Instead of replacing the check for DRAWBRIDGE_UP with one for
DRAWBRIDGE_DOWN, the correct fix is to check for both because
replacing either one with water breaks the two-square dbridge.
When a monster killed a paper golem with a fire attack, the player was
told that the golem "burns completely" yet it might still leave some
blank scrolls as 'corpse'. The fix for that was one-line, but several
other death-by-fire situations which didn't report "burns completely"
were also leaving scrolls: fireball spell or scroll of fire or other
fire explosions (if any), also wand of fire. Fire trap and poly'd
hero with fire attack were already suppressing 'corpse'.
thitu() is mostly used for arrows and darts "thrown" by traps, but
scatter() uses it on items launched by a land mine explosion. Traps
had no need for potion handling, but scattering does. Changing thitu()
to call potionhit() required that more information be passed to the
latter in case killer reason was needed, and thitu()'s callers needed
to be updated since it now might use up its missile (only when that's
a potion, so scatter() is only caller which actually needed to care).
Quite a bit of work--especially the testing--for something which will
never be noticed in actual play. In hindsight, it would have been
much simpler just to make scatter destroy all potions rather than
allow the 1% chance of remaining intact (via obj_resists()), or else
leave any intact ones at the explosion spot instead of launching them.
setmangry() and wakeup() were being used for multiple purposes. Add an
extra parameter to track which. This fixes several minor bugs (e.g.
whether monsters with no eyes were angered by (useless) gaze attacks
against them previously depended on the state of a UI option, and
the Minetown guards would be annoyed if you used a cursed scroll of
tame monster on a shopkeeper). It's also a prerequisite for the
Elbereth changes I'm working on.
drain_item() always assumed player was responsible, so called
costly_alteration() to adjust shop price of disenchanted item.
If it was unpaid and the effect was caused by a disenchanter
attack rather than by the hero, the feedback was nonsensical.
This also lets a disenchanter hit worn rings, amulet, or blindfold
if no armor gets targetted. Amulets, blindfolds, and most rings
have no charge to be drained, but several types of rings do.
Requested by one of the beta testers 13 months ago... when a visible
monster becomes invisible and vanishes, mark its map location with
the remembered, unseen monster glyph. (When the player zaps a
monster with a wand of make invisible, that only happens if the wand
type is known. I'm not sure that's right but didn't alter it....)
The request suggested also doing it for a monster who disappears by
teleporting away, but I haven't attempted to implement that.
This is the Pet ranged attack -patch by Darshan Shaligram,
with the spellcaster parts removed to keep it simpler.
Pets will now throw, spit and breathe at other monsters.
When a stack of N corpses is hit by wand or spell of undead turning,
1 revives and N-1 remain corpses. If owned by a shop, a fee for
using up all N corpses was charged and if carried at the time, the
extra N-1 became owned by the player but if on the floor, they
remained owned by the shop. Feedback was schitzophrenic as to
whether the whole stack was involved:
One of the <foo> corpses glows irridescently.
You owe <shk> X zormids for them.
Split the stack so that revival explicitly operates on only 1 corpse.
It's done after the revival side of things has already succeeded or
given up, so the split will never need to be undone.
Zapping wand of undead turning at self while inside a shop and
carrying a corpse caused the shopkeeper to claim a use-up fee for
the corpse regardless of whether it was owned by the shop.
Not mentioned in the report: casting stone-to-flesh as self while
carrying a figurine or statue behaved similarly.
I've hunted for other instances where monster hit points were set
to zero or less without calling the routine that kills off the
monster (see recent mon_unslime() vs zhitm()) and didn't find any
for mhp subtraction. I haven't checked for direct assignment yet.
For a while I thought I'd found several cases where a monster was
intended to be killed but got left with positive hit points, but
it turned out that lifesaved_monster(), of all places, was setting
them to zero. I've moved that to its callers so that it isn't so
well hidden. And changed several ''if ((mon->mhp -= dmg) <= 0)''
into separate subtraction and 'if' just so the mhp manipulation is
a bit more visible.
I think the only actual change here is the message for monster
being killed by lava, where glass golems now melt instead of burn.
Reported directly to devteam, zapping wand of undead turning at a
shopkeeper's corpse would cause a crash. 'Traits' to fully recreate
the shk were attached to the corpse, but the temporary monster
created on the map intended to be relaced by the shk didn't have any
eshk struct, and the sequence replmon() -> replshk() -> inhishop()
attempted to access mtmp->mextra->eshk when trying to reattach the
shk to his/her shop. No other mextra structs involve pointer fixups,
so pets, priests, vault guards don't need extra handling.
I tested four cases. #1 and #3 had no shop bill at the time; I'm not
sure about #2. These all worked.
1) shk killed inside shop, resurrected there;
2) killed outside shop on the shop level, resurrected there;
3) killed inside his shop, corpse carried to different level before
being resurrected;
4) killed and resurrected on different level from shop after hero
stole something (teleported out of shop with unpaid item)--shk
left shop to chase hero and followed him/her up some stairs.
Do it properly, using the arguments to xkilled() instead of reversing
the conduct counter after the fact.
The xkilled() flag value of '1' has been reversed. It used to mean
'display message' but now means 'suppress message' since both of the
other flag bits are for suppression. All callers have been updated
to specify either XKILL_GIVEMSG or XKILL_NOMSG so the underlying
number remains transparent.
'Your <single-potion> boils and explodes.'
'One of your <stack-of-potions> boils and explodes.'
'Some of your <stack-of-potions> boil and explode.'
'All of your <stack-of-potions> boil and explode.'
The last variation had an extra space in the message prefix....
In addition to removing the excess space, this adds
'Both of your <stack-of-potions> boil and explode.'
to be used for the (All == 2) case.
The bug and fix also apply to stacks of potions 'freezing and
shattering' and to stacks of scrolls 'catching fire and burning'.
Force the menu for the look-here command when 'here' is the inside
of an engulfer to be PICK_NONE. That way '>' won't exit the menu
by choosing the extra inventory item "> - hero".
Rescuing an old revision from bit rot: If one of fog clouds or
vampire bats has been genocided and you try to polymorph a vampire
disguised as the other, it won't change form because the shape it's
currently in is the only candidate shape left for vampshifting.
This makes shapechangers who fail to take on a new shape when
polymorphed try again, specifying original form on the second try.
It's unlikely to affect chameleons, but disguised vampires will
sometimes become undisguised instead of seeming to be immune from
polymorph.
There have been two or three reports on getting feedback about
amulets rusting. Object formatting doesn't display erosion for
them, so being told about damage then not seeing that damage
feels like a bug. Even if damage was displayed, it has no effect
on them so would still feel somewhat strange. It does display
erosion for wands and rings, which is strange too.
This limits erosion damage--and its feedback--to items which are
actually impacted by erosion: armor, weapons and weapon-tools;
also heavy iron balls and iron chains since they've traditionally
shown rust even though it has little effect.
A side-effect of this change is that flammable items (other than
armor and weapons) which don't burn up immediately will no longer
become burnt, then very burnt, thorougly burnt, and finally be
destroyed. Since the player couldn't see or possibly repair the
erosion state, it seemed incomplete. It could be reinstated by
making other flammable items be subject to erosion and displayed
as such by xname() & co.
Wishing now avoids applying erosion and erosion-proofing to items
that aren't affected by it, regardless of material. It also now
allows wishing for "rusty rustproof <iron-object>" which used to
suppress "rusty" in that combination and triggered a couple of
old bug reports.
Heavy iron balls and iron chains can have rust repaired and can
be made rustproof by wielding, then reading enchant weapon while
confused, as if they were weapons.
Pt 1 was about the wrong message delivered when a high priest
rejects being given a name by the player, and was fixed weeks ago.
Pt 2 is about zaps on the Elemental Plane of Air which reach the
edge of the map not having their temporary display effect removed
after "the <zap> vanishes in the aether". There was a 'goto' in
use which bypassed the tmp_at(DISP_END) call. I guess Dijkstra
earns an "I told you so" here.
When using a stethoscope or wand of probing on a long worm, report
the number of segments it has in the feedback given.
Some of the extra bhitpos and/or notonhead assigments may not be
necessary. They were added when I was trying to figure out the
question of why probing of a tail segment revealed a long worm's
inventory even though the code explicitly prevents that. (Answer:
it didn't; I had misinterpreted bz 12 to think that that was what
was being reported. You need to use wand of probing--or "insigtful"
Magicbane hit--on the head in order to see its inventory or be told
"not carrying anything".)
When destroy_item() or destroy_mitem() burned up a glob of green slime,
they had the message index and damage amount reversed. This could give
a nonsense message ("the glob of green slime freezes and shatters") or
go out of array bounds and wreak havoc. Even if the message index had
been correct, fatal damage would have produced an incorrect cause of
death since it would have used a potion or scroll string.
Now globs will boil and explode like potions, and damage will be
proportional to the size (weight) of the glob, which seems to be the
original intent.
Original bug report:
> When killing something that's carrying a potion, or death-drops a potion,
> or stands on top of a potion, with a force bolt or a wand of striking,
> "you hear something shatter" or "a potion of foo shatters" but the corpse
> is inverse as if it's (still) a pile.
Unfortunately the newsym() checks for already existing glyph, and
the gbuf doesn't distinguish between object piles and single items,
so newsym doesn't mark the location for update.
This is a dirty hack to force the newsym to update the glyph.
The glyph buffering should be revisited in a future version.
Freezing a moat--unlike other types of water--substitutes the type
of water (because that isn't "moat" for Medusa's level) in the freeze
message but was doing so after changing the affected terrain to ICE,
yielding "The ice is bridged with ice."
When a stack of corpses gets zapped by undead turning, the message was
"The <foo> corpses glows iridescently." Change it to "One of the <foo>
corpses glows iridescently." since only one of the stack gets revived.
Fix a couple of the clang static analyzer's warnings.
muse.c has some reformatting. zap.c wasn't triggering any warning about
possible null pointer, but using MON_AT() to maybe avoid m_at() is not
a useful optimization since m_at() is a macro which starts out by using
MON_AT() itself.
The memory leak (monst->mextra->edog, monst->mextra->mname,
monst->mextra for some monster were not released) I noticed recently
was due to recording a pet's full monster attributes with its corpse.
During save and restore, obj->oextra->omonst was being treated as a
full-fledged monster so worked as intended, but when freed, omonst
was treated as a black box and its mextra details weren't handled.
The automated reformatting put a space in casts of the form
'(type)(expression)', yielding '(type) (expression)', but it didn't
do that for '(typedef)(expression)'. There are lots of instances of
'(boolean)(expression)'; (uchar) and (xchar) also occur. I haven't
noticed other types, but I haven't looked in very many files yet.
Last few && or || followed by end-of-line comments, plus tab replacement
and 'return' parentheses. Not as many of those; some of these files had
already had that done.
Also, tweaked non-cursed scroll of charging read while confused to be a
tiny bit more effective.
To do: find and fix block comments that immediately follow a line with
an end-of-line comment and got misindented to line up with that comment.
End of first pass, but '[&|?:][ \t]*$' doesn't catch trailing operater
followed by end-of-line comment so more needs to be done. As with the
past couple of batches, I've removed redundant parentheses from 'return'
statements but only for files that had continuation fix-ups.
I've also removed tabs from comments in some of the files, but didn't
start until part way through this subset of the sources.