Isssue reported by Tomsod: hero-as-target section of mhitm_ad_phys()
was not handling hero's Half_physical_damage attribute.
The issue was about cloning a pet from hero who is poly'd into a
pudding but it was more general than that. Half_physical_damage was
ignored for any hit by a monster-wielded weapon against poly'd hero.
It took a while to convince myself that Half_physical_damage wasn't
aleady being applied elsewhere but it doesn't seem to be.
Fixes#1447
Substitute $HOME/File if command line specifies --nethackrc=~/File
to avoid "Access to ~/File denied (2)".
Only implemented for opening run-time config file on Unix. Works for
NETHACKOPTIONS=@~/File too; the normally optional at-sign is required
since the tilde won't match a slash to distinguish file versus options.
Only supports "~/" file path prefix, not "~user/".
Issue reported by janne-hmp: examining an object on the map while
halluicinating might operate on an object whose name is Null since the
random object could be one that holds an extra description for item
shuffling at game start. Attempting to format the object led to a
crash.
I wasn't able to reproduce the crash, possibly because MacOS produces
the string "(null)" for sprintf("%s",NULL) instead of dereferencing
the Null pointer.
Perhaps random object selection for display should reject the extra
description objects in some classes. This susbstitutes a different
object if examining the map encounters one of those.
Fixes#1436
Issue reported by Umbire: a gas spore that got swallowed and killed
didn't die but exploded anyway, with the explosion affecting the map
instead of being contained in the swallower.
There was code to handle that but it wasn't being executed. This fix
feels unclean but seems to work.
I couldn't reproduce the survival of the gas spore but since that
isn't wanted I won't worry about it.
Fixes#1434
Issue reported by by vultur-cadens: a vampire lord or lady might change
to wolf form while flying over water or lava, ending flight and dropping
into that water or lava. It would then drown or burn up, revert to
vampire leader form and resume flying, then be teleported since it was
past the check for being in flight.
The fix is pretty staightforward. It is still possible to force wolf
form with the monpolycontrol option, leaving the wolf standing on water
(didn't test for lava) and then drowning on its next move, where it will
revert to vampire form but no longer teleport away. There's no need for
a wizard mode hack to behave more stringently.
Fixes#1435
Issue reported by ars3niy: if a mimic was given the shape of a
gold piece it gets reported as 2 gold pieces but the message was
|A gold pieces appears next to you.
Avoid article "A" prefix, and use plural verb "appear" instead of
singular "appears", yielding
|Gold pieces appear next to you.
Fixes#1413
It seems surpristing that no one has noticed this since the code that
is responsible has been present for six months. Inventory list at
end of game included bogus "? - (list likely candidates)".
Grimtooth is now permanently poisoned, protects the wielder from
poison, and can be invoked to throw poison.
Permapoison code comes from xNetHack by copperwater <aosdict@gmail.com>.
Pull request from copperwater: reorganize the theme rooms data so
that a room or a fill can be chosen by name, and when in wizard mode,
consult environment variables THEMERM and THEMERMFILL during level
creation to provide control over which theme rooms/room fills to
generate.
I reverted a commit that did a bunch of reformatting to themerms.lua
because to caused substantial merge conflicts. I will redo at least
part of it.
Closes#1384
If user has changed the stone glyph to something other than a space
(or uses a tileset), Sokoban levels showed the unreachable stone outside
the map area. Prevent marking those areas as seen, so the stone
glyphs aren't shown.
Disarming a chest trap was setting obj->tknown = 0 even though the
hero just discovered that it isn't trapped.
Triggering a chest trap behaved similarly. Since there are no
repeating chest traps, hero should know that the chest whose trap
just went off is no longer trapped.
chest_trap() didn't document its return value but was clearly meant
to return True if the chest was destroyed. It didn't handle that
correctly when the chest was being carried. However, none of the
callers actually use the return value. [This fix tracks whether the
chest gets deleted; a better fix would be to destroy an exploding
chest even when it is being carried.]
We've had reports of a couple of issues building against musl libc.
Issues reported:
- build procedures utilize col for Guidebook-creation, and col
is deprecated in distros that use musl libc
- some of the CRASHREPORT code is using library functions that
are not available in the musl libc environment. The reported
functions were backtrace() and backtrace_symbols(), which use
header file /usr/include/execinfo.h.
So we'll try to accommodate this. Since we don't have a means of
autodetecting the musl libc situation during the build (as of yet), the
builder will have to specify 'make musl=1' on the make command line.
Specifying 'musl=1' on the make command line will:
1. ensure that NOCRASHREPORT gets defined in the C preprocessor.
2. set COLCMD to be '../util/stripbs' instead of 'col -bx'.
Related to GitHub #1393
Issue reported by elunna: Using the 'F' prefix against a displacer
beast prevented swapping places.
This doesn't use the suggested fix. It is quite short but there is
a large diff due to change in indentation and reformatting several
comments because of that.
Attacking a displacer beast either with or without 'F' might miss,
hit, or swap places. It won't "harmlessly attack thin air."
Fixes#1377
Reported by k21971: applying an axe toward a location that contained
both a tree and a boulder (or statue) would use the axe to break the
boulder/statue rather than chop down the tree.
Different code is used to finish the dig/chop than is used to decide
whether the tool is appropriate for its target.
Fixes#1383
Issue reported by elunna: the definition of the Mitre of Holiness
specifies that carrying it should confer fire resistance but that
didn't work.
The Mitre's definition (added in 3.1.0) has always included that,
but such a capability had never been implemented. Wearing it didn't
confer fire resistance either--its definition doesn't bother to
specify a 'defend' attribute since the 'carry' one should cover that.
This adds carrying capability for damage types fire, cold, sleep,
disintegration, electrity, poison, acid, and petrification. Fire is
still specified by the Mitre; none of the others are currently used.
Fixes#1362
makemon() has a 1% chance to bestow a worn saddle when creating any
rideable monster. If that chance kicked in on a knight's starting
pony, an extra saddle would end up being created but not worn nor
in inventory nor on floor so not be freed when the game ended.
That 1% chance also overrode saddle suppression for pauper knights.
There wouldn't be any extra saddle but their pony could start with
one, against intent.
Have makedog() (which is only used for starting pet) tell makemon()
to suppress inventory when creating the initial pet.
Sanity checking was complaining about a no_charge obj in untended shop.
Angry shopkeeper was accepting thrown items as no_charge objects:
To reproduce the impossible, kick down the shop door angering
the shopkeeper. While the shopkeeper is still in their shop,
throw an item they don't want into the shop. Wait for the shopkeeper
to get out of the shop.
Move the anger checking before the sell auto-accept code,
so the shopkeeper will charge for the object.
Issue reported by ostrosablin: having Kick enabled as one of the
values for the 'autounlock' option succeeded it prompting "kick it?"
when walking into a locked closed door, but answering "yes" behaved
the same as answering "no".
There's bound to be a better way of fixing this, but this works.
Fixes#1360
If water walking boots haven't been discovered yet and underwater
hero rises to the surface when putting a pair on, discover them.
(Sinking while removing such on water already discovers them.)
Remove the XP gain for tourist seeing a new type of monster
nearby, as it apparently made tourists a bit harder by forcing
early level gains.
Monsters next to hero are still marked as seen close-up, but
fix the code so it doesn't count undetected monsters.
Tourists still gain XP from "taking photos" of new types of monsters,
but only if they haven't seen the monster close up before.
(No actual photos are taken.)
Issue reported by ars3niy: with the relatively new container
handling, buying multiple items when some were inside a container
sometimes triggered impossible "unpaid_cost: object wasn't on any
bill" warnings and not buy all intended items. Once that occurred,
subsequent inventory display would repeat the warning.
A couple weeks back, I managed to produce a save file which would
reproduce the problem when 'p' was issued, but failed to figure
out why that was happening. I accidentally deleted that save file
and it took quite a lot of further attempts to get another one.
I still don't understand why this fix is needed, but with it in
place the save file no longer triggers any problems. I'm marking
the issue fixed but that could be premature.
Fixes#1339
GitHub 1343 report by @ars3niy:
"When you are blind and see with telepathy a monster whom you then hear read
a scroll, said monster turns into an "I". While it reveals which one exactly
read the scroll, it is strange that you can no longer see it with telepathy
until it moves to another square."
Fixes#1343