PatR [Wed, 5 Jun 2019 11:16:34 +0000 (04:16 -0700)]
location viability on Plane of Water
While testing, I noticed that I could completely fill the Water level
with air elementals.
Hero can't fly or levitate or water walk into/onto water locations
on Water level without drowning/crawling out the water, and monsters
shouldn't have been able to but could, then they were hit by drowning
since minliquid used different criteria than movement. But goodpos(),
used for teleport destination and new monster creation among other
things, consided water locations acceptable on that level for
non-aquadic creatures with Fly/Lev/Wwalk ability.
It explains why so many dragons and other 'nasty' monsters have been
ending up on the vanquished monsters list when hero uses level
teleport to go directly there from level 1. They've either been
getting created in water and then they drown when it's their turn to
move or moving into it to approach the hero and drowning (not sure
whether that case is immediate or on next move). There's no message
since hero doesn't see it, and air elementals didn't drown since thy
don't breathe.
nhmall [Wed, 5 Jun 2019 01:18:46 +0000 (21:18 -0400)]
allow a parent function to restrict use of placebc
placebc was triggering an impossible sometimes on the plane of
water
It turned out to be because movebubbles issued an
unplacebc(), but a downstream function called
placebc(), so when movebubbles() issued its own
placebc() there was a problem.
The downstream function that beat movebubbles to the placebc()
turned out to be unstuck(). There could be others.
PatR [Tue, 4 Jun 2019 21:54:58 +0000 (14:54 -0700)]
plug montraits() memory leek
If a corpse with a revive timer included obj->oextra->omonst for
remembering the original monster (I think all corpses do these days)
and makemon() failed to create a new monster when the timer expired,
the copy of the original wasn't freed. makemon() will fail if there
is no room for the monster.
PatR [Tue, 4 Jun 2019 20:18:21 +0000 (13:18 -0700)]
confused blessed scroll of remove curse on itself
Noticed when testing the set_bknown patch earlier: something updated
the persistent inventory window while scroll processing was in the
midst of traversing invent and it showed the scroll I'd just read
change from known blessed to bless/curse state not known. The scroll
should really be removed from inventory because player is told that it
has disappeared, but unlike charging (which does do that so that it is
gone when selecting an item to charge), remove curse isn't auto-IDed
and the code to ask the player to call an unIDed item something only
kicks in when it's still in inventory. Preventing the scroll in use
from having its bknown flag cleared should be good enough; it won't
have disappeared yet but at least it won't be visibly changing.
PatR [Tue, 4 Jun 2019 19:13:46 +0000 (12:13 -0700)]
container->{cknown,lknown) vs perm_invent
Carried containers could have their contents-known state and/or
lock-known state changed without persistent inventory window being
updated to show the new information.
This also changes the behavior when player has hero zap self with
wand of locking or wizard lock spell. If it doesn't trigger a
holding trap then the effect will hit inventory, similar to how
opening/knock operates (releasing hero from holding trap or hiting
inventory when that doesn't happen).
PatR [Tue, 4 Jun 2019 17:50:24 +0000 (10:50 -0700)]
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.
PatR [Tue, 4 Jun 2019 16:16:00 +0000 (09:16 -0700)]
fix github issue #196 - green slime feedback
Fixes #196
If you didn't die from turning into green slime but then died because
green slimes had been genocided, the message given assumed that you
had just seen "OK, you don't die" from answering No to "Really die?".
Its wording didn't make sense if the reason you didn't die was an
amulet of life-saving. Give a different message for that case.
Also, if you survive turning into slime (via either method) and either
green slimes are still around or you answer No to "Really die?" when
they've been genocided, give a message after "You survived that attempt
on your life" pointing out that you have done so in green slime form.
Useful since prior to 3.6.2 you would have reverted to original form--
despite the Slimed countdown saying you had turned into green slime.
PatR [Mon, 3 Jun 2019 09:36:44 +0000 (02:36 -0700)]
extended ball&chain sanity check
Verify that the locations of ball and chain are consistent.
If chain is on floor then ball is on floor or in hero's inventory
else if chain is free then ball is free or in hero's inventory.
When chain is on floor it is under hero or one step away from hero
and when ball is on floor it is on chain or one step away from chain.
nhmall [Sun, 2 Jun 2019 21:21:35 +0000 (17:21 -0400)]
makedefs: add enum support when generating pm.h
Only changes pm.h content if ENUM_PM is defined when compiling
util/makedefs.c
While NON_PM and LOW_PM could be included, it would require
for the makedefs.c compile, as well as an
around their macro definitions in permonst.h so for now those
particular lines are commented out in makedefs.c
nhmall [Sat, 1 Jun 2019 20:51:10 +0000 (16:51 -0400)]
improve full level handling in the endgame
Even though a goodpos failure in mnearto() would return 0 to
the caller and trigger proper overcrowding handling for mtmp,
the 'othermon' would be left with its mx,my set to 0,0 under
that circumstance and then trigger a mon_sanity_check()
failure and accompanying impossible() message a short while
afterwards.
This also includes the addition of some flags that proved useful
for troubleshooting the mystery sanity_check failure and helping
to understand some of the code paths the struct monst data had
been through. They are only used for inspection when issues are
reported or when debugging, they don't presently control the
code flow. Their setting and use is done in an overloaded way
that should not intrude on the existing use of mspare1 for
MIGR_LEFTOVERS. mon->mstate is just a pseudonym for mon->mspare1
and does not alter save file content.
PatR [Sat, 1 Jun 2019 09:52:32 +0000 (02:52 -0700)]
whatdoes ('&') for movement commands
The key binding overhaul broke '&' reporting for movement commands.
This is somewhat clumsy but seems to be working as intended.
(M-0 with 'number_pad' set to 2 (or 4) appears to be broken. It's
supposed to be a synonym for 'I' but brings full inventory ('i')
for me. I have to set 'altmeta' On and type ESC followed by 0, but
that sequence does work to get M-0.)
PatR [Fri, 31 May 2019 17:11:45 +0000 (10:11 -0700)]
fix github issue #193 - curses: menu search
Fixes #193
Under curses interface, make characters which are both entry selectors
and menu commands function as a selector. Needed to support using ':'
to look inside a container when applying/looting it via menu, instead
of performing a menu search operation. (There was another case like
this but I can't remember what the circumstances are. The fix is
general enough to cover it, whatever it is.)
For menus which don't have ':' as a choice, make sure search prompt
doesn't offer garbage default input when built with EDIT_GETLIN.
Bug? If player has 'popup_dialog' option On, EDIT_GETLIN is ignored.
Plain curses I/O doesn't seem to offer a way to implement it.
PatR [Fri, 31 May 2019 14:35:37 +0000 (07:35 -0700)]
edge of map feedback
When testing Planes of Air and Water, I found it odd that trying to
move off the edge of a level uses a turn but provides no feedback.
If 'mention_walls' is On, report that you can't go any farther in
whichever direction you're trying to move. Moving diagonally is
only blocked in one of the two combined directions unless you're in
the very corner, so if you try to move southwest while in the middle
of the bottom row, for instance, it says you can't go farther south
rather than southwest.
PatR [Fri, 31 May 2019 10:42:06 +0000 (03:42 -0700)]
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.
PatR [Thu, 30 May 2019 14:50:38 +0000 (07:50 -0700)]
mnearto/mnexto/enexto
This doesn't solve the <0,0> problem but it does prevent mnexto()
from using uninitialized coordinates if enexto() fails. It also adds
several debugging messages.
enexto() was ignoring map row #0 (unlike column #0, row #0 contains
valid map locations). Fixing that doesn't matter for Plane of Water
though since that row is stone there--that's probably a bug. It was
also repeatedly re-testing the top+1 and bottom rows and left and
right columns after they had already failed to be acceptable. It
still does some of that, but less.
PatR [Wed, 29 May 2019 11:40:54 +0000 (04:40 -0700)]
sortloot memory leak
Unfreed memory noticed after interrupting the fuzzer and quitting.
query_objlist() has an early return--for touching a cockatrice
corpse--that was skipping release of sortloot info (an array with
one element per object from whichever object list was being used).
Some formatting that's been sitting around for a while got mixed in
and I decided not to take that back out.
PatR [Wed, 29 May 2019 00:08:48 +0000 (17:08 -0700)]
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().
PatR [Tue, 28 May 2019 09:27:40 +0000 (02:27 -0700)]
curses getline()
After going back and forth between prompts causing message lines
to be overwritten and to be skipped, this yoyo might have finally
run out of string. Fingers crossed....
PatR [Tue, 28 May 2019 08:52:37 +0000 (01:52 -0700)]
curses message window
Fix a 'FIXME': don't follow a message with two spaces in anticipation
of combining with the next one, precede the next one with two spaces
when they're being combined. Keeps nethack's message window <mx,my>
coordinates in sync with curses' internal coordinates.
PatR [Mon, 27 May 2019 01:44:25 +0000 (18:44 -0700)]
end of game oddities: thrownobj, ball&chain
If you died while Punished but with attached ball and chain temporarily
off the map (changing levels and when swallowed are the cases I looked
at; there may be others), the ball and chain objects would not appear
in bones (for the falling-down-stairs case; bones are never saved if
hero dies while swallowed) and they weren't being freed. Put them
back on the map so that they'll be included in bones and also freed as
part of normal map cleanup.
This caused a problem if the attached ball had state OBJ_FREE due to
being thrown rather than being temporarily off the map. 'thrownobj'
was being deallocated without first cancelling punishment, so uball
object was freed via thrownobj pointer but stale uball pointer still
referenced it. Unpunishing would introduce sequencing issues because
that would need to be after attribute disclosure. So instead of
deallocating thrown or kicked object, put it/them (can't actually have
both at the same time) back on the map. This has a side-effect of
saving thrown Mjollnir in bones if it kills hero when failing to be
caught upon return. (I thought that that had been fixed ages ago?)
PatR [Sun, 26 May 2019 07:40:40 +0000 (00:40 -0700)]
free level.bonesinfo
Bones information for the current level was freed during save but not
at end of game. Have freedynamicdata() call savelev(,,FREE_SAVE) to
throw away current level instead of trying to duplicate the actions
that performs.
PatR [Sun, 26 May 2019 06:43:42 +0000 (23:43 -0700)]
free overview->final_resting_place
The #overview command can provide some feedback about levels loaded
from bones files; that data wasn't being released at end of game.
(There are two copies of that data, one set always in memory with
the overview data [final_resting_place field in the 'mapseen' data],
and another set with portions attached to each relevant level [via
level.bonesinfo]. Neither set was being properly freed; this only
addresses one of them, so far. The per-level data can probably be
eliminated--for post-3.6--since DUNGEON_OVERVIEW isn't a conditional
feature as it was when that was implemented.)
Pasi Kallinen [Sat, 25 May 2019 16:15:53 +0000 (19:15 +0300)]
Make sure the correct luckstone is the prize
The first generated luckstone is marked as the prize in mines' end.
Make sure we generate the intended one first, before any other
(possibly randomly generated) luckstones.
nhmall [Sat, 25 May 2019 15:58:32 +0000 (11:58 -0400)]
do not mark multiple luckstones as the prize in mines-end
if one of the random objects happened to be a luckstone then
it and the explicit one got marked as a prize.
Following this change, only one will be marked as the prize,
but a follow-up on the order of things in mines.des may be
warranted to ensure it is the explicitly placed luckstone.
PatR [Sat, 25 May 2019 14:37:08 +0000 (07:37 -0700)]
curses memory leak
Back in February, my e991dd1b0c4192495c7e9092c10fa83bb6d81a24 added
ESC (when there's no input) as an early return for curses' getline,
but it neglected to clean up some allocated memory.
PatR [Fri, 24 May 2019 01:56:20 +0000 (18:56 -0700)]
curses message window refresh
Sometimes curses tears down and recreates all its windows (when the
display is resized, for instance) and after doing that it repopulates
the message window with data saved for use by ^P. But it was showing
the oldest messages available rather than the most recent ones.
There is still room for improvement. That process combines short
messages but the refresh is based on the available number of lines;
combining messages can result in lines at the bottom of the message
window being left blank. This could be fixed by reverse-scrolling the
window and inserting more messages at the top, or by combining short
messages in history data instead of at refresh time. The second seems
easier but won't handle changing the message window's width sensibly,
and neither method handles wrapped, long lines well. A More>> prompt
(possibly more than one) is issued if the refresh shows too many lines
(either because long messages already took multiple lines or because
the window has become narrower and ones which used to fit now need to
be wrapped).
PatR [Wed, 22 May 2019 21:59:43 +0000 (14:59 -0700)]
fix #H8769 - steed drowns on Plane of Water
Air bubble movement on the Plane of Water manipulated <u.ux,u.uy>
directly when changing hero's coordinates, leaving steed with old
coordinates, resulting in dunking it when the old spot switched from
air to water. Switch to u_on_newpos() which moves the steed with
the hero and also handles clipping when the screen is too small to
show the whole map at once.
PatR [Mon, 20 May 2019 12:26:19 +0000 (05:26 -0700)]
more #H8609 - tty status condition rendering
The earlier fix removed a valid optimization which happened to be
implemented incorrectly. Put that back. It also left an invalid
optimization when applied to conditions. Remove that one.
I don't think either of these explains truncating 'y' off of "Hungry"
which was shown in one of the reports.
nhmall [Mon, 20 May 2019 03:35:21 +0000 (23:35 -0400)]
fix a botl status display issue
Reported as #H8609 (1679)
Some code recently added to render_status() for BL_CONDITION:
if (!tty_condition_bits)
continue;
was short-circuiting the required copy of NOW
values to BEFORE values for later comparison
further down in the for-loop.
tty_status[BEFORE][idx] = tty_status[NOW][idx];
This caused some fields to be bypassed for rendering
once no more tty_condition_bits were set because the
length comparisons would match.
PatR [Sat, 18 May 2019 15:12:43 +0000 (08:12 -0700)]
curses followup
Some prompts were being overwritten by the message that followed.
And clear_nhwindow(WIN_MESSAGE) gets called for just about every
keystroke so try to reduce the overhead I unwittingly added. The
"scroll up one line earlier than the next message" mentioned in
the prior commit is much more obvious that I realized and prompt
erasure might need to be redone.
PatR [Sat, 18 May 2019 09:25:48 +0000 (02:25 -0700)]
fix #H8753 - curses message window anomalies
Autodescribe feedback and multi-digit count prompts are always shown
on the last line of the message window and are suppressed from message
history (both ^P and DUMPLOG). When the message window is using all
available lines, the last one was being overwritten (until the count
or the feedback was completed or dismissed, then last line returned).
Adopt the suggestion that it be scrolled up a line instead of being
overwritten. [I haven't been able to reproduce the reported problem
where shorter overlaid text left some of longer underlying text visible
but that should now become moot.]
Bonus fix: while testing, I noticed that if your screen only has room
for a one-line message window and you used ESC to cancel 'pick a spot
with cursor' prompting before moving the cursor, the prompt was left
intact on the message line. tty erases it in that situation, but the
clear_nhwindow(WIN_MESSAGE) was a no-op for curses because it usually
doesn't erase old messages. This changes the curses behavior when the
core asks it to erase the message window: now it forces one blank line
of fake autodesribe feedback (causing the prompt or other most recent
message to scroll off top), then removes that fake feedback (leaving
a blank message line). For multi-line message window, the old messages
scroll up by one line sooner than they would when waiting for the next
real message but are otherwise unaffected.
PatR [Fri, 17 May 2019 20:38:34 +0000 (13:38 -0700)]
unpaid glob formatting
Make unpaid (shop owned, that is) globs show same weight information
as for-sale globs. And don't treat required arguments to globwt() as
if they were optional.
PatR [Fri, 17 May 2019 20:28:41 +0000 (13:28 -0700)]
obj sanity checking specific to globs
Verify that objects with the globby bit set are actually glob objects,
that their quantity is 1, and that their weight at least superficially
makes sense.
PatR [Thu, 16 May 2019 22:26:35 +0000 (15:26 -0700)]
farlook feedback for overloaded symbols
When using '/' or ';' and picking--not just viewing the autodescribe
feedback for--a space or '#' on the map, the game would produce
That can be many things (stone)
or
That can be many things (corridor)
unlike the usual
- the interior of a monster or a wall or an open door (wall)
when the symbol matched more than 4 things. I first changed it to
append the full sentence's missing period, but ultimately switched to
# can be many things (corridor)
so that the symbol that "many things" refers to isn't hidden. This
works better for ^P where player isn't looking at the symbol anymore.
nhmall [Sun, 12 May 2019 18:51:26 +0000 (14:51 -0400)]
support version-specific dlb file
There was a post-3.6.2 discussion on a forum where someone had
tried to copy the NetHack 3.6.2 exe file overtop of an
existing NetHack 3.6.0 playground, and then try to run it.
We have never suggested trying that, nor do we attempt to
provide any backward or forward compatibility between the
supporting files found in nhdat that would allow that. Any
particular version of NetHack expects to have matching
support files designed and matched to that version.
This adds optional support for helping to prevent the
opening of nhdat containing support files from an
unmatched version of NetHack.
If you #define VERSION_IN_DLB_FILENAME in your
platform's include/*conf.h file, it will use a
name such as nhdat362, instead of plain nhdat, and
will exit more gracefully than the fault/crash
mentioned in the discussion if it doesn't find the
file it is looking for.
Developers - please note that if you do
to cause NetHack to look for an nhdat* file with
the version info appended to the name, you will likely
have to modify your build/clean/spotless mechanics
beyond the C compile itself to properly deal with the
new generated file name.
PatR [Sat, 11 May 2019 10:04:53 +0000 (03:04 -0700)]
fix #H8712 - curses menu selector overflow
The curses interface would assign menu selector characters a-z, A-Z,
and then 0-9, but trying to type 0-9 would start a count rather than
select an entry, and if the display was tall enough for more than 62
entries, the ones after '9' were ASCII punctuation characters.
Limit the number of entries per page to 52 + number_of_'$'_entries
(which should be 0 or 1) so that it won't run out of normal letters.
The perm_invent window, if enabled, ought to allow more than that
because it isn't used to make selections and might have an arbtirary
number of '#' overflow entries. But I'll leave that for somebody
else to tackle.
Tested by temporarily setting the limit to 26 instead of 52 since
I'm not able to display anything tall enough to exercise the latter.
PatR [Fri, 10 May 2019 22:21:59 +0000 (15:21 -0700)]
place_object vs multiple boulders
When place_object() puts a non-boulder underneath a boulder, make it
put the non-boulder under all the boulders there rather than just under
the topmost one. Otherwise the map display will show the non-boulder
rather than the 2nd boulder if the top boulder gets moved away by some
means other than pushing. (Pushing explicitly brings lower boulder to
top of pile in order to try to push it next.)
Reproduce by: wish for boulder--it will drop. Drop something else--
the something-else will end up under the boulder. Repeat. The second
boulder will be on top but the second something-else will be next in
the pile, above the first boulder. Now polymorph into a giant and pick
up the first boulder, then move away from that spot. Map will show
second something-else instead of the remaining boulder.
This fairly simple fix should work reliably on new games since boulders
will end up being consecutive on the top of piles. For old games,
boulders after the topmost could be anywhere and still yield a display
glitch, but since that's all the problem is (I hope...), we ought to
be able to live with that until old games eventually go away.
[A map display glitch doesn't explain a corrupted 'uball' so this fix
doesn't solve that.]
PatR [Fri, 10 May 2019 00:15:14 +0000 (17:15 -0700)]
fixes36.2 update for posterity
Change of couple entries which describe fixed bugs to use past tense
instead of present tense. Fix a typo or two and a couple of instances
of clumsy wording. Move a dead-fake-hero-on-trap entry from normal
fixes section to exposed-by-git section since it was a post-3.6.1 bug.
Move two VMS entries from exposed-by-git section to interface-specific
section where they were intended.
I didn't make it through the whole file so there may be more room for
improvement. It's too late for 3.6.2 but the copy of doc/fixes36.2 in
later versions will be 'better'.