Commit Graph

2417 Commits

Author SHA1 Message Date
arromdee
2cf8261159 Minor cockatrice fix
PS: Why do we have duplicate fixes__._ files in the branches, since by
definition the same file would have to stay the same in any branch?
2011-12-18 05:16:36 +00:00
nethack.rankin
f0f620cad2 more getpos() reversal (trunk only)
There was a second instance of curs()+flush_screen() that had the
calls swapped 5.5 years ago and is being restored to 3.4.3 state here.

     It turns out that swapping the other instance of those two calls
didn't help with the original problem (^R during getpos() redrew the
screen but left the cursor at the end of the 2nd status line) at all.
Only adding the pline() call after docrt() fixed it.  pline() calls
flush_screen(1) which ultimately puts the cursor back on the hero.  I
still don't understand why curs(WIN_MAP,x,y)+flush_screen(0) leaves it
on the status line instead of at the specified map coordinates.  That
must be a bug in the tty code somewhere.
2011-12-12 22:50:21 +00:00
nethack.rankin
4e5f74a074 getpos fix (trunk only)
This ought to fix the problem excountered by Ken, where the cursor
wasn't at the spot '/y' was reporting on.  This reverses part of a change
from May, 2005.  I still don't understand the original behavior, which
was that docrt() for ^R followed by positioning the cursor at a specific
map coordinate and calling flush_screen() was leaving the cursor at the
end of the second status line.  Reversing flush_screen and curs(WIN_MAP)
made it work for tty but screwed up X11.  It turns out that including
pline("Move cursor to %s:") *also* makes things work as intended, so that
the flush/position hack wasn't necessary once that other change went in
(same 2005 patch, but the cursor hack was implemented first at that time;
once this reversal is in place, commenting out the pline() does bring the
odd behavior for tty back).
2011-12-12 02:19:19 +00:00
arromdee
42caf48a1d Wizard-mode fruit information should not be conditional on the gods not
being angry.
2011-12-12 02:13:21 +00:00
arromdee
a0c6e6ef3f Check for 100 fruits *after* checking to see if we can reuse a fruit name
that never had any fruits created.
2011-12-12 02:07:43 +00:00
arromdee
2a2e2b299e I haven't been active in the past decade, but here's a small patch. Main
branch only.  This adds a check when setting a new fruit so that if no fruits
have been created since the last time the option has been set, the current
fruit is overwritten.  Result: the user cannot repeatedly set the fruit
option and overflow the maximum fruit number.
2011-12-11 18:11:29 +00:00
nethack.rankin
eaf3819bc2 expanded #terrain command (trunk only; 2nd try...)
Change the post-3.4.3 extended command "#terrain" so that it can be
used in normal play rather than just in wizard mode.  It's inspired by
a command in 'crawl' that lets you view the bare map without monsters,
objects, and traps so that you can see the floor at locations which have
been covered up by those things.

normal play
      redraw map to show the known portion of it without displaying
   monsters, objects, or traps; after player responds to --More--, the
   map returns to normal.

explore mode
      put up a menu so player can choose between the known portion of
   the map as above or the full map.  If the level isn't fully explored
   then the latter provides information to the player that he hasn't
   earned yet, but the _hero_ doesn't learn anything and after --More--
   the map reverts to what it showed before.  (In other words, unlike
   with magic mapping, the unknown portion doesn't become known.)

wizard mode
      put up a menu so player can choose among four alternatives:  the
   two above, the text representation of the map's internal levl[][].typ
   codes, or a legend explaining those codes.  (Originally, I wanted to
   be able to toggle back and forth between these last two, but looking
   at one and dismissing it, then reissuing #terrain to look at the
   other is much simpler to implement and is good enough.)
2011-12-05 09:39:19 +00:00
nethack.rankin
7c68beae81 patch cleanup (trunk only)
My #terrain patch had a typo on the command line and was going
to include doc/fixes35.0 as the log text for a half-dozen files.  I
aborted the commit but most of them had already made it into the cvs
repository.  This reverts those changes so that the entire patch can
be re-comitted with the right log text.  Ugh...
2011-12-05 09:36:21 +00:00
nethack.rankin
d11e4daf27 oops [all of fixes35.0 as log text] 2011-12-05 09:16:07 +00:00
nethack.rankin
73a934f6f6 mimics vs DUNGEON_OVERVIEW (trunk only)
Noticed while looking into whether I could use DUNGEON_OVERVIEW data
for something useful, it was recording accurate terrain type for locations
covered by mimics who were mimicking furniture (such as stairs or altars).
Hero should remember the fake terrain rather than whatever is actually
underneath the mimic.

     No fixes entry; user-contributed DUNGEON_OVERVIEW is post-3.4.3 code.
2011-12-05 03:17:36 +00:00
nethack.rankin
bf7c2872b1 WA_VERBOSE
Some old wall display debugging code which gets enabled when
WA_VERBOSE is defined was missing the three terrain types (tree, iron
bars, grave) added way back in 3.3.0.  It's extermely unlikely that
anyone other than Dean might actually ever be impacted by this....

     This compiles with WA_VERBOSE enabled but is otherwise untested.
I haven't bothered with a fixes entry.
2011-12-01 03:55:14 +00:00
nethack.rankin
e055b2820e hangup vs u.uinwater again (trunk only)
Redo the fix that prevents hangup from putting hero on top of water
if it occurs during magic mapping or object/gold/trap detection.  Instead
of copying u.uinwater into another field in struct u so that it can be
reset during restore, copy it into a new field in struct iflags and reset
it during save so that no fixup upon restore is needed.
2011-11-30 18:52:28 +00:00
nethack.rankin
e072ebd3fa mapping/detection hangup handling (trunk only)
Noticed while looking at the magic mapping code:  u.uinwater is
cleared during mapping and detection so that map updating isn't suppressed
due to underwater vision restrictions, and it was possible for a hangup
save to take place before that state field was reset.  After restore, the
hero would end up standing on water, then fall in on the next turn.  This
saves it in struct `u' rather than in a local variable, so that the stored
value is accessible during restore.

     The u.uburied flag was being ignored, but presumeably it would also
impose severe vision restrictions if it ever gets implemented, so it is
now saved, temporarily cleared, and restored along with u.uinwater during
monster/object/gold/trap detection and magic mapping.
2011-11-29 03:28:07 +00:00
nethack.rankin
fdf037a89f autosearch while blind (trunk only)
From a bug report, he was running blind while wielding scissors--
I mean Excalibur--and stopped for no apparent reason.  The autosearch
capability conferred by that artifact (also by ring of searching, or for
some roles or races once they reach a particular level) had found a secret
door and changed it into a normal door, but since he couldn't see at the
time his map display wasn't updated to show that.  This makes the map show
such things even if blind, and also gives a message that the search found
something.
2011-11-24 00:13:24 +00:00
keni
1ce2514014 add EROFS case to lock_file()
From an old email: perhaps this will help users with "run from distro"
issues.
2011-11-16 16:20:45 +00:00
keni
d58ea40750 more warnings just to test postcommit.pl 2011-11-15 02:32:26 +00:00
keni
6205188c36 whack some compiler warnings to test updated postcommit.pl 2011-11-15 02:14:39 +00:00
nethack.rankin
3337f05af8 shop feedback ("gold piecess") (trunk only)
From a bug report, dropping and selling a container that had some things owned
by the hero and some already owned by the shop, you could get "You sold
some items inside <a container> for N gold piecess."  Shop handing for
containers has been changed significantly since 3.4.3, but the typo
"pieces" that then optionally gets plural "s" appended was still there.

     While testing the trivial fix, I noticed suboptional feedback in the
prompt about selling.  For a container owned by the shop, it said "items"
even when there was just one hero owned item inside.  Fortunately this
potentinal can of worns only seemed to have one tiny weeny worm in it....

     The revised version of count_buc() that I've had laying around for
a while is also included.

     The fixes entry is for "piecess", not escaped/captured/exterminated
worms, and goes into fixes34.4 despite this patch being labeled "trunk
only".  Separate patch for trunk to follow.
2011-10-27 02:24:54 +00:00
nethack.rankin
98cb2eda54 still more levitation blocking (trunk only)
Removing ring or boots of levitation while stuck in solid rock was
silent as intended, but timeout of potion or spell said "you float gently
to the ground" even though there's no actual movement.

     Using '>' command while in solid rock said "you can't go down here"
without attempting to toggle off controlled levitation.
2011-10-23 00:37:55 +00:00
nethack.rankin
282f8e8e70 refine blocked levitation/flight (trunk only)
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.
2011-10-22 23:26:17 +00:00
nethack.rankin
897d527837 fix #2495 - light vs gremlins (trunk only)
From a bug report, flashing yourself
with a camera while in gremlin form blinded as with any other form, but
didn't inflict any damage the way that flashing a monster gremlin does.
This fixes that, and also makes light from wand/scroll/spell that hits
you-as-gremlin or monster gremlins do 1d5 damage too.  It happens even
if the target is already in a lit spot, but doesn't continue afterwards:
simply being in a lit spot doesn't cause any damage, nor does lamp light.
2011-10-17 01:32:23 +00:00
nethack.rankin
f48de2f336 fix #2242 and #2292 - levitation exceptions (trunk only)
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.
2011-10-15 03:00:45 +00:00
nethack.rankin
30b3e5a2ea more vault guard (trunk only)
Fix several obscure bugs that can happen when a guard leads someone
out of a vault:
1) non-pit traps created in the temporary corridor would persist inside
   solid rock after the corridor was removed (pits dug by the hero were
   explicitly removed but several other trap types are possible);
2) lighting the corridor with scroll/wand/spell left the affected spots
   flagged as lit after they reverted to rock; tunneling through that
   area, either by digging or by teleporting back to the vault and having
   another guard appear, unearthed lit corridor there;
3) if you became encased in solid rock because you were in the temporary
   corridor when it was removed (which will happen if the guard is killed
   while you're in his corridor), you were only told so if you saw part of
   it revert to rock; when blind, you simply found yourself unable to move;
4) dragging an iron ball in the temporary corridor could result in part
   of that corridor becoming permanent if the guard was killed; in 3.4.3,
   it would only occur if the cause of death took away all the guard's
   hit points (which happens for most but not all deaths); in development
   code after my recent patch, that would be every cause of death.
#4 could also yield "dmonsfree: <N+1> removed doesn't match <N> pending"
warning in 3.4.3 when the fmon list was scanned and a guard at <0,0> with
no hit points was found but hadn't passed through to the end of mondead()
and m_detach().  The previous patch fixed that, I think/hope.  Most guard
deaths won't trigger that; grddead() moves the guard to <0,0> but then
removes the temp corridor on its second try, returns true, and mondead()
finishes normally.
2011-10-13 00:31:13 +00:00
keni
4e5e720334 display version and build info at startup (trunk only)
Tested on the unix port; I've updated as many other ports as I can figure
out but they're not tested.  See window.doc for info on the changed banner
lines.  Also adds the ability to override the generic "Unix" port - used now to get
"MacOSX" into the version line instead of "Unix" (so we don't scare people who don't
know what's going on).
2011-10-11 02:37:31 +00:00
nethack.rankin
bd172eb167 vault guard bug: dropping minvent at <0,0> (trunk only)
From the newsgroup:  after killing a vault guard on a level where
every object had been removed or was held by the hero, object detection
gave feedback about finding something but was unable to show anything.
It was finding the dead guard's inventory at <0,0>, a part of the map
which never gets shown.  A dying guard is sent to that location instead
of being killed and deleted, because the data for his temporary corridor
to/from the vault is kept in the egd structure attached to him.  That's
somewhat obscure but works; dying guards just need to drop inventory
before being transfered there rather than after.

     Depending upon how they're killed, it's possible that the umpteen
places in the code that loop over fmon might have been processing them
as if still in play.  This sets their mhp to 0 so such loops will ignore
them, and teaches dmonsfree() not to release them.  Once the temporary
corridor has been removed, their isgd flag is cleared and they become
ordinary dead monsters and get deleted from the fmon list the next time
it's purged.

     This also lets you throw gold to/at the guard when he tells you to
drop it.  He already would catch it, but now he won't treat the throw as
an attack.  Any gold he carries will eventually disappear when he does,
so dropping it remains a better option for the player.
2011-10-09 02:13:01 +00:00
nethack.rankin
ae01610f0d dungeon ceiling (trunk only)
The ceiling on the Plane of Water is always "water above", not "sky"
when inside air bubbles and "water's surface" when outside.  Also, support
throwing things upwards on the planes of air and water and when underwater
instead of silently dropping the missile in such cases.

     This is mainly groundwork for a tangential bit of a forthcoming
levitation fix.
2011-10-04 01:13:59 +00:00
nethack.rankin
1e63a64a4e more wishing assistance (trunk only)
It's possible to ask for help on the first wish attempt, even though
the prompt hasn't been adjusted to mention that yet, so the one message
which is composed dynamically needs to have its phrasing tweaked a bit
more if the user happens to do that.

     Also, allow help to be requested even when the cmdassist option is
toggled off.  Now that option just controls whether the prompt string is
augmented for retry attempts.
2011-10-03 01:16:05 +00:00
cohrs
12d0bd9057 /home/cohrs/msg 2011-10-02 21:27:24 +00:00
nethack.rankin
c3d9fe0152 wishing assistance (trunk only)
Flesh out the wishing help which becomes available if you give an
unrecognized response to the "for what do you wish?" prompt.  It was
quite terse and is now very mildly spoily instead.
2011-10-02 04:02:48 +00:00
nethack.rankin
c980cf55e0 wishing for "<foo> of <bar> abilities" (trunk only)
Wishing for "{gain,restore,sustain} abilities" works since
makesingular() changes it to "* ability", but a post-3.4.3 change to
makesingular() caused "potion(s) of {gain,restore} abilities" and
"ring of sustain abilities" to fail to match the name, then yield a
random potion or ring.  If there turn out to be many other similar
situations, makesingular()'s behavior for "foo(s) of bars" may need
to revert.  For now, handle "* of * abilities" as a special case.
2011-10-02 03:55:03 +00:00
nethack.rankin
b5224ab2d0 hobbit tidbit (trunk only)
While testing the need-hands-to-open-tins patch, I tried to polyself
into a halfling and failed.  Add it to the monster name lookup routine as
a variant spelling for hobbit.
2011-10-02 02:18:54 +00:00
nethack.rankin
1e65061989 eating tins while poly'd (trunk only)
While testing something, I noticed that I could eat a tin (off the
floor) while polymorphed into a bat.  The code to check whether the hero
could open a tin was testing for limbs, so winged critters passed.  Now
it requires hands instead of limbs, and also that the current form be big
enough to be capable of wielding something (even though you don't need to
be wielding anything to open a tin).

     This means that a hero poly'd into a dog or cat will no longer be
able to serve him-/herself dinner from a tin....
2011-10-02 01:50:23 +00:00
nethack.rankin
84f02bd336 intrinsics revamp (trunk only)
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.
2011-10-01 00:25:57 +00:00
nethack.rankin
2ba506b385 version feedback (trunk only)
Show the 'v' output (full version number plus build date-time) as
the first line of '#version' output (build time configuration settings).
It isn't simple to do that when generating dat/options (there's some
port-specific tweaking going), so do it at run-time by processing that
file one line at a time instead of passing it through a pager routine.

     This also inserts an "About NetHack" entry as the first choice in
the menu for '?', the way that most Windows programs have interactive
help organized.  Picking that gives the same output as using #version.

'make depend' manually updated for Unix and VMS (add dlb.h to version.*).
2011-09-23 07:33:18 +00:00
nethack.rankin
ddf5aced48 fix W343-7 - strange topten output on Windows
Move the toptenwin option from flags to iflags to keep it out of
save files, thus preventing odd behavior from win32 (nethackW.exe) when
restoring and finishing games started and saved with tty (nethack.exe).
[See cvs log entry for flag.h for more complete explanation.]
2011-09-19 03:10:01 +00:00
nethack.rankin
16e81690e3 new command '`' to show discoveries for one class (trunk only)
Use the grave accent (back tick) character as the keystroke for a
new command which prompts for an object class and then shows a subset of
the discovered objects list covering just the selected class.  Similar
to the 'I' variant of 'i' for viewing inventory, and mainly useful once
the '\' discoveries list has grown long.
2011-09-15 04:16:29 +00:00
nethack.rankin
b42cc3bdb0 #H2441 - Snow White (trunk only)
<email deleted> suggested that eating a cursed apple
give a Snow White reference.  The apple eaten by Snow White is described
as poisoned, but cursed seems close enough.  Fall asleep for 20..30 turns
if you eat a cursed apple when you lack sleep resistance.
2011-09-04 21:59:51 +00:00
nethack.rankin
8dfb62a9d6 jabberwock hands
Revert a change from five weeks ago which added M1_NOHANDS to the
jabberwock definition.  The jabberwock illustration from Lewis Carroll's
_Through_the_Looking_Glass_ depicts one with its forelegs held like arms
and the forefeet look like clutching hands.  Enormous hands, but
nethack's one-size-fits-all object model means they can manipulate things
just like anybody else's hands.
2011-09-02 21:44:09 +00:00
nethack.rankin
17ba5651fa PANICTRACE on VMS (trunk only)
The preliminary implementation of PANICTRACE on VMS had a "Fixme"
that this fixes, and a "TODO" that this makes moot, but the main reason
for this patch is that vmsmisc.c had been changed to call vms_define(),
which resides in vmsunix.c.  Since vmsmisc.obj is linked into progarms
in util/ and vmsunix.obj isn't, enabling PANICTRACE caused linking
problems for those.  This moves the code that wants to call vms_define()
into vmsunix.c (despite the fact that it's not even vaguely related to
Unix emulation), so that it only matters to nethack and doesn't impact
the utility programs anymore.

     This uses a VMS facility called LIB$INITIALIZE to call code before
main() starts.  It's rather messy--at least when written in something
other than assembler or Bliss--and shouldn't be needed for nethack,
but I couldn't figure out how to trap the condition signalled by
lib$signal(SS$_DEBUG) when the debugger isn't available to do so, so I
needed a way to make issuing that signal be conditional upon debugger
availability.  One of the arguments passed to LIB$INITIALIZE-invoked
routines contains information that makes if feasible to deduce whether
the debugger is available.

     Even when PANICTRACE is disabled, that's useful for handling abort
due to panic while in running in wizard mode.
2011-09-01 01:47:00 +00:00
nethack.rankin
d592b9c4ae sokoban completion (trunk only)
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.
2011-08-30 22:13:27 +00:00
nethack.rankin
c7a867ec78 probably fix teleport display bug (trunk only)
This might fix the following buglist entry
|Teleporting while using tiles may place you one tile beyond the edge of
|the display screen, and place the crosshair on empty space.

     Various bits of code, including teleport, are assigning directly to
u.ux,u.uy instead of calling u_on_newpos().  It wouldn't be an issue for
small tiles where the whole map fits on the screen, but it probably is for
bigger ones where clipping is in operation.  Using u_on_newpos() adjusts
the clipped map right away but changing u.ux,u.uy directly won't do so
until control returns to moveloop() and it eventually calls cliparound().
Usually the hero's position only changes by one column and/or row, hence
stays within the clipping margin, but that's not the case for teleport
nor for hurtling (throwing recoil while levitating, &c).

     Perhaps all the places that assign u.ux,uy should call u_on_newpos()
instead?  Most--all?--of them aren't updating u.usteed->mx,my, but I
guess that monster's coordinates don't matter since it isn't placed on
the map.
2011-08-29 01:36:48 +00:00
nethack.rankin
0acaa9bc1b wishing tweak: detect X vs X detection (trunk only)
Allow wishing for a "potion of detect objects" to generate a
"potion of object detection", or for a "spellbook of monster detection"
to generate a "spellbook of detect monsters".

     To get a spellbook you'll need to explicitly specify "spellbook"
even when using a name that's unique to books:  asking for "detect food"
will yield a "scroll of food detection" rather than "spellbook of detect
food" because it finds potions and scrolls first.  [That's nothing new
for the case where a spellbook and potion or scroll have the same name,
only new behavior for "detect X" vs "X detection" matches.]

     Wishing for "detect food" used to yield a random food item rather
than a "spellbook of detect food".  That's fixed now, although as
mentioned above it will actually produce a "scroll of food detection".
2011-08-28 20:47:56 +00:00
nethack.rankin
67f3a26e52 shopkeeper inheriting hero's possessions (trunk only)
Fix one of the issues noticed while investigating the report of a
shopkeeper sighing when a hero died without owing anything.  If the death
takes place outside of any shop on a level with multiple shopkeepers, the
first one in the fmon list would be the one who had access to the dying
hero's inventory, even if nothing was owed to that one and something was
owed to another shopkeeper.  Now the one who is owed gets first chance to
take the hero's possessions.

     When dying inside a shop, the keeper of that shop takes control of
the possessions regardless of whether he or anyone else is owed anything.
That hasn't changed, except that if the hero is simutaneoulsy inside
multiple shops (within a wall spot shared by two or more shops) and owes
money to one of them, the one who is owed will take his inventory even if
the other shk is found first.

     This doesn't include any changes to feedback given when the hero dies
in the presence of shopkeepers.
2011-08-28 02:11:12 +00:00
nethack.rankin
4aaf41de10 fix #H2428 - cockatrice nests filled with giant ant statues (trunk only)
From a bug report, if the high scores file
is brand new (empty), statues placed in a cockatrice nest (special room)
end up all being giant ant statues.  Statue creation for that room
suppresses object initialization (to prevent the statues from containing
spellbooks), so statue type is left as 0 by mkobj(), then when 'record'
is empty it never gets overridden with a role value as intended.

     This forces obj->corpsenm to be initialized as NON_PM instead of 0
by default, then overrides that for corpses, statues, and figurines even
when mkobj()'s caller requests that initialization be suppressed.  So if
'record' is empty, there will be a sensible fallback statue type.

     obj->corpsenm is overloaded for leashes ('leashmon', mon->m_id),
potions ('fromsink', fountain quaff hack), spellbooks ('spestudied', the
number of times the book has been read), and loadstones (corpsenm hack to
handle singular vs plural for "you can't let go of that/those" message).
If there are any other hidden corpsenm overloads, they may behave
strangely now that corpsenm is defaulting to -1 instead of 0....
2011-08-24 08:17:33 +00:00
nethack.rankin
cebd694c0c wizard mode wishing for traps (trunk only)
Change the way wishing for bear traps in wizard mode is handled so
that spelling of "bear trap" vs "beartrap" doesn't affect the result.
Land mine doesn't have a similar spelling variation, so it already had to
be handled differently (if you wanted an armed trap, you needed to append
something--anything--such that it didn't match the object name).  Now
they're consistent with each other.  By default, you'll get an object
regardless of whether you include a space inside the name, and you'll
need to specify a prefix ("trapped") or a suffix ("trap"--actually,
anything other than "object") to get an armed trap placed on the ground.

  "bear trap", "beartrap", "untrapped bear[ ]trap", "bear[ ]trap object"
will yield the disarmed object,

  "trapped bear[ ]trap", "bear[ ]trap trap", "bear[ ]trap<anything else>"
will yield an armed trap.

  "land mine" works the same way, treating the embedded space as optional
even though both object and trap include it.
2011-08-21 00:55:06 +00:00
nethack.rankin
8f07e5ee39 fix #H2397 - "<Mon> turns to flee" when paralyzed (trunk only)
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).
2011-08-20 00:22:20 +00:00
nethack.rankin
612755bfb5 escapes() revamp
Partial rewrite of escapes(), mostly changing its if-then-else
logic so that end-of-string can be checked once instead for each case.
The previous version had a bug if the input string ended with backslash
and one decimal digit (due to being lumped together with the handling
for trailing \X or \O).
2011-08-04 02:41:44 +00:00
nethack.rankin
50e12a87aa fix exploitable security bug in options processing
From a bug report, the function escapes(),
which is used during options parsing for various options that accept
string values, is given user-controlled input that could end with a
backslash or caret (or two character "\M").  Such a malformed escape
sequence would make it consume the input's end-of-string character and
then keep processing whatever followed.  That meant that it could
generate more data than its output buffer was prepared to hold, making
nethack be vulnerable to stack overflow issues.

     His example that was supposed to clobber the stack didn't trigger
any trouble for me, and I didn't bother trying the second one that can
allegedly cause the Win32 binary to run another program.  But the bug
itself is clearly real.
2011-08-03 12:42:12 +00:00
nethack.rankin
28ab93325e Sleeping vs Sleepy (trunk only)
While looking at fixing the mfrozen issue for monsters (there's no
way to tell whether it's been caused by sleep or paralysis, necessitating
that some messages be vague or suppressed when actions impact monsters
who can't move), I noticed a drawbridge bug for the hero.  It was using
the misleadingly named Sleeping intrinsic incorrectly.  When that is
nonzero, the hero is prone to falling asleep at random intervals, not
necessarily asleep right now.  I've always intended to rename it to
something that's not misleading, but hadn't ever gotten around to doing
so, until now:  change the SLEEPING property to SLEEPY and the Sleeping
intrinsic/attribute to Sleepy.

     This may be moot for the drawbridge.  I can't remember any hero ever
jumping to safety instead of being crushed by either the bridge or its
portcullis, and I'm sure sleepiness hasn't been a factor.  So I haven't
included any fixes entry about misusing Sleeping when it meant u.usleep
(or better yet, unconscious(); or even better, Unaware [a post-3.4.3
pseudo-property that tests both unconscious() and fainted() when checking
whether hero is incapacitated]).
2011-07-28 04:00:21 +00:00
nethack.rankin
164f498a41 mark jabberwocks as M1_NOHANDS
Jabberwocks are flagged as animals hence won't use items, or else
this would have been obvious long ago.  They weren't flagged as no-hands,
so a hero in their form could wear gloves and/or wield a weapon (or a
cockatrice corpse, whose ineffectiveness when used with a claw attack
which followed a bite attack led to the discovery of this oversight).
I'm not sure what a jabberwock ultimately looks like, but am pretty sure
that it shouldn't have usable hands, particularly ones which are only
usable by a poly'd hero and not by jabberwock monsters.
2011-07-26 01:37:53 +00:00