A thieving monster could be killed while the hero was busy taking
off armor which needs multiple turns (normally a suit) and if that
happened on the same turn as the take-off finished, the warning
"stealarm(): dead monster stealing" was issued. Cited case was
having the thief be killed by a stinking cloud but it could happen
if the death was caused by a pet or by some other monster trying
to attack the hero. If the thief died sooner, the situation was
silently ignored. So this could have been fixed by just getting
rid of the impossible() feedback.
'stealmid' and 'stealoid' should have been static in steal.c rather
than global and as such should have been moved into 'struct g'.
This moves them there and then takes advantage of having access to
'stealmid' outside of steal.c. That's just a minor optimization
since m_detach() could call new thiefdead() unconditionally and the
latter could check whether the dead monster matches 'stealmid'.
Fixes#354
Report #H9243 misinterpreted W_WEAPON as W_WEP and attributed a
hypothetical ball and chain sanity checking problem to that.
Rename the former to W_WEAPONS to emphasize that it includes
alternate/secondary weapon and quivered stack as well as wielded
weapon.
Nymphs won't steal gold from the hero (so that their steal-item damage
isn't a superset of lerprechaun's steal-gold damage; straightforward
back when gold wasn't kept in inventory), but hero poly'd into a nymph
would steal gold from monsters.
Something I've had sitting around for quite a while. Add a sanity
check to mpickobj(). (It will need tweaking if b&c are changed to be
in engulfer's inventory.)
Also, include more information in the feedback when a nymph steals
attached iron ball: "Nymph removed your chain and stole a heavy iron
ball".
And don't set the avenge-ok flag if uball is the item stolen since
thief was doing hero a favor, or for anything when the thief is under
the influence of Conflict.
mon_arrive() -> m_into_limbo() -> migrate_to_level() -> wormgone()
followed by place_monster() "for relmon". relmon() was changed (last
November, cc5bb44a9a) to not require
the monster be on the map, so just get rid of the place_monster() that
was trying to put the "gone" long worm at <0,0>.
Also, another m_into_limbo() bit: make mdrop_special_objs() check the
location and send any dropped items to random locations if the monster
dropping things isn't on the map, instead of placing them at <0,0>.
The do_wear.c part just eliminates some redundant code but shouldn't
produce any change in behavior.
The steal.c part should fix problems with 'A' when outer items are
taken off during theft in order to steal an inner item, where the
outer item is next to be removed (call to cancel_don() wasn't being
made). The wield.c part matches the X_off() behavior and is needed
to handle a weapon item that's slated for removal but isn't next (so
wouldn't pass the donning()/doffing() test to trigger cancel_don()).
If this seems a lot like trial and error, it is....
Some worthwhile stuff from abandoned 'git stash':
is_plural() macro wasn't comprehensive;
a couple of return values where writing with a magic marker was
causing time to elapse even though nothing happened;
comment formatting for saddle being left in shop by dying steed.
Two different reports complaining that having the Wizard steal the
hero's quest artifact is a bad thing. This doesn't change that,
but it does make all quest artifacts become equal targets so that
wishing for other roles' artifacts doesn't offer such a safe way to
have whichever special attributes they provide.
Quest artifacts are actually higher priority targets for theft than
the Amulet. I suspect that probably wasn't originally intended,
but I left things that way. Taking quest artifacts leaves the hero
more vulnerable to future thefts, and once they're gone the Amulet
has priority over the invocation tools.
Last few && or || followed by end-of-line comments, plus tab replacement
and 'return' parentheses. Not as many of those; some of these files had
already had that done.
Also, tweaked non-cursed scroll of charging read while confused to be a
tiny bit more effective.
To do: find and fix block comments that immediately follow a line with
an end-of-line comment and got misindented to line up with that comment.
Add macros W_WEAPON and W_ACCESSORY, similar to existing W_ARMOR, bitmask
of all the relevant worn bits. Just for code readability; there should
be no change in behavior.
Also, reformat the "ugly checks" portion of getobj(). Slightly better
readability and fewer continuation lines, but only a modest improvement.
Allow one item to be taken out of a pile, and leave framework in place
for partial splits so that all monsters will take up to their capacity,
rather than leaving the whole pile if it's too big to take all at once.
Most of the time, rloc() is used for teleporting monsters and it's not a
big deal if they can't find somewhere to go. In a few cases, it is. I
went through all the callsites and made calls to rloc() not cause
impossible()s if they don't need to.
Fixes a bug/suite of bugs reported by ais523.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
When gold is stolen by a leprechaun or lost when being "overwhelmed
by an urge to take a bath" while dipping in a fountain, if you had
99 gold pieces or less, you'd lose all of it (in the bath case, only
if it was at least 10 to start with), but if you had 100 or more,
you would lose a random amount which could be as little as 1. And
in the bath case, if the random amount was less than 10, you would
lose nothing but be told that "you lost some of your money in the
fountain". After this change, it is still possible to lose less
when starting with more, but not as likely and not as extreme a case
as maybe losing only 1 when starting with thousands.
The fountain-dip bath case has code to handle mutiple denominations
of coins, possibly the only place in the program where that exists.
I've left that alone although it should probably be taken out....
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless. For example:
"while frozen by a monster's gaze"
Move debugging output into couple preprocessor defines, which
are no-op without DEBUG. To show debugging output from a
certain source files, use sysconf:
DEBUGFILES=dungeon.c questpgr.c
Also fix couple debug lines which did not compile.
This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
The message "you stop taking off <that armor>" when interrupted by a
nymph's or monkey's theft attack would only be given if you were using 'A'
to take off the armor. If you used 'T', you'd get "you stop putting on
<that armor>" instead. The fix for that also makes it easy to vary the
nymph message "<the nymph persuades> you to start taking off" to be "<the
nymph persuades you to continue taking off" when taking that same piece
of armor off was interrupted by the theft.
From a bug report, having some
armor stolen while in the midst of putting on armor--when both items have
a multiple turn completion delay--could result in side-effects for the
latter item being reversed even though they hadn't been applied yet. So
you'd lose points of Int and Wis when attempting to put on a positively
enchanted helm of brilliance, or gain such with a negatively enchanted one.
steal() was assigning to afternmv before it had been used to finish the
action of putting on or taking off armor. Fix by interrupting the attempt
to put on or take off armor when being victimized by theft (or being hit by
succubus or incubus seduction). The existing stop_occupation() call wasn't
sufficient because afternmv is different from occupation.
From the newsgroup: after killing a vault guard on a level where
every object had been removed or was held by the hero, object detection
gave feedback about finding something but was unable to show anything.
It was finding the dead guard's inventory at <0,0>, a part of the map
which never gets shown. A dying guard is sent to that location instead
of being killed and deleted, because the data for his temporary corridor
to/from the vault is kept in the egd structure attached to him. That's
somewhat obscure but works; dying guards just need to drop inventory
before being transfered there rather than after.
Depending upon how they're killed, it's possible that the umpteen
places in the code that loop over fmon might have been processing them
as if still in play. This sets their mhp to 0 so such loops will ignore
them, and teaches dmonsfree() not to release them. Once the temporary
corridor has been removed, their isgd flag is cleared and they become
ordinary dead monsters and get deleted from the fmon list the next time
it's purged.
This also lets you throw gold to/at the guard when he tells you to
drop it. He already would catch it, but now he won't treat the throw as
an attack. Any gold he carries will eventually disappear when he does,
so dropping it remains a better option for the player.
From a bug report, you could obtain
a saddle for free if it was dropped (while worn) by a dying pet inside a
shop. That's intentional, but it was happening even when the hero was
not in the shop, which doesn't seem right. Change things to only set it
no_charge if hero is within the same shop (including standing in the
doorway or a temporary wall breach, not just when all the way inside) at
the time of the drop.
Suggested by <email deleted> a month ago when he
reported that attempting to unlock a door which was actually a mimic
simply told the player that the door was not locked or that there was
no door. He thought that mimic should take the key/pick/card away from
the hero. This gives a 50% chance for the unlocking tool to be stolen
and become part of the mimic's inventory; it will be dropped when mimic
is killed.
The theft routine has groundwork to be able to be used to take the
hero's wielded or thrown weapon when hitting, but the attack code doesn't
call it so that won't happen (and the theft code hasn't been tested under
that circumstance). I'm not sure whether mimics should be able to grab
weapons, but g.cubes perhaps should, and if puddings could then "pudding
farming" [using a low damage iron weapon to split puddings, yielding tons
of experience, death drops, and #offer fodder when they're killed and
repeatable for as long as at least one pudding is kept healthy enough to
be split again] would become tougher to accomplish. [The item drop and
corpse aspects have been toned down quite a bit since 3.4.3, but with
sufficient patience it is still possible to abuse.]
Noticed while looking through steal.c: theft that takes multiple
turns uses stealarm() callback which removes stolen armor from hero's
shopping bill, but theft that happened without delay did not. So theft
of an unpaid non-armor or non-worn item while in a shop left it on the
bill where it wouldn't show up for either ``I u'' or ``I x'', hiding the
charge from the player ('$' did disclose the total amount that the shk
was owed though), and the shopkeeper would persist in blocking the door.
This makes immediate theft behave the same as delayed theft; the stolen
item is removed from shop's bill when the thieving monster takes it away
from the hero.
Dropped items that a shopkeeper doesn't want have their no_charge
bit set; that's only supposed to be used for floor items inside shops.
But no_charge would stick when an object was picked up by a monster, so
the object would stay free for player if that monster was subsequently
killed in another shop which stocked that kind of item. Probably never
noticed because most monsters won't pick up items off of shop floors,
also most levels don't have other shops dealing with alternate types of
stuff. This clears no_charge, except when the monster picking up the
item is tame (so that a pet picking up and then dropping a no_change
object in the same shop won't cause the shk to silently take possession,
which would certainly lead to reports of a bug...).
Mentioned by <email deleted> in his report about
sound anomalies, it was possible for a sleeping hero to "gladly start
removing armor" when attacked by a nymph or succubus. The code
explicitly wakes up the hero if he has fainted from lack of food because
"can't charm without waking you" (according to the existing comment),
but it didn't handle other forms of sleep and paralysis. You could get
|You fall asleep.
|The wood nymph charms you. You gladly start removing your armor.
|The combat awakens you.
Now in the same situation you'll get
|You fall asleep.
|You wake up.
|The wood nymph charms you. You gladly start removing your armor.