Changes to be committed:
modified: src/pager.c
When the previous occurrence that triggered a segfault
was fixed, I didn't check for more of them. It turns out there
were more instances.
This also removes some dead code.
Explore mode is now an extended command #exploremode.
There's no sense that a command used max. once per game, and
in normal games not at all, takes up a key. So, analogous to
the 'x' command (swap weapons), 'X' now toggles two-weapon
combat.
When looting a location with multiple containers, show a menu for user
to pick the containers to loot instead of asking a yes/no question for
each container.
Changes to be committed:
modified: src/pager.c
Steps to reproduce the reported segfault:
Use / command, answer n, press space and enter
In do_look() variable glyph is only set to a proper
value if using the screen (from_screen) or the
mouse (clicklook).
On the code path that triggered the segfault,
glyph was being passed to mapglyph with a random
arbitrary value.
If glyph had been initialized at the start of
do_look(), it would have prevented the segfault,
but would have always displayed a giant ant or
something silly instead of the correct thing.
Don't use glyph except under
from_screen || clicklook.
If you run a server, then you know of the somewhat annoying perm_lock
errors that creep up, requiring your attention before anyone else can
start a game.
This patch properly implements fcntl(2) locking on systems that can
handle it (*nix systems), that results in the lock being automatically
released on program termination, whether abnormal or not.
Original patch by Drew Streib, update by Edoardo Spadolini
This finally eliminates all direct increases of `oeroded` and `oeroded2`
and moves them all to go via `erode_obj()`. They are still manipulated
directly in a few places, but not to erode objects.
This now merges the `fire_damage()` function to a common codepath, used
for items on lava and burning oil, but fire needs more work. There is
still a duplication between `destroy_item()` and `fire_damage()`; the
two codepaths should eventually be merged in some manner so that there
is only one codepath to say "an object was affected by fire". This path
might require some parameters, such as whether the fire will just erode
objects or burn them outright, but that can happen another day.
This now ensures that dipping into water works like other sources of
water damage. There is a potentially significant gameplay change here:
dipping a container into uncursed water will wet all its contents. If
this is a problem, then we should add another parameter to water_damage
which will suppress this behaviour for dipping.
This reverts commit 7f0f43e6f9 and some related
subsequent commits.
This compiles, but I have not done extensive testing.
Conflicts:
include/config.h
include/decl.h
include/extern.h
include/global.h
include/tradstdc.h
include/wintty.h
src/drawing.c
src/files.c
src/hacklib.c
src/mapglyph.c
src/options.c
sys/winnt/nttty.c
win/tty/getline.c
win/tty/topl.c
win/tty/wintty.c
Move debugging output into couple preprocessor defines, which
are no-op without DEBUG. To show debugging output from a
certain source files, use sysconf:
DEBUGFILES=dungeon.c questpgr.c
Also fix couple debug lines which did not compile.
This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.
This change has two parts.
First, the Book of the Dead now has a special message in lava. This was
originally added by Steve Melenchuk (aka Grunt) as a precaution against the Book
burning up. While I'm pretty sure that the Book can't burn up in the current
codepath, the message is a nice touch and it doesn't help to add a safety check.
Second, always print the inventory destruction messages. The reason for this is
fairly subtle, but relates to the timing. By not printing the messages when
dying, the visible effect to the player is that if they have lifesaving, the
items burn up before they die, but if they do not, they burn up after they
die---the fact that they do burn up is visible in the dump or bonesfile.
This avoids a player being left standing on lava if their boots are burned up and
they survive the damage.
This change is originally due to Steve Melenchuk, fixed up by Derrick Sund.