Something I realized while following up a newsgroup post. If you
knew an item's bless/curse state and dipped it into water while
blind, the bknown flag stayed set and you learned the item's new
bless/curse state without seeing any "glows blue/black/&c" feedback.
Clear the flag unless you know that the potion being dipped into is
water (or is clear if not water has not been discovered) and also
know the water potion's own bless/curse state.
Another part of github issue 229, mixtype() didn't have either 'break'
or '/*FALLTHRU*/' separating healing from extra healing, extra healing
from full healing, and full healing from unicorn horn. So dipping
"bad" potions (sickness, confusion, blindness, hallucination) into
healing/extra healing/full healing or vice versa operated the same as
dipping a unicorn horn into the bad potion (producing fruit juice for
sickness and water for the others). It wasn't clear from the code
whether or not that was intentional. It actually seems reasonable
(albeit suboptimal use of {plain, extra, full} healing), so continue
to allow it and make the code clear that it's intentional.
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.
Fixes#196
If you didn't die from turning into green slime but then died because
green slimes had been genocided, the message given assumed that you
had just seen "OK, you don't die" from answering No to "Really die?".
Its wording didn't make sense if the reason you didn't die was an
amulet of life-saving. Give a different message for that case.
Also, if you survive turning into slime (via either method) and either
green slimes are still around or you answer No to "Really die?" when
they've been genocided, give a message after "You survived that attempt
on your life" pointing out that you have done so in green slime form.
Useful since prior to 3.6.2 you would have reverted to original form--
despite the Slimed countdown saying you had turned into green slime.
Make healing magic which cures blindness also cure deafness. So,
drinking non-cursed potion of healing or any extra healing or full
healing; breathing fumes from blessed potion of healing or non-cursed
potion of extra healing or any potion of full healing; prayer reward
to cure blindness as a minor trouble. (Doesn't affect unicorn horns
which already treat deafness and blindness as two distinct troubles
that are eligible to be cured.)
More of a missing feature than a bug fix, so I listed it in the new
features section of the fixes file.
Noticed when looking at whether alchemy ought to remove user-assigned
name. Get rid of the potion being dipped into sooner so that it won't
still be present if a perm_invent update takes place.
Dropping an existing fragile item while levitating will usually
break it. Getting a new wished-for fragile item and dropping it
because of fumbling or overfull inventory never would.
Some callers of hold_another_object() held on to its return value,
others discarded that. That return value was unsafe if the item
was dropped and fell down a hole (or broke [after this change]).
Return Null if we can't be sure of the value, and make sure all
callers are prepared to deal with Null.
Replace recent "(light blue aura)" with
"(flickering light blue)" if there are 1..4 orcs,
"(glimmering light blue)" if 5..12, or
"(gleaming light blue)" if there are 13 or more, and move its place
in the formatted name.
_3.6.1_: Sting (weapon in hand) (glowing light blue)
_recent: Sting (weapon in hand) (light blue aura)
_now___: Sting (weapon in hand, flickering light blue)
The thresholds for intensity may need to be tweaked. The start
message has been changed from "glows" to "flickers/glimmers/gleams"
and is given when the intensity changes (up or down) as well as when
first glowing. Stop message will usually be "stops flickering" but
some form of mass kill (genocide for sure, maybe explosion, probably
not wand zap) might result in stopping directly from higher intensity.
It still "quivers" if hero is blind when there are orcs on the level,
but no name augmentation shows in inventory for that situation;
describing it as "(weapon in hand, quivering)" would be too silly.
Also, the quiver or glow intermediate message if blindness is toggled
while Sting is active only worked for make_blinded(), not for putting
on and taking off a blindfold. Now fixed. I think becoming blind due
to polymorphing into an eyeless form is still not handled, but there
are no eyeless creatures capable of wielding weapons so that can wait.
Polymorphing from eyeless to sighted is handled but moot for Sting.
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).
I think the only code change was in the function for the help command.
Use the make_foo() intrinsic set/reset routines instead of trying
to manipulate the intrinsics directly. Previous patch left Dex
down by 1 if stoning caused wounded legs to be fixed, and left
delayed killer allocated if stoning cured sliming or vice versa.
I tried 'pick all' in the #wizintrinsics' menu and after 30 turns,
died with "poisoned by a poisoned, while vomiting". Food poisioning
and/or terminal illness beat the other fatal conditions to the coup
de gras. However, the final stage of vomiting sets Sick to 0 cure
food poisoning and ends up clobbering the killer reason if Sick is
due to terminal illness. It's feasible for that to happen without
using #wizintrinsic, so this fixes that, and also a few other
combinations that seemed contradictory:
1) limbs turn to stone during Stoned countdown now cures wounded legs;
2) turn to stone (a couple of turns later) cures vomiting and sliming;
3) turning to slime during Slimed countdown cures stoning.
Fixes#106
If dipping a worn amulet into a potion of polymorph turns it into an
amulet of change, the game panics while trying to use up that amulet
when the new one hasn't replaced the old one in inventory yet. Simply
reordering the relevant code isn't sufficient to fix things: once it
is in inventory and can be successfully used up, later code would end
up deferencing a stale pointer because it was unaware of the deletion.
Report classified this as 'segfault' but it's actually a controlled
panic(). When hero has lycanthropy and is wielding a potion of unholy
water while in human form, if that potion is boiled then it triggers
a transformation to beast form which in turn causes wielded weapon to
be dropped. When the code unwinds back up through potionbreathe() to
destroy_item(), the boiled potion won't be found in inventory any more
and useup() -> useupall() -> freeinv() -> extract_nobj() panics.
Right now, the punishment for being hit more than twice by a level
drainer pre-Quest is disproportionate; grinding back up to level
14 from level 13 takes a long time, and yet isn't particularly
difficult, just slow, and a potion of full healing will only
regain one of the lost levels (as only half the lost levels can
be regained this way).
Meanwhile, potions of restore ability are currently automatically
blanked by almost all spoiled players; they don't do anything that
doesn't have more convenient sources (unicorn horn or the spell),
so they're only useful in the very early game for getting poison
resistance.
This commit aims to fix both problems, by allowing potions of
restore ability to restore lost experience levels, in addition to
lost attribute points; an uncursed potion restores one lost level
(with multiple potions making it possible to hit the cap), a
blessed potion restores all of them. That gives players an
incentive to keep them around rather than blanking them. (Notably,
the spell and tool were not changed the same way; for restoring
levels, you need to use the potion.)
It was possible to arbitrarily boost strength (up to its race-specific
limit) by wearing a ring of sustain ability, becoming weak from hunger
(but not actually losing strength due to Fixed_abil), removing the ring,
eating enough to stop being Weak, then repeat as desired. I think you
could substitute polymorph for wearing ring, and rehumanize for removing
ring and get similar results, although that would be more tedious.
My first attempt to fix this was a lot more complicated. This one puts
the temporary strength loss in ATEMP(A_STR) where it carries over from
normal form to polymophed form and back. Fixed_abil doesn't prevent the
loss any more, nor its recovery.
One side-effect of the change is that the possibility of dying when
becoming weak from hunger (if Str gets down to 3, further attempts to
lower it take away HP instead of Str) no longer exists. Using ATEMP()
instead of directly manipulating ABASE() means that current strength is
less but underlying base strength does not actually drop any more.
thitu() is mostly used for arrows and darts "thrown" by traps, but
scatter() uses it on items launched by a land mine explosion. Traps
had no need for potion handling, but scattering does. Changing thitu()
to call potionhit() required that more information be passed to the
latter in case killer reason was needed, and thitu()'s callers needed
to be updated since it now might use up its missile (only when that's
a potion, so scatter() is only caller which actually needed to care).
Quite a bit of work--especially the testing--for something which will
never be noticed in actual play. In hindsight, it would have been
much simpler just to make scatter destroy all potions rather than
allow the 1% chance of remaining intact (via obj_resists()), or else
leave any intact ones at the explosion spot instead of launching them.
Drinking any potion full healing or extra healing or non-cursed potion
of healing cures blindness in addition to restoring lost hit points.
Now breathing vapor from any potion of full healing or non-cursed
potion of extra healing or blessed potion of healing will also do so.
Files modified:
include/extern.h
src/pline.c, priest.c, potion.c, mkobj.c
A bunch of calls to pline() in pline.c started triggering warnings
either as-is or possibly after the changes to tradstdc.h. Fixing
them in place would include intrusive VA_PASSx() like in lev_main.c.
Moving them to other files is much simpler (and they didn't
particularly belong in pline.c in the first place, although I didn't
actually find any better place for them....).
The probing/stethoscope feedback went to priest.c, where there's a
comment stating that it should move to wherever englightenment ends
up once that is moved out of its completely inappropriate current
home in cmd.c. (Holdover from when ^X was wizard-mode only but even
the other wizard mode commands don't really belong with the command
processing code.)
setmangry() and wakeup() were being used for multiple purposes. Add an
extra parameter to track which. This fixes several minor bugs (e.g.
whether monsters with no eyes were angered by (useless) gaze attacks
against them previously depended on the state of a UI option, and
the Minetown guards would be annoyed if you used a cursed scroll of
tame monster on a shopkeeper). It's also a prerequisite for the
Elbereth changes I'm working on.
"Your pair of speed boots glow silver for a moment." should be
"Your pair of speed boots glows silver for a moment.". The fix
reverses a post-3.6.0 change to is_plural(). Also, add new
pair_of() to test for object formatted as "pair of Bars". For verb
usage, that's definitely singular, but for pronoun usage, sometimes
plural seems better (although it might actually be incorrect).
I fixed up the formatting of a block comment in obj.h, but it is
still a candidate for tab cleanup.
Requested by one of the beta testers 13 months ago... when a visible
monster becomes invisible and vanishes, mark its map location with
the remembered, unseen monster glyph. (When the player zaps a
monster with a wand of make invisible, that only happens if the wand
type is known. I'm not sure that's right but didn't alter it....)
The request suggested also doing it for a monster who disappears by
teleporting away, but I haven't attempted to implement that.
...by thrown potion. The reported case was a shopkeeper killed by
system shock from thrown potion of polymorph, but any death (acid,
burning oil explosion, water against iron golem, holy water against
undead, demon, or werecritter) to any peaceful monster could cause
similar result.
Reported directly to devteam 7-Jan-2016, two issues with cursed
potion of levitation:
1) the go-up-stairs effect for cursed potion still let you choose
not to escape the dungeon if it occurred on level 1 stairs. I've
left that as-is; perhaps there's a gate across the entrance.
2) both the go-up-stairs and bonk-head-on-ceiling effects were
skipped if the hero was already levitating. I don't know whether
that was intentional but there was no comment explaining why, so
I've changed it to happen regardless of whether already levitating.
In the process, I changed the head-bonk case to do more damage when
a helmet is worn:
old: no helmet 1..10 hp, any helmet 1 hp damage;
new: no helmet 1..10 hp, soft hat 1..6 hp, hard helmet 1..3 hp.
Also, not in the report: when you aren't already levitating you
get the "you float up" message, but for cursed potion there was
never any corresponding "you float down" message because you ended
up not levitating. Now you'll levitate for 1 turn and float down
on the next, landing in a trap if one is present.
Blindness due to face covered by pie was ignored for several cases
of magically curing blindness--cleaning the face seems better than
adjusting timeout to account for u.ucreamed for those cases. A few
instances of taking stun or confusion damage overrode existing stun
or confusion rather than increasing it. Plus a copy/paste mistake
for dual stun+confusion when casting an expired spell.
There was also a suggestion that vomiting when already nauseated
should decrement the timer instead of increasing it. But there is a
negative effect for as long as it's in effect, so I left that as is.