Salvaged from an old, unfinished patch. When checking whether the
hero is trapped by walls and solid rock, adjacent boulders are
evaluated on whether they can be pushed out of the way. Extend that
evaluation: (1) two boulders on a spot are pushable if there is a
pool beyond that spot, and (2) boulders can't be pushed diagonally
in Sokoban.
and over the hero. 3.6.0's clairvoyance tried to show things in
a non-standard sequence, which was intentional but had unintended
side-effects like the disappearing monsters complained about in the
report. To make it work as intended would have required --More--
whenever it kicked in, which is much too intrusive when it happens
every N turns rather than when explicitly casting the spell.
Redo it substantially, and give preference to monsters over objects,
objects over traps, and traps over underlying terrain like normal
vision-based display does. It now detects all monsters within its
bounding box but shows ones which aren't directly in view as
"unseen monster" unless via spell cast at skilled or expert, or at
basic when also having intrinsic clairvoyance.
When #wizinstrinsic was expanded to be able to set any timed attribute,
some that need more than just a timeout counter were left inconsistent.
1) Timed Flying wasn't blocked by levitation, and existing flight
wasn't becoming blocked by timed levitation. Also, eventual flight
timeout wasn't updating the status line, so false 'Fly' condition
remained shown until a status update happened for some other reason.
2) Setting timer for Warn_of_mon didn't set up any type of monster to
warn about so wouldn't do anything. This sets that to grid bug
unless already set due to polymorph form or artifact that warns.
The end.c portion is just a bit of formatting.
Fixes#156
githib issue #156 complains that "The Excalibur falls down the stairs,"
is using poor grammar despite the fact that the usual drop message is
"You drop the +0 Excalibur." I agree. Change it to be "Excalibur
falls down the stairs." (Drop message remains unchanged.)
While looking at that, I noticed that when knocking other items down
stairs, text was being appended to the formatted object name. It was
probably safe due to the space reserved for inserting a prefix while
formatting an object's name, which becomes available for a suffix
after that name has been copied into otransit_msg()'s local buffer,
but using a separate buffer is safer.
Attempting to mount a long worm tail could yield
\#ride -> mount_steed() -> test_move() -> worm_cross() ->
impossible("worm_cross checking for non-adjacent location").
New: call to panic() in impossible() used arbitrary string as a
format so was vulnerable to percent signs in that string. (This
potentially serious problem is not limited to USE_OLDARGS.)
Old: revised message string for impossible ("save/restore might fix
this" instead of "perhaps you'd better quit") passed wrong number of
arguments to pline() when using the clumsy VA_PASSx() mechanism (was
missing arg 0 for the fixed-arg format argument).
Old: varargs config_error_add() in files.c wouldn't compile for
USE_OLDARGS. Evidently no one has been impacted by that but this
fixes it anyway. (Two problems: prototype used FDECL() when it
should have been using VDECL(), and calls to config_error_add() in
the same file would need the VA_PASSx() stuff to force presence of
all optional args. I moved it instead of adding the latter.)
Add code to run a fuzz tester, simulating (more-or-less) random
keyboard mashing. There's no option to turn it on, you need to
set iflags.debug_fuzzer on via a debugger or something along
those lines.
Enlightenment feedback for "nudist" was added 3.5 years ago. Ever
since, ^X has been reporting "you are not wearing any armor" when
wearing a shield without any other armor.
Since Valkyrie starts in that situation, it's very surprising that no
one ever noticed 'til now (or did notice and didn't bother to report).
Followup to 'fix #148' patch: looting a container with menustyle:Full
wasn't offering a chance to remove everything in one go. That was due
to an error I introuduced 2.5 years ago with commit
529dad8ef1 when I changed how the flags
passed to query_category() were being set up. It accidentally switched
'A' from take-out to put-in but the only code to handle 'A' at that
time would take everything out (from container to inventory).
Prior to that, removing everything worked as intended and putting in
everything wasn't supported. Now 'A - autoselect all' is a viable
choice for both in and out.
Fixes#154
With menustyle:Full, picking 'A - autoselect all' when putting items
into a container ran code for taking things out and there wasn't any
corresponding code for putting things in.
Add some put-in-everything code. Taking things out doesn't offer
'A - autoselect all' as a choice so the code mentioned above may now
be dead. Taking everything out seems like something that's much more
likely to be desired than putting everything in.
Hopefully this will be the last one. Change from a text window to
a menu so that it is possible to scroll backwards (without needing
scrollbars) via '^' and '<' keys. End of game disclosure for
attributes still uses a single-forward-pass text window.
Also, move the recently added weapon proficiency line from the new
'basic' section to right after the "you are wielding" line at the
end of the 'status' section.
Add a new line for one last missing status field: gold.
Also add one for proficiency with current weapon.
Move a few lines from 'characteristics' to 'background' and a few
more from 'characteristics' to new 'basics', leaving characteristics
with the six original characteristics: Str, Con, Dec, &c.
My "fix github issue #38 - indentation vs 'if {}'" patch, commit
d2ae45984e, broke finding unseen
monsters via searching. Most notable if blind, but applied to
invisible monsters too.
Report stated:
type "watchmen" into a genocide prompt, it says no such creatures exist in the world
type "watchman" and it says "wiped out all watchmen"
fixes#151
Life-saving was setting u.uswldtim to 0, presumably intending that
to stop the hero from being digested, but it actually resulted in
being totally digested on the swallower's next turn if the death
being short-circuited wasn't digestion. Change life-saving to make
swallower or grabber release the hero instead of tinkering with
u.uswldtim. In addition to rescuing the hero from digestion, it
prevents an eel which has just drowned the hero (who has survived
drowning via life-saving) from pulling him/her back into the water
on its next turn. It will need to make another successful grab to
do that now.
While testing, I noticed that if I was polymorphed and wearing an
amulet of unchanging, life-saving didn't restore my HP-as-a-monster
and due to the recent change to force that to 0 when the hero dies,
I died again immediately after my life was saved. So this bug was
latent in the past and became noticeable in the last couple of days.
Report was for being fried by angry deity. There are lots of deaths
that don't involve subtracting HP until it hits 0 or less; I haven't
bothered tracking down which ones don't set u.uhp to 0 before they
call done().
No effect on life-saving or declining to die except for HP:0 being
visible on the status line during their messages.
Restore handling for keystrokes on PICK_NONE menus so that scrolling
via keys works for them. (That handling was disabled as part of the
patch to support MENUCOLORS.)
Enable [cancel] button for all menus. (That had apparently been
grayed out for PICK_NONE menus since day 1 for X11 windowing.)
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! Extra }, or forgotten \endgroup.
l.4602 ``{\tt up}'' and ``(\tt down}
'' set the field attributes for when the...