Commit Graph

4753 Commits

Author SHA1 Message Date
Bart House
be5cdcf77a killer, level and rooms move to instance globals. 2018-12-24 19:50:08 -08:00
Bart House
572ee347b9 Another round of instance globals changes. 2018-12-24 16:43:50 -08:00
Bart House
e5e906dc3b Changes needed in various ports due to globals changes. 2018-12-24 14:47:51 -08:00
Bart House
62e1a45b60 Merge branch 'win-wip3.7' into win-wip3.7-bart
Conflicts:
	src/end.c
2018-12-24 12:09:42 -08:00
nhmall
a229a8a56d Merge branch 'NetHack-3.6.2' 2018-12-24 06:44:27 -05:00
PatR
e2852f25fd fix temporary strength loss that was permanent
Watching the fuzzer, I saw hero's strength plummet to 3 again and not
rise above 5 after that.  It turns out to be due to life-saving, which
was fixing severe hunger but was not restoring the point of strength
that's lost when you go from hungry to weak.

I'm not sure whether this was caused by 3.6.1's commit
024e9e1225 or already behaved that way.

Another fuzzer bit:  the monk I was watching was bitten by a wererat
early on and was still inflicted with lycanthropy when he reached
level 19.  (I've no idea how his level got to be so high; it jumped
from 14 to 19 while I wasn't paying attention.)  Extend the earlier
hack for drinking a blessed potion of restore ability to recover lost
characteristcs to sometimes drink a potion of holy water instead.
2018-12-24 02:08:44 -08:00
PatR
f6d5862c0d implement #H6051 - fake players resist Conflict
The rationale is that since the player character resists conflict,
fake players should too.

[I'm not sure that I buy that.  Player character is always the one
*causing* conflict and it doesn't affect self.  But this is simple
as long as no other resistance checks are against attack-by-ring.]
2018-12-23 17:25:14 -08:00
PatR
7bc36ddef4 fix #H6942 - dropx vs hold_another_object
Dropping an existing fragile item while levitating will usually
break it.  Getting a new wished-for fragile item and dropping it
because of fumbling or overfull inventory never would.

Some callers of hold_another_object() held on to its return value,
others discarded that.  That return value was unsafe if the item
was dropped and fell down a hole (or broke [after this change]).
Return Null if we can't be sure of the value, and make sure all
callers are prepared to deal with Null.
2018-12-23 12:37:26 -08:00
nhmall
74d30fc18e Merge branch 'NetHack-3.6.2' 2018-12-23 15:35:31 -05:00
PatR
df5dc6050d EXTRA_SANITY_CHECKS build fix
is if/else friendly and semi-colon friendly, but not comma friendly.
2018-12-23 12:13:37 -08:00
PatR
95acf0d93a avoid checkfile() segfault
Recent change for "pair of lenses names The Eyes of the Overworld"
triggered a segfault if item was neither named nor called.
2018-12-23 12:03:53 -08:00
Bart House
74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
nhmall
11da5b8fed Merge branch 'NetHack-3.6.2' 2018-12-22 21:23:38 -05:00
PatR
0eb11aa718 fix github issue #155 - encumbrance vs water
Fixes #155

When drowning, you need to be unencumbered in order to crawl out of
water.  When not drowing, you don't, but put a limit on how much can
be carried.  If polymorphed into a swimming creature, allow stressed
or less; otherwise (magical breathing), burdened or less.  (Doesn't
apply on the Plane of Water since there's no climb from water to land
involved.)
2018-12-22 18:09:44 -08:00
nhmall
c4642a231a Merge branch 'NetHack-3.6.2' 2018-12-22 20:16:32 -05:00
PatR
d6ed41339e fix #H7749 - "you detect it"
'Detect' is used for observing a vampire shape change without being
able to see the vampire.  The problem here is that it changed from
bat form to fog cloud form in order to pass under a closed door,
and the message was being delivered when it was already at the door
location instead of before the move from a visible spot to that door.

I'm not happy with this fix, but any other alternative I considered
seemed to be worse.  Having the shape change use up the monster's
move is probably a better way to go.  Then on its next move it will
be in the right form to make a normal flow-under-door move.
2018-12-22 16:35:15 -08:00
Bart House
6c0df43a17 Add check for GCC_WARN before using #prama GCC to turn off warning 2018-12-22 15:12:56 -08:00
Bart House
b863fad3ea Changes needed in the mac terminal port due to globals changes. 2018-12-22 13:53:10 -08:00
Bart House
c8ae68b06a Merge branch 'win-wip3.7' into win-wip3.7-bart
Conflicts:
	src/o_init.c
2018-12-22 13:22:58 -08:00
nhmall
85f8e84fc3 Merge branch 'master' into NetHack-3.7 2018-12-21 23:38:30 -05:00
nhmall
036dfc9085 Merge branch 'NetHack-3.6.2' 2018-12-21 23:38:12 -05:00
PatR
8dfc10d8c6 fix #H2709 - exercise_steed() for riding skill
Code appears to intend that riding for 100 turns be treated like a
successful weapon hit as far as skill training goes, but it was
actually requiring 101 turns each time.  It's conceivable that that
was intentional, but unlikely.
2018-12-21 17:11:22 -08:00
PatR
4159dd985a fix #2468 - killer bees without a queen
Seven year old suggestion was to have a killer bee eat royal jelly if
there was no queen around, then after a short delay it would become a
queen.  This does that, with "no queen around" being "no queen bee on
current dungeon level" and the transformation happening immediately
with the "short delay" taking place after.

Pet killer bees will target nearby royal jelly if there's no queen,
hostile killer bees will only eat it if they happen to walk on the
same spot as one.  Both types accept either tame or hostile queen bee
as an existing queen.

Killer bees eating royal jelly will drop dead if queen bees have been
genocided, and aren't smart enough to avoid the instinct to eat such
if/when that happens to be the situation.
2018-12-21 16:59:01 -08:00
PatR
d3682dd5ca monsters on melting ice
Reported seven years ago, when ice melts underneath a monster, it
hovers there until its next move, then falls in and drowns.  Dunk it
immediately, and give hero credit/blame if it happens during the
hero's turn (so presumably the melting was caused by the hero).

Also, let monster with teleport capability who gets dunked teleport
away from the water before getting wet, the way hero does.
2018-12-21 14:36:55 -08:00
nhmall
bba5d14dca Merge branch 'NetHack-3.6.2' 2018-12-21 09:38:22 -05:00
PatR
0e58316109 fix #H2680 - IDing unpaid gem should adjust price
Another one from 6.5 years ago, identifying a type of gem should give
a new price for any unpaid gems of that type and adjust shopping bill
accordingly.  Report was for rubbing with touchstone and learning
worthless glass with price not changing until the learned 'gem' was
dropped.  Fix works for that and also other forms of identification
(and for amnesia, raising prices of forgotten gems); no dropping is
required for the price to change.

Theoretically could apply to any type of item, but prices of gems are
by far the most sensitive to whether or not they're identified.
2018-12-21 01:14:45 -08:00
PatR
4e1eecc7fa data.base lookup bit
When testing the change to the Eyes of the Overworld wording and asking
for information about inventory item
 k - a pair of lenses named The Eyes of the Overworld
I got "I don't have any information on those things".  Not because that
item wasn't identified, but because the lookup was for "pair of lenses"
(finding nothing) and then for "The Eyes of the Overworld" (and not
finding it due to "The" which is stripped from the first attempt but
wasn't from the second nor present in the data.base key).
2018-12-20 18:58:44 -08:00
nhmall
47f936ad53 Merge branch 'NetHack-3.6.2' 2018-12-20 08:04:49 -05:00
Bart House
576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Bart House
07b01da147 Correct for rebasing mistakes. 2018-12-19 20:01:56 -08:00
Bart House
cb42021389 Last big push for moving globals to instance_globals. 2018-12-19 20:01:56 -08:00
Bart House
af949cb1df Moving globals to instance_globals part 10ish. 2018-12-19 20:01:56 -08:00
Bart House
f312b8cfe6 Even more globals moved to instance_globals. 2018-12-19 20:01:56 -08:00
Bart House
e4ab048c90 Even more globals moved to instance_globals.c 2018-12-19 20:01:55 -08:00
Bart House
ff5fe26e72 More globals moved to instance_globals. 2018-12-19 20:01:55 -08:00
Bart House
3645e415e3 Moved more globals to instance_globals. 2018-12-19 20:01:55 -08:00
Bart House
f1e48cddfe artifact.c, cmd.c and makemon.c globals moved to instance_globals. 2018-12-19 20:01:55 -08:00
Bart House
74caa8d8e4 Moved pray.c globals to instance_globals. 2018-12-19 20:00:35 -08:00
Bart House
1c1e5b7e36 Removing spaces at end of lines. 2018-12-19 20:00:35 -08:00
Bart House
912886a73f First set of changes to move globals to instance_globals. 2018-12-19 20:00:35 -08:00
PatR
34b4d80d6b fix #H2582 - seemingly angry peaceful vault guard
Another one from nearly 7 years ago.  Hero kicked embedded gold out
of a wall while following the guard away from the vault and got
  "The guard calms down and picks up the gold."
and player thought it was odd because the guard was peaceful.  It is
odd, but guards have an agitation state (0..7) when peaceful and it
is always non-zero when this event occurs.  Suppress the "calms down"
part unless the agitation is close to making the guard turn hostile.
[Agitation is set to 5 after that event, so it isn't very calming.]

Also, the guard was picking up gold from underneath the hero while
two steps away.  Move him adjacent (although it doesn't knock other
monsters out of the way if there's no room) prior to the message,
then back again after.  That's how if works for gold that's not at
the guard's location and not at the hero's location, although that
case does knock another monster out of the way if one is on the gold.
2018-12-19 17:36:14 -08:00
PatR
c429cf5584 fix github issue #169 - monst vs vibrating square
Fixes #169

Monsters should not be afraid of stepping on the vibrating square
since it's only a trap for display purposes.  [Perhaps they should
deliberately avoid it if the hero hasn't seen it yet, but I didn't
implement that.]

"You see a strange vibration beneath <mon's> <parts>." was strange
when <parts> was a wolf's "rear paws" or horse's "rear hooves"--was
the vibration magically skipping the front ones?  And it sounded
naughty when it was a snake's "rear regions".  If the creature has no
limbs or is floating or flying, just say "beneath <mon>"; otherwise,
if the part is "rear <something>", omit "rear ".

The message was weird in another way.  Caller removes the monster
from it's old location and places it on the new one, calls newsym()
for the old location to show lack of monster, but then calls mintrap()
before newsym() for monster's new location (the trap's location).  If
pline messages cause buffered map output to be flushed, the monster
will be missing during the time the messages are delivered.  I fixed
that for vibrating square [seetrap()->newsym() before pline() rather
than after] but it should probably be fixed in the caller instead.
2018-12-19 14:52:23 -08:00
nhmall
616a469f0f Merge branch 'NetHack-3.6.2' 2018-12-19 06:47:30 -05:00
PatR
b32c93cacd fix #H2636 - vault guard "fakecorr overflow" panic
Another 6.5 year old report.  This one from Steven Melenchuk told
how to reproduce C343-23 which is still open on our 'known bugs'
page.  (I've no idea whether the original bug report came through
the contact page, and if so, what its assigned number was.)

I didn't try to solve this one, I just confirmed that it could be
reproduced and took the fix from grunthack at github.  He didn't
menion a fix at the time but implemented one before abandoing his
variant.  (Others kept it going afterwards; fix was during his time.)

The overflow occurred when the guard couldn't figure out where to
move to next and just repeatedly 'moved' to his current location
until the maximum number of fake corridor spots was used up.  The
fix detects not knowing where to go next and explicitly choosing a
new destination.

Original problem could be reproduced by teleporting into the vault,
digging out a wall and two spaces of stone in a straight line, then
going back into the vault to wait for a guard.  When he shows up:
answer, drop gold, follow.  If the guard's path walks through both
dug spaces, he will stop waiting for the hero.  But hero is in
between the guard and the gap in the vault wall and can't advance;
guard has reached a persistent corridor so doesn't know where to go
next.  Have hero wait for 125-ish more turns and then game panicks.

The code was 3.4.3 vintage so needed thorough reformatting, but not
any actual changes (unless I've overlooked something).
2018-12-19 03:06:40 -08:00
nhmall
d7efe0505a Merge branch 'NetHack-3.6.2' 2018-12-18 20:29:41 -05:00
PatR
011181a6ed make diluted oil less effective than normal oil
Suggested 6.5 years ago...
2018-12-18 17:16:05 -08:00
PatR
1813865dc8 warn_unused_result in end.c
There is only one warn_unused_result warning from gcc in end.c;
change the code a little to use it.
2018-12-18 14:30:31 -08:00
nhmall
7df34886a3 Merge branch 'NetHack-3.6.2' 2018-12-18 12:56:34 -05:00
PatR
b5ce81111c plug open file leaks for rumors and oracles
If the rumors file or oralces file got opened successfully but had bad
data, it wouldn't be closed.
2018-12-18 03:24:38 -08:00
PatR
f2fe193b03 suppress dead code in move_special()
This dead code was already dead in 3.4.3; I didn't look any further
back.
2018-12-18 03:13:41 -08:00