Commit Graph

80 Commits

Author SHA1 Message Date
Pasi Kallinen
f25a6e26ee Use enums and defines for directions 2021-06-27 15:46:56 +03:00
Pasi Kallinen
6b60618e0e Exploding spheres cause real explosions
Despite active explosion attacks being called explosions in-game,
they only affected a single target, and were handled differently
from actual explosions. Make them do an actual explosion instead.
This should make spheres more interesting and inspire different
tactics handling them.

Because spheres deal more damage on average and can destroy items
in their explosions, their difficulty has been increased slightly.

Polyselfed hero exploding won't cause elemental damage to their
own gear.

Originally from xNetHack by copperwater <aosdict@gmail.com>.
2021-05-22 13:37:39 +03:00
Pasi Kallinen
2288452278 Monsters can see player resistances
If monsters see you resist something, generally elemental or magical
attack, or if they see you reflect an attack, they learn that and
will adjust their attack accordingly.

Originally from SporkHack, but this version comes via EvilHack with
some minor changes.
2021-05-17 20:01:11 +03:00
PatR
a5410c8bbb explode() arguments
Argument explanation and Formatting.
2021-04-27 12:53:50 -07:00
PatR
5a8c978b1e scatter() vs sinks
Objects shot, thrown, or kicked by the hero or by monsters stop
short if they try to pass over a sink; make objects launched by
an explosion behave similarly.
2021-02-13 15:15:21 -08:00
nhmall
9566752c08 clear some more format-overflow warnings
clear some -Wformat-overflow warnings being experienced with
i586-pc-msdosdjgpp-gcc (GCC) 10.2.0 cross-compiler

--
Warnings log:

botl.c: In function 'status_hilite_menu_add':
botl.c:3661:38: warning: ' or ' directive writing 4 bytes into a region of size between 1 and 80 [-Wformat-overflow=]
 3661 |                     Sprintf(obuf, "%s or %s",
      |                                      ^~~~
In file included from ../include/config.h:631,
                 from ../include/hack.h:10,
                 from botl.c:6:
../include/global.h:274:24: note: 'sprintf' output between 5 and 163 bytes into a destination of size 80
  274 | #define Sprintf (void) sprintf
botl.c:3661:21: note: in expansion of macro 'Sprintf'
 3661 |                     Sprintf(obuf, "%s or %s",
      |                     ^~~~~~~

do_name.c: In function 'getpos_menu':
do_name.c:594:37: warning: 'sprintf' may write a terminating nul past the end of the destination [-Wformat-overflow=]
  594 |             Sprintf(fullbuf, "%s%s%s", firstmatch,
      |                                     ^
In file included from ../include/config.h:631,
                 from ../include/hack.h:10,
                 from do_name.c:6:
../include/global.h:274:24: note: 'sprintf' output 1 or more bytes (assuming 257) into a destination of size 256
  274 | #define Sprintf (void) sprintf
do_name.c:594:13: note: in expansion of macro 'Sprintf'
  594 |             Sprintf(fullbuf, "%s%s%s", firstmatch,
      |             ^~~~~~~

dungeon.c: In function 'print_dungeon':
dungeon.c:2172:27: warning: '%s' directive writing up to 1407 bytes into a region of size 256 [-Wformat-overflow=]
 2172 |             Sprintf(buf, "%s: %s %d", dptr->dname, descr, dptr->depth_start);
      |                           ^~
In file included from ../include/config.h:631,
                 from ../include/hack.h:10,
                 from dungeon.c:6:
../include/global.h:274:24: note: 'sprintf' output between 10 and 1427 bytes into a destination of size 256
  274 | #define Sprintf (void) sprintf
dungeon.c:2172:13: note: in expansion of macro 'Sprintf'
 2172 |             Sprintf(buf, "%s: %s %d", dptr->dname, descr, dptr->depth_start);
      |             ^~~~~~~
dungeon.c:2169:27: warning: '%s' directive writing up to 1407 bytes into a region of size 256 [-Wformat-overflow=]
 2169 |             Sprintf(buf, "%s: %s %d to %d", dptr->dname, makeplural(descr),
      |                           ^~
dungeon.c:2169:26: note: directive argument in the range [-2147483647, 2147483646]
 2169 |             Sprintf(buf, "%s: %s %d to %d", dptr->dname, makeplural(descr),
      |                          ^~~~~~~~~~~~~~~~~
In file included from ../include/config.h:631,
                 from ../include/hack.h:10,
                 from dungeon.c:6:
../include/global.h:274:24: note: 'sprintf' output 10 or more bytes (assuming 1427) into a destination of size 256
  274 | #define Sprintf (void) sprintf
dungeon.c:2169:13: note: in expansion of macro 'Sprintf'
 2169 |             Sprintf(buf, "%s: %s %d to %d", dptr->dname, makeplural(descr),
      |             ^~~~~~~
dungeon.c: In function 'print_mapseen':
dungeon.c:3185:33: warning: '%s' directive writing up to 255 bytes into a region of size 249 [-Wformat-overflow=]
 3185 |         Sprintf(outbuf, " (play %s to open or close drawbridge)", tmp);
      |                                 ^~                                ~~~
In file included from ../include/config.h:631,
                 from ../include/hack.h:10,
                 from dungeon.c:6:
../include/global.h:274:24: note: 'sprintf' output between 37 and 292 bytes into a destination of size 256
  274 | #define Sprintf (void) sprintf
dungeon.c:3185:9: note: in expansion of macro 'Sprintf'
 3185 |         Sprintf(outbuf, " (play %s to open or close drawbridge)", tmp);
      |         ^~~~~~~
dungeon.c:3350:35: warning: '%s' directive writing up to 255 bytes into a region of size 240 [-Wformat-overflow=]
 3350 |         Sprintf(buf, "%sThe castle%s.", PREFIX, tunesuffix(mptr, tmpbuf));
      |                                   ^~
In file included from ../include/config.h:631,
                 from ../include/hack.h:10,
                 from dungeon.c:6:
../include/global.h:274:24: note: 'sprintf' output between 18 and 273 bytes into a destination of size 256
  274 | #define Sprintf (void) sprintf
dungeon.c:3350:9: note: in expansion of macro 'Sprintf'
 3350 |         Sprintf(buf, "%sThe castle%s.", PREFIX, tunesuffix(mptr, tmpbuf));
      |         ^~~~~~~

explode.c:541:69: warning: '%s' directive writing up to 255 bytes into a region of size 236 [-Wformat-overflow=]
  541 |                     Sprintf(g.killer.name, "caught %sself in %s own %s", uhim(),
      |                                                                     ^~
In file included from ../include/config.h:631,
                 from ../include/hack.h:10,
                 from explode.c:5:
../include/global.h:274:24: note: 'sprintf' output 21 or more bytes (assuming 276) into a destination of size 256
  274 | #define Sprintf (void) sprintf
explode.c:541:21: note: in expansion of macro 'Sprintf'
  541 |                     Sprintf(g.killer.name, "caught %sself in %s own %s", uhim(),
      |                     ^~~~~~~

hacklib.c: In function 'yyyymmddhhmmss':
hacklib.c:1034:28: warning: '%02d' directive writing between 2 and 11 bytes into a region of size between 4 and 11 [-Wformat-overflow=]
 1034 |     Sprintf(datestr, "%04ld%02d%02d%02d%02d%02d", datenum, lt->tm_mon + 1,
      |                            ^~~~
hacklib.c:1034:22: note: directive argument in the range [-2147483647, 2147483647]
 1034 |     Sprintf(datestr, "%04ld%02d%02d%02d%02d%02d", datenum, lt->tm_mon + 1,
      |                      ^~~~~~~~~~~~~~~~~~~~~~~~~~~
In file included from ../include/config.h:631,
                 from ../include/hack.h:10,
                 from hacklib.c:7:
../include/global.h:274:24: note: 'sprintf' output between 15 and 67 bytes into a destination of size 15
  274 | #define Sprintf (void) sprintf
hacklib.c:1034:5: note: in expansion of macro 'Sprintf'
 1034 |     Sprintf(datestr, "%04ld%02d%02d%02d%02d%02d", datenum, lt->tm_mon + 1,
      |     ^~~~~~~
2021-02-01 16:36:17 -05:00
nhmall
f963c5aca7 switch source tree from k&r to c99 2021-01-26 21:06:16 -05:00
nhmall
0c3b9642e4 pmnames mons gender naming plus a window port interface change
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.

replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.

consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)

consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).

related function or macro additions:
    pmname(pm, gender) to get the gender variation of the permonst name. It
    guards against monsters that haven't got anything except NEUTRAL naming
    and falls back to the NEUTRAL version if FEMALE and MALE versions are
    missing.

    Ugender to obtain the current hero gender.
    Mgender(mtmp) to obtain the gender of a monster

While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
    pmname(ptr, gidx)
      where -ptr is a permonst *
            -gidx is an index into the pmnames array field of the
             permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.

Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.

male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.

tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.

statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.

I expect some refinement will be required after broad play-testing puts it to
the test.

    consolidate caveman,cavewoman and priest,priestess monst.c entries etc

This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.

Window Port Interface Change

Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.

The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.

win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.

Interface change additional info:

    print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
            -- Print the glyph at (x,y) on the given window.  Glyphs are
               integers at the interface, mapped to whatever the window-
               port wants (symbol, font, color, attributes, ...there's
               a 1-1 map between glyphs and distinct things on the map).
            -- bkglyph is a background glyph for potential use by some
               graphical or tiled environments to allow the depiction
               to fall against a background consistent with the grid
               around x,y. If bkglyph is NO_GLYPH, then the parameter
               should be ignored (do nothing with it).
                -- glyphmod provides extended information about the glyph
               that window ports can use to enhance the display in
               various ways.
                    unsigned int glyphmod[NUM_GLYPHMOD]
               where:
                    glyphmod[GM_TTYCHAR]  is the text characters associated
                                          with the original NetHack display.

                    glyphmod[GM_FLAGS]    are the special flags that denote
                                          additional information that window
                                          ports can use.

                    glyphmod[GM_COLOR] is the text character
                                       color associated with the original
                                       NetHack display.

Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
2020-12-26 11:23:23 -05:00
Pasi Kallinen
6a35a84c56 Fire sources can ignite candles, lamps, and potions of oil
... on the floor, in monster inventory, and in hero's inventory.

Items in your inventory being ignited produce a message even if you're
blind - you can see the lit-state by viewing inventory anyway, so just
give player the message.

(via xNetHack)
2020-09-30 19:49:10 +03:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR
1afa961416 fix github issue #343 - scattered objects
landing on water or lava without being affected.

Reported for exploding bag of holding but has been a latent issue
for scatter() for ages.

Fixes #343
2020-05-12 15:26:28 -07:00
nhmall
3ccc6e5308 Merge branch 'NetHack-3.6' 2019-10-17 20:52:10 -04:00
Pasi Kallinen
9e9ee59ca7 Fix hero hiding under a statue shattered by land mine
Trigger a land mine while being polymorphed into a monster that
automatically hides (eg. scorpion). Have the statue on the land mine
shatter and all items on that square scatter away. Avoid falling
into the pit left by the land mine.
2019-10-13 19:30:32 +03:00
nhmall
72fcfadf23 Merge branch 'NetHack-3.6' 2019-10-08 20:27:39 -04:00
Pasi Kallinen
e92445810f Fix ball and chain sanity
Scatter did not consider the ball or chain, and moved them around, causing
ball and chain sanity error.

One way to trigger was being punished, with chain on a land mine and having
a monster trigger the mine. Now the chain will shatter, unpunishing the hero.
2019-10-08 19:47:51 +03:00
Bart House
1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House
be5cdcf77a killer, level and rooms move to instance globals. 2018-12-24 19:50:08 -08:00
Bart House
572ee347b9 Another round of instance globals changes. 2018-12-24 16:43:50 -08:00
Bart House
576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Bart House
e4ab048c90 Even more globals moved to instance_globals.c 2018-12-19 20:01:55 -08:00
PatR
011181a6ed make diluted oil less effective than normal oil
Suggested 6.5 years ago...
2018-12-18 17:16:05 -08:00
PatR
e5c488b15e fix github pull request #161 - scatter()
Fixes #161

Report states that scattering objects might leave a 'pile' glyph when
no longer appropriate.  I didn't try to reproduce that, just took it
on faith.  The fix tried to be too efficient and might have missed
fixing the display if breaks() or ohitmon() destroyed the objects
being scattered and left 'total' at 0.
2018-11-24 15:22:33 -08:00
PatR
4f61e9697c fix github issue #134 - display of migrated objects
Fixes #134

An invisible hero (who can't see invisible and doesn't have autopickup
enabled) going down stairs to an object which fell down those stairs
will see the stairs instead of the object on them.  Missing newsym()
in obj_delivery() when objects aren't being passed through scatter().
2018-09-22 15:18:38 -07:00
Pasi Kallinen
d2eba695c8 Use DEADMONSTER instead of checking mhp 2018-08-30 20:05:18 +03:00
PatR
c058826995 fix #H7015 - explosion chain reaction bug
The fix to prevent "crushed by a gas spore's explosion" set killer.name
to an empty string after a gas spore explosion finished, but that made
nested explosions end up with empty killer.name after the innermost
call completed.  explode() shouldn't have been hanging on to a pointer
to a global value that is subject to change while it executes.  Making
a local copy of the current value at the time explode() is called will
solve that (I hope...).

Simply reverting the reset of killer.name wouldn't have been correct.
The innermost explosion would still be clobbering killer.name for any
outer MON_EXPLODE explosions in progress.  When the only exploding
monster is gas spore, that wouldn't be noticeable.  But having other
types of exploding monsters and a chain reaction which affected more
than one type would have exposed that bug.  I think this fixes both
aspects of this problem but don't have a second type of exploding
monster to verify the second part.
2018-03-30 17:05:23 -07:00
PatR
892f210c1e fix #H6610 - completely burnt paper golem
When a monster killed a paper golem with a fire attack, the player was
told that the golem "burns completely" yet it might still leave some
blank scrolls as 'corpse'.  The fix for that was one-line, but several
other death-by-fire situations which didn't report "burns completely"
were also leaving scrolls:  fireball spell or scroll of fire or other
fire explosions (if any), also wand of fire.  Fire trap and poly'd
hero with fire attack were already suppressing 'corpse'.
2017-12-14 16:22:36 -08:00
PatR
1deb8dbcf1 more explosion vs u.ustuck
Fix a FIXME (poly'd hero hit by explosion while holding a monster
which is also hit by that explosion takes double damage even if the
held monster got killed) and an incorrect comment.

Add a FIXME about grabbers (monster or hero) who are outside the
explosion radius but holding someone who is inside.
2017-11-25 17:01:06 -08:00
PatR
4dbfb4abeb fix #H6489 - explosion double damage to ustuck
Report asked why u.ustuck takes double explosion damage, and concocting
a reason uncovered several inconsistencies.  Grabber takes double damage
for reaching into hero's spot, but only when that spot is within the
explosion's radius and only if hero isn't engulfed.  Poly'd hero takes
double damage if holding a monster which is hit by the explosion.

There are still multiple bugs here:  if the hero is grabbing a monster
which gets killed by the explosion, the fact that one was held is
forgotten by the time damage is inflicted upon the hero.  Just a messy
detail that I opted not to get bogged down in.  But much messier is
that grabber might be outside the explosion radius reaching into that
to hold grabbee, in which case no damage is inflicted.  Handling that
for out-of-range monster holding exploded hero shouldn't be very tough,
but handling it for out-of-range hero holding exploded monster could be
hard.  Anyway, it's more headache than I intend to tackle.
2017-11-23 16:37:20 -08:00
Pasi Kallinen
4b7aea0eac Fold invisible glyph unmapping into single function 2017-10-07 16:24:49 +03:00
PatR
719af503e7 fix #H6104 - no potion handling in thitu()
thitu() is mostly used for arrows and darts "thrown" by traps, but
scatter() uses it on items launched by a land mine explosion.  Traps
had no need for potion handling, but scattering does.  Changing thitu()
to call potionhit() required that more information be passed to the
latter in case killer reason was needed, and thitu()'s callers needed
to be updated since it now might use up its missile (only when that's
a potion, so scatter() is only caller which actually needed to care).

Quite a bit of work--especially the testing--for something which will
never be noticed in actual play.  In hindsight, it would have been
much simpler just to make scatter destroy all potions rather than
allow the 1% chance of remaining intact (via obj_resists()), or else
leave any intact ones at the explosion spot instead of launching them.
2017-09-25 10:42:43 -07:00
PatR
0ad33783f0 crushed to death by a gas spore's explosion
From the newsgroup, remarking on an usual cause of death seen at NAO.
Surviving a gas spore's explosion (via hit points, not from life-saving)
left "gas spore's explosion" as stale killer.name.  Being killed by
opening a drawbridge (but not by closing or breaking one) only assigned
killer.name if it didn't already have a value, so the stale reason got
used:  crushed to death by a gas spore's explosion.

This fixes it two ways:  clear the stale value after surviving the
explosion, and assign a specific reason when opening the drawbridge.

This also removes stale reason for death set up by various drawbridge
activity.  For the usual case, the hero only survives by life-saving
which does its own clearing of killer.name.  But there might have been
cases where it was being set for the hero when operating on a monster,
so no life-saving involved.  The drawbridge code is not the easiest
code to navigate....
2017-08-21 15:50:36 -07:00
PatR
b604656077 explode.c bits
Update a comment prompted by '#H5459 - explosions and steeds'.
Also a couple of formatting changes.

This doesn't attempt to address the reported issue:  hero's and
steed's resistances are intermingled when exploding at the hero's
coordinates and influence the effect on both.  Inherited from the
behavior for an engulfed hero, and might not necessarily be a bug.
2017-05-29 17:17:36 -07:00
Alex Smith
ee5b488514 Differentiate between monster anger from attacks and from other causes
setmangry() and wakeup() were being used for multiple purposes. Add an
extra parameter to track which. This fixes several minor bugs (e.g.
whether monsters with no eyes were angered by (useless) gaze attacks
against them previously depended on the state of a UI option, and
the Minetown guards would be annoyed if you used a cursed scroll of
tame monster on a shopkeeper). It's also a prerequisite for the
Elbereth changes I'm working on.
2016-10-17 18:19:22 +01:00
PatR
0a15d425a8 implement #H4340 - indirect kills vs pacifism
Implement the suggestion that a monster killing itself with acid
to avoid turning to stone or with fire to avoid turning into green
slime not break pacifist conduct even if the player caused the
"turning into" situation that triggered the accidental suicide.

Along the way I discovered a serious bug:  zhitm() applies damage
to target monster but leaves it to caller to finish killing off
that monster when damage is fatal, but muse_unslime() called it
without checking whether the monster should die.  For fire breath
that shouldn't matter since all fire breathers are immune to fire
damage, but when support for wands of fire and fire horns was
added later it just cloned the fire breath code and neglected to
check for fatal damage.  The result was that a monster with 0 HP
would be left on the map, then impossible "dmonsfree: 1 removed
doesn't match 0 pending" would be given when taking it off fmon
list, but a stale monster symbol (presumably level.monsters[][]
pointer too) was left on the map which eventually led to monsndx
panic or arbitrary crash.
2016-05-14 16:57:56 -07:00
PatR
c53565036c fix scatter feedback
Reported directly to devteam (for 3.4.3 but still present in 3.6.0):
an unseen landmine explosion which caused scatter() to break a
boulder or statue would give feedback as if the hero could see the
boulder or statue being destroyed.

Also, a couple of landmine explosion messages didn't take deafness
into account.
2016-03-19 15:46:33 -07:00
PatR
9114a334c9 fix "killed by a died"
Explosion caused by an unseen gas spore resulted in messages about
"explosion" instead of "gas spore's explosion", which is intended, but
followed that with a death reason of "killed by a died" which isn't.
2015-12-23 16:05:45 -08:00
PatR
c09fe294dd formatting: more casts 2015-11-07 20:02:04 -08:00
PatR
b7b9d8faa9 formatting: src/e*.c - l*.c continuation lines
Relatively small number of continuation fixes needed for this subset.

Quite a bit of mangling to engrave.c unrelated to continuation lines,
with three or four coding changes.
2015-10-20 17:55:26 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
6aaece4ba7 Fix sleep explosion causing impossible().
Also clean up come ternaries while I'm here.

My first attempt to fix was to add AD_SLEE to explode(), but that failed
because do_break_wand() already does the sleeping portion. I don't
generally like the duplication between explode() and do_break_wand as a
result, but I consider that issue a project for another day.
2015-05-24 09:24:11 -04:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
Pasi Kallinen
debdf7ca48 Move some hard-coded string arrays into data files.
Random epitaphs, engravings and hallucinatory monsters now
live in text data files.
2015-03-18 22:05:10 +02:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
nethack.rankin
e8e291b018 fix #H3039 - panic() when trying to drop destroyed items
From a bug report, dropping a lit
(burning) potion of oil while levitating can produce an explosion which can
destroy inventory.  If in the process of dropping multiple items, the ones
after the oil might be gone, resulting in use of stale pointers and possibly
triggering an "extract_nobj: object lost" panic or even a crash.  While
testing my fix, I discovered that being killed by an exploding potion of oil
could produce an "object_is_local" panic if bones are saved  (and reproduced
with unmodified 3.4.3).
2013-11-05 00:57:56 +00:00
nethack.rankin
8f3c74d804 wand/spell/breath zaps hitting secret doors (trunk only)
From a bug report, black dragon breath
destroys closed doors didn't acknowledge hitting secret doors.  bhit()
reveals secret doors, but zap_over_floor() (called by buzz() for ray-type
wands and spells, and for breath attacks) didn't check for hitting those.

     When testing the fix, I noticed that feedback for an explosion caused
by breaking a wand was worded oddly for zaps like magic missile which don't
damage doors.  "The door absorbs your bolt" didn't make much sense; what
bolt?  That was first changed to "absords your blast", which still sounded
weird, then to "absorbs the blast", which seemed better but was inaccurate.
Next was "absorbs some of the blast" since the explosion continues to hit
adjacent spots, but since it still has full strength that wasn't accurate
either.  It's finally become "The door remains intact."  Unlike with zaps,
there is no additional range being lost, so no reference to absorption.
2009-05-28 14:09:30 +00:00
keni
4eabcee787 Add RCS version lines 2009-05-06 10:50:32 +00:00
nethack.rankin
8c90e9ae7b fatal explosion feedback (trunk only)
From the newsgroup:
    As you read the scroll, it disappears.
    The scroll erupts in a tower of flame!
    Your spellbook of force bolt catches fire and burns!
    [...]
    Your potion of paralysis boils and explodes!
    Something seems to be holding you.
    Do you want your possessions idenified?
This character survived the burning and boiling objects then succumbed
to the initial flame explosion.

     A fatal explosion calls done() without any explanation.  Or rather,
it dated to the time where it would immediately follow "the scroll erupts
in flame" (or "you are caught in <some kind of> explosion") without the
chance for intervening messages.  Then when item destruction was moved
sooner (for bones file purposes), message sequencing was left dangling.
This patch adds a new "it was fatal" message in front of done().
2009-01-05 00:35:39 +00:00