Something I've had sitting around for quite a while. Add a sanity
check to mpickobj(). (It will need tweaking if b&c are changed to be
in engulfer's inventory.)
Also, include more information in the feedback when a nymph steals
attached iron ball: "Nymph removed your chain and stole a heavy iron
ball".
And don't set the avenge-ok flag if uball is the item stolen since
thief was doing hero a favor, or for anything when the thief is under
the influence of Conflict.
A check for bad restoration (ball without chain or vice versa) issued
a warning but then left the problem around to trip up other code.
'Fix' the problem by clearing those owornmask slots and their pointers.
Doesn't try to recover memory if the one that's found is OBJ_FREE.
Also some formatting.
The persistent inventory window wasn't being updated if you toggled
the 'sortpack' option interactively. (The new setting was honored
once something else triggered a 'perm_invent' update.)
The logic for toggling 'fixinv' seemed backwards. I hope this "fix"
for that hasn't actually broken it.
savebones() sets all the fruit indices negative, then resets to the
normal positive value for each fruit it actually writes into the bones
file. But if 'perm_invent' is enabled and something triggers an
update_inventory() while bones saving is in progress, object formatting
for the inventory display won't be able to find any fruits, resulting
in impossible "Bad fruit #N". Fix is to turn off 'perm_invent' when
the game ends, so it won't be On when bones are written. Disclosure
uses a popup for inventory so persistent window is obsolete by then
anyway.
[I don't know what is triggering update_inventory() while savebones()
is executing. Also, I don't see where the fruits whose index stayed
negative--because there aren't any on level being saved--get purged.
Maybe when those bones are loaded by another game?]
If a punished player picks up the iron ball, gets engulfed and
saves, then the saved game will have missed saving the dangling
chain since it was not on the floor or in the inventory. Upon
restoring the saved game, the game will be in a bad state since
the ball will be worn but the chain will be missing.
random_dir() for picking a spot to put a segment of a long worm's tail
(when it is being placed on the map, perhaps after teleport, not when
movement allows it to grow) had mistakes in three of the four compass
directions. The one for the top of the map was benign; it just
neglected to use the top row (#0). But it could pick a value off the
edge of the map for bottom and right or both.
This doesn't explain a couple of long worm [segment] oddities on the
Astral level because that level doesn't go all the way to the edge.
A couple changes dealing with overcrowded levels. So many monsters
are moving from the Plane of Water to the Astral Plane that the
latter can start out completely full.
Give monsters who trigger the endgame portals a 6/7 chance to not go
through ('home' elementals or any monster carrying the Amulet already
wouldn't go through). They should learn about magic portal trap in
the process and not voluntarily step on that afterward.
When the Wizard or other covetous monster tries to teleport next to
the hero and fails, he was being sent to limbo. There's no need for
that; he's already on the map and can just stay where he is. That
doesn't actually help with the endgame population issue, it just
fixes a couple of uses of mnearto().
I have significant changes for mnearto() and elemental_clog() that
also help with this but will test those more before committing.
when carrying things. The fuzzer toggled on 'perm_invent' and after
interrupting it I used ^I. Having 'perm_invent' enabled makes the
inventory code avoid having a totally empty inventory display (by
supplying "Not carrying anything" instead--in the menu rather than
via normal pline) so that interface code will see a change and know
that an update is needed. But to decide whether the menu was empty,
the inventory code was testing union 'any' field 'a_char' to check
whether some item had used the union (implying that something had
been passed to add_menu()), but wizidentify (^I) uses field 'a_obj'
instead. Apparently the a_char bits stayed 0 because the menu ended
up with "Not carrying anything" after a list of inventory items.
Switch to a separate variable to track whether anything has been put
into the menu instead of trying to rely on the union.
Unrelated but noticed when checking other "Not carrying anything"
instances, the #adjust command ends early when there's no inventory
but it was asking for a letter to adjust even when the only thing in
inventory was gold in '$' slot, which isn't allowed to be adjusted
away from that slot. Treat gold-only like no-invent.
Make some progress on a couple of next minor release checklist
items, hopefully without introducing too many new bugs. This
is just the initial commit, and work continues.
Checklist items:
Savefiles compatible between Windows versions, whether 64-bit
or 32-bit in little-endian field format.
Selection of file formats:
historical (structlevel saves),
lendian (little-endian, fieldlevel saves),
and just for proof-of-concept, ascii fieldlevel saves
(the ascii is huge! 10x bigger than little-endian).
For the fieldlevel save, all complex data structures recursively
get broken down until until it is one of the simple types that
can't be broken down any further, and that gets when it gets
written to the output file.
New files needed for this build:
hand-coded:
include/sfprocs.h
src/sfbase.c - really a dispatcher to one of the
output/input format routines.
src/sflendian.c - little-endian output writer/reader.
src/sfascii.c - ascii text output writer/reader.
auto-coded (generated):
include/sfproto.h
src/sfdata.c
This is just one approach. I'm sure there are countless others
and they have different pros and cons.
For producing the auto-coded files a utility called
universal-ctags, that is actively maintained and evolving,
was used to do all the heavy-lifting of parsing the
NetHack C sources to tabulate the data fields, and store
them in an intermediate file called util/nethack.tags
(not required for building NetHack if you already have a
generated include/sfproto.h and src/sfdata.c)
util/readtags (also not required for building NetHack
itself) will decipher the nethack.tags file and produce
the functions that can deal with the NetHack struct data
fields.
You can obtain the source for universal-ctags by cloning it
from here:
https://github.com/universal-ctags/ctags.git
The combination universal-ctags + util/readtags has been
tried and tested under both Windows and Linux, so it is
not tied to a particular platform.
Note: util/readtags will work only with universal-ctags
output, so other ctags are unlikely to work as-is.
Universal-ctags can be build from source very easily
under Linux, or under Windows using visual studio.
Express the logic of various early returns more consistently.
clone_mon() wasn't handling mon->isminion correctly. I'm not sure
whether it is actually possible to clone a minion (maybe after
polymorphing it into a gremlin or blue jelly?). When it wasn't tame,
which is the case for every minion other than the guardian angel on
Astral, the emin structure wasn't being allocated for the clone but
its isminion flag was left set.
Also, clones inherited mon->mtrack[] so would unnecessarily avoid
moving onto spots the original had recently moved across.
Cloned pets are inheriting various pet-specific fields that they
probably should be starting with a clean slate on but I haven't made
any attempt to address that.
Observed on a text file with crlf endings on Linux, where the
so-called blank lines weren't being ignored as they should
have been, despite there being a line to remove \r from the
end.
A pointer was being pre-decremented before the check for a
matching whitespace character.
and receiving a random amulet instead of an "amulet of <foo>".
Although the failure to produce the 'right' amulet wasn't a regression
compared to earlier versions as the report indicated, supporting that
wish is straightforward.
Even though it isn't using verbalize() to make a specific statement,
don't let a demon ask the hero for a bribe when the hero is deaf.
Also, give alternate setup messages in a couple of places where a
divine voice is overriding deafness.
Recent commit 5d59b288c9 changed monster
zapping a fire horn at self to cure sliming to not use the wand-zap
feedback routine, but inadvertently did for zaps of wands of fire too.
Use the zap routine for wand and play-instrument routine for horn.
Recent fuzzer tweak had an unintended side-effect: NUL character is
used to indicate a mouse click and we weren't setting up fake value
for one of those. Go back to avoiding NUL when obtaining a random
value for user's keystroke.
A recent change to make_slimed() overlooked a different recent change
in how mon->m_ap_type and youmonst.m_ap_type are referenced. In this
case it had no impact; fix on general principles.
Prevent the fuzzer from randomly toggling the 'silent' option. If
you use the default value of True then this eliminates most--but not
all--of the beeping that happens when it is running. I'm not sure
where the remaining beeps are coming from.
Modify the random keystroke selection to implement some bias towards
direction keys that I thought had already been there, plus a higher
chance to entering digits to initiate number responses.
Like #annotate, #name monster, #name individual object, and #name
object type are places where it makes some sense to have an existing
name be the default for the new name, in case taking off from the end
and/or adding to the end is more convenient than retyping everything.
When there is an existing name used as default, clearing that default
and hitting <return> is not enough to remove the name, you still need
to 'assign a new name' of <space> to do that.