If you died while Punished but with attached ball and chain temporarily
off the map (changing levels and when swallowed are the cases I looked
at; there may be others), the ball and chain objects would not appear
in bones (for the falling-down-stairs case; bones are never saved if
hero dies while swallowed) and they weren't being freed. Put them
back on the map so that they'll be included in bones and also freed as
part of normal map cleanup.
This caused a problem if the attached ball had state OBJ_FREE due to
being thrown rather than being temporarily off the map. 'thrownobj'
was being deallocated without first cancelling punishment, so uball
object was freed via thrownobj pointer but stale uball pointer still
referenced it. Unpunishing would introduce sequencing issues because
that would need to be after attribute disclosure. So instead of
deallocating thrown or kicked object, put it/them (can't actually have
both at the same time) back on the map. This has a side-effect of
saving thrown Mjollnir in bones if it kills hero when failing to be
caught upon return. (I thought that that had been fixed ages ago?)
Bones information for the current level was freed during save but not
at end of game. Have freedynamicdata() call savelev(,,FREE_SAVE) to
throw away current level instead of trying to duplicate the actions
that performs.
The #overview command can provide some feedback about levels loaded
from bones files; that data wasn't being released at end of game.
(There are two copies of that data, one set always in memory with
the overview data [final_resting_place field in the 'mapseen' data],
and another set with portions attached to each relevant level [via
level.bonesinfo]. Neither set was being properly freed; this only
addresses one of them, so far. The per-level data can probably be
eliminated--for post-3.6--since DUNGEON_OVERVIEW isn't a conditional
feature as it was when that was implemented.)
The first generated luckstone is marked as the prize in mines' end.
Make sure we generate the intended one first, before any other
(possibly randomly generated) luckstones.
if one of the random objects happened to be a luckstone then
it and the explicit one got marked as a prize.
Following this change, only one will be marked as the prize,
but a follow-up on the order of things in mines.des may be
warranted to ensure it is the explicitly placed luckstone.
Back in February, my e991dd1b0c added
ESC (when there's no input) as an early return for curses' getline,
but it neglected to clean up some allocated memory.
Fix a problem introduced by f218e3f15e
and/or a19e64e470. Sometimes the line
after a prompt would be empty and the next message get shown on the
line after that. a19e64e470 was intended to fix the opposite problem
so probably overshot the mark....
Sometimes curses tears down and recreates all its windows (when the
display is resized, for instance) and after doing that it repopulates
the message window with data saved for use by ^P. But it was showing
the oldest messages available rather than the most recent ones.
There is still room for improvement. That process combines short
messages but the refresh is based on the available number of lines;
combining messages can result in lines at the bottom of the message
window being left blank. This could be fixed by reverse-scrolling the
window and inserting more messages at the top, or by combining short
messages in history data instead of at refresh time. The second seems
easier but won't handle changing the message window's width sensibly,
and neither method handles wrapped, long lines well. A More>> prompt
(possibly more than one) is issued if the refresh shows too many lines
(either because long messages already took multiple lines or because
the window has become narrower and ones which used to fit now need to
be wrapped).
Air bubble movement on the Plane of Water manipulated <u.ux,u.uy>
directly when changing hero's coordinates, leaving steed with old
coordinates, resulting in dunking it when the old spot switched from
air to water. Switch to u_on_newpos() which moves the steed with
the hero and also handles clipping when the screen is too small to
show the whole map at once.
The earlier fix removed a valid optimization which happened to be
implemented incorrectly. Put that back. It also left an invalid
optimization when applied to conditions. Remove that one.
I don't think either of these explains truncating 'y' off of "Hungry"
which was shown in one of the reports.
Reported as #H8609 (1679)
Some code recently added to render_status() for BL_CONDITION:
if (!tty_condition_bits)
continue;
was short-circuiting the required copy of NOW
values to BEFORE values for later comparison
further down in the for-loop.
tty_status[BEFORE][idx] = tty_status[NOW][idx];
This caused some fields to be bypassed for rendering
once no more tty_condition_bits were set because the
length comparisons would match.