Try to exercise ^A more when running the fuzzer. Also ^P, although
that is tty-centric.
I couldn't notice any difference in behavior so this doesn't seem to
be very useful.
If the yn_function() delivers its impossible about returning a result
that isn't considered to be viable, put the prompt into paniclog.
The updated comment contains my guess about what it going wrong, and
I'm fairly sure it is correct. But I don't know how to fix it unless
we change ^A to just repeat the last command without attempting to
also repeat whatever followed.
At the moment, users will occasionally get strange outcome from ^A.
This has been sitting around for a long time. It prevents at least
one fuzzer exit.
Before adding this, I did trigger one yn_function() 'impossible'
while doing ordinary testing but wasn't able to reproduce that, so
am still not sure what is going on.
Tutorial code doesn't handle saving and reloading the game gracefully,
and manually saving has been disabled in there already.
Also disable automatic saving in the tutorial when the terminal goes away.
Using #monster to make the steed use the breath weapon often
failed because the steed did not want to breathe at weak or
too strong monsters.
Make #monster force the steed use the breath, and if there is
no targets available, make the steed make some noise as feedback.
When hero is poly'd into a gremlin, using #monster at a fountain
location will clone a gremlin pet. Do the same at a pool location
(might not match the movie but if not, most likely because the
situation never came up). Also, do the same for #sit at either
fountain or pool.
I recently realized that I've been editing sources in a terminal
window that was widened in order to fit curses borders for testing
something or other. That has resulted in some new wide lines in the
source. There were lots of old ones too.
This updates some source files to try to achieve the goal of 78
characters or less. As in the past, I've been inconsistent about
lines with 79 characters. Lines with 80 or more have been wrapped
or shortened (usually by trimming an end of line comment or removing
redundant parantheses, sometimes just by reducing the indentation
of the continuation portion of an already wrapped line).
I eliminated one instance of warning manipulation for non-constant
format string, and simplified stone_luck() where Ken had a silly
comment about the function argument's name.
The g? structs had a mix of variables that were written to
the savefile, and those that were not.
For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.
This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.
Details:
gb.bases -> svb.bases
gb.bbubbles -> svb.bbubbles
gb.branches -> svb.branches
gc.context -> svc.context
gd.disco -> svd.disco
gd.dndest -> svd.dndest
gd.doors -> svd.doors
gd.doors_alloc -> svd.doors_alloc
gd.dungeon_topology -> svd.dungeon_topology
gd.dungeons -> svd.dungeons
ge.exclusion_zones -> sve.exclusion_zones
gh.hackpid -> svh.hackpid
gi.inv_pos -> svi.inv_pos
gk.killer -> svk.killer
gl.lastseentyp -> svl.lastseentyp
gl.level -> svl.level
gl.level_info -> svl.level_info
gm.mapseenchn -> svm.mapseenchn
gm.moves -> svm.moves
gm.mvitals -> svm.mvitals
gn.n_dgns -> svn.n_dgns
gn.n_regions -> svn.n_regions
gn.nroom -> svn.nroom
go.oracle_cnt -> svo.oracle_cnt
gp.pl_character -> svp.pl_character
gp.pl_fruit -> svp.pl_fruit
gp.plname -> svp.plname
gp.program_state -> svp.program_state
gq.quest_status -> svq.quest_status
gr.rooms -> svr.rooms
gs.sp_levchn -> svs.sp_levchn
gs.spl_book -> svs.spl_book
gt.timer_id -> svt.timer_id
gt.tune -> svt.tune
gu.updest -> svu.updest
gx.xmax -> svx.xmax
gx.xmin -> svx.xmin
gy.ymax -> svy.ymax
gy.ymin -> svy.ymin
Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
gf.ftrap, gl.light_base, gt.timer_base
If sanity_check starts spewing out warnings, don't run it again if
player types ESC when the program finally asks for the next command
(rather than --More--).
Also, some reformatting of the main command table.
Reported by ars3nly as "#1250: Repeating #sit causes a sitting loop",
with a followup comment describing how to reproduce easily, and by
Umbire as "#1229: Curses and extended command menus". Repeat count
from previous command carried over to current command when ^A was
used to re-run the current one.
Reset 'last_command_count' every time a repeat count is obtained,
even when the new one is 0. This is a much simpler fix than what
was used with several previous attempts, but it seems to be working.
The do-again code is convoluted, but the tricky bit was the fact
that this problem only happened when number_pad was On with repeat
counts entered as 'n<digits>'. I still don't understand that aspect,
but it wasn't happening for count of simple '<digits>', making
reproducing it by someone who doesn't use number_pad be difficult....
Closes#1229Closes#1250
While testing a potential fix for issue #1250, I discovered that
using the altmeta option, to simulate typing Alt+x to get M-x via
typing 'ESC x', didn't work after a count prefixed by 'n' when in
number_pad mode. It did work as intended for !number_pad when a
repeat count prefix is entered via digits without 'n'.
This doesn't solve #1250, which also occurs for number_pad but not
for !number_pad.
Pull request from mkuoppal: avoid integer overflow when user types
digits and they're combined into a number by successively multiplying
intermediate value by 10 and adding new digit. Needed to avoid
triggering undefined behavior if the value overflows the largest
signed integer (actually long int).
This is a much more general fix than the code in the pull request,
which imposed an arbitrary limit for one aspect of tty input.
I'm not convinced that integer.h was the right place to add the new
AppendLongDigit() macro. I may not have caught all the places where
it is needed. files.c accumulates a value from digits but uses
unsigned int, so overflow won't trigger undefined behavior (although
it presumably ends up with a different value than what was intended).
options.c and coloratt.c accumulate smaller integers and have a limit
on the number of digits they'll use, so can't overflow.
Fixes#1254
Noticed while doing rudimentary testing of the mnearto() fix for
mimics. #migratemons wouldn't add monsters to migrating_mons if
getlin() was compiled with EDIT_GETLIN defined unless you manually
deleted the invisible default value that wiz_migrate_mons() was
passing. It took a while to puzzle that one out.
The command list has conditional description of what #migratemons
does and it was using the wrong spelling of the macro used to
control that. So '# ?' described the behavior of #migratemons as
it operates without DEBUG_MIGRATING_MONS enabled even when that is
enabled, adding to the getlin() confusion.
Make object deletion work similarly to monster deletion:
it's marked for deletion (by setting the where-field to OBJ_DELETED
and moved to specific deleted-objects chain), but they're actually
freed at the beginning of turn.
This may need some more tweaking, especially in places that iterate
over object chains, but fuzzing did not find any obvious problems.
Fix a case of accessing freed memory: a monster breathed at hero,
destroying some items. The code stored the next item in the chain
(a cloak), but a ring of levitation was destroyed, causing hero to
plop down into lava, destroying the cloak. The item destruction
code then tried to access the destroyed cloak object.
Make the code check the object where-field - which will be different
if the object was marked for deletion. Also removed an extra loop
going through the whole object chain looking for the items to
destroy.
If moving on ice causes the hero to hurtle an extra step in a random
direction, don't allow that to be backward to where hero started.
Also, if hero is in grid bug form, only allow hurtling forward.
It was allowing slips in a diagonal direction, which seems wrong
for grid bug, and even when it slipped in an orthogonal direction,
buffered screen updating made the combined step+hurtle appear to be
a single diagonal step.
I'm not a fan of this seemingly simple change. The hurtle/second
step comes after the "you slip on the ice" vs "you slip off the ice"
messaging and might put the hero in a location which contradicts it.
new .h files: hacklib.h selvar.h stairs.h
new .c files: calendar.c, getpos.c, report.c, selvar.c, stairs.c,
strutil.c, wizcmds.c
cleanup of hacklib.c and mdlib.c
hacklib contains functions that do not have to link with the core
relocate wiz commands from cmd.c to wizcmds.c
relocate CRASHREPORT stuff to report.c
relocate getpos stuff from do_name.c to getpos.c
remove temporary struct definition from extern.h
cross-compile PRE-section split into cross-pre1.370 and cross-pre2.370
Windows sys/windows/Makefile.nmake and sys/windows/Makefile.mingw32 and
visual studio project file updates
Unix sys/unix/Makefile.src, sys/unix/Makefile.utl
populate selvar.c and selvar.h
build on MS-DOS (not cross-compile) Makefile updates
for sys/msdos/Makefile.GCC (untested)
vms updates for above (untested)
Adds a new extended command #lookaround, which will describe
the map around the hero they can see or remember.
Adds a new boolean option mention_map, which will give a message
when an interesting map location in sight changes.
DUMPLOG requests the DUMPLOG feature as it does now
DUMPLOG_CORE requests the internal buffering only (used for CRASHREPORT)
This allows CRASHREPORT to access recent messages without performing
any file I/O.
Check the various uarm, uwep, and so forth pointers to make sure that
they point to items in hero's inventory and that those items have the
corresponding W_ARM, W_WEP, &c bit set in their owornmask field.
Also check whether any other items in inventory have the same bit set.
[Some of this is already handled by sanity_check_worn() in mkobj.c.]
Also validate two-weapon combat mode. I don't recall ever seeing any
problems reported about it though.
Does not validate ball and chain. Those should have their own sanity
checks that validate a bunch of other stuff besides just worn slots.
They already get some checking by the normal object tests.
This works ok with 'sanity_check' set and items worn and wielded
normally. The only insane situation tested was by reverting the
confused-looting-with-quivered-gold fix from earlier today. I haven't
used a debugger to force other such problems so this isn't very
thoroughly tested.
add CRASHREPORT for Windows
add ^P info to report (via DUMPLOG)
new options: crash_email, crash_name, crash_urlmax
new game command: #bugreport
new config option: CRASHREPORT_EXEC_NOSTDERR
new command line option: --bidshow
deleted helper scripts:
NetHackCrashReport.Javascript
nhcrashreport.lua
misc:
update CRASHREPORTURL (will need to be updated before release)
update bitrot in winchain
winchain for Windows
add missing synch_wait for NetHackW --showpaths
add PANICTRACE (and CRASHREPORT) in mdlib.c:build_opts
missing:
packaging (Windows needs the pdb file)
no testing with MSVC command line build
port status:
linux: working, but glibc's backtrace doesn't show static functions
Windows VS: working. pdb file is large - looking into options
MacOS: working
msdos: not supported
VMS: not supported
MSVC: planned, but not attempted
MSYS2: working, but libbacktrace not showing symbols (yet?)