Revise sanity_check to acknowledge that buried objects might be unpaid
or no_charge. (For unpaid, drop shop-owned object in a gap in the
shop wall or in the free spot; for no_charge, drop something the shk
doesn't care about, or drop any hero-owned item and decline to sell.
Dig a pit. Push or drop a boulder to fill the pit.)
Change 'I' to look for unpaid objects on the floor and for buried ones
when deciding when to include 'u' in the list of candidate object
classes and pseudo-classes.
Change 'Iu' to mention buried unpaid objects as well as floor ones.
For both non-invent categories, show a combined count without cost
info.
Have sanity_check of monster inventory test for unpaid and no_charge.
When a monster (including pet) picks up an item that's marked unpaid
(so one dropped on shop boundary, not an ordinary for-sale one), take
it off hero's shopping bill. If dropped--pet behavior or monster
death--inside the shop, it will become for-sale rather than no_charge
or back on bill. [Removal from bill is needed to prevent an unpaid
object ending up outside the shop if a monster carries it out, and
current sanity_check complains about an unpaid item in mon->minvent.]
When a shopkeeper becomes angry, clear the no_charge flag for all
floor objects on the level, even if they happen to be in another
shopkeeper's shop. Should prevent sanity_check warnings if/when the
angry shk leaves the shop, and once the shk is pacified, items in
the shop that used to be available for free will become for-sale.
Redo the details about giving or suppressing "with great effort you
push the boulder". It works the same except that if push a different
boulder than previously, you'll get a new message. If you do it
while riding, you have the same lack-of-message for successive pushes
instead of getting a message every turn.
Don't exercise strength when pushing a boulder if poly'd into a giant.
Rewrite much of the paragraph about the run-time config file.
Remove mention of '-p @' since it doesn't actually work.
Expand 'nethack -s' a bit.
Revise --showpaths.
Shuffle --scores, --version, --showpaths, and --usage into the same
order as usage feedback lists them, primarily scores first and usage
last.
Take unpaid shop items off the bill if they're on the floor and
wall repair moves them from the shop boundary to all the way inside
the shop.
I don't think it's possible for items to be moved out of the shop
except for the very special case of moving into an adjacent shop
which shares the wall, so clearing no_charge for an item that is no
longer inside a shop is academic.
If hero zaps self with a wand and the result is fatal, report the
death as "zapped himself with <a wand of sometype>" rather than just
"zapped himself with a wand".
Throwing while levitating or getting hit for knockback effect could
move hero carrying unpaid items out of a shop. If that happened,
sanity_check complained that unpaid items weren't in a tended shop.
Check for entering and leaving special rooms during recoil same as
gets done for ordinary movement. Leaving a shop via recoil or
knockback while owing a bill now gets treated as robbery immediately
rather than waiting until hero voluntarily moves to another spot
after recoil has finished.
I don't know whether we'll ever run the code through clang-format
again, but in case we do, end-of-line comments which span lines
should begin continuation lines with '*', otherwise they get turned
into block comments beginning on the next line.
|code; /* start
| end */
gets changed to
|code;
|/* start end */
but
|code; /* start
| * end */
stays as-is.
Reconcile boulder pushing with no_charge sanity checking. The hack.c
part comes from entrez.
Pushing a for-sale boulder from inside the shop to the shop's boundary
("free spot", doorway, or gap in wall) adds it to the shop bill even
though it's still on the floor. Leaving the shop without paying for
it is a robbery. Also, pushing an unpaid boulder that's on the shop
boundary to any spot that's all the way outside the shop is robbery.
More unpaid/no_charge sanity checking. If a shop contained any
no_charge objects and was robbed, they would be left no_charge and
trigger sanity check warnings (no_charge in "untended shop") once
the shopkeeper got past any Kops in the way and exited the shop.
Earlier testing didn't wait around long enough for that exit to
happen.
Clear no_charge as soon as the robbery is detected.
Redo the way coordinate pairs are lined up for /m /O &c.
Original
| <8,9> $ gold pieces
| <10,10> * rocks
| <9,12> % newt corpse
Previous
| <8, 9> $ gold pieces
| <10,10> * rocks
| <9,12> % newt corpse
Now
| <8,9> $ gold pieces
| <10,10> * rocks
| <9,12> % newt corpse
Override right justification instead of inserting a space. It looks
better for the situation where all y values are 1 digit.
An object in a shop that was marked no_charge and got removed from
the shop by means other than the hero picking it up (test case
teleported it out while hero was inside shop) was left with the
no_charge bit set. It's supposed to only be set for objects inside
shops so was triggering the recently added no_charge sanity checks.
Changing stolen_value() to have it pass the reset_nocharge arg to
billable() solves this but could have unanticipated results with
other stealing from shops.
When /m or /M or /o or /O shows monsters or objects with locations
displayed as map coordinates, make those line up by their commas.
Old
| <8,9> $ gold pieces
| <10,10> * rocks
| <9,12> % newt corpse
New
| <8, 9> $ gold pieces
| <10,10> * rocks
| <9,12> % newt corpse
(The data is gathered by row so implicitly sorted by y.)
If someone is crazy enough to set ROWNO to three digits, values
will only line up by the comma when all values have row less than
100 or all are 100+. Setting COLNO to three digits isn't an issue
unless the total witdh of "<" + xxx + "," + yy ">" is more than 8
(which would push object class letter and object description one or
more extra columns to the right, messing up overall alignment but
still showing accurate data).
If you kill an engulfer and get dropped onto a level teleporter or
magic portal, wait until end of turn to perform the level change.
The code to finish off killing the engulfer was left with a stale
pointer for the monster when level change happens immediately.
The level change was being forced to be immediate so that something
noticable happened before being asked for what to name a teleport
scroll read while cursed or confused, but such scrolls become
discovered these days. So when no prompting for what to call the
scroll takes place, there's no need to change levels instantly.
This issue was just fixed but this commit is simpler. The previous
fix is left in place in case some other level change path is--or
becomes--possible.
When running #wizkill, if hero was swallowed and you killed the
engulfer and that dropped hero onto a level teleporter, the targetting
loop for selecting the next monster to kill kept going after changing
to another level. Terminate #wizkill if killing something sends you
to a different level.
Not fixed, and an old bug, or variation of one: the cursor got
positioned at the coordinates of your spot on the prior level even
though the part of the new level where you actually arrived was
displayed.
The hack.c and trap.c bits are just reformatting.
When a monster could first knock you back and then grab you,
the game would emit impossible, because the knockback moved you
but the distance variables used for the grab attack were not
updated.
Update the range variables within the loop iterating through
the monster attacks.
Used up items moved to the billobjs list still have obj->unpaid set.
That should probably be cleared since it has no meaning there, but
this hasn't done that.
For those keeping score: unpaid checking has triggered three false
positives (so far) and found one bug.
If you were on a level teleporter, the spoteffects() call after
the hero gets expelled could end up going to a new level and
freeing all the monst chains from the level you were originally
engulfed on.
#0 0xba0507 in free
#1 0x87feda in dealloc_monst src/mon.c:2369
#2 0x880a02 in dmonsfree src/mon.c:2194
#3 0x9a7aa2 in savelev_core src/save.c:507
#4 0x9a7a21 in savelev src/save.c:466
#5 0x71eb9d in goto_level src/do.c:1483
#6 0x71833f in deferred_goto src/do.c:1903
#7 0xa2533f in level_tele src/teleport.c:1117
#8 0xa2567b in level_tele_trap src/teleport.c:1198
#9 0xa5c007 in trapeffect_level_telep src/trap.c:1861
#10 0xa5f856 in trapeffect_selector src/trap.c:2497
#11 0xa47497 in dotrap src/trap.c:2586
#12 0x7d669b in spoteffects src/hack.c:2859
#13 0x89d495 in xkilled src/mon.c:3187
The latter parts of xkilled() after the spoteffects() call would
then attempt to dereference the free'd monst pointer.
Save a copy of the monst struct prior to spoteffects() if you were
expelled, then point at the reference copy afterwards.
Resolves#938
Autodescribe was not updating during browse_map() when the cursor was
moved over a gold glyph that was actually a trap, causing the trap to
be described as the previous square that the cursor was on (probably
"unexplored area") instead of as gold pieces. This was especially
noticeable when using OPTIONS=whatis_coord:m, because the coordinate
was not updating when moving the cursor over the trap.