Leaving the Plane of Water to return to a previously visited endgame
level didn't free the air bubbles unless/until you visit a new level.
Returning to that level creates a new set of air bubbles, losing track
of the previous set. Likewise with Plane of Air and its clouds. (Not
an issue with actual save and restore when on those levels, or when
just moving forward to not-yet-visited levels.)
Not applicable to normal play where it isn't possible to return to a
previously visited endgame level.
For 3.7, bubble save/restore ought to become part of savlev() instead
of being handled by savegamestate().
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.)
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.
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.
Make unpaid (shop owned, that is) globs show same weight information
as for-sale globs. And don't treat required arguments to globwt() as
if they were optional.
Verify that objects with the globby bit set are actually glob objects,
that their quantity is 1, and that their weight at least superficially
makes sense.
When using '/' or ';' and picking--not just viewing the autodescribe
feedback for--a space or '#' on the map, the game would produce
That can be many things (stone)
or
That can be many things (corridor)
unlike the usual
- the interior of a monster or a wall or an open door (wall)
when the symbol matched more than 4 things. I first changed it to
append the full sentence's missing period, but ultimately switched to
# can be many things (corridor)
so that the symbol that "many things" refers to isn't hidden. This
works better for ^P where player isn't looking at the symbol anymore.
There was a post-3.6.2 discussion on a forum where someone had
tried to copy the NetHack 3.6.2 exe file overtop of an
existing NetHack 3.6.0 playground, and then try to run it.
We have never suggested trying that, nor do we attempt to
provide any backward or forward compatibility between the
supporting files found in nhdat that would allow that. Any
particular version of NetHack expects to have matching
support files designed and matched to that version.
This adds optional support for helping to prevent the
opening of nhdat containing support files from an
unmatched version of NetHack.
If you #define VERSION_IN_DLB_FILENAME in your
platform's include/*conf.h file, it will use a
name such as nhdat362, instead of plain nhdat, and
will exit more gracefully than the fault/crash
mentioned in the discussion if it doesn't find the
file it is looking for.
Developers - please note that if you do
to cause NetHack to look for an nhdat* file with
the version info appended to the name, you will likely
have to modify your build/clean/spotless mechanics
beyond the C compile itself to properly deal with the
new generated file name.
When place_object() puts a non-boulder underneath a boulder, make it
put the non-boulder under all the boulders there rather than just under
the topmost one. Otherwise the map display will show the non-boulder
rather than the 2nd boulder if the top boulder gets moved away by some
means other than pushing. (Pushing explicitly brings lower boulder to
top of pile in order to try to push it next.)
Reproduce by: wish for boulder--it will drop. Drop something else--
the something-else will end up under the boulder. Repeat. The second
boulder will be on top but the second something-else will be next in
the pile, above the first boulder. Now polymorph into a giant and pick
up the first boulder, then move away from that spot. Map will show
second something-else instead of the remaining boulder.
This fairly simple fix should work reliably on new games since boulders
will end up being consecutive on the top of piles. For old games,
boulders after the topmost could be anywhere and still yield a display
glitch, but since that's all the problem is (I hope...), we ought to
be able to live with that until old games eventually go away.
[A map display glitch doesn't explain a corrupted 'uball' so this fix
doesn't solve that.]
Being turned into green slime never drops hero's inventory so invent
objects shouldn't be subject to obj_not_held() handling.
obj_not_held() does apply to undead. Arising as a mummy or vampire
doesn't go through the trouble of dropping everything and picking it
back up, but there is a point in the die...arise sequence where the
hero is implicitly a corpse so nobody is holding his/her stuff.
Add a bc sanity check. It seems to work ok--in other words, not
trigger--under normal punishment. I don't have any test cases to
exercise its warnings.
This dragged in a couple of minor bc changes that were pending. I
should have cleared those out before tackling the sanity checking.
When cloning a monster, clear the clone trapped and hiding states.
When splitting a monster (eg. a black pudding), the clone could
be placed on a trap, so do mintrap.
When removing a monster from the map, clear the trapped state.
Fixes#188
The change to fix setting SEDUCE=0 in sysconf broke chatting with
seductive demons by unintentionally changing the way Null attack
argument was handled. It's still handled differently than it used
to be, but I think this difference is correct.
Fixes#187
Qt5 gave "status 'reassess' before init" panic at start of new game.
Don't call status_initialize(REASSESS) from set_usamon()--used for
hero setup as well as for hero polymorph--unless it was previously
called from display_gamewindows() with !REASSESS [which happens when
windowprocs.wincap2 has WC2_STATUS_HILITES or WC2_FLUSH_STATUS set].
If a poly'd hero spits venom and it lands at a 'soft' spot such as
water, it would remain as an intact venom object. (Venom spat by
monsters seems to always be used up regardless of where it lands.)
Vlad keeps his own form when carrying the Candelabrum, but if you
manage to get that away from him he should behave like other vampires.
He wasn't though; a high level wizard casting polymorph on him would
change him into an arbitrary monster rather than into a wolf/bat/cloud
that revives as Vlad when killed.
|The seemingly dead vampire bat rises as a vampire.
was overriding hallucination when describing both old and new forms.
In 3.6.0 it only overrode the dying shape (explicitly so, presumeably
because the feature was brand new) and honored hallucination for the
revived shape. The 3.6.1 fix to prevent non-hallucinating: 'The
seemingly dead Foo rises as Foo.' for a named vampire unintentionally
overrode hallucination for the revived shape.
Change it to honor hallucination for both before and after monsters
|The seemingly dead grid bug rises as a microscopic space fleet.
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.
Noticed while looking over mimic hiding. When on an object, a mimic
will hide as that type of object. But for a corpse, it picked a random
monster type and could choose one that doesn't leave a corpse. Also as
a tin it would always be an empty one, but there doesn't seem to be any
way for a player to learn that.
Noticed while trying to find the reason for the wildmiss impossible(),
you could be teleported and then drop dead at the destination. A QM's
AD_TLPT hit also does 1d4 physical damage which gets applied after the
teleport. Getting "You die." seemed pretty strange, particularly after
picking the destination with telport control. This makes sure that the
damage will never be fatal when teleport is attempted.
Showing the price of a shop object when examining it with '/' or ';'
didn't include a price if it was actually a mimic. This makes fake
objects have prices when appropriate, but it is only a partial fix
because moving away from a mimic causes nethack to forget the fake
object's dknown flag for most types of objects.
That could be solved by adding an mobj field to mon->mextra, which
will break save compatibility, or by adding a whole extra set of
object glyphs for object-with-dknown-set. The latter could probably
be done without breaking backwards save compatibility (new program
using old files) but it seems like more effort that it'd be worth and
it would break forwards save compatibility (old program attempting to
use new files--something we've never claimed to support).
During shop repair, give a message about the shopkeeper using a spell
(if hero is close enough) before "Suddenly, <various repairs occur>."
And when shop repair is for a single untrap of landmine or bear trap
adjacent to shk (and the hero can see it happen), say "<Shk> untraps
<trap>" rather than just "Suddenly, a trap is removed from the floor!"
For the inventory of a probed monster, if the probing took place in
a shop the inventory display would have selling price appended to
all the items. That wouldn't really be a problem if it was just for
a pet who was carrying one shop item, but it applied to every item
being carried by any probed monster (including shopkeeper) with no
regard for whether the shop actually claimed ownership.
[I accidentally left this out of the earlier patch.]
Change in meaning of mnearto()'s return value wasn't progagated to
shkcatch(). Make it an int instead of boolean so that it can
communicate both 'moved successfully' and 'moved but had to move
another monster out of the way to do so'.
Change in meaning of mnearto()'s return value wasn't progagated to
shkcatch(). Make it an int instead of boolean so that it can
communicate both 'moved successfully' and 'moved but had to move
another monster out of the way to do so'.