Commit Graph

4784 Commits

Author SHA1 Message Date
PatR
fabfe276fe \#turn comment
Remove a potential 'TODO' since it turned out [pun intended] to be a
no-op.
2019-06-06 13:30:43 -07:00
PatR
f4353a3c15 \#turn mechanics
When looking at something else I stumbled across this.  Using #turn
is described as chanting a formula but was allowed even if hero wasn't
able to speak due to strangulation or speechless polymorph form.
Also, the check for whether a potential target monster was in range
used 'cansee(mx,my)' which required the hero to be able to see but
not necessarily to be able to see the target.  I've changed that to
'couldsee(mx,my)' on the assumption that it was intended to prevent
\#turn from operating through walls.

Also, the comment about the effective range was wrong.  I changed the
comment to match the code rather than vice versa.
2019-06-05 18:36:55 -07:00
PatR
b982e6c526 location viability on Plane of Water
While testing, I noticed that I could completely fill the Water level
with air elementals.

Hero can't fly or levitate or water walk into/onto water locations
on Water level without drowning/crawling out the water, and monsters
shouldn't have been able to but could, then they were hit by drowning
since minliquid used different criteria than movement.  But goodpos(),
used for teleport destination and new monster creation among other
things, consided water locations acceptable on that level for
non-aquadic creatures with Fly/Lev/Wwalk ability.

It explains why so many dragons and other 'nasty' monsters have been
ending up on the vanquished monsters list when hero uses level
teleport to go directly there from level 1.  They've either been
getting created in water and then they drown when it's their turn to
move or moving into it to approach the hero and drowning (not sure
whether that case is immediate or on next move).  There's no message
since hero doesn't see it, and air elementals didn't drown since thy
don't breathe.
2019-06-05 04:16:34 -07:00
nhmall
cd86242502 make sure end.c can place the bc 2019-06-04 21:46:08 -04:00
nhmall
a65682f58e allow a parent function to restrict use of placebc
placebc was triggering an impossible sometimes on the plane of
water

It turned out to be because movebubbles issued an
unplacebc(), but a downstream function called
placebc(), so when movebubbles() issued its own
placebc() there was a problem.

The downstream function that beat movebubbles to the placebc()
turned out to be unstuck(). There could be others.
2019-06-04 21:18:46 -04:00
PatR
05a0d10097 plug montraits() memory leek
If a corpse with a revive timer included obj->oextra->omonst for
remembering the original monster (I think all corpses do these days)
and makemon() failed to create a new monster when the timer expired,
the copy of the original wasn't freed.  makemon() will fail if there
is no room for the monster.
2019-06-04 14:54:58 -07:00
PatR
25f1cc38e9 confused blessed scroll of remove curse on itself
Noticed when testing the set_bknown patch earlier: something updated
the persistent inventory window while scroll processing was in the
midst of traversing invent and it showed the scroll I'd just read
change from known blessed to bless/curse state not known.  The scroll
should really be removed from inventory because player is told that it
has disappeared, but unlike charging (which does do that so that it is
gone when selecting an item to charge), remove curse isn't auto-IDed
and the code to ask the player to call an unIDed item something only
kicks in when it's still in inventory.  Preventing the scroll in use
from having its bknown flag cleared should be good enough; it won't
have disappeared yet but at least it won't be visibly changing.
2019-06-04 13:18:21 -07:00
PatR
093e7c31e4 container->{cknown,lknown) vs perm_invent
Carried containers could have their contents-known state and/or
lock-known state changed without persistent inventory window being
updated to show the new information.

This also changes the behavior when player has hero zap self with
wand of locking or wizard lock spell.  If it doesn't trigger a
holding trap then the effect will hit inventory, similar to how
opening/knock operates (releasing hero from holding trap or hiting
inventory when that doesn't happen).
2019-06-04 12:13:46 -07:00
PatR
43afa91ff8 fix #H8850 - bless/curse state in perm_invent
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
2019-06-04 10:50:24 -07:00
PatR
ac79fedf60 fix github issue #196 - green slime feedback
Fixes #196

If you didn't die from turning into green slime but then died because
green slimes had been genocided, the message given assumed that you
had just seen "OK, you don't die" from answering No to "Really die?".
Its wording didn't make sense if the reason you didn't die was an
amulet of life-saving.  Give a different message for that case.

Also, if you survive turning into slime (via either method) and either
green slimes are still around or you answer No to "Really die?" when
they've been genocided, give a message after "You survived that attempt
on your life" pointing out that you have done so in green slime form.
Useful since prior to 3.6.2 you would have reverted to original form--
despite the Slimed countdown saying you had turned into green slime.
2019-06-04 09:16:00 -07:00
nhmall
4519e21a21 disabled code bit 2019-06-03 18:45:02 -04:00
nhmall
fd585a58c2 add some debugging BREADCRUMBS to identify caller of some functions
Only takes effect if a developer uncomments BREADCRUMBS in config.h
2019-06-03 18:37:45 -04:00
nhmall
bf5878076f more precautions for monster obliteration during overcrowding 2019-06-03 17:11:54 -04:00
PatR
689e7490ec extended ball&chain sanity check
Verify that the locations of ball and chain are consistent.
If chain is on floor then ball is on floor or in hero's inventory
else if chain is free then ball is free or in hero's inventory.
When chain is on floor it is under hero or one step away from hero
and when ball is on floor it is on chain or one step away from chain.
2019-06-03 02:36:44 -07:00
nhmall
7d38435a9b don't clear mtmp->mx, mtmp->my even when obliterating 2019-06-02 10:34:38 -04:00
nhmall
5c30cc5890 elemental_clog() should not destroy the very monster trying to be placed 2019-06-02 08:15:41 -04:00
PatR
4e119f4f00 place_object(obj,0,0) debugging
Got a hit (on Plane of Water) pretty quickly.
2019-06-02 05:02:08 -07:00
nhmall
852995bbeb remove a couple of debugging lines in mon.c 2019-06-01 17:36:54 -04:00
nhmall
4eeebe5e20 fix gcc warning on linux 2019-06-01 17:26:15 -04:00
nhmall
5ee78c5204 improve full level handling in the endgame
Even though a goodpos failure in mnearto() would return 0 to
the caller and trigger proper overcrowding handling for mtmp,
the 'othermon' would be left with its mx,my set to 0,0 under
that circumstance and then trigger a mon_sanity_check()
failure and accompanying impossible() message a short while
afterwards.

This also includes the addition of some flags that proved useful
for troubleshooting the mystery sanity_check failure and helping
to understand some of the code paths the struct monst data had
been through. They are only used for inspection when issues are
reported or when debugging, they don't presently control the
code flow.  Their setting and use is done in an overloaded way
that should not intrude on the existing use of mspare1 for
MIGR_LEFTOVERS. mon->mstate is just a pseudonym for mon->mspare1
and does not alter save file content.
2019-06-01 16:51:10 -04:00
PatR
6f7089de10 whatdoes ('&') for movement commands
The key binding overhaul broke '&' reporting for movement commands.
This is somewhat clumsy but seems to be working as intended.

(M-0 with 'number_pad' set to 2 (or 4) appears to be broken.  It's
supposed to be a synonym for 'I' but brings full inventory ('i')
for me.  I have to set 'altmeta' On and type ESC followed by 0, but
that sequence does work to get M-0.)
2019-06-01 02:52:32 -07:00
PatR
a09973851e edge of map feedback
When testing Planes of Air and Water, I found it odd that trying to
move off the edge of a level uses a turn but provides no feedback.
If 'mention_walls' is On, report that you can't go any farther in
whichever direction you're trying to move.  Moving diagonally is
only blocked in one of the two combined directions unless you're in
the very corner, so if you try to move southwest while in the middle
of the bottom row, for instance, it says you can't go farther south
rather than southwest.
2019-05-31 07:35:37 -07:00
PatR
48cd573e32 Planes of Water and Air
Make the Plane of Water be water all the way to edge instead of having
stone on left, top, and right.  The Plane of Air already has air all
the way to edge (including unused/unuseable column #0) but does so via
code rather than the level description file so Water does that now too.

The edges of the Plane of Air were cloudless (3 columns on the left,
2 rows on the top, and 2 columns on the right; don't recall about the
bottom) and that looked pretty strange.  Those rows and columns are
beyond the range of bubble/cloud movement so just make some of those
spots randomly be sight-blocking cloud terrain instead of all open air.
It isn't integrated with the moving clouds but looks fairly good when
the hero moves along the edge of the level.

Using wizard mode to leave Water or Air and later return resulted in
no clouds on the Air level and bubbles as usual on the Water level.
I still don't understand why, but on return to those levels run the
bubble creation routine as if the old discarded bubbles or clouds were
being restored.
2019-05-31 03:42:06 -07:00
PatR
791b87833b mnearto/mnexto/enexto
This doesn't solve the <0,0> problem but it does prevent mnexto()
from using uninitialized coordinates if enexto() fails.  It also adds
several debugging messages.

enexto() was ignoring map row #0 (unlike column #0, row #0 contains
valid map locations).  Fixing that doesn't matter for Plane of Water
though since that row is stone there--that's probably a bug.  It was
also repeatedly re-testing the top+1 and bottom rows and left and
right columns after they had already failed to be acceptable.  It
still does some of that, but less.
2019-05-30 07:50:38 -07:00
PatR
1a35c15588 sortloot memory leak
Unfreed memory noticed after interrupting the fuzzer and quitting.
query_objlist() has an early return--for touching a cockatrice
corpse--that was skipping release of sortloot info (an array with
one element per object from whichever object list was being used).

Some formatting that's been sitting around for a while got mixed in
and I decided not to take that back out.
2019-05-29 04:40:54 -07:00
PatR
f476638ee0 wizard mode memory leak in endgame
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().
2019-05-28 17:08:48 -07:00
PatR
6c0f92a264 end of game oddities: thrownobj, ball&chain
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?)
2019-05-26 18:44:25 -07:00
PatR
b3689411dd ball.c formatting
Mostly a couple of block comments.
2019-05-26 18:23:05 -07:00
PatR
1702f55c18 savelev() pasta
Avoid some of the spaghetti [mostly the alternate call to
savecemetery()] in savelev().  There should be no change in behavior.
2019-05-26 07:24:52 -07:00
PatR
d06b99d392 free level.bonesinfo
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.
2019-05-26 00:40:40 -07:00
PatR
ba6edbe5dc save.c cleanup
Mostly 'sizeof' usage.  This has been sitting around for a while and
I wanted to get it out of the way before making some other save.c
changes.
2019-05-26 00:11:53 -07:00
PatR
5cc7301965 free overview->final_resting_place
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.)
2019-05-25 23:43:42 -07:00
nhmall
8a5ffa4085 do not mark multiple luckstones as the prize in mines-end
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.
2019-05-25 11:58:32 -04:00
nhmall
c5d6ac5561 whitespace bit 2019-05-25 00:42:29 -04:00
nhmall
9361a9153b swap places with pet onto boulder location
when co-located with a boulder you could sometimes swap places
with pets of any size

bg72
2019-05-25 00:33:47 -04:00
nhmall
564dcd6576 xans fly, but could not reach your feet if you flew 2019-05-22 18:27:03 -04:00
PatR
d541f108f4 fix #H8769 - steed drowns on Plane of Water
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.
2019-05-22 14:59:43 -07:00
PatR
1e2e3bf492 ball and chain sanity check revisited
Move some duplicated debugging code into its own routine.
2019-05-21 17:40:57 -07:00
nhmall
8aac36c073 don't merge globs with differing BUC status 2019-05-18 22:56:27 -04:00
nhmall
336908ad3c grammar bit 2019-05-18 16:44:57 -04:00
nhmall
670fc9ca34 further improve additional glob interaction scenarios within a shop
Scenarios:
1. shop_owned glob merging into shop_owned glob
2. player_owned glob merging into shop_owned glob
3. shop_owned glob merging into player_owned glob
4. player_owned glob merging into player_owned glob
2019-05-18 16:24:48 -04:00
PatR
345c1b719f unpaid glob formatting
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.
2019-05-17 13:38:34 -07:00
nhmall
2cf860fc47 Merge branch 'NetHack-3.6' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.6 2019-05-17 16:34:07 -04:00
nhmall
2d07b45582 warning bit 2019-05-17 16:30:52 -04:00
PatR
255d969da2 obj sanity checking specific to globs
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.
2019-05-17 13:28:41 -07:00
nhmall
f172c6fd94 comment typo and an unused variable 2019-05-17 16:15:24 -04:00
nhmall
2aee73642d fix some billing and pricing issues when globs coalesce
payment issue caused by glob coalescing
glob pricing did not consider coalesced weight
2019-05-17 12:04:01 -04:00
nhmall
53f208c48b glob floor merge message
Make it more obvious that globs that just merged on the
floor may be at an adjacent location.
2019-05-17 11:44:39 -04:00
PatR
4201c21d23 farlook feedback for overloaded symbols
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.
2019-05-16 15:26:35 -07:00
nhmall
bcd05308aa support version-specific dlb file
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.
2019-05-12 14:51:26 -04:00