Changing the quantity to 2 (50:50 chance) when creating a potion of
healing (also 50:50 chance for each attempt) to place inside a supply
chest wasn't updating the potion stack's weight, resulting in the odd
encumbrance behavior that was reported last December.
Taking the stack out of the container doesn't fix the weight but
drinking one of the potions splits the stack of 2 into two stacks
of 1 and does update the weight for both. That gives the hero higher
encumbrance when the formerly weightless one has its proper weight.
Finishing drinking the potion uses it up, removing second potion's
weight again. When below an encumbrance threshold by the weight of
one potion or less, player will see encumbrance increase and then
decrease, with healing message given before both due to sequencing.
Supply chests weren't having their own weight updated when they were
populated, so would behave as if empty if hero carried them around.
Removing something, breaking something by kicking the chest, or adding
something would update its weight to match its contents.
I also noticed a refutation (or should that be rebuttable?) to my own
remarks in this:
| commit cd91d0630b
| Author: PatR <rankin@nethack.org>
| Date: Sat Dec 30 17:10:39 2023 -0800
|
| github issue #1180 - humans and murder
|
| Issue reported by Umbire: reviving a human corpse into a human
| monster and then killing it entails murder penalty even when it is
| hostile.
|
| This is probably a non-issue. Human monsters tend to not leave
| human corpses, they leave shopkeeper corpses or sergeant corpses
[...]
Dead fake hero corpses placed at trap locations on early levels are
leaving plain human|dwarf|elf|gnome|orc corpses rather than fake
player monster ones (which are always human but resurrect as player
monsters rather than as plain humans), so there are more plain human
corpses now than there were in 3.6.x or early to-be-3.7. I've added
a comment about the situation.
Some minor cleanup of artifacts from the splitting up of trap effects
into the various trapeffect_foo functions: consolidate redundant
variables in trapeffect_pit (tt vs ttype), and simplify the definition
of 'inescapable' traps a couple functions (since the functions are now
specialized to a particular trap, it's unnecessary to check ttype
there in determining whether it's an inescapable Sokoban pit or hole).
If your inventory is full and you aren't already carrying a loadstone,
you can pick one up into the overflow slot. But if you are already
carrying one and the one you're trying to pick up won't merge with it
(only criterium that matters would be BUC state, I think), you can't
pick it up and get a message saying so. If loadstone isn't known
yet, the message always referred to it as "gray stone" rather than
"stone called <whatever-you-called-it>".
Replace the single strnlen() use with strlen() so as not to require
something from posix.1 (2008) when we supposedly only require c99.
If someone manages to produce a string that's longer than will fit
within size_t, strlen()'s length count will wrap and Strlen_() might
not notice. Since size_t has to be at least 32 bits, that doesn't
seem like something to worry about.
If checking for size_t overflow is considered essential, we should
just switch to counting the length via an in-line loop that imposes
a similar limit to strnlen().
When ready to return, check for overlooked overflow (shouldn't happen)
and panic, or report the first excessively long but not overflown
description to paniclog, similar to xname.
Make ConcUpdate() more robust by not needing bp_eos to be previously
set. Less efficient but I think that boat has left the barn? :=}
Fix a comment typo.
Issue reported by Umbire: suggestion to always destroy adjacent webs
via 'F'<dir> if wielding Sting or Fire Brand.
Sting already did that; this adds Fire Brand.
This also augments the #untrap command when wielding either of those,
or any other blade. And rephrases successful untrap message
"You remove {the or your} {bear trap or webbing} from Fido." to
"You extract Fido from {the or your} {bear trap or web}." since the
trap remains intact.
Forcefight and #untrap against webs ought to be reconciled to remove
[some of] their differences and/or share code. But not by me...
Closes#1201
Avoid two new warnings in xname_flags() about strncpy() not supplying
a terminating '\0'. That's exactly why strncpy() was being used.
The gcc manual lists -Wno-stringop-truncation to suppress the warning
but not -Wstringup-truncation to voluntarily enable it, so the pragma
stuff in warnings.h probably won't work for this. Just switch from
strncpy() to memcpy() instead even though it seems like obfuscation.
u_init.c had had assessments for nonnull arguments on
its local functions carried out already.
A couple of new static functions added earlier today immediately
dereference their args, so declare those as nonnull.
This also gives a more self-describing name to one arg.
PR #1140 added checking the thrown, stolen, and dropped flags of an
item when testing whether it would merge (at my suggestion...) with
a stack in the target list (hero's invent). That interferred with
picking it back up--whether via autopickup or explicit pickup--while
inventory was full even when the item would otherwise be mergable.
There was some trial and error involved when trying to figure where
to put the fix but things seem to be working.
This replaces a static analyzer workaround and could possibly bring
its unwarranted complaint back.
Try harder to prevent buffer overflow when formatting objects.
I don't have any test cases where overflow has been happening so
don't really know whether this works reliably. And it doesn't try
to check prefix construction by doname(). [Yet?]
Run GC on the themeroom lua states, as they're not freed
until end of game.
Allocate the exact amount of data we use instead of padding it.
Free our state data after closing the lua state; doing it
the other way is the way to madness, which was kept at bay
by the padded allocation amount.
Have monster spells
| "shower of missiles" (AT_MAGC+AD_MAGM: Angels, Yeenoghu)
scuff an engraving at the hero's spot if there is one,
| "frost" (AT_MAGC+AD_COLD: only Asmodeus)
freeze water and lava terrain,
| "flames" (AT_MAGC+AD_FIRE: moot, no monster has this attack)
burn items on the floor at the hero's spot and melt ice terrain,
| "pillar of flame" (AT_MAGC+AD_CLRC+randomly chosen clerical spell)
which already burns floor items, melt ice too, and
| "lightning" (same casters as pillar of flame)
give a tiny chance of destroying iron bars. The chance to hit bars
is low and the hero has to be targeted while located on an iron bars
spot so probably won't happen before the sun burns out, but only
needed one extra line of code.
Only the first two have been thoroughly tested.