The plan is to unify special room filling code and cause special rooms
to be filled as the very last stage of level creation. Since this will
occur after fixup_special, it was necessary to address the one remaining
piece of code in there that affects special room filling. (The Medusa
code remaining in there doesn't have to do with special rooms.)
Instead of trying to figure out in core whether to change a minetown
food shop to health food shop for monks, just figure it out in the
minetown level creation script.
When a food shop gets converted into a health food shop (minetown
when playing as a monk), the shop type and underlying room type
weren't changed to match.
Health food stores use a special "vegetarian class" of items,
which mkobj doesn't understand. Just make the mimic use a random
item class in that case.
Fixes#113
Incorporate the contents of pull request #113 to fix shopkeeper setup
for irregularly shaped shop rooms. Code intending to adjust the Y
coordinate was erroneously incrementing the X one instead. (I'm not
sure whether we have any irregular shops at all but if so, they don't
have the necessary orientation to trigger this bug.)
And add a couple of formatting tweaks in the vicinity....
Most shop messages use shkname() to give the shopkeeper's accurate
name (or hallucinatory substitute) even if he or she can't be seen.
stolen_value() was using mon_nam(), which calls shkname() if the
monster is a shopkeeper who can be seen, but produces "it" when not
seen. Change it to use shkname() like the rest of the shop routines.
Also, replace Monnam() (quite a few instances) with new Shknam() to
do the same duty when the name is at the start of a sentence.
There was also a very obscure bug where if you could see two
shopkeepers at the same time, you could probe the map one spot at
a time with repeated use of the 'p' command to locate monsters in
general and other shopkeepers in particular. Very tedious and not
very useful, but now fixed.
Fix some more of the complaints from clang's static analyzer. The one
in options.c (manipulating warnings symbols) appears to be an actual bug.
All the rest are either because the analysis isn't quite sophicated
enough or outright bogus.
Two of them appear to be because a static routine is attempting to guard
against callers in the same file failing to pass in required output
pointers. Stripping away the check for missing pointer should convince
the analyzer that those output parameters always receive a value. We'll
see once the analysis is eventually re-run....
The automated reformatting put a space in casts of the form
'(type)(expression)', yielding '(type) (expression)', but it didn't
do that for '(typedef)(expression)'. There are lots of instances of
'(boolean)(expression)'; (uchar) and (xchar) also occur. I haven't
noticed other types, but I haven't looked in very many files yet.
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!
modified: src/shknam.c
modified: src/trap.c
modified: src/zap.c
While polymorph was clearing the name because poly_obj
actually creates a brand new obj and copies field values
over, water_damage does not so the name persisted on
the blank spellbook. In this case, that isn't really
appropriate. Clear the name.
Ensure that cancellation has no effect on these
ordinary books.
Make the second-hand bookstore an option for holding
the book tribute item too.
From a bug report, if you rob a shop, let the
angry shopkeeper catch up with you outside his shop, escape to another
level with adjacent shk tagging along, then pacify the shk by paying him
off, he will dismiss kops on the present level and return to his shop
but when you return to his shop level there'll still be kops chasing you
there. This fix adds an extra flag to the eshk structure so that kops
can be dismissed a second time when the shk migrates back to shop level.
The first dismisal (on the "wrong" level) still takes place in case any
kops are around. Neither dismissal actually occurs if there happens to
be another angry shk present on the level where dismissal is being done.
There was an issue reported where save files between different
versions of a manufacturer's compiler were incompatible because the time_t
ubirthday field was changed from 32 bits to 64 bits.
32 bit time_t implementations will break at 19:14:07 on January 18, 2038.
64 bit time_t implementations will break at 23:59:59 on December 31, 3000.
This removes the dependency on the size of time_t from the save file.
The ubirthday field is no longer embedded in struct you.
This also adds two general purpose routines to hacklib.c, one to convert a time
value to a 14 character char representation and the other to convert that
back to time_t. Those are used by the save/restore routines.
This is a savefile breaking change, so editlevel in patchlevel.h was
incremented.
shknam.c had the same comment typo as the one just fixed in do_name.c.
In the process of fixing it, I noticed that the prefix usage for Janet's
name didn't match that comment. And in the process of fixing _that_, I
promoted several names from being port-specific to general and added a few
missing ones. There was no attempt to be comprehensive; I'm sure that lots
of port team members' names are still missing.
The devteam feedback was to place casts in the code
in question.
This puts explicit casts on some code that was being
compiled into 'int64' then stuffed into smaller types with
VC2005.
The code to have Izchak recognize the Candelabrum of Invocation
instead of just being uninterested in an item not stocked in his shop was
being skipped when the character is hallucinating. Make it work for any
lighting store (slash'em sometimes has another candle shop, run by a
randomly named shopkeeper), and make it recogize Izchak even when
hallucinating. Also, have him give a message about the need for 7 candles
if the candelabrum doesn't already have them attached.
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.
Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
mname, egd, epri, eshk, emin, edog
Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.
Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file
The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.
Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h
Adds a macro for checking for whether a monster has
a name:
has_name(monst)
This fixes the magic trap panic
expels() -> spoteffects() -> dotrap() ->
domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
A bug report complained that Izchak is identifiable when the hero is
hallucinating. That's true but it wasn't particular to him; all shop
transactions were giving accurate shk name regardless of hallucination.
This is a quick fix that avoids changing shk message handling: pick some
shk name at random each time one is used. I didn't intend for it to also
force Izchak to use the general chat response instead of his set of special
messages, but that ends up happening due to randomized name not matching
his, so you really can't recognize him when hallucinating anymore.
The almost never seen names now have a chance to come into play....
Suppress "Mr" or "Ms" title for shopkeepers when they're going by a
first name rather than a surname. The bug report was for Izchak, but it
would have happened with the two last resort names (which I've never seen
in actual use) and for the "hippie names" used in post-3.4.x health food
shops. I have not attempted to specify gender for those, just flagged
them as first names. This prepends a prefix character to the name string
(see comment in shknam.c) to specify gender and/or first name vs surname.
Allow health food stores to carry eggs and tins of veggy contents in
their stock. The tins will almost always contain spinach because random
tins containing meat are converted into that.
Also, allow health food stores to be placed with the level compiler
(not tested) and to be forcibly placed in wizard mode via SHOPTYPE setting
of "V". Increments EDITLEVEL in patchlevel.h because lighting store in
Minetown got renumbered and the special level for it needs to be rebuilt.
I didn't remember a new shop type of "health food store" being added.
While trying to test some shop changes, it sure threw me for a loop when
a shopkeeper who sold lots of food refused to buy any. This patch teaches
such shks to buy vegetarian food. (No fixes entry included since the
relevant code hasn't been released yet.)
Shouldn't such shops sometimes carry tins and eggs in their initial
stock? They currently don't because those items fail the material==VEGGY
test. Adding eggs would be easy; tins are messier since you can't decide
whether they're vegetarian until after they've been created.
<email deleted> wrote:
> If more monsters fall through a trap door than can fit on the
> level below, when you go down the stairs, you get the following
> message:
> "Program in disorder - perhaps you'd better #quit.
> rloc(): couldn't relocate monster"
> This message seems to appear once for every monster-too-many that
> fell through the hole. I originally found this while
> intentionally completely filling a level with black puddings
> (there was a trap door I didn't know about). I also confirmed it
> in a wiz-mode test using gremlins and water.
[confirmed: moveloop -> deferred_goto -> goto_level ->
losedogs -> mon_arrive -> rloc -> impossible]
This patch:
- causes rloc() to return TRUE if successful,
or FALSE if it wasn't.
- adds code to mon_arrive() in dog.c to deal with
the failed rloc()
- allows the x,y parameters to mkcorpstat() to
be 0,0 in order to trigger random placement of the
corpse on the level
- if you define DEBUG_MIGRATING_MONS when you build cmd.c
then you'll have a debug-mode command #migratemons to
store the number of random monsters that you specify
on the migrating monsters chain.
> The lighting store doesn't sell oil (probably never added when
> POT_OIL was added). There currently isn't enough room in the
> shclass struct for another item, but that could be expanded. I
> think adding oil there would be useful for the post-3.4.x
> version.
Another vintage compiler (not as old as the previous one...) didn't
like the assignment `nlp = shkgeneral;' when nlp had been declared using
array syntax. It didn't used to mind that, until an extra `const' was
inserted by the "move stuff to read-only area" patch submitted by someone
a while back. The prototype is already using pointer syntax here.