Dead hero's map coordinates are set to <0,0> part way through bones
creation, then were being used to record grave location for overview
feedback with "final resting place for <dead hero>" if/when another
character got those bones and found the grave (actually, spotted the
location where first hero died regardless of whether a grave gets
placed there). Record dead hero's pre-<0,0> coordinates as intended.
Not previously noticed because in wizard mode the final resting place
becomes part of overview info as soon as bones are loaded rather than
waiting for the death location to be reached.
The followup message about the fix for #5056 was trapped by the spam
filter so didn't reach us for a while.
xlogfile has an extra field to track various achievements made during
the game it logs, two of which are fully exploring the gnomish mines
and fully exploring sokoban. Those are accomplished by finding the
special 'prize' item on the final level of their branch: luckstone
for mines and bag of holding or amulet of reflecition for sokoban.
3.6.0 had a bug where any item of the target type found anywhere in
the dungeon resulted in achieving the relevant goal. A post-3.6.1 fix
for that required that the item be found on the end level of the branch
and attempted to require that it an item explicitly placed there by the
special level loader, but the latter aspect had a bug which meant that
random items of the appropriate type placed on final level would count
as the prize. Chance of extra luckstones on mines' end is fairly high,
so potential for false completion of the achievement was also high.
The second complaint was that since the achievement was only recorded
if the special prize item was found on final level, then if a monster
took it to another level then the achievement became impossible. (Not
true, the player could take it back, drop it, and pick it up again, but
that is admittedly a pretty silly hoop to jump through.) On the other
hand, if a monster removed the item before the hero found it, then a
case could be made that the hero hadn't really fully explored the
level. However, this fix records the achievement no matter where the
hero picks up the item. The final level must be entered--otherwise no
monster could possibly acquire and transport the item--but it isn't
guaranteed to have been fully explored. Big deal....
The prize could also be acquired in bones data. Before the second
portion of this fix, that wouldn't have mattered. But now it does, so
clear the prize indicator when saving bones unless it happens to be the
same level where that item is created (impossible for sokoban, where no
bones are left; not sure offhand about mines' end). The former prize
stone or bag or amulet becomes an ordinary one of its type.
This can all be done in a much cleaner fashion once we give up on the
current save file compatability. Putting obj->o_id values into new
context.mines_prize and context.soko_prize, plus a hack to mkobj() to
not reuse those two values if the o_id counter ever wraps back to 0,
would cover most of the details. Adding an achievement tracking flag
to lev_comp's object handling for use by the special level loader
would cover most of the rest.
The BONES_POOLS implementation added an extra dot to the bones file
name (only when enabled) which would be a problem on some filesystems.
This changes the name from "bonD0.15.3" to "bon3D0.15" which avoids
the second dot and also fits within 8.3 characters. To enforce that,
the maximum value for BONES_POOLS is now 10 (yielding single-digit pool
numbers 0 through 9).
BONES_POOLS==1 will omit the pool number (that's not a change, just a
reminder), yielding "bonD0.15" and so on. Right now, BONES_POOLS==0
is equivalent to BONES_POOLS=1, but it could be changed someday to
mean that bones files shouldn't be used if we decide to support that.
The pool number as a suffix was being included in content validation,
so it wasn't possible to move "bonD0.15.3" to pool 2 by renaming it to
"bonD0.15.2". I'm not sure whether that was intentional, but it seems
overly draconian. "bon3D0.15" can be renamed to "bon2D0.15" and then
be loaded by a game assigned to pool 2. Also, pre-pool bones can be
retained by renaming to any valid pool and should still work.
The three letter filecode for quest bones has made the bonesid be
broken since 3.3.0 introduced it (the three letter code, not bones-id).
"QArc.2" for level 2 of the Archeologist quest was being written into
the bones file as "rc.2", but worked as intended because validation
when loading bones had the same mistake. This fixes it to use "QArc.2"
when saving and accept either "QArc.2" or "rc.2" when loading, so 3.6.0
bones files (and existing to-be-3.6.1 bones) will continue to work.
Add some new routines for dealing with fruit. I had hoped they would
let the existing fruit handling be simplified quite a bit, but the
improvement wasn't great. However, they're also groundwork for fixing
an old bug.
Avoid the possibility of a user-supplied name interfering with killer
reason truncation. A monster named ", while" that killed the hero
would result in "killed by <mon-type> called " being displayed on the
tombstone after stripping while-helpless reason to shorten the text.
Make a fix suggested during beta testing: you can read scrolls while
blind if you know the label, and you can write a scroll with a magic
marker while blind, but the result was flagged as description unknown
so you couldn't read the newly written scroll until regaining sight
or obtaining object identification. So change writing a previously
discovered scroll while blind to set dknown since a successful write
always yields the type of scroll requested. Getting lucky while
attempting to write an undiscovered scroll--which has to be done by
scroll's type name (for instance "food detection") rather than by its
label ("YUM YUM")--still leaves the description flagged as unknown
since hero hasn't seen the what sort of label the new scroll has.
Along the way I got side-tracked by the possibilty of writing a scroll
of mail. It's allowed and yielded the same result as finding such a
scroll in bones, or wishing for one: when read, it was junk mail from
Larn. Make one written via marker give different feedback since it
comes from creation of a stamped scroll without any stamps available.
Also, suppress an "argument not used" warning for readmail().
With DEBUG suppressed, I started getting
16 warning: empty body in an if-statement
and 2 warning: empty body in an else-statement
from gcc.
Using braces for an empty block instead of just ';' avoids the warning:
if (foo)
debugpline("foo");
is bad,
if (bar) {
debugpline("bar");
}
is good. ;-)
The changes to lint.h are just precautionary.
modified:
include/lint.h
src/attrib.c, bones.c, dbridge.c, dig.c, eat.c,
makemon.c, mkmaze.c, mon.c, sp_lev.c
Reformat some trailing &&, || operators followed by end-of-line comment,
missed by the earlier continuation formating.
An
#if 0
something {
#else
something_else {
#endif
construct in rhack(cmd.c) confused the automated reformatter, resulting
in some code from inside a function ending up in column 1.
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!
Changes to be committed:
modified: include/extern.h
modified: src/bones.c
modified: src/do.c
modified: src/files.c
modified: src/music.c
modified: src/restore.c
modified: src/save.c
modified: sys/share/pcmain.c
modified: sys/share/pcsys.c
modified: sys/share/pcunix.c
In order to get level file locking correctly again post 3.4.3
with the newer compilers for windows, I had to funnel close()
calls to an intercepting routine.
I had two choices:
1. Surround every close() in at least 9 source files with messy:
#ifdef WIN32
nhclose(fd);
#else
close(fd);
#endif
OR
2. Replace every close() with nhclose() and
deal with the special code in the nhclose()
version for windows, while just calling
close() for other platforms (in files.c).
It is also possible, although not done in this commit,
to
#define nhclose(fd) close(fd)
in a header file for non-windows, rather than funnel
though a real nhclose() function in files.c.
* Replace variadic debugpline() with fixed argument debugpline0(str),
debugpline1(fmt,arg), and so on so that C99 support isn't required;
* showdebug() becomes a function rather than a macro and handles a
bit more;
* two debugpline() calls in light.c have been changed to impossible();
* DEBUGFILES macro (in sys.c) can substitute for SYSCF's DEBUGFILES
setting in !SYSCF configuration (I hope that's temporary).
Move debugging output into couple preprocessor defines, which
are no-op without DEBUG. To show debugging output from a
certain source files, use sysconf:
DEBUGFILES=dungeon.c questpgr.c
Also fix couple debug lines which did not compile.
This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
1) add graves to the dungeon features being tracked;
2) report on known bones (determined by seeing map spot(s) where previous
hero(es) died since there's no guarantee of graves or ghosts);
3) add automatic annotations for oracle, sokoban, bigroom, rogue level,
Ft.Ludios, castle, valley, and Moloch's sanctum. For bigroom and rogue
level you just need to visit that level, for the others you need to get
far enough along to learn something specific (oracle: her room, sokoban:
annotation is either "solved" or "unsolved" depending upon whether all
the holes and pits have been filled, fort and castle: see the drawbridge,
valley and sanctum: see inside the tended temple). Discovering the
relevant locations via magic mapping counts as "far enough along".
There should probably also be automatic annotations for Medusa and the
vibrating square but I'm not sure what criteria should be used for the
former or what phrasing to use for the latter. Demon lord/prince lairs fall
into similar category as Medusa.
TODO: add final #overview as an end of game disclosure option. (I was
planning this even before I saw that nitrohack has implemented it....)
Noticed while working on #overview/#annotate revisions, one of which
will key off the oracle's welcome message. On a bones level, the oracle
could be outside her room, or the room's one time welcome message could be
used up, or both. During bones creation, discard her if she's on the wrong
level (probably not possible, aside from wizard mode ^G), try to put her
back into her room if she's outside it on the right level, and restore the
room's type (if she's still in it, or has been successfully moved back into
it) so that next hero who loads the bones will get her welcome message the
first time that room is entered.
Other special rooms could be fixed up too, provided that they're
sufficiently intact (stealthy hero might enter and get the one-time message
then run away and die elsewhere on the level; at present, next hero won't
get the room's entry message) but this doesn't attempt to deal with that.
The wizard mode sequence
load bones? y, unlink bones? y, die, save bones? y
works, but
load bones? y, unlink bones? n, die, save bones? y, replace old bones? y
fails if/when external compression is in use. The file gets uncompressed
before being opened to check its existence, then immediately closed, and
re-compressed, changing the file's name, before the deletion attempt takes
place. Then delete_bonesfile() can't find it via the uncompressed name
and the bones saving code reports "cannot unlink old bones".
The code involved doesn't seem to have changed since the current cvs
repository was set up, so this bug has gone unnoticed for a long time.
There's no reason this fix shouldn't go into the branch too, other than the
fact that I don't have that checked out on this machine. If someone wants
to apply it there, be my guest (and move the fixes entry to fixes34.4).
[See cvs log for include/rm.h or doc/window.doc for more complete description.]
Attach hero info, death reason, and date+time to a level that's being saved
as bones. Read such data back when loading a bones file, then treat it as
part of that level for the rest of the game. Dying on a loaded bones file
will chain the new hero+death+date to previous one(s) if new bones get saved.
outrip() now takes an extra argument of type time_t, and interface-specific
implementations of this routine need to be updated to handle that.
From a bug report, receiving the
message "Your body rises from the dead as an <undead>..." gives away
the fact that bones are being created (and its absence when applicable
undead kills the hero gives away the fact that bones aren't being
created). Not very interesting for single player installations where
5-10 seconds later the player is going to check the playground for new
files, but matters on multi-user installations where players don't have
access to the directory and sometimes race each other to juicy bones,
such as nethack.alt.org.
At the end of disclosure, give the message whether bones are being
saved or not (for cases where it would have happened when bones are
created). Player won't know whether new bones are becoming available.
Also, prevent risen undead-from-hero from being given random monster
inventory, but explicitly give mummy-from-hero a mummy wrapping if the
hero isn't already carrying one. It will end up being worn; that's
the only armor mummies are allowed to put on.
The dungeon_overview bits in the rm structure were being
clobbered by a run-length encoding save/restore because
they weren't taken into consideration.
This patch pulls that data out of the rm structure completely.
It also adjusts the run-length encoding checks to take the
candig bit into consideration and adds a comment to rm.h
reminding people to make run-length encoding adjustments
in save.c for any new bits that get added.
It's possible for the player to put escape sequences into strings via
dogname/catname/fruit options (or probably interactively by using "\233"
instead of "\033["--the two character 7-bit version wouldn't work because
its leading ESC gets treated as player's request to abort current input,
but the 8-bit version probably works, I just can't test it because I don't
know how to type such things with this terminal emulator). Such sequences
can do funny things like clear the screen and say "game over" (or worse
with creative abuse of some terminals' "answer back" capability--when
reproducing the reported situation, I kept things simple and had my dog's
name underlined and fruit name blinking; they displayed correctly but
nethack was confused about how long they were since it doesn't expect to
be given characters which don't advance the cursor). This fix still lets
users experiment with such stuff during their own games, but it replaces
suspect characters while loading bones data, so if one player creates a
bones file with suspect strings in it, another can--I hope--be able to
use that file safely.
Monster and object names, engravings, and named fruits are handled.
For the last, if uncensored string matches one already present then it
leaves that alone, so bones data created with same OPTIONS=fruit:whatever
as being used in the current game will continue to keep the same value.
New hero would remember part of old one's terrain discoveries (such
as presence of fountains) for bones levels. Also, some topology changes
(such as fountain destruction) can be detected by touch while blinded but
dungeon overview continued to remember the old feature. Post-3.4.3 code.
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.
Dying at a shop doorway, or at the free spot one step in, while not
owing the shopkeeper anything would yield "<shk> gratefully inherites all
your possessions" but leave those possesions where the next hero could
just pick them up for free. Move them all the way inside the shop, as
happens when the hero dies while owing the shk. Also, if hero has gold
left after shopkeeper takes any payment owed, force it to go into shk's
inventory instead of having it end up in the pile of other stuff.
finish_paybill() duplicated much of drop_upon_death(), but not the
two-weapon hack to avoid curse() causing hero's secondary weapon to be
dropped while in the midst of removing it from inventory (but unlike the
old 3.4.1 panic for that, this one just triggered a warning about nonzero
worn mask). It also lacked the named fruit fixup, whatever that does.
Make finish_paybill() call drop_upon_death() instead of copying it.
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).
This patch by <email deleted> was released
when 3.4.1 was current and has been incorporated into slash'em. It is
extremely useful while using ranged weapons. When both autopickup and
pickup_thrown are enabled, walking across previously thrown objects will
pick them up even if they don't match the current pickup_types list.
[See cvs log for patchlevel.h for longer description.]
There were routines that were passed the
object name as an argument. Before the oextra
patch, ONAME() always returned a valid pointer
to a location within the obj struct. The oextra
patch worked around those cases by
using a temporary variable that was either set
to ONAME (if the obj passed the has_oname() test),
or to "" (pointer to an empty string) if no name was
present.
Since that might be a common thing to do, provide
the safe_oname() routine that you can use as a
function parameter without having to worry about
about whether ONAME(obj) is valid, and without
the need for the temporary variable.
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.
The logic in cant_revive() was a little off, so reviving a unique
corpse or statue on a bones level would recreate that unique monster instead
of making a doppelganger who's imitating it. Fixing that was simple but had
the unintended side-effect of making it impossible to deliberately create
unique monsters with ^G in wizard mode. So create_particular() has been
modified to let the user override the zombie or doppelganger conversion.
And then when not overriding, shapechangers took on random appearance, so
this also changes create_particular() to override shape changing. And that
has the side-effect of making chameleons or vampires start out as themselves
instead of as random critters or bats/fog clouds. [Better stop now! :-]
resetobjs() also needed to have extra corpse handling when saving bones
because the fix for revival wouldn't prevent you from turning to stone by
eating apparent-Medusa's corpse. Statues of uniques and corpses of special
humans like vault guards and shopkeepers didn't need anything extra; they
can retain original form until an attempt at revival is tried.
I'm not going to try to adapt this for 3.4.4.
o Add support for zlib compression via ZLIB_COMP in config.h (ZLIB_COMP
and COMPRESS are mutually exclusive).
o rlecomp and zerocomp are run time options available if RLECOMP and
ZEROCOMP are defined, but not turned on by default if either COMPRESS
or ZLIB_COMP are defined.
o Add information to the save file about internal compression options
used when writing the save file, particularly rlecomp and zerocomp
support.
o Automatically adjust rlecomp and zerocomp (if support compiled in)
when reading in an existing savefile that was saved with those options
turned on. Still allows writing out of savefile in preferred format.
o In order to support zlib and not conflict with compress and uncompress
routines there, the NetHack internal functions were changed to
nh_uncompress and nh_compress as done in the zlib contribution received
in 1999 from <Someone>.
I tagged the sources NETHACK_3_5_0_PREZLIB prior to applying these
changes.