Change the sortloot option to use qsort() instead of naive insertion
sort. After sorting, it reorders the linked list into the sorted
order, so might have some subtle change(s) in behavior since that
wasn't done before.
pickup.c includes some formatting cleanup.
modified:
include/extern.h, hack.h, obj.h
src/do.c, do_wear.c, end.c, invent.c, pickup.c
Globs on the floor used different criteria (anything goes) than globs
in inventory (mostly requiring same ownership when in shops and same
curse/bless state--other stuff generally isn't applicable) when
deciding whether two globs should merge. That was okay as long as
the globs on the floor were from being left behind when a pudding or
ooze was killed, but not if the player had picked some up, dipped
them in holy or unholy water, and dropped them again. This changes
things so that globs on the floor use the same criteria as globs in
inventory when deciding whether to coallesce.
Also, my earlier fix was modifying globs in the mergeable() test (to
make bknown and rknown match) rather than during actual merge, which
would be a problem if the merger didn't take place for some reason.
Suppress the "you climb/fly up the stairs/ladder" message if the
'verbose' option is off (unless punishment is going to augment the
message by "with great effort").
Reported directly to devteam: teleporting or polymorphing a sink when
dropping the relevant ring into it was suppressed if the hero couldn't
see it happen.
Being unable to see the sink transform or vanish shouldn't stop that
from happening. Since the hero is known to not be levitating (because
of the sink), it can be assumed that he can feel the transformation or
vanishment (is that a real word?), so use the same messages regardless
of blindness.
Add macros W_WEAPON and W_ACCESSORY, similar to existing W_ARMOR, bitmask
of all the relevant worn bits. Just for code readability; there should
be no change in behavior.
Also, reformat the "ugly checks" portion of getobj(). Slightly better
readability and fewer continuation lines, but only a modest improvement.
Fix a couple of instances of a mis-indented block comment which happens
to be immediately preceded by an end-of-line comment. Change a couple of
| if (condition)
| something;
| else {
| other_stuff;
| }
to have braces around the 'then' part. Remove some gratuitous 'register'
declarations.
Three fixes, the first leading to the need to fix the second, and that
fix making dealing with the third be straightforward.
First, make the furthest level reached in any given branch be considered
interesting by #overview, even if no interesting features have been
encountered. This will result in listing Gnomish Mines and their first
level when someone goes down the stairs and immediately back up. It will
also produce a reminder of how far you've been--in each branch--after
retreating for any reason, without the need to manually add an annotation.
Second, #overview was suppressing the range of level numbers for Sokoban
because the author realized that the values were wrong. The record of
the furthest level reached was incorrect for builds-up branches, always
sticking with the deepest level even though it was the entrance. The
overview patch neglected to do the same suppression for Vlad's Tower and
the level range ("36 to 38" or similar) there was wrong. This fixes the
furthest level reached problem and also fixes #overview's level range
handling for builds-up branches.
Third and last, a long-standing issue which I don't think has ever been
formally reported: the level difficulty calculation used for monster
creation treated the upper (harder to get to) levels of builds-up branches
as if they were easier since they're closer to the surface as the gopher
burrows. So sokoban generated easier monsters on its final level than on
the ones leading up to that. Make depth for difficulty purposes account
for descent to the entrance and then ascent to the level of interest.
There was a distressing amount of trial and error involved. The dungeon
layout structures are not exactly easy to work with, and I never managed
to get builds_up() based on branch data to work correctly. Basing it on
dungeon data works as intended provided the branch has more than one
level, but it will yield incorrect result if we ever add a single-level
branch reached via stairs up rather than stairs down.
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!
- honor blindness and hallucination
- honor ability to see one of the mergees
- provide audible feedback if appropriate
- merging inside pack gets special-cased so player knows something
different/unusual is happening
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.
* don't let player wish for multiple globs
* use newsym() to clean up merged globs on floor
* food effects should match original corpse effects
* tidy up remaining crash when merging in place
When a gas cloud that deals damage is created, it uses
a poison cloud glyph instead of the cloud glyph.
(A bright green '#', or a bright-green recolor of the
cloud tile)
The plane of fire has random "stinking clouds", or
fumaroles, centered on lava pools.
Also make poison cloud glyph override lava, pool and
moat glyphs.
flooreffects() covers most dropped/thrown/etc. cases, and the hooks in
invent and mon handle "deathdrops" along with picking up items.
still need to check putting into/removing from containers
Reported by Alex, the probabilites shown in the comment about the effect
of the mysterious force have been wrong ever since they were added 20 or
so years ago. Lawfuls and neutrals are much more likely to go down just
one level rather than 2 or 3.
Bug report included a pointer to a fix; this patch is a superset.
Gold pieces dropped on an altar by the player got their bknown flag set,
which is incorrect since bless/curse doesn't apply to coins. If a
monster (in reported case, a slain temple priest) dropped gold there too
then the two stacks wouldn't merge. For the normal !GOLDOBJ config, the
problem goes away as soon as the gold gets picked up. I didn't test for
GOLDOBJ but think two inventory slots containing gold can result.
The superset part is to not break agnostic conduct by dropping gold
on an altar since no information is revealed when doing that.
[This was one of the very last patches checked into the old cvs repository,
where the somewhat out of date message above was accidentally omitted.]
Changes to be committed:
modified: src/do.c
From the email sent by ais523 earlier:
> You aren't charged for digging a pit below an unpaid boulder
> (causing the boulder to fill the pit).
This finally eliminates all direct increases of `oeroded` and `oeroded2`
and moves them all to go via `erode_obj()`. They are still manipulated
directly in a few places, but not to erode objects.
This now merges the `fire_damage()` function to a common codepath, used
for items on lava and burning oil, but fire needs more work. There is
still a duplication between `destroy_item()` and `fire_damage()`; the
two codepaths should eventually be merged in some manner so that there
is only one codepath to say "an object was affected by fire". This path
might require some parameters, such as whether the fire will just erode
objects or burn them outright, but that can happen another day.
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.
From a bug report, dropping a lit
(burning) potion of oil while levitating can produce an explosion which can
destroy inventory. If in the process of dropping multiple items, the ones
after the oil might be gone, resulting in use of stale pointers and possibly
triggering an "extract_nobj: object lost" panic or even a crash. While
testing my fix, I discovered that being killed by an exploding potion of oil
could produce an "object_is_local" panic if bones are saved (and reproduced
with unmodified 3.4.3).
A post-3.4.3 change made the contents of thrown (or dropped while
levitating) containers subject to breakage, but it had sequence issues.
When something was thrown from outside a shop (or from its doorway or
entry spot) and arrived inside, the shopkeeper was taking possession too
soon, charging the hero for any broken contents, and then going ballistic
(summoning kops and attacking) because the hero was outside the shop while
owing money. We need to break contents before shk claims ownership, which
turned out to be trickier than it sounds since it has to occur after any
item-hits-floor message if such feedback is given.
Also, clear the container's contents-known flag when contents break.
Conceivably it should stay set when there is only one item, since hearing
something break could only be that item, but this resets container->cknown
unconditionally if anything inside breaks.