Closing nethack's window sets 'program_state.stopprint' to inhibit
disclosure interaction, but shopkeeper claiming hero's stuff or vault
guard claiming hero's gold didn't honor that and just issued normal
pline messages. For win32, they got delivered in a popup even though
nethack's window had gone away.
Make those two end-of-game situations honor 'program_state.stopprint'.
[Fix not tested on win32...]
about the armor. Wearing armor sets obj->known, making its enchantment
be shown when it gets formatted, because the AC value on the status line
lets the player deduce what that is. It was being set at the beginning
of the wear operation. If the armor got stolen before it became fully
worn, the enchantment was still shown. Defer that until the end of the
operation. An attentive player can still deduce the enchantment if the
item is stolen (because its protection starts immediately) but the hero
won't learn that enchantment unless the donning completes.
This might be suboptimal but it isn't qualitatively different from
watching a pet walk/not-walk over items whose bless/curse state isn't
known or dropping unidentified items in a shop to check their price.
The player can deduce something that the hero doesn't know yet.
I don't see the #H8124 bug getting fixed any time soon, so add a
comment about it since the relevant place is unambiguous.
No change in code except removing a couple instances of 'register'.
Noticed while investigating the issue with DECgraphics characters in
msg_window:full/combination/reverse output for tty which got fixed
by the previous commit. There was a discrepancy in DUMPLOG because
the pager code bypasses pline() in order to use putmixed(). tty
puts strings from the latter into ^P recall history (although they'll
only render correctly if nothing after the first character needs
special handling), but nothing was putting that same info into
DUMPLOG. This fix is pretty clumsy but eliminates the discrepancy.
Extend 'putstr(WIN_MESSAGE, attribute, string)'s attribute so that
'custompline(SUPPRESS_HISTORY, ...)' can work with ^P's message
history like DUMPLOG history, in order to keep autodescribe feedback
and intermediate prompts for multi-digit count ('Count: 12', 'Count:
123') prompts out of recall history. The old autodescribe behavior
could easily push all real messages out of the recall buffer when
moving the cursor around for getpos, and the count behavior looked
silly for a four or five digit gold count if you set the msg_window
option to 'full' or 'combination' and viewed them all at once.
Other interfaces may want to follow suit, but this doesn't force them
to make any changes. I added a hook for "urgent messages" that might
be rendered in bold or red or some such and/or override the use of
ESC at --More-- from suppressing further messages, but there aren't
any custompline(URGENT_MESSAGE, ...) calls (potentially "You die...",
for instance) to exercise it. Other people have implemented similar
feature it different ways and I'm not sure whether this one is really
the way to go since the core needs to categorize each message that it
deems to be urgent. MSG_TYPE:stop may be sufficent, although MSG_TYPE
matching can entail a lot of regexp execution overhead at run-time.
Fixes#101
If you tell the vault guard your name, drop carried gold, wait one
turn, then pick up the gold again, the guard will move a step away
during the wait. If you teleport away, the guard will seal vault
walls and then park himself on the one-square (so far) temporary
corridor adjacent to the vault wall. Periodically he'll say "Move
along!" and the hero will hear it, regardless of location on the
level. Unless you dig a corridor to rescue him, or one or more of
the vault's walls get breached again, he will never move.
The report emphasized that you could use this to steal the vault's
gold, but it relies on being able to teleport beyond the gaurd's
reach and if you can do that, you might as well do so before the
guard comes. The stranded guard, and him saying "Move along!" when
no longer leading hero out of the vault, are more significant bugs.
Bonus fix: if the game ends and the guard seals up the vault while
the hero is in a spot that gets fixed up (vault wall or temporary
corridor) don't give the "You are encased in the rock" message if
game end was due to death rather than quit.
When ^I was changed to allow picking more than one item to make
its temporary identification become persistent, group accelators got
left out. So to pick all potions, you needed to select them letter
by letter (or via '.' to select everything, then deselect non-potions
letter by letter). Now you can use '!' to select all potions.
Make healing magic which cures blindness also cure deafness. So,
drinking non-cursed potion of healing or any extra healing or full
healing; breathing fumes from blessed potion of healing or non-cursed
potion of extra healing or any potion of full healing; prayer reward
to cure blindness as a minor trouble. (Doesn't affect unicorn horns
which already treat deafness and blindness as two distinct troubles
that are eligible to be cured.)
More of a missing feature than a bug fix, so I listed it in the new
features section of the fixes file.
When farlooking at a leash glyph on a map, the fake object should never
have leashmon set. This happened when a mimic was on the same spot
and was mimicing a corpse or statue, due to leashmon and corpsenm
using the same field.
Lock context wasn't being cleared if it was for a container and that
container got destroyed. Case discovered was forcelock() ->
breakchestlock() -> delobj() (sometimes the container is destroyed
rather than just breaking its lock) followed by #wizmakemap (replace
current level) and maybe_reset_pick() trying to check whether
xlock.box was being carried. But being interrupted, destroying the
container or dropping it down a hole to ship it to another level, then
attempting to resume picking the lock would also find a stale pointer.
Fuzzer feebdack. When turning a monster into a statue, monstone()
builds a linked list of mon->minvent items to put into that statue.
It doesn't use obj_extract_self() to take them off again, leaving
obj->nobj non-Null. Not noticed for the normal case where each item
gets linked into the container's contents, but triggers panic if an
item merges with something already put inside so gets removed.
Suddenly, the dungeon collapses.
dealloc_obj with nobj
[2] 0x01000c4193 panic + 995
[3] 0x0100155427 dealloc_obj + 71
[4] 0x010021d4de obfree + 686
[5] 0x01000f2f92 merged + 834
[6] 0x010015356e add_to_container + 126
[7] 0x01001628ac monstone + 636
I don't know why the petrified monster's mergeable inventory wasn't
already merged while in inventory.
The new code provoked several warnings; this fixes one of them.
Moving the declaration of 'rolecount' would have been sufficient,
but I've gone another way.
It's a gameplay-affecting action (it updates the character's
memory of the map), and there's no way to spam it without using
resources, so rn2 is safe.
This is branched from Alex's hallu-rng-stability branch,
with two build corrections (detect.c, zap.c), and merged
with the isaac64 branch that we have ready to go.
Alex's dual rng is supported by setting up the array
of multiple isaac64 contexts.
I stuck with Alex's approach of passing the rng function
name around as the parameter (rng or rn2_on_display_rng)
for the new additional parameter needed for
set_random(), init_random(), reseed_random(),
and init_isaac64().
Having an artifact wish be refused uses zeroobj and code which
followed was attempting to update its weight, triggering a segfault
now that zeroobj is 'const'.
move some system-specific seed-related stuff from hacklib.c to
a system-specific source file and #define SYS_RANDOM_SEED to
utilize it during build.
Windows changes for random seed generation using
crypto next gen (CNG) api routines.
Corresponding vms changes due to disentangling of VMS and
unix when the unix seed bits got moved (untested).
This is the version from the Comprehensive C Archive Network, licensed
under the CC0 "No Rights Reserved" Creative Common License.
http://ccodearchive.net/info/isaac.html
For platforms that read from the system's random number generator,
reseed during level change, before the map of a new level is created and
after level creation has finished.
Linux and BSD system have random number source devices that can be used
as source for a unguessable seed source.
Other platforms fall back to generate the seed with gettime().
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).
new domove_core() assessment results
potentially smudge engravings
Proceed to wipe engraving after domove_core() now, but only under
all of the following conditions:
- you can reach the floor
- preceding domove_core() move attempt was marked as
having succeeded in domove_core()
- there is actually an engraving there to impact at
your original spot, or your new spot, or both
I did much of this quite some time ago, as prequisite for a different
bug report about monsters vs shades, then set it aside. It ended up
being more complicated than I anticipated.
When deciding whether various non-weapon attacks might hit a shade,
hmonas() was not checking for blessed or silver armor that should have
been applicable. It did check boots when kicking, but not gloves or
rings (when no gloves) when touching, or outermost of cloak/suit/shirt
when hugging, or helmet when head-butting. (The last one is actually
moot because nothing with a head-butt attack is able to wear a helm.)
The problem was more general than just whether attacks might hit and
hurt shades. Various undead and/or demons are also affected by blessed
and/or silver attack but weren't for non-weapon attacks by poly'd hero.
At least two unrelated bugs are fixed: a rope golem's AT_HUGS attack
gives feedback about choking but was fully effective against monsters
which fail the can_be_strangled() test. And it was possible to hug a
long worm's tail, rendering the entire worm immobile.
The report also suggested that all artifacts be able to hit shades for
full effect, but by the time shades are encountered everyone has an
artifact so that would nullify a shade's most interesting ability.
TODO: monster against hero and monster against other monster need to
have similar changes.
Extracted from a larger patch: the only way to get silver damage
bonus from attacking with a shield of reflection (polished silver
shield) is to throw it or to wield it. Give different feedback when
hitting something while wielding a shield (or an iron ball; it seemed
appropriate despite having nothing to due with wanting to dish out
silver damage).
Regular two-weapon requires that both weapons actually be weapons or
at least weapon-tools. Simulation of that while polymorphed allowed
any one-handed object as the primary weapon.
If the message history contains a zero-length message line, skip it,
as trying to write a zero-length string will make bwrite panic.
Happened only on X11. This is post-3.6.1 bug.
Items on floor in the free spot one step inside a shop's doorway were
showing shop sell prices. Treat items on that spot as if they were
flagged no_charge as on the floor of other shop squares.
Report stated that sometimes they showed a 'for sale' price and
sometimes they didn't, but I didn't see any cases where they didn't.
This fixes the weapon related aspects of #H7980: having an alternate
weapon be used in cases where it shouldn't when polymorphed into a
monster form with multiple weapon attacks. The most egregious was
using an off-hand artifact, but it would also use off-hand two-handed
weapon, off-hand silver weapon when in silver-hating form, or any
reasonable off-hand weapon when wearing a shield. That last is iffy
whether or not to allow, since you'll still get the extra attacks
whether it switches to secondary weapon or stays with the primary.
I've made it re-use the primary since two-weapon mode doesn't allow
a shield. The other oddity was being able to use the secondary
weapon on the second swing even if the first swing was weaponless.
I went with ingoring the secondary weapon if there's no primary one
or if the primary is two-handed.
Report included "cursed secondary doesn't weld" but that has nothing
to do with polymorph attacking. I've changed that to drop the weapon
if you attack with it when it's cursed, similar to what happens when
secondary weapon becomes cursed while two-weaponing.
It also included "marilith's attacks beyond the second don't use any
weapon and can hit cockatrices without touching them". A marilith has
two weapon attacks and then four claw attacks. Claw attacks only use
the weapon if it hasn't been used yet, so marilith hits with primary,
secondary (or primary a second time if no secondary), claw, claw,
claw, claw and that's the intended behavior. It is able to hit
cockatrices if wielding anything at all, same as a monster with just
a single attack. Since it is impossible to wield six weapons or three
pairs of gloves, that has to be intended behavior too. Playability
trumps realism even if it is silly to hit without a 3rd through 6th
weapon and be safe from touching the target due to the 1st weapon or
one pair of gloves. [Situation is different from having no control
over unsafely biting something after making a safe weapon or claw
attack; perhaps a better solution would be to refrain from using the
four claw attacks when attacking something that is fatal to touch.]
Reported 14 months ago, a monster reading a scroll of earth which
dropped a boulder that killed another monster in an adjacent pit
was giving credit/blame to the hero and could also trigger a panic.
If the monster was killed, the pit would be filled and deleted via
m_detach and then when flooreffects tried to delete the same trap,
it accessed freed memory and deltrap could panic.
Noticed when looking at whether alchemy ought to remove user-assigned
name. Get rid of the potion being dipped into sooner so that it won't
still be present if a perm_invent update takes place.