From a bug report, if you rob a shop, let the
angry shopkeeper catch up with you outside his shop, escape to another
level with adjacent shk tagging along, then pacify the shk by paying him
off, he will dismiss kops on the present level and return to his shop
but when you return to his shop level there'll still be kops chasing you
there. This fix adds an extra flag to the eshk structure so that kops
can be dismissed a second time when the shk migrates back to shop level.
The first dismisal (on the "wrong" level) still takes place in case any
kops are around. Neither dismissal actually occurs if there happens to
be another angry shk present on the level where dismissal is being done.
Rename ``kickobj'' to ``kickedobj'' so that the tense matches that
of ``thrownobj''. Also, move their declarations to decl.h and their
definitions to decl.c since usage has spread from dokick.c/dothrow.c to
various files and is about to expand to another one.
There was an issue reported where save files between different
versions of a manufacturer's compiler were incompatible because the time_t
ubirthday field was changed from 32 bits to 64 bits.
32 bit time_t implementations will break at 19:14:07 on January 18, 2038.
64 bit time_t implementations will break at 23:59:59 on December 31, 3000.
This removes the dependency on the size of time_t from the save file.
The ubirthday field is no longer embedded in struct you.
This also adds two general purpose routines to hacklib.c, one to convert a time
value to a 14 character char representation and the other to convert that
back to time_t. Those are used by the save/restore routines.
This is a savefile breaking change, so editlevel in patchlevel.h was
incremented.
For GOLDOBJ configuration, relax the 52 object limit for inventory
when gold uses the special $ slot instead of a letter. Takes care of an
old buglist entry from the beta testers. [It will need to be revisited
if we ever implement multiple coin types that can't all fit in one slot.]
Also for GOLDOBJ, prevents nymphs and monkeys from stealing coins,
since allowing that made their steal-item attack be a complete superset
of leprechaun's steal-gold attack.
After the apply-wielded-pie-to-blind-self (quite a while back) and
quivered-candle-burns-out (a week or two ago) bugs where object deletion
left dangling worn-object pointers, add a general check to try to catch
such things at the time of deletion. Also, clear thrownobj and kickobj
pointers at the time corresponding object is deleted. (This doesn't add
any checks for them becoming null during process of throwing or kicking,
where I'm not sure that the possibility of missile going away is being
adequately tracked).
Dying at a shop doorway, or at the free spot one step in, while not
owing the shopkeeper anything would yield "<shk> gratefully inherites all
your possessions" but leave those possesions where the next hero could
just pick them up for free. Move them all the way inside the shop, as
happens when the hero dies while owing the shk. Also, if hero has gold
left after shopkeeper takes any payment owed, force it to go into shk's
inventory instead of having it end up in the pile of other stuff.
finish_paybill() duplicated much of drop_upon_death(), but not the
two-weapon hack to avoid curse() causing hero's secondary weapon to be
dropped while in the midst of removing it from inventory (but unlike the
old 3.4.1 panic for that, this one just triggered a warning about nonzero
worn mask). It also lacked the named fruit fixup, whatever that does.
Make finish_paybill() call drop_upon_death() instead of copying it.
Some code I recently added was misusing count_unpaid() and would
traverse some or all of inventory instead of just container's contents
when looking for unpaid items. Add mew routine `is_unpaid(obj)' to do
what I was intending to do with count_unpaid().
The earlier change involving "you sneaky cad!" got me wondering, so
I looked up cad in the dictionary: "an ungentlemanly man". I can see
that being extended to a male gnome, even to an orc, but not to a women.
Use verbalize instead of pline for shop "thank you, scum" message
(From a bug report. Suppress shop "you sneaky cad" message
when removing a hero-owned pick-axe from a container inside a shop if the
shk is unable to speak; also give it at most one time per move (taking
multiple pick-axes out of a bag at once was way too verbose). Honor
addtobill's silent flag for the bill overflow message when/if that occurs.
Also adds a safe_qbuf usage for the #tip command that I had pending
for pickup.c.
Inventory display adds "(unpaid, N zorkmids)" to carried unpaid
items, but it didn't show anything comparable for indirect unpaid ones
(hero-owned containers holding shop-owned objects). Now it will include
"(contents, N zorkmids)" in such cases.
Try to fix multiple container-in-shop bugs; it seemed as if every time
I tried to investigate one I stumbled into another. billable() (post-3.4.3
code, but already present in branch as well as trunk) didn't handle
containers properly. It sometimes gave the wrong answer and it didn't
clear the no_charge flag of contained items as the old code in addtobill()
it replaced did. stolen_value() didn't use the actual bill price for an
item already on the shop bill; it generated a new price which might be
different if the object was unID'd (3.4.3 had this one). Throwing didn't
handle a container owned by the hero which contained items owned by the
shopkeeper. I'm still not quite sure what's going on there, but throwing
the container out of the shop didn't give any feedback but did add to shop
charges which don't show up in ``I x'' (but do get revealed by ``$'' or
``I $''). (This was intertwined with some of the other stuff and I don't
know how 3.4.3 behaved in this regard. Now there's some shop feedback for
the throw and the contents show up for ``I x''.) An unpaid container which
contained another nonempty unpaid container showed a different price when
picked up and in inventory display [k - a bag (unpaid, NNN zorkmids)]
compared to what was on the bill and showed by ``I u'' because the first
two included double billing of the nested container (just it, not its own
contents). [There where a few recursive calls of the form
x += func(x)
which should have been either
x = func(x)
or x += func(0).] Purchasing used the right amount, I think. I'm not
sure whether 3.4.3 had this particular bug or whether fixes for some of its
other container bugs inadvertently caused this one.
This patch also changes stolen_container() to work like the other
recursive shop routines: it just handles the contents, leaving the outer
container itself to be handled by its caller. It seemed inconsistent, and
changing it simplified the fix for using bill price on stolen unpaid items.
This eliminates a whole bunch of the "Query truncated" entries in
the nethack.alt.org paniclog file by using safe_qbuf() where applicable.
It also makes selling queries and some other shop messages be less verbose
when shopkeepers are invisible (not uncommon after characters achieve see
invisible capability) by using shkname() to get "Manlobbi" instead of
Monnam()'s "Manlobbi the invisible shopkeeper" (something I had planned
to do even before seeing the truncations in that paniclog; repetition of
"the invisible shopkeeper" was very annoying when stepping through
multiple unpaid objects with itemized billing).
This also simplifies several GOLDOBJ conditional sections which
happened to be near the other code I was modifying.
The recent fix for "breaking glass wand in tool shop" looked suspect,
adding a call to costly_alteration after an existing call to stolen_value.
Either one or the other ought to suffice. (For items on the floor,
costly_alteration() calls stolen_value(); for items in inventory, or just
released from inventory and not placed on floor yet, costly_alteration()
adds a usage fee to the shop bill but doesn't annoy the shopkeeper into
adding surcharges to prices or summoning the kops if already hostile.)
In 3.4.3, stolen_value() wasn't smart enough to charge for an out-of-
shk's-field item (like a wand in a tool shop) taken from a shop container,
and that's the problem the user was reporting. But the post-3.4.3 code was
changed to handle that by checking billable() instead of saleable(); this
bug should have been gone. Unfortunately, billable() treats items already
on the bill as not interesting--from the perspective of adding things to
the bill--so the change accidentally resulted in stolen_value() no longer
handling objects which are marked unpaid, triggering the same symptom for
a different reason. (Other events besides the breakage of thrown objects
suffered from the bug's new incarnation since various places deliberately
call stolen_value() for unpaid objects.) This updates stolen_value() and
stolen_container() to account for the behavior of billable(). And a few
calls to subfrombill() go away since stolen_value() now takes care of that.
<Someone> reported that he applied an unID'd bag and it became
discovered as a bag of tricks even though a spellbook appeared on the floor
next to him rather than having a monster show up (the monster was a mimic).
Suppress the bag discovery unless you can see or sense a monster appear.
(This doesn't really achieve much for most players, who'll recognize the
bag because they know that only one type of container doesn't prompt to
take things out and/or put things in, but I think it does make sense.)
While mucking with bag of tricks I decided that to be consistent with
the behavior of other containers, the #tip command should release all the
monsters in the bag instead of just one.
And after doing that, I realized that horn of plenty ought to behave
much the same, so #tip will operate on it now. However, it won't be listed
as a likely candidate in the "which item?" prompt unless/until it has been
discovered. (Attempting to empty any other type of horn yields "nothing
happens", same as for a horn of plenty with no charges left.) Emptying a
horn of plenty in a shop can be extremely verbose, but I don't think that
qualifies as a bug and don't currently have any plans to alter it.
Add a patch attached to one of the bug reports sent by <email deleted>
which prevents shopkeepers who have been polymorphed into animals from
speaking. Some messages are altered so that the player gets informed about
shop interactions without it seeming to be spoken by the shk, other messages
are suppressed outright. I cleaned it up a bit (mostly formatting, but the
``getcad'' section seemed to have a logic error--using goto to jump into
the middle of an if-then-else is evil...) and implemented a TODO comment he
added (to use mbodypart() when second shopkeeper at end of game shakes his
head; also, skip that phrase if shk is in headless form--futility while
attempting to test this led to discovery of the misplaced parenthesis bug).
Fix something I accidentally broke nearly three years ago (post 3.4.2,
so the bug appeared in 3.4.3). A misplaced closing parenthesis caused an
in-sight check to always fail, so the "<shk> looks at your corpse, shakes
his head, and sighs" message when game ends would never occur. That
situation is extremely rare anyway; it only happens after some other shk
has taken the hero's possessions.
The code to have Izchak recognize the Candelabrum of Invocation
instead of just being uninterested in an item not stocked in his shop was
being skipped when the character is hallucinating. Make it work for any
lighting store (slash'em sometimes has another candle shop, run by a
randomly named shopkeeper), and make it recogize Izchak even when
hallucinating. Also, have him give a message about the need for 7 candles
if the candelabrum doesn't already have them attached.
<email deleted> wrote:
> * You can't sell a candelabrum (with candles attached) to a lighting store.
You still can't sell the candelabrum after this, but acknowledge
the situation by having Izchak say something unique.
move oattached and oname and other things that vary
the size of the obj structure into a separate
non-adjacent oextra structure, similar to what has
already been done for mextra. The obj structure
itself becomes a fixed size.
New macros:
#define ONAME(o) ((o)->oextra->oname)
#define OMID(o) ((o)->oextra->omid)
#define OMONST(o) ((o)->oextra->omonst)
#define OLONG(o) ((o)->oextra->olong)
#define OMAILCMD(o) ((o)->oextra->omailcmd)
#define has_oname(o) ((o)->oextra && ONAME(o))
#define has_omid(o) ((o)->oextra && OMID(o))
#define has_omonst(o) ((o)->oextra && OMONST(o))
#define has_olong(o) ((o)->oextra && OLONG(o))
#define has_omailcmd(o) ((o)->oextra && OMAILCMD(o))
changed macros:
has_name(mon) becomes has_mname(mon) to correspond.
The CVS repository was tagged with
NETHACK_PRE_OEXTRA
before commiting these, and
tagged with
NETHACK_POST_OEXTRA
immediately after. The diff
between those two tags is this oextra patch.
The associated mail daemon changes to use an oextra
structure instead of a hidden command located in the
name after the terminating NUL, have not been tried
or tested.
Add an introductory comment for each type of extension. Also move
ANGRY/NOTANGRY shopkeeper macros from old eshk.h out of the common header
and into shk.c so that their use doesn't end up spreading into other code.
Not fixed: entry #9 in the block comment at the top is truncated
mid-sentence.
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.
Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
mname, egd, epri, eshk, emin, edog
Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.
Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file
The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.
Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h
Adds a macro for checking for whether a monster has
a name:
has_name(monst)
This fixes the magic trap panic
expels() -> spoteffects() -> dotrap() ->
domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
Fix the reported bug about an inappropriate space in the message
"For you, scum ; only N zorkmids for that foo."
when an angry shopkeeper quotes a price for an item which has just been
picked up. Also, suppress "only" in that case; just include it when the shk
isn't angry. And the word "zorkmids" was actually missing, so I added it.
I think the semi-colon should actually be a comma, but I've left that as is.
[This ought to be suitable for the branch version too but I'm not going to
spend the effort to migrate it there.]
Recently From a bug report, reducing
the value of a shop object via cursed enchantment was ignored by shopkeeper.
This replaces the existing costly_cancel() routine with costly_alteration()
which performs a similar task: bill for any item whose value has been made
less. The hero owns the resulting object but must pay for the original one
before being allowed to leave the shop.
This covers the majority of cases where bill_dummy_object() was already
being used: cancelling a charged or enchanted item, casting drain life at
same, diluting potions or blanking scrolls or books by dipping them into a
potion of water, dulling a weapon by engraving with it, eating unpaid food
or opening unpaid tins, applying a cream pie to hit yourself with it in the
face, applying a wand to break it, burning something by dipping it into lit
potion of oil, and clearing potions by dipping a unicorn horn into them.
The shop billing behavior for those actions hasn't been changed, just
consolidated into one place which delivers a common message for them.
This also covers many cases which weren't being handled: stripping
wand or magic tool charges via cursed scroll of charging, reducing a charged
ring's enchantment via same, reducing weapon or armor enchantment via cursed
scroll of enchant weapon or armor, stripping an item's rustproofing via
confused enchantment, making a crysknife revert to a worm tooth, unblessing
potions of holy water or uncursing potions of unholy water. (That last one
won't be billed if it's the result of prayer rather scroll, spell, or #dip.)
And this tries to handle the reverse situation more thoroughly too:
many actions which improve the value of an unpaid item now also cause the
shop bill to be updated to reflect its new higher price. Aside from the
basic enchanting and charging magic, it covers converting dragon scales into
dragon scale mail and worm tooth into crysknife. Some things which might be
expected to inflate shop prices, like rustproofing or increasing the number
of charges in a wand, don't actually affect the price. And there are bound
to be cases where the price is affected but I've overlooked.
Shop internals: funnel all checks for whether an object is something
a shopkeeper will charge the hero for through one routine instead of having
duplication code which might eventually get out of synch. There shouldn't
be any detectable change in behavior due to this. No fixes entry necessary.
Fix a buglist entry: fracturing a boulder or statue owned by a shop
was ignored by the shopkeeper. The existing vague fixes entry of "some
shop thefts weren't charged" covers this.
Suppress "Mr" or "Ms" title for shopkeepers when they're going by a
first name rather than a surname. The bug report was for Izchak, but it
would have happened with the two last resort names (which I've never seen
in actual use) and for the "hippie names" used in post-3.4.x health food
shops. I have not attempted to specify gender for those, just flagged
them as first names. This prepends a prefix character to the name string
(see comment in shknam.c) to specify gender and/or first name vs surname.
Shop items stolen or destroyed without being in inventory were handled
inconsistently compared to simply picking up unpaid items because different
criteria got used to decide whether the shk cares about something. Last
December a hack to deal with this for container contents was introduced but
that left the problem for ordinary items. This patch attempts to address
it by using a common check for theft and for pickup's add-to-bill.
It hasn't had nearly enough testing and I won't be very surprised if
one or more new obscure shop bugs have now come into being, but perhaps
they'll at least be consistent bugs as far as shop billing is concerned....
A user reported that when breaking potions inside a box in a shop, he
wasn't charged for them. The code was calling stolen_value() as intended,
but that routine only charged for types of items which the shop normally
carries. That meant that breaking the contents of a box in a general
store would charge for them but doing so in a tool shop would, not even
though the tool shopkeeper would gladly sell such things when you picked
them up instead of causing them to go away.
When fixing this, I noticed that stolen_value() was only charging
for single items. Most of the time that was right, because throwing and
kicking things always split one off, but there are cases (such as zapping
a wand of teleportation at shop goods) where an entire stack gets stolen
as a group. This makes stolen_value() handle all quantities.
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.
Fix the situation <Someone> reported where a shopkeeper removing a trap
from the shop doorway yielded "you see the shop door reappear" instead of
reporting about the trap. It made sense if the door had been destroyed
but not when intact.
For trunk only, try to fix up the shop repair message situation when
multiple repairs occur at the same time. Some things were being treated
as mutually exclusive when they aren't. This part needs more testing,
probably using a debugger to force multiple pending repairs to all occur
on the same turn. At any rate, using wizard mode and hoping for some
simultaneous activity was ineffective.
It was possible to get a shopkeeper to carry the Amulet from the
bottom of the dungeon up to the location of his shop, thereby bypassing
the usual labor of lugging it up yourself. [Drop the Amulet somewhere;
rob a shop so that the Kops are summoned and the shk comes after you;
when shk is next you, level teleport to the Amulet (probably two hops,
one to the Valley and another deeper into Gehennom); walk to the vicinity
of the Amulet; shk will eventually pick it up (shopkeepers like to pick
up magic items); now, pay him for the stolen goods--he'll be pacified
and migrate back to his shop, taking his inventory with him; lastly,
return to his shop and relieve him of his burder.] This patch makes
shopkeepers drop the Amulet or invocation tools if/when they set set to
migrate to their normal location.
Also fix another long standing risk that a monster that is sent
away (nurse when healing, Kops when you pacify a shopkeeper) might be
carrying the Amulet or one of the invocation tools and make the game
unwinnable. I doubt that that's ever actually happened but I think it'd
be possible if a monster that likes magic items ever got polymorphed
into a Kop. Such dismissed monsters will now drop the same stuff as
the shk above prior to leaving the game.
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.
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
same order as youprop.h and enlightenment.
There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.
Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code. Portions of this patch
were written by Michael Allison.
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
This patch introduces a change to yname() and Yname2() that avoids the
possessive "your" for the hero's normal, fully identified artifacts.
Quest artifacts still get the possessive, as do all other objects and all
objects not in the hero's possession. shk_your()/Shk_Your() are used in
many places with a specific, generalized name for the object, so I didn't
introduce the artifact behavior there, although I did change them to append
a space, which simplified some other code. Through added use of yname(),
there may be some places that used to just say "corpse" that will now be more
descriptive via yname()'s use of cxname(). I'm sure <Someone> will point
out any such places that are too onerous, although nothing obviously is.
I took the opportunity to inspect many uses of "your" and even Your(). Two
new functions are also introduced, yobjnam() and Yobjnam2(), which work
like aobjnam() and yname() combined, because I found that many uses of
aobjnam() were preceeded by "your" and I couldn't generally provide the
desired behavior for artifacts (or future artifacts) without a combined
function. In some cases, this change allowed better sharing of code.
rust_dmg() still takes a string as input which is sometimes initialized
from xname() and often prepends "your" to it. Currently, this isn't a
problem since there currently are no normal, armor artifacts. If/when any
are introduced, rust_dmg() will need to be addressed.
The patch is for the trunk only. A lot of research was required and I
didn't feel the upside was there for repeating it in the 3.4.3 branch.
Quoting the buglist: "If shk.c does get modified, I'd
like to see a call to rouse_shk() added at the start of rob_shop().
If the shk wakes up for buying and selling, he ought to wake up for
robbery--even when it's covered by the customer's credit--too."
A recent report noted that if you are invisible, teleport into a shop,
steal something, teleport out, and then return, the shopkeeper will become
pacified. This is because the pacification code occurred even if the
shopkeeper already knew your name, as long as the "Welcome" message had not
yet occurred. Implement <Someone>'s proposed fix: Before pacifying, either
the visitct must be zero (as per old code) or the customer name must
already be known. And, of course, the customer name must differ from the
current setting. This skips the pacification code in those situations
where the shopkeeper learned your name but was not happy about it (which is
what visitct > 0 implies, at least initially).
This also deals with an older bug report where you attack a shopkeeper
while outside the shop and then later enter the shop while the shopkeeper
is in it. hot_pursuit() sets the customer name, and the new check avoids
pacifying the shopkeeper for the same reason as noted above.
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.]
Make a sleeping or paralyzed shopkeeper wake up if you drop something
he's interested in buying (covers the recently reported case where dropping
gold failed to add credit, but picking it back up increased shop dept) or
if you use the 'p'ay command while owing money. Sleeping shopkeeper is not
affected if you drop something he doesn't care about, or use 'p'ay when
there is no debt, or pick up shop goods (latter case is handled normally--
you'll owe money for the item even though the shk remains asleep).
This makes shopping become a little easier--you aren't stuck waiting
for the shopkeeper to wake up if you actually want to pay for something--
in the rare case where the shopkeeper has been put to sleep, but it's an
awful lot simpler than any other reasonable way I could think of to deal
with the [lack of] credit problem.
This makes the snoring message handling moot--it no longer exists.
(It wasn't very reasonable to begin with, because the program can't tell
whether mon->mfrozen is for timed sleep or timed paralysis so avoided
giving that message for temporary sleep. There ought to be two separate
counters; probing is another case where vague messages are given because
the program can't tell the reason why a monster can't move.)
Correct the unreachable "snores" message From a bug report.
Applied to trunk only in hopes that beta8 might be the last for 3.4.2.
The fixes entry is generic since I'm sure other similar messages will be fixed.
From the newsgroup: leash found inside a bones level shop was flagged
as "in use". 3.4.0 had a fix for that which works for most cases, but not
when the shopkeeper has taken the dead character's inventory just before
saving the bones file.
This also adds an entry to the branch copy of fixes34.2 to synchronize
it with the trunk copy.