Various places checking for whether a monster was on the map based on
mstate flags were inconsistent about which ones they checked (and then
place_monster() was additionally inconsistent with all of them about
which bits were cleared when placing a monster onto the map). I think
some places were also more convoluted than is now necessary because they
date back to mstate being an alias for mspare1, which it shared with
migflags before those became two separate dedicated fields (MSTATE_MASK
also dates back to this and is no longer used, so I removed it).
I tried to go through all the MON_foo mstate bits, understand when/why
they are set, and make the various functions I noticed more consistent
(with each other, and with my understanding of how the bits work) about
how they are treated. I don't know for a fact that I understood
everything right -- some diagnostic bits that aren't used for much of
anything, like MON_OBLITERATE, had me mystified until I read the 5ee78c5
commit message -- but this patch hasn't caused any new problems (sanity
check or otherwise) with the fuzzer in my testing so far. All the same,
it could probably use review by someone who has a good sense of what the
mstate bits mean.
Put everything through a single function that can handle all the
complicated parts of using the correct proposition for different terrain
types, and will not just call things "solid ground" indiscriminately.
This got complicated but I'm not sure if it's possible to do it much
simpler while still using the distinct names for each type of terrain
(unless you are OK with the sentences sounding sort of wonky).
When moving off a body of water with mention_decor on, describe_decor()
would produce messages like "You are back on cloud", "You are back on
wall", and "You are back on air bubble." For those types of terrain
that were producing odd sentences like this, change the format to "You
are back in a cloud", "You are back in a wall", "You are back in an air
bubble", and "You are back in the air."
With mention_decor enabled, exiting the water on the Plane of Water
would produce the series of messages "You pop into an air bubble. You
are back on air bubble." Suppress the second message. The lack of
article there seems like a problem too...
Also, acknowledge flight/levitation and use ice_descr in the pooleffects
"solid land" message. This should make it more consistent with how
mention_decor does a similar message, especially changes to how it
describes ice based on its melt timer.
Turns out this change to more accurately describe the wall of water in a
situation that shouldn't come up in-game messed up some uses of
dfeature_at which do a string comparison between the result and "pool of
water" to determine how to behave.
I realized that failed explore-mode authorization on a special-mode
saved game cannot downgrade the game mode further down to a normal game,
because this would dump the player back into a state where she has
completed some part of the game in explore mode but is eligible for the
topten list. This is even more true when the game was formerly a
wizard-mode game. Unforunately, that was the state my previous commits
left the game in.
Instead, if restoring an explore-mode or wizard-mode savegame, and the
player is authorized via sysconf for neither of those modes, fail
restoration entirely and start a new game instead. That's sort of
clunky and there could probably be more explanation provided, but it
should be an exceedingly rare occurance and I'm not sure what
alternative exists that would still honor the EXPLORERS and WIZARDS
restrictions. This shouldn't affect the way they default 'down a mode'
in other circumstances, i.e. the overwhelming majority of situations in
which EXPLORERS authorization is needed/checked.
For the same reason, I realized that the player can't be prompted
whether or not to enter explore mode, if being downgraded from a
no-longer-authorized wizmode save while explore mode is authorized. The
change from wizard mode to explore mode must be mandatory. I have also
switched that up so that it will force the change -- unfortunately, this
has the side effect of allowing the preservation of the save, but it's
more important to make sure a wizard mode game doesn't get reverted to
normal mode. They won't be able to load the save into wizard mode
anyway.
If an unauthorized player requests the game launch in wizard mode, it
will try to put her in explore mode instead. If this happened during
restoration of a previous (normal) saved game, the setting of discover
in wd_message() would bypass iflags.deferred_X, allowing the player to
select to keep the non-explore-mode save file. [Actually, when I tested
it I always got an error when answering yes to the "keep the save file?"
prompt, but that's a problem too...] Because deferred_X was still 1
after this, the pline "You are already in explore mode" would also be
printed following the prompt (when moveloop_preamble() attempted to set
explore mode).
Fix this so that loading a normal game with -D, then failing the
authorization, boots into explore mode via iflags.deferred_X and the
"really enter explore mode?" prompt, as it would have if -X were
specified on the command line to begin with.
The sysconf EXPLORERS list restricting access to explore mode was being
evaluated and used when a player used the #exploremode command in-game,
or when specifying -X or OPTIONS=playmode:explore on the command line
when resuming a normal game, but not when starting an entirely new game.
When SYSCF is avilable, check for authorization early, similar to debug
mode authorization, to restrict access to explore mode to EXPLORERS
under (hopefully) all circumstances.
Reported by entrez, some putstr() to text window got changed to
add_menu_str(). I didn't test with curses; with tty some headers
ended up in limbo: "Artifacts" header for '` a y' (wizard mode show
artifacts, something I had forgotten even existed) and also monster
class headers for 'm #vanquished by-class' (available to everyone).
Qt lost them too, but at least it didn't panic.
Not due to over-simplification: end of game disclosure suppresses
header line highlighting, except when disclosing final inventory.
Change it to do so, although it would be simpler overall to just not
bother with any menu_headings highlight suppression.
Change 852f8e4 by requiring a minimum impact before a buried zombie
nearby will be disturbed: light, but still excluding things like
scrolls, if it's a violent impact (dropped while levitating, thrown, or
kicked), and fairly heavy if the hero is just placing the item on the
ground normally.
Moving the call out of flooreffects meant it no longer applied to
pushing boulders around, so have moverock disturb nearby zombies. I
additionally had wake_nearby do the same thing.
Finally, I renamed check_buried_zombies (which doesn't really reflect
what it does) to disturb_buried_zombies.
My compiler didn't warn about this. The value conditionally gets set
but then isn't used anywhere besides that. For the time being, give
'skipped_noninuse' a fake use rather than eliminate it altogether.
dosacrifice() into a separate routine.
Pull request from argrath: move the code that handles same-race
sacrifice into a separate routine.
Log message for commit d5fa2f8ba0.
Closes#1120
Pull request from entrez: clean up the if/else-if/else logic in
level_tele().
Trying things a little differently this time. This is an extra log
message for commit 4876b70b9b.
Closes#1115
Use fruit_from_name instead of checking gp.pl_fruit directly so that
changing the fruitname won't cause fruits already in the player's
inventory to stop working with lookup.
Add a new option 'perminv_mode' to augment perm_invent. It handles
the same choices as the temporary TTYINV method: show all items other
than gold, show full inventory including gold, or only show in-use
items (similar to the '*' command).
For tty, both the all-except-gold and full-inventory modes can add
the poorly named 'sparse' variation which populates unused slots in
its fixed grid with the inventory letter that would go in each.
For others, the default has been changed from full-inventory to
all-except-gold. Note that gold is treated as part of 'all' or of
'in-use' if it is quivered because having the amount be shown on the
status line doesn't make that redundant.
Changing the default may mess up WinGUI if it assumes that perm_invent
is full inventory with gold.
Initially I was going to change perm_invent into a compound but this
leaves it as an on/off toggle and adds perminv_mode as a separate
option for how to show the inventory when the toggle is on. It may
make sense to combine them since dual controls is a little confusing,
but right now setting perm_invent On when perminv_mode is 'none'
changes that to 'all' and changing perminv_mode away from 'none' when
perm_invent is Off toggles it to On.
Guidebook.mn has been updated but as usual Guidebook.tex is lagging.
The potion of sickness would previously always print the message
"<mon> looks rather ill." when hitting a non-poison-resistant monster,
even if all effects were resisted due to monster magic resistance.
To make the potion more useful against high-MR monsters, this change
removes the dependence on monster MR, but also removes the halving of
maximum HP to prevent it from being overpowered. Hitting with a
potion of sickness now reliably halves only the current HP of
non-poison-resistant targets.
The effect of poisoned projectiles, which can be created from a potion
of sickness, is not resisted by monster MR, so it does not make much
sense for the potion effect to be subject to monster MR. There is
also code to make Pestilence suffer the sickness effect when hit by a
potion of healing, but due to monster MR, it had no practical effect
other than printing a misleading message.
If throwing an item while levitating sent the hero hurtling into a wall
of water, the item would land in the water due to water_damage_chain's
use of bhitpos. Restore the previous value when it is finished to avoid
interfering with the use of bhitpos further up the call stack.
A hero hurtled into a wall of water while levitating, flying, or wearing
water-walking boots wouldn't be stopped by it unless it was on the Plane
of Water. Make it stop hurtling heroes immediately no matter the
location.
I also noticed that once I was hurtled safely into the wall of water, it
was described as a "pool" when I examined it with ':'. Fix that, too,
even though I think it shouldn't really be encountered in-game.
I did this several months ago to avoid a sanity check warning (and
consequent fuzzer panic) when an engulfer expels the hero on a full
level. I was hoping to refine it but never went back; install it
now before forgetting about it entirely.
If a chameleon changes from wall-phazer to engulfer while in a spot
the hero can't move onto and engulfs him/her, expelling the hero
after the engulfer has taken the hero's spot might be forced to put
the hero on top of the engulfer or another monster when unable to
use the engulfer's former spot. Rather than try to figure out all
the possible ways this might happen and attempt to deal with each
of them, just prevent an engulf attack from succeeding if the hero
wouldn't be able to move to the engulfer's spot. (Does not prevent
an air elemental over water from engulfing the hero.)
"object lost" panic occurred when hero's worn amulet of magical
breathing was stolen. This prevents drown() -> emergency_disrobe()
from dropping an item while in the midst of it being stolen, avoiding
the possibility of it no longer being in inventory when the theft
completes. There may be variations other than drowning that lead to
unwear -> drop-or-destroy that are still vulnerable, and this fix can
potentially cause items to vanish from hangup save files.
It also has a side-effect of not being able to drop levitation boots
to lighten encumbrance enough to crawl out of water if the drowning
occurs while they are being taken off, not just when being stolen,
even though they should be easily droppable in such circumstance. The
hero will just need to drop other things instead.
If any cond_xyz options came from the old RC file or were changed with
'm O' but they were all back to their default values when #saveoptions
was executed, the new RC file would end up with 'OPTIONS=\n' at the
end. Then if that RC file gets loaded in a subsequent game, there
will be a warning about "Empty statement".
Confusion between 'o_status_cond' and 'pfx_cond_'. Still confusing
but I think now working as intended and expected.
If any cond_xyz option has been loaded from the RC file or changed via
'm O', #saveoptions still saves the full set rather than just the ones
that are different from their default value.