrying the Amulet or one of the invocation tools and make the game
unwinnable. I doubt that that's ever actually happened but I think it'd
be possible if a monster that likes magic items ever got polymorphed
into a Kop. Such dismissed monsters will now drop the same stuff as
the shk above prior to leaving the game.
[ Caveat: compiles ok on branch code but only play tested on trunk code;
the do_wear.c diff is a lot different between the two variants and the
trunk one includes some whitespace cleanup. ]
<email deleted> reported that having a spellcasting monster
destroy some armor while you're in the midst of using 'A' to take that
armor off would result in a crash. The problem was actually more
widespread than that: having a nymph steal worn items (accessories as
well as armor), or a succubus remove them, or being interrupted by monster
activity and then reading a scroll of destroy armor prior to resuming 'A'
could all produce a similar crash. 'A' relied on stale context and could
attempt to manipulate an equipment slot which had become empty, ultimately
leading to an attempt to dereference a null pointer.
The 'R' command didn't have this problem since any accessory gets
removed immediately. The 'T' command already had handling for this:
there's only one item to deal with and multi-turn take off only applies
to some of the slots; the donning() check followed by cancel_don() took
care of those. Only 'A' was vulnerable to the problem and it wouldn't
necessarily need to be interrupted and resumed; loss of the current
multi-turn item or any pending item would be enough--but I'm not sure
whether such item loss could occur without also interrupting the current
activity, so resumption of previous 'A' was probably a requirement for
triggering the crash.
This makes shield and shirt handling be similar to other types of
armor instead of relying on the fact that none of them need to have any
attribute adjustments when put on or taken off. However, there are
still assumptions (the `cancelled_don' stuff) that some slots don't have
any eligible items requiring more than a single turn to use; that should
probably be changed.
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.
This patch:
- collects all context/tracking related fields from flags
into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
This patch introduces a change to yname() and Yname2() that avoids the
possessive "your" for the hero's normal, fully identified artifacts.
Quest artifacts still get the possessive, as do all other objects and all
objects not in the hero's possession. shk_your()/Shk_Your() are used in
many places with a specific, generalized name for the object, so I didn't
introduce the artifact behavior there, although I did change them to append
a space, which simplified some other code. Through added use of yname(),
there may be some places that used to just say "corpse" that will now be more
descriptive via yname()'s use of cxname(). I'm sure <Someone> will point
out any such places that are too onerous, although nothing obviously is.
I took the opportunity to inspect many uses of "your" and even Your(). Two
new functions are also introduced, yobjnam() and Yobjnam2(), which work
like aobjnam() and yname() combined, because I found that many uses of
aobjnam() were preceeded by "your" and I couldn't generally provide the
desired behavior for artifacts (or future artifacts) without a combined
function. In some cases, this change allowed better sharing of code.
rust_dmg() still takes a string as input which is sometimes initialized
from xname() and often prepends "your" to it. Currently, this isn't a
problem since there currently are no normal, armor artifacts. If/when any
are introduced, rust_dmg() will need to be addressed.
The patch is for the trunk only. A lot of research was required and I
didn't feel the upside was there for repeating it in the 3.4.3 branch.
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
> "Program in disorder - perhaps you'd better #quit.
> rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.
[confirmed: moveloop -> deferred_goto -> goto_level ->
losedogs -> mon_arrive -> rloc -> impossible]
This patch:
- causes rloc() to return TRUE if successful,
or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
the failed rloc()
- allows the x,y parameters to mkcorpstat() to
be 0,0 in order to trigger random placement of the
corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
then you'll have a debug-mode command #migratemons to
store the number of random monsters that you specify
on the migrating monsters chain.
<Someone> reported the messages "It seduces you and you take off your
robe. She stole a burnt +0 robe." I noticed the 2 cases here only dealt
with blindness, not seeing the nymph in general. Also, one case forced
"She", the other "It". Now they both say "She", which is consistent with
the preposition in the 2nd message. We'll continue to the assume the
gender of the seducer is obvious, even when unseen.
Provide more control over message handling for monsters' use
of equipment. This fixes the statue revival problem (inappropriate
feedback when monster puts on speed boots) mentioned in the earlier
"intrinsics of dead monsters" patch.
Monster traits that are used to revive some corpses or statues
with their old attributes were retaining intrinsics conferred by worn
items. To prevent that, strip such attributes at time of a monster's
death before the traits are recorded. Statue handling needs to some
more work; now that extra speed is lost, there's an out of place
message if/when a revived statue gets to put on its old speed boots.
<Someone> wrote:
> Linux, Redhat 7.1 nethack 3.4.0
>
>Please see attached patch file.
>
>I'm attempting to move more stuff into the "read-only" area, in
>preparation for a port to another OS.
From: "Ken Arromdee" :
> My point is that you should be allowed to take vengeance on thieving
> nymphs too. The reasoning "a real knight wouldn't kill a nymph for stealing"
> doesn't make sense because the things a real knight would do instead (like
> arresting) aren't part of the game.
This is a compromise. This doesn't allow vengeance when you were
told "you gladly hand over ...", but does for most other cases, and for
leprechauns.
There was at least one more special case aside from throwing
(jetisoning items to reduce weight after falling in water) which
have needed the same extra code. This is a more general fix.
- new cxname() to simplify doing the right thing in increasingly common cases
- use for bullwhip snagging
- in shopkeeper offer code
- in a couple other existing places rather than duplicating CORPSE checks
- use singular(...) in "swings" cases, since only one can hit. Singular uses
corpse_xname automatically when appropriate