On 3/23/2015 6:41 PM, a bug reporter wrote:
> When you're hiding under an item (e.g. via garter snake polyform), and
> that item gets polyshuddered into nonexistence, you continue hiding
> (under nothing).
This addresses the "hiding under nothing" bug, but does not
address this flavor comment also included in the report:
> (Incidentally, it's a bit weird that you use > to aim at items that are
> flavorwise above you at the time.)
On 3/23/2015 6:41 PM, a bug reporter wrote:
> If the game generates a graveyard, the graveyard places a normal
> demon, but all normal demons are extinct at the time, then morguemon (at
> mkroom.c line 423) indexes mons with NON_PM (the return value of
> ndemon() if it can't find a reference), which is an invalid pointer
> dereference. According to the testbench, this mostly seems to happen on
> dlvl 12.
This fixes the code violation, but the logic will now drop down to the
ghost/wraith/zombie code when that happens.
Is that desireable, or should something else happen (for variety)?
Look up remembered dungeon features, not user-visible glyphs,
and ignore uninteresting features (room, corridor and wall tiles).
Original patch by Patric Mueller, from UnNetHack
Bug report included a pointer to a fix; this patch is a superset.
Gold pieces dropped on an altar by the player got their bknown flag set,
which is incorrect since bless/curse doesn't apply to coins. If a
monster (in reported case, a slain temple priest) dropped gold there too
then the two stacks wouldn't merge. For the normal !GOLDOBJ config, the
problem goes away as soon as the gold gets picked up. I didn't test for
GOLDOBJ but think two inventory slots containing gold can result.
The superset part is to not break agnostic conduct by dropping gold
on an altar since no information is revealed when doing that.
[This was one of the very last patches checked into the old cvs repository,
where the somewhat out of date message above was accidentally omitted.]
There was actually a fixes35.0 entry further down that covered off
that particular entry already which I missed first time around.
> many instances of physical damage were not taking Half_physical_damage
> into account when reducing your hitpoints
This is catching up on some things that were changed
in development years ago that Dave C. suggested be
documented.
For the record:
-The things that were evaluated and ruled out
are now documented in include/youprop.h so they don't
come up again.
- The things that were evaluated and deemed to be susceptible
to the intrinsic and thus led to a modification in the code
are listed below in this commit message.
Modifications:
- A crystal ball exploding on being applied
- Artifacts' blasting
- Being a fish out of water
- Being hit by Mjollnir on the return
- Being thwacked by an iron ball chained to you
- Boiling/freezing potions
- Broken wands
- Bumping head on ceiling by cursed levitation
- Burning (un)holy water
- Chest/door/tin traps
- Dipping a lit lamp into a potion of oil
- Exploding rings and wands (under all circumstances)
- Exploding spellbooks
- Falling downstairs
- Falling into a (spiked) pit
- Falling off or failing to mount a steed
- Falling on a sink while levitating
- Getting squished in a pit under a boulder
- Hitting your foot with a bullwhip
- Hitting yourself with your pick-axe
- Hooking yourself with a grappling hook
- iron-ball-pulling yourself out of a bear trap
- Jumping/Newton's-Thirding into something solid
- Kicking something that makes you go "Ouch!"
- Land mine explosion
- Sitting in a spiked pit
- Stinking cloud damage
- Thrown potion (bottle)
- Zapping yourself with a wand, horn or spell
- Jumping yourself out of a bear trap
From ais523's recent list of bugs:
If a long worm tail is blocking the door, and you're blind and not
telepathic, attempting to close the door marks the position of its head.
From an email received in late September 2014 before the git conversion:
> I was trying to close a door, not noticing that there was a garter
> snake there, and this message resulted:
> The garter snake stands in the way!
> I haven't tried it with any other monsters without feet, but
> "stands in the way" appears to be the wrong way to describe
> this situation...
Both of the above were found in the same function in lock.c
Pressing '@' will move the cursor on top of the hero.
Pressing '#' will toggle automatic description mode, where
the feature under the cursor is automatically described
when the cursor is moved.
Explore mode is now an extended command #exploremode.
There's no sense that a command used max. once per game, and
in normal games not at all, takes up a key. So, analogous to
the 'x' command (swap weapons), 'X' now toggles two-weapon
combat.
This now ensures that dipping into water works like other sources of
water damage. There is a potentially significant gameplay change here:
dipping a container into uncursed water will wet all its contents. If
this is a problem, then we should add another parameter to water_damage
which will suppress this behaviour for dipping.
From a bug report, dropping a lit
(burning) potion of oil while levitating can produce an explosion which can
destroy inventory. If in the process of dropping multiple items, the ones
after the oil might be gone, resulting in use of stale pointers and possibly
triggering an "extract_nobj: object lost" panic or even a crash. While
testing my fix, I discovered that being killed by an exploding potion of oil
could produce an "object_is_local" panic if bones are saved (and reproduced
with unmodified 3.4.3).
From a bug report, being teleported onto
a sink while busy putting on levitation boots triggered a crash when
Boots_on() was called (as '(*aftermv)()' on the next turn) because
'uarmf' would be null by then. Not mentioned, but the same problem was
encountered by Boots_off() if the teleport happened while you were busy
taking boots off. It could be fixed by having having dosinkfall() call
cancel_don() if donning(uarmf) yields true, but this patch does a little
more than that: cancel donning/doffing of any multi-turn armor if you
fall onto a sink. It also prevents you from falling if you end up
flying (which will have been blocked while levitating).
The situation when putting on levitation boots has a sequencing
issue: setworn() causes you to be flagged as levitating immediately,
but the float_up() feedback doesn't occur until Boots_on() gets called
a turn later. Teleporting to the sink will tell you that you crash
onto the sink and and that you stop putting on boots, without having
been told that you've floated up into the air. It's suboptimal but it
doesn't seem to actually be incorrect.
When hiding as a monster, say so during the #monster command and
also list being hidden in the status section of enlightenment/^X.
Also, prevent hiding on the floor or ceiling on the planes of air
and water. (Didn't apply to monsters, who only hide on ROOM spots.)
Half the change to dohide() is just revised indentation.
In the newsgroup recently, someone mentioned that when polymorphed into
a flying monster, he couldn't retrieve items out of pits, even with the '>'
command. I thought that we had fixed that, but the fix apparently only
covered walk-through-wall creatures (xorns and earth elementals), not flyers
and ceiling clingers. Now those can also deliberately enter pits via '>'.
The fixes entry is in the new features section in order to be next to
the xorn one. '>' at pit locations is new, but it handles something which
was missing so feels more like a bug fix than a new feature to me....
[Keni, the bug page entry C343-12 about '>' (for xorns?) is general enough
to cover this fix, so we don't need to add a new one for flyers.]
I noticed an unrelated fixes35.0 entry mentioning '>' which was duplicated;
this removes one of the copies.
From a bug report, the message displayed to the screen by
impossible() might be different from the one written into paniclog, if it
had argument subsitution/formatting. I couldn't reproduce that myself,
but stdarg.h/varargs.h is tricky stuff and I think that passing the va_list
to a routine which steps through it requires that va_start be called again
if you're going to use the va_list a second time. This changes impossible()
to handle its arguments only once, like panic().
Message tidbit when engraving with a weapon which becomes too dull to
finish the whole text: add missing final period to
You are only able to write "<partial text>".
I think that proper usage puts the period in front of the quote rather than
after, but that could make it look as if the period ended up inside the
partial engraving.