Changes to be committed:
modified: include/extern.h
modified: src/allmain.c
modified: src/detect.c
modified: src/display.c
Bug bz22 (no corresponding web id) reported quite some time ago.
Reported:
Warning stays on when a "lurker above" is co-located with a
boulder, even when you are adjacent to the spot. Even though
you see the warning symbol and not the boulder, an attempt
to move in that direction tries to move the boulder, rather
than attack the creature you know to be there. What's more,
you can get the
"You hear a monster on the other side of the boulder..."
preventing anything from happening if there is a monster on
the other side of the spot. The player doesn't necessarily
even know there is a boulder there at the time (because
warning trumps the boulder display) so it can all be somewhat
confusing.
Change:
- Split off a section of the search0() code for monsters into
a separately callable function, arbitrarily named mfind0(),
which takes a special arg for this particular scenario.
- If you have Warning and you get adjacent to an unseen hider
such as a lurker above with the Warning glyph still displayed,
a specific search is carried out for the obviously present monster.
- The boulder concerns in the original report should become moot
after this.
Original bug report:
> When killing something that's carrying a potion, or death-drops a potion,
> or stands on top of a potion, with a force bolt or a wand of striking,
> "you hear something shatter" or "a potion of foo shatters" but the corpse
> is inverse as if it's (still) a pile.
Unfortunately the newsym() checks for already existing glyph, and
the gbuf doesn't distinguish between object piles and single items,
so newsym doesn't mark the location for update.
This is a dirty hack to force the newsym to update the glyph.
The glyph buffering should be revisited in a future version.
Fixing up mis-indented block comments, but hit some files that hadn't
had the earlier mixture of tab replacement, etc, so it's bigger than I
expected. If I get to it, they'll be another round of this tomorrow.
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half. The automated reformat got
confused by comments in the midst of such lines.
foo ||
bar
was converted to
foo
|| bar
but
foo ||
/* comment */
bar
stayed as is.
Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
Changes to be committed:
modified: src/display.c
The work for getting this working fully is now moving to the background_tiles branch.
In master, we just return the standard lit room tile for now, no change in behavior.
No ports utilize the new parameter as yet.
Changes to be committed:
modified: doc/window.doc
modified: include/qt_win.h
modified: include/trampoli.h
modified: include/winX.h
modified: include/wingem.h
modified: include/winprocs.h
modified: include/wintty.h
modified: src/display.c
modified: src/windows.c
modified: sys/amiga/winami.p
modified: sys/amiga/winfuncs.c
modified: sys/amiga/winproto.h
modified: sys/wince/mswproc.c
modified: sys/wince/winMS.h
modified: win/Qt/qt_win.cpp
modified: win/X11/winmap.c
modified: win/chain/wc_chainin.c
modified: win/chain/wc_chainout.c
modified: win/chain/wc_trace.c
modified: win/gem/wingem.c
modified: win/gem/wingem1.c
modified: win/gnome/gnbind.c
modified: win/tty/wintty.c
modified: win/win32/mswproc.c
modified: win/win32/winMS.h
print_glyph now takes a second parameter.
Tiles on tiled ports always looked odd on places like the plane of air
where the background color of the tile didn't match the general background
of the surrounding area.
3.6 made that even worse and more glaringly noticeable with the introduction
of darkened room tiles.
The code to actually send something useful through the new parameter
for window ports to take advantage if they want will follow.
Make Orcrist glow light blue when orcs are present, just like Sting.
(Sting supposedly glowed because it was made by the elves of Gondolin
rather than any particular attribute built into it, and Orcrist was
made there too. I think it also glowed in the Hobbit; that was how
Bilbo recognized what the situation was when he first saw Sting glow.
Maybe it was the other sword rather than Orcrist, but they were treated
as being functionally equivalent.)
Also make Grimtooth glow red when elves are present. That's from thin
air, to give it some novelty. Unlike Sting, whose double-damage bonus
is restricted to orc targets, Grimtooth's weak 1d6 bonus still applies
to all targets.
Give an alternate message if Sting starts or stops glowing while the
hero can't see. It probably ought to give an immediate message when
blindness toggles but that looks like it could get messy.
Having an 'o' die or migrate off level should probably also redo the
Sting message immediately, otherwise we see things like:
The little dog kills the goblin.
The little dog eats a goblin corpse.
Sting stops glowing.
(There could be lots of additional intervening messages depending on
other monster activity at the time.) Calling see_monsters() in the
relevant places--probably m_detach() and migrate_to_level()--would
address this but won't do because that could result in hallucinating
monsters changing appearance mid-turn.
Suppress some mostly longstanding "unused parameter" warnings where
the usage was generally conditional.
restlevl() had a conditional closing brace that confused the recent
reformat, resulting in some code inside a funciton ending up flush
against the left border (first column, that is, as if outside of the
function).
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
When a gas cloud that deals damage is created, it uses
a poison cloud glyph instead of the cloud glyph.
(A bright green '#', or a bright-green recolor of the
cloud tile)
The plane of fire has random "stinking clouds", or
fumaroles, centered on lava pools.
Also make poison cloud glyph override lava, pool and
moat glyphs.
Noticed while looking into whether I could use DUNGEON_OVERVIEW data
for something useful, it was recording accurate terrain type for locations
covered by mimics who were mimicking furniture (such as stairs or altars).
Hero should remember the fake terrain rather than whatever is actually
underneath the mimic.
No fixes entry; user-contributed DUNGEON_OVERVIEW is post-3.4.3 code.
Some old wall display debugging code which gets enabled when
WA_VERBOSE is defined was missing the three terrain types (tree, iron
bars, grave) added way back in 3.3.0. It's extermely unlikely that
anyone other than Dean might actually ever be impacted by this....
This compiles with WA_VERBOSE enabled but is otherwise untested.
I haven't bothered with a fixes entry.
Fix several obscure bugs that can happen when a guard leads someone
out of a vault:
1) non-pit traps created in the temporary corridor would persist inside
solid rock after the corridor was removed (pits dug by the hero were
explicitly removed but several other trap types are possible);
2) lighting the corridor with scroll/wand/spell left the affected spots
flagged as lit after they reverted to rock; tunneling through that
area, either by digging or by teleporting back to the vault and having
another guard appear, unearthed lit corridor there;
3) if you became encased in solid rock because you were in the temporary
corridor when it was removed (which will happen if the guard is killed
while you're in his corridor), you were only told so if you saw part of
it revert to rock; when blind, you simply found yourself unable to move;
4) dragging an iron ball in the temporary corridor could result in part
of that corridor becoming permanent if the guard was killed; in 3.4.3,
it would only occur if the cause of death took away all the guard's
hit points (which happens for most but not all deaths); in development
code after my recent patch, that would be every cause of death.
#4 could also yield "dmonsfree: <N+1> removed doesn't match <N> pending"
warning in 3.4.3 when the fmon list was scanned and a guard at <0,0> with
no hit points was found but hadn't passed through to the end of mondead()
and m_detach(). The previous patch fixed that, I think/hope. Most guard
deaths won't trigger that; grddead() moves the guard to <0,0> but then
removes the temp corridor on its second try, returns true, and mondead()
finishes normally.
The dungeon_overview bits in the rm structure were being
clobbered by a run-length encoding save/restore because
they weren't taken into consideration.
This patch pulls that data out of the rm structure completely.
It also adjusts the run-length encoding checks to take the
candig bit into consideration and adds a comment to rm.h
reminding people to make run-length encoding adjustments
in save.c for any new bits that get added.
A mimic posing as a statue was displayed as a tengu statue (and
recognizeable as such now that statues are displayed as the corresponding
monster rather than rock-class back tick), but the lookat code described
it as a giant ant statue (since there was no obj->corpsenm available to
indicate the monster type, it defaulted to 0). This adds monst->mextra
field `mcorpsenm' so that mimics have a place to remember what sort of
statue or corpse they are mimicking. And it picks a random monster type
when they take such forms so that the old tengu hack becomes irrelevant.
newmextra() and newoextra() initialized pointers via memset(...,0)
which is not portable; switch to explicit assignments. The wizard mode
code to display memory used for monsters and objects added in amounts
for the miscellaneous things pointed to by monst->mextra and obj->oextra
structs but didn't include memory for those structs themselves; add it.
Simplify monster save/restore slightly; there's no need for extra zeroes
to represent monst->mextra->X sizes when monst->mextra is null.
Update the startup banner for 2009. I should have done this with a
separate patch but I'm taking a shortcut. :-]
New hero would remember part of old one's terrain discoveries (such
as presence of fountains) for bones levels. Also, some topology changes
(such as fountain destruction) can be detected by touch while blinded but
dungeon overview continued to remember the old feature. Post-3.4.3 code.
From a bug report: if you
were at one of the map edges and kicked away from map center while blind,
you'd get impossible("show_glyph: bad pos ..."). That was due to calling
feel_location() for the out of bounds location, which occurred after the
kick code had made use of invalid data so other problems might occur too.
Now you kick "nothing" as if it was something (hence possibly wounding
your leg, taking some damage, potentially dying). I didn't want to try to
classify the surrounding terrain as rock or air or whatever, and the thing
being kicked only shows up if the kick is fatal.
The last of my intended hangup overhaul. Once hangup is detected,
replace currently loaded windowing routines with stubs that never do any
terminal I/O. Real interface routines call their siblings directly rather
than via the windowprocs pointers, so this shouldn't pull the rug out from
under them, but it also can't prevent whatever they have in progress at
the time of hangup from attempting further I/O once the handler returns.
[We might want to change nhwindows_hangup() into winprocs.hangup_nhwindows()
so that each interface has more control over its own fate.]
This assumes that user input of ESC and menu selection result of -1
everywhere in the core will eventually cause active function calls to
unwind their way back to moveloop() rather than to continually re-prompt.
(This assumption is not a new one, just a bit more explicit now.)
Pat wrote:
> <Someone> has a patch (we've added a couple of
> his earlier ones) which changes the statue display from a single
> one size fits all "`" to a gray monster symbol instead.
> But I think the idea is a good one, and along with the
> bouldersym option could make the fairly hard to
> distinguish back-tick character go away.
Sources tagged before applying NETHACK_PRE_STATUE,
and afterwards with NETHACK_POST_STATUE for easy
rollback.