Replace instances of strings split across lines which rely on C89/C90
implicit concatenation of string literals to splice them together
with single strings that are outdented relative to the code that uses
them. It's uglier but it won't break compile for pre-ANSI compilers.
This covers many files in src/ that only have one or two such split
strings. There are several more files which have three or more. Those
will eventually be '(2 of 2)'.
Noticed along the way: the fake mail message/subject
Report bugs to devteam@nethack.org.
wasn't using its format string of "Report bugs to %s.", so would have
just shown our email address. Doesn't anybody enable fake mail anymore?
I modified that format to enclose the address within angle brackets and
made a similar change for the 'contact' choice of the '?' command.
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!
This finally eliminates all direct increases of `oeroded` and `oeroded2`
and moves them all to go via `erode_obj()`. They are still manipulated
directly in a few places, but not to erode objects.
This now merges the `fire_damage()` function to a common codepath, used
for items on lava and burning oil, but fire needs more work. There is
still a duplication between `destroy_item()` and `fire_damage()`; the
two codepaths should eventually be merged in some manner so that there
is only one codepath to say "an object was affected by fire". This path
might require some parameters, such as whether the fire will just erode
objects or burn them outright, but that can happen another day.
This now ensures that dipping into water works like other sources of
water damage. There is a potentially significant gameplay change here:
dipping a container into uncursed water will wet all its contents. If
this is a problem, then we should add another parameter to water_damage
which will suppress this behaviour for dipping.
From a bug report, a
monster incapable of moving could yield the message "<Mon> turns to flee!"
when hit by an attack which scared it. I thought that something to fix
this had already been done, but that wasn't the case. Now it will give
"The immobile <mon> seems to flinch" instead. I'd rather use
mon->data->mmove == 0 ? "immobile <mon>" :
mon->paralyzed ? "paralyzed <mon>" : "sleeping <mon>"
but it presently isn't possible to distinguish between sleep, paralysis,
and being busy doning armor because mon->mfrozen is used for all three.
(I'm not going to worry about the busy case, even though "immobile" sounds
inaccurate for it.)
Also, stethoscope and probing were suppressing "scared" after giving
"can't move", in order to reduce the chance of wrapping the top line.
This changes it to display both status conditions so that scared state
isn't hidden when the target is paralyzed or asleep (or busy).
From a bug report, being stuck in the
floor or in lava and trying to move downwards while levitating gave "you
are floating high above the floor/lava" which contradicts being stuck.
Now you'll get "you are trapped in the floor/lava" in that situation.
I thought about letting it fall through to the chance to autodig with
wielded pick, but decided to go with just the alternate message. (Being
tethered to a buried iron ball still lets you "float high above the floor",
so this doesn't check for being trapped that way.)
Groundwork for re-doing ^X so that it'll be more integrated with
enlightenment and display bottom line information without abbreviations
or long-line truncation. `mode' doesn't do anything yet so may provoke
lint complaints.
Fix the bug From a bug report.alt.org server, where killing a monster by closing the
castle drawbridge resulted in a panic after the dead monster's possessions
were dropped into the moat and a potion of acid exploded in the process.
water_damage() deleted the object but had no way to tell flooreffects()
that it was gone, so flooreffects() couldn't tell its own caller not to
place and stack the object. After that, a chunk of freed memory became
part of the floor objects chain and eventually triggered a panic which
tried to make a save file but whose reason didn't get logged properly.
I think being asleep or unconscious ought to override vision the way
that being blinded does, but that's a more ambitious change than I care to
tackle. This replaces You("see ...") with You_see("..."), comparable to
You_hear(). It catches the reported door case and several variations of
light sources burning out while on the floor rather than in inventory, but
it probably misses some other cases. zap_over_floor() in particular is
highly suspect.
This uses Michael's suggestion for keeping the display up to date when
removing a djinni or water demon in advance of granting a wish (so that it
won't be present in a bones file if the wish is fatal--problem with earlier
fix was that player could notice monster was already gone while responding
to the wish prompt). It's not quite as straightforward as I was hoping for
and would get a lot messier if it needed to cope with Warning & Warn_of_mon.
Fix the problem From a bug report, so finding it in a bones file yielded a fully functional magic
lamp. Fix as user suggested: convert the lamp first.
It also left the djinni who would normally have disappeared right after
the wish. Water demons from fountains have that problem too. Unfortunately
my fix is a bit buggy: when removing the monster before granting the wish,
the player can notice. Is there a straightforward way to display a monster
where none is present on the map? Or do we need something comparable to the
obj->in_use flag for monsters, so that the bones code can discard particular
ones?
This is a foundation patch for patches to follow.
- use a full short index for mon->cham field.
- The current system of providing CHAM_XXX values
was limited to the 3 bits allocated in the bitfield and invalidated
save/bones if the field was expanded.
- The current system didn't provide an easy backwards change
if multiple monster types wanted to use the bit, there was a one
to one mapping: For instance, if you wanted a CHAM_VAMPIRE,
and you wanted vampires, vampire lords, and Vlad to use it, you
would have to have CHAM_VAMPIRE, CHAM_VAMPIRE_LORD,
and CHAM_VLAD defined to achieve that with the one-to-one backward
mapping.
- This new way just uses the mon[] index in the mon->cham field and
eliminates the need for CHAM_XXX (CHAM_ORDINARY is still used).
- no longer requires the cham_to_pm mappings
<Someone> reported that dipping acid in a fountain did not always destroy
the acid. It might be best to have get_wet call useup in this case, but
that would require more work.
It is not physical damage if:
1. it already qualifies for some other special type of damage
for which a special resistance already exists in the game
including: cold, fire, shock, and acid. Note that fire is
extended to include all forms of burning, even boiling water
since that is already dealt with by fire resistance, and in
most or all cases is caused by fire.
2. it doesn't leave a mark. Marks include destruction of, or
damage to, an internal organ (including the brain),
lacerations, bruises, crushed body parts, bleeding.
Current exceptions to the rule (already existing):
- holy water burning chaotic ("it burns like acid") is physical damage.
- unholy water burning lawful is physical damage.
- [fixed in trunk] Alchemical explosion
- [fixed in trunk] Artifacts' blasting
- [fixed in trunk] Boiling/freezing potions
- [fixed in trunk] Chest/door/tin traps
- [fixed in trunk] Falling rocks/boulders (trap, digging, scroll of earth)
- [fixed in trunk] Mixing water and acid
- [fixed in trunk] Thrown potion (acid)
This is my last patch on this today.
<email deleted> wrote:
> Non-weapon iron items don't appear to rust if #dipped in a fountain.
Fixed. If something does get rusted, its a 50/50 chance whether other
fountain effects take place on the item afterwards.
Change the code involved to use a new #define for the field, like other
overloaded uses of corpsenm. Also remove one check for this field from
potion.c: there are no blessed potions from sinks.
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
> Getting a sewer rat from a sink when not blind, but can't see it
> (because of boulders, etc.) gives "Eek! There's it in the sink!"
> [<email deleted>]
> Receiving Excalibur from a fountain while blind doesn't update the
> display (i.e. the missing fountain) immediately.
Various other topology changes had the same problem. The display
was only being updated if the hero was invisible on the assumption that
it wouldn't matter otherwise, but a blind character who moved off the
affected location would still have the old map info (fountain, trap, &c)
shown--until he walked back onto that spot or searched next to it or
regained sight--even though the player is told about the map change as
it happens.
Pat forwarded a message from the newsgroup in March that the town guards
enforce rules even outside the town proper. Fix: On room-based town levels,
check if the location is in a room containing subrooms (roomno will often
have a subroom id instead). On the other levels (e.g. minetn-5), there are
no subrooms, so the whole level is fair game. Currently, this is valid.
If fancier towns are added in the future, more flags or use of regions may
be required to tell where the town border actually is. These checks are done
in a new in_town function.
<Someone> writes:
Why do you "feel transparent" when you gain see invisible from a
fountain when blind and _not_ invisible? Transparency usually refers
to _being_ invisible.
Another try.
<Someone> writes:
Why do you "feel transparent" when you gain see invisible from a
fountain when blind and _not_ invisible? Transparency usually refers
to _being_ invisible.
Good point. I think this may have been what was intended, but it's
been like this for quite a while.
<Someone> writes:
I can accept that losing gold into a fountain recharges it to make it
possible to find a gem in it in future (however weird that is). What
_does_ seem wrong is that receiving a warning about a Minetown
fountain prevents finding gems and gold there.
When using a fountain or throne, getting a --More-- prompt
usually means that you're about to be told that it has just dried
up or vanished. But since that topology change didn't occur until
after the message, players could cheat by forcing SIGHUP instead
of answering the prompt; the resulting save file would retain the
original topology. So change the dungeon prior to telling the user
about it.
The `fixes' entry possibly belongs in the tty-specific category
but since the change is to core code I put it in the general section.
<Someone> reported that dowaternymph and dowaterdemon did not print a message
when their G_GONE checks failed. Now they do. I wasn't feeling
imaginative, so the the dowaterdemon message is the same as for no snakes.
This patch, based on code sent to us by <Someone> well over a year ago, addresses
bugs recently resurfaced. Namely, that lava does not generally do anything
to monsters or objects that land in java. Newly renamed minliquid() handles
both water and lava, and new fire_damage() is used similar to water_damage().