Add missing handling for trapped containers and for Schroedinger's Cat
to the #tip command. Also, after tipping out the contents of a cursed bag
of holding, its weight would still reflect any items destroyed during the
process.
Releasing Schroedinger's Cat from a box which is being carried would
place the monster at the coordinates of wherever the box was last on the
floor instead of adjacent to the current location.
Also, the message sequence
The housecat inside the box is still alive!
The large box is empty.
seemed a little strange. This makes it say "is now empty" when a cat has
just been released.
> Trying to loot a bag on the floor while wielding a cursed
> quarterstaff: "You carefully open the bag... You have no free hand."
> Shouldn't I notice that I have no free hand before even trying?
add freehand() check to able_to_loot()
I encountered a look vs pickup cockatrice corpse
bug today.
If you looked at a location with ':', you
would instantly get
"Touching the cockatrice corpse is a fatal mistake..."
but if you used "m," you got the full list of
things at the location to choose from.
This patch makes the behaviour consistent
and more informative to the player.
You now get the partial list of things felt
up until the cockatrice corpse is encountered,
and then you get the
"Touching the cockatrice corpse is a fatal mistake..."
Before, the code was never displaying the partially
built list because the feel_cockatrice() call was
happening before the window display call.
Mostly `gcc -Wwrite-strings' complaining about passing string
literals to safe_qbuf(). `gcc -Wformat' didn't catch the type mismatch
of formatting the return value of strlen() with %d, presumeably because
size_t is defined as unsigned int on this system and it treats int and
unsigned int as interchangeable as far as printf/scanf checking goes.
I'm not sure whether the sizeof() values being passed to safe_qbuf()
ought to have casts. Any system where size_t isn't the same width as
unsigned int is bound to support prototypes, but might possibly warn about
the implicit conversion of unsigned long (or even unsigned long long these
days) to unsigned int.
The bug report referred to greased hands, but that doesn't affect the
behavior. If you drop an object while swallowed or engulfed in a shop, and
that object had previously been picked up from the shop floor, the object
was treated as costly. In some cases, this could result in impossible
errors later on. Perhaps object ox & oy should be modified when in
player/monster inventory, but this fix addresses the specific problem by
not doing the costly check while swallowed.
<email deleted> wrote:
> The game crashed badly when I made some experiments with items
> with very long names:
>
> You have much trouble lifting a blessed greased thoroughly rusty >thoroughly corroded +3 plate mail named terribly long killer longer than my
>ong long-worm called long. Continue? [ynq] (q)
tty_yn_function(const char * 0x0012fa50,
const char * 0x00572ddc _ynqchars, char 113) line 379 + 6 bytes
lift_object(obj * 0x009e8970, obj * 0x00000000,
long * 0x0012fcd0, char 0) line 1131 + 20 bytes
pickup_object(obj * 0x009e8970, long 1, char 0) line 1258 + 19 bytes
pickup(int 0) line 474 + 28 bytes
dopickup() line 1853 + 11 bytes
rhack(char * 0x005c0d50 in_line) line 1908 + 3 bytes
moveloop() line 406 + 7 bytes
main(int 3, char * * 0x009e2ac0) line 102
Make exploding bags of holding be less mysterious, and perhaps cut
done on the number of claims that they've vanished for no reason. There
wasn't any feedback other than the explosion message itself; in particular,
the message about putting something into the bag didn't occur since that's
handled by the didn't-explode case.
Another fix to address the complaints about two-handed weapons being
rendered useless by 3.4.1's change to require free hands in order to apply
containers. Some players now fear to wield two-handed weapons because a
curse would make accessing their bag impossible, which is doubly nasty if
that's where they have scrolls of remove curse or potions of holy water
intended to deal with cursed items. The same situation applies for cursed
one-handed weapon combined with cursed shield, so some are now claiming
that 3.4.1 has made two-weapon combat be even more attractive than before.
This implements #tip, a new command that causes a container at the
current location or carried in inventory to have its contents emptied
onto the floor. Hero's hands don't need to be free at the time but tipping
a floor container requires limbs; tipping an inventory container doesn't
need hands or even limbs. The contained items don't pass through inventory
during the process, so don't cause objects (loadstones, crysknives, scrolls
of scare monster?) to go through their special handling unless it's part of
normally dropping to the floor. Tipping a bag of tricks behaves the same
as applying it (one monster is released, and it only becomes empty if
that happened to be the last charge) and items tipped out of a cursed bag
of holding have their normal cursed bag chance (1/13) of being destroyed.
Tipping an inventory container while levitating or during unskilled riding
behaves similar to normal drop--from a height, so some fragile items break.
Players have wanted this feature to get gray stones out of chests or
heavy corpses out of ice boxes but I didn't care much about that; losing
access to your bag is more significant. I'm pretty sure that there was a
user patch to do something like this floating around at one time, but I
couldn't find it when I looked, so I implemented #tip totally from scratch.
Bug? Extended commands which lack meta-key shortcuts are not listed
in the help files displayed by the '?' command....
Move a couple of instances of container contents manipulation into
their own routines. Behavior for items disappearing from cursed bags of
holding isn't quite identical but is effectively the same. I think its
use of stolen_value (or simply the behavior of the latter) is buggy, but
I haven't tried to fix that. (Cursed bag of holding destroying a player
owned bag containing shopped owned items definitely doesn't work well.)
> Receiving Excalibur from a fountain while blind doesn't update the
> display (i.e. the missing fountain) immediately.
Various other topology changes had the same problem. The display
was only being updated if the hero was invisible on the assumption that
it wouldn't matter otherwise, but a blind character who moved off the
affected location would still have the old map info (fountain, trap, &c)
shown--until he walked back onto that spot or searched next to it or
regained sight--even though the player is told about the map change as
it happens.
When you drop a container in a shop, gold in that container is added to
your credit. However, if you put gold into a container after it was already
on the shop floor, no credit was given. Then when you picked up the bag or
tried to take out the gold, you'd be debited for it. This change causes
in_container to handle gold the same as container dropping does.
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
the ptr and calculating the distance from beginning of array
For "traditional" menu style, pickup and #loot/apply can't accept an 'm'
response to bring up a menu upon request when all items involved are of
the same class, because the prompt where that response is allowed only
gets issued when multiple classes are present.
Building with an old version of gcc with various warnings enabled
generated a lot of noise. Most of it was due to not guarding string
literals with `const', but there were a couple of actual problems too.
[forwarded from newsgroup]
When polymorphed into a handless monster, you can't loot a chest
that's on the ground but you can pick it up and then apply it when
it's in your inventory.
use get_adjacent_loc() rather than getdir() directly for some things where
you want to ensure valid adjacent coordinates are returned
<email deleted> wrote:
>>> [...]
>>> I've noticed that the loot adjacent spot code doesn't have any
>>> isok(x,y) test, so will risk crashing if used at the edge of
>>> the screen (whether deliberately, or accidentally due to being
>>> confused or stunned when picking the direction).
>> Would this not be a problem elsewhere, such as use_leash() too?
> Yes, that looks like the same risk. getdir() doesn't validate
> that the <u.ux+u.dx, u.uy,u.dy> is safe and neither does m_at(),
> so their callers need to.
>
> I did manage to provoke a crash with #loot on the plane of earth,
> although an accidental case would be a lot less likely to happen.
Fix the reported bug of an unskilled rider who is unable to pick
items off the floor while mounted still being able to dip into water.
There might be other actions which need similar checking; this one only
handles the dip into pool/moat case.
Provide more control over message handling for monsters' use
of equipment. This fixes the statue revival problem (inappropriate
feedback when monster puts on speed boots) mentioned in the earlier
"intrinsics of dead monsters" patch.
Noticed with recent looting patch: QBUFSZ is not big enough
to reliably hold formatted object names. (I haven't looked through
any other source files for similar problems.)
Newsgroups: rec.games.roguelike.nethack
Subject: Re: YANI - empty containers interface
<email deleted>
On Mon, 2 Sep 2002 12:13:49 +0300, <email deleted> wrote:
> I find the behaviour when trying to put something in an empty container
> quite irritating. Let's remind it:
> #loot
> "The <container> is empty. Do you want to put something in it? (y/n)"
> This means I have to read the message and to press 'y' or to cancel via
> Esc.
> For comparison, non-empty containers behave like this - please forgive
> me that I've forgotten the exact words:
> #loot
> "Do what?
> o - take out
> i - put in
> b - both of the above"
> So my suggestion is to change the behaviour of empty containers to be
> the same as non-empty ones. That is:
> #loot
> "Do what?
> i - put in"
> This way, I don't have to look at the container. If I want to put
> something in, pressing 'i' will lead to the same results in both cases.
This part of the suggestion was not implemented, however:
> If I want to take something out, then pressing 'o' or 'b' - although
> they are not in the list of choices - will display a message "This
><container> is empty" and end the #loot-ing session.
From the newsgroup: taking a shop-owned pick-axe out of a
container inside a shop gave a misleading message telling the
player to take the pick-axe out of the shop. It was caused by
using the object's `unpaid' field before addtobill() had set it.
Several flags added since 3.4.0 were destined for flags
(to be saved with the game) but were placed in iflags for
savefile compatibility. These include:
boolean lootabc; /* use "a/b/c" rather than "o/i/b" when looting */
boolean showrace; /* show hero glyph by race rather than by role */
boolean travelcmd; /* allow travel command */
int runmode; /* update screen display during run moves */
This patch has no effect unless you define this in your port's
XXconf.h file.
#define SAVEFILE_340_CONVERT /* allow moving of some iflags fields to flags
without destroying savefile compatibility */
Without it, the new flags remain in "iflags." With it, the flags are moved to
"flags" and the structures are converted when the save file is read. There
is no reverse compatibility. If you save the game after conversion, you
can't load the savefile on 3.4.0, only 3.4.1.
Fix the reported bug of being double-billed for a bag of
holding destroyed if #loot is used to put a wand of cancellation
into it while it's on a shop floor. (The bug report neglected
to mention a second aspect of the situation: you wouldn't get
billed for the wand if you used an unpaid one to trigger this.)
There's a check in doloot that's supposed to disallow looting nearby
monsters if you loot a container at the current location. But, it only
worked if you looted the last container. Make the behavior consistent.
<email deleted>
> Since Priests' knowledge of the buc-status of an object only
> kicks in when the name is being looked at for the first time,
> they get an "X" option when taking items out of a newly-looted
> container, but B, U, and C thereafter; could their ability be
> pre-applied to the container's contents when constructing the
> menu, to avoid this anomaly?
>
- this is brute force, always update the status line each time you
insert something into a container. If you look closely, you may still
see the Burdened message disappears momentarily doe to the many possible
messages between the freeinv() call and the point where the object is
actually put into the container.
- the "Burdened" message could disappear from the status line if it was
updated partway thru in_container, clearing the bot flags. Re-order
message so it comes after add_to_container, as in 3.3.1.
Replace "feature_toggle" implementation with an easier-to-understand
boolean option called "lootabc".
Provide "showrace", an option to display the hero by race glyph rather
than by role glyph.
Document the above.
Remove some obsolete Mac options.
This adds a generic feature_toggle mechanism to
the game. Code that wants to offer two different
ways of doing something can add an entry to
feature_toggles[] (in decl.c), and create a
preprocessor macro for its array index in decl.h.
Then the code can test it using
if (feature_toggle(FEATURE_NAME))
..do_this..
else
..do_that..
The player can toggle the alternate code path
on using OPTIONS=feature_toggle:feature_name_1 feature_name_2 ...
This seems better than creating brand new options
for controlling features (ala prayconfirm, which
could switch to this single option feature_toggle
mechanism as well)
My first use of it is to allow toggling of the selectors
on the loot menu, which I'm hesitant to just change back
because now people are actively using the new selectors and
the complaints would be really loud if the interface were
to just switch back after they adjusted.
The default behaviour is the new behaviour "iob", but with an
OPTIONS=feature_toggle:loot_menu_selectors
in your config file, it will revert to using "abc" as it did
in 3.3.1. I'll add a Guidebook page of "features/behaviour
that can be toggled" later.
The toggles can only be done in defaults.nh, and are
not saved with the game.