Subject was "display crash while in curses mode". Restoring with
perm_invent set in config file or NETHACKOPTIONS when the save was
made while swallowed (regardless of perm_invent at that time) resulted
in a crash when invalid u.ustuck was referenced before restoration had
done its pointer fixups.
init_nhwindows() is called with perm_invent On;
restgamestate() temporarily turns it Off (3.6.2 restore hack);
if/when update_inventory() gets called, curses notices that the
persistent window has been disabled so it tears down all its windows
in order to redraw the screen without that one;
docrt() sees non-Null u.ustuck and calls swallowed();
swallowed() tries to use the value of that pointer rather than just
Null/non-Null but the value is from the previous game session, not
valid for the current session;
crash.
Make yet another attempt to prevent update_inventory() from being
called during restore. curses won't try to redraw and the crash
won't happen. But the invalid pointer is still lurking (until an
eventual fixup later during restore).
An earlier fix for update_inventory() during restore actually handled
this problem (for the most common trigger, setworn(), but not in
general), so the 3.6.2 behavior is a regression.
Fix a couple of glitches and add an enchancement. The monster
attributes structure left the 'hidden' field uninitialized unless user
specified "hidden". Mimics were being flagged with mon->mundetected
because they pass the is_hider() test but they 'hide' by taking on an
appearance rather than being unseen due to mundetected. hides_under()
monsters fail the is_hider() test, but can become mundetected if there
is at least one object present. Eels/other fish are neither is_hider()
nor hides_under() but can be mundetected at water locations. So alter
'hidden' handling to deal with these various circumstances.
Asking for 'hidden' for any type of creature will result in having its
location be highlighted if it can't be actively seen or detected. So
using '2000 ^G piranha' will fill up the Plane of Water "normally" but
'2000 ^G hidden piranha' will result in a ton of draw-glyph/delay/
draw-other-glyph/delay sequences and take a painfully long time. Moral
of the story: don't combine 'hidden' with a large count unless you
want to spend quite a while watching the level's fill pattern. Turning
off the 'sparkle' option will cut the flashing in half but still take
a long time. If you really need to fill a level with hidden creatures
and can't bear the flashing/highlighting, use blessed potion of monster
detection or #wizintrinsics to have extended detect. Then all created
monsters will be seen so none will trigger location highlighting.
If you create a 'stalker' or 'invisible stalker' or 'invisible <other-
mon>' its location won't be highlighted, but for 'hidden stalker' or
'hidden invisible stalker' or 'hidden invisible <other-mon>' it will
(provided you don't actually see it due to See_invisible or sensemon()).
Preserve temporary fake object's previous dknown value by storing it
as a flag value within the m_ap_type field of the posing monster, and
recalling it when it is needed.
This is intended to help eliminate observable differences in price display
between real objects and mimics posing as objects.
98% of this is just switching the code to utilize macro M_AP_TYPE(mon)
everywhere to ensure that the flag bits are stripped off when needed.
When the 'time' option is on and context.botl isn't already set,
call a simpler status update routine that ignores all other fields.
When that flag is already set, full status update takes care of time
along with the other fields.
Expected to reduce bottom lines processing time but not screen I/O.
Only lightly tested.
Noticed while testing statuslines on a small terminal window. Using
the cursor to pick locations that panned the map to view a new subset
would end up showing a new view of the regular map rather than a
different section of what was currently displayed. For farlook that
caused monsters to take on new hallucinatory forms which was fairly
inconsequential, but for #terrain and various forms of detection it
reverted to the ordinary map instead of showing the map features that
the player requested or the temporarily revealed monsters and such.
Most interfaces keep track of the whole map and just show their view
of the new subset when panning, similar to redisplay after being
covered up and then re-exposed, but tty isn't doing that. I made
same change to Amiga as to tty since the code it was using was very
similar. I haven't touched any of the other interfaces and assume
that they don't need this. I've verified that curses and X11 don't.
Something else noticed while testing #H8271: toggling perm_invent on
with 'O' didn't show anything (at least with curses) until some later
action caused it to be updated. Make updating persistent inventory be
included with full redraw and set the need_redraw flag when toggling
perm_invent.
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).
I think the only code change was in the function for the help command.
While looking at something else, I noticed that newsym() was checking
for pool and lava by examining the terrain type directly rather than
using the pool and lava checks, so it would never show a gas cloud at
a closed drawbridge (the spot in front of the portcullis). Level's
terrain at a closed drawbridge spot is DRAWBRIDGE_UP; need to look at
drawbridgemask field to figure out whether the accessible terrain at
that spot is moat or lava.
Noticed while testing the fix for the recently reported clairvoyance
bug. I saw a '1' move onto an 'I', then when it moved again the 'I'
reappeared. The remembered unseen monster couldn't be there anymore
if the warned-of monster was able to walk through that spot, so
remove any 'I' when showing a warning (digit) to stop remembering an
unseen monster at the warning spot.
Nobody has ever reported this so fixing it isn't urgent, but fixing
it is trivial so I'm doing it in now (without the clairvoyance fix).
This started out as a fix for '#H5460 - minor monster detection bug'
but that report turned out to be wrong. It claimed that pets weren't
highlighted as pets if the only way to observe them was via extended
monster detection, but the code (both 3.6.0 and current) indicates
otherwise. Detected monster highlighting is bypassed for pets.
Reorganize the code slightly to emphasize that this is intentional:
tameness trumps remote detection when choosing which highlight method.
For tty, if hilite_pet and use_inverse are both enabled or both
disabled, you can't see the difference anyway. At least I can't....
That report also wanted the use_inverse option to be changed (I guess
it's overloaded for multiple things) so I haven't marked #H5460 as
closed.
When --More-- was written to leftmost column of line 2 while the
hero was swallowed, after player acknowledged it and the top line
was cleared, the cursor ended up in the wrong place. I still
don't understand what in the world is going on here, but adding
'flush_screen(0)' after 'swallowed(1)' in docorner() makes the
problem go away. Why is the behavior different when --More-- is
in the first column than when it's anywhere else?
After that fix, I commented the whole thing out. The swallowed
optimization is just not significant enough to justify peeking at
core internals.
Core bit: prior to those two changes, I tried inserting 'bot()'
into swallowed(). It moved the mis-positioned cursor from the
end of the second status line to on the map just right of the
bottom right corner of the swallowed display. That didn't fix
anything, but I've left it in place. bot() to update status is
needed following cls(); now it happens before redrawing the map
instead of at some point after.
When underwater, map adjacent lava as lava rather than as "not water".
The Valkyrie quest has lava adjacent to water and the hero ought to
be able recognize it while immersed so she doesn't try to climb out
of water directly into lava.
When the color option is disabled and lava uses the same symbol as
pool or as water (which is the case for default ascii, DECgraphics,
and IBMgraphics), apply the detected-monster display effect to lava.
For tty, this will draw it in inverse video if the use_inverse
option is enabled. (Assumes non-tty will nearly always be using
color so not care.) Creating a separate mapglyph special attribute
for B&W lava instead of overloading MG_DETECT ought to be done but
I didn't want to modify any interface code.
From a bug report sent directly to devteam 16-Jan-2015 (subject:
"NH343 (NAO version) - display bug"), if the hero was blind and
levitating and searched next to 'I' (text) or '?' (tiles) which
was displayed on top of a known pool and the remembered unseen
monster was no longer there, the 'I'/'?' was removed but the spot
was redrawn as floor rather than water.
Changes to be committed:
modified: include/extern.h
modified: src/allmain.c
modified: src/detect.c
modified: src/display.c
Bug bz22 (no corresponding web id) reported quite some time ago.
Reported:
Warning stays on when a "lurker above" is co-located with a
boulder, even when you are adjacent to the spot. Even though
you see the warning symbol and not the boulder, an attempt
to move in that direction tries to move the boulder, rather
than attack the creature you know to be there. What's more,
you can get the
"You hear a monster on the other side of the boulder..."
preventing anything from happening if there is a monster on
the other side of the spot. The player doesn't necessarily
even know there is a boulder there at the time (because
warning trumps the boulder display) so it can all be somewhat
confusing.
Change:
- Split off a section of the search0() code for monsters into
a separately callable function, arbitrarily named mfind0(),
which takes a special arg for this particular scenario.
- If you have Warning and you get adjacent to an unseen hider
such as a lurker above with the Warning glyph still displayed,
a specific search is carried out for the obviously present monster.
- The boulder concerns in the original report should become moot
after this.
Original bug report:
> When killing something that's carrying a potion, or death-drops a potion,
> or stands on top of a potion, with a force bolt or a wand of striking,
> "you hear something shatter" or "a potion of foo shatters" but the corpse
> is inverse as if it's (still) a pile.
Unfortunately the newsym() checks for already existing glyph, and
the gbuf doesn't distinguish between object piles and single items,
so newsym doesn't mark the location for update.
This is a dirty hack to force the newsym to update the glyph.
The glyph buffering should be revisited in a future version.