When disclosing conduct at end of game (but not during except in
wizard mode), display achievements too. They're also included in
dumplog if it's enabled. Previously they were only output as an
extra field in xlogfile.
This turned out to be a lot more work than I anticipated, but it is
definitely simpler (other than having #wizmakemap take achievements
away if you replace the level that contains the 'prize', which wasn't
handled before).
I cheated and made Mine's End into a no-bones level because the new
flagging scheme for luckstone, bag, and amulet can't carry over from
one game to another. It probably should have been no-bones all along.
Sokoban didn't have this issue because it's already no-bones.
Existing save files are invalidated.
groundwork only - window port interface change
This changes the last parameter for add_menu() from a boolean
to an unsigned int, to allow additional itemflags in future
beyond just the "preselected" that the original boolean offered.
There shouldn't be any functionality changes with this groundwork-only
change, and if there are it is unintentional and should be reported.
This adds a boolean option, autounlock, defaulting to true. When this is
set to TRUE, messages stating that some door or container is locked are
automatically followed by a prompt asking if you would like to unlock
it, if you are carrying an unlocking tool (key, lock pick, or credit
card).
Architecturally, this extends the pick_lock function to take three
additional arguments (door coordinates or a box on the ground you are
autounlocking).
The code that selects an unlocking tool will always look first for a
skeleton key, then a lock pick, then a credit card. Since curses, rust,
and other attributes don't really have an effect on the viability of the
unlocking device, it didn't seem to warrant making a more complex
function for that.
Add hallucinatory trap names
This adds many funny, realistic, and nonsensical traps to the game, to
be shown when the player is hallucinating.
Architecturally, the biggest change is merging the what_trap macro and
the "defsyms[trap_to_defsym(ttyp)].explanation" pattern into a single
function "trapname", which returns the name of the trap, handling the
hallucination case. There is also a second parameter used for overriding
hallucination in the occasional cases where the actual trap name should
always be returned.
In addition, the what_trap and random_trap macros are now obsolete and
not used anywhere, so they are removed.
reinstate anti-rng abuse bit on hallucination
updates to hallucinatory trap names and fixes37.0 entry
Move option variable goldX (True: treat gold as BUC unknown, False:
treat gold as uncursed during BUCX filtering) from iflags to flags
so that it persists across save/restore.
Get rid of a few obsolete things from struct flags.
Try to make the 'cursesgraphics' option work although I don't think
that it was ever functional enough for anybody to use so probably
could have been removed instead.
Bump EDITLEVEL; any current save files are invalid.
Demote status from Beta to Work-in-Progress.
I modified src/sfdata.c manually (not included here) to get a full
build. The Unix Makefile.src needs to be taught when and how to
regenerate it.
Move makeplural(body_part(FINGER)) into its own routine, with option
to substitute gloves when wearing such.
Wearing slippery gloves (ie, wearing gloves while having slippery
fingers) wouldn't let you put on a ring because you can't take the
gloves off, but removing a worn ring lacked the same restriction.
After changing that, teach prayer that slippery gloves is another
reason why a ring of levitation can't be removed.
Fix a couple of bugs I stumbled across while testing something else.
The sell prompt for a container dropped in a shop had phrasing issues.
This fixes a couple but there are more. The message composition
assumes that contents fall into two categories: those already owned
by the shop and those the shopkeeper is offering to buy from the hero.
But there is a third: stuff the shopkeeper doesn't care about so
won't buy. The count_contents() routine can supply total contents or
shop-owned contents. Subtracting one from the other yields combined
hero-owned without any way to separate out shk-cares and don't-care.
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.
Fix the first part of github issue 229. sortloot_classify() tries to
group musical instruments separately from other tools, but missing
'break' in a 'switch' prevented that from happening--they were mixed
together.
Since that grouping isn't documented anywhere, only source divers
would ever notice that it wasn't working as intended.
Subject was "display crash while in curses mode". Restoring with
perm_invent set in config file or NETHACKOPTIONS when the save was
made while swallowed (regardless of perm_invent at that time) resulted
in a crash when invalid u.ustuck was referenced before restoration had
done its pointer fixups.
init_nhwindows() is called with perm_invent On;
restgamestate() temporarily turns it Off (3.6.2 restore hack);
if/when update_inventory() gets called, curses notices that the
persistent window has been disabled so it tears down all its windows
in order to redraw the screen without that one;
docrt() sees non-Null u.ustuck and calls swallowed();
swallowed() tries to use the value of that pointer rather than just
Null/non-Null but the value is from the previous game session, not
valid for the current session;
crash.
Make yet another attempt to prevent update_inventory() from being
called during restore. curses won't try to redraw and the crash
won't happen. But the invalid pointer is still lurking (until an
eventual fixup later during restore).
An earlier fix for update_inventory() during restore actually handled
this problem (for the most common trigger, setworn(), but not in
general), so the 3.6.2 behavior is a regression.
Fixes#202
When swallowed, you can take things from the engulfer's inventory, if
there are any, via pickup. Items might be worn by the engulfer and
when "picked up" those weren't being unworn before being added to
hero's inventory. Then they would be formatted as "(being worn)" and
could trigger warnings or worse.
Conceptually they should be worn on the outside and not be accessible
from the inside, so I've made attempts to pick up worn items fail
rather than fix up the unwearing.
Using ':' when swallowed to look at the engulfer's inventory describes
that inventory as "contents of <mon>'s stomach". That's weird for any
worn items, but the situation is so rare I haven't made any attempt to
deal with it.
A recent fix for #wizidentify showing "Not carrying anything" after
listing inventory items still showed "Not carrying anything" after
"(all items are already identified)". Fix is easy.
Trickier bug was that ^I performs object ID on selected items while
the inventory routine is still in progress (but after it has processed
every item) and the ID routine will call update_inventory() which
will call the inventory routine to reformat invent. So the inventory
display routine was called recursively without having returned to
wizidentify where iflags.override_ID gets cleared to revert to normal
inventory. The nested call was unintentionally narrowing the contents
of persistent inventory window to whatever items were still unIDed.
(Any inventory update, including ^R, restored it to full inventory.)
when carrying things. The fuzzer toggled on 'perm_invent' and after
interrupting it I used ^I. Having 'perm_invent' enabled makes the
inventory code avoid having a totally empty inventory display (by
supplying "Not carrying anything" instead--in the menu rather than
via normal pline) so that interface code will see a change and know
that an update is needed. But to decide whether the menu was empty,
the inventory code was testing union 'any' field 'a_char' to check
whether some item had used the union (implying that something had
been passed to add_menu()), but wizidentify (^I) uses field 'a_obj'
instead. Apparently the a_char bits stayed 0 because the menu ended
up with "Not carrying anything" after a list of inventory items.
Switch to a separate variable to track whether anything has been put
into the menu instead of trying to rely on the union.
Unrelated but noticed when checking other "Not carrying anything"
instances, the #adjust command ends early when there's no inventory
but it was asking for a letter to adjust even when the only thing in
inventory was gold in '$' slot, which isn't allowed to be adjusted
away from that slot. Treat gold-only like no-invent.
For the inventory of a probed monster, if the probing took place in
a shop the inventory display would have selling price appended to
all the items. That wouldn't really be a problem if it was just for
a pet who was carrying one shop item, but it applied to every item
being carried by any probed monster (including shopkeeper) with no
regard for whether the shop actually claimed ownership.
When ^I was changed to allow picking more than one item to make
its temporary identification become persistent, group accelators got
left out. So to pick all potions, you needed to select them letter
by letter (or via '.' to select everything, then deselect non-potions
letter by letter). Now you can use '!' to select all potions.
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
They're never modified. Minor complication: &zeroobj is used as
a special not-Null-but-not-an-object value in multiple places and
needs to have 'const' removed with a cast in that situation.
More shop price determination fallout. After the most recent change
to get_cost_of_shop_item(), using ':' inside an engulfer carrying at
least one item while inside a shop would try to follow the item's
obj->ocontainer back-link and crash when that led to the engulfing
monster rather than to a container.
Some object classes (such as armor and weapons) are split into
"subclasses" when sortloot applies an ordering (for armor, all helms,
then all gloves, then all boots, and so on). Give gem class subsets.
Simple (1) valueable gem, (2) worthless glass, (3) gray stone, (4) rock
would give away information; instead, factor in discovery state and use
(1) unseen gems and glass ("gem")
(2) seen but undiscovered gems and glass ("blue gem"),
(3) discovered gems ("sapphire"),
(4) discovered glass ("worthless pieced of blue glass"),
(5) unseen gray stones and rocks ("stone"),
(6) seen but undiscovered gray stones ("gray stone"),
(7) discovered gray stones ("touchstone"),
(8) seen rocks ("rock").
If everything happens to be identified, the simpler ordering happens
(via 3, 4, 7, and 8) because the other subsets will be empty.
It was possible to have the guaranteed luckstone at Mines' End become
merged with a random one and lose its specialness for achievement
tracking. Mark it 'nomerge' when created and clear that if/when the
achievement is recorded.
stolen_value() treated hero-owned container holding shop-owned goods
as free for the taking.
The fix I'm working on which led to discovering this first added
stolen_value() then eventually stopped using it so I don't have an
example of where it is giving the wrong result.