PatR [Wed, 4 Nov 2015 02:28:53 +0000 (18:28 -0800)]
another batch of formatting
Same sort of stuff as before: some continuation lines with operator
followed by end of line comment (only a few files with those still to
go...), plus tab replaced by spaces in comments, excess parenthesis
removal for return statements, and force function name to be in column
one in function definitions:
type name(args) /* comment */
argtype args;
{
to
/* comment */
type
name(args)
argtype args;
{
I've been spotting those by eye rather than rexexp, so probably missed
some.
PatR [Wed, 4 Nov 2015 02:13:00 +0000 (18:13 -0800)]
potions of gain energy
When doing some more reformatting I came across something I've been
meaning to tweak for a long time, and since the change is only a couple
of lines I'm putting it in now instead of waiting. Make potions of
gain energy more useful for actually regaining energy so they might not
be relegated to alchemy all the time. The adjustment is probably too
low to really achieve that, but I didn't want to risk going too high.
Increase to max energy is only a little higher (average 10.5 vs 9 for
blessed, 7 vs 4 for uncursed) but to current energy is noticeably higher
(31.5 vs 9 for blessed, 21 vs 4 for uncursed; capped by max energy so
bigger increase only matters if current is below max when quaffing).
PatR [Tue, 3 Nov 2015 02:14:57 +0000 (18:14 -0800)]
releasing inventory window(s)
This should address the issue that the problem patch to display_pickinv()
was trying to deal with: releasing the inventory window before exiting
the program so Pasi's memory checker doesn't think it's a memory leak.
Not related, but in the same file:
The older qsort comparison routines are tagged with CFDECLSPEC to deal
with some C vs C++ interaction issue. I added that to the relatively
recently added 'sortloot' qsort compare callback.
I also changed worn_wield_only(), although it isn't actually called.
(display_minventory() has provisions to call it, but both of the latter's
callers pass in MINV_ALL so allow_all() gets used instead.)
PatR [Mon, 2 Nov 2015 09:53:38 +0000 (01:53 -0800)]
fix can_carry()
Noticed while going through more reformatting: can_carry() was changed
to return a number rather than yes/no, but it's trying to return a long
value (obj->quan) as an int.
Gold is the only thing likely to exceed LARGEST_INT in actual play
(although rocks could manage it if somebody tried hard enough). This
makes sure that the value returned doesn't exceed LARGEST_INT, but only
tame monsters honor the resulting subset value (at least for gold) and
split the stack. The proper fix is to convert can_carry() and all its
uses to long, but I'd rather spend my time on other stuff.
PatR [Sun, 1 Nov 2015 11:59:55 +0000 (03:59 -0800)]
X11 icon version numbering
One of the steps in the pre-release checklist: make sure the version
number in the X11 icons is up to date. nh32icon and nh56icon both have
the version number (major and minor values only, not patchlevel).
Update it from 3.4 to 3.6 for both. (nh72icon doesn't have any version
info in its design, so doesn't need any update.)
The X11 'bitmap' program strips out the header comments, so I modified
the image, saved it, used 'git diff --patch' to capture the changes,
'git checkout' to revert to the existing file, and edited in the diff
bands pertaining to the changed data. No doubt this could have been
done in some easier fashion, but it was victory just to find the bitmap
utility and achieve results using a one-button mouse--worse, a clumsy
touchpad substituting for one--when it's designed for a three-button one.
PatR [Sun, 1 Nov 2015 09:17:54 +0000 (01:17 -0800)]
yet more formatting
Reformat some trailing &&, || operators followed by end-of-line comment,
missed by the earlier continuation formating.
An
#if 0
something {
#else
something_else {
#endif
construct in rhack(cmd.c) confused the automated reformatter, resulting
in some code from inside a function ending up in column 1.
PatR [Sun, 1 Nov 2015 00:13:26 +0000 (17:13 -0700)]
str_end_is()
Move this small utility routine to hacklib.c where other such things
live and where it's feasible to find them if you need the functionality
elsewhere.
Fix up the files containing '[?:] */' to get trailing trinary operator
followed by end-of-line comment. Tab replacement and removal of excess
parentheses on return statements also done.
PatR [Fri, 30 Oct 2015 07:44:58 +0000 (00:44 -0700)]
'#turn' for non-priests/non-knights
Another code change while reformatting: '#turn' by non-priest/non-knight
casts the "turn undead" spell if the hero has learned it, but it was
forcing the spell code to aim at self rather than ask for a direction.
Evidently nobody has ever used that while knowing the spell and able to
cast it....
PatR [Fri, 30 Oct 2015 07:20:59 +0000 (00:20 -0700)]
OSX vs apple core dump
Some reformatting mutated into a code change: OSX gets code from two
conditional blocks
'#if UNIX: eat apple or pear, give "core dump" message'
'#if MAC || OSX: eat apple, give "It's a Macintosh" message'
but the second wouldn't be chosen due to the if-then-else logic having
already handled obj->otyp==APPLE before it was reached. Reorder them
so that OSX gets the Macintosh message for apples and the core dump
message for pears.
PatR [Fri, 30 Oct 2015 01:18:12 +0000 (18:18 -0700)]
monsters moving after player leaves level
Fix the problem reported by ais where it was possible for one monster
to knock the hero onto a level teleporter (or trapdoor or hole),
destination was selected and allowed-to-level-teleport checks were made,
then for another monster to knock or teleport the not-yet-relocated-hero
onto the Amulet and have auto-pickup move it into inventory. At the end
of that turn's monster movement, hero would level teleport successfully
despite carrying the Amulet.
This short-circuits monster movement if the hero is scheduled to be
moved to a different level. The monsters who haven't moved yet don't
lose their pending movement points; they'll catch up if/when the hero
returns to the level.
PatR [Thu, 29 Oct 2015 00:33:38 +0000 (17:33 -0700)]
formatting: src/t*.c - z*.c continuation lines
End of first pass, but '[&|?:][ \t]*$' doesn't catch trailing operater
followed by end-of-line comment so more needs to be done. As with the
past couple of batches, I've removed redundant parentheses from 'return'
statements but only for files that had continuation fix-ups.
I've also removed tabs from comments in some of the files, but didn't
start until part way through this subset of the sources.
PatR [Thu, 22 Oct 2015 23:35:01 +0000 (16:35 -0700)]
formatting: src/m*.c - p*.c continuation lines
Somewhere along the line I started removing redundant parentheses from
return statements, but only in files that needed continuation fixups
so it's not comprehensive.
PatR [Tue, 20 Oct 2015 00:32:21 +0000 (17:32 -0700)]
formatting: src/a*.c - d*.c continuation lines
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half. The automated reformat got
confused by comments in the midst of such lines.
foo ||
bar
was converted to
foo
|| bar
but
foo ||
/* comment */
bar
stayed as is.
Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
PatR [Mon, 19 Oct 2015 00:37:15 +0000 (17:37 -0700)]
unsplitting split object stack
Replace the code that Dean objected to with something a little bit more
robust. It doesn't rely on the two stacks being adjacent or having the
same inventory letter. It is still vulnerable to having another
splitobj() occur between the offending split and its attempted unsplit,
or to either of the two halves of a split being extracted from their
object chain. As before, failure to unsplit only results in the two
halves of the split remaining separate stacks, not anything more drastic
like the panic() that prompted all this.
Simplification of hallucinated currency names got mixed in with this
patch. I haven't bothered separating it back out.
Whoever reset PATCHLEVEL to 0 jumped the gun. This patch increments it
since change to the 'context' structure breaks save file compatibility,
so it will need to undergo another reset before release.
PatR [Mon, 19 Oct 2015 00:29:19 +0000 (17:29 -0700)]
clear_bypasses() comment
While looking at clear_bypasses() I noticed some excluded code [#if 0]
which could be risky to include, so update the comment there. Also,
excluded code tends to need formatting fix-up.
PatR [Sun, 18 Oct 2015 00:00:53 +0000 (17:00 -0700)]
wet towel enhancements
Flesh out wet towels a bit:
1) wielding a wet towel--or a dry one which becomes wet--won't give a
"you begin bashing with your wet towel" message when attacking;
2) if a formerly wet towel dries out completely while wielded, *do* give
"you begin bashing with your towel" on the next attack;
3) successfully hitting with a wet towel no longer always loses wetness;
4) water damage to dry towel always confers at least 1 point of wetness;
5) taking fire damage (via burnarmor() which is used for most types of
fire damage) has a chance to partially or fully dry a wet towel
(regardless of whether it's wielded at the time; applies to monsters
as well as hero; each towel being carried is checked until one is
affected, then any others escape drying.
Not done:
-) attacking with a wielded wet towel perhaps ought to be treated as a
weapon attack using whip skill rather than an augmented arbitrary-
junk-by-weight attack;
-) throwing a wet towel should probably ignore wetness--it's just a wet
piece of cloth when not finishing with a whip snap; right now, it
loses a point of wetness when thrown and usually--#3 above--another
point if it hits...;
-) hitting burning creatures is no different than hitting anything else;
-) likewise for hitting wet creatures.
PatR [Wed, 14 Oct 2015 23:58:26 +0000 (16:58 -0700)]
'v' vs '%'
Guard against the possibility of BETA_INFO (or other fields used to
construct the one-line version string) having a percent sign that would
be misinterpreted during pline processing.
PatR [Tue, 13 Oct 2015 22:15:06 +0000 (15:15 -0700)]
sp_lev.c warnings
Fix a couple of warnings about prototype not matching function definition.
Prototype specified a narrow scalar ('boolean') but function uses old-style
definition which implicitly promotes narrow types (char,short,'boolean' to
int, float to double). Switch prototypes to BOOLEAN_P.
A whole bunch of prototypes specify STATIC_DCL ('static') and then leave
the definition without STATIC_OVL (also 'static'). I only fixed up a
couple of those, but we risk getting somebody using an old compiler that
doesn't like
static int foo();
int foo() { return 42; }
Even if every comiler accepts that (I don't recall whether that was kosher
in the ancient K&R days), you can't tell by looking at the function
defintion (in the usual case where the forward declarations are at the top
of the file rather than immediately before the defintiion) whether it's
local to that file or global, so the missing STATIC_OVL qualifiers ought
to be added.
PatR [Tue, 13 Oct 2015 21:33:42 +0000 (14:33 -0700)]
fix inappropriate merge during aborted throw
Fix the situation reported by Pasi where cancelling a throw via ESC at
the "which direction?" prompt resulted in "object null after merge"
panic from addinv(). I wasn't able to reproduce the panic, but I could
see the throw-nowhere stack getting merged into the quiver stack when
it shouldn't. This fixes that.
Also a couple of formatting bits. I wish I'd quit coming across those.
Pasi Kallinen [Tue, 13 Oct 2015 16:00:18 +0000 (19:00 +0300)]
Fix C343-341: Stuck in minetown room
Bustling Town can be generated with inaccessible areas outside the
top edge of the fixed town map. If you end up in one of those area
without any way to dig or teleport, you're stuck.
This adds a new level flag "inaccessibles" to force checking for
such inaccessible areas, and add secret doors, holes/trapdoors,
or some random escape item into the areas.
Pasi Kallinen [Tue, 13 Oct 2015 13:27:58 +0000 (16:27 +0300)]
Wet towels deal more damage
Dipping a towel into a potion, fountain, or some other water source
makes the towel wet. Hitting with a wet towel deals up to 6 points
of damage, but every hit reduces wetness, as does throwing or applying
the towel. You can also wish for a moist or wet towel.
Pasi Kallinen [Mon, 12 Oct 2015 09:00:47 +0000 (12:00 +0300)]
Fix the makemon random coord picking again
This time try random locations up to 50 times, then start going
through the map in order to find a good position. First round
tries to pick a location not in sight, if that fails, it might
try stair or ladder location. If that fails, then it will pick
any good position, whether in sight or not.
Outside field of vision restriction and trying stair or ladder
locations does not happen when the monster is placed from special
level code.
PatR [Mon, 12 Oct 2015 02:39:23 +0000 (19:39 -0700)]
wishing for novels
Make novels be wishable in normal and explore modes in addition to
wizard mode. I don't think this weakens the tribute and it prevents
someone who attempts such a wish from getting misleading feedback of
"Nothing fitting that description exists in the game."
Wishing for "novel" will yield "novel named Foo" where "Foo" is a
randomly chosen Discworld title. Wishing for "novel named Bar" will
yield "novel named Bar" or "novel named The Bar" if "Bar" or "The Bar"
is a valid Discworld title, or else override "Bar" and pick random
Discworld "novel named Foo" if it isn't.
Since first read of a novel bestows some experience (once per game, no
matter how many novels become available), a pacifist with an early
wish can get a head start. I don't think that's a big deal. And it
will require an awful lot of wishes for any player who wants to acquire
all 41 titles in one game. I imagine someone will manage it.
Pasi Kallinen [Sun, 11 Oct 2015 18:51:01 +0000 (21:51 +0300)]
Fix segfault when tripping over something
If you tripped over something, and there were no rocks on
that place, the otmp object variable was set to null but used
later for checking if it was a corpse.
Pasi Kallinen [Sun, 11 Oct 2015 15:52:24 +0000 (18:52 +0300)]
Put monsters into limbo if they cannot be placed
Whenever mnearto tries to displace a monster from underneath
another, and the displaced one cannot be placed anywhere,
make it drop special objects and put it into migration, with
the current level as the target.
This should be a good enough stopgap measure - it's not going
to happen unless the level is (nearly) full of monsters.
And it seems to cure a near-impossible-to-track data corruption,
with monster list pointing to garbage.
Pasi Kallinen [Fri, 9 Oct 2015 05:00:43 +0000 (08:00 +0300)]
Fix cursed scroll of light on the rogue level
Being blind and engulfed, reading cursed scroll of light did still darken
the room on the Rogue level. This also changes the logic a bit, so that
cursed scroll of light will douse lamps in your inventory, even when
swallowed.
PatR [Fri, 9 Oct 2015 01:05:05 +0000 (18:05 -0700)]
litroom() vs Blind
An item from the "A few bugs" mail was that reading a scroll of light
when swallowed didn't light the surrounding area--which is intended--
but that doing so while blind *did*. The logic in litroom()--which
the report was based on--was wrong, but do_clear_area() prevented the
light was escaping the engulfer. So there was no bug from the player's
perspective, but only because the vision code has special handling for
being swallowed. This fixes litroom()'s logic and does some formatting
cleanup.
PatR [Thu, 8 Oct 2015 09:19:58 +0000 (02:19 -0700)]
spell of protection
Another item from the "A few bugs" mail. Casting spell of protection
when previous casting(s) hadn't timed out yet miscalculated the new AC
boost. At low levels--when this spell probably gets its most use--the
bug wasn't noticeable. (At high levels when someone might cast it a
whole bunch of times in succession, the effect could be noticed but
was probably just assumed to be working as intended. Its behavior is
somewhat convoluted.)
PatR [Wed, 7 Oct 2015 23:32:10 +0000 (16:32 -0700)]
MUSE for branch stairs
Fix another item in the "A few bugs" mail. Monsters who wanted to flee
weren't able to use 'sstairs' (extra stairway leading to different branch
of dungeon) due to a logic error in the find_defensive() choices.
if (terrain==STAIR) {
} else if (terrain==LADDER) {
} else if (x==sstairs.sx && y==sstairs.sy) {
} else { /* check traps */
}
wouldn't find 'sstairs' because they have terrain type STAIRS. (Also,
the sstairs check wasn't screening out immobile monsters, but that bug
didn't have a chance to manifest.)
There's a bunch of reformatting, and some code re-organization to improve
other formatting, and some additional logic fixes.
Pasi Kallinen [Tue, 6 Oct 2015 15:47:52 +0000 (18:47 +0300)]
setmnotwielded should always MON_NOWEP
Instead of making the caller remember to use MON_NOWEP, make
setmnotwielded handle that automatically. This fixes the
"bad monster weapon restore" errors I've been seeing.
PatR [Tue, 6 Oct 2015 01:32:40 +0000 (18:32 -0700)]
flesh golem healing
Fix one of the entries in the "A few bugs" mail. Flesh golems hit by
electric damage calculated a healing amount of dam/6, then ignored it
and used dam instead. Probably never noticed in actual play....
PatR [Tue, 6 Oct 2015 01:18:03 +0000 (18:18 -0700)]
sanity check for embedded dragon scales
The problem discovered with sanity checking of embedded dragon scales
was with the checking, not with the object flagged "embedded in skin".
I thought W_ARM got cleared when switching 'uarm' object to 'uskin',
but it isn't.