This solution is mostly a band-aid. Make sure information set by join_map
that is overlaid by the MAP is cleared out. This ensures that place_branch
will never consider invalid data. A new function, remove_rooms(), with a
helper, remove_room(), takes care of this, but only for rooms created by
join_map, which addresses the only known case that causes this problem.
There's a possibility that some other strange behavior, especially in
minetn-6, will be fixed by this as well. The problem of disconnected caves
on minetn-6 is not yet addressed.
Also, add a check to lev_comp.y to make sure the required fg semantics of
joined levels (fg must be ROOM or CORR) are actually met. Doesn't affect
any levels currently included in the distro, but might address levels
others are trying to make.
add another bit to the flags passed to launch_obj so it can print
the initial "rumbling" message at the appropriate time rather than
having the caller print the message, possibly out of order.
1) killer reason for scattered land mine shrapnel used "a" or "an" prefix
even when multiple projectiles hit as a group -- one of various things
From a bug report.oextra field) --
noticed while investigating #1 and later From a bug report.4.0 due to an unintentional side-effect of missile killer reason
handling in 3.4.1 (removal of redundant "poisoned" prefix by m_throw()
confused the poison handling routine) -- noticed while investigating #3.
> The `prompt' buffer in tty_yn_function still only holds QBUFSZ
> characters. But fixing the tty incarnation wouldn't be good enough;
> all the other interfaces would need to handle it too. I think it
> should be fixed in the core instead. Prompt strings simply should
> not be allowed to become so lengthy.
Another step in the fight against prompt sting buffer overflows.
The goes after the ones that may not have been found yet.
This makes yn_function a real core function and removes
the #define yn_function macro.
The yn_function validates the prompt string buffer being
passed prior to calling (*windowprocs.win_yn_function)(),
and if necessary, truncating it and adding "...".
This won't help if the overflow occurs in the core in
a buffer that is still QBUFSZ in size, but it will help if
a BUFSZ buffer is being passed to one of the query
functions.
This patch gives game and savefile compatibility
whether GOLDOBJ is defined or not.
You can build with GOLDOBJ defined or not, and
still load your saved games. Rebuild with the
opposite, and load the same game.
That way GOLDOBJ can be experimented with
more easily.
1. Leave the "you" struct and the "monst"
struct the same under the hood between
GOLDOBJ and !GOLDOBJ.
2. Always write out gold as an
object on the player and monster
inventory chains.
On a restore of the savefile with GOLDOBJ
not defined, take the gold objects out of
the inventory chains and put it into u.ugold
or mtmp->mgold as appropriate.
On a restore of the savefile with GOLDOBJ
defined, nothing special is done.
<Someone> noticed that is_damageable used the address of is_rottable
instead of calling it. Unfortunately, there doesn't seem to be a good
compiler warning to detect uses of function addresses as booleans.
Another fix to address the complaints about two-handed weapons being
rendered useless by 3.4.1's change to require free hands in order to apply
containers. Some players now fear to wield two-handed weapons because a
curse would make accessing their bag impossible, which is doubly nasty if
that's where they have scrolls of remove curse or potions of holy water
intended to deal with cursed items. The same situation applies for cursed
one-handed weapon combined with cursed shield, so some are now claiming
that 3.4.1 has made two-weapon combat be even more attractive than before.
This implements #tip, a new command that causes a container at the
current location or carried in inventory to have its contents emptied
onto the floor. Hero's hands don't need to be free at the time but tipping
a floor container requires limbs; tipping an inventory container doesn't
need hands or even limbs. The contained items don't pass through inventory
during the process, so don't cause objects (loadstones, crysknives, scrolls
of scare monster?) to go through their special handling unless it's part of
normally dropping to the floor. Tipping a bag of tricks behaves the same
as applying it (one monster is released, and it only becomes empty if
that happened to be the last charge) and items tipped out of a cursed bag
of holding have their normal cursed bag chance (1/13) of being destroyed.
Tipping an inventory container while levitating or during unskilled riding
behaves similar to normal drop--from a height, so some fragile items break.
Players have wanted this feature to get gray stones out of chests or
heavy corpses out of ice boxes but I didn't care much about that; losing
access to your bag is more significant. I'm pretty sure that there was a
user patch to do something like this floating around at one time, but I
couldn't find it when I looked, so I implemented #tip totally from scratch.
Bug? Extended commands which lack meta-key shortcuts are not listed
in the help files displayed by the '?' command....
Move a couple of instances of container contents manipulation into
their own routines. Behavior for items disappearing from cursed bags of
holding isn't quite identical but is effectively the same. I think its
use of stolen_value (or simply the behavior of the latter) is buggy, but
I haven't tried to fix that. (Cursed bag of holding destroying a player
owned bag containing shopped owned items definitely doesn't work well.)
<Someone> noted that if you dropped a box while levitating, nothing would
break. This is true for sacks too, which shouldn't be immune either.
Throwing didn't break contained objects either, not mentioned in his report.
Refactored out the code in kick_object that handled damage for objects
contained in normal containers and added calls in hitfloor and throwit.
kick_object still only calls it for boxes, but other callers will call it
for any object letting it decide if damage is required. BoH objects aren't
affected, since traditionally the inside of the BoH is "somewhere else".
This started out as a change to address the strange sequence of messages if
you remove a blindfold while engulfed in a dust vortex. That is addressed
by a new function that can be called in such situations. Calls to this
function were added in all the cases where the can_blnd() engulfing
conditions end as a result of player action. There are some other cases
that end ucreamed or usleep, but they happen between turns and shouldn't
need extra handling.
While I was at it, I noticed that a unicorn horn or prayer would cure
blindness even while engulfed in a dust vortex. This is useless, because
you immediately get blind again the next turn. So, I added checks to avoid
doing this. Finally, it didn't make sense for eating a carrot to cure your
blindness in these situations either, only for it to return immediately.
> It appears that if showrace is set, and your race is not human, a
> potion of invisibility (or any other form of invisibility) doesn't cause
> your symbol to disappear on screen, even if you don't have see invisible.
1) make two-weapon combat perform two attacks instead of always either
hitting twice or missing twice;
2) address <Someone>'s report of weapon skill to-hit adjustment being ignored
for bare-handed and martial arts attacks;
3) address newsgroup complaints about the intrusive "your armor is rather
cumbersome" message given every time a monk wearing a suit attacks;
this implements the suggestion that it only occur for those times where
you miss because of the penalty involved, suppressing it when you miss
due to other reasons and when you successfully hit;
4) bonus fix: a side-effect of #3 is that the order of the messages "your
armor is cumbersome" and Stormbringer's "bloodthirsty blade attacks" is
inverted, making a sensible sequence instead of implying precognition.
> "A cloud of sangria gas billows from the chest.
> You stagger and your vision blurs."
> When I see the gas billowing from the chest, I'm not yet
> hallucinating. Shouldn't the gas have a normal colour, then?
> Only after my vision blurs should the gas assume a fake colour, I
> think.
>
Prevent burying a ball from ending your punishment.
When you bury the ball, internally NetHack Punishment
ceases, but a new trap type of TT_BURIEDBALL immediately
kicks in (acting similar to TT_INFLOOR in some ways).
You can eventually work the ball free (or teleport, etc.),
but that will just return you back to normal Punishment.
3.4.1 included a change which requires you to be able to use hands
in order to manipulate containers; that makes sense but has introduced
an unintended side-effect. It has become much harder to uncurse a
two-handed weapon or combination of a one-handed weapon and a shield
because you can't get scrolls or potions out of your bag. This adds a
new major trouble for prayer to address that, escalating it above the
normal minor cursed item trouble. It also removes a nonsensical check
for combination of two-handed weapon and shield that I added long ago.
Not related, but same file: add the missing artifact touch checks
for putting on accessories (quest amulets and lenses). I can't remember
if this was From a bug report.
- Move the code for keystroke handling into its own source file.
- Compile and link it as a dynamic link library.
- Dynamically load the keystroke handler at runtime
- Add support for specifying a different handler in defaults.nh
so that internationalization issues can be dealt with without
rebuilding nethack, just supply alternative handlers in HACKDIR.
The following exported functions need to be present in
the keystroke handler .dll:
ProcessKeystroke - returns an ascii value to NetHack
NHkbhit - allows peeking to see if a key/mouse press is waiting
SourceWhere - returns location for souce code for a keystroke handler
SourceAuthor - returns author information for a keystroke handler
KeyHandlerName - returns the full or short name of the keystroke handling dll.
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
the ptr and calculating the distance from beginning of array
Reported on RH 7.2 and 8.0. Compilation failed because system headers that
needed _GNU_SOURCE on these Redhat versions got included before it was
defined. To ensure _GNU_SOURCE is defined, added an autodetect for it to
config1.h and removed the need to set it in unixres.c. __linux__ is also
checked elsewhere.
The CE ports use makedefs hosted on another platform,
so the version string generated at build time isn't really
appropriate.
Add a way to add information to the version string
at runtime for such ports.
Make wielding Werebane confer defense against catching lychanthropy
from monster bites. It doesn't protect against catching that from eating
lycanthrope corpses and might blast the character if wielded at such time.
Also fix artifact handling to recognize the character as lycanthrope
while in normal human/elf/whatever form--rather than only when in beast
form--just like it does for monsters.
To fix Magicbane's message sequencing, its code needs to be redone
substantially. These changes make that easier.
cancel_monst() let caller know whether cancellation succeeds
resist() give artifact weapons a resistance attack rating
vtense() handle monster names and "you" as subjects; checking against
object names and descriptions pointed out a couple of other
words that would have ended up being miscategorized.
>More worrying is the fact that applying a figurine over water lets
>the monster wait until its next move before it drowns (giving
>you time to teleport it to safety, or whatever) [...]
>Should there be a minliquid() check as part of make_familiar()?
Applying at the water location next to you was easy. But
applying it at your own location (triggering BY_YOU) could
end up placing the figurine at the far side of the level if
there was lots of water.
Correcting that required the ability to pass a flag from
make_familiar to makemon() telling it to not rule out
water locations as good positions. The flag had to
be passed on down to goodpos() and enexto().
The bulk of this patch is just adding an additional
argument to goodpos() in all of the callers.
Provide a way to have a port-specific debug-mode commands
if PORT_DEBUG is defined at build time.
Add a win32 keystroke checking routine to assist debugging
of international keyboards.
Fix a problem with the way NetHack was handling
international keyboards by letting ToAscii() come
up with an input character based on the virtual key,
and the shift and caps lock state.
Prevent #rub from wielding an item that is already being worn
(which should narrow things down to the various types of eyewear;
other tools and weapons that go through wield_tool() can't be worn).
Fix up the wield_tool message spacing in the process.
This moves wield_tool() from apply.c to wield.c. Some plural
handling for messages is included; it is feasible to try to #rub a
"pair of lenses" or a stack of N candles.
For "traditional" menu style, pickup and #loot/apply can't accept an 'm'
response to bring up a menu upon request when all items involved are of
the same class, because the prompt where that response is allowed only
gets issued when multiple classes are present.
The complaint states:
It still won't let you unwield a cursed secondary weapon while
two-weaponing, even though you can drop such a weapon without problem.
You aren't supposed to be able to two-weapon
with a cursed alternate weapon at all. It appears that there are some
checks to prevent twoweaponing if uswapwep is cursed when you try.
This patch ensures that two-weaping stops if uswapwep gets cursed
while two-weaponing. I think this means the 'A' command will never
encounter the situation now in the complaint now.
The rules in wield.c state
The secondary weapon (uswapwep):
1. Is filled by the x command, which swaps this slot
with the main weapon. If the "pushweapon" option is set,
the w command will also store the old weapon in the
secondary slot.
2. Can be field with anything that will fit in the main weapon
slot; that is, any type of item.
3. Is usually NOT considered to be carried in the hands.
That would force too many checks among the main weapon,
second weapon, shield, gloves, and rings; and it would
further be complicated by bimanual weapons. A special
exception is made for two-weapon combat.
4. Is used as the second weapon for two-weapon combat, and as
a convenience to swap with the main weapon.
5. Never conveys intrinsics.
6. Cursed items never weld (see number 3 for reasons), but they also
prevent two-weapon combat.
Building with an old version of gcc with various warnings enabled
generated a lot of noise. Most of it was due to not guarding string
literals with `const', but there were a couple of actual problems too.
Some recent newsgroup discussion claiming that a pet ki-rin was
wearing a helmet (I think poster was hallucinating) caused me to look
at some of the hat handling code. There were a couple of noticeable
problems and one latent one in code added for 3.4.1. Polymorphing
into a minotaur pushes hard helmets off hero's head, but nothing
prevented you from putting one right back on. Helmet wearing monsters
who polymorphed into minotaurs weren't affected at all. And message
handling always assumed multiple horns even though we have some singled
horned monsters, but since all those have no hands they can't wear any
armor and that potential pluralization issue wasn't noticeable.
Back in 2000 "Pat Rankin" wrote:
> From a user (in a message which had several unrelated things):
>
> > I think the colour of silver dragon scales / scale mail should not be
> > SILVER (which is not a colour), but HI_SILVER. Of course the colour of
> > silver dragons would have to be adjusted to match this.
>
> I don't normally have access to a color display, so I hadn't noticed
> that silver dragons are CLR_BRIGHT_CYAN. It is pure coincidence
> that material SILVER happens to have the same numeric value as that.
> Is bright cyan intentional, to make them distinguishable from gray
> dragons (since color HI_SILVER is defined to be the same as CLR_GRAY)?
> Or was it done for the monsters just because the corresponding objects
> accidentally had the wrong value? It seems to me that they ought to
> be the same shade of silver (ie, gray) as other silver things, even
> if that makes them look identical to gray dragons.
Using the material value SILVER in the "color"
field was wrong, no matter what the reason. I
suspect it was probably a mistake originally.
This patch does not alter the displayed colour for the
bug-fix release, but does correct the misuse of the
material.