When SEDUCE is disabled, instead of swapping attacks in mons[] once,
do it on the fly in getmattk() whenever needed. That allows mons[]
to become readonly, although this doesn't declare it 'const' because
doing so will require a zillion 'struct permonst *' updates to match.
This seemed trickier than it should be, but that turned out to be
because the old behavior was broken. Setting SEDUCE=0 in sysconf or
user's own configuration file resulted in all succubus and incubus
attacks being described as monster smiles engagingly or seductively
rather than hitting (while dishing out physical damage). I didn't
try rebuilding 3.4.3 to see whether this was already broken before
being migrated to SYSCF.
More shop price determination fallout. After the most recent change
to get_cost_of_shop_item(), using ':' inside an engulfer carrying at
least one item while inside a shop would try to follow the item's
obj->ocontainer back-link and crash when that led to the engulfing
monster rather than to a container.
The recent attempt to have looking inside a container show shop
prices had multiple problems. Worst one was showing shop prices as
if the hero would be buying for items already owned by the hero.
Item handling inside containers on shop floor was inconsistent: if
shop was selling those items, they would include a price, but if not
selling--either already owned by hero or shopkeeper didn't care about
them--they were only marked "no charge" if hero owned the container.
This is definitely better but I won't be surprised if other obscure
issues crop up. Gold inside containers on shop floor is always owned
by the shop (credit is issued if it was owned by the hero) but is not
described as such.
Fix fuzzer feedback. The new wizard mode ^T menu had an early return
which bypassed destroy_nhwindow(), leaving the menu around. Fuzzer
eventually got "No window slots!" panic from tty. Make sure that the
menu window is torn down fully before returning.
Also, make the normal wizard mode teleportation chioce be preselected
so that not picking anything doesn't lead to an early return any more.
ESC still does though.
Fixes#172
Casting teleport-away via ^T used different requirements for energy,
strength, and hunger than casting it via 'Z'. The strength and hunger
requirements were more stringent, the energy one more lenient. When
it rejected a cast attempt due to any of those, it used up the move,
but 'Z' didn't.
When testing my fix, I wanted an easier way than a debugger to control
how ^T interacts with wizard mode, so finally got around to a first
cut at being able to invoke it via wizard mode but not override those
energy/strength/hunger requirements. It uses the 'm' prefix to ask
for a menu. 'm^T' gives four options about how to teleport. (There
are other permutations which aren't handled.)
Also noticed while testing: ^T wouldn't attempt to cast teleport-away
if you didn't know the corresponding spellbook. 'Z' will attempt that
because it is possible to forget a book and still know its spell.
Some object classes (such as armor and weapons) are split into
"subclasses" when sortloot applies an ordering (for armor, all helms,
then all gloves, then all boots, and so on). Give gem class subsets.
Simple (1) valueable gem, (2) worthless glass, (3) gray stone, (4) rock
would give away information; instead, factor in discovery state and use
(1) unseen gems and glass ("gem")
(2) seen but undiscovered gems and glass ("blue gem"),
(3) discovered gems ("sapphire"),
(4) discovered glass ("worthless pieced of blue glass"),
(5) unseen gray stones and rocks ("stone"),
(6) seen but undiscovered gray stones ("gray stone"),
(7) discovered gray stones ("touchstone"),
(8) seen rocks ("rock").
If everything happens to be identified, the simpler ordering happens
(via 3, 4, 7, and 8) because the other subsets will be empty.
Similar to ^G of 'I' triggering impossible "mkclass found no class 35
monsters", using a leading substring of "long worm tail" (other than
"l" and "long worm") would trigger impossible "mkclass found no class
59 monsters and kill the fuzzer when it escalates impossible to panic.
Tighten up the substring matching.
^G of '~' wasn't affected; it deliberately creates a long worm rather
than the tail of one. But it was possible to ask for "long worm tail"
as a specific monster type and then override the switch to long worm
when prompted about whether to force the originally specified critter.
I've added a check to prevent that opportunity to override even though
a tail without a head seemed to be harmless.
The 'O' handling for bouldersym was updating the display value for
boulder even if the value had been rejected, and if it still had the
default of '\0', the map would end up with <NUL> characters. (When
examined via '//' or ';', those matched dummy monster class #0 and
led to the impossible "Alphabet soup: 'an("")'" that was suppressed
yesterday.)
Attempting to set bouldersym to ^@ or \0 would also be rejected as
duplicating a monster symbol. That is now accepted and used to reset
the boulder symbol to default. However, other control characters are
also accepted--not due to this patch, they already are, and from a
config file in addition to via 'O'--so bouldersym can still disrupt
the map. But that's no different from putting control characters
into a symbol set or setting them from config file via S_foo:^C.
A recently added impossible to check for an(Null) and an("") was
triggered by the fuzzer: Alphabet soup: 'an("")'. I reproduced it a
couple of times and tracked it do_screen_description(for '/' command)
matching the symbol from mapglyph to monster class #0, a placeholder
with symbol value '\0'. So mapglyph() returned a symbol of '\0', but
not necessary from showsyms[0 + SYM_OFF_M].
The pager lookup code's monster loop shouldn't have been attempting
to match against class #0, and since this fix I haven't been able to
reproduce the situation again. But I also didn't trigger it with a
bunch of temporary checks in mapglyph() so don't know what is really
going on under the hood.
People have been wondering how to change the tiles on the X11
version, and the old default of NetHack-specific binary tile data
isn't directly editable with image editing tools.
Also show in the #version info if xpm and graphic rip are enabled.
The revised mkclass() [actually new mkclass_aligned()] has an extra
check which didn't used to be there, and attempting to create a
monster of class 'I' with ^G triggered impossible "mkclass found no
class 35 monsters" which the fuzzer escalates to panic.
Fixes#170
Monsters never throw athames or scalpels but some fake player monsters
on the Astral Plane are given those. Since they're stackable the
quantity usually gets boosted but there's no point in having more than
one if they won't be thrown.
This could have been fixed by letting monsters throw those two items,
but I prevented the quantity from being boosted instead.
When merging one stack into another and they have different obj->o_id
price adjustments, keep the o_id of whichever one commands the higher
shop price.
Player came across a stack of 2 gray stones in a shop and kicked one.
That one ended up with a different (in his case, lower) price once it
was separate. This behavior only applies to non-glass gems which add
a price variation derived from internal ID (obj->o_id) number. Make
splitting stacks always yield the same price per item in the new stack
as was being charged in the old stack by choosing a similar o_id. Do
it for all splits (that can vary price by ID, so just non-glass gems),
not just ones performed inside shops.
He picked up the lower priced one and dropped it back on the original
higher priced one; the combined stack took on the lower price. That
will no longer happen if they come from splitting a stack, but this
fix doesn't address merging with different prices when they start out
as separate stacks. (Unpaid items won't merge in inventory if prices
are different, but shop-owned items will merge on floor.)
It was possible to have the guaranteed luckstone at Mines' End become
merged with a random one and lose its specialness for achievement
tracking. Mark it 'nomerge' when created and clear that if/when the
achievement is recorded.
Fix another inconsistency with containers in shops: prices shown when
looking inside. Apply had them (because shop goods in containers are
flagged as 'unpaid' when hero carries the container), and loot did not
(because they aren't flagged that way).
get_cost_of_item() was giving different information from shop #chat
when dealing with containers owned by hero containing objects owned
by the shop. And when it was legitimately reporting a price of 0,
doname_with_price() wasn't reporting 'no charge' for items inside a
shop that were owned by hero or that shopkeeper didn't care about.
Extend the shop price reveal to far-look, but only when hero and item
being examined are inside the same shop.
Symset:Blank sets all the map symbols (except STRANGE_OBJECT) to
<space>. The status lines for !STATUS_HILITES force status to use '$'
instead of ' ' for the prefix before ":1234" for gold, but the status
lines for STATUS_HILITES did not. tty ended up with ":1234" for gold.
win32 and curses both ignore the prefix and construct their own, but
since win32 uses the map symbol for that it must also be ending up
with ":1234" (I assume; I haven't seen it). curses is forcing '$' for
the prefix, even on the rogue level.
This attempts to fix win32 without be able to test the result. I've
left curses alone.
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.
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.]
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.
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.)
'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.