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.
If bogusmon, engrave, epitaph, oralces, or rumors won't open, assume
it's because the file is missing so don't have impossible() tack on
"saving and restoring might fix this" when telling the player.
(Missing rumors or oracles previously only used pline() rather than
impossible() so this hadn't been an issue for them. Now it would be.)
a stale gold symbol could be displayed on the status line following a switch
to a new symset, as observed and reported for Windows RogueEpyx symset.
An update is required for gold in the status line for a change to
any of the following:
context.rndencode value
the encoded glyph value for COIN_CLASS
the gold amount
Vampires tend to take vampire bat form and stay that way, unless/until
there's a closed door they want to pass in which case they change to
fog cloud form. Those shifted forms are weak, so pet vampires tend
not to attack other monsters, and if they don't take damage, they
won't change to vampire form. So, when comparing relative strength of
self and foe while deciding whether to attack another monster, treat
their own strength in weak form as if in vampire form, making them be
more aggressive.
Hostile vampires shouldn't need any comparable change. They don't use
relative strengths when deciding whether to attack something.
Fixes#159
The nurse monster definition is flagged to be able to convery poison
resistance when a corpse or tin is eaten, but the post-corpse code
for nurse healed HP and cured blindness then skipped the intrinsic
handling.
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.
Salvaged from an old, unfinished patch. When checking whether the
hero is trapped by walls and solid rock, adjacent boulders are
evaluated on whether they can be pushed out of the way. Extend that
evaluation: (1) two boulders on a spot are pushable if there is a
pool beyond that spot, and (2) boulders can't be pushed diagonally
in Sokoban.
and over the hero. 3.6.0's clairvoyance tried to show things in
a non-standard sequence, which was intentional but had unintended
side-effects like the disappearing monsters complained about in the
report. To make it work as intended would have required --More--
whenever it kicked in, which is much too intrusive when it happens
every N turns rather than when explicitly casting the spell.
Redo it substantially, and give preference to monsters over objects,
objects over traps, and traps over underlying terrain like normal
vision-based display does. It now detects all monsters within its
bounding box but shows ones which aren't directly in view as
"unseen monster" unless via spell cast at skilled or expert, or at
basic when also having intrinsic clairvoyance.
When #wizinstrinsic was expanded to be able to set any timed attribute,
some that need more than just a timeout counter were left inconsistent.
1) Timed Flying wasn't blocked by levitation, and existing flight
wasn't becoming blocked by timed levitation. Also, eventual flight
timeout wasn't updating the status line, so false 'Fly' condition
remained shown until a status update happened for some other reason.
2) Setting timer for Warn_of_mon didn't set up any type of monster to
warn about so wouldn't do anything. This sets that to grid bug
unless already set due to polymorph form or artifact that warns.
The end.c portion is just a bit of formatting.
Fixes#156
githib issue #156 complains that "The Excalibur falls down the stairs,"
is using poor grammar despite the fact that the usual drop message is
"You drop the +0 Excalibur." I agree. Change it to be "Excalibur
falls down the stairs." (Drop message remains unchanged.)
While looking at that, I noticed that when knocking other items down
stairs, text was being appended to the formatted object name. It was
probably safe due to the space reserved for inserting a prefix while
formatting an object's name, which becomes available for a suffix
after that name has been copied into otransit_msg()'s local buffer,
but using a separate buffer is safer.
Attempting to mount a long worm tail could yield
\#ride -> mount_steed() -> test_move() -> worm_cross() ->
impossible("worm_cross checking for non-adjacent location").
New: call to panic() in impossible() used arbitrary string as a
format so was vulnerable to percent signs in that string. (This
potentially serious problem is not limited to USE_OLDARGS.)
Old: revised message string for impossible ("save/restore might fix
this" instead of "perhaps you'd better quit") passed wrong number of
arguments to pline() when using the clumsy VA_PASSx() mechanism (was
missing arg 0 for the fixed-arg format argument).
Old: varargs config_error_add() in files.c wouldn't compile for
USE_OLDARGS. Evidently no one has been impacted by that but this
fixes it anyway. (Two problems: prototype used FDECL() when it
should have been using VDECL(), and calls to config_error_add() in
the same file would need the VA_PASSx() stuff to force presence of
all optional args. I moved it instead of adding the latter.)
Add code to run a fuzz tester, simulating (more-or-less) random
keyboard mashing. There's no option to turn it on, you need to
set iflags.debug_fuzzer on via a debugger or something along
those lines.
Enlightenment feedback for "nudist" was added 3.5 years ago. Ever
since, ^X has been reporting "you are not wearing any armor" when
wearing a shield without any other armor.
Since Valkyrie starts in that situation, it's very surprising that no
one ever noticed 'til now (or did notice and didn't bother to report).
Followup to 'fix #148' patch: looting a container with menustyle:Full
wasn't offering a chance to remove everything in one go. That was due
to an error I introuduced 2.5 years ago with commit
529dad8ef1 when I changed how the flags
passed to query_category() were being set up. It accidentally switched
'A' from take-out to put-in but the only code to handle 'A' at that
time would take everything out (from container to inventory).
Prior to that, removing everything worked as intended and putting in
everything wasn't supported. Now 'A - autoselect all' is a viable
choice for both in and out.
Fixes#154
With menustyle:Full, picking 'A - autoselect all' when putting items
into a container ran code for taking things out and there wasn't any
corresponding code for putting things in.
Add some put-in-everything code. Taking things out doesn't offer
'A - autoselect all' as a choice so the code mentioned above may now
be dead. Taking everything out seems like something that's much more
likely to be desired than putting everything in.
Hopefully this will be the last one. Change from a text window to
a menu so that it is possible to scroll backwards (without needing
scrollbars) via '^' and '<' keys. End of game disclosure for
attributes still uses a single-forward-pass text window.
Also, move the recently added weapon proficiency line from the new
'basic' section to right after the "you are wielding" line at the
end of the 'status' section.
Add a new line for one last missing status field: gold.
Also add one for proficiency with current weapon.
Move a few lines from 'characteristics' to 'background' and a few
more from 'characteristics' to new 'basics', leaving characteristics
with the six original characteristics: Str, Con, Dec, &c.
My "fix github issue #38 - indentation vs 'if {}'" patch, commit
d2ae45984e, broke finding unseen
monsters via searching. Most notable if blind, but applied to
invisible monsters too.
Report stated:
type "watchmen" into a genocide prompt, it says no such creatures exist in the world
type "watchman" and it says "wiped out all watchmen"
fixes#151
Life-saving was setting u.uswldtim to 0, presumably intending that
to stop the hero from being digested, but it actually resulted in
being totally digested on the swallower's next turn if the death
being short-circuited wasn't digestion. Change life-saving to make
swallower or grabber release the hero instead of tinkering with
u.uswldtim. In addition to rescuing the hero from digestion, it
prevents an eel which has just drowned the hero (who has survived
drowning via life-saving) from pulling him/her back into the water
on its next turn. It will need to make another successful grab to
do that now.
While testing, I noticed that if I was polymorphed and wearing an
amulet of unchanging, life-saving didn't restore my HP-as-a-monster
and due to the recent change to force that to 0 when the hero dies,
I died again immediately after my life was saved. So this bug was
latent in the past and became noticeable in the last couple of days.
Report was for being fried by angry deity. There are lots of deaths
that don't involve subtracting HP until it hits 0 or less; I haven't
bothered tracking down which ones don't set u.uhp to 0 before they
call done().
No effect on life-saving or declining to die except for HP:0 being
visible on the status line during their messages.
Dungeon level wasn't included in ^X output, so it wasn't actually
giving all status fields and attempting to rely on it when turning
off 'status_updates' was leaving a gap in feedback for the player.
Add an extra line to the first section where character's name and
patron deity are reported, giving current location.
|You are in the Dungeons of Doom, on level 5.
or
|You are in the endgame, on the Elemental Plane of Fire.
The information is more explicit than the basic status field, but
you can already get similar information via #overview so it isn't
giving away extra info.
Fixes#150
> A very minor one, but there are some situations where your encumbrance
> level can change, but the message (such as '`Your movements are now
> unencumbered.`') isn't given until your next move or turn, even though
> the status line updates immediately. For example, praying while weak
> and gaining a point of strength. Picking up or dropping items or
> interacting with containers does _not_ have this problem.
This is usually fixed on a case by case basis. Any attempt to add
blanket encumbrance check mid-turn (when updating status, for instance)
is sure to introduce message sequencing problems. Perhaps such a check
could be added at the end of the hero's move....
This fix handles the cases where prayer causes a change to strength:
major: fix starvation, minor: fix weak from hunger, boon: golden glow
(restore strength and satisfy hunger--probably no-ops in this regard
or would have had trouble fixed rather than receive a boon). Directly
curing stat loss (minor: poisoned) already dealt with encumbrance.
> Possibly related to the quirk whereby polymorphing into a form with
> different speed gives you one move movement at your old speed?
> (Polymorphing into a sessile monster gives you one last move.)
Not at all related. That movement bug affected 3.6.0 but was fixed in
3.6.1.
When trapped in a web, trying to move while wielding Sting gives the
message "Sting cuts through the web." In 3.6.1 and earler, that
also released you from the trap, but with 3.6.2-beta nothing happens.
It had nothing to do with the recent web spinning patch. My change
to have being trapped block levitating and flying included replacing
a lot of direct manipulations of u.utrap with set_utrap() and
reset_utrap() in order to keep the lev/fly blocking and unblocking
localized. Unfortunately, the old 'u.utrap = 0' when wielding Sting
while stuck in web was deleted in error at that time.
While looking at something else, I noticed that newsym() was checking
for pool and lava by examining the terrain type directly rather than
using the pool and lava checks, so it would never show a gas cloud at
a closed drawbridge (the spot in front of the portcullis). Level's
terrain at a closed drawbridge spot is DRAWBRIDGE_UP; need to look at
drawbridgemask field to figure out whether the accessible terrain at
that spot is moat or lava.
Set X resource NetHack*fancy_status: False to enable the TTY-style
status lines. Default is the fancy status.
This patch is somewhat unfinished - even though the TTY-style status
allow for status hilites, the colors don't work correctly yet.
Also changes the fancy status to use the windowport notification code.
mons[].difficulty takes over for monstr[]
Invoking "makedefs -m" gives a deprecation message; it is also included
in the (now mostly empty) monstr.c.
Ports should now remove "makedefs -m" from their build procedures but this
commit does not include that change.
This started out as some formatting cleanup for src/windows.c but
ended up removing calloc() from the WINCHAIN code, plus fixing a
couple of compiler complaints for win/chain/wc_trace.c.
I tried to actually run with +trace enabled and never managed to
get anything to happen. trace_procs_init() was never called. I've
never tried to use it before so don't know whether something which
used to work has gotten broken or I'm just doing it wrong.
Fixes#38
In 3.6.1, some code in mfind0(detect.c) was mis-indented in a way
which suggested that the grouping within braces might not be what was
intended, and that was right--there was a pair of braces missing when
compared with older versions of the code involved. A previous patch
(post-#38) had changed the indentation to match the surrounding braces
without really addressing the issue. But it turned out not to make
any difference either way since mundetected is only used by hiders
and eels. This reorganizes the relevant code to make it simpler to
understand, I hope.
Dead hero's map coordinates are set to <0,0> part way through bones
creation, then were being used to record grave location for overview
feedback with "final resting place for <dead hero>" if/when another
character got those bones and found the grave (actually, spotted the
location where first hero died regardless of whether a grave gets
placed there). Record dead hero's pre-<0,0> coordinates as intended.
Not previously noticed because in wizard mode the final resting place
becomes part of overview info as soon as bones are loaded rather than
waiting for the death location to be reached.
Fixes#144
While giving a new character his/her starting equipment, don't clear
alternate weapon when putting on a shield since that weapon should
still be available to swap with primary. Affected knight's lance
and valkyrie's dagger.
Also, guard against wearing an initial shield if already wielding a
two-handed weapon, or wielding such a weapon if already wearing a
shield. Both situations are hypothetical with current starting gear.