Too many negations for my brain to cope with. I've tested travel
properly this time, but not re-tested running (which shouldn't be
affected by this code).
From entrez, then modified possibly beyond recognition: don't run
or travel onto lava even with known safe lava-walking because that
isn't 100% safe. But if already on/over lava, allow moving onto
adjacent lava in that situation.
If you have a known source of water walking (i.e. are wearing formally
IDed water walking boots), allow travel to path you over water and allow
running over water. A transition from land to water will still cause
the hero to stop in modes other than the shift+dir "move until you hit
something" running mode, so that you don't careen across the entire
level unless you really want to.
Also, fix running over water when levitation or flying is equipped.
This stopped working after f88dce6970, only allowing the hero to move
one square at a time. And prevent travel from pathing the hero into a
wall of water even if flying or levitation is equipped, since they don't
allow you to bypass that terrain.
One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
|
-----------------------
| | |
coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
Switch to using a macro invocation Verbos(n, s) in place of the
flags.verbose checks.
Provide the mechanics for individual suppression of any of the
existing messages that were considered verbose.
Mechanics only - this code update does not provide any means of
setting the suppression bits.
iflags.verbose = 0
is still a master suppression of all the verbose messages.
iflags.verbose = 1
turns on the verbose messages only for those whose suppression
bit is 0 (not set).
Noticed when testing the forcefight against obscured furniture fix:
if you attempted forcefight against the edge of the map, you got
feedback about having already moved as far in <direction> as possible
rather than about forcefight failing to attack anything. Have the
can't move out bounds test check for forcefight before deciding to
give to its normal feedback.
This is intended to address a couple quirks with force-fighting an
unoccupied spot that I noticed:
* Now that furniture is considered 'solid', an object is much more
likely to be sitting on the square, obscuring the terrain glyph. As
a result, the current glyph is no longer sufficient to accurately
describe the contents of the spot -- e.g., an altar with a corpse on
top of it was being described as "an unknown obstacle", even when the
hero knew exactly what furniture was there.
* When blind and attacking an unexplored 'solid' square, the attacked
position would always be described as 'the stone', even something
like a fountain or sink which didn't seem likely to be confused with
a stone wall.
* The feedback for attacking stone was previously changed from 'solid
rock' to 'stone' in order to be consistent with the feedback for
attacking an unseen wall, but they still weren't quite the same
("stone" vs "the stone").
* The 'stone' feedback for all STONE/SCORR spots was incorrect on
levels flagged as arboreal, where stone is rendered and described as
trees.
This relies on back_to_glyph for positions where the hero is aware of
the terrain and certain other spots (like stone, walls, etc) for which
back_to_glyph produces good results even if they're unseen, and falls
back to the generic "unknown terrain" in other cases.
Pretty long commit message for such a small commit, but oh well...
My fixes to the travel stuck oscillation did not fix all of them,
and I've even seen a 3-step loop - which my fixes cannot detect.
I guess there could be arbitrary-sized loops too.
To definitely fix this, keep track of all the map locations travel
has moved the hero through, and if it tries to go on a location already
used, stop travel and give the unsure -message.
There were at least two cases of travel oscillation that occurred,
even after my previous fix. To fix those, the guessing routine
would also have to consider distance to original target location.
I opted not to make that part more complex - as there was
no guarantee those changes would catch all of the oscillation cases.
Instead, when we're guessing where to move, and we would actually move
back to where we came from, stop travel, and give a message.
This should fix (and fuzzing seems to confirm) all of the travel
oscillation bugs for good, and it shouldn't affect actual good travel.
(Other than the player getting a YAFM in the occasional case of trying
to travel to a location with no travel path)
There's been occasional reports (perhaps once or twice a year)
of travel getting stuck moving repeatedly between two locations
next to each other, but it has never been reproduced before.
This special level lua code fragment is a minimal test case
which triggers it:
--- special level lua fragment, indented
des.map([[
--##---
###----
#-+----
####--L
]]);
des.door("open", 2,2)
--- end of special level lua fragment
The open door is required.
Magic map the level. Start from somewhere NW of the door, and try
to travel to the lava pool. Hero will get stuck oscillating between NW
of the door and two steps west of the door.
Here are the maps of the travel[][] array values from findtravelpath()
in those two steps in the above map:
------------- -------------
| . . 2 3 | | . . 1 2 |
| 1 1 2 . | | 1 @ 1 . |
| @ . . . | | 1 . 2 . |
| 1 1 2 . | | 2 . 3 4 |
------------- -------------
There are two possible closest locations to the lava pool,
the one marked with "3" on the left map, and "4" on the right map.
Based on that alone, both would be valid places to path to.
But, in the left case, hero could not see the bottom location, so
the code won't even consider pathing to it, so it will start moving
towards the "3".
When hero moves to the second position, in the right map, now the "4"
could be seen. Now there are two possible closest locations we could
choose from. The code that scans the possible locations goes from top-left
to bottom-right, first going down (y-axis). So, the code sees the
"2" on the right. distmin() to there is 2. Good, we pick that location
to path to. Next, going down, the code considers the "4" ... which is
also equally close to the lava pool. and distmin does not consider terrain,
so ignores the door, so it has the same distmin value of "2", so the
code picks this location.
But: this was just a guess, because there's no known valid path to the
lava pool. The code loops back up to rebuild the travel[][] array
with a new starting location as the "4" from the right map, pathing
back to hero.
This is that travel array map:
-------------
| . . . . |
| 4 @ 3 . |
| 3 . 2 . |
| 3 2 1 x |
-------------
The way travelstepx and travelstepy arrays are built means that the first
location that considers the hero's location is the "3" SW of hero, so
hero will move there next. Repeat from beginning. If there was no door,
the travelsteps would reach hero's location first from SE.
(I left the travel[][] array rebuild and travelstepx/travelstrepy build
off from the other movement position, as it's not relevant)
The fix: When considering which of the two possible closest places to the
lava pool to path to, use the one with the lowest value in the travel array.
That value is the real number of moves it takes for the hero to walk there,
so the code will consistently path to the upper location, as it is "2",
instead of considering the "4" below it.
Also some minor code reorg, so it considers couldsee first instead of
later in two separate places.
Nearly same code was in two places - the only difference was
how g.context.run == 1 was handled. Previously, if you were
blind, and knew about the water or lava, you still ran into it.
Now, we always avoid the dunking if running/rushing.
Instead of returning monster's mtrapped-state, return specific
trap return values.
Add one extra trap return value, for when a monster was
moved by the trap.
In the name of accessibility: Prevent moving into dangerous liquids.
Now with themed rooms, water and lava are more common, and it's
unreasonable to expect blind players to check every step for those.
With paranoid:swim, just prevent normal walking into those liquids,
unless you prefix the movement with 'm', or if the liquid would not
harm you.
Doesn't completely prevent an accidental dunking - for example
if the hero is impaired or couldn't see the liquid.
This comes from xNetHack by copperwater <aosdict@gmail.com>
with some changes to the code.
Log game events, such as entering a new dungeon level, breaking
a conduct, or killing a unique monster, in a new "Major events"
chronicle. The entries record the turn when the event happened.
The log can be viewed with #chronicle -command, and the entries
also show up in the end-of-game dump, if that is available.
This feature is on by default, but can be disabled by
defining NO_CHRONICLE compile-time option.
This also contains "live logging", writing the events as they
happen into a single livelog-file. This is mostly useful for
public servers. The livelog is off by default, and must be
compiled in with LIVELOG, and then turned on in sysconf.
Mostly this a version of livelogging from the Hardfought server,
with some changes.
The "water" terrain (as used on the Plane of Water) behaved
strangely outside the plane. Make it behave a bit more consistently,
although it's still not really usable elsewhere.
The rationale here being it's a solid wall of water.
Firstly, disable levitation and flying (which was already done
when moving into the water on the Plane of Water), and moving into
it refers to it as a "wall of water" to make it clear it's a solid
block of water.