Reported directly to devteam 7-Jan-2016, two issues with cursed
potion of levitation:
1) the go-up-stairs effect for cursed potion still let you choose
not to escape the dungeon if it occurred on level 1 stairs. I've
left that as-is; perhaps there's a gate across the entrance.
2) both the go-up-stairs and bonk-head-on-ceiling effects were
skipped if the hero was already levitating. I don't know whether
that was intentional but there was no comment explaining why, so
I've changed it to happen regardless of whether already levitating.
In the process, I changed the head-bonk case to do more damage when
a helmet is worn:
old: no helmet 1..10 hp, any helmet 1 hp damage;
new: no helmet 1..10 hp, soft hat 1..6 hp, hard helmet 1..3 hp.
Also, not in the report: when you aren't already levitating you
get the "you float up" message, but for cursed potion there was
never any corresponding "you float down" message because you ended
up not levitating. Now you'll levitate for 1 turn and float down
on the next, landing in a trap if one is present.
Triggered by a couple of mis-formatted block comments in spoteffects.
Much of the diff is adding braces to the 'if' portion of things like
if (test)
statement;
else {
block-of-statements;
}
After some permutation of commands which displayed items, the 'd'
command presented a prompt with the list of letters scrambled (in
loot order or pack order rather than invlet order), so explicitly
sort when getobj operates. Done for ggetobj too.
For menustyle:Traditional, ',' followed by 'm' presented a pickup
list in pile order even when sortloot was 'l' or 'f'. That was an
unintentional change during the 'revamp'.
This fixes a bug where hundreds of turns are wasted by the travel system
moving the player back and forth when the player targets an unreachable
space and sight-blocking obstacles occur in certain formations
in-between. The player will only be stopped if they're interrupted
externally, e.g. growing hungry or being hit by a monster. See the
comment in the code for full details.
Based on DynaHack commit 02da53e (Fix travel moving player back and
forth repeatedly) by me.
Test case: Bigroom, full of boulders, with a single
path from travel start to travel end. Boulders (and
doors) are added to the travelstep[xy] arrays multiple
times, and will overflow the arrays.
Original patch via Acehack by Alex Smith
Test case: U-shaped corridor, with a known trap in it.
Before this change, travel would try to move straight at
the target, bumping the wall or walking into a dead-end.
After this, travel will go along the corridor and then stop
right before the trap.
Original patch via AceHack by Alex Smith.
Same sort of stuff as before: some continuation lines with operator
followed by end of line comment (only a few files with those still to
go...), plus tab replaced by spaces in comments, excess parenthesis
removal for return statements, and force function name to be in column
one in function definitions:
type name(args) /* comment */
argtype args;
{
to
/* comment */
type
name(args)
argtype args;
{
I've been spotting those by eye rather than rexexp, so probably missed
some.
Relatively small number of continuation fixes needed for this subset.
Quite a bit of mangling to engrave.c unrelated to continuation lines,
with three or four coding changes.
Replace instances of strings split across lines which rely on C89/C90
implicit concatenation of string literals to splice them together
with single strings that are outdented relative to the code that uses
them. It's uglier but it won't break compile for pre-ANSI compilers.
This covers many files in src/ that only have one or two such split
strings. There are several more files which have three or more. Those
will eventually be '(2 of 2)'.
Noticed along the way: the fake mail message/subject
Report bugs to devteam@nethack.org.
wasn't using its format string of "Report bugs to %s.", so would have
just shown our email address. Doesn't anybody enable fake mail anymore?
I modified that format to enclose the address within angle brackets and
made a similar change for the 'contact' choice of the '?' command.
Reported by the keymasher: "stone at (48,8) is undiggable". Bigroom 4
has a tree at that spot and the whole level is flagged as undiggable.
Undiggable trees were supported on arboreal levels (where their terrain
type is STONE rather than TREE), but not elsewhere. Monster movement
uses IS_ROCK(), which is true for TREEs, but may_dig() uses IS_STWALL(),
which is false for TREEs so doesn't consider the location as being of
interest and fails to disallow digging. But mdig_tunnel() bypasses
may_dig() and tests the NONDIGGABLE bit directly, disallowing digging.
(If this sounds confusing, it's a stroll in the park compared to the
code itself. Apologies for the mixed metaphore.)
Digging away a secret corridor could leave rocks, which doesn't make
a whole lot of sense. Now a monster's dig attempt will reveal the
location as a corridor instead.
This also moves an assignment out of a macro invocation where it was
inviting trouble if that macro gets modified. And reorganizes an 'if'
to put cheaper tests sooner.
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!
The previous fix prevents the crash from 'the()' when NO_GLYPH was
used as an index into the defsyms array, but it resulted in giving
feedback of "you attack thin air" regardless of what was at the
target location, reverting to the situation that the buggy code was
attempting to address in the first place. Handle that differently
by removing the unseen monster glyph sooner. Also, the underwater
handling wasn't working as intended.
I blamed Derek's pudding farming patch for introducing the problem,
but all that did was replace the offending line(s) with different
indentation. The older post-3.4.3 patch which produced the problem
was mine. Sorry, Derek.
Changes to be committed:
modified: src/hack.c
modified: src/pager.c
Don't use glyph_to_cmap as an array index into
the defsyms[] array unless it really is a cmap.
Recent situation: glyph_to_cmap will return
NO_GLYPH for the unknown monster glyph 'I', which
is not a valid index for the defsyms[] array.
Any monster with rusting or corrosion attack can eat through
the bars. This includes rust monsters, grey oozes, and black puddings.
Original patch by Malcolm Ryan
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless. For example:
"while frozen by a monster's gaze"
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
Move debugging output into couple preprocessor defines, which
are no-op without DEBUG. To show debugging output from a
certain source files, use sysconf:
DEBUGFILES=dungeon.c questpgr.c
Also fix couple debug lines which did not compile.
This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.