Normal maze levels are initialized from x == 3 thru COLNO-1. However,
levels that use the INIT_MAP spec go thru mkmap, which initializes the level
starting at x == 1. This usually makes no difference, but does in the case
of levels that also use GEOMETRY:left. This was the case with the Ranger
start level and caused the leftmost 2 locations to be room locations but
unreachable. The Juiblex level actually had the same behavior, but this
was harmless because the MAP in that case was smaller.
Fix is to set the xstart=1 for levels with INIT_MAP and GEOMETRY:left.
The rest of sp_lev works just with this (when INIT_MAP was used, that is).
Submitted by <Someone> 12/3/05. player poly'd as guardian naga produced a
different attack than a real guardian naga. The fix causes an algorithm
similar to that used in spitmnu to be used in dospit.
Only 5 months old. The Unix code to find saved games, currently only enabled
for Qt use, fails to use fqname and SAVEPREFIX, so it doesn't find saved
games when prefixes are in effect.
First reported 12/13/2003, I think, but my archives contain more recent reports
too. Special level specs like NON_PASSWALL and NON_DIGGABLE only apply
to the map sections for which they are specified. So, on special levels of
Sokobon, the large surrounding area is stone, but have no special flags set.
So, it was possible to teleport a Xorn and have it appear in this outer area.
Addressed this by checking the perimeter of the map(s) and if all are
nondiggable and nonpassable, propagate this to the surrounding stone.
This appears to be the intent on such levels, so there is no need to
force the affected special levels to explicitly specify this.
Combo fix based on several reports and additional research.
In quest.txt and/or data.base, the Grand Master, Arch Priest, Ixoth, Master
Kaen, Nalzok, Scorpius, and the Master Assassin are all referred to as male
via reference: his or him. Ideally, there would be a way to parameterize
this in the quest.txt, but I don't see a clear way to do that at this time.
For the time being at least, set the M2_MALE flag for these monsters.
The Dark One was referred to via "his" once in the quest.txt. This case
I was able to modify the offending text rather than forcing a gender.
Orion and Norn are referred to as a giant in data.base but their size did
not correspond. I left the symbol as S_HUMAN although perhaps it should
be S_GIANT. Finally, Orion, the Norn, Cyclops and Lord Surtur, as
giant-types, should be able to tear webs.
I noticed this a while back while inspecting an unrelated report.
It seems to me the breath of a dragon is more like broiling than baking
and thought the message wasn't consistent with this.
From a bug report. <Someone> as slashem-Bugs-883643 on 1/24/2004. To avoid
using the possibly invalid object pointer after calling bhit(), changed as
suggested to add another level of indirection allowing bhit to null the
object pointer before returning. Callers that are affected update their
object pointers after bhit returns.
While wearing EotO, ";" and selecting a monster behind a wall would display
"normal vision" as well as "astral vision". This is because cansee() gets
set for things seen via astral vision. However, couldsee() is only set for
things that could be seen normally, so check both values.
From a bug report, it is possible for the hero to
appear embedded in the wall after destroying the drawbridge. This is because
The variable "lev1", which was the entity's location, was being referenced
after e_died, but e_died can change the entity's location. So, as <Someone>
suggested, refer to the current location directly.
While auditing nomul() I noticed unconscious() treats (multi < 0 && !nomovemsg)
as unconscious. This explains the behavior in M29 (unconscious message
while performing #turn). I checked all the places with this combination,
and found a few that did not appear to fall under the "unconscious" category.
Most I changed to use You_can_move_again to ensure the same display w/o the
unconscious behavior. Also:
- found another string that unconscious() should have considered
- vomit() now sets nomovemsg, one caller was also doing this redundantly
- vomiting_dialogue() was calling stop_occupation() after vomit(), which can
reset multi. I reversed the order and removed a doubly-redundant nomul call.
tele() still has a problem: some cases where multi < 0 should probably take
a branch like the unconscious() branch but with a different message.
doturn()'s behavior - turn then wait - is also less than perfect, but I
think this is a known problem.
Finally apply the patch sent by <Someone> in 11/2003 for slashem-Bugs-799278,
updated to match the current code and handle additional cases. The fix
is brute force: always ensure nomovemsg is set when nomul is called with
a negative value. I also scanned the code for places manually setting
multi negative, they all set nomovemsg. It would be nice to have a function
that did the right thing, but there are several special cases and I was
not feeling creative.
<Someone> reported: You kill it! A potion of invisibility shatters!
Change the rule in hero_breaks() to avoid giving info for things out of
sight, except when from_invent is set, to preserve desired behavior.
Several places were not using safe_qbuf or anything equivalent to avoid
overflowing a QBUFSZ buffer. Add more uses plus one special case. For
the current max lengths returned by xname(), I think this is
sufficient. This addresses a reported buffer overflow for a
"thoroughly rusty thoroughly corroded helm of opposite alignment", plus more.
As From a bug report, twice. Change max_passive_dmg to multiply the
result by the number of direct attacks the aggressor can make. This way, a
tame mind flayer, for example, will avoid pounding on a spotted jelly and
dying as a result of the Nth passive response.
As reported, you'd get the "float gently to the ground" message even while
riding a flying steed. Rearranged the code and added a new case for this.
I found it odd that Hallucination protected you from falling out of the
saddle due to the Sokoban air currents. The message implied otherwise, so
I've made the sokoban_trap code apply in both cases.
<Someone> reported that if you polymorph into a flying monster while in a
pit, you must take u.utrap turns to first climb out before you can fly. Of
course, once you're out, you can swoop down into the pit to pick things up
w/o delay. Rather that have you automatically fly out (e.g. like quaffing
a potion of levitation), I thought it was better to take a turn to fly out,
so that's what I've implemented.
The code to deal with exiting a pit is moved to a new climb_pit function
and the "up" command now lets you climb from a pit too (something I've
found non-intuitive in the past).
Finally, I noticed that non-moving monsters could still go up/down even
though they couldn't move around. Added non-moving checks in doup/dodown.
move the message so it's before the mintrap test. newsym's are needed
to ensure the display is correct if a --More-- prompt results. I left the
"frighten" message alone, except for tense. As per Pat's suggestion, I
changed the wording to future-proof the message.
I found I was no longer able to start "nethack", I think due to the change
in the save file structure. But, it looks like the Unix-specific check in
bufon() was never quite correct. I'd have to guess we've been lucky up
until now.
<Someone>, I think, noticed there was no copyright on the window.doc.
Add one. I don't recall when I originally wrote it, but I last changed
it in 2003, so that's the year I'm putting in. Anyone else that wants to
share the blame, please add your name and update the year as needed.
This is a followup to the patch I made a couple months ago. It replaces
the "!Levitation && !u.uswallow" checks with can_reach_floor(), which
makes a more complete set of checks and is more consistent. I applied
this to fountains too. I doubt that fountains hit the ceiling, and the
checks also seem reasonable for heights in between (e.g. while mounted).
The same occurred for fountains and drinking surrounding water while
underwater.
I also added a !Levitation check for sinks, like already exists for
fountains. I cannot believe sinks are taller than an altar, and if you
can't pick up stuff from an alter while levitation, it stands to reason you
cannot drink from a sink then either.
Patch was sent in by <Someone> on Sep 8:
This bug causes a number of impossible messages (starting with splitbill:
no resident shopkeeper??)
Repeat by:
Enter a large shop.
Wish for a large stack of projectiles.
Sell your projectiles and then pick them up again.
Trap shopkeeper against the door with a scroll of earth.
Throw the projectiles at the shopkeeper to anger him.
Move away from the boulder trap and wait for the shopkeeper to leave the
shop.
Throw one of the projectiles at the free space.
This isn't really a bug, but I find it does make the map scrolling in
the generic X11 version a lot less distracting. The original behavior
produces certain boundaries where, when the cursor moves back and forth
across that boundary, the map scrolls with each crossing. This is
particularly annoying in places like Sokoban where the player makes that
kind of movement frequently causing large jumps of the map each time.
Changing the border and delta constants in winmap.c as below eliminates
that behavior, as well as making the cursor easier to track by tending
to recenter it whenever the map shifts.
It appears that the Athena text widget in recent XFree86 distributions
does not properly honor the XawtextScrollWhenNeeded flag, so the text
widget created by X11_display_file() does not have a vertical scroll bar
when the text does not entirely fit in the window. I have seen this bug
in XFree86 versions from 4.0.2 through 4.3.0. Using XawtextScrollAlways
for the vertical scrollbar ensures it will always appear.
Play a character without see invisible. Wear speed boots. Generate a troll.
Zap it with a wand of make invisible. Kill it. Stand on the same square and
wait for it to rise from the dead. It will appear as a 'T'. Hitting it then
produces the normal "Wait, there's something here you can't see!"
[ incorporate slashem-Bugs-951439 fix ]
While trying in vain to find code that would cause the reported
priest-on-players-location behavior, I did find that the code to find
a usable teleport or similar trap was disallowing lots of locations due to
an && that should have been an ||.
The previous change only affected mimics that started mimicing after the
level was created. This change tries to perform a similar behavior for
randomly placed mimics that are forced to mimic a boulder on special levels.
In this case, since the symbol is fixed and the location is "random", try
several times to find a non-trap location for such a mimic.
On mazelike levels, mimics will mimic either boulders or statues (of giant
ants, as it turns out). However, it does not make sense to mimic a boulder
on a hole or even a pit, since boulders would typically fall in. Also,
statues are not typical objects in Sokoban. So, skip statue special case
in Sokoban and always avoid the forced emulation of a boulder when on a
trap location outside a room. This is a bit drastic, but I couldn't think of
an argument for adding the code to do this only for pits, holes, et al,
which are the most likely traps outside rooms anyway.
Since the rogue level does not have closed doors, mimicking one there makes
no sense. Similar to what wand of locking does there, make mimics that end
up there mimic a wall instead of a door.
There was already code to ensure that if a hidden monster moved, it would
no longer be hidden. However, if the monster is asleep or whatever under
a rotting corpse, when the corpse rotted away, the monster would not
immediately become detected. Add a check to the rot code before the newsym.
Attempting to go > while blind and floating over unknown stairs/ladder
would refer to the stairs in the "high above" message (however, the
stairs/ladder remained unidentified on the map). Change this case so
it only refers to stairs/ladder if that's what the hero remembers on the map.
If you kick something while in the air (i.e. on the Air level or while
in a bubble on the water level), 1) greased objects were treated specially
and 2) messages were given about the object sliding.
- add checks for kicking in the air, and always increased distance a bit
(I didn't add any checks to deal with the transition from air to water or
visa versa)
- don't set the flag that causes the "slides" message in these cases either
This patch simply keeps the score from wrapping by capping it at LONG_MAX.
If someone wants to change the score to be unsigned, some changes will
need to be made to tweak this code (and use ULONG_MAX instead).
I'm assuming that our platforms all have limits.h.
<Someone> reported that freezing the swamp on Juiblex' level would result
in message about a frozen moat. Avoid this by using waterbody_name
to to determine if it's a moat or not.
- as requested by ESR, remove the use of parentheses from the usage
summary, it confused some man page conversion tool he has
- updated documentation for the -p option to mention the word "role"
so anyone search for role in the man page will still find it
- removed use of .UC, it is listed as deprecated in all the current man
documentation I could find, when it was even documented at all
- other minor spelling and formatting (hyphenation) changes
<Someone> reported that dipping acid in a fountain did not always destroy
the acid. It might be best to have get_wet call useup in this case, but
that would require more work.
Reported to the list back in November: scaring a mimicing mimic will
produce a "turns to flee" message, but the mimic does not unmimic nor
does it flee. The latter behavior made sense to me as a defense mechanism,
so I changed monflee to avoid printing the message in this case.
Change pit behavior to always mark a non-flying poly'd player as trapped in
a pit, even when Passes_walls is set. This allows players polymorphed into
xorns to descend into pits and pick things up. In this case, any attempt
to move out of the pit now takes a turn but always succeeds. Also fixed
a related bug (w/o ID) that a player could become trapped as if in a pit
when leaving xorn form because u.utrap wasn't checked, and simplified the
code since the extra Passes_walls checks are no longer needed. Also
updated code in sit.c that duplicated uteetering_at_seen_pit.
<Someone> reported back in December of an invisible monster using an amulet of
lifesaving and looking much better. While the comment in the code says the
amulet is visible, this does not mean the monster is. Add a secondary check.
Both the reported tombstone message and the initial message could be
grammatically incorrect for eating identified artifacts. This begs the
question whether artifacts should be so easy to destroy.
Extend the previous patch to cover all blown instruments. Also covers
the case of the player strangling. The test is moved to a new can_blow
function to keep the test in one place. It supports any monster, although
all current tests are for the player.
Restrict poly'd whistle use to monsters that can blow a whistle. The
restriction includes those that make no sound (or just buzz, which is a
wing-thing) and are either breathless, tiny (eg ants), headless or water
natives. Searching monst.c, this appeared to provide a reasonable set of
restrictions. There are a couple cases one might quibble about if someone
feels like refining this further.
A long time ago, a message to the list suggested that whistles should not
work underwater. I did some google research and this does appear to be
true for most whistles. However, magic whistles are magical, so I left
them alone (also, I did find one high-tech whistle in my research that
claimed to work underwater). Since being underwater affects pitch,
adjusted the magic whistle message slightly for that case.
Ronald Van Iwaarden wrote:
... lines 1845 and 1846 of cmd.c generate a 'value out of range
warning' due to the compiler making 0x80 an integer rather than a character
and '|'ing it with the argument. This requires a minor change to micro.h.
[ Makefile.os2 rev does not currently make sense in the trunk. ]
While looking thru the whole list, I found a few sorting mistakes which
confused my inspection and one misspelling. I didn't inspect the derived
file list.
If a long worm's head is on the drawbridge and a tail segment is at the
portcullis and you raise the drawbridge, bad monster handling occurs
because of some recursion that occurs before set_entity is called again.
Not sure when this last worked; it's broken in 3.4.2 as well. Modified
e_died to ensure both entity objects for the same monster get cleaned up
so subsequent e_at calls behave as expected.
While looking at the behavior of sitting hiders, I noticed other related
odd behavior.
- player hiding while poly'd as a hider that hangs on the ceiling now drops to
the floor before sitting (similar to the behavior of movement commands).
- trappers, as per data.base, don't hang on the ceiling. Changed the
mattacku case dealing with hiders to not treat trappers as ceiling hiders.
- updated can_reach_floor to also exclude ceiling hiders. This covers a
bunch of cases, such as pickup, look-here-while-blind, and so on. Another
alternative would have been to automatically unhide for all such cases.
trunk only, it's a minor bug IMO and we appear to be close to a release.
- gcc warned that the "anything" initializer needed more braces
- gcc also warned of a couple unused variables
- WIN_STATUS, when STATUS_VIA_WINDOWPORT is not defined, had no type
Add the ability to select the windowtype on the command line on Unix using
a new -wwindowtype option. I had thought the proposed patch could core
dump, but the default windowtype selection occurs earlier and ensures
that raw_print will always work. So, the only problem with the proposed
patch was it didn't move the linux and sco special-case code until after
the selection was made. That special-case code really should be moved to
to wintty.c, IMO since it doesn't affect other windowtypes.
The default symbol for lit and unlit corridors are the same. This makes
the lit_corridor option a no-op where the defaults are used and also means
that using a light scroll/spell a corridor has no obvious effect. To
address that, I special-cased the lit corridor symbol and change its color
to bright white when its the same symbol as the unlit corridor symbol (I
didn't change the default color since I thought that made the lit corridor
look strange using the windows console interface).
Guidebook used both "behavior" and "behaviour". I think this was the
only word not using the US-English spelling. Also fixed a spacing bit
in Michael's latest rev to the .mn version.
A trapped monster with one step between you and the monster (@.@) would
repeatedly switch between a ranged and hand-to-hand weapon if carrying both.
Since the monster switches each turn, it will not make ranged attacks.
Modified the test in dochug to prefer a ranged weapon in this case.
A trapped monster with one step between you and the monster (@.@) would
repeatedly switch between a ranged and hand-to-hand weapon if carrying both.
Since the monster switches each turn, it will not make ranged attacks.
Modified the test in dochug to prefer a ranged weapon in this case.
Pat verified something I had wondered about, that various tests of mcanmove
in shk.c should have also been testing mcanmove. There may well be other
tests of mcanmove in other files that need fixing.
when msleeping is set, mcanmove is not cleared. mcanmove applies only to
mfrozen. So, mattackm needs to test both mcanmove and msleeping.
mattackm will not wake the defender if the attack misses.
the message history saver needs the windows to stick around until save
is completed. This usually the case, but end_of_input() was calling
exit_nhwindows prematurely. This is actually an old bug (calling it early,
but wasn't harmful until other recent changes).
Use a new flush_screen(-1) call to toggle 3rd screen update in goto_level.
This keeps the 3rd screen state unchanged, no matter what happens at higher
levels, ensures the map window cursor stays on the hero, ensures the
hero's showrace colors remains bright white, and so on.
<Someone> suggested and I agree (mostly, if you're a Monk poly'd to a
strict carnivore, I think it should still smell delicious):
> "You smell the odor of meat." (if herbivorous)
> "You smell a delicious smell." (otherwise)
> I think that if your character is a monk or still veg(itari)an, you should
> also get the first message. Even if you're not intentionally vegitarian,
> the first message is still appropriate.
Reported a really long time ago (June 2001) by <Someone>:
- stand on the upstairs and engrave Elbereth with a /oFire
- create Demogorgon and e.g. a tame dragon
- cause conflict
- Dragon will kill Demogorgon and Demogorgon will never ever attack Dragon.
All monsters could still attack Demogorgon without response via fightm().
Modified fightm() to include a bit of code in m_move and dog_move, allowing
response to an attack. Testing this in action, Demogorgon still usually
did things detrimental to the player, mostly summoning nasty monsters.
To reproduce: disable lit_corridor, enter a corridor, read a scroll of
light, then read a cursed scroll of light. The corridor won't darken again.
A test of flags.lit_corridor in newsym was at fault. I'm guessing this was
never noticed because lit_corridor is on by default on Windows and the
default lit and unlit corridor symbols are the same on most other platforms.