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.
Add #vanquished command to show the vanquished monsters list during
play. At present it's only available in wizard mode. Slash'em has it as
a regular mode command, and I found it handy sometimes: when I managed to
kill an unfamiliar monster, I could immediately get an idea of how the game
ranked its difficulty compared to other monsters. But having this command
available might encourage extinctionism. On the other hand, it might stop
some existing extinctionists from cycles of save+copy+restore+quit to view
disclosure data for their current game.
This also makes merging the wizard mode extended commands into other
extended commands be more robust. It will panic instead of going out of
array bounds if someone adds entries to debug_extcmdlist[] without also
expanding extcmdlist[] to make room.
splatter_burning_oil() is called when a lit potion of oil gets
broken, and it can dish out fatal damage to the hero. An earlier fix
to prevent a light-source panic (thrown item is not on any of the object
lists) during bones creation didn't address leaving that lit potion
intact if it was on the floor (which can happen if the breakage is caused
by striking or force bolt rather than its being thrown or kicked). Use
the existing obj->in_use mechanism as a more general fix, after teaching
bones code that it applies to other things besides the hero's inventory.
A couple of things noticed when looking at the death-by-brainlessness
code. The 3.4.3 code ran a loop while life-saving was keeping the hero
alive, which would work if someone added other sources of life-saving than
the amulet but not if they added some form which didn't get used up when
it kicked in. Post-3.4.3, the dev code eliminated the loop but was no
longer guarding against additional forms of life-saving. This attempts to
clear the relevant field once any form of life-saving takes effect (for
brainlessness). It's not perfect since someone could change `Lifesaved'
to look at something other than the hero's properties, but at least it
still avoids the risk of getting stuck in a loop if someone makes a really
bad customization.
Also, make life-saving use min(2*level,10) instead of flat 10 for
amulet or 8*level for explore/wizard survival when it saves someone whose
max HP have been clobbered somehow. Other places assume that 1 HP per
level is the lowest the hero will have; saved-life gives a modest bit more.
Lastly, some post-3.4.3 code to make ghosts/shades immune to brain
sucking was using mon_nam() to start a sentence; Monnam() is needed there.
Part of the final score is doubled for ascension. Some players use
helm of opposite alignment in order to offer and ascend at the first astral
altar they reach. This limits the score doubling to ascending with your
original alignment intact, penalizing (for the subset of players who care
about score) alignment manipulation. Converting to a second alignment and
then using a helm of opposite alignment to switch back and offer to hero's
original deity yields a smaller bonus (one-and-a-half instead of doubling).
Offering to either of the other deities (either via permanent conversion
or temporarily switching via helm or both) gets no score bonus.
There was a report recently about "<pet> is still eating" coming out
on the console at end of game for player using X11 or Qt. That happened
because the end-of-game pet handling takes place after the message window
has been closed. It won't happen with the dev code any more because eating
no longer prevents pets from accompanying on final ascent or escape. But
a pet carrying the Amulet should still fail to tag along and yield similar
result. However, levl_follower() was changed (probably by me...) to have
pets not attempt to follow when they carried the Amulet, rendering code
in keepdogs()--which reported them as being confused--unreachable. This
reverts levl_follower() to have Amulet-carrying monsters other than the
Wizard try to accompany the hero during level changes (and keepdogs still
prevents them from succeeding). It also reorganizes keepdogs() a bit,
giving trapped followers an extra chance to escape from their trap and
preventing those who fail that chance from tagging along (previously,
non-pets ignored being trapped).
After doing that, I got tty to behave similarly to the X11/Qt report:
a message behaved strangely. In my case, it was delivered between a pair
of clearings of the screen and only visible by using terminal emulator's
scrolling buffer. I think there's a wait_synch() missing somewhere, but
haven't tried to figure out where. Instead, this makes the end-of-game
call to keepdogs() take place sooner, while pline() still works normally.
Someone in the newsgroup complained about zapping probing at a large
box dropped by a quantum mechanic and being told that it was empty rather
than that it held a corpse or live cat. This sidesteps the issue by
reporting "the box seems empty" instead of "the box is empty", and not
setting its contents-known flag. (That message is the main difference
between probing and the assorted other methods of observation [telepathy
and monster detection and possibly Warning for live cat, object detection
and food detection for dead cat's corpse] which might be expected to
trigger the cat's fate but don't.) This also makes probing of self and
of monsters set the contents-known and locking-known flags for containers
in inventory, same as is done for probing which hits objects. (Display of
container contents still only occurs for loose objects, not in inventory.)
Some miscellaneous changes preparatory to enhancing the container
interface. This also fixes a minor inconsistency in object manipulation:
askchain() wouldn't let you split a stack of welded weapons but getobj()
would, so you couldn't get rid of part of the stack using 'D' or #loot,
but you could with 'd' (and post-3.4.3, with #adjust). Now getobj() will
behave like askchain(); if you have 3 cursed daggers welded to your hand,
you won't be able to drop 1 or 2 of them anymore.
From a bug report: entering lava cures sliming,
but if you got [re-]afflicted by green slime after becoming stuck in lava,
#sit failed to cure it. Fix that, and have sinking farther into lava cure
it too (although not necessarily right away).
Also, suppress leaving the corpse in a bones file for death caused by
being dissolved in lava. Lastly, suppress the "you rise from the dead as
a <monster>" message during bones creation when the game ends due to being
turned into green slime since you transformed rather than died (and sliming
timeout gives "you have become green slime" just prior to that).
Eliminate the somewhat redundant "You die..." following "You turned
to stone..." when becoming petrified by touching a cockatrice (reported
by <email deleted> for kicking, but occurs for weaponless hitting too).
Also, if a cockatrice killed you with normal damage, your tombstone would
erroneously report petrification and presumeably there'd be a statue
instead of a ghost in the resulting bones file. This fixes both things.
The devteam feedback was to place casts in the code
in question.
This puts explicit casts on some code that was being
compiled into 'int64' then stuffed into smaller types with
VC2005.
move oattached and oname and other things that vary
the size of the obj structure into a separate
non-adjacent oextra structure, similar to what has
already been done for mextra. The obj structure
itself becomes a fixed size.
New macros:
#define ONAME(o) ((o)->oextra->oname)
#define OMID(o) ((o)->oextra->omid)
#define OMONST(o) ((o)->oextra->omonst)
#define OLONG(o) ((o)->oextra->olong)
#define OMAILCMD(o) ((o)->oextra->omailcmd)
#define has_oname(o) ((o)->oextra && ONAME(o))
#define has_omid(o) ((o)->oextra && OMID(o))
#define has_omonst(o) ((o)->oextra && OMONST(o))
#define has_olong(o) ((o)->oextra && OLONG(o))
#define has_omailcmd(o) ((o)->oextra && OMAILCMD(o))
changed macros:
has_name(mon) becomes has_mname(mon) to correspond.
The CVS repository was tagged with
NETHACK_PRE_OEXTRA
before commiting these, and
tagged with
NETHACK_POST_OEXTRA
immediately after. The diff
between those two tags is this oextra patch.
The associated mail daemon changes to use an oextra
structure instead of a hidden command located in the
name after the terminating NUL, have not been tried
or tested.
Pat Rankin wrote:
> Won't the players who notice this immediately ask why they
> can't see the same information for fully ID'd tins during play?
It wasn't clear to me whether Pat wanted the info shown on
fully ID'd tins during play, or whether he didn't want the info
displayed at all.
This withdraws the end-of-game tin details until clarified.
Reveal more tin details at end of game disclosure.
b - an uncursed carrot
c - an uncursed tin of broiled kobold meat
d - an uncursed tin of stir fried fox meat
e - 4 uncursed tripe rations
f - 4 uncursed food rations
g - an uncursed cream pie
n - 4 uncursed tins of spinach
o - 3 uncursed tins of pureed newt meat
p - an uncursed homemade tin of fox meat
Note that in the case of homemade and rotten
it sounded better to have the term before the
word tin, rather than after:
homemade tins of newt meat
rather than:
tins of homemade newt meat
The wishing code should probably be
changed to reflect this so people can wish for
a "homemade tin of newt". As it stands, they must
wish for a "tin of homemade newt" which differs
from the final display. That is not included.
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.
Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
mname, egd, epri, eshk, emin, edog
Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.
Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file
The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.
Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h
Adds a macro for checking for whether a monster has
a name:
has_name(monst)
This fixes the magic trap panic
expels() -> spoteffects() -> dotrap() ->
domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
Couple of post-3.4.3 things: using ':' to view the contents when
looting or applying a container wasn't setting its cknown flag (contents
known); probing a container wasn't setting lknown flag (lock state known).
Suppress "Mr" or "Ms" title for shopkeepers when they're going by a
first name rather than a surname. The bug report was for Izchak, but it
would have happened with the two last resort names (which I've never seen
in actual use) and for the "hippie names" used in post-3.4.x health food
shops. I have not attempted to specify gender for those, just flagged
them as first names. This prepends a prefix character to the name string
(see comment in shknam.c) to specify gender and/or first name vs surname.
<Someone> Cced from rgrn:
<email deleted> (<Someone>) writes:
[killed by a boulder trap, left bones]
> Then I realized... there's no boulder. Did the boulder disappear
> because I died from the attack, thus bypassing the code that moves the
> boulder to its intended destination? Did the creation of the bones
> file destroy the boulder? Do boulder traps sometimes get
> "deactivated" when bones files are loaded?
The first of these. If you look at launch_obj(), there's an
obj_extract_self() early on, then all the tracking its trajectory,
then a place_object() when it comes to rest; since the thitu() call
kills you during the trajectory part, the boulder never gets re-placed
onto the map. This is, I think, a bug (and one that will apply to any
monster-thrown object that kills you, as well); reported to the
DevTeam.
This patch simply keeps the score from wrapping by capping it at LONG_MAX.
If someone wants to change the score to be unsigned, some changes will
need to be made to tweak this code (and use ULONG_MAX instead).
I'm assuming that our platforms all have limits.h.
It was possible for status_finish to get called twice, therefore free() could end up called twice.
Add a macro symbol for the argument to status_initialize().
Adjust some field widths so that there is a little bit of breathing space.
Introduction of a new set of window port status display
routines. The new routines are conditional on
STATUS_VIA_WINDOWPORT
being defined in config.h. See the experimental section,
where the #define resides for the time being.
Acknowledge Schroedinger's cat at end of game.
- determine cat's status:
- give points for the animal which accompanied
you.
or
- include dead cat in the box contents.
Schroedinger's cat is the only ordinary creature
that could actually ascend with you.
This patch doesn't deal with any supernatural creatures
including:
- djinn in bottles
- ghosts in bottles
There were still some significant startup message problems
with win32tty.
I've spent a lot of time in the debugger tracing through them all.
I think I've got them all worked out now, certainly the ones that
I was aware of. There may be some I haven't discovered.
Testing welcomed of course!
This patch also attempts to diagnose the error where someone tries
to execute NetHack directly out of a zip file, and provide
them with a (hopefully) helpful message similar to what we
might end up telling them if they wrote in. If you want
to test that part, you can comment out the line in the
Makefile that adds "dungeon" to nhdat, and delete the nhdat
in your binary and src directories, and "make install".
Then add the value of your TEMP environment variable as a
DATADIR statement in defaults.nh (here's mine):
DATADIR=C:\DOCUME~1\ALLISO~1\LOCALS~1\Temp
The diagnostic code engages if the game fails to open
dungeon. It then checks to see if it the game dir is the
TEMP directory for your system, and if so it prints the
message.
Introduce a new set of functions to manage delayed killers in the trunk, used
in addressing the various reports of delayed killer confusion. Since existing
delayed killers are related to player properties, the delayed killers are
keyed by uprop indexes. I did this to avoid adding yet another set of
similar identifiers.
- the new delayed_killer() is used for stoning, sliming, sickness, and
delayed self-genocide while polymorphed. Some other timed events don't
use it (and didn't use the old delayed_killer variable) because they
use a fixed message when the timeout occurs.
- A new data structure, struct kinfo, is used to track both delayed and
immediate killers. This encapsulates all the info involved with
identifying a killer. The structure contains a buffer, which subsumes the
old killer_buf and several other buffers that didn't/couldn't use killer_buf.
- the killer list is saved and restored as part of the game state.
- the special case of usick_cause was removed and a delayed killer list
entry is now used in its place
- common code dealing with (un)sliming is moved to a new make_slimed function
- attempted to update all make dependencies for new end.c -> lev.h
dependency, sorry if I messed any up
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
The recent bones panic included "program initialization failed"
during final rundown. The cause of the panic has already been fixed;
this fixes the silly message that was delivered with it.
Also, disclose the contents of carried statues along with normal
containers when the game ends.
Building with an old version of gcc with various warnings enabled
generated a lot of noise. Most of it was due to not guarding string
literals with `const', but there were a couple of actual problems too.
Fix the problem From a bug report. An earlier fix (3.3.1)
made them be listed during final disclosure, but the points shown for
them actually got left out of the total due to misplaced brackets.
Rather than just fixing the brackets, merge the two inventory scanning
loops so that both passes will always be synchronized with each other.
<Someone> reported several incorrect death messages
1) "petrified by deliberately gazing at Medusa's hideous countenance" is
too long and won't fit on the tombstone. I reworded it, which also better
reflects that Medusa's gaze is really an active attack.
2) "killed by war hammer named Mjollnir" for partly identified Mjollnir now
says "killed by a war hammer named Mjollnir".
3) "using a magical horn on himself" was missing the "killed by" prefix
4) there were supposedly cases the the a/an article was missing after being
killed by a monster. I didn't see where this was occuring (eg AoLS resets
killer_format before it returns), but now done_in_by always resets
killer_format, which should address any such cases.
Fix the reported problem of getting impossible warnings for unpaid
inventory items during final disclosure if you level teleport out of
the dungeon while holding shop goods. The fix makes you trigger a shop
robbery first; that required a minor end of game change to prevent the
shopkeeper from seeming to tag along (shk would take your possessions
as if you'd died on the shop level).
1) consolidate all core usage of `errno' in files.c;
2) give more feedback for any failure by create_levelfile or open_levelfile,
similar to what was being done for problems during level change;
3) include trickery info in paniclog (many instances of "trickery" seem to
be due to disk or quota problems rather than user misbehavior...).
The create_levelfile call in pcmain probably ought to be changed to use
error feedback, but in the meantime this should continue working.
Perhaps error() should be modified to update paniclog too, but I didn't
want to go through all its port-specific incarnations making changes.
Add an optional paniclog file, controlled by a new PANICLOG macro that can
be used to log all panic and impossible messages. Helpful when people
forget to send, or didn't see, the message.
u.umonnum was used to create the corpse in a bones file. However, unless
you're polymorphed and manage to actually die in that form, u.umonnum
refers to a role monster, which all have M2_HUMAN set, so they're all
human. Even if the role monsters were mutated dynamically when the game
starts, the problem would still exist, just in a different form.
Use urace to determine the corpse type instead.
From <Someone>:
>And finally a bug-report:
>The new disclose-option didn't fully work.
>While the -ny prefixes works like explained the + prefix
>(show it don't ask) acts like -.
>A possible fix is, change the return-value of
>should_query_disclose_option for case DISCLOSE_YES_WITHOUT_PROMPT
>to TRUE and handle the case defquery=='q' in list_*-function
>as "don't ask". Or add a new boolean ask parameter to the
>list_*-functions.
(and panic() which calls done())
This uses the flag that <Someone> recently added.
At least one crash in the past was caused by
? -> panic() -> done(11) -> * vision_recalc(2) -> newsym() -> crash!
if u.ux and u.uy are 0