Commit Graph

3170 Commits

Author SHA1 Message Date
nethack.rankin
c91c9addb9 shopkeeper/temple priest teleporting (trunk only)
Forwarded from the newsgroup by <Someone>:  temple priest might
abandon his post via teleport if conditions are obscure enough.  Change
rloc_pos_ok() to only accept spots inside the same shop or temple when a
shopkeeper or temple priest is teleported to a random destination.  rloc()
tries rloc_pos_ok() 500 times before reverting to goodpos(), so this will
usually succeed for a large room; it may fail for a small one (reverting
to the current behavior, more or less).  Shopkeepers or priests who get
polymorphed into a critter which teleports to the stairs when in need of
healing will still leave their shop or temple if wounded (no change).

     Priests resist if the player tries to teleport them, but shopkeepers
don't.  So for direct attack by the player, this only affects shopkeeper
destination.  But it affects both types as far as being hit by quantum
mechanics (probably caused by player's use of conflict) or if polymorphed
into monsters which steal and then flee (again, probably caused by the
player since those strong monsters won't voluntarily polymorph).
2006-08-10 00:45:32 +00:00
nethack.rankin
075d466f3a comment typo 2006-08-09 23:40:28 +00:00
nethack.rankin
b543be6bb0 fix #H164 - boulder pushing bug (trunk only)
From a bug report...):  pushing a boulder onto a level teleporter trap
could repeat the
  You push the boulder and suddenly it disappears!
message.  That would happen whenever the teleport destination was the same
as the current level (20% chance).  The boulder wasn't being moved onto the
trap location so was still present when the pushing code tried to handle
the next one in the pile.  I've changed so that pushing stops whenever a
pushed boulder is affected by a trap, and also so that the boulder gets
moved as usual when a level teleporter fails to send it somewhere.

     I've always thought it's pretty strange that pushing ever operates
on more than one boulder in the same turn in any situation, but I haven't
changed that for the non-trap cases.  (Usually the first boulder pushed
ends up blocking the second one, so you get a "you try to move it, but
in vain" message which seems odd since you just moved one.  But if there's
a pool of water or lava in the path, you can actually push multiple
boulders successfully.)
2006-08-09 23:27:29 +00:00
nethack.rankin
f36c9d19fd mon vs mon attack message phrasing
From <Someone>:
  Pet picks up 8 spears.
  Pet wields 8 spears.
  Pet thrusts its spear at Foe.
The routine to handle a monster attacking the hero are already uses "mon
thrusts one of its spears" in this case, so make monster against monster
messages do the same.  Also, it's no longer necessary to save one monster
name before formatting another when using two monster names in the same
message, so switch to the more straightforward usage here.  (The Blind
check is needed in the mhitu case but not in the mhitm one, where it's
redundant because the caller has already verified that both monsters'
locations are visible, but I left it in.)
2006-08-08 05:08:23 +00:00
nethack.rankin
96a0e8e6fe more #H166 - quest locate level message
More tweaking brought about by the report of falling through a
trapdoor above the quest locate level and landing below it (which won't
happen randomly any more, but can still be achieved via controlled level
teleport).  You don't get any message for the locate level when arriving
from below, and giving the full initial message if you manage to make a
return visit from above produces silly results.  This adjusts the logic
for delivering those messages; once you've been on the level, you won't
get the full initial message later even if it wasn't given the first time.
You will still get the shorter secondary message, up until the nemesis has
been killed.  (In some cases it might not make much sense since its wording
is based on the assumption that you've already seen the full message.)

     The handling for these messages will never be completely correct
unless the messages themselves are rewritten (and the result would
probably end up with really wishy-washy phrasing so there's not much point).
They assume that you'll be arriving via the stairs, even for the case where
you do come from above rather than unexpectedly from below, and they can
be misleading or confusing if you arrive someplace else.  We could improve
things by having alternate FIRSTLOCATE and NEXTLOCATE messages for use when
not on--or next to, for the case where a pet displaces your arrival--the
stairs.  But I'm not going to attempt to compose those.
2006-08-06 05:16:23 +00:00
nethack.rankin
47327a3b99 fix #H166 - trapdoors on quest levels
From a bug report, it was possible
to fall from above the quest locate level to below it even though it has
nondiggable floors (hence no trapdoors or holes to pass through).  Since
the game can't verify that it is nondiggable (which could vary on a role
by role basis depending upon their quest descriptions) when it is not the
current level, restrict falling past it only when it hasn't been visited
yet.  Impose the same restriction for random level teleport.  This enforces
proper sequencing of the quest feedback, which was the more significant
thing that went wrong in the reported case (player finally got the full
locate level message on a return visit, when descending from above, after
having already cleared out that level on his way back up from falling).

     Once the locate level has been reached or passed, it is no longer a
barrier to falling or random teleport.  (When it is eventually visited,
there's no attempt to remember whether it allows holes, since that
information and the corresponding fall check would need to be extended to
every level in the dungeon.  Also, controlled teleport is still allowed to
bypass it even when it hasn't yet been visited, so the "enforces proper
sequencing" claim above is an exaggeration.)
2006-08-06 05:13:22 +00:00
nethack.allison
fcf38a5e35 recover (trunk only)
Bring recover process up to date with current save file contents
(self_recover and external recover)
2006-08-04 03:58:46 +00:00
nethack.rankin
2cca9c3114 fix #H158 - typo in monk data.base entry
From a bug report, the whatis description
for monks (a passage about a monk being invited to a meal) was using "month"
where "mouth" is clearly intended.  I think this came up a few years ago
when monk was first added and am not sure why it wasn't changed them, even
if it happens to be an accurate transcription from the quote's source.
2006-08-03 04:00:07 +00:00
nethack.allison
7f826cd288 more set_corpsenm (trunk only)
Use set_corpsenm() in a few more places.
2006-07-30 20:08:57 +00:00
nethack.allison
557f94c83a win32 makefile gui build with <email deleted> wrote:
> Command line compile of tiled Nethack breaks, at the end, with an error:
>
> Linking....
>        link /DEBUG  /INCREMENTAL:NO /NOLOGO kernel32.lib
> ws2_32.lib mswsock.lib advapi32.lib bufferoverflowu.lib user32.lib
> gdi32.lib comdlg32.lib winspool.lib /STACK:2048 user32.lib
> winmm.lib  -out:..\binary\NetHackW.exe
> @NetHackW.lnk winhack.o : error LNK2019: unresolved external symbol
> __imp__InitCommonControlsEx@4 referenced
> in function <email deleted>
2006-07-18 13:24:20 +00:00
nethack.allison
e822fc1c60 install.nt clarification 2006-07-16 18:48:34 +00:00
nethack.rankin
9631e2b691 fix #H148 - applying a pickaxe doesn't respect pushweapon
From a bug report, applying a pick-axe will
wield it in place of the primary weapon but wouldn't update the alternate
weapon.  Make objects which become wielded when applied (pick, lamp, whip,
grappling hook, pole-arm) honor the pushweapon option (where the previously
wielded weapon becomes the alternate weapon without use of 'x' command) the
same as when explicitly wielded.  Old behavior matched the documentation,
but that seemed overly restrictive.
2006-07-15 03:25:08 +00:00
nethack.allison
96c6163019 cast int64 to smaller types (trunk only)
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.
2006-07-11 12:38:16 +00:00
nethack.allison
7394b0a353 ntconf vc2005 warnings bit 2006-07-11 12:29:51 +00:00
nethack.allison
e9a6ed3766 recent dead code(trunk only)
remove function zero_anything() completely, as it isn't needed any longer
2006-07-11 12:28:19 +00:00
nethack.rankin
65e12e0362 union bit (trunk only)
I'm pretty sure that some pre-standard compilers don't know how to
apply an initializer to a variable of type union.  Unfortunately, I don't
have access to one to check.  Fortunately, there's no need to explicitly
initialize `zeroany' since the default value is what we want--the first
field will be set to zero or null as appropriate (null in this case).

     Strictly speaking, this isn't adequate; what if long is wider than a
pointer rather than narrower?  Using `= {DUMMY}' didn't handle that case
either; the ordering of the union's fields controls which bits get stored.
As a practical matter, it should make no difference.  As long as the code
reading a union accesses the same field as the code writing that union set
up in it, anything in extraneous bits should be irrelevant--except perhaps
when a debugger tries to format things.  The whole issue has always been
implicitly based on the assumption that null pointers have all bits zero
in the first place; that's typical but not guaranteed.
2006-07-11 04:08:24 +00:00
nethack.allison
0abece54c1 more dos bits 2006-07-10 02:10:22 +00:00
nethack.allison
00768fce8b bits
- catch up on a couple of DOS bits
- fix a copy-and-paste error on hack.c function
2006-07-09 22:17:57 +00:00
nethack.allison
999424aecc more zeroany (trunk only) 2006-07-09 17:39:43 +00:00
nethack.allison
dafb1c089e another pointer to long conversion (trunk only)
botl.c conversions. All the ports seem to be using genl_status_update(),
rather than a window port specific version, so botl.c was the only place
this had to be adjusted.

Also a uudecode cast for the result of strlen, since it isn't using
config.h
2006-07-09 16:42:21 +00:00
nethack.allison
003aea0ce3 zeroany [trunk only]
Avoid function call when clearing 'anything' union.
2006-07-09 16:25:39 +00:00
nethack.allison
98a09101b1 remove pointer to long conversions - part 3 of 3 (trunk only)
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)

This 3rd part deals with region functions switching
some arguments from type genericptr_t to 'anything'.

Like the previous 2 parts, this needs to increment
 EDITLEVEL in patchlevel.h.
2006-07-09 01:23:26 +00:00
nethack.allison
d611cd76c5 remove pointer to long conversions - part 2 of 3 (trunk only)
Remove some more code that forced pointers into a long int, and
vice versa where information could be lost (P64 platforms such as
WIN64 have a 64 bit pointer size, but a 32 bit long size.)

This 2nd part deals with timeout functions switching
some arguments from type genericptr_t to 'anything'.

Like part 1, this needs to increment EDITLEVEL in patchlevel.h.
2006-07-09 01:02:51 +00:00
nethack.allison
9c79bb2758 remove pointer to long conversions - part 1 of 3 rev 2 (trunk only)
[the problem in the earlier rev was tracked to cleanup_burn(),
where arg was holding a (genericptr_t) timer id, and
passed directly to del_light_source() as is.]

P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.

This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
2006-07-08 23:31:39 +00:00
nethack.allison
90f640a935 back out part1 patch (trunk only)
I got an unexpected access violation since
checking in that patch, so I'm backing out the
change while investigating.
2006-07-08 20:16:13 +00:00
nethack.allison
699330928d remove pointer to long conversions - part 1 of 3 (trunk only)
P64 (Win64) has a 64 bit pointer size, but a 32 bit long size.
Remove some code that forced pointers into a long int, and
vice versa where information could be lost.

This part deals with light source functions and their
arguments mostly, and switches some arguments
from type genericptr_t to 'anything'.
2006-07-08 18:24:01 +00:00
nethack.rankin
dbc3abb226 pointer formatting (trunk only)
Hide pointer formatting in alloc.c by eliminating the need for callers
to know how big a buffer is required.  I generally prefer the caller to
pass in its own buffer for this sort of thing, but in this case the usage
is almost entirely for debugging so using static buffers results in less
clutter in the rest of the code.
2006-07-08 03:22:40 +00:00
cohrs
2b530870a3 compilation w/o WIZARD
> Michael Allison wrote:
> There are unresolved functions in the trunk if you build without WIZARD
> defined and attempt to link:
Also to a lesser extent, in the 3.4.4 branch.
2006-07-03 15:11:25 +00:00
nethack.allison
4b1c4728d6 region memory
<Someone> wrote on Tuesday, July 27, 2004 at 06:46:15
> In the region.c function rest_regions allocates storage for the possible
> enter_msg and leave_msg strings. But the function free_region does not relese
> this storage.

Also ensures that some code that is currently ifdef'd out
makes copies of the strings into memory from alloc()
to ensure that no problems with free() result if the function
gets passed a literal string.
2006-07-03 14:30:01 +00:00
nethack.allison
230d150350 region memory
<Someone> wrote on Tuesday, July 27, 2004 at 06:46:15
> In the region.c function rest_regions allocates storage for the possible
> enter_msg and leave_msg strings. But the function free_region does not relese
> this storage.

Also ensures that some code that is currently ifdef'd out
makes copies of the strings into memory from alloc()
to ensure that no problems with free() result if the function
gets passed a literal string.
2006-07-03 14:21:21 +00:00
nethack.allison
b8d744819b more fmt_ptr (trunk only) 2006-07-02 19:16:58 +00:00
nethack.allison
a98151cf9a more fmt_ptr (trunk only) 2006-07-02 19:09:42 +00:00
nethack.allison
3d164b6d02 fmt_ptr (trunk only)
fmt_ptr() is no longer dependant on WIZARD or MONITOR_HEAP,
so that it can be used in panic messages.
2006-07-02 18:43:35 +00:00
nethack.allison
13eeae9523 startup menu crash follow up (trunk only)
Pat:
Either both editions [of bot()] should reset those botl flags
or neither one should.
2006-07-01 19:32:27 +00:00
nethack.allison
2b8903cd7a <Someone> wrote:
> NetHack feedback form submitted by
> <email deleted> on Friday, June 30, 2006 at 17:31:12
> ---------------------------------------------------------------------------
>
> mailversion:1.35
>
> nhversion:3.4.3
>
> nhfrom:Our 3.4.3 source release, unmodified

> comments:
> telnet nethack.alt.org with the terminal set to 21 rows.
> Choose to pick a char, not accept pot luck, and game segfaults.
> (same happens from linux console)

I was able to reproduce something similar in win32 by setting
the console to 21 rows. As he stated, don't let the game pick you
character for you to reproduce the problem. As soon as I chose
Archeologist the problem occurred:

Where:
  In hack.c, weight_cap()
  	if (Levitation || Is_airlevel(&u.uz)    /* <email deleted> */
  #ifdef STEED
			|| (u.usteed && strongmonst(u.usteed->data))
  #endif
	)

Variables:
	carrcap	200
	u.usteed	0x00000000
	&u.uz	0x005e54aa
	youmonst.data	0x00000000

Examination of the preprocessor output of that section
of code reveals that
"Levitation" becomes:
    (u.uprops[47].intrinsic || u.uprops[47].extrinsic ||
	((youmonst.data)->mlet == 5))
so it is the is_floater(youmonst.data) causing the crash.

Call stack:
  weight_cap() line 2300 + 24 bytes
  inv_weight() line 2342 + 5 bytes
  calc_capacity(int 0) line 2354 + 5 bytes
  near_capacity() line 2365 + 7 bytes
  bot() line 607 + 5 bytes
  docorner(int 47, int 19) line 2378
  erase_menu_or_text(int 5, WinDesc * 0x00a22550, char 0) line 994 + 25     bytes
  tty_dismiss_nhwindow(int 5) line 1664 + 15 bytes
  tty_select_menu(int 5, int 1, mi * * 0x0006fc40) line 2248 + 9 bytes
  tty_player_selection() line 442 + 16 bytes
  pcmain(int 3, char * * 0x00a20eb0) line 457
  main(int 3, char * * 0x00a20eb0) line 91 + 13 bytes

This adds a check for a valid youmonst.data in
bot().
2006-07-01 18:44:18 +00:00
nethack.rankin
2a66234b14 header reorg (trunk only)
Move the new VOID_ARGS and some other argument manipulation stuff
from global.h to tradstdc.h where it feels like a better fit.  Make the
definition of VOID_ARGS more general; it should work nearly everwhere
these days even if it is only needed for one configuration.  XXXconf.h
can redefine it as empty if necessary.

     For MONST_P and OBJ_P, I left "void*" as is but I'm pretty sure that
the lack of space in between the two components was never part of the
issue there.  (The Ultrix system I used to have access to is long gone.
It was chugging along on autopilot, effectively defenseless, at the time
a linux box on the same subnet got hacked.  It probably would have been
shut down for Y2K anyway if it had lasted til then.)
2006-06-29 05:03:15 +00:00
nethack.rankin
64689f0c54 lint bit 2006-06-29 03:06:46 +00:00
nethack.allison
c7c6295cbf region ttl field size change (trunk only)
make region ttl field a long instead of short to get rid of lint warnings
about a possible loss of data
2006-06-28 02:34:02 +00:00
nethack.allison
7ea8507d26 remove duplication
Janet pointed out that I must have just hought I was seeing double :-)
2006-06-27 00:17:35 +00:00
nethack.allison
54a27aa9e8 fixes34.4 catch up 2006-06-26 20:19:40 +00:00
nethack.allison
6adc731634 Install.nt updates
- Additional information for using MS VC++ 2005 Express Edition in
  combination with the Platform SDK.
2006-06-26 11:02:36 +00:00
nethack.allison
174b985267 Allow makefile build with VC2005 (trunk only) 2006-06-25 22:40:58 +00:00
nethack.allison
d09c374239 function pointer assignment warnings in VC2005
The latest Micrsoft compilers complain when a function is
assigned to a function pointer, and the function's argument
list does not match the prototype precisely.
It was evem complaining about the difference between this:
     int x()
     {
        [...]
     }
and a prototype of
     int x(void);
when assigning that function's address to a function pointer.

This quiets those warnings, without suppressing the mismatch
check altogether for more serious mismatches.
2006-06-25 19:54:31 +00:00
nethack.rankin
c374583632 detected hidden monsters
From a bug report, attempting to attack
a hidden monster who is revealed by ongoing monster detection (blessed
potion or skilled spell) gave "wait!  there's a <monster> hiding there"
response and prevented the attack.  Make it behave the same as when the
hidden monster is revealed by telepathy; the monster comes out of hiding
and the hero's attack proceeds.
2006-06-22 05:03:48 +00:00
nethack.rankin
8f92715098 comment tidbit (trunk only) 2006-06-22 04:57:27 +00:00
nethack.rankin
dc63ed8a80 shop theft/breakage (trunk only)
The recent fix for "breaking glass wand in tool shop" looked suspect,
adding a call to costly_alteration after an existing call to stolen_value.
Either one or the other ought to suffice.  (For items on the floor,
costly_alteration() calls stolen_value(); for items in inventory, or just
released from inventory and not placed on floor yet, costly_alteration()
adds a usage fee to the shop bill but doesn't annoy the shopkeeper into
adding surcharges to prices or summoning the kops if already hostile.)

     In 3.4.3, stolen_value() wasn't smart enough to charge for an out-of-
shk's-field item (like a wand in a tool shop) taken from a shop container,
and that's the problem the user was reporting.  But the post-3.4.3 code was
changed to handle that by checking billable() instead of saleable(); this
bug should have been gone.  Unfortunately, billable() treats items already
on the bill as not interesting--from the perspective of adding things to
the bill--so the change accidentally resulted in stolen_value() no longer
handling objects which are marked unpaid, triggering the same symptom for
a different reason.  (Other events besides the breakage of thrown objects
suffered from the bug's new incarnation since various places deliberately
call stolen_value() for unpaid objects.)  This updates stolen_value() and
stolen_container() to account for the behavior of billable().  And a few
calls to subfrombill() go away since stolen_value() now takes care of that.
2006-06-22 04:08:40 +00:00
nethack.rankin
ed202000f1 #tip horn of plenty (trunk only)
Bug in #tip handling for horn of plenty.  Emptying one while levitating
would trigger an "obj not free" panic by flooreffects() due to following
hitfloor() with redundant/inappropriate dropy().
2006-06-20 02:31:37 +00:00
nethack.rankin
58137a608a bag of tricks, horn of plenty, #tip (trunk only)
<Someone> reported that he applied an unID'd bag and it became
discovered as a bag of tricks even though a spellbook appeared on the floor
next to him rather than having a monster show up (the monster was a mimic).
Suppress the bag discovery unless you can see or sense a monster appear.
(This doesn't really achieve much for most players, who'll recognize the
bag because they know that only one type of container doesn't prompt to
take things out and/or put things in, but I think it does make sense.)

     While mucking with bag of tricks I decided that to be consistent with
the behavior of other containers, the #tip command should release all the
monsters in the bag instead of just one.

     And after doing that, I realized that horn of plenty ought to behave
much the same, so #tip will operate on it now.  However, it won't be listed
as a likely candidate in the "which item?" prompt unless/until it has been
discovered.  (Attempting to empty any other type of horn yields "nothing
happens", same as for a horn of plenty with no charges left.)  Emptying a
horn of plenty in a shop can be extremely verbose, but I don't think that
qualifies as a bug and don't currently have any plans to alter it.
2006-06-18 05:20:36 +00:00
nethack.rankin
e79a41ccb6 wielded candles vs rust (trunk only)
From a bug report: [ slashem-Bugs-1206099 ] Torches are not extinguished with rust traps).
A rust trap that hits the torso candles causes all lit objects being carried
to be extinguished, but one which hit the weapon arm didn't have same affect
on a wielded light.  This fix causes wielded candles or lamps (not Sunsword)
to go out if affected by any rust, such as hitting a rust monster with one,
rather than use his patch that just handled the trap case.  It also excludes
wielded lights from the existing torso splash since having them be hit by
both instances is too obviously buggy.

     I think brass lanterns ought to be exempt from being extinguished by
water (at least splashing which is less drastic than total submersion) since
there are references to them operating by batteries rather than fire, but I
didn't want to track all the places which would be affected.
2006-06-17 04:43:44 +00:00
nethack.allison
d8528f7e2f throwing and breaking glass wand in shop (trunk only)
<email deleted> wrote:
> - when in a hardware store, I put a glass wand out of a sack (the glass wand
> will cost you 266 zorkmids) and threw it in the shop => shattered into a
> thousand pieces BUT if I try to pay, I do not owe the shopkeeper anything !!!
> If I break a potion with a /oS, I have to pay !
2006-06-14 23:44:16 +00:00