Commit Graph

188 Commits

Author SHA1 Message Date
nhmall
fd7d0f5d52 more things considered when you're on the brink 2019-11-29 11:14:55 -05:00
PatR
3130676077 alignment of mimicked or polymorphed altars
A reddit thread about an unaligned altar in an aligned temple was
a tipoff that mimics posing as altars didn't have any particular
alignment.  The look-at code was misusing an operloaded field of the
underlying terrain.  Pick an alignment at random when taking on the
appearance of an altar, store it in the mimic's mon->mextra->mcorpsenm
field, and have look-at use that.

Also, dropping a ring of polymorph into a sink can transform it, and
one possible outcome is an altar.  In this case, the alignment is
part of the location's topology, but code setting that up was using
Align2amask(rn2(foo)).  That's a macro which evaluates its argument
more than once.  The first evaluation was effectively a no-op.  If
the second evaluation picked lawful then the result was lawful as
intended.  But if the second picked non-lawful and the third picked
lawful, the result would end up as none-of-the-above (a value of 3
when it needs to be a single-bit mask of 1, 2, or 4).
2019-11-25 15:01:40 -08:00
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
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
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
8bf16b940e stale lock picking context
Lock context wasn't being cleared if it was for a container and that
container got destroyed.  Case discovered was forcelock() ->
breakchestlock() -> delobj() (sometimes the container is destroyed
rather than just breaking its lock) followed by #wizmakemap (replace
current level) and maybe_reset_pick() trying to check whether
xlock.box was being carried.  But being interrupted, destroying the
container or dropping it down a hole to ship it to another level, then
attempting to resume picking the lock would also find a stale pointer.
2019-01-31 15:50:12 -08:00
nhmall
457e4b68aa merge Alex's dual rng proposal with the isaac64 rng code and adjust
This is branched from Alex's hallu-rng-stability branch,
with two build corrections (detect.c, zap.c), and merged
with  the isaac64 branch that we have ready to go.

Alex's dual rng is supported by setting up the array
of multiple isaac64 contexts.

I stuck with Alex's approach of passing the rng function
name around as the parameter (rng or rn2_on_display_rng)
for the new additional parameter needed for
set_random(), init_random(), reseed_random(),
and init_isaac64().
2019-01-28 19:43:55 -05:00
Patric Mueller
52d4b1a1aa reseed during level change to prevent deduction of rng state
For platforms that read from the system's random number generator,
reseed during level change, before the map of a new level is created and
after level creation has finished.
2019-01-28 10:02:00 +01:00
PatR
b9f38fdd14 fix #H6285 - flooreffects and deltrap panic
Reported 14 months ago, a monster reading a scroll of earth which
dropped a boulder that killed another monster in an adjacent pit
was giving credit/blame to the hero and could also trigger a panic.
If the monster was killed, the pit would be filled and deleted via
m_detach and then when flooreffects tried to delete the same trap,
it accessed freed memory and deltrap could panic.
2019-01-16 15:08:11 -08:00
PatR
97b28bd846 level arrival
The check I added to make sure that a monster was at the hero's
coordinates before deciding to move one or the other would have been
confused by a long worm's tail.  Check that they're at that spot but
not by comparing monst.<mx,my> coordinates with <ux,uy>.

Also, don't have wiz_makemap() assume that each level of the Wizard's
Tower has the same boundary coordinates.  Keep track of whether hero
is inside that tower before discarding the old level.
2019-01-14 16:35:19 -08:00
PatR
992f141ab7 \#wizmakemap followup
Both u_on_rndspot() and losedogs() might result in having a monster
and the hero be at the same location.  Have wiz_makemap() use the
same fixup for that as goto_level().
2019-01-14 09:28:10 -08:00
PatR
a637e91f37 miscellaneous formatting
Some minor stuff that's been sitting around for a while.
2019-01-09 18:15:43 -08:00
PatR
7bc36ddef4 fix #H6942 - dropx vs hold_another_object
Dropping an existing fragile item while levitating will usually
break it.  Getting a new wished-for fragile item and dropping it
because of fumbling or overfull inventory never would.

Some callers of hold_another_object() held on to its return value,
others discarded that.  That return value was unsafe if the item
was dropped and fell down a hole (or broke [after this change]).
Return Null if we can't be sure of the value, and make sure all
callers are prepared to deal with Null.
2018-12-23 12:37:26 -08:00
PatR
f9cef53758 yet more dropping while inside engulfer
I don't know why we have two different functions which do exactly
the same thing (checking whether an item is unpaid or is a container
that holds at least one unpaid item), but switch the #H2504 fix to
use 'the other one' and reverse one of the changes made when using
the inventory one.
2018-12-17 02:49:38 -08:00
PatR
a3a676a6bd more dropping unpaid shop items inside engulfer
I thought that the earlier fix for #H2504 was too easy for anything
shop related.  It didn't deal sensibly with containers owned by hero
but holding unpaid shop goods.
2018-12-17 00:45:00 -08:00
PatR
a47ad0b918 dropping shop item(s) inside engulfer
'Yobjnam2()' is for beginning of sentence or other deliberate
capitalization.  Switch to yobjnam().
2018-12-16 16:06:15 -08:00
PatR
0f15b7c3ad fix #H2504 - dropping shop goods inside engulfer
This one is only seven years old.  Dropping an unpaid item inside an
engulfer leaves it unpaid and still on bill.  If engulfer is killed,
it ends up unpaid when back on the shop's floor.

Treat dropping an unpaid item into engulfer's inventory as stealing
that item.  You have to pay for it to leave the shop, and like any
other dying monster's inventory, the shopkeeper will take ownership
if it lands on the shop floor when the engulfer is killed.

The 'theft' doesn't anger the shopkeeper and the cost shows up on 'Ix'
as part of "usage fees/other charges" rather than as an itemized used
up item.
2018-12-16 15:43:17 -08:00
PatR
9c422f2c1f fix #H7707 - terrain change leaving stale flags
struct rm.flags in overloaded for a bunch of rm.typ -dependent things
(doormask, altarmask, throne/fountain/sink looted, a few others) and
wasn't being reset for various cases where rm.typ gets changed.

I've changed a lot, some no doubt unnecessarily, and probably missed
plenty.  This compiles but has not been thoroughly tested.
2018-12-10 03:52:00 -08:00
PatR
36c2aec2ff fix #H7667 - maybe_reset_pick(), other bad context
When deciding whether to discard interrupted lock/unlock context while
changing levels, maybe_reset_pick() checks whether xlock.box is being
carried.  But it was doing so after the old level had been saved and
memory for non-carried container there had been freed.

That led to a couple of other issues.  context.travelcc was using -1
for 'no cached value', but the fields of travelcc have type 'xchar' and
shouldn't be given negative values.  0 should be fine for 'no cache'.

Failed partial restore which occurred after old game's context had been
loaded would begin a new game with old game's stale context.  Restoring
goes out of its way to avoid that for 'flags' but didn't for 'context'.
2018-12-04 17:10:15 -08:00
PatR
cc5bb44a9a fix #H7591 - migrating monsters vs full levels
During level change, when a monster from mydogs (monsters accompaying
hero, usually pets) couldn't be placed because the level was full, it
was set to migrate to that level (in order to get another chance to
arrive if hero left and returned).  The code sequence
 mon_arrive()-> mnexto()-> m_into_limbo()-> migrate_to_level()-> relmon()
tried to remove the monster from the map, but it wasn't necessarily on
the map (depending upon whether it couldn't arrive at all, or arrived
at the hero's spot and couldn't be moved out of the hero's way).  The
EXTRA_SANITY_CHECKS for remove_monster() issued impossible "no monster
to remove".  relmon() now checks whether monster is already off the map.

While investigating that, I discovered that pets set to re-migrate
to the same level to try again on hero's next visit didn't work at all.
migrating_mons gets processed after mydogs so moving something from
the latter to the former after arrival failure just resulted in
immediate second failure when the more general list was handled during
the hero's current arrival.  And failure to arrive from migrating_mons
would kill the monster instead of scheduling another attempt.

The sanest fix for that turned out to be to have all monsters who
can't arrive be put back on the migrating_mons list to try again upon
hero's next visit.  Pets still fail twice but are no longer discarded
during the second time, and now do arrive when hero leaves and comes
back provided he or she has opened up some space before leaving.  If
there's still no space on the next visit, monsters who can't arrive
then are scheduled to try again on the visit after that.

Recent fix for invalid corpses becomes moot.  Monsters aren't killed
during arrival failure so there are no resulting corpses to deal with.
2018-11-24 01:45:09 -08:00
PatR
50cb52ab31 sentence spacing
Use two spaces between sentences.  This only fixes the instances of
one-space that were fairly easy to find.
2018-11-20 17:56:16 -08:00
Pasi Kallinen
9ad7268c0a Moving long worms may still put tail in old location
When using rloc and friends to move monsters, and the monster
happens to be a long worm, the tail may get randomly placed
in the same place where the long worm was removed from.

In the cases where we expect the location to really be free,
explicitly recheck the location for a monster after rloc.
2018-11-19 21:24:11 +02:00
PatR
1295e7ee28 conflicting countdowns again
Use the make_foo() intrinsic set/reset routines instead of trying
to manipulate the intrinsics directly.  Previous patch left Dex
down by 1 if stoning caused wounded legs to be fixed, and left
delayed killer allocated if stoning cured sliming or vice versa.
2018-11-12 11:02:40 -08:00
Pasi Kallinen
0bb6754998 Fuzz testing debug tool
Add code to run a fuzz tester, simulating (more-or-less) random
keyboard mashing. There's no option to turn it on, you need to
set iflags.debug_fuzzer on via a debugger or something along
those lines.
2018-11-08 15:55:49 +02:00
nhmall
6fb2000feb fix odd wording "The boulder triggers and fills a pit" 2018-11-07 17:06:45 -05:00
PatR
3e19858edd fix #H6925 - being trapped vs Levitation/Flying
Make being trapped in/on/over floor block Levitation and Flying, the
way that being inside solid rock already does, and the way levitating
blocks flight.

Blocked levitation still provides enhanced carrying capacity since
magic is attempting to make the hero's body be bouyant.  I think that
that is appropriate but am not completely convinced.

One thing that almost certainly needs fixing is digging a hole when
trapped in the floor or tethered to a buried iron ball, where the
first part of digactualhole() releases the hero from being trapped.
If being released re-enables blocked levitation, the further stages
of digging might not make sense in some circumstances.

I recently realized that being held by a grabbing monster is similar
to being trapped so should also interfere with levitation and flying.
Nothing here attempts to address that.

Save files change, but in a compatible fashion unless trapped at the
time of saving.  If someone saves while trapped prior to this patch,
then applies it and restores, the game will behave as if the patch
wasn't in place--until escape from trap is achieved.  (Not verified.)
2018-09-30 01:06:59 -07:00
Pasi Kallinen
e031800880 Use is_hole macro to check for trapdoors and holes 2018-09-15 17:57:57 +03:00
Pasi Kallinen
adf070eb04 Use is_pit macro to check for (spiked) pit 2018-09-15 17:19:26 +03:00
nhmall
efedd48e7d previous change bit 2018-08-12 09:06:47 -04:00
nhmall
a105df7320 inconsistency going down a hole/trapdoor accidentally vs deliberately
Noted on rgrn, after being told that you don't fit upon discovery
of a hole or trap door you could then immediately use '>' to
proceed down.

The deliberate situation remains possible and has some
inherent risk.
2018-08-12 08:40:55 -04:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
Pasi Kallinen
279050ba84 Sometimes put rings dropped into sinks in the pipes
aka bury the ring under the sink. Idea from Fredrik Ljungdahl.
2017-10-25 14:21:10 +03:00
PatR
f18524bef9 hmon() arg fix
The call to hmon() in flooreffects() was passing a boolean where int
is expected.  The 'thrown' argument may have once been a boolean, but
it is 'int' for as far back as the repository history goes.
2017-10-01 08:16:56 -07:00
Bart House
78756c9bd6 Addressing bug with the use of static dieroll in uhitm.c. 2017-10-01 14:39:35 +03:00
PatR
e589d87d18 vulnerable items thrown into lava
Reported directly to devteam, player threw a troll corpse into lava and
then later got messages about it reviving and burning to death.  Items
thrown, kicked, or dropped into lava were being subjected to fire damage
(so scrolls burned up, potions boiled, non-fireproofed flammable weapons
and armor eroded), but corpses and a lot of other stuff not subject to
erosion remained unaffected.  This makes things that are made out of
wood, cloth, flesh and other flammable stuff burn up (when in lava, not
when hit by fire).
2017-09-22 15:08:42 -07:00
Pasi Kallinen
2db7e20116 Fix invisible gold symbol in status lines 2017-09-16 23:49:28 +03:00
PatR
ff817b55e1 fix bz623 - 'D' when not carrying anything
With menustyle set to "full" or "partial", using 'D' when not
carrying anything gave no feedback.  (Modes "traditional" and
"combination" give "you have nothing to drop" via ggetobj().)

Also, there's no need to reset in-progress armor removal, lock
picking, or trap setting if you don't actually drop anything.
The inventory they're set to operate on or with stays intact.
2016-09-02 02:38:10 -07:00
Pasi Kallinen
3502cfcc5a Hallucinatory liquids for water, lava, and acid 2016-06-07 20:57:50 +03:00
PatR
0c70b1bd06 reset travel cache when changing levels
When travel fails to reach its destination, it remembers the target
spot to use as default next time.  But that spot is only meaningful
on the current level.  Discard last travel destination when moving
to a different level.

Also, discard unlocking context when changing level unless the
context is for a container being brought along (after having been
picked up since you can't unlock a carried box).  Previously, a
door pointer on the new level could happen to match the last one
being unlocked on the old level.

Discard trap setting context when changing level even if the trap
object is brought along.

Somehow the code for applying a touchstone got inserted in between
two sections of code for applying a trap (ages ago; probably since
touchstone was first introduced however many versions back), so
clean that up.
2016-05-28 19:54:19 -07:00
PatR
70ff2c2b3e cursed potion of levitation
Reported directly to devteam 7-Jan-2016, two issues with cursed
potion of levitation:
1) the go-up-stairs effect for cursed potion still let you choose
not to escape the dungeon if it occurred on level 1 stairs.  I've
left that as-is; perhaps there's a gate across the entrance.
2) both the go-up-stairs and bonk-head-on-ceiling effects were
skipped if the hero was already levitating.  I don't know whether
that was intentional but there was no comment explaining why, so
I've changed it to happen regardless of whether already levitating.

In the process, I changed the head-bonk case to do more damage when
a helmet is worn:
 old: no helmet 1..10 hp, any helmet 1 hp damage;
 new: no helmet 1..10 hp, soft hat 1..6 hp, hard helmet 1..3 hp.

Also, not in the report:  when you aren't already levitating you
get the "you float up" message, but for cursed potion there was
never any corresponding "you float down" message because you ended
up not levitating.  Now you'll levitate for 1 turn and float down
on the next, landing in a trap if one is present.
2016-05-07 17:26:01 -07:00
PatR
b3b4953020 'sortloot' revamp
Change the sortloot option to use qsort() instead of naive insertion
sort.  After sorting, it reorders the linked list into the sorted
order, so might have some subtle change(s) in behavior since that
wasn't done before.

pickup.c includes some formatting cleanup.

modified:
  include/extern.h, hack.h, obj.h
  src/do.c, do_wear.c, end.c, invent.c, pickup.c
2016-03-13 16:23:38 -07:00
PatR
b632247a74 revisit #H4083 - glob ID and merging
Globs on the floor used different criteria (anything goes) than globs
in inventory (mostly requiring same ownership when in shops and same
curse/bless state--other stuff generally isn't applicable) when
deciding whether two globs should merge.  That was okay as long as
the globs on the floor were from being left behind when a pudding or
ooze was killed, but not if the player had picked some up, dipped
them in holy or unholy water, and dropped them again.  This changes
things so that globs on the floor use the same criteria as globs in
inventory when deciding whether to coallesce.

Also, my earlier fix was modifying globs in the mergeable() test (to
make bknown and rknown match) rather than during actual merge, which
would be a problem if the merger didn't take place for some reason.
2016-01-28 18:13:25 -08:00
PatR
49cbcdb137 fix #4191 - flags.verbose vs level change messages
Suppress the "you climb/fly up the stairs/ladder" message if the
'verbose' option is off (unless punishment is going to augment the
message by "with great effort").
2016-01-23 20:16:37 -08:00
Pasi Kallinen
4d866a2217 bz24: Wrong floor descriptions on Planes when levitating and going down 2016-01-15 13:15:13 +02:00
PatR
0c2443ebd0 fix 'blind sink behavior'
Reported directly to devteam:  teleporting or polymorphing a sink when
dropping the relevant ring into it was suppressed if the hero couldn't
see it happen.

Being unable to see the sink transform or vanish shouldn't stop that
from happening.  Since the hero is known to not be levitating (because
of the sink), it can be assumed that he can feel the transformation or
vanishment (is that a real word?), so use the same messages regardless
of blindness.
2015-12-28 17:32:31 -08:00
PatR
62193be46a more formatting
Mostly tab replacement, plus the last of the cast spacing.
2015-11-08 01:37:55 -08:00
Pasi Kallinen
66dd87454b Comment typofixes, pt 3 2015-10-17 13:47:25 +03:00
PatR
9034e2a7e5 W_WEAPON, W_ACCESSORY
Add macros W_WEAPON and W_ACCESSORY, similar to existing W_ARMOR, bitmask
of all the relevant worn bits.  Just for code readability; there should
be no change in behavior.

Also, reformat the "ugly checks" portion of getobj().  Slightly better
readability and fewer continuation lines, but only a modest improvement.
2015-07-25 19:19:58 -07:00
PatR
60de579757 another do.c formatting bit 2015-07-04 17:49:47 -07:00
PatR
b1d8ce0993 do.c formatting
Fix a couple of instances of a mis-indented block comment which happens
to be immediately preceded by an end-of-line comment.  Change a couple of
|  if (condition)
|    something;
|  else {
|    other_stuff;
|  }
to have braces around the 'then' part.  Remove some gratuitous 'register'
declarations.
2015-07-04 17:07:41 -07:00