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.
botl.c conversions. All the ports seem to be using genl_status_update(),
rather than a window port specific version, so botl.c was the only place
this had to be adjusted.
Also a uudecode cast for the result of strlen, since it isn't using
config.h
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)
This 3rd part deals with region functions switching
some arguments from type genericptr_t to 'anything'.
Like the previous 2 parts, this needs to increment
EDITLEVEL in patchlevel.h.
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)
This 2nd part deals with timeout functions switching
some arguments from type genericptr_t to 'anything'.
Like part 1, this needs to increment EDITLEVEL in patchlevel.h.
[the problem in the earlier rev was tracked to cleanup_burn(),
where arg was holding a (genericptr_t) timer id, and
passed directly to del_light_source() as is.]
P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.
This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.
This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
<Someone> wrote on Tuesday, July 27, 2004 at 06:46:15
> In the region.c function rest_regions allocates storage for the possible
> enter_msg and leave_msg strings. But the function free_region does not relese
> this storage.
Also ensures that some code that is currently ifdef'd out
makes copies of the strings into memory from alloc()
to ensure that no problems with free() result if the function
gets passed a literal string.
<Someone> wrote on Tuesday, July 27, 2004 at 06:46:15
> In the region.c function rest_regions allocates storage for the possible
> enter_msg and leave_msg strings. But the function free_region does not relese
> this storage.
Also ensures that some code that is currently ifdef'd out
makes copies of the strings into memory from alloc()
to ensure that no problems with free() result if the function
gets passed a literal string.
> NetHack feedback form submitted by
> <email deleted> on Friday, June 30, 2006 at 17:31:12
> ---------------------------------------------------------------------------
>
> mailversion:1.35
>
> nhversion:3.4.3
>
> nhfrom:Our 3.4.3 source release, unmodified
> comments:
> telnet nethack.alt.org with the terminal set to 21 rows.
> Choose to pick a char, not accept pot luck, and game segfaults.
> (same happens from linux console)
I was able to reproduce something similar in win32 by setting
the console to 21 rows. As he stated, don't let the game pick you
character for you to reproduce the problem. As soon as I chose
Archeologist the problem occurred:
Where:
In hack.c, weight_cap()
if (Levitation || Is_airlevel(&u.uz) /* <email deleted> */
#ifdef STEED
|| (u.usteed && strongmonst(u.usteed->data))
#endif
)
Variables:
carrcap 200
u.usteed 0x00000000
&u.uz 0x005e54aa
youmonst.data 0x00000000
Examination of the preprocessor output of that section
of code reveals that
"Levitation" becomes:
(u.uprops[47].intrinsic || u.uprops[47].extrinsic ||
((youmonst.data)->mlet == 5))
so it is the is_floater(youmonst.data) causing the crash.
Call stack:
weight_cap() line 2300 + 24 bytes
inv_weight() line 2342 + 5 bytes
calc_capacity(int 0) line 2354 + 5 bytes
near_capacity() line 2365 + 7 bytes
bot() line 607 + 5 bytes
docorner(int 47, int 19) line 2378
erase_menu_or_text(int 5, WinDesc * 0x00a22550, char 0) line 994 + 25 bytes
tty_dismiss_nhwindow(int 5) line 1664 + 15 bytes
tty_select_menu(int 5, int 1, mi * * 0x0006fc40) line 2248 + 9 bytes
tty_player_selection() line 442 + 16 bytes
pcmain(int 3, char * * 0x00a20eb0) line 457
main(int 3, char * * 0x00a20eb0) line 91 + 13 bytes
This adds a check for a valid youmonst.data in
bot().
The latest Micrsoft compilers complain when a function is
assigned to a function pointer, and the function's argument
list does not match the prototype precisely.
It was evem complaining about the difference between this:
int x()
{
[...]
}
and a prototype of
int x(void);
when assigning that function's address to a function pointer.
This quiets those warnings, without suppressing the mismatch
check altogether for more serious mismatches.
<email deleted> wrote:
> - when in a hardware store, I put a glass wand out of a sack (the glass wand
> will cost you 266 zorkmids) and threw it in the shop => shattered into a
> thousand pieces BUT if I try to pay, I do not owe the shopkeeper anything !!!
> If I break a potion with a /oS, I have to pay !
I noticed that the NetHack version being reported in the
system's event log was old:
Faulting application nethackw.exe, version 3.4.2.0,
faulting module nethackw.exe, version 3.4.2.0, fault address 0x001648eb.
- remove an unreferenced variable
- continue with recent code trend towards having DEADMONSTER()
check in its own if/continue statement in a few more places
Saving the game while punished, not carrying the attached ball,
and while swallowed by a purple worm resulted in losing the
ball and chain.
Since the required information was not being written to the
save file at all, I couldn't come up with a clean way to do this
for the branch, and preserve save file format. I could think
of lots of kludgy ways to do it (insert ball and chain into
the hero's inventory prior to saving, and remove it on restore, etc.)
Saving the game while punished, not carrying the attached ball,
and while swallowed by a purple worm resulted in losing the
ball and chain.
Since the required information was not being written to the
save file at all, I couldn't come up with a clean way to do this
for the branch, and preserve save file format. I could think
of lots of kludgy ways to do it (insert ball and chain into
the hero's inventory prior to saving, and remove it on restore, etc.)
<email deleted> wrote:
> While levitating, I put on an unknown pair of boots. They turned out to be
> elven boots. I received the message, "You finish your dressing maneuver. You
> walk very quietly." Incidentally, I was hallucinating at the time.
>
> It seems to me that levitating individuals shouldn't be able to tell that they
> walk quietly.
Be deliberately careful with copies taken of
oextra pointers and clear the pointer if it
truly is a redundant copy that will become
invalid if/when the original holder is deallocated.
<email deleted> wrote:
> * You can't sell a candelabrum (with candles attached) to a lighting store.
You still can't sell the candelabrum after this, but acknowledge
the situation by having Izchak say something unique.
Provide a common routine that always does the right
thing with respect to timers and weight when altering
obj->corpsenm, and use it throughout the code.
From a bug report.c was first creating a corpse
complete with revive timer if it was a troll, or without
a timer if it was a lizard or lichen corpse. Then it might
change the corpse type, leaving strange corpse
types that revived, or that lasted forever.
We've been getting numerous complaints from people
about "dungeon failure", often related to attempts
to start NetHack from within various zip utilities
that present a folder-like view.
The dungeon failure was actually misleading. The
real problem was a dlb file open failure, but the
return value of dlb_init() was not being checked
in pcmain.
This moves the dlb_init earlier in the startup,
checks for failure, and provides some feedback
around the common zip utility problem for win32.
With makedefs changed to open the files as binary, the
rumors generation and retrieval seems to work consistently.
win32tty
T start=000067 (000043), end=020658 (0050b2), size=020591 (00506f)
F start=020658 (0050b2), end=043641 (00aa79), size=022983 (0059c7)
T 000067 A blindfold can be very useful if you're telepathic.
F 020658 "So when I die, the first thing I will see in heaven is a score list?"
win32gui
T start=000067 (000043), end=020658 (0050b2), size=020591 (00506f)
F start=020658 (0050b2), end=043641 (00aa79), size=022983 (0059c7)
T 000067 A blindfold can be very useful if you're telepathic.
F 020658 "So when I die, the first thing I will see in heaven is a score list?"
Provide a command to easily verify that the rumor true/false
boundary offsets are correct for the rumors file.
If the boundary is pointing mid-line, the rumor at the boundary
won't decrypt properly.
Add Hojita Discordia's Dungeon Map overview as
conditional code for experimentation and testing.
Everything is guarded by
#ifdef DUNGEON_OVERVIEW
#endif
The notes that accompanied the original patch follow.
Dungeon Map Overview Patch for Nethack 3.4.3
Version 3
=============================================================================
Changelist:
v3: Changed #level to #annotate to avoid #levelchange collision. Fixed
handling of elemental planes and astral plane (oops). Changed
formatting to be slightly closer to print_dungeon()'s. Should be
"final" version for 3.4.3.
v2: Added tracking of trees. Changed ctrl-m command to ctrl-o. Portals
displayed as "sealed" instead of "closed".
v1: First release.
(Note: all versions are mutually save compatible.)
=============================================================================
This patch creates a dungeon map overview that is recorded as the player
explores the dungeon. I was tired of returning to a game a few days later
and having no idea what the dungeon looked like. Trying to name pieces
of armor with shorthand didn't work so well as an intermediate solution
either, especially around nymphs.
It can be assumed that this map is in the mind of the hero and thus
can't be stolen, can be read when blind, or when buried, or when the hero
doesn't have any hands, or eyes, or hands free, or...etc. On the other hand,
this implies that the hero doesn't remember all of the details ("a fountain",
"some fountains", "many fountains") and that the map is subject to amnesia
when applicable.
This overview tracks fountains, altars, stores, temples, sinks, thrones,
trees, and dungeon branches. It attempts to not spoil the player nor
reveal more information than the hero knows. For this reason, it only
tracks dungeon features found in the guidebook and dungeon branches.
This patch breaks save file compatibility. Sorry.
Added commands
=============================================================================
#overview (ctrl-o, if not in wizard mode) - displays overview
#annotate (ctrl-n, if using numpad) - names current level
Example Output From #overview
=============================================================================
The Dungeons of Doom: levels 1 to level 15
Level 1:
A fountain
Level 3: (My stash.)
An altar, some fountains
Stairs down to The Gnomish Mines
Level 7:
Many fountains
Level 8:
Stairs up to Sokoban, level 7
Level 15:
A general store
Sealed portal to The Quest
The Gnomish Mines: levels 4 to level 7
Level 7: <- You are here
Many stores, some fountains, a temple
More Details
=============================================================================
The overview shows only levels that have anything interesting to display and
doesn't show branches that don't have any interesting levels.
To avoid the map revealing more information than the hero knows, the overview
only displays things that the hero has seen or touched. (If the hero
blinds herself, levitates above a known fountain, and obliterates it with a
wand of digging, the overview will still say that there is a fountain.)
This is done, sadly, by adding 6 bits to the rm struct to track the last
known dungeon type. On the other hand, this change could potentially allow
a window port to do something like drawing an item and a fountain on the same
square.
Things That Could Be Better And Maybe Some Feedback Would Help
=============================================================================
"<- You Are Here" is pretty goofy
-...but an indicator of some sort is nice.
=============================================================================
Many thanks to all the kind folks on r.g.r.n. who had very good feedback
about this patch, in particular L (for the trees), <Someone> Papaganou (for the
#annotate suggestion and some formatting feedback), and <Someone> (for the suggestion
of just overriding ctrl-o instead of using the very broken ctrl-m.)
=============================================================================
20060311. Hojita Discordia. (My usenet email is bogus. Sorry.)
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.
It seemed inappropriate to allocate and tack on an oextra
structure just to mark it as unmergable, and the oextra
struct itself wouldn't be released until a save/restore took
place.
This uses one of the freed up oattached bits to prevent the merge.
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.
<email deleted> wrote:
> * #chatting to hostile prisoners gives "This will teach you not to disturb me!"
> This only makes sense for djinn and water demons.
I don't have a clue what they should say, this only deals with
what they shouldn't say.
<Someone> wrote:
> When applying a drum of earthquake, should you "fall into a chasm" if
> you're already at the bottom of a pit? (Likewise monsters.)
monster already in a pit won't "fall into a chasm" from drum of earthquake
<Someone> wrote:
> When applying a drum of earthquake, should you "fall into a chasm" if
> you're already at the bottom of a pit? (Likewise monsters.)
hero already in a pit won't "fall into a chasm" from drum of earthquake
<email deleted> wrote the following on April 10, 2006:
> When blind and levitating, you can produce a message - "You try to feel what
> is lying here on the ice. But you can't reach it!" - which reveals too much
> about the terrain below you.
<email deleted> wrote:
> Eating gold in a vault (or polymorphing a pile of gold into 1 gold piece)
> doesn't anger the guard.
This addresses the eating part of that report, but the hero
has to get caught doing it.
From a bug report, then leave the corridor (causing it to
> vanish), the pit will be embedded in rock instead of being removed.
clear any pits that the hero digs in the vault guard's temporary corridor
<email deleted> wrote:
> * MAIL Abuse: one can polymorph into a gelatinous cube, send themselves lots of
> scrolls of mail, and eat them, gaining free nutrition.
This one turned out to be more effort than I had
originally anticipated.
We had a bug report requesting that zapping a wand of digging
laterally while in a pit should dig beside you. That seemed
like a reasonable enough request, but this ended up with
the following results:
- needed to check where this should not be permitted, or at
least where there should be special-case code because there is
something such as furniture on the surface above the dig
point.
- now tracks conjoined pits through new fields in the trap
structure, hence the pathlevel increment. The array of
8 boolean values represents each of the 8 directions
around a pit.
- Previously, pits could be adjacent to each other as two
individual pits, in which case moving between them
results in a fall as you went into the next pit. That
behavior is preserved.
- Pits created either by zapping a wand of digging
laterally while in a pit, or by "clearing debris"
between two adjacent pits via a pick-axe, sets the
conjoined fields for those two pits. You cannot
create a brand new adjacent pit via pick-axe, only
with the wand.
- The hero can pass between conjoined pits without
falling.
- dighole() was hijacked for adjacent pit digging,
so the ability to pass coordinates to it and
its downstream functions was added (dig_up_grave()
for example). dighole() does pretty much everything
appropriately for this adjacent digging, more so
than calling digactualhole() directly.
- moving into a conjoined pit that has spikes still
does damage, but less so that "falling" into the
spiked pit, and you "step on" the spikes rather
than falling into them.
- Not done: should pits with the conjoined fields
set be referred to as 'trenches' rather than pits
in messages and identifications?
I'm pretty sure this check at_u should be included since x,y
can be passed to digactualhole(). The lack of any related
bug reports suggest that at_u is currently always
true for any code that calls digactualhole().
- restore intended behaviour of kill_genocided_monsters().
It has been incorrect since the chameleon overhaul in June 2004.
- eliminate CHAM_ORDINARY and use NON_PM instead.
<email deleted> wrote:
> BUGS TO REPORT:
>
> * Zapping a wand of locking at an open door with an object on it probably
> shouldn't give a "Something's in the way." message - especially if the wand is
> unidentified.
avoid "Something's in the way" message with unidentified wand of locking
<email deleted> wrote:
> * Doors absorb the blast of a broken wand of striking. What's more, the message
> reads "The door absorbs your bolt!" rather than "blast".
passes wand type to explode() as a negative value for the case
where the wand type isn't mapped to an AD_* explosion type.
Then explode() converts it to a positive and passes it to zap_over_floor().
I don't know for sure what all the possible values of hittee passed to
Mb_hit() are, but this checks to see if it matches the name of the
mdef monster and forces the word "is" if it does.
<email deleted>
> * When you read a charging scroll, it "disappears", but when you are
> selecting the object to charge, the scroll itself remains in your
> inventory listing until you make your selection.
<email deleted> wrote:
> * Searching next to a tame hidden monster gives the message "You find a
> <kraken>." It should be "your <kraken>."
While I don't consider this a bug, the change seems appropriate.
<Someone> wrote:
> * Eating a leather spellbook doesn't violate
> vegetarian conduct. I suggest you rename it to
> something else. (May I suggest "bark"?) Also, I refuse
> to consider "leather" to be a colour or texture.
> * While as a water nymph in water, seducing an unseen
> monster on dry land sometimes gives away its identity.
> * When submerged iron golem monsters residually
> "rust", and the rust damage kills them, it doesn't
> report their death.
> * Drum of Earthquake says "the entire dungeon shakes
> around you" even when you're in the Endgame or the
> Quest's top level.
> * Wishing for a statue of a guard, then destoning it,
> then chatting to it, makes it say "drop that gold"
> without context. This could probably be extended to
> other cases, too (like Croesus?)
This corrects only the first complaint in the list above.
Implement the following suggestion by <email deleted>
- Reading a scroll of light while confused should
create a hostile yellow light (black light if cursed).
It only creates the light monster effect 1 out of 5 times.
Subject: Some problems to report!
Date: Tue, 17 May 2005 07:01:40 -0700 (<email deleted>
<email deleted>
[...]
- When polymorphed into a water elemental, falling
into lava still says "you burn to a crisp."
[...]
Subject: Some problems to report!
Date: Tue, 17 May 2005 07:01:40 -0700 (<email deleted>
<email deleted>
Hi. I'm a sourcediver but not a source compiler.
I use the Mac carbon port under Mac OS X. But enough
about me; I noticed these things:
Polyself/Anatomy Bugs:
- Mimics are amorphous, so they should have jelly
parts rather than animal parts.
- Piercers, trappers and lurkers above have animal
parts, including "head," but they are M1_NOHEAD.
- All elementals have vortex body parts. This should
only be the case for air elementals.
(Remember: stalkers, unlike the other elementals, have
heads.)
- Krakens ought to have tentacles, like jellyfish. ("A
gush of water hits the kraken's left fin!")
- Worms have snake body parts, but they shouldn't have
scales.
[...]
This patch:
- adds worm_parts
- gives krakens tentacles
- ensures that stalkers have a head
This patch alters wiz_identify so that it displays an
inventory menu with all items shown identified
without actually identifying them.
You can just press ^I (or whatever the wiz_identify command
is) a second time, while the menu is displayed to actually identify
them (tested with TTY menus only).
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.