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.
../sys/unix/unixmain.c: In function ‘sys_random_seed’:
../sys/unix/unixmain.c:779:29: error: expected expression before ‘long’
fread(&seed, sizeof long, 1, fptr);