Experience-level and experience-points, if enabled, could be
highlighted via 'up' or 'changed' rules in initial display after
restore. I tried 'down' rule too but didn't produce with that.
I don't understand what was going on but was able to reproduce it
and then fix it via the trial and error method....
Those places that use get_table_str_opt() to get an optional string
value can instead use a function that returns a string.
This can be used for example in quest data lua table, or some table
fields in the lua api bindings, or the dungeon definition.
For example, in quest.lua
text = "You again sense %l pleading for help.",
could be replaced with
text = function() return "You again sense %l pleading for help."; end,
which of course allows using lua to build the string.
There were couple reports of doors being generated in a corner
of a room. This happened for randomly generated irregular rooms,
because the code that was deciding if a corridor starting or
ending location was good did not handle irregular rooms at all.
This changes the corridor code so it can now generate start and
end points properly for any valid position in irregular rooms,
instead of only on the edges. This means the corridor sometimes
meanders a bit more than before, because it tries to find
the end point away from the edge of the room rectangle.
Also added is sanity checking for the randomly generated rooms
and corridors level, testing for door placement and room connectivity.
And another fix for a rare special case where dig_corridor
created a zero-tile long corridor; the entrance door was placed,
but there was nothing behind it.
Fixes github #1269 and #1385
Fix warnings
objnam.c: In function ‘wizterrainwish’:
objnam.c:3536:54: warning: variable ‘didblock’ set but not used [-Wunused-but-set-variable]
3536 | boolean madeterrain = FALSE, badterrain = FALSE, didblock, is_dbridge;
| ^~~~~~~~
Disarming a chest trap was setting obj->tknown = 0 even though the
hero just discovered that it isn't trapped.
Triggering a chest trap behaved similarly. Since there are no
repeating chest traps, hero should know that the chest whose trap
just went off is no longer trapped.
chest_trap() didn't document its return value but was clearly meant
to return True if the chest was destroyed. It didn't handle that
correctly when the chest was being carried. However, none of the
callers actually use the return value. [This fix tracks whether the
chest gets deleted; a better fix would be to destroy an exploding
chest even when it is being carried.]
If 'autounlock' is set to test a chest for traps, skip "check for
traps?" when tknown is set; go directly to "disarm trap?" if the
chest is trapped, skip that too if it isn't.
If wand of probing hits a chest, set the tknown bit.
We've had reports of a couple of issues building against musl libc.
Issues reported:
- build procedures utilize col for Guidebook-creation, and col
is deprecated in distros that use musl libc
- some of the CRASHREPORT code is using library functions that
are not available in the musl libc environment. The reported
functions were backtrace() and backtrace_symbols(), which use
header file /usr/include/execinfo.h.
So we'll try to accommodate this. Since we don't have a means of
autodetecting the musl libc situation during the build (as of yet), the
builder will have to specify 'make musl=1' on the make command line.
Specifying 'musl=1' on the make command line will:
1. ensure that NOCRASHREPORT gets defined in the C preprocessor.
2. set COLCMD to be '../util/stripbs' instead of 'col -bx'.
Related to GitHub #1393
We've had reports of a couple of issues building against musl libc.
Issues reported:
- build procedures utilize cat for Guidebook-creation, and cat
is deprecated in distros that use musl libc.
- some of the CRASHREPORT code is using library functions that
are not available in the musl libc environment. The reported
functions were backtrace() and backtrace_symbols(), which use
header file /usr/include/execinfo.h.
So we'll try to accommodate this. Since we don't have a means of
autodetecting the musl libc situation during the build (as of yet), the
builder will have to specify 'make musl=1' on the make command line.
Specifying 'musl=1' on the make command line will:
1. ensure that NOCRASHREPORT gets defined in the C preprocessor.
2. set COLCMD to be '../util/stripbs' instead of 'col -bx'.
Closes#1393
Issue reported by elunna: Using the 'F' prefix against a displacer
beast prevented swapping places.
This doesn't use the suggested fix. It is quite short but there is
a large diff due to change in indentation and reformatting several
comments because of that.
Attacking a displacer beast either with or without 'F' might miss,
hit, or swap places. It won't "harmlessly attack thin air."
Fixes#1377
Protect carried items as well as hero when carrying the Mitre of
Holiness. Already handled when wearing that artifact.
This might make it be too strong. At the time that it was given
the carrued attribute, there was no such thing as carried items
providing any protection to other carried items.
"You have disabled loading of bones levels" (during play) and
"You disabled loading of bones levels" (end of game disclosure)
both clearly refer to the player rather than the hero.
"You have never encountered a bones level" is accurate for current
hero but not necessarily accurate for the player. Rephrase it.
Also, if OPTIONS=!bones is set and the hero just died, extend
"You disabled loading of bones levels" during disclosure to
"You disabled loading and storing of bones levels" (even in the
case where bones wouldn't be saved anyway).
Initially diagnosed in an xnethack fuzzer crash - unblock_point
shouldn't be called when a closed door becomes non-closed, because it's
possible that there's a gas cloud on the space which means it still
blocks vision. These always need to be recalc_block_point. A number of
them were fixed, but when I went through all the xnethack ones, I found
some that were unchanged from upstream NetHack. I reproduced the sanity
check impossibles usually by breathing gas at a door as an iron golem
and then opening or destroying the door to trigger the unblock_point
call.
The use of recalc_block_point in wizterrainwish was not triggering this
bug, but the previous code there basically duplicated
recalc_block_point.