Year old issue from copperwater: 'open' directed at a non-door told
player that there isn't a door and took no time unless character was
blind and learned what type of terrain it is, applying a key gave
the same message but used a turn and didn't update map to reflect any
terrain discovery.
Attempting to open an adjacent door or applying a key to one while in
a pit had a similar issue: they produced the same "you can't reach
it from here" but had different time vs no-time outcome.
There may be other actions in the same situation.
Closes#581
Noticed that an attempted terrain replacement wasn't taking hold even
though 'w' is supposed to mean "match any stone or wall"; this was
because w converts into non-terrain-type MATCH_WALL and replace_terrain
was doing a simple comparison on whether the potentially replaced
terrain matches that type. Add a special check here for w so it will
match the terrain types it's supposed to.
Note that using replace_terrain with 'w' now WILL match stone, since
this is the documented behavior of w, to match IS_STWALL rather than
just IS_WALL. If a level designer really wants to exclude stone, they
can work around this by either making a selection and filter out stone
terrain, or doing two replace_terrains with '-' and '|'.
Pull request from copperwater: the random traps specified by the
special level definitions of the tourist locate and goal levels could
be placed inside the shops present on those levels.
Fixes#848
The Tourist locate and goal levels have 2 shops each, and also have
various traps randomly placed on the level. Unfortunately, this does not
account for placing them in the shops, so it was possible to wind up
with a magic trap or falling rock trap or whatever inside the shop,
which the shopkeeper would not clean up.
This commit makes selections that exclude the shop areas, and picks the
traps from those selections, keeping the shop floors trap-free as their
customers expect.
Use the level passed in instead of the hero's location when checking
the dungeon branch.
It probably doesn't make any difference, but use the argument that's
already being provided.
Add a comment to the effect that engraving with Fire Brand doesn't
cause it to become dull.
[I'm not sure that is the behavior we really want. It seems like an
unintended side-effect of changing Fire Brand's engrave type to BURN.]
Someone asked whether the 'magr' argument to artifact_hit() can be
Null or not since the code sometimes checks whether it is Null and
other times uses it unconditonally. The answer is "it depends."
Can't reply to asker due to forced anonymity when the contact form
was submitted.
The way hole destinations work now theoretically allows for a
cross-branch hole or trap door to move you across branches in a way that
decreases your overall depth. If this happened, it would cause an
impossible when the negative result of (depth(new) - depth(old)) was
used to calculate fall damage. Limit fall damage to 1d6 if dist <= 0.
Missed this way to use the trap door (in a block added in 05761ba) in
previous commits, though I'm a little confused about whether that block
in dodown is even reachable given how various trap scenarios are handled
with dotrap earlier in the function.
This should prevent anyone from exploiting falling into the sanctum (by
taking advantage of a trap door in a bones file from a differently
laid-out dungeon, as described in the previous commit) to bypass the
invocation, in addition to falling past the actual end of the dungeon.
Similar story with saved trap door destinations: if a bones file near
the end of the dungeon came from a longer dungeon (i.e. with a
lower-depth castle) than the one the bones file is loaded into, the
trap door destination could be past the dungeon end. Clamp the
destination so it won't be lower than the bottom level of the dungeon.
The fixed destination of a hole or trap door was being used for the hero
but not for monsters. Make everyone land in the same place, so you can
chase a monster into a hole and actually find it.
Trap doors saved their destinations as an absolute level, rather than a
relative one, so if you loaded bones from a special level their
destinations would reflect the dungeon layout from the bones player's
game. For example, die on the Oracle level, on dlvl5, with a trap door
that goes to dlvl6. Another player gets those bones on their Oracle
level, which is dlvl8... the trap door would still go to dlvl6. Pretty
amazing trap door -- something you might see in a funhouse!
Include relative rather than absolute destinations in save and bones
files, much like stairs do, to avoid this problem.
I bumped EDITLEVEL because although this won't break save files in an
obvious way, it will interpret the (absolute) destinations in existing
save and bones files as relative, leading to some crazy long falls. :)
Pull request from argrath nearly a year ago: an 'if' and corresponding
'else' have the same code so there's no point in testing for if/else.
I'm still not convinced that simply removing the if/else is the right
fix here but nothing else is going on. I've put part of the removed
code back inside '#if 0' in case it needs to be resurrected someday.
Closes#628
Pull request from entrez: the check for whether a pet in desperate
straits will eat a corpse that will cause it to polymorph used bad
logic. The suspect code was added post-3.6.
Fixes#879
The special handling of polymorphing corpses included an "is acceptable
food if starving" rule which ignored the pet's other food preferences,
so a starving herbivorous pet would become willing to eat a
non-vegetarian corpse iff the corpse would polymorph it when eaten.
Along the same lines but latent: if there were a vegan polymorphing
corpse, a carnivorous pet would eat it not only if starving, but also if
maltreated and on the verge of becoming feral.
Instead of trying to fix this by reimplementing all the herbi vs carni
rules specifically for polymorphing corpses, just have a "don't eat
polymorphing corpses if neither starving nor almost untame" rule, and
fall back to the normal palatable corpses tests once it's been
determined that the pet is willing to eat even a polymorphing corpse.
I rephrased the comment just to make it negative (about avoiding
polymorph, rather than polymorph being OK under certain circumstances)
to match the new form of the rule.
Pull request from entrez: the change to remove digestion damage
from trappers and lurkers above didn't handle engulfing by poly'd
hero adequately.
Fixes#858
Use verbiage for mon vs mon and hero (mostly hero) engulf attacks that
matches recent changes to monster vs hero engulf attacks more closely
(e.g. "swallows whole" instead of "engulfs" for purple worm, other
changes in b07fe59...). Also ensure non-AD_DGST engulf attacks
(e.g. from revamped trapper or lurker above polyforms) aren't treated as
"eating" (or as involving "debris").
Also change the enfolds and digests macros so they produce booleans
rather than attack pointers (I got a compiler warning about casting
struct attack * to boolean when I did 'boolean b = digests(ptr);').
Pull requet from entrez: give better feedback than "it" when hero
observes a corpse reviving into a monster that can't be seen.
Tweak reviving from a container which was coded as if the container
was optional. That can lead to confusion when someone reads the
code so make the situation more explicit.
Fixes#871
An invisible monster reviving would be called "it" (as in, "It rises
from the dead!"). Improve on this a bit by instead saying that "the
troll corpse disappears!" (similar to the messaging used when undead
turning is used on an invisible monster's corpse), or calling the
revived monster "something" (as in "something escapes from a sack!")
instead of "it". Distinguish between the original location of the
corpse and the location of the revived monster when describing seeing
things that have happened to the corpse, since revival may not place it
on the corpse's location.
Pull requet from vultur-cadens: use space instead of hyphen in
enlightenment and end-of-game feedback.
All the other resistances already use space. The inappropriate
hyphen in "disintegration-resistance" seems to have been present
since enlightenment was added (in 3.0; back then the relevant code
was in cmd.c; current insight.c didn't exist until 3.6).
Fixes#877
when splitting a stack of named, shop-owned objects
Pull request from entrez: when perm_invent is on, splitting an unpaid
stack would issue impossible "unpaid_cost: object wasn't on any bill"
while cloning the new stack's name from the old stack.
Fixes#876
Trying to split an unpaid stack of named items in a shop, with
perm_invent enabled, would cause an impossible 'unpaid_cost: object
wasn't on any bill' because copy_oextra -> oname triggered an inventory
update while the newly created split stack was marked unpaid but before
the billing information had been split to match. Defer the copy_oextra
call until the billing info has already been split.
Change the handling for windowing system specific files so that
when building for more than one set, each gets compiled as a set
instead of some being interspersed among rival window systems.
Put differently, handle tile.o specially so that there's no need
for the hints to sort the WINOBJ list in order to avoid tile.o
duplication.
So the order of compilation is
common source files
unix-specific files
tty files
curses files
X11 files
Qt files
tile.c (if applicable), version.c, date.c
Previously, some of the X11 files were scattered around among the
others because of the spelling of their file names.
Only matters if you're watching the progress of a build.
Add two new themeroom functions that are called when generating
the level: pre_themerooms_generate and post_themerooms_generate,
calles before and after themerooms_generate.
Allow the buried treasure -themeroom to put down an engraving
anywhere on the level, hinting at the location of the treasure.
des.object contents function now gets the generated object passed
to it as a parameter.
options.c: In function ‘option_help’:
options.c:8820:55: warning: ‘%s’ directive writing up to 255 bytes into a region of size 220 [-Wformat-overflow=]
8820 | Sprintf(buf, "Set options as OPTIONS=<options> in %s", configfile);
| ^~ ~~~~~~~~~~
This reverts commit 94945a719a.
It was too intrusive and can be handled by the 'onefile' script
by compiling isaac64.c before any source file that includes hack.h.
Issue reported by k2: tipping a wand of cancellation, bag of
holding, or bag of tricks from a non-magic container into a bag of
holding causes the bag of holding to explode but it wasn't dealing
out explosion damage nor being logged for livelog/chronicle the way
putting the item directly into a bag of holding is handled.
This fixes the described issues but bones handling leaves a lot to
be desired.
Fixes#875