Make the experimental perm_invent control via TTYINV in player's
environment work for any interface that supports persisntent inventory
(only tested with curses), not just for tty+TTY_PERM_INVENT. The
value is a bitmap but the only combination value that makes any sense
is 3 for tty.
0 - normal
1 - show gold
2 - 'sparse' (list all 52 letters; ones not is use show blank item)
4 - only items in use (approximation of '*' command)
Note that the bits were set up for tty use, and 'normal' for tty is
to hide gold instead of show it. When there's no value for TTYINV in
the environment, the default value is 0 for tty and 1 for others to
retain existing behavior.
Sparse has no effect for non-tty. In-use will display gold even if
the show-gold bit is clear if gold happens to be quivered or wielded.
(That fixes current tty misbehavior.)
Update the menu for the help command to change
"i - using the 'O' command to set options"
to
"i - using the '#optionsfull' or 'm O' command to set options"
(examples assume default key bindings but the actual help menu shows
currently bound keys; the "or 'foo'" part is omitted if #optionsfull
is bound to a key).
dat/opthelp should probably be updated to describe how doset_simple
works since that is different from normal menus and explicitly
contradicts the existing description for boolean settings being
deferred until the menu gets dismissed. Any changes need to make
sense if displayed in the context of picking '?' in #optionsfull.
Maybe a separate help file and separate entry for it in '?' menu?
Pull request from entrez: when the hero breaks a non-empty wand of
sleep and gets hit by the resulting explosion, don't describe it as
"the sleep /ray/ hits you."
Closes#856
Apply the patch from entrez that makes pet gelatinous cubes who eat
containers engulf rather than digest the contents, like non-tame
g.cubes. Unlike the latter, tame ones will immediately drop the
stuff they just engulfed and might subsequently eat it all anyway.
Inspired by the diff from entrez. I didn't care for 'time'. I don't
like 'novelty' much either, but it is a little more accurate since
there is no time factor involved with just-picked-up.
Enabling perm_invent with 'O' ('m O' these days) with curses used to
work but stopped at some point. Analysis by entrez has attributed
the change to the g.program_state.in_docrt flag in docrt(). When
curses creates the perm_invent window for update_inventory(), it
calls docrt() to have nethack redraw the screen.
docrt() -> update_inventory() -> curses_update_inventory() -> ...
-> curs_reset_windows() -> doredraw() -> docrt() [early return]
resulted in room for the persistent inventory window but it was
blank.
This also replaces a couple of doredraw() calls with direct calls to
docrt() (one in code that isn't used). doredraw() implements a user
command; docrt() does the actual redrawing.
Fix the reported problem of a crash when using the curses interface
when examining inventory while carrying only gold, and a blank menu
for tty in the same circumstance. Triggered by changes made for
TTY_PERM_INVENT but doesn't require that to be enabled.
Not fixed: with curses, starting with perm_invent Off and toggling it
On (with sufficient screen real estate to show it) doesn't display it.
Doing something to update it like pickup or drop causes it to appear.
(^R isn't enough.)
Make sure u.uswallow is cleared when u.ustuck gets set to Null so
that they won't be out of sync with each other. Having u.uswallow
be non-zero does imply that u.ustuck is non-Null.
Running #panic while swallowed didn't produce any anomalies for me,
either before or after this change.
Change trappers and lurkers above to remove digestion damage. They
fold themselves around rather than swallow the victim. There were
are lot of places that assumed that an engulfer which is an animal
would swallow and digest the victim. In hindsight, it might have
been simpler to take the M1_ANIMAL flag off of trappers and lurkers
above.
This adds a new digests() predicate for creatures with AT_ENGL+AD_DGST
(purple worm) and also enfolds() for AT_ENGL+AD_WRAP (both 't'-class
critters).
There are several minor fixes mixed in with this. I didn't record
them as I went along but the two I remember are
1) if poly'd into a holder and holding on to a monster, the '<' and
'>' commands refursed to work; release the held creature first
and then treat those commands as normal;
2) throwing a non-weapon while engulfed by an ochre jelly reported
"the <item> vanishes into the ochre jelly's /currents/".
This needs a lot more testing. I found and fixed multiple minor
details before my own testing burned out.
Issue reported by GorillaSapiens: you get notified if a lamp burns
out even if you're blind at the time.
That is intended behavior; you can feel the heat or lack of heat
from a lamp or candle. But the comment from copperwater pointed out
that you shouldn't be able to feel that for a brass lantern.
This suppresses the "power has run out" feedback if blind at the
time. However, applying a lantern to turn it on or off still gives
the on/off feedback on the assumption that there's a switch and you
can feel its position. When hero is blind and lantern is out of
power, trying to turn it on yields "nothing seems to happen". It's
not completely consistent since you would feel the switch in its On
position but claiming that the lantern is on would be a lie.
The basic on and off messages referred to "lamp" even when using a
brass lantern. I thought that that had been fixed a long time ago.
Fixes#842
Reported by copperwater: if an engulfer swallowed a mounted hero,
odd things could happen if the hero dismounted. The steed would be
silently expelled and float-down flooreffects were attempted.
It turns out that if the engulfer is classified as an animal (so
purple worm, lurker above, trapper), the hero got "plucked from
<steed>'s saddle" and was forcibly dismounted prior to completing
the engulf operation, but non-animals (vortices, air elemental,
ocher jelly, Juiblex) swallowed the hero+steed intact. The most
straightforward fix to dismounting-while-engulfed issues is to change
engulfing to always pluck the hero from the saddle even when the
engulfer isn't an animal.
If there's no room on the level to place the former steed, it gets
killed off. I looked at changing that to put the steed into limbo,
waiting to migrate back to the current level if hero leaves and
subsequently returns, but that breaks movemon()'s assumption that
when monsters are in the process of moving, only the currently moving
one can be taken off the fmon list to be placed on migrating_mons.
[The recently added monster knockback code violates that assumption
too when knocking the victim into a level changer trap. It needs to
be fixed in one fashion or another.]
Using #loot while in a pit allows looting containers in that pit.
Using open and specifying the hero's spot when not in a pit allows
looting containers at hero's spot. But using open while in a pit
complained about not being able to reach out of the pit before player
had a chance to give hero's spot at the place of interest, so did not
allow looting any container there.
Get a target spot before rejecting use of 'open' while in a pit.
The alternate prompt might be tty-centric.
The earlier commit just removed monsters from migrating_mons and left
them orphaned. Also it ignored migrating objects.
Actually release the monsters that can no longer arrive at their
migration destinations. Release their inventories too.
Release objects that can no longer arrive at migration destinations.
The earlier attempt to prevent the Wizard from immediately teleporting
(and giving a vanishes and reappears message before the player has had
a chance to see the level) when you arrive on the Plane of Earth ended
up being worse. He just stayed put, so no vanish and reappear but no
other activity either.
When the hero enters the planes branch, all the rest of the dungeon
gets discarded since it can no longer be reached. At the time that
that takes place, throw away any migrating monsters waiting to arrive
on any of those levels.
When entering the Plane of Earth (or level teleporting directly to
another endgame level in wizard mode), if the Wizard came off the
migrating_mons list instead being re-created from scratch, he would
be placed randomly on the level instead of next to the arrival point.
If his mstrategy field still had the STRAT_WAITFORU bit set and you
didn't move to where he could see you, he might never come after you,
at least until some future harassment event chose 'resurrect'.
Reformat most of optlist.h. In the process, fix a couple of
conditionally included items which were mis-classified as set_in_game
when excluded. Add "permablind" as an alias for the "blind" option.
[I don't understand the size value of 70 for #if BACKWARD_COMPAT
{curses,DEC,IBM,Mac}_graphics but didn't alter that.]
Include 'pickup_types' in the behavior section; it's useful from
turn 1 and does get adjusted from time to time during play.
Include 'color' in the map section, but hide it for wc_tiled_map.
Include 'showscore' and 'statuslines=2|3' in the status section.
I didn't rebuild with SCORE_ON_BOTL enabled so the showscore part
hasn't been tested.
Not related to changes to 'O' but noticed because of those. The menu
for selecting which status conditions to include on the status line
starts with a special entry for sorting that shouldn't be selected by
the select all and toggle all actions.
Issue reported by schauveau: when the command line specifies the
'--nethackrc=file' option (Unix, including linux and OSX, only) the
value of 'file' was set in pointer g.cmdline_rcfile and the options
parsing made a copy of that pointer rather than of what it pointed
to, then freed g.cmdline_rcfile before using the copy. So it ended
up using a pointer to freed memory.
Stick with copying the pointer but defer freeing the original until
after its copy is no longer needed.
Fixes#832
The only effect of a new moon was to make hearing a cockatrice's
hissing (whichs happens with 1 in 3 chance) always start the turn to
stone sequence instead just having a 1 in 10 chance to do so, but
that was negated by carrying a lizard corpse.
Keep the hiss-always-starts-petficiation part and remove the
carrying-a-lizard-corpse-negates-that part. So the effect of a new
moon no longer gets controlled by the contents of hero's inventory.
When you see a dwarf wield a pick-axe,
|The dwarf wields a pick-axe!
avoid the exclamation point if that dwarf just intends to dig.
|The dwarf wields a pick-axe.
Pull request from entrez: nothing happened--except spending a wand
charge--if a monster zapped a wand of digging down at a spot where
holes can't be dug. If a pit can be dug there, dig one and then trap
the monster in it. No-op if a pit or other trap is already present.
Closes#796
hero is invisible without being able to see invisible
Issue reported by EndHack: you could see your hands glow red when
reading a scroll of confuse monster or casting the spell of confuse
monster even if you were unable to see yourself.
Switch to the blind feedback (tingling instead of glowing red) if
invisible without see invisible.
Also, have uncursed scroll or low skilled spell confer 1..2 turns
of glowing hands instead of always just 1. (Blessed/highly skilled
stays at 2..9 turns.)
Fixes#828
If the first monster on the migrating_mons list couldn't arrive and
was put back on the list to try again later, 'later' would happen
immediately and the program looped forever trying and failing to
bring that monster to the level.
Defer repeat attempts at migration until losedogs() has been through
the whole migrating_mons list. mon_arrive() now populates a new
list called failed_arrivals and losedog() moves its contents, if any,
to migrating_mons prior to returning.
Extend the wizard mode #migratemons command. Instead of just asking
for how many random new monsters to be sent to the next level, first
describe how many migrating monsters there already are, then if that's
non-zero ask whether to show them. Choices are 'c' for ones scheduled
to arrive at the current level if hero leaves and returns, 'n' for
ones aimed at the next level, 'o' for ones that aren't in either of
those two categories, 'a' for all migrating monsters, and 'q' to skip.
After that, ask how many to make for the next level. The default for
that is still zero.
For the 'o' and 'a' cases, they're displayed in the reverse order of
when they went onto migrating_mons, not sorted by destination level.
Pull request from Kufat: combine a pair of single item skills into
one skill by changing scimitar to use saber skill and removing no
longer used scimitar skill.
I don't think skill values end up in save files but decided to
increment EDITLEVEL to be safe.
Closes#817
Pull request from entrez: typing map symbols during a getpos
operation was using incorrect values and might end up moving the
cursor to walls or other terrain that it classifies as uninteresting
and intends to ignore.
Fixes#823
Pull request from entrez: don't allow an amorphous engulfer who
has swallowed the hero to move to a closed door location. If some
hypothetical amorphous holder existed, it could move to such a spot
while holding the hero adjacent.
Closes#821
Extend findgd() to bring a migrating guard back 'early' if there is
one and an active guard is wanted but none is present on the level.
It the level is full then the found guard is likely to be sent into
limbo (scheduled to migrate back), so one can end up moving back and
forth. Unlikely to occur during normal play.
Also, when a guard is needed and there's a dead one parked at <0,0>,
revive it. The dead guard has temporary corridor info in its
mon->mextra->egd that a new one won't have. (This might introduce
unexpected changes in vault behavior but if so, the old behavior was
probably buggy.)
When the hero is in a vault, don't find a guard unless u.uinvault is
ready to bring it into play. It was finding one every turn and then
ignoring the result for 29 turns out of 30.
Change guard appearance timing: the first appearance is still after
30 turns, but if it goes away, bring it back after 15 more turns
rather than another 30 and repeat as needed.
Add a couple of non-timer, non-(property & TIMEOUT) timeout values
for the wizard-mode #timeout command: uswldtim and uinvault. The
swallowed counter goes down and explusion or total digestion occurs
when it hits zero. The in-vault counter goes up when you're in a
vault or the temporary corridor. If you make it out of the vault-
and-corridor it gets reset to zero.
The log message for commit 231bd75b7f
said that magic harp was changed to behave the same as scroll/spell
of taming, but the scroll and spell pacify an angry shopkeeper even
if the shk resists. Change magic harp to do likewise.
Save and restore or recovery or both could mess up the stair data
about where stairs went. I'm not entirely sure what is going on here
but the steps to reproduce by Meklon2007 worked and the suggested fix
by entrez solved the problem.
Closes#812
I tried to reproduce #812 so that I could check whether the suggested
fix worked but I discovered that external 'recover' was broken by the
coordxy changes.
The fix is trivial but I haven't gone back to #812.
The new routine to find an adjacent spot expects to be passed a pair
of 'coordxy *' but the code to crawl out of water was passing 'int *'.
While in there, the removal of inline code to pick a spot to crawl to
made in easy to eliminate 'goto crawl'.
Change some more
(first_line <op> \
second_line)
to
(first_line \
<op> second_line)
for various values of <op> besides '&&' and '||'. Also clean up some
indentation and backslash+newline alignment.
For object_is_piletop() don't bother to validate that an object which
is classified as being on the floor is actually on the floor at its
specified map coordinates. That check was propagating to expansions
of multiple macros and if it ever failed it would just be hiding a
very serious bug without helping to fix that.
The new test in m_detach(mon) to check whether mon was already detached
is being tripped for trolls who died, revived, and died again. Clear
out the MON_DETACH bit when saving montraits.
Issue reported by youkan700: for shopkeepers, taming via magic harp
behaved differently than taming via scroll or spell.
Make magic harp's taming be the same as [non-cursed] scroll of taming
and spell of charm monster: angry shopkeepers will be pacified (even
though they can't be tamed).
Also, add something I've been sitting on for ages: when taming magic
hits an already tame monster, give that monster a chance to become
tamer. Not significant for monsters that eat (unless being starved
for some reason) but matters for ones who don't eat. For tameness N
(which has a maximum of 20), if N is less than 10, have any taming
yield a 10-N out of 10 chance to increase the tameness by 1. So the
closer a pet is to becoming feral, the more likely for it to improve
tameness a little.
Closes#819
Check for the possibility of dead monsters on fmon when removing
everything from fmon. Mustn't pass a pending dead monster to
mongone() and get rid of it twice.
Issue from youkan700: a previously undiscovered pit was being made
known before hero poly'd into clinging monster checked whether it was
already known. So it always gave "you see a pit below you" instead
of "a pit opens up under you!" combined with "you don't fall in!".
(I think those exclamations are excessive but haven't touched them.)
The bookkeeping for number of dead or removed monsters got out of sync
if a shopkeeper, temple priest, or vault guard on the migrating_mons
list who was scheduled to return to the current level got passed to
mongone() when #wizmakemap destroyed the current level in order to
replace it.
When getting rid of such monsters, first put them on fmon. Once 'gone'
they'll still be on that list and dmonsfree() will include them in the
tally of dead or removed monsters and hopefully the count will match
the number it thinks were pending.
This works for a vault guard; I didn't try for shopkeeper or priest.
Ditch pet(s) so that they won't kill stuff and open up map spots while
you're waiting for guard activity; enter vault away from the wall
nearest to 'civilization'; fill the level with lichens or other junk;
wait for guard to arrive; don't drop gold. After a short while the
guard will try to teleport next to you but with the level full will
end up in limbo instead (migrating, scheduled to come back to current
level). Then perform #wizmakemap. Prior to this patch, there will be
an impossible about N removed not matching N+1 pending; after it, no
such impossible.
viz_array[][] is indexed by coordinates but the data it contains has
nothing to do with them so it shouldn't have been changed to coordxy.
'char' was sufficient; 'uchar' would have been better; this invents
'seenV' instead. This led to a cascade of required changes. The
result is warning free and seems to be working but my fingers are
crosssed....
When a vault guard was created it was producing a "guard appears"
message, then the vault code immediately produced a "vault's guard
enters" message. Suppress the creation message.
While testing that, I noticed that if the hero was blind and lacked
telepathy, "someone enters" started the guard interrogation sequence
but if hero answered and dropped gold, the way out wasn't discernable.
Put a "remembered, unseen monster" glyph at the guard's spot in the
breeched vault wall. The player will need to do <search><move> over
and over to actually follow the guard but at least will know where to
start doing that.
The 'wizmgender' option is flagged as 'wizonly' in optlist.h but that
doesn't prevent it from being set in NETHACKOPTIONS or .nethackrc.
Apply the fix from entrez to only honor it when running in wizard
mode.
Reported direclty to devteam by a hardfought player:
|placing tame fire vortex <56,18> over itself at <56,18>, [...]
An old map fixup when an engulfer and its victim temporarily share
the same map location got impacted by changes made a month or two
back for removing dead or migrated monsters from the map. The old
fixup (for putting the engulfer back after removing the victim also
removed it) was no longer needed and using it resulted in a warning
from place_monster() about putting a monster on top of itself.
Apply the diff from entrez to deal with out of array bounds access by
wand or spell zap when deciding whether to bounce if that zap reached
the extreme edge of the map (not just the edge of the portion of the
map in use by current level).
I captured preprocessor output while debugging vault guard changes
and noticed that glyhp_is_cmap() was expanding to an excessive amount
of code. Simplify it.
Also, a bunch of the cmap macro definitions were using old
(foo && \
bar)
instead of current
(foo \
&& bar)
so this changes those.
Fix wizard mode issues pointed out by the #wizmakemap fix. If a
shopkeeper or temple priest is on a different level and its home
level gets flipped, monst eshk or epri data became invalid and would
cause trouble if the shk or priest ever made it back to home level.
If a vault guard is maintaining a temporary corridor and the level
gets flipped, the data became invalid. If you used #wizfliplevel
while the guard was leading you out, the corridor spots would be
flipped along with the rest of the map but the guards's temporary
corridor data didn't match. Breaches in the vault walls would be
sealed, then the guard would just mill around, never finishing
leading the hero out.
back into play with bad data
I don't have a test case to verify the fix, and I'm not absolutely
certain that the cause has been correctly diagnosed, but I think the
problem was caused by a guard being sent into limbo because the map
was too full to place it, then while it was on the migrating monsters
list waiting for a chance to come back the fuzzer executed #wizmakemap.
If the hero left the level and subsequently returned, the guard would
arrive back but monst->mextra->egd contained data for the previous
incarnation of the level that's invalid for wizmakemap's replacement.
Treat any shopkeeper, temple priest, or vault guard who is not on his
'home' level like the Wizard has been treated since 3.6.0. When
leaving the level they're on, put them on the migrating monsters list
scheduled to return to present position instead of stashing them in
the level's data file. That way they can be accessed from any dungeon
level, so wizmakemap can pull ones for the level it's replacing off
the migrating monsters list when removing the old level's monsters,
handling both migration-pending and already-arrived-on-another-level.
Bonus fix: put monsters who are on the migrating_mons list solely in
order to be accessible from other levels back first when returning to
the level they're on so that pets and the hero can't hijack their spot
when those arrive. The Wizard has been vulnerable to that.
Not fixed: #wizfliplevel command needs to flip parts of shk->mextra->
eshk and priest->mextra->epri for shk or priest on migrating_mons.
Vault guards don't contain anything flippable when migrating, but do
have coordinates that need fixing up while they're maintaining a
temporary corridor to/from the vault.
The most recent "simulated mouse" commit included changes to 'struct u'
that should have been accompanied by an increment in EDITLEVEL. Do the
missing increment now.
Change u.{dx,dy,dz} from schar to int and get rid of unused u.di.
Remove just added getdir_ok2click; it was declared as int but being
assigned booleans. Rename getloc_click to getdir_click and have
getdir() use it for both input and output.
A simulated mouse is becoming quite a nuisance for something which
will probably never be used by anyone in actual play.
When getdir is given '_' as a direction, it calls getpos to get a
map location rather than just a direction. Have getdir()'s caller
explicitly enable that so using '_' for other than #therecmdmenu
doesn't produce a delta that's farther than one step away.
place_monster() sanity check complained that a long worm was being
put at the same location as another monster. The long worm wasn't
on the map prior to that place attempt. This probably fixes it but
I don't a test case so am not sure.
Have the config error reporting routine check whether the message
it's delivering already has end-of-sentence punctuation instead of
adding that unconditionally.
When naming the weapon in the livelog message for breaking "never
hit with wielded weapon" conduct, avoid xname() because it includes
"<item> named <something or other>". That's partly censorship and
partly keeping the message from being longer than necessary. Long
messages on tty cause '#chronicle' output to become ugly.
now includes what the weapon was
Pull request from vultur-cadens: show the weapon used when logging
the breaking of "never hit with a wielded weapon" conduct.
Also, if that first hit was a successful joust attack it was being
shown twice.
Closes#814
Too many negations for my brain to cope with. I've tested travel
properly this time, but not re-tested running (which shouldn't be
affected by this code).
Pull request from entrez: context-sensitive help. During the
quick farlook command (aka #glance), if the player types "?" to
ask for help don't show "prompt for 'more info'" among the actions
performed for response ".". (":" still mentions that because it
does show 'more info', if some is available, when using ";".)
Closes#811
Pull request from entrez: non-swimming pets wouldn't target
underwater food but if a flying pet happened to move over such food
it would eat that.
Fixes#810
Pull request from entrez: changes in symbol handling rendered the
'wizmgender' debugging option non-functional. Get it working again,
and when it's enabled have doname() list the corpse or statue gender
formatting those types of items for inventory or other display.
Closes#807
From entrez, then modified possibly beyond recognition: don't run
or travel onto lava even with known safe lava-walking because that
isn't 100% safe. But if already on/over lava, allow moving onto
adjacent lava in that situation.
should be skipped when current bite finishes meal
Pull request from entrez. Treat resuming an interrupted meal with one
bite left similarly to starting a meal that only takes one bite.
Closes#804
Pull request from entrez: allow rush/run to move over water if
wearing discovered water walking boots. (Having walked over water
while wearing them but without them being discovered isn't sufficient.
Hypothetically there could some other method of acquiring water
walking ability.) #802 supersedes #454.
Closes#802
by monsters is based on their weight
Pull request from entrez: instead of straight 2/3 chance for a monster
to trigger a landmine, base the chance on monster's weight.
Closes#801
From entrez, pushing a boulder into the water on Plane of Water
resulted in a sanity check warning about a boulder at water location
(every turn until bubble movement eventually pushed it back out of
the water). Make boulders in that situation always fail to plug the
water and vanish rather not attempt to plug and remain intact.
This also changes the chance to plugging water from 90% to 50% when
dealing with a wall of water somewhere other than Plane of Water.
Reported by entrez: if a monster with the STRAT_APPEARMSG flag is
seen to teleport away from its current position, an arrival message
would always be given too. If you couldn't see that arrival, you'd
get nonsensical "It suddenly appears!".
Minor fix: when a monster is seen to vanish at one spot and appear
at another, if it was not close you'd get either "appears closer to
you" or "appears farther from you" even if the new spot was the same
distance as the old spot.
Change the regex_error_desc() interface. Have the caller pass in
a pointer to a buffer of at least BUFSZ characters and have
regex_error_desc() populate that. No need for static buffers or
extra dynamic alloction.
Also, change it to never return Null. None of its callers were
checking for that and could have passed Null to config_error_add()
or raw_print(). printf("%s", NULL) produces "null" on OSX but other
systems would probably crash if a Null result ever actually occurred.
The error explanation returned by cppregex included a trailing period.
config_error_add() adds one, so the message ended up with two. Have
regex_error_desc() check for final period and strip it off if found.
(My test case used a menucolor pattern of "[" which triggers an error
about mismatched brackets.)
Reformat cppregex.cpp; treat 'extern "C" {' as if it isn't introducing
a nested block. Fix the '#include <hack.h>' that 'make depend' was
ignoring.
and not stopping if tossed out of the quest
Pull request from entrez: a running or travelling hero who passes
next to the quest leader and gets tossed back through the portal for
some reason would keep on running on the far side.
Closes#797
can gain intrinsics by swallowing monsters whole
Pull request #792 from entrez: monsters can gain instrinsics now but
the case for an engulfer digesting a live monster was overlooked.
Add the same for non-pet monsters digesting other monsters, likely
under the influence of conflict but possibly counter-attacking a pet.
Closes#792
Reported by entrez: dropping items with the 'D' command sets
obj->bypass which prevents an otherwise compatible item from merging
with non-bypass floor stack.
'D' sets the bypass bit to avoid trouble if a dropped item triggers
an explosion that destroys some of inventory (making straightforward
invent traversal be unreliable). Having bypass set prevented merging
with a floor stack that had that flag bit clear. That was very
noticeable if a subset of a stack was picked up and then 'D' used to
drop it again, resulting in two stacks instead of recombining into
the original.
Change the test for mergability to ignore bypass so items will merge
when one has it set and other doesn't. And when successfully merging
set bypass on the combined stack if either part had that set.
Pull request from argrath: in destroy_one_item(), 'physical_damage'
is set to False with no provision for changing that it True, so the
'if (physical_damage) xxx' is never executed. Remove it.
Closes#806
Reported by entrez: the code to have a hero become stunned for 1..3
turns when going though a level teleporter trap effectively negated
teleport control (except in wizard mode which is probably why this
slipped through). Make the effect happen after level_tele instead of
before, change it from being stunned to being confused, and only
happen if hero lacks teleport control.
The association between confusion and level teleportation already
exists and this might be just enough of a hint for someone who isn't
aware of that yet to figure it out. (Probably just wishing thinking.)
Magic portal traversal hasn't changed; it still causes brief stun.
When migrating, a long worm is removed from the map to take off the
tail, then its head is put back to be treated like other monsters.
If that occurred when being forced to re-migrate during failure to
arrive from a prior migration, it wouldn't have valid coordinates
and the place_monster attempt produced an impossible warning.
(Other types of monsters don't get removed and put back so didn't
trigger the problem.)
The routine to format a monster when the data is suspect mistakenly
thought it was dealing with a long worm tail because the monster
didn't match level.monsters[0][0], so the warning inaccurately
reported the problem as "placing long worm tail".
From a followup comment to a reddit post: a vampire who has gained
levels loses them when reverting to base form. This fixes the case
where it grows into a vampire lord; change the base form from plain
vampire to lord when that happens.
It does not fix the case where shapechanging to fog or bat or wolf
and then back to base form yields a new vampire or vampire lord
instead of the one that built itself up. Mainly affects pet vampires
since wild oees don't tend to grow very much.
For the tty perm_invent boundary box initialiation, instead of doing
one of many assignments that do glyph lookup, do one of many symbol
assignments and one glyph lookup. No change in observable behavior.
Also, use the main dungeon's walls for box rendering instead of
selecting ones for whatever branch the hero happens to be in at the
time perm_invent gets enabled.
With a debugging pline() in place, I could see that tty perm_invent
was being redrawn for each item added to hero's initial inventory.
Avoid that. There is an update_inventory() call just prior to
entering moveloop() which handles all of starting invent as a unit.
Introducing 'maxslot' at the last second invalidated a ton of prior
testing. This should fix all the modes of tty perm_invent, including
the missing bottom boundary for TTYINV=4 (show in-use items only, an
approximation of Qt's "paper doll" and of the '*' command).
The boundary box characters are set using cmap_to_glyph(S_<wall_type>)
which in theory makes them change depending on which branch of the
dungeon the hero is in. That isn't noticeable since they aren't drawn
as tiles, but it doesn't seem right.
This checks for 'TTYINV' in the environment and if found, it uses that
as a number describing a bit mask for how to show the perm_invent.
0 = current behavior, a-zA-Z in two columns (I've started referring
to those as panels because "column" is already used a lot);
1 = "show gold" => $a-zA-Z# in two columns; requires 1 more line;
2 = "sparse" => list all letters a-z in the left panel and A-Z in
the right whether there is an item in the slot or not, so that
open slots will be obvious;
3 = 1|2, "sparse" with $a-zA-Z$ instead of just letters;
4 = "in use" => full lines instead of side-by-side panels, listing
only items with non-zero obj->owornmask; currently requires 17
lines instead of 28 (or 29 for show-gold): room for top border,
15 lines of worn/wielded items, and bottom border; normal usage
would be capped at 3 weapon slots, 7 armor slots, and 4 accessory
slots, but it is possible to have more items in use (simplest
case is to pick up the iron ball while punished).
The #4 case isn't displaying its bottom border correctly and I haven't
figured out why.
If this turns out to be useful, perm_invent can become a compound or
some new option for perminv mode could be added.
Modify the error message delivery when too-small so that it works for
both NETHACKOPTIONS or .nethackrc and for 'O'. "Early failure" isn't
very early; using pline() instead of raw_print() ends up writing to
the base window but also works normally when used for failed attempt
to set perm_invent with 'O'.
Fix the off by one error in height which required an extra line that
ended up going unused.
Fix an off by one error in the middle divider. Forcing the same item
from the left column to the right column, I was seeing
"f - an uncursed +0 pair of leather glove" ["s (being worn)" truncated]
"F - an uncursed +0 pair of leather gl"
After the fix I get
"f - an uncursed +0 pair of leather glov"
"F - an uncursed +0 pair of leather glo"
(When terminal width is even, the left side is one character wider
than the right.)
Split the invent window creation code out of tty_create_nhwwindow() to
new routine tty_create_invent(). I came across
if (r == 0 || (newwin->maxrow - 1)
in the process (note lack of 'r ==' in the second part). I'm not sure
what the initialization code is intended to accomplish but missing
that init for the bottom (boundary box) row didn't seem to be causing
any problem.
This forces the required size to be big enough to handle statuslines:3
regardless of what the setting for that is at the time the perm_invent
window is created. When the value is 2, there will be a blank line
between status and the boundary box of perm_invent. When it is 3, the
third line will use that line and the only separator will be the top
boundary box line. Toggling back and forth with 'O' works as expected.
For what a key does, when operating on 'm' which produces two lines
of output, append a command to the first line so that the combination
forms a complete sentence. Also, expand on the explanattion of what
is going on in dowhatdoes().
release_hold() checked for (Upolyd && sticks(g.youmonst.data)) before
checking for (u.uswallow) and it could set u.ustuck to Null while
u.uswallow remained set to 1. dmove_core() was accessing u.ustuck->mx
and u.ustuck->my after that, resulting in a crash.
This fixes that particular case but there might be others that also
assume sticky poly'd hero should be handled before swallowed hero.
Being swallowed/engulfed needs to be handled first.