Levitation side-effects get skipped if Levitation toggles while it
is blocked, so BFlying (the reason Flying is blocked) could become stale
in some situations. Enlightment feedback about latent flight capability
was the only thing affected.
From a bug report. The first report complained about levitation
allowing you to move through water on the Plane of Water, something that's
come up in the newsgroup lots of times (mostly about how levitation is
the best way to get around, only occasionally wondering why it works:
water walking doesn't work there because there's no surface, so where are
you levitating such that you're kept dry?) The second report complained
about being told you were floating up if you put on a ring of levitation
while stuck inside a wall (perhaps after being stranded when polymorph
into xorn form ended).
This implements intrinsic blocking for levitation and also for
flying. Being inside solid rock (or closed door) anywhere and being in
water on the Plane of Water are the things that do it for levitation;
those two and levitating are what do it for flying. Entering such
terrain turns off ability to float/fly, and leaving there turns it back
on; starting levitation blocks flight, ending it unblocks (levitation
has always overridden flying's ability to reach the floor). Being able
to phase through rock doesn't prevent levitation and flight from being
blocked while in rock; you aren't floating or flying in that situation.
Simplify many of the intrinsics macros from
#define xxx_resistance (Hxxx || Exxx || resists_xxx(&youmonst))
down to
#define xxx_resistance (Hxxx || Exxx)
by setting or clearing an extra bit in Hxxx during polymorph so that the
resists_xxx() check becomes implicit.
Unfornately there were lots of places in the code that treat Hxxx
as a timeout number--primarily for Stunned, Confused, and Hallucination;
Stunned happens to be one of the revised macros--rather than as a bit
mask, so this patch needed a lot more changes than originally antipated.
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.
Make being tethered to a buried iron ball be a bit more interesting
than just being stuck in the floor. You can now move within a shortened
chain radius (1 step from the ball's burial location rather than normal 2
that applies when it's on the floor). This has only been modestly tested,
and the message gets to be annoying if you move around a bit while monster
attack and object pickup/drop messages are being delivered. There ought
to be some better way to override Norep.
This would work nicer if the chain was actually visible at the ball's
location instead of becoming implicit at the time of burial. But I don't
want to try to figure out all the ramifications of having an object on
the floor which can't be moved--perhaps uchain handling already suffices,
but I suspect that there's a can of worms waiting to have its lid opened.
Pull the u.trap portion of domove() into a separate routine. The
only significant change is to the wording of a couple of TT_BURIEDBALL
messages. Like with enlightenment, say "you are <steed> are chained to
a buried ball" instead of "<steed> is chained to a buried ball" if you
try to move while mounted and punished and attached ball has been buried.
Unlike floor trap activation, punishment doesn't directly affect steed.
Using F prefix when trying to move into a wall or closed door yielded
"you attack thin air". Like the recently fixed F-vs-boulder case, give
more appropriate feedback. Also like F-vs-boulder, initiate digging if
wielding a pick-axe. (Also handles axes versus trees and closed doors).
One thing which isn't handled but possibly should be: F vs closed
door when not wielding a pick or other axe might attempt to force the door.
(Right now it gives "you harmlessly attack the door".)
Followup to yesterday's "you attack thin air" fix for when there's a
boulder at the target location: if wielding a pick-axe or mattock and you
use F to explicitly try to attack a boulder, dig the boulder to break it.
Also, treat statues like boulders: F at them gets "you harmlessly attack
a statue" for non-pick weapon, or digs/breaks statue when wielding a pick.
Classified as a new feature in the fixes file.
This is another item from "#Q397: List of Bugs from #nethack" sent
in Janurary by <email deleted> and containing a list
of things collected from the IRC channel associated with nethack.alt.org's
public server. Using F prefix and moving toward a boulder would give
"You attack thin air." Now that'll be "You harmlessly attack a boulder."
This is one of the items from "#Q397: List of Bugs from #nethack" sent
in Janurary by <email deleted> and containing a list
of things collected from the IRC channel associated with nethack.alt.org's
public server. Moving diagonally between segments of a worm tail is
conceptually passing right through the worm's body. This patch prevents
moving in such a fashion for both the hero and monsters (it's still
possible to fight in that position though). It only applies when the two
tail segments are consecutive.
|...... In the diagram here, where tail segments are represented by
|.w1?.. digits indicating relative sequence number, the @ can still
|..@2.. move between segments 2 and 5 to reach !, but can no longer
|.65!3. move between 1 and 2 to reach ?. [However, if there is a
|...4.. monster at the ? spot, it can still hit @ and vice versa.]
Missiles and wand zaps still pass through such diagonals without
noticing or affecting the worm. I'm not sure whether this ought to be
extended to change that--it might get pretty messy since it would need
to be considered during monsters' targetting as well as during the path
traversal itself.
From a bug report, you could swap places with a pet grid bug when
you're making a diagonal move. Now you can't. [Completely ignored: it
is possible to swap places with pets which are incapable of movement....]
This imposes the same restriction on the astral Riders when they're
exchanging places with monsters in their way.
More tuning to throttle pudding farming (plus endgame Rider farming).
Earlier changes made cloned black puddings less likely to leave corpses,
to cut down on sacrifice fodder a bit, and cloned anything less likely to
drop random items when killed; this one makes killing cloned or revived
monsters be worth less experience as the number killed goes up, to cut
down on final score inflation. [With several boulders and magic missile
or a polearm, it's possible to kill any of the Riders repeatedly with
virtually no risk of even getting hit, much less of getting killed. Now
if you kill Pestilence 240 times it will be worth 62720 points instead of
297840 (not including doubling bonus for ascension), with an additional
19 points per kill instead of 1241 after that, requiring a couple orders
more magnitude of abuse--excuse me, superhuman "patience"--to get the
score to reach the overflow threshold.]
While testing this, I got "The Famine's corpse glows iridescently."
This fixes that too. Also, previously unused kill count for experience()
had an off by one error; was including ``+ 1'' even though mvitals[].died
has already been incremented by the time that that code uses it.
For GOLDOBJ configuration, relax the 52 object limit for inventory
when gold uses the special $ slot instead of a letter. Takes care of an
old buglist entry from the beta testers. [It will need to be revisited
if we ever implement multiple coin types that can't all fit in one slot.]
Also for GOLDOBJ, prevents nymphs and monkeys from stealing coins,
since allowing that made their steal-item attack be a complete superset
of leprechaun's steal-gold attack.
The patch made a month ago to handle remaining at a lava or pool
location without moving had a problem with being in pools of water. It
was yielding "But you don't drown. You touch bottom." if you had magical
breathing and took actions other than moves. I think it's fixed now.
[New bug, or rather newly noticed old bug: slowly sinking while being
stuck in lava doesn't notice if you lose fire resistance and ought to be
burned up immediately. Also, fully sinking into lava doesn't appear to
burn up equipment--unless it's done in the bones handling--the way that
falling directly in without fire resistance does.]
Instead of duplicating the bits of spoteffects() which are relevant
to pools of water and lava when standing still, split spoteffects in two
in order to call the relevant half directly.
<email deleted>, escaping from being stuck
by lava via jumping--or simply walking--got you out of the lava while being
at the same location. You could then stay there for as long as you liked
without falling back in. This makes a lava and water check on turns where
time passes but hero hasn't moved, performing a subset of spoteffects().
I think the water case only matters when using wizard mode to wish for a
pool or moat, which gets created at hero's feet without making him fall in
(unlike wishing for lava, where hero does immediately fall in).
From a bug report: when riding,
#jump command and jumping spell didn't check whether steed is able to move.
This makes #jump command, either magic boots or knight's innate ability,
fail if the steed can't move. Spell still succeeds; its magic overrides
steed's immobility. Fix is trunk only since it relies on a function that
isn't in the branch.
Also, tweak hero movement to avoid an extra function call per move
when not riding.
<email deleted>:
> If you enter a magic trap on the same turn that you lose your levitation
> and "float gently to the floor", you are hit by the trap twice.
I don't think this is actually a bug, but it does look fairly strange
if there aren't any monsters attacking (after you move on to the trap,
monsters get a chance to move too before timeouts are run, but if there
aren't any messages triggered by monster activity then it feels like the
timeout and second activation happens immediately). To prevent this, if
levitation is due to time out on the same turn that a trap is being
entered, either extend the duration by an extra move or make it end
immediately instead of waiting until end of current turn. Deferring
timeout is a lot easier but doing that unconditionally would allow player
to move back and forth between adjacent traps without ever descending.
The early timeout might lead to anomalous behavior in obscure cases; it
seems to be working ok so far though.
From the newsgroup: it was possible to saddle, mount, and ride on a
sleeping jabberwork without it ever waking up. Movement was checking for
timed sleep (!mon->mcanmove, set when mon->mfrozen contains a timer count
for either sleep or paralysis) but not indefinite sleep (mon->msleeping).
This moves the checking into its own routine which handles both types.
And it gives monsters a chance to wake up when they get saddled or mounted.
Mentioned by <Someone>, who suspected that the fix for C343-114 dealt with
this. When a giant picks up a boulder from a location where more than one
is present, line-of-sight would be inappropriately cleared, as if the
remaining boulders were transparent. (He said that he got no pickup
message when the giant picked up the boulder. I do, and have not tried to
figure out whether this is a post-3.4.3 difference.) Pushing a boulder
onto a landmine had the same bug, although you wouldn't notice unless there
were at least three boulders to be pushed (mysterious ability to push more
than one boulder in a turn strikes again: first one triggers the trap and
is destroyed, allowing hero to see through any others; second fills in the
resulting pit; third gets moved to the former trap spot and [probably--I
haven't checked] re-blocks vision; fourth, if any, stays put; if only one
or two are present, the change in vision is expected and the fact that it
happens too soon in the two boulder case would probably go unnoticed.
Polymorph of a boulder also opened up vision without checking whether any
others are present.
An existing, evidently overly optimistic, fixes34.4 entry covers this.
From a bug report...): pushing a boulder onto a level teleporter trap
could repeat the
You push the boulder and suddenly it disappears!
message. That would happen whenever the teleport destination was the same
as the current level (20% chance). The boulder wasn't being moved onto the
trap location so was still present when the pushing code tried to handle
the next one in the pile. I've changed so that pushing stops whenever a
pushed boulder is affected by a trap, and also so that the boulder gets
moved as usual when a level teleporter fails to send it somewhere.
I've always thought it's pretty strange that pushing ever operates
on more than one boulder in the same turn in any situation, but I haven't
changed that for the non-trap cases. (Usually the first boulder pushed
ends up blocking the second one, so you get a "you try to move it, but
in vain" message which seems odd since you just moved one. But if there's
a pool of water or lava in the path, you can actually push multiple
boulders successfully.)
I'm pretty sure that some pre-standard compilers don't know how to
apply an initializer to a variable of type union. Unfortunately, I don't
have access to one to check. Fortunately, there's no need to explicitly
initialize `zeroany' since the default value is what we want--the first
field will be set to zero or null as appropriate (null in this case).
Strictly speaking, this isn't adequate; what if long is wider than a
pointer rather than narrower? Using `= {DUMMY}' didn't handle that case
either; the ordering of the union's fields controls which bits get stored.
As a practical matter, it should make no difference. As long as the code
reading a union accesses the same field as the code writing that union set
up in it, anything in extraneous bits should be irrelevant--except perhaps
when a debugger tries to format things. The whole issue has always been
implicitly based on the assumption that null pointers have all bits zero
in the first place; that's typical but not guaranteed.
[the problem in the earlier rev was tracked to cleanup_burn(),
where arg was holding a (genericptr_t) timer id, and
passed directly to del_light_source() as is.]
P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.
This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.
This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
- remove an unreferenced variable
- continue with recent code trend towards having DEADMONSTER()
check in its own if/continue statement in a few more places
Attempt to fix a buglist item: if hero poly'd into iron golem form
enters a pool of water and drowning triggers reversion to human/whatever
form due to water damage, he will fall into that pool again, crawl or
teleport out, then redundantly crawl or teleport out for the initial entry.
[ spoteffects -> drown -> losehp -> rehumanize -> polyman -> spoteffects
-> drown ]
I don't have a lot of confidence in this fix. It does handle the
reported problem, and hasn't broken a couple of earlier tricky cases
(ice melting to water, land mine turning into a pit). But drown() and
lava_effects() seem to leave a trail of special case handling wherever
they appear so they--or spoteffects, or both--ought to be redone somehow.
<email deleted> wrote the following on April 10, 2006:
> When blind and levitating, you can produce a message - "You try to feel what
> is lying here on the ice. But you can't reach it!" - which reveals too much
> about the terrain below you.
This one turned out to be more effort than I had
originally anticipated.
We had a bug report requesting that zapping a wand of digging
laterally while in a pit should dig beside you. That seemed
like a reasonable enough request, but this ended up with
the following results:
- needed to check where this should not be permitted, or at
least where there should be special-case code because there is
something such as furniture on the surface above the dig
point.
- now tracks conjoined pits through new fields in the trap
structure, hence the pathlevel increment. The array of
8 boolean values represents each of the 8 directions
around a pit.
- Previously, pits could be adjacent to each other as two
individual pits, in which case moving between them
results in a fall as you went into the next pit. That
behavior is preserved.
- Pits created either by zapping a wand of digging
laterally while in a pit, or by "clearing debris"
between two adjacent pits via a pick-axe, sets the
conjoined fields for those two pits. You cannot
create a brand new adjacent pit via pick-axe, only
with the wand.
- The hero can pass between conjoined pits without
falling.
- dighole() was hijacked for adjacent pit digging,
so the ability to pass coordinates to it and
its downstream functions was added (dig_up_grave()
for example). dighole() does pretty much everything
appropriately for this adjacent digging, more so
than calling digactualhole() directly.
- moving into a conjoined pit that has spikes still
does damage, but less so that "falling" into the
spiked pit, and you "step on" the spikes rather
than falling into them.
- Not done: should pits with the conjoined fields
set be referred to as 'trenches' rather than pits
in messages and identifications?
From a bug report, amorphous creatures can fit underneath
closed doors but could still be considered too big to fit through diagonal
gaps. Let them and several other shapeless or flexibly shaped critters
squeeze through provided that they pass the not-carrying-too-much check.
These should have been included with a "#dipping from steed" patch
three years ago. I don't know whether I missed them outright, neglected
to cut diffs at the time, or just forgot to apply the diffs to my cvs
directory prior to committing the rest of that patch.
A post-3.4.3 change dealing with reaching into pits resulted in "you
sit on the air" if you used the #sit command after escaping a pit trap.
Change can_reach_floor() so that caller explicitly controls whether being
on the brink of a pit is a condition that prevents reaching the floor.
This also splits a fairly common message about not being able to reach the
floor into a separate routine.
There is still oddness here: if you're polymorphed into a flyer,
#sit yields "you sit down" followed by "you fly over a pit" (latter occurs
when escaping trap activation). A ceiling hider behaves similarly, but
the second message is "you escape a pit" and doesn't sound quite as silly.
Perhaps #sit should pass TOOKPLUNGE to dotrap(), or maybe there's some
better way to handle this?
<Someone> reported that if you polymorph into a flying monster while in a
pit, you must take u.utrap turns to first climb out before you can fly. Of
course, once you're out, you can swoop down into the pit to pick things up
w/o delay. Rather that have you automatically fly out (e.g. like quaffing
a potion of levitation), I thought it was better to take a turn to fly out,
so that's what I've implemented.
The code to deal with exiting a pit is moved to a new climb_pit function
and the "up" command now lets you climb from a pit too (something I've
found non-intuitive in the past).
Finally, I noticed that non-moving monsters could still go up/down even
though they couldn't move around. Added non-moving checks in doup/dodown.
move the message so it's before the mintrap test. newsym's are needed
to ensure the display is correct if a --More-- prompt results. I left the
"frighten" message alone, except for tense. As per Pat's suggestion, I
changed the wording to future-proof the message.
<Someone> complained that his compiler was giving these
warnings:
cmd.c:2119: warning: declaration of `expl' shadows a global declaration
dungeon.c:292: warning: declaration of `rand' shadows a global declaration
exper.c💯 warning: declaration of `exp' shadows a global declaration
files.c:278: warning: declaration of `basename' shadows a global declaration
hack.c:1102: warning: declaration of `expl' shadows a global declaration
pickup.c:2081: warning: declaration of `select' shadows a global declaration
role.c:1060: warning: declaration of `conj' shadows a global declaration
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.)