Commit Graph

15256 Commits

Author SHA1 Message Date
PatR
56f0340f0c fix #K3920 - migrating mimicker sanity
Report says that Wizard of Yendor posing as some other monster
triggers a sanity_check warning if on the migrating_mons list and
hero has Protection_from_shape_changers attribute.  My attmpts to
reproduce that failed, but this updates the mon_sanity checking to
explicitly allow a monster posing as another monster to be on the
migrating monsters list.

This also adds checks for whether a monster on the fmon list has
MON_MIGRATING or MON_LIMBO or MON_DETACH bits set in monst->mstate
and whether a monster on the migrating_mons list has MON_DETACH set
or both MON_MIGRATING and MON_LIMBO clear.  I won't be surprised if
these new checks trigger sanity complaints.
2023-05-11 11:51:57 -07:00
Pasi Kallinen
91257e00c7 Werewolf howling wakes up monsters 2023-05-11 18:48:02 +03:00
Pasi Kallinen
8c8acee423 Fix hero trapped in nonexistent pit
If hero was trapped in a pit, and a monster threw a boulder
at that location, the boulder filled the pit but hero was still
trapped in it.
2023-05-11 16:00:57 +03:00
Alex Smith
fcb86ad709 Fix "while helpless" showing up for some characters who weren't helpless
If the game ended while the player was in the middle of a repeated
command (that was not cancelled), this would spuriously cause a
"while helpless" to appear in the death message and logfile entry.
This bug is hard to observe because most things that can kill the
character also cause repeated commands to stop repeating, but is
easy to reproduce by command-repeating the #offer command that's
used to ascend (as "n20#offer" or "20#offer" depending on the
control scheme): doing so produced "ascended, while helpless"
prior to this patch.
2023-05-11 01:43:06 +01:00
PatR
65debc1adb incorporate 3.6.7+ build fix for VMS
Make sure CLR_MAX is defined when winprocs.h uses it.
sys/vms/vmsmail.c uses wintypes.h and winprocs.h without hack.h;
a change in 3.6.3 broke that but wasn't noticed until now.

I haven't added a fixes entry since we don't know whether 3.7.x
will eventually be buildable on VMS.
2023-05-10 12:47:42 -07:00
Pasi Kallinen
81884a92e0 Don't show error when monster in lava cannot tele away
... due to the level being full of monsters.
2023-05-10 18:43:35 +03:00
PatR
92ca5dbf71 describe monster's size for stethoscope/probing
Monster size affects knockback but it wasn't provided anywhere within
the game.  Have wand of probing and stethscope feedback for monsters
include tiny|small|medium|large|huge|gigantic as applicable.
2023-05-10 02:23:57 -07:00
Pasi Kallinen
ead2f94d6e Fix genetic engineer poly hit killing the defender
The polymorph hit can kill the monster, but this info wasn't
propagated back.  If the defending dead monster retaliated,
the game issued an impossible.
2023-05-10 09:34:28 +03:00
PatR
845e813e86 fuzzer vs repeat deaths, take IV
A limit of 20 deaths on the same move before having the fuzzer give up
was not enough.  Bump that to 100.  No effect at all on normal play.
2023-05-09 22:38:53 -07:00
PatR
dd7d7f2eae fuzzer vs lava, take III
Change dying in lava to attempt life-saving at most twice.  The first
time might be via amulet or via declining to die.  The second time
can only be via declining to die after failing to teleport to safety
the first time, but could happen in explore mode as well as in wizard
mode, either interactive or fuzzer.

If the hero dies twice without ending the game, confer temporary fire
resistance and water walking so that other actions can be attempted.
After 5 turns without getting away from the lava or doing something
to acquire those capabilities, the hero will be subject to falling in
again.

Then the whole cycle might repeat, even many times, but the fuzzer
will eventually choose ^V or #wizmakemap and escape.  Players in
explore mode will either figure out a way to get out of it or
eventually have to give up but can try as many times as they like,
not that much different than being cornered by a deadly monster.
2023-05-08 15:21:03 -07:00
PatR
3f4634211f fix #K3918 - statue-to-boulder polymorph in water
'sanity_check' complains if it finds a boulder in water or lava.
Polymorphig a statue usually produces another statue but might
produce a boulder.  If done it water, keeping the boulder intact
would trigger the sanity warning.  Break it into rocks if object
polymorph produces a boulder at water or lava location.
2023-05-08 02:07:31 -07:00
PatR
210387c176 break fuzzer out of life-save loop, take II
When being burned up by lava, die 20 times before giving up the
attempt at life-saving (was unlimited).  Giving up leads to the hero
standing on lava rather than dying.  Normally moveloop() dunks the
hero again on next turn but fuzzer life-saving now has a chance to
confer temporary fire resistance.  So hero might have an opportunity
to level teleport or use ranged attacks that free up spots so have
somewhere available to teleport to safety if/when dunked again.

The recent code to give up on trying to resurrect the dying hero
after 15 deaths on the same move is extended to 20.  They apply to
each of the 20 lava resurrect attempts but still doesn't guarantee
that the hero will eventually get free before done() gives up.
2023-05-08 01:35:21 -07:00
Pasi Kallinen
9ca1c5fb56 Fix dmonsfree warning caused by knockback
When a monster being attacked was knocked back into a level
teleport trap, the attacker could still hit the defender.
If the second hit then killed the defender, this could result
in dmonsfree warning.
2023-05-07 22:12:56 +03:00
Pasi Kallinen
3ffb69bf2f Fix another "no monster to remove" impossible
Pet ranged attack code was using the same variable for
both pet attacking a monster and then the monster's possible
retaliation attack. The retaliation obviously overwrote the
pet attack return code, allowing pet to move afterwards.
In certain case this could result in "no monster to remove"
warning.
2023-05-07 22:12:56 +03:00
nhmall
2de3409113 Guidebook change follow-up 2023-05-07 07:38:22 -04:00
nhmall
2986d03adc Guidebook fix 2023-05-07 07:33:18 -04:00
nhmall
afca423f06 build fix 2023-05-07 07:20:11 -04:00
Pasi Kallinen
e18548c821 Fix knockback impossible
When monster attacked another monster, and the retaliation attack
knocked back the attacking monster, the variables holding the
attacking monster coordinates were out of sync and caused
"no monster to remove" warning.

Propagate back the knockback hit, so the current monster cannot
do anything further.
2023-05-07 12:57:09 +03:00
PatR
01df119ae6 Guidebook.tex catchup
Add Guidebook.mn's recent #genocided changes to Guidebook.tex.
Not tested.
2023-05-07 01:22:43 -07:00
PatR
b4b251b618 temporary blindness vs permanent blindness
While testing the fix for unicorn horn vs blindness, I noticed that
when 'blind from birth' (OPTIONS=blind) you would get "your vision
seems to dim for a moment but is normal now" when timed blindness
was added to persistent blindness.  That happened for both 3.6.x and
to-be-3.7.  Change it "you have a strange feeling for a moment".

In 3.7, having temporary blindness timeout while permanently blind
produced "your vision seems to brighten for a moment but is normal
now".  Change that to strange feeling too.  For some reason I haven't
tried to figure out, 3.6.x stayed silent when this took place.
2023-05-07 01:03:29 -07:00
PatR
76fbca7d25 fix github issue #1020 - unicorn horn vs blindness
Reported by argrath:  the test for whether blindness could be fixed
by applying a unicorn horn got broken by the recent change to the
Blinded macro.

While in there, undefine macros once they stop being useful.  I put
these #undef lines closer to their #define instead of at end of file.

Also, remove an out of date comment about encoding property troubles.
It became obsolete when unicorn horn stop fixing lost Str, Dex, &c.

Fixes #1020
2023-05-07 00:37:51 -07:00
PatR
ca02bc4898 fix #K3917 - fuzzer stuck in endless lifesave loop
Life-saving from being burned up in lava attempts to teleport the
hero to safely.  If that fails, hero immediately burns up again.
For fuzz testing, that results in an infinite loop.

While implementing a fix (in done(), not just lava-specific), I
noticed that hangup while running interactively in explore or
wizard mode could be subject to similar effect.

For the fuzzer, if hero dies 15 times without advancing the move
count (not 'moves', the turn count), don't life-save again.  With
hangup, don't prompt for "Die?" more than once.

Normal interactive declining to die still works.  The more exotic
situations aren't tested.
2023-05-06 16:51:59 -07:00
Pasi Kallinen
5023e4bfad Fix tame soldier being angry
Wizard-mode created tame soldier got angry when another
soldier played a bugle.
2023-05-06 23:12:59 +03:00
Pasi Kallinen
fe3dcb4416 Genetic engineer uses up turn when polying a monster
The fuzzer encountered a "no monster to remove" impossible,
this should fix it, even though I did not manage to reproduce
it manually.
2023-05-06 20:16:28 +03:00
Pasi Kallinen
d036116dee Fix hiding under nonexistent obj
Zapping a wand of teleportation at a location with object and
a monster hiding under it, but with the level full of monsters,
the monster would stay hidden even when the object was moved.
2023-05-06 20:13:10 +03:00
PatR
6de996971b fix #K3915 - "deleting worn obj" warning
Knocking a monster into lava triggering impossible warnig "deleting
worn object" for a wooden shield.  The monster had to be wearning
flammable armor and be fire resistant to survive instead dying and
dropping inventory, and it couldn't be a creature that can survive at
lava locations like a salamander and the armor needed to already be
thoroughly burnt.

It wasn't hard to figure out what needed to be fixed, but it was very
hard to reproduce the situation in order to verify that fix.  The
report was for monster vs monster knockback but I jousted with a lance
instead.  I still don't understand why burning up a worn wooden shield
triggered the warning but burning up a worn orcish cloak did not.
2023-05-06 00:08:35 -07:00
PatR
41c8a18d3d hurtling monster bumping into hero
Typo/thinko resulted in passing wrong monster variable to x_monnam().
2023-05-05 17:50:57 -07:00
PatR
e28d15f491 endgame portal fix
A recent change to prevent creating webs at water locations also
deliberately prevented them at air locations but had the unintended
side-effect of preventing creation of magic portals on the Planes
or Air and Water.  Those two levels always place the portal in air.
Explicitly allow air if the trap being created is a magic portal.
2023-05-05 17:42:57 -07:00
PatR
180042434e more engraving sanity feedback
Delete engravings made in a breach of a shop's wall or of a vault's
wall or in the guard's temporary corridor when the wall is repaired
or the corridor removed.  If 'sanity_check' was On, those would
trigger impossible warning "engraving sanity: illegal surface (x)"
where x was the terrain type code for solid rock or relevant walls.

Adding del_engr_at() calls to the shop code was straightforward.
The vault code is very complicated and I'm not sure that all the
calls I added were actually necessary.
2023-05-04 06:02:23 -07:00
PatR
c0441126b8 fix #K3912 - engraving sanity: closed doors
Engraving in an empty doorway and then using locking magic to create
a door there resulted in an impossible warning: "engraving sanity:
illegal surface (23)" if the 'sanity_check' option was On (wizard
mode only).  Engraving in an open doorway and then simply closing
the existing door produced the same effect.

Accept engravings at closed doors.  Presumably hero will be using
Passes_walls to attempt that so treat closed doors same as open ones.
Update the engraving sanity check to deal with that.

Bonus fix: engraving sanity checking stopped after the first problem
instead of checking every engraving.  Have it continue instead.

Not fixed:  vault wall repair and temporary corridor removal does
not delete engravings and can trigger the illegal surface warning if
player engraves before the repairs.  I didn't test shop wall repair
but it doesn't have any engr references so probably has the same bug.
2023-05-03 14:29:03 -07:00
PatR
53adba6602 maybe fix #K3909 - hurtled monster detached twice
I haven't forced a test case to verify this, but the logic for
calling mliquid() at the end of mhurtle() was clearly wrong.

Also, implement missing case of one monster causing another to
hurtle and hit the hero.  Compiles but is otherwise untested.
2023-05-03 12:18:15 -07:00
nhmall
a687e75e9b WIN32 file name normalization 2023-05-03 12:31:15 -04:00
PatR
7778d91193 fix for breaking a crystal helm
Avoid impossible warning "breaking odd object?" when throwing a helm
of brilliance causes it to break.  Presumably dropping one while
levitating or zapping one of the floor with striking/force bolt would
yield similar result.

While in there, reduce the chance of breakage from 99% to 5% for both
helm of brilliance and crystal plate mail.
2023-05-03 05:30:51 -07:00
PatR
d2f4edc209 'm #genocided' bit
Overlooked part of customizing the #genocided sort menu.

A bit of unrelated trap.c formatting included.
2023-05-03 05:20:13 -07:00
PatR
e48c6bdc00 \#genocided revision
The #genocided command was revealing extinct monster species when used
during normal play.  That was not intended, so stop.  Change to only
reveal them in wizard or explore modes and also during end-of-game
disclosure but suppress them during normal play.

The full description of #genocided is now dynamically updated for '# ?'
during normal play to remove its reference to extinctions.  Also, check
for skipping wizard mode commands before doing description searching.

\#genocided was out of alphabetical order in the full commands list.
Both it and #vanquished should have had the GENERALCMD flag; they
don't affect game state.

Change #genocided to use the sort order currently set for #vanquished,
and allow 'm #genocided' to put up the same menu as 'm #vanquished'.
(Not quite the same.  Sorting by count of monster deaths isn't
appropriate for listing genocides where an arbitrary number may have
been killed before the genocide occurred.  If the preferred order for
vanquished is set that way, alphabetical will be used for genocided.)

Setting the order via menu for either command sets the order for both,
but doing so via #genocided doesn't offer the count-high-to-low and
count-low-to-high choices.  During disclosure, you can answer 'a' when
asked whether to disclose genocided and extinct monster types and like
for vanquished monsters, that lets you choose an order at end-of-game.
Doing so won't affect disclosing of vanquished monsters--it'll be too
late for them.

A chunk of this diff is due to moving the #wizborn code out of the
middle of #vanquished handling.

Guidebook.ms has been updated but Guidebook.tex is lagging.
2023-05-03 04:58:39 -07:00
PatR
654b7d41b2 fix #K3907 - reviving buried corpse
Burying an olog-hai corpse with a boulder resulted in a panic when
its time to revive occurred.  I was able to reproduce this once but
failed with "you feel less hassled" several times (using same save
file for multiple tests) so I'm not quite sure what was happening.

A buried corpse was allowed to revive if it was for a zombie.  This
fix extends that to auto-revivers (trolls and Riders).  The corpse
keeps its revive_mon timer rather than changing that to zombify_mon.

If/when revival of a buried troll or Rider happens while in view, it
will "claw itself out of the ground" like zombies do.
2023-05-02 18:02:02 -07:00
PatR
7a18387ff2 Fix github issue #1016 - buried zombie theme room
Reported by vultur-cadens:  it was possible to encounter ettin zombies
and giant zombies at shallow levels if those levels were generated
with the "buried zombies" theme room.

This uses a simpler fix than the suggestion(s); it's only applicable
to the zombie room though.

Also, vary the zombify_mon timeout.  If the hero happened to be in
the room at the time that that expired, they would all claw their way
out of the ground at once.  The new variation is quite small so they
still escape burial as a group, but over the span of 21 turns rather
than all on one turn.

Fixes #1016
2023-05-01 15:37:30 -07:00
nhmall
b71fb18c63 warning fix for Windows Visual Stdio 2023-05-01 11:00:54 -04:00
nhmall
e298bb09c1 build fix for Windows Visual Studio 2023-05-01 11:00:10 -04:00
Pasi Kallinen
6e218cd7ef Fix zapping cancellation at magical trap
The exploding magical trap did not cause problems before just by
being a magical explosion by accident; adding an object caused
the cancellation wand ID to change, and the explosion now had
an impossible explosion type.

Hardcode trap explosions to generic magical blasts.
2023-05-01 17:46:16 +03:00
PatR
b3580289be fix github issue #1017 - webs in/on water
Reported by copperwater, it was possible for a web to be created
at a water or lava location.  It would not be displayed even after
being discovered; showing the terrain superseded showing the trap.
But it functioned normally and could trap the hero.  Webs pull the
victim to the floor so hero would drown or burn up on next move
even if the spot had been reached while floating or flying.

A monster spider couldn't survive at a water or lava location, but
a poly'd hero could.  Creating a web via #monster or wizard mode
wish could result in it affecting some unsuspecting player via bones.

Disallow creation of webs at water, lava, and air or cloud spots.
(They're already disallowed at furniture spots.)

Fixes #1017
2023-05-01 01:54:35 -07:00
PatR
57b54664bd \#undef dogmove.c macros
While looking for something in dogmove.c I did some source cleanup.
Undefine its macros by the end of the file, and redo some pet vs
guardian angel handling that dated from when the monst extensions for
those two were overlaid.
2023-05-01 01:13:08 -07:00
PatR
14e35ce419 fix #K3890 - "wall_angle: unknown hwall mode 4"
When lastseentyp[x][y] is different from levl[x][y].typ and #terrain
tries to show <x,y>, the value of levl[x][y].flags might not have an
approrpriate value for the remembered terrain type.  The reported
problem was an impossible() about wall mode.

rm.wall_info == 4 corresponds to rm.doormask == D_OPEN and both of
them are overloaded on rm.flags.  A spot remembered as a wall but
actually a secret door might cause this if it has become discovered
('wall' changed to closed door) and then opened (with door intact)
while out of view.  [I'm not sure how that could happen though.]

I was unable to reproduce it so haven't verified that the fix works.
2023-04-30 00:38:40 -07:00
PatR
70949a787e mplayer creation bestowing 0 gold pieces
Reported directly to devteam:  a fake player monster was petrified
and when creating its statue yielded "Calculating weight of 0 gold
pieces?".

Fake player monsters on the Astral Plane level were being created
with rn2(1000) gold pieces so had a 1 in 1000 chance of that being 0.
Gold gets created with a non-zero amount but the routine that gives
it to a monster sets the amount to the requested value.  That didn't
update the weight so didn't notice the 0.  Putting it into a container
(the statue) did recalculate the weight and did notice.

There was a choice between forcing a non-zero amount or allowing 0
and bypassing its creation and placement in monster's inventory.
I went with the latter.
2023-04-29 05:30:14 -07:00
PatR
f9a35132d6 crystal helmet
Discussed a long time ago, change helm of brilliance from iron to
crystal so that it doesn't need to be a special case for metallic
armor's affect on spell casting.  It now has a fixed description of
"crystal helmet" but is not pre-discovered.

Add new helm of caution to retain the "etched helmet" description
among the shuffled helms.  Wearing it confers the Warning attribute.
That's fairly lame but not necessarily useless.  It's iron and gets
half the former probability for a random piece of armor being helm
of brilliance so is not likely to be popular.

Helm of caution keeps the old helm of brilliance tile and new helm
of brilliance is basically the same image with different color and
pointed on the top.

Not changed:  the etched helmet was marked as green and is drawn
that way for text but the tile doesn't actually use green for it.
Crystal helmet started as hi_glass (rendered as 'bright cyan') but
has been changed to clr_white to match crystal plate mail.

Old save and bones files are invalidated.
2023-04-29 02:18:29 -07:00
PatR
90155cd857 monst->meverseen comment fix
and a minor formatting bit.
2023-04-29 01:48:11 -07:00
PatR
1c94bdac89 blindness overhaul
I was working on this at the time 3.6.0 was released and set it aside
until later.  Later has finally arrived.  Redo the Blind, Blinded,
Blindfolded,&c macros to make more complete use of intrinsic property
handling.  Blinded was being treated as a number which could be added
to or subtracted from; now that has to be done via TIMEOUT mask
because it has FROMOUTSIDE (OPTIONS:blind) and FROMFORM (poly'd into
!haseyes() form) bits included.  Object definitions for blindfold and
towel now specify the BLINDED property; overriding blindness via the
Eyes of the Overworld is accomplished via props[BLINDED].blocked.

Code generated for the scores of Blind and !Blind tests throughout
the program should be smaller.

One bug that has been fixed is that putting on the Eyes of the
Overworld cured permanent blindness (from OPTIONS:blind).  The
u.uroleplay.blind flag was cleared and stayed so after taking them
off.  Putting the Eyes on still breaks blind-from-birth conduct but
now blindness will resume when they are removed.

This was untested at the time it was set aside and is only lightly
tested now.  A large number of the changes here are just to switch
from Blinded to BlindedTimeout for current timed value and to call
set_itimeout() for setting a new value.
2023-04-27 14:53:28 -07:00
PatR
57ff993352 optimize pline("%s",string)
pline() already skips sprintf/vsnprintf if the format doesn't contain
any percent signs.  Do the same if the entire format is "%s".

Also, if ESC is used to suppress messages for the rest of the current
move, the text for any impossible warnings issued during that time
would be suppressed too so not be seen.
2023-04-24 16:34:48 -07:00
nhmall
2308e2480d wording correction 2023-04-24 11:31:46 -04:00
PatR
4d295a38de Qt MenuOrTextWindow tweak
Funnel all potential "<action> called before we know if Menu or Text"
warnings through a common routine.  Aside from rephrasing a message
which no one should ever see, there's no change in behavior.
2023-04-23 15:55:38 -07:00