I noticed that the description of ^O still referred to the 3.6.0
behavior (either #wizwhere or #overview depending upon play mode)
rather than the 3.6.1 behavior (unconditional #overview).
While updating that I changed a bunch of "Wizard-mode" references
to "Debug mode" which is the proper end-user name.
I slightly expanded the descriptions of #wizdetect, #wizgenesis,
\#wizintrinsic, WIZKIT, and Debug mode, and removed at least one
out of date reference to debug mode being a conditional feature.
And for most of the stuff I was looking at, I changed the nroff
source to honor the roff guideline of having each sentence start
on its own line (and also the latex source to use those same line
breaks even though they don't need it).
Not done: a lot of quoted single characters use 'c' instead of `c'
(pair of ticks rather than back-tick and normal tick). One form
or the other should be changed so that they're all consistent.
I'm pretty this was mentioned the last time it was formatted for
the web site.
Guidebook.mn has been tested, Guidebook.tex has not.
Fixes#124
Fix github pull request #124 which was also reported directly (but not
through the contact form so #Hxxx number). Using ^I or #wizidentify
displays inventory with everything ID'd for that command only and adds
a menu entry "_ - use '^I' to identify" that can be chosen to make
those ID's persistent. Picking underscore would work but picking the
alternate '^I' wouldn't work if the platform had unsigned characters
for plain 'char'. Switch the return value from magic number -1 to
magic number ^I which isn't a valid inventory letter and isn't subject
to sign conversion. Casting -1 to '(char) -1' would have worked too
despite some confusion expressed in discussion of the pull request.
If ^I has been bound to some other command and #wizidentify hasn't
been bound to any keystroke, temporary ID didn't disclose any extra
information (ie, acted like ordinary inventory display) and the extra
menu entry to make temporary ID become persistent wasn't available.
This fixes that too.
My change to unify the pet and monster digging weapon choosing
made monsters not actually wield the chosen weapon, even though
they could still dig as if they did. Pets behaved properly.
Also add an explicit check for IS_STWALL so they won't keep
switching away from their current weapon until needed.
for parchment and vellum spellbooks. Parchment and vellum are made
from animal skin rather than from plants, so classifying spellbooks
with those descriptions as paper is inaccurate. Changing them to be
made out of leather has a couple of side-effects: eating them while
polymorphed will break vegetarian conduct and polymorphing them might
result in a leather golem rather than a paper one.
I left "leathery spell book" as paper since that directly refers to
the cover. The composition shouldn't be changed--the pages of such
a book are still made out of paper--but the effect of eating one
possibly should. (That description originally was "leather" and got
changed. I don't remember the details and assumed it was due to odd
wishing behavior, but there's a commented-out routine in eat.c which
suggests it was related to eating instead. Anyway, "leathery" is
still non-leather.)
Augmented death reason with appended "while <helpless-reason>" was
broken in 3.6.0 and got fixed shortly after release (too late to
prevent high-score files from being corrupted). Then within a
couple of weeks it got broken again, and doesn't work in 3.6.1
either (but in this case, it is omitted instead of being cloned
to all following score entries). The problem is in both record
and logfile, but not xlogfile, so we could create a fix up routine
that would use the last to repair record (and perhaps logfile).
But having two fixup routines would probably lead to confusion.
The problem this time was bad logic in the fix for
|alter name of monster causing hero's death if name contains
| characters that could cause confusion when using record,
| logfile, or xlogfile later
killerformat() was going out of bounds of the input string and
using up all of 'siz' so that there was never room to append the
", while helpless" suffix.
Fixes#121
Fix githib issue #121 - shopkeepers don't charge for consecutive
acts of vandalism on the same square. pay_for_damage() keys its
action on the 'when' field of the damage structure, and when a
second type of damage gets added to existing damage, that wasn't
being updated. Both bits of damage (broken door or dug wall plus
trap created at same spot) get repaired together but shopkeeper
wasn't challanging hero to pay for the second one (trap).
The repair process had issues too. If you broke a shop door, paid
off the shopkeeper, then left the level before the repair took
place and came back after (or rather, catching up for lost time
repaired it when you returned to the level), it didn't actually
get fixed and remained a doorless doorway that was considered to
have been successfully repaired (record of damage discarded).
Unless there was also a trap there; then the door did get properly
fixed when the trap was removed.
Object scattering during wall repair was bypassed if trap removal
took place.
Also, trap removal while off level still gave messages when it took
place after you returned. I didn't try to verify that; it's possible
that vision is in a state where you can't see the repair even if you
return to a spot where it would be visible. But the return value
from the repair routine was one which wanted a message instead of
the one to suppress messages.
Not addressed: digging a pit inside a shop (aside from in doorway
or breached wall) is not treated as damage which should be repaired.
This includes the case of digging up a grave which converts the spot
into ordinary floor (plus pit trap).
Fixes#125
When a random grave included some gold among whatever treasure was
generated, that gold was left on top of the grave instead of being
buried inside it like other treasure.
I'm sure this was intentional but only because mkgold() puts the
gold on the ground and merges it with other gold if there is already
some present. Keeping an existing stack of gold distinct from the
new one in order to bury the latter is feasible but clumsy. Just
make a new gold object directly, bypassing mkgold(), and bury that.
Fixes#123
Make sure wallification doesn't go out of bounds when operating
near the map edge. The top and left edges were ok (although the
left edge could uselessly try to wallify unused column 0) but the
right and bottom ones weren't validating the map boundary. None
of the 3.6.x levels were affected.
I've done this a little differently from the suggested commit in
the pull request.
Special levels with FLAGS:inaccessibles could trigger a panic if
a large enough area was subjected to floodfill handling. The buffer
intended to be enough to hold an entire level wasn't big enough when
individual coordinates were being added multiple times. I don't
really understand what this code is doing but the recommended fix
does work to prevent the panic.
None of the levels included with 3.6.x were affected.
Remove an extra space from Val 00021.
This does not address github issue #124 where the extra space shown
on the message line is the result of combining two separate plines
rather than coming from the data.
Noted on rgrn, after being told that you don't fit upon discovery
of a hole or trap door you could then immediately use '>' to
proceed down.
The deliberate situation remains possible and has some
inherent risk.
Interrupt seduction if the hero gets moved away from the seducer, or
if both of them move to another level. Loss of levitation can drop
the hero onto a trap which sends him/her somewhere else, but seduction
was continuing as if nothing had happened. In theory it could continue
despite level change because succubus and incubus are level followers,
but there's no way of knowing whether seducer and victim will arrive
next to each other until they get delivered and that doesn't happen
until long after the attack needs to finish.
I don't think theft has the same problem because it is a multi-turn
activity operating on one item at a time, but I didn't check it out.
Unlike cloak_simple_name() and helm_simple_name(), suit_simple_name()
wasn't guarding against Null. Current usage never trips up against
that, but when I added a new use in doseduce() [pending], it caused
a crash.
Various seduction messages with a verbal component were being given
to hero even when deaf. This uses alternate messages if some cases
and bypasses the message in others. In particular, if hero is deaf
then he or she will not be given the choice to decline removing a
piece of armor--or taking off or putting on a ring of adornment--
that can ordinarily occur (based on die roll against Charisma).
The seduction code was also using '!Blind' to test whether the hero
could see his/her seducer, ignoring the possibility that it might be
invisible. I think the only ramification is that "It" would appear
in messages instead of the "She" or "He" that are explicitly used
when not seen due to blindness.
Fixes#120
The one-line summary [for inclusion in message history] of the priest
quest's block message when bringing the quest artifact back to leader
misspelled "congratulations".
Fixes#102
This is a simplified version of the code in pull request #102,
which replaces "You feel like Popeye!" with "You feel like {Olive
Oyl or Bluto}!" if eating spinach fails to provide a strength gain.
I think you should still feel like Popeye if the lack of gain is
due to already being at maximum, so I left out the change to make
gainstr() return a value which indicates whether a change took place.
Unfortunately, if you're both already at maximum and have attribute
changes suppressed by Fixed_abil, the latter overrides and you'll
feel like Olive Oyl or Bluto. I think that situation is too obscure
to bother with the complexity of figuring out if you're at maximum
for the purpose of a silly message.
Fixes#116
Farlook in 3.4.3 used xname() and just described any corpse as
"corpse" whether you knew the monster type or not. 3.6.x switched
to doname() and describes it as "<mon-type> corpse", but if it isn't
there anymore, the fake object contructed for it would have a random
corpse type.
For corpses and statues, the map glyph provides enough information
to give the fake object the same type as the original. For other
items that have a monster component (figurines, tins, eggs) it does
not, nor for other doname attributes of objects in general (which
might be picked up by monsters rather than rot away). So this fixes
the rotted-away-corpse-seems-to- become-random-corpse issue but not
the general case of the details for a remembered item which isn't
there anymore.
Redo how updates of permanent inventory window are suppressed during
restore. Reverses part of e9f1e03271
which included a simpler attempt to deal with this.
It looks like we should have been getting impossible "unpaid_cost:
object wasn't on any bill" but segfault was reported; I haven't tried
to figure out why. The band in xname() ought to be redundant now but
is included for bulletproofing.
Fixes#113
Incorporate the contents of pull request #113 to fix shopkeeper setup
for irregularly shaped shop rooms. Code intending to adjust the Y
coordinate was erroneously incrementing the X one instead. (I'm not
sure whether we have any irregular shops at all but if so, they don't
have the necessary orientation to trigger this bug.)
And add a couple of formatting tweaks in the vicinity....
Wearing a negatively enchanted ring of increase <foo> would enhance
the bonus gained from eating another ring of the same type when you
got "the magic spreads through your body" effect so could be eploited.
Conversely, wearing a positively enchanted one would make you lose
that worn amount when gaining any bonus from eating one.
Fixes#114
Report and contributed fix described lack of support for room type
"ant hole" in the code that loads special levels (and mentioned that
none of our des files attempted to use that room type so it isn't
noticeable in unmodified version of the game). The fix overlooked
a couple of other missing room types (leprechaun hall and cockatrice
nest) so I didn't use the pull-request's commit (so not sure what
github's automated updating will make of 'Fixes #114').
Fixes#111
Casting stone-to-flesh at a random statue animates it as a monster
(created via direct call to makemon()) at an adjacent or nearby spot
if there is already a monster at the statue's spot, but doing so on
a statue of a petrified monster (create attempt via montraits() which
called makemon() without the ADJACENTOK flag) turned it into a corpse
instead. Pass an extra argument to montraits() so that it behaves
the same normal statue animation for stone-to-flesh without changing
how it behaves when reviving corpses for undead-turning.