This is similar to the helm of opposite alignment case fixed some
time ago. Deferring the setting of foo->known until an item is fully
worn (because it used to get set earlier but gave away information if
the wear operation was interrupted) didn't take into account that foo
might end up Null in various circumstances. So Boots_on() needs to
validate uarmf before setting uarmf->known in case putting on boots
of levitation while on a sink caused them to come right back off.
I put similar validation into all foo_on() just in case (as far as
I'm aware, only Boots_on() and Helmet_on() actually need that).
Don't let Riders swap places with something (fog or ooze, perhaps)
located at a closed door spot because if it gets killed there, there
won't be any corpse and it will stop auto-reviving.
Just avoid moving to spots where mondied() won't place a corpse
instead of worrying about whether a bargethrough creature (if there
ever are any besides the Riders) might be able to survive at the
destination (so ignore pass-walls, door-opening, swimming, &c).
Noticed while testing something: hero drank a potion of see invisible
and nearby invisible monster could now be seen--in theory--but I was
asked what to call the potion while the updated map was buffered. So
I didn't see the invisible monster until after naming the potion.
pline() flushes buffered map updates, but getlin() doesn't. I didn't
change that, but I've made docall() do so since the updated map may
make a difference in what the player can tell about whatever is being
'called'.
Fix the issue where a hallucinatory monster name which begins with
a slash is having that stripped off as if it was a gendor and/or
personal-name flag.
The main issue was pronouns ignoring hallucination and this doesn't
attempt to address that.
Also, add new hallucinatory name "leathery-winged avian" which has
been lurking for a while.
All Is_*_level tests during early startup would test as true until
dungeon_topology was initialized in a new game or restored from
a save file. That could result in some unexpected code paths being
taken.
Region processing does a lot of looping--when there are actually
regions present--and calls functions in those loops which do more
looping of their own. This moves some of the simpler tests so that
they get done sooner and can avoid some of those function calls.
I was hoping that it would speed up the turn cycle on the Plane of
Fire where the spontaneous irregularly shaped fumaroles are composed
of a lot of small regions but I don't think there's any noticeable
difference.
In process of doing that, I discovered a bug (no doubt copy+paste
which escaped an intended update) with monster handling. The check
for whether a monster is entering a region depends upon whether the
hero is in that same region rather than whether the monster is
already inside. So a monster can enter a region--or have a moving
one enclose it--with impunity if the hero is already in that region.
Once the hero moves out of it, the monster will finally enter it.
The report mentioned whistles but I had forgotten all about them by
the time I tried to deal with musical instruments. Plain whistles
had deaf handling but magic whistles didn't.
Fixes#240
Monster versus monster (melee and throwing) didn't handle shades
(need silver or blessed weapon to take damage) or silver feedback
(extra info when silver-haters are hit).
I did a lot of test, revise, re-test but didn't always re-test
everything that had previously been tested, so bugs that I thought
were quashed might have crept in.
Now if a missile weapon "passes harmlessly through the shade" it
will continue on and maybe hit something else. (Regular misses
still stop at the missed target.)
A couple of minor ball&chain changes accidentally got included.
Menus with wide header or separator lines were rendered wide enough
to avoid wrapping those lines, but ones with narrow header/separators
and wide selectable entries were limited to half the display even
though lots of lines that would fit with full width were being wrapped.
Change the latter behavior.
Menus are right justified with the edge of the map when narrower than
it, left justified otherwise, and if the display is wider than the map,
they'll extend beyond its right edge. (That hasn't actually changed;
it's just that left-justification is more likely now that menus will
be wide enough to show wide inventory lines without wrapping.)
Get rid of my ridiculous hack to force wider menu for the 'symset'
and 'roguesymset' sub-menus of 'O' since it's no longer useful.
There's still room for improvement. If any lines need to be wrapped
despite using the full width, or perhaps are just a lot wider than
most of the entries, menu width could be narrowed to just enough for
'normal' lines to fit so that one or two really long entries don't
distort the menu. That's a bit more complicated than I want to deal
with right now. [If implemented, it would be relevant for tty too.]
Slippery fingers would transfer from bare hands to gloved hands if
you put gloves on. The reverse, transfering from gloves to bare
hands when taking gloves off, was already being prevented for
directly taking them off, but still allowed the slipperiness to
transfer when gloves were lost. This prevents putting on gloves
when fingers are slippery and attempts to handle cases where gloves
get unworn by ways other than 'T' (or 'R') or 'A'.
There's no slippery attribute for objects (way too much work for too
little value); slippery gloves is just the combination of wearing
gloves and having slippery fingers (which now has to have happened
while already wearing those gloves). This changes inventory to use
"(being worn; slippery)" when applicable and much of the patch deals
with funnelling Glib changes through new make_glib() to try to make
sure that persistent inventory adds or removes "; slippery" right
away when changes happen.
If gloves are taken off involuntarily (shapechange to a form that
can't wear them, destruction via scroll of destroy armor or monster
spell of same or via overenchantment, theft), slippery fingers ends
right away instead of the usual few turns later.
When I expanded the Guidebook's sample configuration file I added
several status_hilite options. I decided that I'd better test what
was written and discovered that if Xp had an up or changed rule as
well as one or more percentage rules, it was showing bogus changes
whenever the integer value of the percentage changed. The fix
turned out to be simple but it took a while to figure out.
I ultimately left the status_hilite settings out of the sample
options, because they tended to be too wide for Guidebook.txt's
formatting rather than because they weren't working as expected.
Noticed that "multiple" was misspelled for entry about menu action
':' misbehaving under curses, but the phrasing for whole entry was
difficult to comprehend so try to word it better.
[This one is in the highlights list with the old wording.]
Reported directly to devteam, the POSIX_TYPES subset (most? all
these days?) of Unix that defines USE_FCNTL was unlocking lock file
'perm' when done with it but wasn't explicitly closing it unless
the unlocking failed. Triggered a valgrind complaint and could have
posed a problem if restart gets implemented for this configuraiton.
Feedback when playing music while hallucinating misspelled
"butterflies".
Other bits in the same code (not part of #H9407):
All feedback messages while impaired gave "You produce <something>"
which was immediately followed by many of the instruments giving
their own "You produce <some other thing>." Change the verb for the
playing-while-impaired messages to avoid having two consecutive
"you produce" ones.
Also, multiple impairments (two or more of stunned, confused, and
hallucinating) always gave the generic "what you produce is far
from music" message. Have them sometimes ignore excess impairments
to give the message for one of those.
Symbol set changes...
curses:
S_tree (use plus-or-minus sign instead of accidental horizontal line);
S_bars (switch from default '#' to not-equals sign);
DECgraphics:
S_altar (switch from default '_' to 'pi');
S_bars (switch from 'pi' to not-equals sign);
DECgraphics_2: get rid of this commented out set since its contents are
now folded into DECgraphics.
(The IBMgraphics one is just whitespace; delete a <space> that precedes
a <tab>.)
Flag existing occurrences of "You hear" as "Deaf-aware" so
that a grep for that string in the future doesn't need to
trigger further investigation of those.
Something I realized while following up a newsgroup post. If you
knew an item's bless/curse state and dipped it into water while
blind, the bknown flag stayed set and you learned the item's new
bless/curse state without seeing any "glows blue/black/&c" feedback.
Clear the flag unless you know that the potion being dipped into is
water (or is clear if not water has not been discovered) and also
know the water potion's own bless/curse state.
Music wasn't using You_hear() so needs to handle Deaf itself. Have
it give alternate messages for sounds being emitted from instruments.
This doesn't implement the suggestion that a Deaf hero shouldn't be
able to produce the same music as a non-deaf one.
Creation of guardian angel bypasses tamedog() and marks it tame
directly but it wasn't updating the map after changing the monster.
So if 'hilite_pet' was On when entering the Astral Plane level, the
angel appeared to be ordinary monster rather than a tame one until
it moved or the screen was redrawn. Also, the message about it
appearing was issued before marking it tame, so a tiny bit of code
reordering has been done to get the sequence correct.
A few symbol-related modifications:
- fulfill a request from a blind player to allow them to
specify a unique/recognizable character for all pets and/or
the player in the config file for use when using a screen
reader (S_player_override, S_pet_override). Requires sysconf
setting ACCESSIBILITY to be set to have an effect, although
they can still be specified in the config file.
- Config file SYMBOLS entries were not working properly on
the rogue level. Allow ROGUESYMBOLS as well as SYMBOLS to be
specified in the config file independently.
- When values are moved into showsyms[], the overriding SYMBOLS
or ROGUESYMBOLS entry from the config file is used if there is
one; if there is no overriding value for a particular symbol,
the loaded symset value is used; if there is no symset entry
loaded for the symbol then a default symbol is used.
Make paranoid_query() (yn question requiring explicit "yes" answer)
protect itself from overly long prompt strings. I'm not aware of
any specific overflowing queries so I temporary reduced QBUFSZ within
paranoid_query() in order to test.
For EDIT_GETLIN, don't use previous response as default if we loop
after neither "yes" nor "no" was given for paranoid confirm.
Fixes#238
For the three fields in the 'scores' option's argument: top, around,
and own, if any was separated from preceding one by space(s) rather
than slash and lacked a count prefix, the argument parsing skipped
over it. So "10t/3a/o" and "10t 3a 1o" worked but "10t 3a o" ignored
the 'o'. The issue report was about 'own' but there's nothing special
about 'own' itself; just that it doesn't warrant a count prefix and is
usually last (in other words, normally preceded by one or both of the
other two) so more likely to trip over this.
[I thought there was another report about 'scores' misbehaving (from
quite a while ago) but couldn't find one. If it exists, it might have
been about the same thing.]
Mimic-as-slime_mold needs to keep track of the fruit index the same
way that mimic-as-corpse keeps track of corpse's monster type. The
mimic description was changing (for '/' and ';' feedback) whenever
the player assiged a new fruit name.
That wasn't noticeable when applying a stethoscope because
mimic-as-slime_mold always yielded "that fruit is really a mimic".
Change it to report the fruit's type instead of generic "fruit".
For 'O's menu, make the current symbol set be pre-selected so that
the set in use is clearly marked while contemplating changing it.
Using Return or Enter will pick it again; Escape is now needed to
deliberately not make any selection.
Also, change several symbol set initializations to use the new method
of deciding whether the default symbols are still in place.