Code appears to intend that riding for 100 turns be treated like a
successful weapon hit as far as skill training goes, but it was
actually requiring 101 turns each time. It's conceivable that that
was intentional, but unlikely.
Seven year old suggestion was to have a killer bee eat royal jelly if
there was no queen around, then after a short delay it would become a
queen. This does that, with "no queen around" being "no queen bee on
current dungeon level" and the transformation happening immediately
with the "short delay" taking place after.
Pet killer bees will target nearby royal jelly if there's no queen,
hostile killer bees will only eat it if they happen to walk on the
same spot as one. Both types accept either tame or hostile queen bee
as an existing queen.
Killer bees eating royal jelly will drop dead if queen bees have been
genocided, and aren't smart enough to avoid the instinct to eat such
if/when that happens to be the situation.
Reported seven years ago, when ice melts underneath a monster, it
hovers there until its next move, then falls in and drowns. Dunk it
immediately, and give hero credit/blame if it happens during the
hero's turn (so presumably the melting was caused by the hero).
Also, let monster with teleport capability who gets dunked teleport
away from the water before getting wet, the way hero does.
Another one from 6.5 years ago, identifying a type of gem should give
a new price for any unpaid gems of that type and adjust shopping bill
accordingly. Report was for rubbing with touchstone and learning
worthless glass with price not changing until the learned 'gem' was
dropped. Fix works for that and also other forms of identification
(and for amnesia, raising prices of forgotten gems); no dropping is
required for the price to change.
Theoretically could apply to any type of item, but prices of gems are
by far the most sensitive to whether or not they're identified.
When testing the change to the Eyes of the Overworld wording and asking
for information about inventory item
k - a pair of lenses named The Eyes of the Overworld
I got "I don't have any information on those things". Not because that
item wasn't identified, but because the lookup was for "pair of lenses"
(finding nothing) and then for "The Eyes of the Overworld" (and not
finding it due to "The" which is stripped from the first attempt but
wasn't from the second nor present in the data.base key).
Another one from nearly 7 years ago. Hero kicked embedded gold out
of a wall while following the guard away from the vault and got
"The guard calms down and picks up the gold."
and player thought it was odd because the guard was peaceful. It is
odd, but guards have an agitation state (0..7) when peaceful and it
is always non-zero when this event occurs. Suppress the "calms down"
part unless the agitation is close to making the guard turn hostile.
[Agitation is set to 5 after that event, so it isn't very calming.]
Also, the guard was picking up gold from underneath the hero while
two steps away. Move him adjacent (although it doesn't knock other
monsters out of the way if there's no room) prior to the message,
then back again after. That's how if works for gold that's not at
the guard's location and not at the hero's location, although that
case does knock another monster out of the way if one is on the gold.
Fixes#169
Monsters should not be afraid of stepping on the vibrating square
since it's only a trap for display purposes. [Perhaps they should
deliberately avoid it if the hero hasn't seen it yet, but I didn't
implement that.]
"You see a strange vibration beneath <mon's> <parts>." was strange
when <parts> was a wolf's "rear paws" or horse's "rear hooves"--was
the vibration magically skipping the front ones? And it sounded
naughty when it was a snake's "rear regions". If the creature has no
limbs or is floating or flying, just say "beneath <mon>"; otherwise,
if the part is "rear <something>", omit "rear ".
The message was weird in another way. Caller removes the monster
from it's old location and places it on the new one, calls newsym()
for the old location to show lack of monster, but then calls mintrap()
before newsym() for monster's new location (the trap's location). If
pline messages cause buffered map output to be flushed, the monster
will be missing during the time the messages are delivered. I fixed
that for vibrating square [seetrap()->newsym() before pline() rather
than after] but it should probably be fixed in the caller instead.
Another 6.5 year old report. This one from Steven Melenchuk told
how to reproduce C343-23 which is still open on our 'known bugs'
page. (I've no idea whether the original bug report came through
the contact page, and if so, what its assigned number was.)
I didn't try to solve this one, I just confirmed that it could be
reproduced and took the fix from grunthack at github. He didn't
menion a fix at the time but implemented one before abandoing his
variant. (Others kept it going afterwards; fix was during his time.)
The overflow occurred when the guard couldn't figure out where to
move to next and just repeatedly 'moved' to his current location
until the maximum number of fake corridor spots was used up. The
fix detects not knowing where to go next and explicitly choosing a
new destination.
Original problem could be reproduced by teleporting into the vault,
digging out a wall and two spaces of stone in a straight line, then
going back into the vault to wait for a guard. When he shows up:
answer, drop gold, follow. If the guard's path walks through both
dug spaces, he will stop waiting for the hero. But hero is in
between the guard and the gap in the vault wall and can't advance;
guard has reached a persistent corridor so doesn't know where to go
next. Have hero wait for 125-ish more turns and then game panicks.
The code was 3.4.3 vintage so needed thorough reformatting, but not
any actual changes (unless I've overlooked something).
Static analysis notices that
if (physical_damage)
tmp = Maybe_Half_Phys(tmp);
will never pass the test because all code paths leading to it set
'physical_damage' to False. Instead of getting rid of it, add a fake
case that leaves that True.
Another item from static analysis. If an internal error ever caused
the "bad do_look buffer" warning from checkfile(), open file 'data'
would not be closed. (The bug in checkfile()'s caller which prompted
that check was fixed long go.)
An alternate fix would be to move the input buffer check to before
the file is opened, but verifying the file first seems worthwhile.
From Jessie's old static analysis report. 'prezero' was used in 3.4.3
when processing a count for 'multi', but count handling is now done in
a separate routine and 'prezero' in parse() never changes value, so
get rid of it.
Another bug from seven years ago, sent directly to devteam so no #H
number. Report stated that throwing recoil could move a levitating
hero diagonally through a shop's doorway to exit it. If the thrown
item was unpaid, it remained unpaid after landing on shop's floor
and was an unlisted item on shop's bill. Moving diagonally out the
door seems to have been fixed, but the same effect still occurred
if you were far enough from the door to have the shopkeeper vacate
his door-blocking spot and throwing recoil took hero to that spot.
The thrown unpaid item remained unpaid, and walking out the door was
treated as shop robbery.
I don't know why we have two different functions which do exactly
the same thing (checking whether an item is unpaid or is a container
that holds at least one unpaid item), but switch the #H2504 fix to
use 'the other one' and reverse one of the changes made when using
the inventory one.
I thought that the earlier fix for #H2504 was too easy for anything
shop related. It didn't deal sensibly with containers owned by hero
but holding unpaid shop goods.
This one is only seven years old. Dropping an unpaid item inside an
engulfer leaves it unpaid and still on bill. If engulfer is killed,
it ends up unpaid when back on the shop's floor.
Treat dropping an unpaid item into engulfer's inventory as stealing
that item. You have to pay for it to leave the shop, and like any
other dying monster's inventory, the shopkeeper will take ownership
if it lands on the shop floor when the engulfer is killed.
The 'theft' doesn't anger the shopkeeper and the cost shows up on 'Ix'
as part of "usage fees/other charges" rather than as an itemized used
up item.
That #H number isn't a typo. This finally fixes--at least improves--
something reported eight years ago. The monster types chosen by
mkclass() could be way off in some circumstances. Cited example was
repeated same-race sacrifice by chaotic hero on dungeon level 20; it
produced about twice as many incubi as succubi even though they're
the same as far as difficulty goes. (No changes in the intervening
years had any discernable effect; that was still reproducible.)
The report also mentioned that ndemon() threw away the result from
mkclass() and retried quite often and suggested that mkclass() be
taught to filter by alignment when caller cared about that.
This seems to even things out, although it also made harder monsters
chosen more often. A test program generated these numbers when
picking a chaotic demon 10000 times (level 1 hero on dungeon level 20,
so not realistic; actually probably level 0 hero since the program
didn't initialize struct u.) Third column is the number of times the
monster type was chosen with the old mkclass(), fourth is same for
the new one.
mkclass() calls 27315 10000
286 succubus 2800 3309
288 incubus 5552 3262
291 marilith 973 780
292 vrock 477 1617
293 hezrou 150 626
294 bone devil 46 247
295 ice devil 2 107
296 nalfeshnee 0 23
297 pit fiend 0 15
298 sandestin 0 4
299 balrog 0 10
Note that vrock has generation frequency 2 and marilith only 1, so
getting twice as many vrocks as mariliths should be expected.
I temporarily changed ndemon() to ask for lawful demons instead of
chaotic ones and got this.
mkclass() calls 15762 10000
287 horned devil 3197 3375
289 erinys 4991 3339
290 barbed devil 1812 3286
I also ran it for dragons with any alignment (so the outcome was
never thrown away; 10000 calls were needed for 10000 picks) instead
of demons of specific alignment and am suspicious of the outcome.
mkclass() calls 10000 10000
140 baby yellow dragon 1124 0
141 gray dragon 1096 1096
142 silver dragon 1073 1099
143 red dragon 1061 1126
144 white dragon 1077 1128
145 orange dragon 1141 1118
146 black dragon 1154 1049
147 blue dragon 1137 1123
148 green dragon 1137 1154
149 yellow dragon 0 1107
There may be a flaw in the test program. Or else old mkclass() was
not very good at picking dragons.