First noticed this when watching someone livestream, and managed
to figure it out from there: The window that pops up when looking
at a pile of objects under you by pressing ':' is marked as a menu,
but has no selectable options. Curses still allowed you to use the
menu-search command (':') on it.
Prevent the menu search command in windows with no selectable entries.
Add a theme room with multiple visible teleportation traps
which will always teleport to specific locations in the same level.
Teleport trap change from xNetHack by copperwater <aosdict@gmail.com>.
Landmine blew up, scatter exploded a potion of oil, which melted
the ice on which the landmine was, resulting in the landmine trap
being deleted. The code then tried to access it to make a pit.
A monster swallowed hero, hero teleported the monster away, but the level
was full of monsters, so the swallower ended up not moving anywhere,
so it was in the same location as hero, but hero wasn't swallowed by it.
Move the monster into limbo instead.
A pet titan dropped a boulder over a pool, and the code killed
the titan, because the code was considering the titan to be in
the water.
If a flyer or a floater is over the pool, don't kill them off
if a boulder is dropped in there. Also make the pet movement
code handle the case where the pet might've died while dropping
items.
A monster zapped a wand of striking, hitting a burning potion
of oil, which destroyed items in the same square, and the ray was
checking destroyed item. Similar thing with a ray done by hero.
The code currently stops checking the objects in the location
if a next object in the chain was destroyed - an improvement
would be to gather all the objects into an array and iterate
over that instead of relying on the nexthere pointer.
Make object deletion work similarly to monster deletion:
it's marked for deletion (by setting the where-field to OBJ_DELETED
and moved to specific deleted-objects chain), but they're actually
freed at the beginning of turn.
This may need some more tweaking, especially in places that iterate
over object chains, but fuzzing did not find any obvious problems.
Fix a case of accessing freed memory: a monster breathed at hero,
destroying some items. The code stored the next item in the chain
(a cloak), but a ring of levitation was destroyed, causing hero to
plop down into lava, destroying the cloak. The item destruction
code then tried to access the destroyed cloak object.
Make the code check the object where-field - which will be different
if the object was marked for deletion. Also removed an extra loop
going through the whole object chain looking for the items to
destroy.
Due to integer rounding, merging two partially eaten food rations
will have wrong weight if we add the old weights together.
Recalculate the weight instead.
quan = 1, weight = 6 (6.675)
quan = 2, weight = 13 (13.35)
A mind flayer blasted a polyed hero on a pool, who reverted back
to human. The hero teleported to safety, but the mind flayer was
still thinking hero was at the old location, and tried to attack there.
The same routine handles both monster-vs-hero and monster-vs-monster
breath attacks, but the code was considering what the attacker knows
about hero's resistances even when attacking another monster.
Also unconditionally prevent the monster breath attack if the monster
knows about hero reflecting - previously the monster could use the breath
if it were just far enough from hero, even when hero had reflection.
Contains some wood nymphs and fountains, and the room walls are trees.
Adds a new lua hook for themeroom generation, "post_level_generate",
which is called last when generating the level.
Even 100 deaths wasn't enough, as the fuzzer was still quitting.
If we're in wizmode, just execute wizmakemap to recreate the level,
getting rid of whatever was blocking hero from teleporting to safety.
Prevent glyph change messages while loading a level file.
Otherwise a monster hiding under an item triggered a vision recalc
before light sources were linked to their sources, leading into
strange errors looking like pointer corruption.
getlev -> hide_monst -> hideunder -> newsym -> show_glyph ->
pline_xy -> vision_recalc -> do_light_sources -> get_obj_location
Add in_getlev program state variable, analogous to in_mklev
The curses colorpair rework I did changed the pile hilite background
color from blue to red. Change it back to blue, and use a function
to get the color pair instead of hardcoding the value.
In 3.6.2 parts of the wakeup code were merged together, and this
caused pets consider any noise made by the hero - such as hitting
iron bars or digging - as whistling for them to come to the hero.
Change it to only consider actual whistling and ringing a bell.
Use vi (cursor_invisible) and ve (cursor_normal) to hide and show
cursor, if the terminal supports those. This way on a slower
connection the cursor doesn't jump all over the place when doing
map or menu updates.
The code doesn't handle zapping blinding ray at yourself;
maybe it should be changed to handle it, but for now just
prevent Sunsword blinding the hero.
Curses handles menu and text windows specially; their id numbers
keep going up, so we need to check if the id is for a menu or
text window instead of directly accessing the windows array.
Previously when wishing for "ring of protection from shape shifters",
you got a random ring instead of the protection from shape changers,
because the string matching alias was "protection from shape shifters"
without the object class. Now, we'll check if the wish matched any
object class, but not existing object or alias, and try matching
the aliases again, but only those of the already matching obj class.
Add an alias for the ring of increase accuracy: "ring of accuracy",
and tests for it.
When removing a temporary (menu, text, popup) window, the code
was erasing it from memory and then refreshing the screen.
This is unnecessary, as we're refreshing all the windows anyway.
The map frame (background) colors were all over the place; the
code should be much cleaner now, and still work exactly the same
as before.
I tested this with terminals with 8, 16, and 256 COLORS.
The curses message window shows new messages bold, and removes the
bolding from older ones. The code was calling curses mvwchgat with
attribute and color parameters in the wrong order. Also change the
code to actually retain the color of the window, so it just removes
the bold attribute.
This fixes a lot of problems where a menu or a text window was up
and the main window accepted input - for example you could move around,
making another window of the same type pop up ...