Commit Graph

4560 Commits

Author SHA1 Message Date
PatR
8dfc10d8c6 fix #H2709 - exercise_steed() for riding skill
Code appears to intend that riding for 100 turns be treated like a
successful weapon hit as far as skill training goes, but it was
actually requiring 101 turns each time.  It's conceivable that that
was intentional, but unlikely.
2018-12-21 17:11:22 -08:00
PatR
d3682dd5ca monsters on melting ice
Reported seven years ago, when ice melts underneath a monster, it
hovers there until its next move, then falls in and drowns.  Dunk it
immediately, and give hero credit/blame if it happens during the
hero's turn (so presumably the melting was caused by the hero).

Also, let monster with teleport capability who gets dunked teleport
away from the water before getting wet, the way hero does.
2018-12-21 14:36:55 -08:00
PatR
0e58316109 fix #H2680 - IDing unpaid gem should adjust price
Another one from 6.5 years ago, identifying a type of gem should give
a new price for any unpaid gems of that type and adjust shopping bill
accordingly.  Report was for rubbing with touchstone and learning
worthless glass with price not changing until the learned 'gem' was
dropped.  Fix works for that and also other forms of identification
(and for amnesia, raising prices of forgotten gems); no dropping is
required for the price to change.

Theoretically could apply to any type of item, but prices of gems are
by far the most sensitive to whether or not they're identified.
2018-12-21 01:14:45 -08:00
PatR
4e1eecc7fa data.base lookup bit
When testing the change to the Eyes of the Overworld wording and asking
for information about inventory item
 k - a pair of lenses named The Eyes of the Overworld
I got "I don't have any information on those things".  Not because that
item wasn't identified, but because the lookup was for "pair of lenses"
(finding nothing) and then for "The Eyes of the Overworld" (and not
finding it due to "The" which is stripped from the first attempt but
wasn't from the second nor present in the data.base key).
2018-12-20 18:58:44 -08:00
PatR
34b4d80d6b fix #H2582 - seemingly angry peaceful vault guard
Another one from nearly 7 years ago.  Hero kicked embedded gold out
of a wall while following the guard away from the vault and got
  "The guard calms down and picks up the gold."
and player thought it was odd because the guard was peaceful.  It is
odd, but guards have an agitation state (0..7) when peaceful and it
is always non-zero when this event occurs.  Suppress the "calms down"
part unless the agitation is close to making the guard turn hostile.
[Agitation is set to 5 after that event, so it isn't very calming.]

Also, the guard was picking up gold from underneath the hero while
two steps away.  Move him adjacent (although it doesn't knock other
monsters out of the way if there's no room) prior to the message,
then back again after.  That's how if works for gold that's not at
the guard's location and not at the hero's location, although that
case does knock another monster out of the way if one is on the gold.
2018-12-19 17:36:14 -08:00
PatR
c429cf5584 fix github issue #169 - monst vs vibrating square
Fixes #169

Monsters should not be afraid of stepping on the vibrating square
since it's only a trap for display purposes.  [Perhaps they should
deliberately avoid it if the hero hasn't seen it yet, but I didn't
implement that.]

"You see a strange vibration beneath <mon's> <parts>." was strange
when <parts> was a wolf's "rear paws" or horse's "rear hooves"--was
the vibration magically skipping the front ones?  And it sounded
naughty when it was a snake's "rear regions".  If the creature has no
limbs or is floating or flying, just say "beneath <mon>"; otherwise,
if the part is "rear <something>", omit "rear ".

The message was weird in another way.  Caller removes the monster
from it's old location and places it on the new one, calls newsym()
for the old location to show lack of monster, but then calls mintrap()
before newsym() for monster's new location (the trap's location).  If
pline messages cause buffered map output to be flushed, the monster
will be missing during the time the messages are delivered.  I fixed
that for vibrating square [seetrap()->newsym() before pline() rather
than after] but it should probably be fixed in the caller instead.
2018-12-19 14:52:23 -08:00
PatR
b32c93cacd fix #H2636 - vault guard "fakecorr overflow" panic
Another 6.5 year old report.  This one from Steven Melenchuk told
how to reproduce C343-23 which is still open on our 'known bugs'
page.  (I've no idea whether the original bug report came through
the contact page, and if so, what its assigned number was.)

I didn't try to solve this one, I just confirmed that it could be
reproduced and took the fix from grunthack at github.  He didn't
menion a fix at the time but implemented one before abandoing his
variant.  (Others kept it going afterwards; fix was during his time.)

The overflow occurred when the guard couldn't figure out where to
move to next and just repeatedly 'moved' to his current location
until the maximum number of fake corridor spots was used up.  The
fix detects not knowing where to go next and explicitly choosing a
new destination.

Original problem could be reproduced by teleporting into the vault,
digging out a wall and two spaces of stone in a straight line, then
going back into the vault to wait for a guard.  When he shows up:
answer, drop gold, follow.  If the guard's path walks through both
dug spaces, he will stop waiting for the hero.  But hero is in
between the guard and the gap in the vault wall and can't advance;
guard has reached a persistent corridor so doesn't know where to go
next.  Have hero wait for 125-ish more turns and then game panicks.

The code was 3.4.3 vintage so needed thorough reformatting, but not
any actual changes (unless I've overlooked something).
2018-12-19 03:06:40 -08:00
PatR
011181a6ed make diluted oil less effective than normal oil
Suggested 6.5 years ago...
2018-12-18 17:16:05 -08:00
PatR
1813865dc8 warn_unused_result in end.c
There is only one warn_unused_result warning from gcc in end.c;
change the code a little to use it.
2018-12-18 14:30:31 -08:00
PatR
b5ce81111c plug open file leaks for rumors and oracles
If the rumors file or oralces file got opened successfully but had bad
data, it wouldn't be closed.
2018-12-18 03:24:38 -08:00
PatR
f2fe193b03 suppress dead code in move_special()
This dead code was already dead in 3.4.3; I didn't look any further
back.
2018-12-18 03:13:41 -08:00
PatR
39d85a5ce7 life support for comatose code in explmu()
Static analysis notices that
  if (physical_damage)
    tmp = Maybe_Half_Phys(tmp);
will never pass the test because all code paths leading to it set
'physical_damage' to False.  Instead of getting rid of it, add a fake
case that leaves that True.
2018-12-18 03:01:50 -08:00
PatR
16e78e5b60 plug potential open file leak in checkfile()
Another item from static analysis.  If an internal error ever caused
the "bad do_look buffer" warning from checkfile(), open file 'data'
would not be closed.  (The bug in checkfile()'s caller which prompted
that check was fixed long go.)

An alternate fix would be to move the input buffer check to before
the file is opened, but verifying the file first seems worthwhile.
2018-12-18 02:44:21 -08:00
PatR
83e35a73bd remove dead code from parse()
From Jessie's old static analysis report.  'prezero' was used in 3.4.3
when processing a count for 'multi', but count handling is now done in
a separate routine and 'prezero' in parse() never changes value, so
get rid of it.
2018-12-18 02:24:19 -08:00
nhmall
94ac3047f0 fix OPTIONS=symset:default, roguesymset:RogueEpyx 2018-12-18 00:14:39 -05:00
PatR
942961e3e2 throwing recoil inside shop
Another bug from seven years ago, sent directly to devteam so no #H
number.  Report stated that throwing recoil could move a levitating
hero diagonally through a shop's doorway to exit it.  If the thrown
item was unpaid, it remained unpaid after landing on shop's floor
and was an unlisted item on shop's bill.  Moving diagonally out the
door seems to have been fixed, but the same effect still occurred
if you were far enough from the door to have the shopkeeper vacate
his door-blocking spot and throwing recoil took hero to that spot.
The thrown unpaid item remained unpaid, and walking out the door was
treated as shop robbery.
2018-12-17 03:05:10 -08:00
PatR
f9cef53758 yet more dropping while inside engulfer
I don't know why we have two different functions which do exactly
the same thing (checking whether an item is unpaid or is a container
that holds at least one unpaid item), but switch the #H2504 fix to
use 'the other one' and reverse one of the changes made when using
the inventory one.
2018-12-17 02:49:38 -08:00
PatR
a3a676a6bd more dropping unpaid shop items inside engulfer
I thought that the earlier fix for #H2504 was too easy for anything
shop related.  It didn't deal sensibly with containers owned by hero
but holding unpaid shop goods.
2018-12-17 00:45:00 -08:00
PatR
a47ad0b918 dropping shop item(s) inside engulfer
'Yobjnam2()' is for beginning of sentence or other deliberate
capitalization.  Switch to yobjnam().
2018-12-16 16:06:15 -08:00
nhmall
6302fe3eaf Merge branch 'NetHack-3.6.2-beta01' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.6.2-beta01 2018-12-16 18:55:30 -05:00
nhmall
c8defa67df revert to prior behavior 2018-12-16 18:52:55 -05:00
PatR
0f15b7c3ad fix #H2504 - dropping shop goods inside engulfer
This one is only seven years old.  Dropping an unpaid item inside an
engulfer leaves it unpaid and still on bill.  If engulfer is killed,
it ends up unpaid when back on the shop's floor.

Treat dropping an unpaid item into engulfer's inventory as stealing
that item.  You have to pay for it to leave the shop, and like any
other dying monster's inventory, the shopkeeper will take ownership
if it lands on the shop floor when the engulfer is killed.

The 'theft' doesn't anger the shopkeeper and the cost shows up on 'Ix'
as part of "usage fees/other charges" rather than as an itemized used
up item.
2018-12-16 15:43:17 -08:00
PatR
0fe6a731df fix #H2204 - mkclass() mon selection distribution
That #H number isn't a typo.  This finally fixes--at least improves--
something reported eight years ago.  The monster types chosen by
mkclass() could be way off in some circumstances.  Cited example was
repeated same-race sacrifice by chaotic hero on dungeon level 20; it
produced about twice as many incubi as succubi even though they're
the same as far as difficulty goes.  (No changes in the intervening
years had any discernable effect; that was still reproducible.)
The report also mentioned that ndemon() threw away the result from
mkclass() and retried quite often and suggested that mkclass() be
taught to filter by alignment when caller cared about that.

This seems to even things out, although it also made harder monsters
chosen more often.  A test program generated these numbers when
picking a chaotic demon 10000 times (level 1 hero on dungeon level 20,
so not realistic; actually probably level 0 hero since the program
didn't initialize struct u.)  Third column is the number of times the
monster type was chosen with the old mkclass(), fourth is same for
the new one.
    mkclass() calls    27315 10000
286 succubus            2800  3309
288 incubus             5552  3262
291 marilith             973   780
292 vrock                477  1617
293 hezrou               150   626
294 bone devil            46   247
295 ice devil              2   107
296 nalfeshnee             0    23
297 pit fiend              0    15
298 sandestin              0     4
299 balrog                 0    10
Note that vrock has generation frequency 2 and marilith only 1, so
getting twice as many vrocks as mariliths should be expected.

I temporarily changed ndemon() to ask for lawful demons instead of
chaotic ones and got this.
    mkclass() calls    15762 10000
287 horned devil        3197  3375
289 erinys              4991  3339
290 barbed devil        1812  3286

I also ran it for dragons with any alignment (so the outcome was
never thrown away; 10000 calls were needed for 10000 picks) instead
of demons of specific alignment and am suspicious of the outcome.
    mkclass() calls    10000 10000
140 baby yellow dragon  1124     0
141 gray dragon         1096  1096
142 silver dragon       1073  1099
143 red dragon          1061  1126
144 white dragon        1077  1128
145 orange dragon       1141  1118
146 black dragon        1154  1049
147 blue dragon         1137  1123
148 green dragon        1137  1154
149 yellow dragon          0  1107
There may be a flaw in the test program.  Or else old mkclass() was
not very good at picking dragons.
2018-12-16 14:21:30 -08:00
nhmall
9de6c25e7e clean exit on window port init failure 2018-12-15 22:36:24 -05:00
nhmall
718c029994 Merge branch 'win-minor' into NetHack-3.6.2-beta01 2018-12-15 19:34:56 -05:00
nhmall
bebc92f6fb more win32 gui fuzzer work 2018-12-15 19:31:07 -05:00
PatR
27a515a4cc get_hilite_color()
Stop pretending that long and int are the same size when picking status
highlight rule for gold or time or experience-points.

Also, K&R compilation might lack <limits.h>, so let XXXconf.h define the
necessary macro(s) (currently just LONG_MAX) so that it can be skipped.
2018-12-15 15:46:49 -08:00
Bart House
d77545128b Merge branch 'win-minor' of https://rodney.nethack.org:20040/git/NHsource into win-minor 2018-12-15 14:50:14 -08:00
Bart House
266b5e3891 Small improvements to fuzzer for NetHackW.
Can toggle fuzzer on/off using "Pause" key if attached to debugger.
Extended command selected randomly.
2018-12-15 14:49:59 -08:00
PatR
aa5a85f4da displacing pet long worm
Salvage part of an old patch.  Swapping places with any long worm,
even a baby one, always failed with "You stop.  Foo is in the way!"
This lets you swap places with tame baby long worms, and adult ones
if they have no tail (which won't happen unless there are more than
32 long worms on the current level--even if a long worm appears to
be only a head, there is normally a hidden tail segment at the same
location).
2018-12-14 18:17:42 -08:00
PatR
d8e430b907 last? pickup_types
Although choose_classes_menu() is only used for objects, it is written
to handle monsters too.  My change to give <space> special handling
might have broken selecting ghosts if it's ever used for monsters so
fix that.
2018-12-13 23:52:35 -08:00
PatR
d18ddb2c95 more interactive !pickup_types
More on clearing pickup_types so that autopickup reverts to picking up
evertyhing:  for menustyle:Full and Partial, add a menu entry for 'all
classes' as an alternative to unselecting every class already set.

Also, Full and Partial had no way to include venom.  Now it's a choice
when in wizard mode.  There's still no way--other than switching to
Traditional or Combination--during normal play (where venom objects can
exist if they were wished for in wizard mode and then left in bones).
2018-12-13 17:33:46 -08:00
PatR
3165f7af8d spell "autopickup" consistently
The '@' command doesn't hyphenate 'auto-pickup' so 'O' and ^X shouldn't
either.
2018-12-13 16:54:52 -08:00
PatR
cf7536b167 random_response() buffer overflow
'sz' is the size of the buffer; 'if (count < sz) buf[count++] = c;'
can fill the entire buffer, leaving count==sz, so buf[count] = '\0';
would be out of bounds.

Formatting was way off.  Indentation these days should be multiples
of 4 spaces, never tabs.
2018-12-13 02:12:31 -08:00
nhmall
f9beca06dc core code style 2018-12-13 01:36:36 -05:00
Bart House
106cc8acde Merge branch 'win-minor' of https://rodney.nethack.org:20040/git/NHsource into win-minor 2018-12-12 21:46:32 -08:00
Bart House
0cd50847fb Changes to get fuzzer working in NetHackW. 2018-12-12 21:46:14 -08:00
PatR
05c253b6d8 show autopickup in ^X feedback
Gathers all the autopickup information in one place:

Auto-pickup is { off
               | on { for 'classes' [plus thrown]
                    | all types                   } [, with exceptions] }.
2018-12-12 18:55:06 -08:00
PatR
59dcf73ad8 interactive !pickup_types
To use 'O' to clear a value from pickup_types with menustyle Traditional
or Combination, you needed to give a value starting with 'a' (for 'all').
Accept space(s) too, similar to removing an object or monster name.
2018-12-12 18:49:12 -08:00
PatR
a63b9f29a5 fuzzing hero boost
I watched the fuzzer run for a bit and noticed that Str and most other
characteristics were steadily dropping until they hit 3 and not being
recovered, so I gave the defenseless hero a chance to benefit from
blessed restore ability occasionally.  It hasn't helped much.  Str and
Con both still drop to 3.  [If I had to guess, I'd go with side-effect
of polymorphing, but not an intended one.]
2018-12-12 17:55:43 -08:00
PatR
30ddfb01db place_monster() warning bit 2018-12-12 17:54:53 -08:00
PatR
fdec3704fd mon_sanity_check tweak
A change I included with the vault guard fix was triggering fuzzer
panics about dead monsters on the fmons list.  I'm not quite sure why;
I couldn't reproduce it interactively.  [Perhaps caused by hero killing
a monster and then getting another move before monsters get their turn,
but trying to do that still didn't trip the dead monster sanity check.]
Suppress that check so that the fuzzer can run amok.

Also, a waiting-to-exit vault guard could move extra times, uselessly
since ''hero hasn't left temporary corridor yet'' is why he's waiting,
if there were any monsters fast enough to get extra moves before the
hero's next turn.
2018-12-12 15:42:46 -08:00
PatR
9952049a75 fix #H7677 - guard placed twice at <0,0>
"Placing monster over another?" warning was triggered for vault guard
by an earlier change which made m_detach() stop removing monsters at
<0,*> from level.monsters[][].  So one guard would replace another at
<0,0> for however many guards were created, and memory for all but
the last one would be lost.

This involved a lot of flailing about and the patch includes various
things would could have been discarded.  One or two extended monster
sanity checks are included, plus a couple of debugpline()'s for
tracking guard movement.
2018-12-12 01:54:33 -08:00
PatR
cf89253358 an() bit 2018-12-11 01:27:20 -08:00
PatR
140bb9cc85 fix 'a X'
The fruit name fix a couple of days ago revealed that an() didn't
pick the right article for single letters.  If you set named fruit to
"X" and wished for "fruit", you'd have 'k - a X' added to inventory.
This changes an() and also doname() which bypasses an().
2018-12-10 17:34:18 -08:00
nhmall
3837df1221 Qt build 2018-12-10 09:00:50 -05:00
PatR
9c422f2c1f fix #H7707 - terrain change leaving stale flags
struct rm.flags in overloaded for a bunch of rm.typ -dependent things
(doormask, altarmask, throne/fountain/sink looted, a few others) and
wasn't being reset for various cases where rm.typ gets changed.

I've changed a lot, some no doubt unnecessarily, and probably missed
plenty.  This compiles but has not been thoroughly tested.
2018-12-10 03:52:00 -08:00
PatR
d680066343 fix #H7704 - clairvoyance: objects vs pools
When clairvoyance revealed an underwater object and the player wasn't
being given a chance to browse for some other reason, the map didn't
get refreshed and the object stayed displayed with the water hidden
under it.  Force a chance to browse when revealing underwater objects
despite that being intrusive when clairvoyance kicks in while walking
around.
2018-12-10 02:21:31 -08:00
nhmall
66100fd8fc Merge branch 'win-minor' into NetHack-3.6.2-beta01 2018-12-10 00:50:01 -05:00
nhmall
56dc7e150c allow a deferred windowport init during options processing
When options processing encountered OPTIONS=windowtype:X,
the code would immediately attempt to switch over to that
windowtype right in the midst of options processing.

This stores the chosen option into
chosen_window[WINTYPELEN]
thus allowing the startup code to choose it after
options processing has been completed.
2018-12-10 00:44:18 -05:00