The teleport to safety routine would try to find a viable spot 400
times, the first 200 rejecting trap locations and the last 200
accepting such. While testing various escape from lava variations
recently, I noticed that I could fail to reach safety even when there
was an open spot immediately adjacent to me. I added a BandAid(tm)
to make another 400 tries if the first attempt failed, but that was
clumsy and still didn't guarantee picking a viable spot.
This adds a new routine, collect_coords(), which will gather a list
of coordinates for the entire map. safe_teleds() goes through them
one by one until either finding a spot or exhausting the possibilies,
without randomly trying and retrying the same spot multiple times and
without missing other potential spots, also without just scanning the
map from left to right and top to bottom or similar.
Various other things which retry over and over, and especially the
ones which make a bunch of random attempts and then fallback to trying
every spot on the map, could be switched over to this, at least for
the falling back phase. Right now collect_coords() is local to
teleport.c but that could be easily changed.
The try-at-random method is much quicker when there are lots of
available spots but the gather-shuffled-candidates method is
guaranteed to succeed if success is possible. The way safe_teleds()
is presently using it collects the list with all locations within
2 steps first, then those within 3 to 4, then 5 to 6, and so on out,
randomized within each block of ranges. So the destination will be
within one step of being as close to the starting spot as possible
but not always immediately adjacent when that happens to be available.
Replace a couple of hardcoded "back on solid ground" messages with
something more versatile.
Also, make life-saving handling for failed rescue from drowning
similar to that of failed rescue immolation by lava. If there are
any cases where more than two tries is needed, they elude me. The
new code doesn't confer temporary water walking if emergency teleport
fails; perhaps it should.
Change dying in lava to attempt life-saving at most twice. The first
time might be via amulet or via declining to die. The second time
can only be via declining to die after failing to teleport to safety
the first time, but could happen in explore mode as well as in wizard
mode, either interactive or fuzzer.
If the hero dies twice without ending the game, confer temporary fire
resistance and water walking so that other actions can be attempted.
After 5 turns without getting away from the lava or doing something
to acquire those capabilities, the hero will be subject to falling in
again.
Then the whole cycle might repeat, even many times, but the fuzzer
will eventually choose ^V or #wizmakemap and escape. Players in
explore mode will either figure out a way to get out of it or
eventually have to give up but can try as many times as they like,
not that much different than being cornered by a deadly monster.
When being burned up by lava, die 20 times before giving up the
attempt at life-saving (was unlimited). Giving up leads to the hero
standing on lava rather than dying. Normally moveloop() dunks the
hero again on next turn but fuzzer life-saving now has a chance to
confer temporary fire resistance. So hero might have an opportunity
to level teleport or use ranged attacks that free up spots so have
somewhere available to teleport to safety if/when dunked again.
The recent code to give up on trying to resurrect the dying hero
after 15 deaths on the same move is extended to 20. They apply to
each of the 20 lava resurrect attempts but still doesn't guarantee
that the hero will eventually get free before done() gives up.
Knocking a monster into lava triggering impossible warnig "deleting
worn object" for a wooden shield. The monster had to be wearning
flammable armor and be fire resistant to survive instead dying and
dropping inventory, and it couldn't be a creature that can survive at
lava locations like a salamander and the armor needed to already be
thoroughly burnt.
It wasn't hard to figure out what needed to be fixed, but it was very
hard to reproduce the situation in order to verify that fix. The
report was for monster vs monster knockback but I jousted with a lance
instead. I still don't understand why burning up a worn wooden shield
triggered the warning but burning up a worn orcish cloak did not.
A recent change to prevent creating webs at water locations also
deliberately prevented them at air locations but had the unintended
side-effect of preventing creation of magic portals on the Planes
or Air and Water. Those two levels always place the portal in air.
Explicitly allow air if the trap being created is a magic portal.
Reported by copperwater, it was possible for a web to be created
at a water or lava location. It would not be displayed even after
being discovered; showing the terrain superseded showing the trap.
But it functioned normally and could trap the hero. Webs pull the
victim to the floor so hero would drown or burn up on next move
even if the spot had been reached while floating or flying.
A monster spider couldn't survive at a water or lava location, but
a poly'd hero could. Creating a web via #monster or wizard mode
wish could result in it affecting some unsuspecting player via bones.
Disallow creation of webs at water, lava, and air or cloud spots.
(They're already disallowed at furniture spots.)
Fixes#1017
... unless explicitly specified to generate at a specific point or
within a specific area. But if they are permitted to generate anywhere
on the level, and it contains water, they always end up in the water. I
noticed this when trying to explicitly specify ghouls to generate
anywhere on a level with a minimal amount of water.
This was due to the definition of "amphibious" being conflated with
"breathless", such that all breathless monsters counted as amphibious.
There are plenty of breathless monsters in the game that decidedly don't
normally inhabit water, such as undead, but they would pass the
amphibious() check in pm_to_humidity and thus the game decides that they
must generate in wet terrain if there is any available.
This fix takes the approach of changing amphibious() so that it no
longer checks the M1_BREATHLESS flag and only considers M1_AMPHIBIOUS,
then updating the places where amphibious() and Amphibious are used
accordingly. I also added a new macro cant_drown() which wraps up
swimming, amphibiousness, and breathlessness because these three things
are frequently checked together in the context of whether something
should drown.
Places where amphibious() or Amphibious did NOT have an extra
breathless() or Breathless check added on, and thus where behavior has
been changed:
- The pm_to_humidity function (to fix the bug).
- Player vs water in goodpos; it didn't seem like being polymorphed into
a breathless non-amphibious monster should make it fair game to
randomly teleport into water even though it's technically safe.
- Awarding extra experience when killing an eel. (So the hero will get
the extra experience if they are polymorphed into a breathless
non-amphibious monster and don't have magical breathing. Very much an
edge case.)
The fix in commit 14d003c4ba prevented
current energy from ending up 1 point above maximum energy but it
didn't preserve the intent of splitting the drain with up to half
coming out of maximum and the remainder out of current. This restores
that intent but now only does so when maximum is more than the full
drain amount rather than when it is more than the up-to-half portion,
becoming less harsh when hero's max energy is very low. If current
is also very low then max energy will be reduced anyway, but by less.
Some unrelated formatting of invent.c has gotten mixed in.
Revises #1003
Issue reported by vultur-cadens: when trap effect of an anti-magic
field reduced maximum energy, the result might end up with current
energy being one point higher than new maximum.
Fixes#1003
If standing at the location of a closed door while having Passes_walls
ability, attemping to open that door with 'o' reported "you don't find
anything here to loot".
Using 'o' to loot for direction ./>/< is intentional but it ignored
the possibility of there also being a closed door present. When the
latter applies, only switch from open to loot for direction '>' so
that '.' (and '<') will open the door. Doesn't matter for creatures
that can ooze under a closed door--trying to use 'o' gets rejected for
them because they lack hands.
Also allow hero in Passes_walls form to use 'c' when at open door spot.
(For creatures that ooze under doors, 'c' is rejected just like 'o'.)
Unrelated: fix a typo in a recently added comment.
Fix the duplicate feedback given when landing on one or more items
after teleporting out of lava.
This also avoids "you find yourself back on solid water" if you are
able to survive at a water location and safe_teleds() puts you on one.
Report was for spell-casting monster using the destroy armor spell on
hero's levitation boots while hero was floating over lava. The boots
became unworn but still in inventory, hero dropped into lava, the
boots happened to be an inventory item which got burned up, then the
call stack unwound back to the destroy armor routine which tried to
finish by deleting them but they were already gone by then. Could
also happen for black dragon breath, hero reading scroll of destroy
armor, or overenchanting the boots with scroll of enchant armor, so
not so unlikely that nobody would be expected to notice.
Initially I couldn't reproduce the object lost panic. It only happens
if the memory used by the boots is cleared or clobbered during first
time it's freed, otherwise second free doesn't notice any problem.
The 'wornarm_destroyed()' portion of this commit is sufficient to fix
this. The other bits are things I tried before figuring out how to
reproduce it, plus zeroing out any object passed to dealloc_obj().
sanity_check feedback which occurred after using locking magic to
set off a bear trap at the location of a monster hiding under an
object.
Trivial bit: a recent change made stunning via knockback only occur
when not already stunned but was still adding the current stun time
to the new stun time even though current stun is now always zero.
Several formatting bits included.
When attached iron ball was in a pit (or a pool) with a monster,
and your levitation ended, you were put on top of the monster.
Add a sanity check for hero over monster.
Insert the calls to trigger a number of potential soundeffects
into the core.
If no additional soundlib support is integrated into the
build, then the Soundeffect macro (sndprocs.h) expands to nothing:
[#define Soundeffect(seid, vol)
]
If, however, at least one additional soundlib support is integrated
into the build, then the Soundeffect macro gets defined as this
in sndprocs.h:
[#define Soundeffect(seid, vol) \
do { \
if (!Deaf && soundprocs.sound_soundeffect \
&& ((soundprocs.sndcap & SNDCAP_SOUNDEFFECTS) != 0)) \
(*soundprocs.sound_soundeffect)(emptystr, (seid), (vol)); \
} while(0)
]
That macro definition checks for the hero not being Deaf; it checks
to ensure that the active soundlib interface has a non-null
sound_soundeffect() function pointer; and it checks to ensure
that the active soundlib interface has declared that it supports
soundeffects by setting the SNDCAP_SOUNDEFFECTS bit in its sndcap
entry. That just means that the interface routines are prepared to
accept and deal with the calls from the core, whether or not it
actually produces the desired soundeffect.
When running #wizkill, if hero was swallowed and you killed the
engulfer and that dropped hero onto a level teleporter, the targetting
loop for selecting the next monster to kill kept going after changing
to another level. Terminate #wizkill if killing something sends you
to a different level.
Not fixed, and an old bug, or variation of one: the cursor got
positioned at the coordinates of your spot on the prior level even
though the part of the new level where you actually arrived was
displayed.
The hack.c and trap.c bits are just reformatting.
Pull request #936 took away the destruction of potions of acid ("acid
and water don't mix") if they survived water_damage(). Restore that
by forcing them to not survive. Exception: if they're greased and
pass the 50:50 chance of retaining the grease, they aren't destroyed.
This was totally silent, which -- at least for me -- has led to quite a
few cases of believing my bag or cloak is still greased when it actually
wore off the last time I took a dip. I think telling the player that
the grease has worn off would be helpful, and is consistent with other
types of water damage.
The message is printed even if you are blind, since that seems to be
true of all the other messages in water_damage(). I am not sure if that
makes complete sense (especially for ones like a scroll fading -- some
like water getting into a bag could be sensed by touch) but I didn't
change anything there.
The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
Short for distu(mtmp->mx, mtmp->my) (i.e. the distance between the hero
and the specified monster), which is a very common use of distu(). The
idea is that this would be a convenient shorthand for it; I actually
thought it (or something very similar) existed already, but couldn't
find it when I tried to use it earlier. Based on the number of uses of
fully-spelled-out 'distu(mtmp->mx, mtmp->my)' replaced in this commit
I'm guessing I just imagined it.
Instead of using index() macro defined to strchr, use C99 strchr.
Instead of using rindex() macro defined to strrchr, use C99 strrchr.
If you want to try building on a platform that doesn't offer those
two functions, these are available:
define NOT_C99 /* to make some non-C99 code available */
define NEED_INDEX /* to define a macro for index() */
define NEED_RINDX /* to define a macro for rindex() */
Use the level passed in instead of the hero's location when checking
the dungeon branch.
It probably doesn't make any difference, but use the argument that's
already being provided.
This should prevent anyone from exploiting falling into the sanctum (by
taking advantage of a trap door in a bones file from a differently
laid-out dungeon, as described in the previous commit) to bypass the
invocation, in addition to falling past the actual end of the dungeon.
Similar story with saved trap door destinations: if a bones file near
the end of the dungeon came from a longer dungeon (i.e. with a
lower-depth castle) than the one the bones file is loaded into, the
trap door destination could be past the dungeon end. Clamp the
destination so it won't be lower than the bottom level of the dungeon.
The pull request included some changes that were neither accidental nor
unintentional, so only a subset of the changes from pull request #869
submitted by klorpa were manually applied.
behaviour -> behavior
speach -> speech
knowlege -> knowledge
incrments -> increments
stethscope -> stethoscope
staiway -> stairway
arifact -> artifact
extracing -> extracting
The uses of "iff" were left alone.
Close#869
Change trappers and lurkers above to remove digestion damage. They
fold themselves around rather than swallow the victim. There were
are lot of places that assumed that an engulfer which is an animal
would swallow and digest the victim. In hindsight, it might have
been simpler to take the M1_ANIMAL flag off of trappers and lurkers
above.
This adds a new digests() predicate for creatures with AT_ENGL+AD_DGST
(purple worm) and also enfolds() for AT_ENGL+AD_WRAP (both 't'-class
critters).
There are several minor fixes mixed in with this. I didn't record
them as I went along but the two I remember are
1) if poly'd into a holder and holding on to a monster, the '<' and
'>' commands refursed to work; release the held creature first
and then treat those commands as normal;
2) throwing a non-weapon while engulfed by an ochre jelly reported
"the <item> vanishes into the ochre jelly's /currents/".
This needs a lot more testing. I found and fixed multiple minor
details before my own testing burned out.
The new routine to find an adjacent spot expects to be passed a pair
of 'coordxy *' but the code to crawl out of water was passing 'int *'.
While in there, the removal of inline code to pick a spot to crawl to
made in easy to eliminate 'goto crawl'.
Issue from youkan700: a previously undiscovered pit was being made
known before hero poly'd into clinging monster checked whether it was
already known. So it always gave "you see a pit below you" instead
of "a pit opens up under you!" combined with "you don't fall in!".
(I think those exclamations are excessive but haven't touched them.)
... unless there's some other form that would override the choice,
such as a worn dragon armor, lycanthropy, or vampirism.
The polymorph will be in effect for 10-24 turns.
My changes were too drastic, so reduce the drain and damage so it
matches all the other traps. Now the anti-magic trap will always
ding your max energy a bit, in addition to the physical damage done
if wearing magic resistance.
Make the trap routine claim the trap killed the monster even
though it was drowning that did it, otherwise callers cannot
rely on the trap routine return value.