Thrown boomerangs travelled in a clockwise path, appropriate for
left-handed throwing. But nethack heroes are treated as right-handed by
the weapon wielding and shield wearing code, so make boomerangs travel
counterclockwise instead. Switching is straightforward, in case we ever
implement user-specified or random handedness.
Noticed while testing crysknives; a post-3.4.3 change (not present in
the branch code) introduced a bug that prevented scrolls of enchant weapon
from being used up properly when read.
Make worm teeth and crysknives be stackable. Positively enchanting
a stack of multiple worm teeth produces a single crysknife, negatively
enchanting a stack of multiple crysknives produces a single worm tooth.
A dropped stack of N fixed crysknives has 90% of remaining N crysknives,
10% of becoming a stack of N worm teeth, rather than produce an average
of 0.9*N crysknives and 0.1*N worm teeth. (The code which handles that
transformation operates on loose objects so cannot handle stack splitting
because it wouldn't have any idea of what to do with extra objects.)
Terminate multi-shot volley throwing of boomerangs if one comes back
and isn't caught. The sequence throw-catch-throw-catch is odd, but would
take a substantial amount of code and effort to be changed to the more
intuitive (for rapid volley throwing) throw-throw-catch-catch. Even if
feasible, doing that for underused boomerangs would be a waste of effort.
Reading the comments in the previous patch, I realized that keeping
the old behavior for monsters who are shooting multiple missiles was
leaving an obscure but potentially serious bug. I haven't attempted to
trigger it but 3.4.3 is bound to be vulnerable.
Make all stackable weapons capable of multi-shot volleys when thrown.
Affects knives, spears & javelins, and boomerangs; requires advanced skill
assignment (skilled: 1-2 missiles per throw, expert: 1-3 missiles) or
role-specific bonus (ranger class's general +1 bonus is the only one that
applies to any of these weapon types). For monsters, prince-caste get 1-3
missiles and lord-caste get 1-2, as before, with fake player monsters now
also getting 1-2; those counts apply to all stackable weapons regardless
of whether the species or role ordinarily uses whatever is being thrown.
Related changes: monks now get a role-based +1 count for shuriken,
throwing 1-2 instead of just one (they're only allowed to achieve basic
skill so won't reach any higher volley count). Monster monks and ninjas
get that too; ninjas now get the same for darts and they're guaranteed
weapons in starting inventory. Also, fake player rogues now sometimes
get orcish daggers instead of short sword, providing a decent chance to
occasionally have Grimtooth be randomly generated on the Astral level.
Potentially controversial: wizards can still become expert in dagger
skill and receive the to-hit and damage bonuses for that when throwing as
well as when wielding, but the number of missiles for them has now been
reduced to 1-2 (in other words, going from skilled to expert no longer
improves the max count for the volley amount for wizard role). They're
supposed to be spellcasters; being able to throw up to three +7 daggers
at a pop was a big temptation for resorting to brute force, particularly
since they'll already want highest dagger skill for wielding Magicbane.
To do: throwing multiple boomerangs either needs to behave as if
they're all in flight before the first returns, or else the volley needs
to be cut short if one comes back and isn't successfully caught. The
latter is a lot easier to do but the former fits better with what multi-
shot volley is supposed to represent. Another alternative is to change
them to no longer be stackable, then this sequencing issue goes away.
To do too: make worm teeth and crysknives become stackable like the
other knife-skill weapons.
A suggestion from the newsgroup: when potions are hit by fire and
get the "boil and explode" result, potions of oil should burn instead of
boil. Even though oil can be heated to boiling, nethack's potions of oil
are noticeably flammable [just (a)pply one...] so having them burn makes
sense. It's just a message change; no actual explosion has been added.
destroy_strings[] was implemented as an {N} x {3} array that used
manually computed indices into one-dimension. This changes it into a two-
dimensional array instead. However, it's still being indexed by a bunch
of magic numbers.
Refine a recent change: Moloch should only have a chance to blast
you for offering the Amulet at an ordinary altar (instead of high altar)
when you're still in Gehennom (Orcus' Level or Valley of the Dead), not at
the unaligned altars in a couple of quests.
Part of "multi-shot throwing proposal" last January. Unfortunately
some of the bits that I had implemented back then have vanished, so I'm
doing it over from scratch. There were three main parts:
1) allow multi-shot volley throwing for all stackable weapons (affects
knives, javelins, spears, and boomerangs; other weapons either don't
stack or are already multi-shot);
2) make worm teeth and crysknives be stackable like ordinary knives;
3) merge spear and javelin skills, so that allocating skill points to
their use becomes more attractive and they might get used more.
This patch only does #3.
Since the monk skill set shrinks by more than any of the other roles,
I bumped max skill for escape spells (haste self, invisibility, jumping,
levitation, and teleport away) from basic to skilled; that's the only
skill adjustment included here. For the couple of roles had different
max values for spear and javelin skill; this keeps the higher of the two.
From the newsgroup: ``Something is engraved here on the water.''
An engraving written on a lowered drawbridge would be transfered to the
underlying terrain when the bridge was raised. The coverse was also true;
if you plugged the moat and then engraved on the ground, that engraving
would remain visible--and touchable if blind--when the bridge was lowered
to cover its spot. Rather than try to handle two different engravings at
the same coordinates (with one of those two changing locations when the
bridge is raised or lowered), this just wipes out any engraving at both
span and portcullis locations whenever the bridge state changes, like is
done for traps.
There's some discussion in the newsgroup about an engraving bug, and
while verifying that it's reproducible I've come across an unintentional
change between the current code and 3.4.3. A recent change made engraving
use accessible(), and that routine wasn't yielding an appropriate value
when applied to a raised drawbridge if the terrain in front of it was ice
or floor (ie, moat or lava had been filled in). Several places which used
the ACCESSIBLE() macro instead of the function suffer from same problem.
This doesn't attempt to address the newsgroup bug (which is that an
engraving written on a lowered bridge transfers to the underlying terrain
if the bridge is raised, even when that terrain is water or lava; the
converse case applies too, an engraving on the ground gets transfered to
the bridge when it lowers).
There's no need to restrict the menu of restoreable games to 52 in
order to stay within a-zA-Z for entries; just let add_menu() do its own
selector assignments (reusing letters on each page).
Typing a response at the "Who are you?" prompt didn't allow digits in
the character's name under Unix and VMS; something like "arc15" came out
as "arc__". This allows them to be used anywhere except for the first
character. "arc15" now works; "15arc" ends up as "_5arc" so that there
still won't be a leading digit abutting the uid value when they're joined
to form the save file name.
Move the code to use a nethack menu for restoring a saved game. It
was inline in tty_askname() but is now a separate routine, restore_menu()
in restore.c. There was no port-specific code and only a small amount of
tty-specific code; it should be useable by anyone (but Qt doesn't have to
switch over if it doesn't want to).
The original behaved strangely if there were exactly 26 saved chars;
the "start new game" menu entry ended up using "{" as selection character.
There wasn't any comparable problem at 52; it was limiting the menu to 51
games. Now it will allow 52 (with "start a new game" bumped into "#" if
there are that many), and adds an explicit quit entry (unless there are
52 or more games so that # is already used by new-game, then quit remains
implicit rather than resort to some other none-of-the-above character).
makedefs wasn't including this optional feature in dat/options for
display via ``#version''. It doesn't affect save and bones files but it
is something that may be of interest to users. This change won't work for
UNIX+QT_GRAPHICS because that config is defining SELECTSAVED in files.c
instead of in unixconf.h.
I think there are some other new things which are missing here too.
First cut at implementing SELECTSAVED for VMS. Unfortunately, it only
works by default if the player is using a [probably] shared account called
"games" or "nethack", and displaying a menu of games available to restore
will likely have the side-effect of encouraging other players sharing that
account to steal each others saved games. To use it with a normal account,
the player has to include "-ugames" or "-unethack" on the command line
(or OPTIONS=name:games in config file) to force the program to reach the
"Who are you?" stage.
I've added a flag argument to set_savefile_name() so regularization
can be suppressed, allowing it to be used to construct a wildcarded file
specification. I'm using that for VMS and have attempted to put in place
for WIN32CON, but the latter is not tested.
The current WIN32CON and UNIX+QT_GRAPHICS methods of collecting save
file names is bug-prone if used on a shared playground directory. Counting
matching file names first, then allocating memory and retraversing the
directory to copy those names into the allocated memory has a window of
vulnerability where the number of matching files could increase between the
counting and the copying.
From a bug report:
crossbow shot range shouldn't depend upon strength. Make it fire for a
distance of BOLT_LIM regardless of whether if would have gone shorter or
longer by using the normal ranged calucations. However, strength is
necessary to load crossbows, so make characters with low strength be less
capable of launching multi-shot volleys.
There was code to give feedback if you attempted to offer the Amulet
on a regular altar instead of the final high altar, but that code was
unreachable; getobj() yielded "that's a silly thing" whenever you picked
an amulet while not on the Astral (or recently changed, Sanctum) level.
This allows you to try to offer the real or fake Amulet of Yendor on any
altar, but they'll only be listed as likely candidates when on the Astral
level. Conversely, it no longer lists carried corpses as likely candidates
at the Astral high altars; they're still acceptable but not what the hero
is supposed to be fiddling with there. Also, allow corpses on the floor
to be offered on high altars, fixing a complaint we've gotten a few times
over the years. (Unfortunately there's no way to suppress them as likely
candidates on the high altars while still allowing them to be sacrified.)
Also from the newsgroup (2nd from "Three bugfixes for Xorns" [I got
the subject wrong on the previous spell of protection patch]): when
phazing through walls or rock you could engrave as if it was ordinary
floor. Again I didn't use the user's patch; it left closed doors, raised
drawbridge, and iron bars as locations where engraving was still feasible
and said "you can't write in solid rock" even if you were inside a tree.
[The 3rd of "3 xorn fixes" was for misleading feedback when attempting to
engrave while underwater; we've already fixed that one.]
There was a suggestion that you should be able to engrave within solid
rock if you use a wand of digging, and that seems like a pretty good idea,
but the check for location comes before the check for writing instrument so
would be tricky to implement.
From the newsgroup (subject: "3 xorn fixes"): casting spell of
protection would report "the air around you begins to shimmer" even when
you were embedded in rock or swallowed. It included a pointer to a patch;
I looked at that but ended up not using it.
Several small related changes that ended up being not quite so small:
Allow the Amulet of Yendor to be offered on the altar in the temple
of Moloch's Sanctum level; doing so is fatal. Fake ones can be offered
too, but that doesn't do anything special (they act the same as they do in
the temples on the Astral level). Unlike in the endgame, the Amulet and
its fakes aren't listed as likely candidate for #offer's pick-an-object
prompt; like the endgame, corpses must be carried rather than being on
the altar in order to be sacrificed.
Prevent non-chaotics from destroying the chaotic high altar on the
Astral level via same-race sacrifice. From a bug report. (Chaotics converting non-chaotic high altars
via same method was already handled. I think the behavior for ordinary
altars if wrong here; why should a chaotic altar be destroyed this way?)
Prevent demon princes and demon lords from being summoned in the
endgame. Lesser demons answer instead. Mostly prevents Yeenoghu from
being summoned by a chaotic who performs same-race sacrified on the
chaotic high altar, but might affect the Wizard and arch-liches too.
Identify (via ':', ';', '/') altars in temples on the Astral and
Sanctum levels as "high altars" rather than just as "altars". '/' and ';'
commands now work on those when you're adjacent, like they do when used on
adjacent high priests; from farther away, the altars' alignment is still
suppressed.
From a bug report: if swallowed and blind
and in quantum mechanic form, hitting the engulfer would yield "the <mon>
disappears" even though you were still swallowed by <mon>. The pre-teleport
criteria for whether you knew the target was there were different from the
post-teleport ones. Make them match; swallower will remain sensed by touch
and won't be described as disappearing.
A couple of months ago Michael forwarded a thread from the newsgroup
about how wielding a cockatrice corpse without gloves while polymorphed
into something capable of that would leave you wielding that corpse
bare-handed if you changed form, turned to stone, then got life-saved.
That got fixed; the corpse becomes unwielded. However, one of the
messages in that described a different bug: if you were wielding such a
corpse as a stone golem and cast stone-to-flesh at yourself, you would
continue to wield it bare-handed as a flesh golem. This makes you revert
back to stone golem once the first transformation has finished.
This also fixes an attribute exercising bug in polymon(). It was
being done after the polymorph was completed, so the attempt to exercise
Con didn't do anything because exercise() of anything other than Wis has
no effect when the hero is polymorphed.
From a bug report: entering lava cures sliming,
but if you got [re-]afflicted by green slime after becoming stuck in lava,
#sit failed to cure it. Fix that, and have sinking farther into lava cure
it too (although not necessarily right away).
Also, suppress leaving the corpse in a bones file for death caused by
being dissolved in lava. Lastly, suppress the "you rise from the dead as
a <monster>" message during bones creation when the game ends due to being
turned into green slime since you transformed rather than died (and sliming
timeout gives "you have become green slime" just prior to that).
Something's wrong with the way lava was being handled in moveloop().
If you were trapped in lava (ie, moved into some but didn't die on the
spot thanks to fire resistance), you could sink and ultimately die without
ever taking another actual turn (typing ``i<space>'' repeatedly is an easy
way to reproduce). [`didmove' was only being checked for the sinking
deeper case and not for the decrement which ultimately leads to the fully
sunk case.] On the other hand, if you could manage to start an occupation
and avoid being interrupted, you would never sink while it was in progress.
[Lava handling followed ``if (multi && occupation) { ...; continue; }''.]
While testing some other code (lava vs slime, coming shortly) I ended
up with the cursor sitting on the status line while the game was waiting
for me to enter my next move. I don't really understand what's going on
there, and moving the lava handling before bot() might have hidden that
particular problem now by changing the point at which Slime will get taken
off the status line, but this attempts to fix it anyway.
From a bug report: you
can dip a worn item such as shirt or suit into a potion of polymorph and
it will become unworn--but as of a couple of days ago, unworn only if the
transformed object's new form can't be worn in the same slot--even if it
is covered by a cursed worn item (suit or cloak). It didn't seem like
trying to fix that special case would be very worthwhile; this fixes the
more general situation of "you could dip worn items even though they were
covered up by other worn items".
In the same report: you could apply grease to rings while wearing
cursed gloves. The code already prevented greasing a suit when it was
covered by a cloak (regardless of whether that cloak was cursed), and a
shirt when it was covered by a suit or cloak or both. This moves that
code into a separate routine which is used for dipping as well as for
applying grease, and now handles rings vs gloves.
Since covered rings, shirt, or suit are no longer eligible to be
dipped or greased, this also makes "?" for the pick-an-item prompt leave
such things out of the list of likely candidates.
From a bug report: zapping a wand of striking or locking or spell of
force bolt or wizard lock up or down when standing at an open drawbridge's
portcullis didn't affect the bridge if the portcullis was positioned north
of the open span. One of the two drawbridges on the Valkyrie quest goal
level has that orientation. is_drawbridge_wall()'s name is somewhat
misleading; it isn't boolean and returns -1 rather than 0 for "no".
From a bug report. That's hard to fix in the general case because armor
and tools might not fit back into the same equipment slot, but most other
types of worn items can be re-worn after being transformed. This makes
any transformed worn item stay worn if it is wearable in the same slot.
simple_typename and obj_typename operate on item types rather than
particular objects so have to assume that the item involved has been seen.
That means that simple_typename(obj->otyp) is not suitable; if obj->dknown
hasn't been set, it gives away information. This adds mininal_xname(obj)
to be used for that purpose. I'm not aware of any straightforward way to
actually expose the original problem; it's more than hypothetical but not
something anyone's likely to have come across.
Not fixed: test driver program reveals that obj_typename(GOLD_PIECE)
and simple_typename(GOLD_PIECE) yield "coin of gold piece". But I don't
think there's any way to get nethack to show that to the user.
Noticed when examining resists_magm() while working on anti-magic
traps: if you were polymorphed, you would be granted magic resistance by
keeping a cloak of same or gray dragon scales/mail in your quiver slot,
your alternate weapon slot, or main weapon slot (ie, by wielding it). And
you obtained light-based blindness resistance regardless of whether you
were polymorphed if you carried a potion of blindness in any of those slots.
Make anti-magic fields do something against targets which have magic
resistance, expanding the functionality of that trap type and giving a
minor drawback to the most valuable intrinsic in the game. Make them work
against monsters too.
Heroes who lack magic resistance lose spell energy as before, except
that if they drop below 0 they don't take as hard a hit against max spell
energy as they used to. Monsters with spell or breath attack and lacking
magic resistance get their ability-last-used field bumped up a little bit,
so they can't cast or breathe for a few turns. Heroes and monsters who
have magic resistance take HP damage instead. I retained the concept of
feeling lethargic when being hit by something which normally drains enery,
and also tried to make it be the inverse of a "magical explosion": the
message refers to torpor/lethargy/sluggishness and cause of death if the
damage happens to be fatal is "anti-magic implosion". The latter suggests
some sort of compression, so creatures who can pass through walls (xorns
and ghosts) have been given partial resistance and take reduced damage.
If a Rider's corpse revival timer ends with failure (presumeably
because the level has become entirely filled with monsters), give it a big
chance to try again in a few turns instead of always rotting the corpse
away. Also, if there is another monster standing on the corpse when it's
due to revive, try to bump that monster out of the way to let the Rider
revive in place instead of having it be diverted to some other location.
High resistance made the Riders unlikely to be polymorphed, but
they were susceptible to being turned into green slime (and then never
reviving if killed in that state). Now they'll be immune to both types
of transformation.
<email deleted>:
> If you enter a magic trap on the same turn that you lose your levitation
> and "float gently to the floor", you are hit by the trap twice.
I don't think this is actually a bug, but it does look fairly strange
if there aren't any monsters attacking (after you move on to the trap,
monsters get a chance to move too before timeouts are run, but if there
aren't any messages triggered by monster activity then it feels like the
timeout and second activation happens immediately). To prevent this, if
levitation is due to time out on the same turn that a trap is being
entered, either extend the duration by an extra move or make it end
immediately instead of waiting until end of current turn. Deferring
timeout is a lot easier but doing that unconditionally would allow player
to move back and forth between adjacent traps without ever descending.
The early timeout might lead to anomalous behavior in obscure cases; it
seems to be working ok so far though.
Noticed while tracking down the "you die..." situation. Duplicating
instapetrify()'s resistance checks is useful here, but there's no need to
also duplicate its death handling.
Eliminate the somewhat redundant "You die..." following "You turned
to stone..." when becoming petrified by touching a cockatrice (reported
by <email deleted> for kicking, but occurs for weaponless hitting too).
Also, if a cockatrice killed you with normal damage, your tombstone would
erroneously report petrification and presumeably there'd be a statue
instead of a ghost in the resulting bones file. This fixes both things.
Using #tip (post-3.4.3 code) on a container that's on a shop floor
didn't handle ownership correctly. Bag of tricks could be emptied for
free, and contents of other containers were being sold to the shop even
when the shop already owned them. This fixes bag of tricks and makes a
first cut at doing so for regular containers.
Message handling when #tipping any bag of tricks was also suboptimal
since the decision about message delivery was made again as each charge
released something instead of waiting until the whole bag was emptied.
So you could get inappropriate "nothing seems to happen" before or after
a monster visibily popped up if something unseen was also produced.
Some code I recently added was misusing count_unpaid() and would
traverse some or all of inventory instead of just container's contents
when looking for unpaid items. Add mew routine `is_unpaid(obj)' to do
what I was intending to do with count_unpaid().
The earlier change involving "you sneaky cad!" got me wondering, so
I looked up cad in the dictionary: "an ungentlemanly man". I can see
that being extended to a male gnome, even to an orc, but not to a women.
Use verbalize instead of pline for shop "thank you, scum" message
(From a bug report. Suppress shop "you sneaky cad" message
when removing a hero-owned pick-axe from a container inside a shop if the
shk is unable to speak; also give it at most one time per move (taking
multiple pick-axes out of a bag at once was way too verbose). Honor
addtobill's silent flag for the bill overflow message when/if that occurs.
Also adds a safe_qbuf usage for the #tip command that I had pending
for pickup.c.
Make objects created by applying or #tipping a horn of plenty which
is owned by a shop also start out being owned by the shop. That's in
addition to the usage charge for using an unpaid item.
I think wishes conferred by unpaid objects, or by entities released
from unpaid objects, should probably work that way too, but have left
that alone.
[I can't get access to my mail at present, but `cvs update' shows
that there aren't any patch notification messages pending for me.]
Extend a pre-3.4.3 fix--for objects picked up in an untended shop--
to container contents. Without it, dropping a bag or box in a tended shop
and declining to sell it, then picking it back up after the shop has become
untended (shk killed or evicted) would leave the contents with no_charge
set. After that it could be sold in another tended shop, picked back up
for free, then kept or sold a second time. (Picking it back up in the
tended shop would clear the bit; afterwards it behaved normally. And it's
not something prone to abuse; if you can make a tended shop become untended
you really don't need to sell stuff twice. But it'd be noticeably wrong if
anyone ever stumbled across it.)
Inventory display adds "(unpaid, N zorkmids)" to carried unpaid
items, but it didn't show anything comparable for indirect unpaid ones
(hero-owned containers holding shop-owned objects). Now it will include
"(contents, N zorkmids)" in such cases.
Allow '#' as a destination slot if you've given '#' as the source
and there aren't any available inventory letters, making it possible to
use doorganize()'s feature of merging compatible items into one slot even
when that slot is #. ('#' won't work as a destination when the source is
from a regular letter. If the player wants to swap something in letter
slot x with whatever is in the # slot, he'll have to use # -> x rather
than x -> #.)
Also, a post-3.4.3 change made it possible to produce an inventory
that used duplicate letters. Giving a count while specifying the source
slot splits the source object. But the extra '?' choice added to show
inventory letters in use didn't undo the split if player hit ESC to quit
early instead of specifying a destination slot.
Lastly, don't prompt forever if the user doesn't give a valid
destination letter; give up after 5 attempts.
Prevent getobj() from overflowing its inventory letter collection
buffer if someone figures out some new way to fill up their inventory with
a huge number of # entries. Inventory manipulation might become crippled
at that stage but at least it shouldn't be able to trigger a crash.
Also, the !fixinv configuration was never taught about # and did
strange things if you had more than 52 items, both for inventory display
and object selection with getobj.
The reassign()/getobj() situation is definitely confused regarding
gold, using GOLD_SYM in some places and def_oc_syms[COIN_CLASS] in
others, and it's schizophrenic about whether the GOLDOBJ configuration
keeps gold in a letter slot or specially named $ slot. I'm sure there
are some problems there but I'm not planning to try to figure them out.
Prevent heroes in giant form from picking up boulders once they run
out of available inventory slots to avoid an uncontrolled number of '#'
entries. There is an exception: if not already carrying any boulders,
they can put one into the '#' slot. Loadstones are treated the same way,
although since they stack and are rare to begin with, someone would have
to have gone far out of their way to have gotten many # entries with them.
Assuming that you can get something other than a boulder or loadstone
into the # slot (which is definitely possible, I just can't remember how),
you could relatively easily get three total # entries by picking up a
loadstone and polying into a giant and picking up a boulder. But I don't
think there's anything wrong with that.
If someone manages to get three or more items with inventory "letter"
'#', compact inventory selection prompts to list "#-#" instead of showing
every #. It isn't possible to selectively pick a particular one anyway,
so this doesn't affect player choices.
1 #: Which item? [$#a-zA-Z]
2 #: Which item? [$##a-zA-Z]
3 #: Which item? [$#-#a-zA-Z]
4 or more #: same as 3.
This doesn't address the fact that picking up enough boulders as a
giant might overflow the BUFSZ buffer getobj() uses to collect inventory
letters prior to calling compactify() on them.
[I accidentally left this out of the previous commit.]
Throwing didn't handle a container owned by the hero which contained
items owned by the shopkeeper. I'm still not quite sure what's going on
there, but throwing the container out of the shop didn't give any feedback
but did add to shop charges which don't show up in ``I x'' (but do get
revealed by ``$'' or ``I $''). Now there's some shop feedback for the
throw and the contents show up for ``I x''.
Try to fix multiple container-in-shop bugs; it seemed as if every time
I tried to investigate one I stumbled into another. billable() (post-3.4.3
code, but already present in branch as well as trunk) didn't handle
containers properly. It sometimes gave the wrong answer and it didn't
clear the no_charge flag of contained items as the old code in addtobill()
it replaced did. stolen_value() didn't use the actual bill price for an
item already on the shop bill; it generated a new price which might be
different if the object was unID'd (3.4.3 had this one). Throwing didn't
handle a container owned by the hero which contained items owned by the
shopkeeper. I'm still not quite sure what's going on there, but throwing
the container out of the shop didn't give any feedback but did add to shop
charges which don't show up in ``I x'' (but do get revealed by ``$'' or
``I $''). (This was intertwined with some of the other stuff and I don't
know how 3.4.3 behaved in this regard. Now there's some shop feedback for
the throw and the contents show up for ``I x''.) An unpaid container which
contained another nonempty unpaid container showed a different price when
picked up and in inventory display [k - a bag (unpaid, NNN zorkmids)]
compared to what was on the bill and showed by ``I u'' because the first
two included double billing of the nested container (just it, not its own
contents). [There where a few recursive calls of the form
x += func(x)
which should have been either
x = func(x)
or x += func(0).] Purchasing used the right amount, I think. I'm not
sure whether 3.4.3 had this particular bug or whether fixes for some of its
other container bugs inadvertently caused this one.
This patch also changes stolen_container() to work like the other
recursive shop routines: it just handles the contents, leaving the outer
container itself to be handled by its caller. It seemed inconsistent, and
changing it simplified the fix for using bill price on stolen unpaid items.
Eliminate a couple of minor redundancies; no change in game play.
dropy() - only check about selling object if there is a shop on the level.
pick_obj() - leave it to addinv() clear object's no_charge bit.
This eliminates a whole bunch of the "Query truncated" entries in
the nethack.alt.org paniclog file by using safe_qbuf() where applicable.
It also makes selling queries and some other shop messages be less verbose
when shopkeepers are invisible (not uncommon after characters achieve see
invisible capability) by using shkname() to get "Manlobbi" instead of
Monnam()'s "Manlobbi the invisible shopkeeper" (something I had planned
to do even before seeing the truncations in that paniclog; repetition of
"the invisible shopkeeper" was very annoying when stepping through
multiple unpaid objects with itemized billing).
This also simplifies several GOLDOBJ conditional sections which
happened to be near the other code I was modifying.
Change safe_qbuf() so that instead of picking one of three strings
for sprintf() to plug into a prompt string, it actually constructs the
full prompt string itself. Also pass in the unformatted object and a pair
of formatting functions instead of performing dual formatting in advance.
The actual formatting is done via new routine short_oname() which also
takes an object and a pair of formatting routines plus a target length.
It uses the first routine, typically xname() or doname(), and formats the
object, then if the result is too long it makes some transformations, and
tries again. If truncating "called foo" and "named bar" down to 12 chars
and omitting "uncursed, rustproof, thoroughly corroded" attributes still
result in a string that's too long, it uses the other formatting routine.
The latter calls one of several jacket routines around simple_typename()
to produce a short result.
This has been through about four incarnations now and has gotten a
bit less testing each time, but I need to get it in place before I end up
running out of gas and abandoning it. I've got some changes to shk.c
(where safe_qbuf is needed but not currently used) that now need to be
redone and will come eventually.
Explicitly truncate the query prompt string to QBUFSZ-1 characters.
For tty and Amiga, no longer include the choices and default within that
length limit; use a bigger buffer to hold them along with the prompt.
[See cvs log for doc/window.doc for more details.]
Explicitly truncate the query prompt string to QBUFSZ-1 characters.
For tty and Amiga, no longer include the choices and default within that
length limit; use a bigger buffer to hold them along with the prompt.
-----
While trying to eliminate the "Query truncated" entries present in
nethack.alt.org's paniclog, I seem to keep going backwards. Allowing
<win>_yn_function() to accept a full QBUFSZ worth of characters will
simplify the existing yn_function() in the core and greatly simplify the
revised safe_qbuf() I've been working on.
Some interfaces don't seem to care how long the prompt string is; I've
left those along. Several of the others already copied the prompt string
into a BUFSZ sized buffer instead of a QBUFSZ sized one, making them
unlikely to suffer from buffer overflows. This changes the rest (just tty
and Amiga, I think) to do the same. Also for all that have any size
constraint, it now truncates the prompt query to QBUFSZ-1 chars as it is
used rather than continue to rely on the caller doing so. This assumes
that appending the set of acceptable choices and the default response won't
overflow, which is a safe assumption unless/until QBUFSZ gets enlarged til
it's too close to BUFSZ.
Only tty's topl.c has been tested. The others should work ok, but
might possibly be bitten by a typo or two. Qt's implementation of the X11
"slow" method (reusing a persistant one-line window for prompts) has been
handled, but its C++ class-based variant is untouched; NetHackQtYnDialog::
Exec() is completely baffling to me but doesn't appear to have any length
issues.
According to a newsgroup followup, a hidden pet summoned via magic
whistle could produce the same effect as the level change case (where
sometimes the glyph for unseen monster would appear unexpectedly). I was
unable to reproduce this one, but I don't see anything in the code to deal
with the situation, so I suspect that the monster is moving immediately
and being revealed before I have a chance to notice anything odd.
I assume that other situations where hidden monsters get teleported
are being handled as attacks which expose them. At least I hope so.
From the newsgroup: if a pet was hiding under an object next to you
when you changed levels, it could arrive hidden at the destination if there
was something available to hide under there too, and sometimes you'd start
the new level with a hidden monster glyph at its location. I was able to
reproduce that once with current trunk code, but while trying to figure
out what is actually happening I've been unable to make it happen again.
However, it doesn't make sense for a monster to be able to remain in hiding
during the level change in the first place, so this patch prevents that.
(I'd still like to know how/why map_invisible() is sometimes getting called.
[The test character was a level 1 tourist without auto-search capability.]
I'm reasonably sure that it won't happen any more once this fix in place.)
This also brings adjacent pets out of hiding when they accompany you
during ascension or dungeon escape, but it seems that that wasn't actually
necessary. The end of game disclosure already lists such by name rather
than as "it", contrary to my expectations. (I had forgotten that end-of-
game forces true names so that blindness and hallucination don't interfere
with disclosure; obviously that ends up handling hidden monsters too.)
From the newsgroup: if you were wielding a cockatrice corpse without
gloves while polymorphed into something capable of doing that, then were
turned to stone when rehumanizing, you'd be left wielding the untouchable
corpse if life-saving kept the game going. This causes it to stop being
wielded if you get that far. Likewise for monsters.
From the newsgroup: it was possible to saddle, mount, and ride on a
sleeping jabberwork without it ever waking up. Movement was checking for
timed sleep (!mon->mcanmove, set when mon->mfrozen contains a timer count
for either sleep or paralysis) but not indefinite sleep (mon->msleeping).
This moves the checking into its own routine which handles both types.
And it gives monsters a chance to wake up when they get saddled or mounted.
Extend the identifying information used to prefix paniclog entries
from version + date to version + date + time + userid + mode (where mode
is 'D' for wizard mode, 'X' for discover mode, and '-' for normal play).
hacklib.c ended up getting more of a revision than I intended, but
the date/time handling routines now have less clutter. I hope I didn't
break anything in the process.
From a bug report: if you
attempted to eat a Rider corpse and got the 1/7 chance that non-yet-rotten
food will be treated as rotten, then also got "the world spins and goes
dark" result for rotten food, you would both survive the eating attempt
and also end up with a partly eaten Rider corpse. This patch treats Rider
corpses like lizard and lichen corpses; they'll never yield rotten food
effects. That way, they'll always be fatal to eat. They'll still end up
being partly eaten if you are life-saved, but since they'll immediately
revive, the only way you'll know that is to use probing or stethoscope to
discover that they've revived at less than full health.
Nearly two years ago, <email deleted>
suggested that lembas wafers and cram rations be treated like fortune
cookies and never yield the rotten food result. I'm guessing that cookies
are handled that way so that rotten food feedback doesn't override false
rumor delivery when they're cursed, rather than because they're considered
to be rot-proof. This implements <Someone>'s suggestion, except that cursed
lembas and cram will still behave like rotten food.
Fido grows up into a large dog.
The soldier becomes a sargeant.
Similar feedback was previously given only when the monster was going to be
killed off due to its new form having been genocided.
The shortest extended commands were being formatted differently in
Guidebook.txt than longer ones, looking a little odd. Force them to seem
longer so that they all end up with similar formatting.
Untested; based on how short option names are handled. And I have no
idea whether the TeX version ought to have something similar done; I lack
the means to view it. (In theory I could format it into Postscript,
transfer the result to a PC [a different one than what I'm using as a
terminal], convert it into PDF there, then use Acrobat to look at it. In
practice, that's more effort than I care to expend for something so minor.)
About six weeks back, <email deleted> suggested that
bear traps should deal out damage and be escapable via opening magic.
This doesn't do anything about the first part, but it does allow opening
magic (wand of opening, spell of knock, blessed Bell of Opening) to get
the hero out of bear traps and webs if zapped either at self or downwards.
Zaps across the floor which hit monsters will free them from such traps,
with a chance that releasing a hostile monster will pacify it (using
existing #untrap code). Conversely, if you are at a web or bear trap
location but not currently trapped, closing magic (wand of locking, spell
of wizard lock) will cause the trap to activate; you may or may not become
trapped. Likewise for zaps at monsters who are at such locations, which
is treated as an attack.
Opening magic which hits the hero or a monster located at a trap door
or falling rock trap spot will cause the trap to activate; as above, it's
an attack for the monster case. At the moment, zapping opening magic
downwards at the hero's location (but not zapping at self or at monsters)
will also cause holes, pits, and spiked pits to activate. (Zapping down
triggers falling rock traps and zapping up doesn't; that'll need to be
changed.) Zapping opening down while mounted will untrap, if stuck in a
web or bear trap, and will trap, for the falling cases, in precedence over
releasing the saddle and forcibly dismounting. The latter still occurs
when there is no applicable trap present though.
Zapping locking magic downwards at a hole location will convert the
hole into a trap door. Zapping breaking magic (wand of striking, spell of
force bolt) down at a trap door location will convert the trap door into a
hole. (Neither conversion currently alters the made-by-you flag for the
trap. However, the rationalization that distinctive style is what makes
made-by-you recognizable suggests that conversion should clear the flag.)
Lastly, the old behavior (which pre-dated bare holes) of destroying trap
doors when zapping down at them with locking magic has been removed--it
didn't seem to fit very well with the new cases. I'm starting to have
second thoughts about that but am going to commit this before discovery of
some more niggling details drags it out for another six weeks.
From a bug report: you could end up with
gravestone/logfile result of "burned by burning" or "drowned in a drowning".
If you get life-saved when drowning in water or burning in lava, the game
tries to teleport you to safety. If the teleport fails for some reason--
such as lack of unoccupied non-water or non-lava locations--you drown or
burn again. But life-saving was resetting the killer reason and the repeat
drowning/burning wasn't setting it up again, so the default got used and
produced a silly result.
From a bug report: you could end up with
gravestone/logfile result of "burned by burning" or "drowned in a drowning".
If you get life-saved when drowning in water or burning in lava, the game
tries to teleport you to safety. If the teleport fails for some reason--
such as lack of unoccupied non-water or non-lava locations--you drown or
burn again. But life-saving was resetting the killer reason and the repeat
drowning/burning wasn't setting it up again, so the default got used and
produced a silly result.
Wizard mode's ^G lets you specify "tame <foo>", "peaceful <foo>", or
"hostile <foo>" to override the created monster's default disposition.
Since it also lets you override the restriction against creating unique
monsters and various other special ones like shopkeepers (a post-3.4.3
change), it became possible to produce tame versions of monsters that
ordinarily are impossible to tame. That's pretty iffy even when it only
applies to debugging, so switch from internal tameness conversion to use
of tamedog() to get the non-tameable cases handled. (Minor side-effect:
full moon might prevent a request for "tame dog" from starting out tame.)
Also, for <N>^G, give up before the specified count is reached if
creation fails when creating multiple copies of a specific type of monster,
on the assumption that the level has become filled up. (When the type is
random, keep trying in case you subsequently get something different which
could survive on water or inside solid rock.)
More explicit control over the behavior of spoteffects() is probably
the way to go in the long run, but this much simpler fix handles the case
at hand. I'm not sure what `thrownobj' was intended to be used for in the
first place, but it came in handy here. (It was being left as a dangling
pointer when thitmonst() reports that the missile has been used up; that's
fixed now.)
Fix the reported problem of lookhere/autopickup not seeing the missile
which just killed the engulfing monster whose death caused the hero to be
put back onto the map and so look/pickup upon arrival. Normally the missile
gets placed after damage has been dealt and the throw has finished. This
overrides that so that the missile is put into the engulfer's inventory as
it is being killed (which will then put that inventory onto the floor prior
to expelling the hero on top of same). If the monster happens to get
life-saved it just ends up collecting the thrown-from-inside object a little
sooner than usual.
This wouldn't correctly handle the same case for a kicked object, if
that were possible. But it isn't possible to kick objects while engulfed,
so that's moot. Other calls to thitmonst() and hmon() don't appear to have
any objects in transit so shouldn't need any comparable fix (I hope...).
A first cut at adding some user-level documentation to dat/symbols.
It should probably include a brief example (not verbose description) of
how to specify values in the various supported formats (decimal, octal,
hexadecimal, simple string, string including escape sequeces?). Perhaps
a pointer to the Guidebook too. :-}
This may become moot if ASCIIGRAPH and/or ROGUE_COLOR setup changes.
But right now, the initialization was failing except when all three of
TEXTCOLOR, ASCIIGRAPH, and REINCARNATION were defined.
Noticed while synchronizing my code: Readme's list of directories
still had sys/amiga/ship, which is long gone, and lacked sys/wince/ceinc
and sys/wince/ceinc/sys, which have been around for quite a while now.
> Give demon lords and other monsters who teleport to your location a
> oneshot arrival message. [...]
> The fixes entry is deliberately a bit vague (and I put it in the new
> feature section rather than the fix section).
And apparently I neglected to commit it with the rest of that patch last
week.
If you get "you have summoned <demon>" after making a same-race
sacrifice, treat that as having been the "<demon> appears" message so that
the latter won't be given if it subsequently teleports to you after you've
moved out of sight of it. There are probably some more cases like this
still lurking in the code.
Give demon lords and other monsters who teleport to your location a
oneshot arrival message. Brought about by the report of the late "<demon>
appears" message delivered during its bribery demand, after the character
had already been able to see it for long enough to extract gold from a bag.
Now, if you can't see or sense a monster before it teleports to you, and
you can see or sense it after, you'll get "<monster> suddenly appears!".
The message will be given at most once for any given monster, and it won't
be shown at all if you already see/sense the monster before it teleports or
still don't see/sense it afterwards. The fixes entry is deliberately a bit
vague (and I put it in the new feature section rather than the fix section).
The change from long to unsigned long for monst.mstrategy may bring
some lint complaints along with it. The various constants (STRAT_xxx) used
to populate it are still signed. I didn't increment EDITLEVEL for this;
existing data should still work ok.
Turn being unconscious (via several reasons, including fainted from
hunger) into a pseudo-property named `Unaware' and use it in several
places where only being asleep was checked. #H202 was about a stunned
character who got the recovery message when it timed out while fainted.
This suppresses messages for several difficulties when they begin or end
while hero is Unaware. Messages about fatal illness, sliming, or
petrification aren't suppressed; they're too important to hide from the
player. "You feel ..." messages come out as "You dream that you feel ..."
when Unaware; fairly lame but hopefully adequate.
From a bug report, being hit with a
yellow light explosion while fainted from lack of food caused blindness
but being hit while sleeping did not. Make being in fainted state become
a protection against light-induced blindness.
A couple of short quotes which needed a good home. The first is a
bit of verse from a short story, the second is part of the opening theme
song of the TV series "Monk". (That's the main character's surname, not
his profession/vocation :-).
Also make the change to the actual monk entry suggested by <Someone>.
From a bug report, the fallback selection criteria
(used when everything is extinct?) in rndmonnum() was excluding hell-only
monsters when outside of Gehennom, but failed to exclude never-in-hell ones
when inside. [Some of the never-in-hell monsters are Angels, but the rest
are all cold based creatures. That must date to when fire resistance was
required for the hero, which is no longer the case. Should those cold
monsters retain their never-in-hell setting?]
This also fixes a latent copy/paste bug in the unused mons[] definition
of Cerberus (it was the only unique monster which failed to specify G_NOGEN).
<Someone> says he reported this five years ago, but I don't think I ever
saw it. Receiving an artifact as the result of #offer would add it into
the discoveries even if the hero was blind and never saw it. It either
needed to have the dknown bit set, as if it had been seen, or else should
not be added to the list. I've opted for the latter.
Mentioned by <Someone>, who suspected that the fix for C343-114 dealt with
this. When a giant picks up a boulder from a location where more than one
is present, line-of-sight would be inappropriately cleared, as if the
remaining boulders were transparent. (He said that he got no pickup
message when the giant picked up the boulder. I do, and have not tried to
figure out whether this is a post-3.4.3 difference.) Pushing a boulder
onto a landmine had the same bug, although you wouldn't notice unless there
were at least three boulders to be pushed (mysterious ability to push more
than one boulder in a turn strikes again: first one triggers the trap and
is destroyed, allowing hero to see through any others; second fills in the
resulting pit; third gets moved to the former trap spot and [probably--I
haven't checked] re-blocks vision; fourth, if any, stays put; if only one
or two are present, the change in vision is expected and the fact that it
happens too soon in the two boulder case would probably go unnoticed.
Polymorph of a boulder also opened up vision without checking whether any
others are present.
An existing, evidently overly optimistic, fixes34.4 entry covers this.
From a bug report, having hallucination time out while
mimicking an orange (instead of gold, after eating a mimic corpse), you'd
still get the hallucinatory end-of-mimicking message about not wanting to
be peeled. If hallucination state is toggled, update the pending message
and change the hero's appearance. In practice, only the orange-to-gold
case can occur. Anything which might trigger gold-to-orange will have
terminated the hero's mimickery befort that happens.
<Someone> reported being swallowed by his pet purple worm during
Conflict, then being stuck inside once Conflict ended. I'm not entirely
sure what dog_move() intended by the "swallowed case handled above" comment.
It returns without letting the pet move when the distance between pet and
hero is 0; that wasn't much in the way of "handling" being swallowed.
Grabbing pets did let go, but peaceful monsters didn't until you actually
attempted to move away from them. Now all four combinations (grabbed or
swallowed by tame or peaceful monster) are handled the same: the monster
will let the hero go next time it gets a chance to try to move, using up
its move in the process.
When the hero arrives on a level and a monster at his destination can't
be relocated to make room for him, goto_level() would place the hero on top
of the monster. From a bug report, who said that the
game panicked (without providing specifics, at least so far). I wasn't able
to reproduce a panic but get a pair of impossible warnings and can confirm
that there is a monster on the same spot as the hero, which could easily
lead to strangeness depending upon what actions the monster attempts to
perform. This fix causes a non-relocateable monster in that situation to
be moved to the migrating monsters list for later arrival back on that same
level. That's inconsistant with the migrating monster arrival routine,
which kills off any monster it can't place; I'm not sure which action is
more reasonable, deferred arrival or outright removal.
There are three or four dozen ``(void) rloc(mon)'' calls which don't
do anything special when rloc fails to move the monster. Those need to be
reviewed and the ones where it's making a space for some other monster have
to do something about failure. (Failed teleport attempts can simply leave
the monster in place, so most of those calls won't need any extra handling.)
Forwarded from the newsgroup by <Someone>: temple priest might
abandon his post via teleport if conditions are obscure enough. Change
rloc_pos_ok() to only accept spots inside the same shop or temple when a
shopkeeper or temple priest is teleported to a random destination. rloc()
tries rloc_pos_ok() 500 times before reverting to goodpos(), so this will
usually succeed for a large room; it may fail for a small one (reverting
to the current behavior, more or less). Shopkeepers or priests who get
polymorphed into a critter which teleports to the stairs when in need of
healing will still leave their shop or temple if wounded (no change).
Priests resist if the player tries to teleport them, but shopkeepers
don't. So for direct attack by the player, this only affects shopkeeper
destination. But it affects both types as far as being hit by quantum
mechanics (probably caused by player's use of conflict) or if polymorphed
into monsters which steal and then flee (again, probably caused by the
player since those strong monsters won't voluntarily polymorph).
From a bug report...): pushing a boulder onto a level teleporter trap
could repeat the
You push the boulder and suddenly it disappears!
message. That would happen whenever the teleport destination was the same
as the current level (20% chance). The boulder wasn't being moved onto the
trap location so was still present when the pushing code tried to handle
the next one in the pile. I've changed so that pushing stops whenever a
pushed boulder is affected by a trap, and also so that the boulder gets
moved as usual when a level teleporter fails to send it somewhere.
I've always thought it's pretty strange that pushing ever operates
on more than one boulder in the same turn in any situation, but I haven't
changed that for the non-trap cases. (Usually the first boulder pushed
ends up blocking the second one, so you get a "you try to move it, but
in vain" message which seems odd since you just moved one. But if there's
a pool of water or lava in the path, you can actually push multiple
boulders successfully.)
From <Someone>:
Pet picks up 8 spears.
Pet wields 8 spears.
Pet thrusts its spear at Foe.
The routine to handle a monster attacking the hero are already uses "mon
thrusts one of its spears" in this case, so make monster against monster
messages do the same. Also, it's no longer necessary to save one monster
name before formatting another when using two monster names in the same
message, so switch to the more straightforward usage here. (The Blind
check is needed in the mhitu case but not in the mhitm one, where it's
redundant because the caller has already verified that both monsters'
locations are visible, but I left it in.)
More tweaking brought about by the report of falling through a
trapdoor above the quest locate level and landing below it (which won't
happen randomly any more, but can still be achieved via controlled level
teleport). You don't get any message for the locate level when arriving
from below, and giving the full initial message if you manage to make a
return visit from above produces silly results. This adjusts the logic
for delivering those messages; once you've been on the level, you won't
get the full initial message later even if it wasn't given the first time.
You will still get the shorter secondary message, up until the nemesis has
been killed. (In some cases it might not make much sense since its wording
is based on the assumption that you've already seen the full message.)
The handling for these messages will never be completely correct
unless the messages themselves are rewritten (and the result would
probably end up with really wishy-washy phrasing so there's not much point).
They assume that you'll be arriving via the stairs, even for the case where
you do come from above rather than unexpectedly from below, and they can
be misleading or confusing if you arrive someplace else. We could improve
things by having alternate FIRSTLOCATE and NEXTLOCATE messages for use when
not on--or next to, for the case where a pet displaces your arrival--the
stairs. But I'm not going to attempt to compose those.
From a bug report, it was possible
to fall from above the quest locate level to below it even though it has
nondiggable floors (hence no trapdoors or holes to pass through). Since
the game can't verify that it is nondiggable (which could vary on a role
by role basis depending upon their quest descriptions) when it is not the
current level, restrict falling past it only when it hasn't been visited
yet. Impose the same restriction for random level teleport. This enforces
proper sequencing of the quest feedback, which was the more significant
thing that went wrong in the reported case (player finally got the full
locate level message on a return visit, when descending from above, after
having already cleared out that level on his way back up from falling).
Once the locate level has been reached or passed, it is no longer a
barrier to falling or random teleport. (When it is eventually visited,
there's no attempt to remember whether it allows holes, since that
information and the corresponding fall check would need to be extended to
every level in the dungeon. Also, controlled teleport is still allowed to
bypass it even when it hasn't yet been visited, so the "enforces proper
sequencing" claim above is an exaggeration.)
From a bug report, the whatis description
for monks (a passage about a monk being invited to a meal) was using "month"
where "mouth" is clearly intended. I think this came up a few years ago
when monk was first added and am not sure why it wasn't changed them, even
if it happens to be an accurate transcription from the quote's source.
From a bug report, applying a pick-axe will
wield it in place of the primary weapon but wouldn't update the alternate
weapon. Make objects which become wielded when applied (pick, lamp, whip,
grappling hook, pole-arm) honor the pushweapon option (where the previously
wielded weapon becomes the alternate weapon without use of 'x' command) the
same as when explicitly wielded. Old behavior matched the documentation,
but that seemed overly restrictive.
I'm pretty sure that some pre-standard compilers don't know how to
apply an initializer to a variable of type union. Unfortunately, I don't
have access to one to check. Fortunately, there's no need to explicitly
initialize `zeroany' since the default value is what we want--the first
field will be set to zero or null as appropriate (null in this case).
Strictly speaking, this isn't adequate; what if long is wider than a
pointer rather than narrower? Using `= {DUMMY}' didn't handle that case
either; the ordering of the union's fields controls which bits get stored.
As a practical matter, it should make no difference. As long as the code
reading a union accesses the same field as the code writing that union set
up in it, anything in extraneous bits should be irrelevant--except perhaps
when a debugger tries to format things. The whole issue has always been
implicitly based on the assumption that null pointers have all bits zero
in the first place; that's typical but not guaranteed.
Hide pointer formatting in alloc.c by eliminating the need for callers
to know how big a buffer is required. I generally prefer the caller to
pass in its own buffer for this sort of thing, but in this case the usage
is almost entirely for debugging so using static buffers results in less
clutter in the rest of the code.