Issue reported by vultur-cadens: Elbereth used to be effective in
inhibiting monster movement when an object was present on the same
spot, but since 3.6.0 it isn't. It only functions that way when the
hero--or hero's displaced image--is present these days. So special
levels that have been using engraved Elbereth to try to protect
objects from monsters haven't been providing any useful protection.
This makes Elbereth that's engraved during level creation work like
it used to in 3.4.3 and earlier: when there's at least one object
on the engraving's spot, monsters who are affected by Elbereth will
be affected. [I'm fairly sure that that behavior started out
unintentionally, as a side-effect of an optimization to only check
for scroll of scare monster when there was at least one item present
which is a necessary condition for such a scroll.]
Old-style Elbereth includes Elbereth chosen as a random engraving
during level creation in addition to engravings specified in special
level definitions. Engravings by the player don't have the required
attribute and player-engraved Elbereth behaves in the 3.6 way.
This ought to be replaced by something more general. Perhaps a new
engraving type not usable by the player?
Fixes#900
Fix most of the things pointed out by #wizmondiff.
Weakening of placeholder 'elf' is due to recent removal of M2_STRONG
for it as part of the "orc strongmonst" changes.
I assume that the discrepancies for multiple quest leaders came about
as part of the change that allows killing the leader as an alternate
way to gain access to the lower levels of the quest, but didn't check.
I don't know what's up with 'piranha' but just changed it to match
generated value.
'{freezing,flaming,shocking} sphere' still show up as discrepancies
with hardcoded (mons[].difficulty) value higher than generated value.
They got harder when their explosion was beefed up, so the formula to
calculate difficulty ought to be updated to account for that.
Shorten the name of the recently added debug command that validates
monster difficulty values. 'wizcheckmdifficulty' was 19 characters
long, the next longest is 14 ('wiztelekinesis'). The extra width
messed up the Qt interface's extended command selection dialog when
wizard mode commands are included. It sizes the button for every
command to fit the longest name; the increase in size from 14 to 19
made the button grid become too big for the screen.
Add monsters' base difficulty level to the #wizmondiff output.
Add #wizmondiff and #wizdispmacros to 'wizhelp'.
Force windowtype to be the first option written to new RC file since
its value can affect how other options are processed. (Only saved if
comes from existing RC file, not command line.) doset() lists a few
compound options before the rest too. Combine the two sets of want-
to-be-first and move the handling for that to optlist.h where the only
cost is that the options are no longer in alphabetical order.
I hadn't ever used #saveoptions before and when I checked to see
whether the autounlock:none changes were being handled properly, I
discovered that options set via 'm O' weren't being handled at all.
This includes some miscellaneous reformatting of things noticed
while tracking down the problem.
Pull request from entrez: simply the 'O' submenu for autounlock by
removing choice 'none'. Fix error reporting for bad autounlock value
from run-time config file or NETHACKOPTIONS.
Fixes#897
Because the existing error was the default case in a switch/case
statement only reachable if the option matched one of the expected ones
in the list, it wasn't actually reachable: something totally out of
left-field wouldn't match one of the expected options so never hit the
switch, and something that did match one of the expected options would
by definition have a first character handled by one of the cases in the
switch/case.
Do it a slightly different way that should successfully raise an
unexpected value error for 'OPTIONS=autounlock:foobar'. I didn't remove
the default case entirely, because it could still catch an error if
some new value is added to unlocktypes[] without a corresponding case
being added to the switch statement.
The autounlock handler included an explicit 'none' option, a choice that
gave it a different UX from similar existing compound option handlers
(e.g. paranoid_confirm or pickup_types), which set 'none' simply by
deselecting all options. It didn't make the menu any easier to use (at
least in my experience), since in order to go from some combination of
options to 'none', you'd have to deselect everything anyway (which on
its own was enough to set 'none', so there was no reason to explicitly
select it after doing so).
Make the autounlock handler work like other compound option handlers,
such that deselecting all options is the way to set 'none', and there is
no explicit 'none' option included in the list.
The line got a lot longer than most other #attributes lines when the
hero had gold both in open inventory and in stashed containers, so break
it up into two lines (using the same approach as the pantheon info in
the first section). Maybe this isn't necessary but it does make it
stand out less.
The #showgold command now mentions (known) gold socked away in
containers in your inventory as of 706b1a9. Since the gold info in the
attributes display and dumplog matches the output of #showgold
otherwise, update it to do the same thing. Also refactored doprgold a
bit to be a little more compact, as opposed to enumerating all the
different combinations of gold/no gold in open inventory/containers.
This eliminated some string constants that were broken up into multiple
constants/lines (like "line 1 " "line 2"), which NetHack code style
seems to prefer to avoid.
Add a stack of 2 tins of spinach near the leader on the monk quest
start level and another stack of 2 blessed tins of spinach at a
random spot on the monk quest locate level, to compensate for the
inability to gain strength from giant corpses if they adhere to
vegan or vegetarian conduct. paxed supplied the 'tinplace' magic.
4 tins of spinach aren't nearly enough to get to 18/100, but by
uncursing the first pair, if necessary, and waiting until strength
is at least 18, they can be eaten to add 4..40 (average 22) points
of exceptional strength. (Players choosing either of those conducts
for other roles or foodless for any role are on their own as far as
boosting Str goes, same as before.)
The special level loader needed to be modified to handle tins of
spinach. It now accepts "spinach" as a fake monster type for an
object of type "tin". Also added support for empty tins since it
involved the same code, and use of fake monster type "empty" with
object type "egg" to be able to create generic (unhatchable) eggs.
(Wishing for "egg" produces those by default but it also accepts
explicit "empty egg" by coincidence.)
Handle alternate values for hero poly'd into a 'strongmonst' form
more thoroughly by propagating max values other than 18/100 to the
attribute manipulation routines.
ATTRMAX(A_STR), which used to be a relatively simple expression, now
contains a function call.
Along the way, change the races[] terminator's value for 'mnum' from
0 (giant ant) to NON_PM.
When strength loss is so big as to cause HP damage, but reduce
strength if the damage causes hero to revert to normal form. There's
no point in adjusting strength before rehumanization and not fair to
do so afterward.
Also, validate strength and its intended adjustment before doing
anything else. (Just paranoia; there's no reason to suspect that any
bad data ever gets passed in.)
Try again to make losestr() do what's intended. If it would take
strength below 3, it takes away HP and max HP instead. If hero is
poly'd, those come from the hero-as-monst values. If hero was
poly'd but isn't any more, hero-as-monst died and rehumanized as
previous self; leave max HP alone. If hero wasn't poly'd, take
HP and max HP from their usual values, but don't take max HP below
the threshold of minimum max HP (experience level times 1). The old
check for max HP going below minimum can't happen anymore, unless
hero was below that threshold already (which shouldn't happen; if it
does somehow, don't punish hero further).
If this still isn't right, I'll throw up my hands and my lunch.
Refine pull request #802 by entrez. Applying damage within a loop
could potentially damage the hero multiple times, maybe using up
an amulet of life saving and then killing hero anyway, or causing
rehumanization and taking further HP from normal form, or both,
causing rehumanization and then using up amulet of life saving.
Accumulate the damage in the loop and then apply it as a unit.
../sys/msdos/font.c:24:12: warning: declaration of 'flags' shadows a global declaration [-Wshadow]
24 | uint32 flags;
| ^~~~~
In file included from ../include/hack.h:285,
from ../sys/msdos/font.c:3:
../include/flag.h:422:29: note: shadowed declaration is here
422 | extern NEARDATA struct flag flags;
| ^~~~~
make[2]: Entering directory '/home/nhmall/git/NHsource/util'
src/mkroom.c(1068) :
warning C4701: potentially uninitialized local variable 'insidex' used
src/mkroom.c(1070) :
warning C4701: potentially uninitialized local variable 'insidey' used
The warning is because the insidex and insidey variables only get
assigned a value conditionally within a for-loop, but contain random
values if that for-loop is not executed, and they are used unconditionaly
later on in the code.
Initializing them changes that from containing random values to containing
zeros, whether that is appropriate or not.
In this particular case, insidex and insidey look to be riding on the coat
tails of insidect and there is a check for invalid insidect in the code,
so that should catch the situation.
Pull request from copperwater: if a theme room produced a room with
one door that effectively opened on a 'hallway' leading to the core
of that room, it would be considered to be eligible to become a shop.
But if the only spot available for the shopkeeper to move away from
the spot in front of the door was another spot in the hallway, there
would be no possibility to get out of the way, either to let someone
in, or if the hero arrived by teleport or trap, to let hero out.
| --
| ---..[rest
|##+12..of the
| ---..room]
| --
Shopkeeper would move back and forth between 1 and 2, always blocking
access between the door and the rest of the room.
Currently no rooms get generated with that shape. I haven't tried to
force one in order to verify the fix.
Fixes#888
Reported by every for xNetHack. This bug is latent in vanilla, but can
easily start to present itself if themed rooms of a certain shape are
added. Ultimately, it comes from an assumption that shops will always be
rectangles of at least size 2x2, and the shopkeeper will always be able
to step diagonally backwards from their normal position just inside the
door in order to get out of the player's way.
Themed rooms introduce the possibility of shops where the shopkeeper has
only 1 square adjacent to their normal position to move to -
effectively, the shop entrance is a narrow corridor. When this happens,
they have nowhere to go to allow the player to enter or leave the shop,
leaving it permanently blocked unless the hero teleports or falls in or
out.
This fixes that by adjusting the shop algorithm to detect when a shop
candidate room is set up like this, and excludes it from becoming a
shop.
Pul request from entrez: in some circumstances a monster holding the
hero can move away and continue holding. Check for that sooner and
release hero is warranted.
Fixes#893
A monster which has grabbed you could move away without becoming unstuck
if it hit the "move and shoot" or "helpless" conditions in the dochug
MMOVE_MOVED case (since those lead to early return or break), leaving
the hero stuck to a monster which is no longer adjacent. Put the
'grabber moved away -> become unstuck' stuff at the top of the block so
that it will always be evaluated if a grabber has moved.
I would have liked to move the whole "grabber checks" block up, but I
think it'd change behavior to have the u.uswallow attack come before the
early return for a helpless monster, so I split it up instead.
Pull request from entrez, with several commits: monster spell 'weaken'
didn't handle poly'd hero correctly, possibly continuing in poly'd
form with negative hit points. Make losing strength (which takes away
HP if Str would drop below 3) take care of applying damage too so that
several callers don't need to do that.
Fixes#892
Min Str is typically 3 no matter the hero's race, but could be higher
(at least in theory?). Using ATTRMIN makes losestr respect the same
minimum as other kinds of attribute loss (I'm operating under the
assumption that this wasn't an intentional move to fix the minimum at 3
regardless of other factors).
Since losestr and losehp calls go together most of the time, this feels
like it probably makes more sense than repeating the killer name/format
twice in a row all over the place.
Remove callers' responsibility to deal with possible hero death when
calling losestr. This is less fragile and error-prone than leaving it
in the caller's hands, but it means that death from the monster spell
'weaken target' no longer goes through done_in_by, and the death reason
is no longer "killed by <monster name>".
Killer format isn't a boolean, since it has 3 possible values
(KILLED_BY_AN, KILLED_BY, NO_KILLER_PREFIX). It shouldn't make any
difference behind the scenes, but it's confusing to use 'boolean' for
it.
...could leave hero in creature form with negative u.mh
losestr can subtract HP, but doesn't directly kill its target. The
caller is responsible for possibly killing the hero if losestr reduces
her HP to 0 or lower; most callers do this by combining losestr with a
losehp call, which can kill off the hero if necessary.
MGC_WEAKEN_YOU calls done_in_by if u.uhp < 1 after losestr, but didn't
handle the Upolyd u.mh case, so could leave a polymorphed hero with
negative health. Add a rehumanize call in that case.
This could also be done by changing losestr to call losehp itself for
the HP loss it deals out, but this would interfere with
cast_wizard_spell's use of done_in_by to generate the death reason:
either all strength loss is described one way ("terminal frailty" or
something -- not great) or else losestr must be passed a death reason
and is described a different way than other attack spells (because it
wouldn't go through done_in_by).
Pull request from entrez: poly'd hero who digests a creature has a
change to gain an intrinsic from it. I put the fixes entry in the
New Features section.
I was a bit concerned that g.afternmv might be cleared during the
turns the hero is busy digesting, leaving a stale value for
g.corpsenm_digested, but I don't think that that can happen.
Fixes#883
Monster purple worms can now gain intrinsics from swallowing foes whole,
so maybe the hero should be able to do so too. Intrinsics aren't
granted immediately upon swallowing (that would probably have been
easier), but only once a corpse is created and then entirely digested.
I'm not sure if this is too powerful and was being avoided deliberately
for that reason, since it includes potential level gain from wraith
corpses in addition to other intrinsics. That's consistent with monster
purple worms but may be a bit too much in the hands of the hero, though
it is limited by needing the corpse creation roll to succeed.
If the VESA mode chooses a mode with 8 bit pixels, but the tile set
has too many colors for that, a null dereference can result when
trying to set up the nonexistent palette. Catch this condition and
refuse to set VESA mode instead.