The "[type the name]" prompt seems appropriate for handling via
cmdassist, so experienced players who don't need the help can hide it.
I also added a corresponding help note for the class genocide prompt.
So that a blank line wouldn't use up one of the player's "tries" for
class genocide, the game would continue to prompt until the input was
non-blank (or the user hit <esc>), with a tight loop around the getlin
call that only exited when it got some non-empty input. This apparently
risked leaving the game endlessly looping under some worst-case-scenario
hangup conditions. It was also inconsistent with normal genocide, which
doesn't have special handling of blank lines. Make the class genocide
prompt behave like the normal genocide prompt by removing the "blank
input" loop (and consequently treating a blank line the same way as any
other attempt to write a name).
Pull request from chasonr: if the curses interface did a full screen
update while the game was ending, it could attempt to refresh windows
that had already been removed.
For #if PDCURSES, raw_print() could attempt to write to the message
window after it had been removed.
[Why is raw_print() using the message window at all? Isn't the main
point of it to bypass that?]
Fixes#881
* When saving: curses_exit_nhwindows calls curses_uncurse_terminal,
which calls endwin. curses_exit_nhwindows then calls raw_print,
which calls more Curses functions after endwin has been called.
Fix this by having curses_raw_print use puts if window_inited
is false.
* When dying, quitting, etc.: really_done opens the "Goodbye" window,
which refreshes the other windows when it closes. But the status
window (and possibly the map and message windows) are gone by that
point. The window pointers are properly NULLed, but the NULL is then
passed to touchwin. Fix this by checking window pointers for NULL.
Pull request from entrez: fix an off by one error in the allowed
range of subroom indices.
I've never understood subrooms and am accepting this fix on faith.
Fixes#859
The macro (currently unused, I think) for checking whether a particular
index designates a subroom was off by one on the maximum allowable
value.
Because of the dedicated extra space for the g.rooms array terminator
flag (hx == -1), subroom indices in g.rooms are set out in the range
[MAXNROFROOMS+1, MAXNROFROOMS*2], inclusive.
Also some minor formatting tweaks.
Pull request from vultur-cadens: don't change unID'd gem prices
when source changes insert some new object before them or the game
gets rebuilt with different featues enabled such as MAIL.
This is more about keeping the spoiler table in the wiki accurate
than anything to do with game play. It definitely gives players
who use spoilers an advantage over ones who don't, but does so in
such an insignificant aspect of play that it likely doesn't matter.
I'm fairly sure that the remark that keeping the prices the same
is what the original implementor intended is not correct. I don't
recall who implemented this and the commit log for the first cvs
repository is long gone so it's moot.
Fixes#733
Make the token selling prices for unidentified gems not depend on how
many items were defined before FIRST_GEM. Now the unidentified gem
selling prices will depend only on the number and defined order of the
types of gems, and won't inexplicably change when objects are added,
or depend on compile-time options such as MAIL.
Also don't do the regular item price reduction for unidentified gems,
since they are already not based on the actual value. This restores
the pre-3.6 behavior, allowing players to gain a bit more information
from the nominal selling prices of unidentified gems.
Whoever first introduced this special handling for gems probably
intended for players to be able to gain information from gem prices
this way, but probably nobody has been doing it since 3.6.
Pull request #607 by Vivit-R proposed renaming "huge chunk of meat"
to "giant meatball" to better reflect the similarity to meatball.
But an object name that contains a monster name prefix requires extra
work in the wishing code. I considered "huge meatball" which retains
more of the original name but decided to go with "enormous meatball"
becaues it seems more evocative.
Supersedes #607Closes#607
Refine commit 4885653014.
> I'm not sure whether gcc 3 is really the right test for whether the
> returns_nonnull attribute setting is available.
The gcc.gnu.org website only goes back to 5.1, and searching the
documentation of that version for returns_nonnull finds it. I used
ftp to get gcc-core-3.0.0 and gcc-core-4.0.0 and their doc files don't
mention this attribute. It might have been added for some later 4.x
but that really doesn't matter for nethack's purposes.
Use __GNUC__ >= 5 instead of __GNUC__ >= 3 when testing whether
__attribute__(returns_nonnull) is available.
The menu to interactively set the windowborders option for curses
uses 'a'..'e' for choosing 0..4. Accept '0'..'4' (via unseen group
accellerator) too.
If environment had TTYINV=4 (perm_invent shows worn/wielded only),
disclosing inventory at end of game only showed worn and wielded
items instead of full inventory. Didn't matter whether perm_invent
is On or which interface is in use or whether game was built with
TTY_PERM_INVENT enabled.
This is an alternate way to deal with pull request #876, where
splitting a stack that has a name assigned updated perm_invent when
cloning the name and ran into trouble with shop billing when trying
to format for persistent inventory display.
The PR#876 fix has been left in place but wouldn't have been needed
if this had gone in first.
Reported by paxed 8 years ago: if a bones file contains a
doppelganger imitating a unique monster, when it gets loaded
that monster ends up being marked as having been created. The
doppelganger itself will shapechange to other forms, but the
unique monster won't be created when it should be because it has
become extinct.
Report involved creating a statue of a unique monster which
yields a doppelganger in that monster's shape, then using stone
to flesh to animate the statue, dying before it changes to some
other shape, and having bones be saved.
Pull request from copperwater: don't give "flash of light" feedback
when activating a level teleporter because it's too much like one of
the outcomes of a magic trap.
This doesn't use the suggested commit. Getting the "you feel
disoriented" feedback before being asked for destination level (when
having teleport control) seemed contradictory. This gives different
feedback and does so after the actual teleport.
Supersedes #850
and since nhcopier doesn't seem to understand "supersede"
Closes#850
Mark alloc()--also dupstr() and re_alloc()--for gcc and clang as
always returning non-Null. This should silence some of the static
analysis complaints.
Almost all the monster and object naming functions (anything that
returns an mbuf or an obuf) should be marked this way too but I'll
leave that for somebody else to deal with.
I didn't attempt to mark alloc() with the 'malloc' attribute because
macro definitions could end up causing trouble. Specifying its
deallocator would probably be useful but is at even bigger risk of
macro interference.
I'm not sure whether gcc 3 is really the right test for whether the
returns_nonnull attribute setting is available.
Year old issue from copperwater: 'open' directed at a non-door told
player that there isn't a door and took no time unless character was
blind and learned what type of terrain it is, applying a key gave
the same message but used a turn and didn't update map to reflect any
terrain discovery.
Attempting to open an adjacent door or applying a key to one while in
a pit had a similar issue: they produced the same "you can't reach
it from here" but had different time vs no-time outcome.
There may be other actions in the same situation.
Closes#581
Noticed that an attempted terrain replacement wasn't taking hold even
though 'w' is supposed to mean "match any stone or wall"; this was
because w converts into non-terrain-type MATCH_WALL and replace_terrain
was doing a simple comparison on whether the potentially replaced
terrain matches that type. Add a special check here for w so it will
match the terrain types it's supposed to.
Note that using replace_terrain with 'w' now WILL match stone, since
this is the documented behavior of w, to match IS_STWALL rather than
just IS_WALL. If a level designer really wants to exclude stone, they
can work around this by either making a selection and filter out stone
terrain, or doing two replace_terrains with '-' and '|'.
Pull request from copperwater: the random traps specified by the
special level definitions of the tourist locate and goal levels could
be placed inside the shops present on those levels.
Fixes#848
The Tourist locate and goal levels have 2 shops each, and also have
various traps randomly placed on the level. Unfortunately, this does not
account for placing them in the shops, so it was possible to wind up
with a magic trap or falling rock trap or whatever inside the shop,
which the shopkeeper would not clean up.
This commit makes selections that exclude the shop areas, and picks the
traps from those selections, keeping the shop floors trap-free as their
customers expect.
Use the level passed in instead of the hero's location when checking
the dungeon branch.
It probably doesn't make any difference, but use the argument that's
already being provided.
Add a comment to the effect that engraving with Fire Brand doesn't
cause it to become dull.
[I'm not sure that is the behavior we really want. It seems like an
unintended side-effect of changing Fire Brand's engrave type to BURN.]
Someone asked whether the 'magr' argument to artifact_hit() can be
Null or not since the code sometimes checks whether it is Null and
other times uses it unconditonally. The answer is "it depends."
Can't reply to asker due to forced anonymity when the contact form
was submitted.
The way hole destinations work now theoretically allows for a
cross-branch hole or trap door to move you across branches in a way that
decreases your overall depth. If this happened, it would cause an
impossible when the negative result of (depth(new) - depth(old)) was
used to calculate fall damage. Limit fall damage to 1d6 if dist <= 0.
Missed this way to use the trap door (in a block added in 05761ba) in
previous commits, though I'm a little confused about whether that block
in dodown is even reachable given how various trap scenarios are handled
with dotrap earlier in the function.
This should prevent anyone from exploiting falling into the sanctum (by
taking advantage of a trap door in a bones file from a differently
laid-out dungeon, as described in the previous commit) to bypass the
invocation, in addition to falling past the actual end of the dungeon.
Similar story with saved trap door destinations: if a bones file near
the end of the dungeon came from a longer dungeon (i.e. with a
lower-depth castle) than the one the bones file is loaded into, the
trap door destination could be past the dungeon end. Clamp the
destination so it won't be lower than the bottom level of the dungeon.
The fixed destination of a hole or trap door was being used for the hero
but not for monsters. Make everyone land in the same place, so you can
chase a monster into a hole and actually find it.
Trap doors saved their destinations as an absolute level, rather than a
relative one, so if you loaded bones from a special level their
destinations would reflect the dungeon layout from the bones player's
game. For example, die on the Oracle level, on dlvl5, with a trap door
that goes to dlvl6. Another player gets those bones on their Oracle
level, which is dlvl8... the trap door would still go to dlvl6. Pretty
amazing trap door -- something you might see in a funhouse!
Include relative rather than absolute destinations in save and bones
files, much like stairs do, to avoid this problem.
I bumped EDITLEVEL because although this won't break save files in an
obvious way, it will interpret the (absolute) destinations in existing
save and bones files as relative, leading to some crazy long falls. :)
Pull request from argrath nearly a year ago: an 'if' and corresponding
'else' have the same code so there's no point in testing for if/else.
I'm still not convinced that simply removing the if/else is the right
fix here but nothing else is going on. I've put part of the removed
code back inside '#if 0' in case it needs to be resurrected someday.
Closes#628
Pull request from entrez: the check for whether a pet in desperate
straits will eat a corpse that will cause it to polymorph used bad
logic. The suspect code was added post-3.6.
Fixes#879
The special handling of polymorphing corpses included an "is acceptable
food if starving" rule which ignored the pet's other food preferences,
so a starving herbivorous pet would become willing to eat a
non-vegetarian corpse iff the corpse would polymorph it when eaten.
Along the same lines but latent: if there were a vegan polymorphing
corpse, a carnivorous pet would eat it not only if starving, but also if
maltreated and on the verge of becoming feral.
Instead of trying to fix this by reimplementing all the herbi vs carni
rules specifically for polymorphing corpses, just have a "don't eat
polymorphing corpses if neither starving nor almost untame" rule, and
fall back to the normal palatable corpses tests once it's been
determined that the pet is willing to eat even a polymorphing corpse.
I rephrased the comment just to make it negative (about avoiding
polymorph, rather than polymorph being OK under certain circumstances)
to match the new form of the rule.
Pull request from entrez: the change to remove digestion damage
from trappers and lurkers above didn't handle engulfing by poly'd
hero adequately.
Fixes#858
Use verbiage for mon vs mon and hero (mostly hero) engulf attacks that
matches recent changes to monster vs hero engulf attacks more closely
(e.g. "swallows whole" instead of "engulfs" for purple worm, other
changes in b07fe59...). Also ensure non-AD_DGST engulf attacks
(e.g. from revamped trapper or lurker above polyforms) aren't treated as
"eating" (or as involving "debris").
Also change the enfolds and digests macros so they produce booleans
rather than attack pointers (I got a compiler warning about casting
struct attack * to boolean when I did 'boolean b = digests(ptr);').
Pull requet from entrez: give better feedback than "it" when hero
observes a corpse reviving into a monster that can't be seen.
Tweak reviving from a container which was coded as if the container
was optional. That can lead to confusion when someone reads the
code so make the situation more explicit.
Fixes#871
An invisible monster reviving would be called "it" (as in, "It rises
from the dead!"). Improve on this a bit by instead saying that "the
troll corpse disappears!" (similar to the messaging used when undead
turning is used on an invisible monster's corpse), or calling the
revived monster "something" (as in "something escapes from a sack!")
instead of "it". Distinguish between the original location of the
corpse and the location of the revived monster when describing seeing
things that have happened to the corpse, since revival may not place it
on the corpse's location.
Pull requet from vultur-cadens: use space instead of hyphen in
enlightenment and end-of-game feedback.
All the other resistances already use space. The inappropriate
hyphen in "disintegration-resistance" seems to have been present
since enlightenment was added (in 3.0; back then the relevant code
was in cmd.c; current insight.c didn't exist until 3.6).
Fixes#877