Seven year old suggestion was to have a killer bee eat royal jelly if
there was no queen around, then after a short delay it would become a
queen. This does that, with "no queen around" being "no queen bee on
current dungeon level" and the transformation happening immediately
with the "short delay" taking place after.
Pet killer bees will target nearby royal jelly if there's no queen,
hostile killer bees will only eat it if they happen to walk on the
same spot as one. Both types accept either tame or hostile queen bee
as an existing queen.
Killer bees eating royal jelly will drop dead if queen bees have been
genocided, and aren't smart enough to avoid the instinct to eat such
if/when that happens to be the situation.
Another one from 6.5 years ago, identifying a type of gem should give
a new price for any unpaid gems of that type and adjust shopping bill
accordingly. Report was for rubbing with touchstone and learning
worthless glass with price not changing until the learned 'gem' was
dropped. Fix works for that and also other forms of identification
(and for amnesia, raising prices of forgotten gems); no dropping is
required for the price to change.
Theoretically could apply to any type of item, but prices of gems are
by far the most sensitive to whether or not they're identified.
When testing the change to the Eyes of the Overworld wording and asking
for information about inventory item
k - a pair of lenses named The Eyes of the Overworld
I got "I don't have any information on those things". Not because that
item wasn't identified, but because the lookup was for "pair of lenses"
(finding nothing) and then for "The Eyes of the Overworld" (and not
finding it due to "The" which is stripped from the first attempt but
wasn't from the second nor present in the data.base key).
The phrasing of the data.base entry for the Eyes of the Overworld
reads as if it is continuing some passage in a reference book, but
that comes off strange when using '/' to see it. Rephrase it.
data.base could stand to have an entry for 'lenses'....
The Unix Makefile.{src,utl} use the compiler name 'gcc' by default on
OSX, and that invokes clang which defines __GNUC__ to deal with gcc
extensions. But when invoked via the Xcode IDE, it evidently uses its
own name instead, and wasn't defining __GNUC__. tradstdc.h started
down the road of duplicating gcc features; switch to pretending to be
gcc instead.
Another one from nearly 7 years ago. Hero kicked embedded gold out
of a wall while following the guard away from the vault and got
"The guard calms down and picks up the gold."
and player thought it was odd because the guard was peaceful. It is
odd, but guards have an agitation state (0..7) when peaceful and it
is always non-zero when this event occurs. Suppress the "calms down"
part unless the agitation is close to making the guard turn hostile.
[Agitation is set to 5 after that event, so it isn't very calming.]
Also, the guard was picking up gold from underneath the hero while
two steps away. Move him adjacent (although it doesn't knock other
monsters out of the way if there's no room) prior to the message,
then back again after. That's how if works for gold that's not at
the guard's location and not at the hero's location, although that
case does knock another monster out of the way if one is on the gold.
Fixes#169
Monsters should not be afraid of stepping on the vibrating square
since it's only a trap for display purposes. [Perhaps they should
deliberately avoid it if the hero hasn't seen it yet, but I didn't
implement that.]
"You see a strange vibration beneath <mon's> <parts>." was strange
when <parts> was a wolf's "rear paws" or horse's "rear hooves"--was
the vibration magically skipping the front ones? And it sounded
naughty when it was a snake's "rear regions". If the creature has no
limbs or is floating or flying, just say "beneath <mon>"; otherwise,
if the part is "rear <something>", omit "rear ".
The message was weird in another way. Caller removes the monster
from it's old location and places it on the new one, calls newsym()
for the old location to show lack of monster, but then calls mintrap()
before newsym() for monster's new location (the trap's location). If
pline messages cause buffered map output to be flushed, the monster
will be missing during the time the messages are delivered. I fixed
that for vibrating square [seetrap()->newsym() before pline() rather
than after] but it should probably be fixed in the caller instead.
Windows build was actually only using a single function
in there, so just add a similar function to sys/winnt/winnt.c
and eliminate the need for including sys/share/pcsys.c in
the build.
Another 6.5 year old report. This one from Steven Melenchuk told
how to reproduce C343-23 which is still open on our 'known bugs'
page. (I've no idea whether the original bug report came through
the contact page, and if so, what its assigned number was.)
I didn't try to solve this one, I just confirmed that it could be
reproduced and took the fix from grunthack at github. He didn't
menion a fix at the time but implemented one before abandoing his
variant. (Others kept it going afterwards; fix was during his time.)
The overflow occurred when the guard couldn't figure out where to
move to next and just repeatedly 'moved' to his current location
until the maximum number of fake corridor spots was used up. The
fix detects not knowing where to go next and explicitly choosing a
new destination.
Original problem could be reproduced by teleporting into the vault,
digging out a wall and two spaces of stone in a straight line, then
going back into the vault to wait for a guard. When he shows up:
answer, drop gold, follow. If the guard's path walks through both
dug spaces, he will stop waiting for the hero. But hero is in
between the guard and the gap in the vault wall and can't advance;
guard has reached a persistent corridor so doesn't know where to go
next. Have hero wait for 125-ish more turns and then game panicks.
The code was 3.4.3 vintage so needed thorough reformatting, but not
any actual changes (unless I've overlooked something).
Casting to (void) to discard a function return value doesn't satisfy
gcc's -Wunused-result (which we aren't enabling but is apparently
being activated for particular functions by glibc header files). Turn
it into a no-op to suppress three dozen warnings from Travis builds.
Static analysis notices that
if (physical_damage)
tmp = Maybe_Half_Phys(tmp);
will never pass the test because all code paths leading to it set
'physical_damage' to False. Instead of getting rid of it, add a fake
case that leaves that True.
Another item from static analysis. If an internal error ever caused
the "bad do_look buffer" warning from checkfile(), open file 'data'
would not be closed. (The bug in checkfile()'s caller which prompted
that check was fixed long go.)
An alternate fix would be to move the input buffer check to before
the file is opened, but verifying the file first seems worthwhile.
From Jessie's old static analysis report. 'prezero' was used in 3.4.3
when processing a count for 'multi', but count handling is now done in
a separate routine and 'prezero' in parse() never changes value, so
get rid of it.
Fix a few typos, reword a couple of entries describing the bug rather
than its fix to use past tense, move a couple of entries to be adjacent
to closely related entries (there's a lot of scope for more of that...)
and remove a bunch of trailing spaces.
[fixes36.2 starts with a header line but the tags on it aren't being
substituted.]
Another bug from seven years ago, sent directly to devteam so no #H
number. Report stated that throwing recoil could move a levitating
hero diagonally through a shop's doorway to exit it. If the thrown
item was unpaid, it remained unpaid after landing on shop's floor
and was an unlisted item on shop's bill. Moving diagonally out the
door seems to have been fixed, but the same effect still occurred
if you were far enough from the door to have the shopkeeper vacate
his door-blocking spot and throwing recoil took hero to that spot.
The thrown unpaid item remained unpaid, and walking out the door was
treated as shop robbery.
I don't know why we have two different functions which do exactly
the same thing (checking whether an item is unpaid or is a container
that holds at least one unpaid item), but switch the #H2504 fix to
use 'the other one' and reverse one of the changes made when using
the inventory one.
I thought that the earlier fix for #H2504 was too easy for anything
shop related. It didn't deal sensibly with containers owned by hero
but holding unpaid shop goods.
This one is only seven years old. Dropping an unpaid item inside an
engulfer leaves it unpaid and still on bill. If engulfer is killed,
it ends up unpaid when back on the shop's floor.
Treat dropping an unpaid item into engulfer's inventory as stealing
that item. You have to pay for it to leave the shop, and like any
other dying monster's inventory, the shopkeeper will take ownership
if it lands on the shop floor when the engulfer is killed.
The 'theft' doesn't anger the shopkeeper and the cost shows up on 'Ix'
as part of "usage fees/other charges" rather than as an itemized used
up item.