https://github.com/NetHack/NetHack/pull/592 comment states:
"In commit db68395, most of the instances of xdir and ydir here were
changed to u.dx and u.dy, but not all of them. The remaining ones are
out-of-bounds on xdir and ydir, because i is always set to 12 from an
earlier loop and is no longer involved in handling user input. They
should be u.dx and u.dy like the rest."
triggering an impossible warning about "wall_angle: unknown" due
to the known conflict between door state and wall info which both
overlay the flags field for map locations.
Reported and diagnosed by vultur-cadens: if a shop's wall was dug
open, followed by use of locking magic to plug the gap with a door,
and then unlocking that door, the D_CLOSED door flag was left as
invalid wall_info when shop damage was repaired. Map re-display
complained. Leaving the door locked or opening it after unlocking
did not result in any complaint because the values for those door
states do not conflict with wall angle values.
The problem was reproducible and is now fixed by adding an extra
field to the shop damage structure. A similar change has been
made to the vault guard's 'fake corridor' structure but I have no
test case for that so don't know whether it makes any difference.
At least it doesn't seem to have broken anything.
Existing save and bones files are invalidated by the fixes.
Fixes#606
Revise the m<dir>-toward-boulder handling to let a hero who would be
able to squeese into the boulder's spot if it was blocked from being
pushed to do the squeeze without any pushing.
Unlike the previous changes, this might have an impact on play. It
allows squeezing under then stepping past an unblocked boulder that's
in a corridor in order to be able to push it back the other direction
where maybe there's more room to maneuver it out of the way.
Allow a hero polymorphed into a giant to move to a boulder's spot
via m<dir> no-pickup move, instead of having to push it until the
way is blocked by something and then having push failure move hero
to the spot.
Also change m<dir> when not a giant to no longer push the boulder.
No time will elapse when not moving unless hero who didn't know
that there was a boulder there learns that one is. Since no actual
push attempt gets performed, player doesn't learn whether there is
anything beyond the boulder that inhibits it from being pushed.
Reported directly to devteam, player observed that objects on the
floor had their bless/curse state change when reading a blessed
scroll of remove curse while confused. Message feedback mentioned
a silver saber being dropped. I didn't attempt to view the ttyrec
playbacks; what I'm sure happened was that the saber was secondary
weapon for dual wielding and had been uncursed; the confused remove
curse effect cursed it, which in turn caused it to be dropped. The
saber's 'next object' pointer became the [previous] top of the pile
at that spot and further object traversal intended to process the
rest of hero's inventory ended up processing floor objects there
instead.
This bug has been present for over 20 years (since 3.3.0 came out
in late 1999, when dual wielding was introduced and cursing of the
secondary weapon forced it to be dropped since making it become
welded was deemed to be too complicated) and never been reported.
Most likely players keep secondary weapons blessed so the scroll
effect doesn't touch them and simple object traversal sticks with
inventory. Or items at the spot have unknown BUC state so having
them be affected wouldn't be particularly noticeable.
Reported directly to devteam: monster vs monster location swapping
didn't handle single-segment long worms properly. Multi-segment
worms are disallowed but a worm with no visible segments (which
actually has 1 segment at the head's location) are allowed and the
segment wasn't being moved with the core monster and could trigger
warnings if sanity checking is enabled. The next time that the
worm moved, it got itself back in synch.
I couldn't reproduce the warning but mdisplacem() clearly assumed
that a long worm reporting 0 segments didn't have any so wasn't
attempting to handle the hidden one.
for helm of opposite alignment.
Discovered and described by vultur-cadens.
The #adjust command can be used to split an object stack and if the
shop price of the two halves are different, the new stack will have
its obj->o_id modified to make the prices the same. That could be
used to tip off the player as to what the low bits of the next o_id
will be. Since no time passes, no intervening activity such as
random creation of a new monster can take place, so the player could
wish for something that depends on o_id with some degree of control.
Matters mainly for helms of opposite alignment intended to be used
by neutral characters since the player isn't supposed to be able to
control that. (Other items like T-shirt slogan text and candy bar
wrapper text had a similar issue but controlling those wouldn't have
had any tangible difference on play.)
The issue writeup suggested allowing the player to specify a helm's
alignment during a wish. That would defeat the purpose of having
o_id affect the helm's behavior in an arbitrary but repeatable way
so is rejected.
I implemented this fix before seeing a followup comment that suggests
using a more sophisticated decision than 'obj->o_id % N' for the
arbitrary effect. This just increments context.ident for the next
obj->o_id or mon->m_id by 1 or 2 instead of always by 1 and should
be adequate. It also has the side-effect that two consecutive wishes
for helm of opposite alignment won't necessary give one for each of
the two possible 'polarities', even with no intervening activity by
monsters, reinforcing the lack of player control.
Minor bonus fix: it moves the incrementing check for wrap-to-0 into
a single place instead of replicating that half a dozen times. Ones
that should have been there for shop billing and for objects loaded
from bones files were missing.
Fixes#596
by the Riders that only damage the hero, not other monsters.
Noticed and diagnosed by vultur-cadens. Attacks dishing out the
damage type AD_DETH (Death), AD_FAMN (Famine), AD_PEST (Pestilence),
and also AD_DISE (Demogorgon, Juiblex, Scorpius) did 0 damage if
inflicted against monsters. That made Death harmless to other
monsters. The others have additional attacks (in the two Rider's
cases, only if both instances of their special attack hit on the
same move so that the second one is converted into a stun attack)
and could manage to kill other monsters.
The uhitm case can't happen. I suspect that the mhitm case was
originally intentionally omitted as something which won't happen,
but that's just a guess.
Fixes#594
Reported and diagnosed by entrez:
recalc_mapseen() has been looking at all slots in u.urooms[] rather
than stopping at the first \0. Since the whole array doesn't get
zeroed out when the value changes, stale room indices might follow
that first \0 and any rooms those referred to would erroneously get
flagged as having been visited by overview updates. Wouldn't matter
for the level where the stale indices got set, since you'd have to
have been in those rooms for it to happen, but would matter once you
moved on to other levels.
If a bones file is created, any object-liking monster next to
where hero died has a chance of grabbing objects from hero's
inventory.
This comes from xNetHack by copperwater <aosdict@gmail.com>.
The gas will expand from its chosen center point via breadth-first
search instead of hardcoding a diagonal shape. The search is performed
with a randomized list of directions, and has 50% chance of not spreading
to a space it otherwise would have spread to. This has the effect of fuzzing
the cloud edges in open areas, helping the clouds on, for instance,
the Plane of Fire not be big rhombuses.
Also some other code refactoring related to stinking clouds in read.c
This comes from xNetHack by copperwater <aosdict@gmail.com>
When using a menu to drop or put in items into a container,
allow putting in the item (or items) you picked up previously,
by selecting the 'P' entry from the item class menu
Inspired by the itemcat patch by Stanislav Traykov.
Invalidates saves and bones.
Reported and diagnosed by entrez:
"The <mon> yanks <two-handed weapon> from your corpses!"
It became unwielded and that triggered a perm_invent update and
such updates reformat entire inventory, so if that contains a dozen
or more items it will use all the obuf[] static buffers as least
once. In this case, the bullwhip code had plural of "hand" in one
of those buffers and by the time it delivered the message which
used that, the value had been clobbered.
As the diagnosis mentioned, it can be tricky to reproduce since
either &obuf[0] or &obuf[PREFIX] might be used and if the value
being clobbered didn't overlap, the effect wasn't noticeable.
Instead of fixing the bullwhip message, this changes inventory
display so that it should no longer churn through all the buffers.
It also adds a fixes entry for #K3401, which was already fixed for
3.7 but I hadn't been able to reproduce it for 3.6.x (which I now
blame on the PREFIX trickiness).
Save files from before the 'disambiguate WHACK' patch were not
necessarily compatible with ones after it, leading to potential
restore problems.
Comments in objclass.h (from before the patch) suggested that
inappropriate assumptions were being made about field layout.
This deliberately introduces new incompatibility and increments
EDITLEVEL to caused earlier save and bones files to be thrown
away.
Fixes#587
when fleeing hero who was wearing gold dragon scales/mail and not
wielding any weapon.
When a gremlin was made to flee "artifact light", code originally
intended for Sunsword attempted to format 'uwep' as an artifact. For
gold scales/mail instead of that, it gave a sane but inappropriate
value if wielding something or segfaulted if not wielding anything.
Fixes#589
when an unseen monster picks up an item that the hero knows some
things about. That's intentional, but vision is turned off while
engulfed so throwing or dropping something while swallowed always
treated it as being handled by an unseen monster.
If hero is swallowed or held by a monster or poly'd and holding a
monster, behave as it the monster can 'seen' by touch when items are
added to its inventory.
Closes#586
triggered by Grayswandir's hallucination resistance. If the game
is saved while hero is hallucinating but having that be suppressed
by wielding Grayswandir, is riding, and the steed is on an object,
then during restore the hero's location will be updated because
of the presence of the object but the attempt to display the hero
there is made before u.usteed has been restored and fails.
Suppress any time spent in a sub-shell or in the background when
accumulating total elapsed play time.
This won't help for leaving the game idle instead of saving and
restoring. That's a can of worms I'd prefer to leave sealed.
even when protection from shape changers is in effect. I'm not sure
why mimicking other things doesn't trigger the same sanity check
warning. This fix works for the strange object case and I assume
that it doesn't break the more general case.
When investigating, I noticed that save and restore (even leaving
the level and then returning) causes cancelled shape changers to be
uncancelled. Treat being cancelled similarly to having to having
protection from shape changers in effect: shape changer is forced
to revert to its innate form and not allowed to change shape.
This evolves and hopefully eases the game-build requirements by
removing game-compile dependencies on any header files generated
by the makedefs utility, including:
date.h dependency and its inclusion is removed and comparable functionality
is produced at runtime via new file src/date.c.
pm.h dependency and its inclusion is removed and comparable functionality is
produced by moving the monster definitions from monst.c into new header
file called monsters.h and altering them slightly. The former pm.h header
file #define PM_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.
onames.h dependency and its inclusion is removed and comparable functionality
is produced by moving the object definitions from objects.c into new header
file called objects.h and altering them slightly. The former onames.h header
file #define values are now replaced with appropriate emitted enum entries
during the compiler preprocessing.
artilist.h has been slightly altered, and the former onames.h artifact-related
header file #define ART_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.
makedefs can still produce date.h (makedefs -v), pm.h (makedefs -p), and
onames.h (makedefs -o) for reference purposes. They won't be used during
the compiler.
The other uses for makedefs remain. They are used to prepare external
file content that the game utilizes, not prerequisite code for the
compile:
makedefs -d (database)
makedefs -r (rumors)
makedefs -h (oracles)
makedefs -s (epitaphs, engravings, bogusmons)
date.c
Pull the code for date/time stamping from mdlib.c into date.c.
Set date.o to be dependent on source files, header files, and .o files
so that date.o is rebuilt from date.c when any of those changes, thus
ensuring an accurate date/time stamp. It also includes git sha
functionality formerly done by makedefs writing #define directives
into include/date.h. For unix it passes the git info on
the compile line for date.c (via sys/unix/hints/linux.2020, macOS.2020)
nethack --dumpenums (optional, but on by default)
Allow developer to obtain some internal enum values from NetHack
without having to resort to an external utility such as
makedefs.
Uncomment #define NODUMPENUMS in config.h to disable this.
The updates to sys/windows/Makefile.gcc have not been tested yet.
Revisit a 3.6.1 fix. When the hero is occupied reading a spellbook
and something causes it to become cursed without interrupting (post-
Wizard harassment's malignant aura), always stop reading instead of
just when the book's bknown flag is already set.
Terminals supporting more than 8 colors can directly display the bright
colors (upper 8 colors of the 16 color palette).
The tty port now only uses bold for displaying bright colors as a fallback to
previous behavior for terminals with 8 colors.
Unicorns attempted to avoid being in direct line with the hero's
actual location even when displacement causes unicorn to think hero
was at some other spot. Change to avoid lining up with presumed
location even if that leaves the monster lined up with the hero.
While in mon.c, reorder the static function declarations near the
beginning of the file to match their order within it.
Fixes#564
Add four new passages to The Amazing Maurice and His Educated Rodents,
bringing total to 14.
When wishing, accept truncated title "The Amazing Maurice" as well as
the full title.
Reported directly to devteam: when selecting an item to engrave
with, "getobj refactor"'s stylus_ok() classified none-of-the-above
objects as not viable instead of allowing arbitrary things to
engrave in the dust or give specific can't-use-that messages like
for food. Make the suggested fix: change default result when
checking an inventory item for applicability from GETOBJ_EXCLUDE
to GETOBJ_DOWNPLAY.
Engrave feedback rather than getobj selection: splash of venom
isn't necessarily wizard mode-only so don't reject attempting to
engrave with it as using an illegal object. And remove the extra
question mark from its "poison pen" message.
In wizard mode if you're already polymorphed and you choose your
role's form when polymorphing again, polyself() calls rehumanize()
to restore your original shape. rehumanize() turns off any light
the hero is emitting from polymorph form. After it returned,
polyself() then tried to do the same thing based on a cached value.
If the previous form had been emitting light, that resulted in an
impossible() warning "del_light_source: not found type=1, id=N".
Couldn't happen in normal play because a request to polymorph into
any role monster is usually rejected; it's only honored in wizard
mode for current role. Noticed when testing something while in
gold dragon form but this bug predates addition of that monster.
Clear the cached value when rehumanize() returns to polyself().
The NetHackW.res file wasn't being forced to be rebuilt if
the tiles were changed as they were recently.
Fix the Makefile.msc dependency so that it is.
Also have 'nmake clean' clear the generated *.res files.
|..X..
|.X}X.
|..X..
When testing the odd Samuari moats, I discovered that you could
easily walk diagonally between any two of the solid stone pillars
and fall into the water but you would always drown because it's a
no-teleport level and the crawl routine wouldn't let you back out
via that same diagonal.
The crawl routine is also being used by travel for the last step--a
post 3.6 change--so there was an unnecessary restriction on diagonal
movement there too.