stinking clouds extend their timers, causing the "ttl == 0" check in
visible_region_at to be inappropriate; technically it was never quite
right, since the ttl is set to 0 one turn before removal is considered. But
with the Eyes on, this caused a visible change in the region although the
region still existed. Introduced a new -2L value to designate that the
region is being removed (-1L means it's permanent), which is what
visible_region_at was really trying to test.
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)
This 3rd part deals with region functions switching
some arguments from type genericptr_t to 'anything'.
Like the previous 2 parts, this needs to increment
EDITLEVEL in patchlevel.h.
<Someone> wrote on Tuesday, July 27, 2004 at 06:46:15
> In the region.c function rest_regions allocates storage for the possible
> enter_msg and leave_msg strings. But the function free_region does not relese
> this storage.
Also ensures that some code that is currently ifdef'd out
makes copies of the strings into memory from alloc()
to ensure that no problems with free() result if the function
gets passed a literal string.
<Someone> wrote on Tuesday, July 27, 2004 at 06:46:15
> In the region.c function rest_regions allocates storage for the possible
> enter_msg and leave_msg strings. But the function free_region does not relese
> this storage.
Also ensures that some code that is currently ifdef'd out
makes copies of the strings into memory from alloc()
to ensure that no problems with free() result if the function
gets passed a literal string.
Add the extra feedback suggested by <Someone> so that being blinded
by moving into a stinking cloud is explicitly pointed out to the user. It
makes things more verbose but seems reasonable. You get blinded for 1 turn
with every step, so the message gets repeated each time too, but since you
also get a choking or coughing message on each step it's only a modest
increase in the overall verbosity.
- can shift into fog clouds, vampire bats, and vampire lords into wolves
- after being "killed" in shifted form, they transform back rather than get
destroyed, and you must take them on in vampire form to defeat them
- can deliberately shift into fog clouds to pass under closed doors
- [fixed in trunk] Jumping/Newton's-Thirding into something solid
- [fixed in trunk] Being hit by Mjollnir on the return
- [fixed in trunk] Contaminated or boiling water from a sink
- [fixed in trunk] Falling on a sink while levitating
- [fixed in trunk, fire only] Any passive attack
- [fixed in trunk] Zapping yourself with a wand, horn or spell
- [fixed in trunk] Burning (un)holy water
- [fixed in trunk] Thrown potion (bottle)
- [fixed in trunk] Bumping head on ceiling by cursed levitation
- [fixed in trunk] Exploding rings and wands (under all circumstances)
- [fixed in trunk] Stinking cloud damage
- [fixed in trunk] Sitting in a spiked pit, in lava
- [fixed in trunk] Exploding spellbooks
- [fixed in trunk] Falling off or failing to mount a steed
- [fixed in trunk] Falling into a (spiked) pit
- [fixed in trunk] Land mine explosion
- [fixed in trunk] Fire traps
Pat Rankin wrote:
> collect them all into some new struct and
> save that separately rather than jamming more non-option stuff
> into struct flags.
This patch:
- collects all context/tracking related fields from flags
into a new structure called "context."
It also adds the following to the new structure:
- stethoscope turn support
- victual support
- tin support
Although the overlay stuff is destined to be
removed someday, this patch just makes the
use of STATIC_DCL, STATIC_OVL consistent
in the trunk.
[As a side pointless experiment, I was able
to build a working 8086 port of 3.4.2 after
this change that worked correctly in limited
testing right up until it came time to enter
Ft. Ludios., where it couldn't allocated the
required amount of memory.]
More region fixes. The region restore code wasn't updating monster
ID numbers for bones data, so monsters already inside stinking clouds
might or might not be affected by them depending on arbitrary mon->mid
assignments across the old and new games.
This also flags stinking clouds in a way that lets the game keep
track of whether they were created by the player, and clears that state
for bones data so that the current player doesn't get credit or blame
for clouds left by the former one. File compatibility with 3.4.0 is
retained; if/when that eventually changes, this code can be simplified.
Testing with current development code has been limited but seems
to be working correctly; testing with actual 3.4.0 files has not been
attempted.
Incorporate a fix from <Someone> that resets the timestamp on
stinking clouds left in bones files. This does allow the cloud's ttl to
restart. Extended it to reset the player_inside flag.
Then noticed that the only placed that called in_out_region was domove().
Added calls when changing levels (which causes player_inside to be set
correctly if the cloud covers the location where the player starts on the
bones level), teleporting, and inside hurtle_step. There are still other
places that fail to call in_out_region, which others may choose to tackle.
I split out the remaining stinking cloud bug reported in the same e-mail
into a separate betabug. That one probably cannot be addressed without
changing the level file format to track the creator.