PatR [Sat, 24 Jun 2017 01:44:35 +0000 (18:44 -0700)]
BUCX filtering
The different menustyle settings have been offering different degrees
of support for BUCX filtering:
Full : multi-drop, container-in, container-out
Trad, Combo: multi-drop
Partial : none (to be expected; it explicitly jumps past class
filtering, where BUCX gets handled, to a menu of all objects)
This adds pickup, container-in, container-out, multi-unwear/unwield,
and object-ID for Trad and Combo, and multi-unwear/unwield for Full.
(Full behaves like Partial for pickup--not sure why--and for object-ID,
bypassing filters to go straight to a menu of all applicable items.)
There are probably several new bugs--this stuff is very convoluted....
PatR [Wed, 21 Jun 2017 21:02:13 +0000 (14:02 -0700)]
address #H5426 - inventory category selections
Report #5426 was classified as not-a-bug, but the underlying issue
can be improved.
For item selection where BUCX (bless/curse state) filtering is
supported (mostly for menustyle:Full, but there are a few actions
where Traditional and Combination handle BUCX too), 3.4.3 took the
union of object class and bless/curse state (so ?!B gave all scrolls
and all potions and every blessed item from other classes) but 3.6.0
changed that to the intersection (so ?!B gives blessed scrolls and
blessed potions, period). Since gold is inherently not blessed or
cursed it has been getting excluded during intersection handling
when that includes BUCX filtering. Report #5426 was from a player
who was used to choosing $X when putting newly acquired loot into a
container asking to have the old behavior reinstated.
The ideal fix would be to support both union ($ | X) and intersection
(?! & B), but implementation would be bug prone and the interface,
especially when done for menus, would be cumbersome. Instead, this
adds new boolean option, goldX, to allow the player to decide whether
gold is classified as uncursed--even though it is never described as
such--or unknown. The new-loot-into-container issued can be solved
either via $abcX, where abc lists all classes that have any X items
(when gold is included as one of the classes, its BUCX state is now
ignored for the current selection), or by setting the goldX option
and then just picking X for the types of items to put into the
container (or drop or whatever other action supports BUCX filtering).
The situations where menustyle:Full allows BUCX filtering during
object class specification and styles Traditional and Combination
don't should to be fixed (by extending BUCX support to Traditional
and Combination rather than removing it from Full, obviously).
PatR [Thu, 15 Jun 2017 00:12:44 +0000 (17:12 -0700)]
fix #H4761 - misleading polyself message
From end of last December: turning into a "new man" or "new woman"
used the right gender if the hero was polymorphed at the time, but
always used "new man" if it happened when trying/failing to polymorph
while in original form.
PatR [Wed, 14 Jun 2017 22:24:45 +0000 (15:24 -0700)]
iflags fields
A small amount of comment formatting in flag.h, plus rearranging
some of the boolean fields into alphabetical order. I only touched
one section of struct instance_flags.
PatR [Wed, 14 Jun 2017 22:12:31 +0000 (15:12 -0700)]
dat/opthelp formatting (mostly)
Make the formatting of 'opthelp' be more consistent. When entries
span multiple lines, sometimes the default value was shown on the
first line, sometimes on the last. This puts it on the first line
which is more useful for quick looks with 'grep'.
This also adds an explanation for the value of 'disclose', adds
missing choice "full compass" to 'whatis_coord', and expands upon
the explanation for several other compound options.
As mentioned at least once before, menu_* is missing win32 in the
list of interfaces that support the various menu accelerators.
PatR [Wed, 14 Jun 2017 07:22:59 +0000 (00:22 -0700)]
fixes36.1 fix
The extra entry about 'A' was intended to go into the "post-3.6.0
code exposed by git repository" section since that's where the
impossible: "cursed without otmp" was introduced.
PatR [Thu, 8 Jun 2017 22:05:24 +0000 (15:05 -0700)]
yet another pass at 'A' bugs
I think this finally quashes the "cursed without otmp" issue.
Various ways of destroying wielded weapon used setnotworn() rather
than unwield(), so the previous change to have unwield() clear the
pending W_WEP bit from takeoff.mask wasn't sufficient to prevent
'A' moving on from another item (blindfold--it's the only thing
processed before primary weapon) to weapon which wasn't there any
more. Also, if weapon was already set in takeoff.what to be
processed on the next move, clearing W_WEP from takeoff.mask wasn't
sufficient either.
Move the previous unwield() 'fix' to setworn() and setnotworn() and
extend it to include cancel_don() if the item being replaced or
removed is in progress or scheduled for next. (Most of the time,
remove_worn_item() has already done that before setworn() or
setnotworn() is called.)
PatR [Wed, 7 Jun 2017 18:39:24 +0000 (11:39 -0700)]
dynamic format strings vulnerable to user input
This adds new utility routine strNsubst(), a more versatile version
of the existing strsubst(), that can replace the Nth occurrence of
a substring rather than just the first, and replaces all occurrences
if N is 0.
When working on vampire shape-shifting messages a few days ago I
noticed that a constructed pline/sprintf format was vulnerable to
the player giving the vampire a name with '%' in it and included
a fix for that. This fixes two other instances of the same
vulnerability: a monster with reflection triggering a floating
eye's gaze and the hero using a silver weapon against a silver-
hating monster.
I didn't do a lot of experimenting with the failure, just assigned
the name "foo%s" to the floating eye or the weapon. The resulting
feedback for the relevant messages was garbled due to parameters
being substituted in the wrong place. When that caused there to be
too few arguments to satisfy the format, the final message included
"null" for the missing one rather than triggering a crash while
trying to format something arbitrary from the stack.
I don't think these bugs provided sufficient user control to be
vulnerable to stack manipulation that does something naughty.
I found the dynamic format strings by searching for "%%". There
may be others scattered around the code which don't have that as
an indicator....
PatR [Sun, 4 Jun 2017 23:32:17 +0000 (16:32 -0700)]
m_monnam() usage
m_monnam() overrides hallucination, which is appropriate in some
situations but not others. This fixes one instance where it was
being misused: discovering a hidden monster when another monster
attacks it was calling either m_monnam() or a_monnam(); one ignores
hallucination and the other doesn't, so accurate or inaccurate
monster type depended on the condition tested.
Figurine activation and egg hatching are using m_monnam(), which
seems suspect, but I left them as is.
PatR [Sun, 4 Jun 2017 22:22:00 +0000 (15:22 -0700)]
'A' again - avoid stale takeoff.mask
The do_wear.c part just eliminates some redundant code but shouldn't
produce any change in behavior.
The steal.c part should fix problems with 'A' when outer items are
taken off during theft in order to steal an inner item, where the
outer item is next to be removed (call to cancel_don() wasn't being
made). The wield.c part matches the X_off() behavior and is needed
to handle a weapon item that's slated for removal but isn't next (so
wouldn't pass the donning()/doffing() test to trigger cancel_don()).
If this seems a lot like trial and error, it is....
PatR [Sun, 4 Jun 2017 03:34:03 +0000 (20:34 -0700)]
'A' interruption
Extend the 'A' blindfold fix from three weeks ago to cover weapons
too. This might fix the problem being caught via curse(NULL) when
using 'A' to remove multiple items. The blindfold bug was straight-
forward since it was requiring two turns but not checking for loss
of blindfold when interrupted by theft. Weapon/alt-weapon/quiver
each only need one turn so I'm not sure what's really happening to
trigger problems for them.
PatR [Sun, 4 Jun 2017 00:05:40 +0000 (17:05 -0700)]
vampshifting fog could vs door
Noticed while composing a reply to the #H5547 report about named
vampire shape-shift message. The message when a vampire (possibly
in vampire bat form) turned into a fog cloud in order to pass under
a closed door was using a stale cached mon->data value when choosing
the verb. So normal fog cloud or vampire already in fog cloud shape
would "flow" under the door, but newly shifted fog cloud would "ooze"
under the door. I saw this while testing the previous patch but its
significance didn't register at the time.
PatR [Sat, 3 Jun 2017 23:05:23 +0000 (16:05 -0700)]
fix #H5547 - named vampire shapeshifting message
Report was about "Pet vampire" but the relevant aspect was that the
vampire had been assigned a name, not that it was tame:
You observe a Hilda where a Hilda was.
Investigating this has uncovered two other bugs, one potentially
serious. m_monnam() overrides hallucination but seems to be getting
used to some situations where hallucination should be honored (several
instances). Dynamically constructed format strings are including
monster or object names in the format (rather than the usual use as
arguments), so player assigned names containing percent signs could
cause havoc (a few instances). This fixes some of the former and one
of the latter, but doesn't deal with various other cases revealed by
grep.
PatR [Tue, 30 May 2017 00:17:36 +0000 (17:17 -0700)]
explode.c bits
Update a comment prompted by '#H5459 - explosions and steeds'.
Also a couple of formatting changes.
This doesn't attempt to address the reported issue: hero's and
steed's resistances are intermingled when exploding at the hero's
coordinates and influence the effect on both. Inherited from the
behavior for an engulfed hero, and might not necessarily be a bug.
PatR [Mon, 29 May 2017 23:37:30 +0000 (16:37 -0700)]
displaying detected tame monsters
This started out as a fix for '#H5460 - minor monster detection bug'
but that report turned out to be wrong. It claimed that pets weren't
highlighted as pets if the only way to observe them was via extended
monster detection, but the code (both 3.6.0 and current) indicates
otherwise. Detected monster highlighting is bypassed for pets.
Reorganize the code slightly to emphasize that this is intentional:
tameness trumps remote detection when choosing which highlight method.
For tty, if hilite_pet and use_inverse are both enabled or both
disabled, you can't see the difference anyway. At least I can't....
That report also wanted the use_inverse option to be changed (I guess
it's overloaded for multiple things) so I haven't marked #H5460 as
closed.
PatR [Mon, 29 May 2017 19:47:40 +0000 (12:47 -0700)]
fix #H5524 - green dragon breath
> Green dragons should probably not cough in their own breath.
They took no damage, but they did become blind. Make creatures who
breath poison gas (adult green dragons, the Chromatic Dragon) be
immune to gas clouds like non-breathing creatures are.
There's no way to distinguish gas left behind by dragon breath from
that created by scroll of stinking cloud, so gas breathers are no
longer affected by the latter.
PatR [Sat, 27 May 2017 01:51:37 +0000 (18:51 -0700)]
simplify vampshift message
Simlify the earlier revision for "the seemingly dead creature suddenly
transforms and turns into a vampire". x_monnam() already handles "the"
the way we want here: it's suppressed when the monster has a name
assigned and the "seemingly dead" phrase is omitted.
PatR [Fri, 26 May 2017 22:01:43 +0000 (15:01 -0700)]
fix #H5507 - vampire death message bug
Fix a couple of weird messages issued when a shape-shifted vampire
is "killed" and reverts to regular vampire form instead of dying.
First weird one was when vampire has been given a name, as reported.
Second was noticed while fixing that: when cause of death destroys
the creature so thoroughly that there'd be no corpse, the alternate
phrasing for noncorporeal or amorphous form should be used.
old:
The Dracula suddenly transforms and rises as Dracula!
The vampire bat is disintegrated. The seemingly dead vampire bat
suddenly transforms and rises as a vampire!
new:
Dracula suddenly transforms and rises as a vampire!
The vampire bat is disintegrated. The seemingly dead vampire bat
suddenly reconstitutes and rises as a vampire!
PatR [Mon, 22 May 2017 23:02:50 +0000 (16:02 -0700)]
fix #H5486 - artifact naming vs illiterate
Attempting to name the relevant type of item with an artifact's name
(such as a runesword with "Stormbringer") fails with "your hand
slips" in order to prevent turning the item into an aritfact. Since
that only happens when the name is valid, it indicates that the hero
is literate so violate illiterate conduct.
(Naming items in general doesn't affect [il]literacy so that player
can assign names to inventory or stash items to maintain notes.)
PatR [Sun, 21 May 2017 05:55:08 +0000 (22:55 -0700)]
dumplog of map
When writing the known portion of the current level's map into
dumplog, discard any blank rows at the top (there will already be
one blank line separating it from the text that precedes) and keep
at most one blank row at the bottom (sometimes there won't be any).
PatR [Fri, 19 May 2017 23:51:05 +0000 (16:51 -0700)]
high priest extinction
This issue has been around for a while but wasn't noticable to players
until some post-3.6.0 tweaking of end of game disclosure. When testing
the DUMPLOG artifact_score fix, I level teleported to the Astral Plane
and performed a cheat ascension. Final disclosure listed high priests
as extinct. Same thing would happen after visiting Moloch's Sanctum
instead. (The latter didn't interfere with creating the Astral high
priests if you got that far, just as creation of the first one there
didn't prevent the other two.)
I forget why high priests are flagged as unique (something I think
I'm responisble for...), but they shouldn't share unique's setting of
extinct during monster creation. (They could be set that way after 4
are created, but this fix doesn't do that. It just treats them like
ordinary monsters so you'd need 127 or 255 or some such to make them
become extinct. Unlike other creatures with a special creation limit,
high priests can be produced when aligned priests gain experience--an
event that I don't recall ever noticing happen.)
PatR [Fri, 19 May 2017 22:19:39 +0000 (15:19 -0700)]
dumplog revisions
I saw dumplog text in a newsgroup posting and the only way I could
recognize what version generated it was that "You entered the dungeon
N turns ago" included the missing-until-recently final period. So,
put nethack's one-line version information as the very first dumplog
text and follow it with the dumped game's start and end date+time.
(That information is useful to know in its own right, but also should
prevent the build date+time shown with the version from confusing
anybody about when the dump was written.)
Along the way, I noticed that the 'counting' phase for artifact_score
was being repeated for '#if DUMPLOG' even though it doesn't generate
output. That had a side-effect of adding points for artifacts twice
(applicable when final score was for an ascension or dungeon escape).
PatR [Tue, 16 May 2017 23:22:43 +0000 (16:22 -0700)]
fix #H5462 - failed F-attack gives misleading msg
Report was for 'F' followed by '.' reporting "cmdassist: Invalid
direction key!" and then by a direction grid (which happened to
include '.' for self). That behavior applied for all the movement
prefix keys ('m', 'G', &c). When 'cmdassist' was off, "F." would
yield "Unknown command 'F.'." instead.
Now you'll get "You can't fight yourself.", either instead of the
"invalid direction key" part of cmdassist feedback (followed by a
direction grid which excludes up, down, and self since they aren't
applicable for prefix keys) or of the "unknown command" result.
Likewise, "You can't run upward." or "You can't rush downward."
for "G<" and "g>", respectively.
PatR [Thu, 11 May 2017 23:26:35 +0000 (16:26 -0700)]
'A' vs blindfold
Fix an inconsistency with blindfold removal, eliminating possibility
of a panic (3.6.0) or an impossible (since mid-December, 2016). The
'A' command treated blindfold removal as a multi-turn operation, the
rest of the wear/unwear code as single-turn operation so didn't try
to guard against it being disrupted.
PatR [Sat, 6 May 2017 21:47:28 +0000 (14:47 -0700)]
fix #H5245 - levitation boots message sequencing
Report was for
You finish taking off your boots.
You float gently to the altar. [destination was a red herring]
[take some action to run through moveloop() for next turn]
Your movements are slowed slightly because of your load.
Having float_down() do the next encumbrance check instead of
waiting for moveloop() to do so was straightforward. However,
while testing I noticed the reverse situation (not due to the fix
for the above) when putting on levitation boots
Your movements are now unencumbered.
You finish your dressing maneuver.
You start to float in the air!
Having float_up() do the encumbrance check isn't adequate to fix
this, because it takes multiple turns to put on boots but the
properties they confer are enabled immediately, so moveloop() runs
while hero is already levitating even though the game hasn't told
the player about it yet. Fix is a hack to defer the effect of
levitation on encumbrance until the boots are fully worn, which
might lead to strangeness somewhere. It's also boot-specific so
will need to be updated if some other multi-turn armor that confers
levitation ever gets added.
PatR [Sat, 6 May 2017 01:32:40 +0000 (18:32 -0700)]
fix #H5416 - misleading attribute message
Report was for losing strength when sitting on a throne, but the
message issue was more general than that. Character was wearing
gauntlets of power, so no visible change in strength took place,
but player was told "you're already as weak as you can get" (because
the attempt to reduce strength didn't change current strength;
however, it did change the hero's underlying strength, observable
once the gloves were removed).
There was a beta report last January that was related: in that case
the player thought that gauntlets of power were preventing blessed
potion of gain ability from raising strength, but it was actually
giving a misleading message claiming that strength was already as
high as it could get.
Fix: vary the message when something prevents an attribute change
from being noticeable.
PatR [Fri, 5 May 2017 01:03:12 +0000 (18:03 -0700)]
^X/enlightenment tweaks
Noticed while working on something else:
You entered the dungeon N turns ago
was missing the terminating period, and when polymorphed into a
1 hit die critter, plural "hit dice" is incorrect. 0 hit dice is
confusing even when fully spelled out, so include an explanatory
remark with it.
Don't include score (available if configured with SCORE_ON_BOTL)
unless player has the 'showscore' option enabled. The value is
an approximation--accurate as far as it goes, but the value can
change depending upon how the game ends. Someone who asks to have
it displayed on the status line will probably be used to that, but
others might start reporting bugs for it.
timeout.c: the luck timeout expression caused a bit of thought trying
to decide whether it was doing what was intended (it was). Add some
parentheses so that thought is no longer required. ;-)
worn.c: fix up a macro where automated reformatting mistook a
bitwise-and operation for a cast applied to the address of something.
Some discussion in the newsgroup about nearby peaceful monsters becoming
hostile if they observed the hero attacking a peaceful monster made me
look at the code and I spotted a couple of problems. An auto array was
being initialized in an inner block--some pre-ANSI compilers couldn't
handle that. Worse, it was inside a loop and may or may not have
resulted in unnecessary setup each iteration. Make it static. Oddly,
the array had the same name as a function but `gcc -Wshadow' either
didn't notice or didn't care.
A more significant problem was that mon->mpeaceful was being set to 0
without checking whether mon->mtame was set, potentially resulting in
humanoid pets being both tame and hostile at the same time. This change
prevents that but doesn't do anything interesting about pets who observe
attacks against peacefuls. (I also wonder why chaotic peacefuls now get
upset by seeing other peacefuls be attacked; it seems out of character.)
There was also a check for non-humanoid peacefuls seeing another of the
same species be attacked, but it was checking for an exact match without
regard for littler or bigger incarnations of the same species. I've
added the latter.
fix #H5333 - overview annotation for quest summons
The automatic annotations supplied for various special levels were
treating the quest leader's summons as being mutually exclusive with
the other things of interest. It's not, so wasn't shown if the entry
portal was on either the bigroom level or the rogue level. Handle it
differently from the rest so that it can stack with annotations for
those levels. (The annotation for the portal itself, which doesn't
get added until traversed, was already handled differently and shown
correctly on those levels.)
Keep getpos's autodescribe feedback out of the DUMPLOG message history.
Unfortunately it still gets put in interface-specific message history
and is liable to fill up the buffer there, forcing actual old messages
to be flushed away.
Temporary map views for detection or #terrain allow moving the cursor
around to get the brief location description provided by getpos's
autodescribe feature and were doing so by forcing the 'autodescribe'
option to True, then leaving it that way. Save the option value prior
to such operations and restore it after instead of leaving it changed.
PatR [Thu, 30 Mar 2017 23:12:21 +0000 (16:12 -0700)]
partial fix for #H5216 - sortloot inconsistency
The tie-breaker for the qsort comparison routine used for 'sortloot'
had its logic backwards. Instead of retaining the original relative
order for tied items, it inadvertently reversed them. So a chest
containing
club
dagger named A
dagger named B
dagger named C
long sword
would alternate between that order and
club
dagger named C
dagger named B
dagger named A
long sword
each time the chest's contents were examined. This fixes that, and
also simplifies the unnecessarily convoluted bless/curse state handling.
The other half of the report was a request that 'sortloot:n' not do
any sorting. Right now, if the player has 'sortpack' set then
'sortloot:n' results in grouping into object classes within pack order
rather than not sorting at all. (Also, armor and weapons are further
ordered within their groups: armor by slot [helms, gloves, shields, &c]
and weapons by function [ammo, launchers, missiles, 'ordinary', pole-
arms].) I think the proper fix is to add a new setting for 'sortpack'
which yields the current behavior before changing 'n' to leave things
in their unsorted order.
PatR [Thu, 30 Mar 2017 21:14:38 +0000 (14:14 -0700)]
maybe fix #H5264 - screen clears on prompting
I couldn't reproduce the reported problem of the "In what direction?"
being issued after the screen was cleared, but bypassing pline() in
favor of putstr(WIN_MESSAGE) for tty prompts did also bypass
if (vision_full_recalc) vision_recalc(0);
if (u.ux) flush_screen(1);
done in pline(). Inadvertent loss of the latter could conceivably be
responsible for the problem. If so, the escape code used by cl_end()
may be broken for somebody's termcap or terminfo setup since clearing
to the end of the line in the message window shouldn't erase the rest
of the screen.
Regardless, the prompting change also bypassed the ability to show
the prompt with raw_printf() if the display wasn't fully intialized
yet, so some change to the revised prompting was necessary anyway.
Switching back from putstr(WIN_MESSAGE) to pline() resulted in
duplicated entries in DUMPLOG message history, one with bare prompt
followed by another with response appended, so more tweaking was
needed. The result is use of new custompline() instead of normal
pline(). custompline() accepts some message handling flags to give
more control over pline()'s behavior. It's a more general variation
of Norep() but its caller needs to specify an extra argument.
PatR [Tue, 21 Mar 2017 02:11:48 +0000 (19:11 -0700)]
tty prompting fix and DUMPLOG of prompts+answers
Update DUMPLOG's message history to include player responses to
most queries. For tty, both getlin() and yn_function(). For other
interfaces, only yn_function() is covered. (It's intercepted by a
core routine that can take care of the logging; getlin() isn't.)
Also includes saved messages from previous session(s), for the
interfaces which support that (tty), to fill out the logging when
a game ends shortly after a save/restore cycle.
The tty interface was using pline() to display prompt strings.
Having 'MSGTYPE=hide "#"' or 'MSGTYPE=hide "yn"' in .nethackrc
would suppress many prompt strings (in the two examples mentioned,
entering extended commands or the vast majority of yes/no questions,
respectively) and generally lead to substantial confusion even if
done intentionally, so switch to putstr(WIN_MESSAGE) instead.
PatR [Fri, 17 Mar 2017 10:20:11 +0000 (03:20 -0700)]
fix Bell of Opening segfault
Noticed on nethack.alt.org; the Bell of Opening could trigger a
segfault if applied near a trap door or bear trap (and a few others)
that had no monster at the trap location. Reproducible if done
while mounted; {open,close}{fall,hold}ingtrap() would try to access
monst->mx and monst->my of a Null monst pointer if given one when
u.usteed was non-Null.
PatR [Tue, 14 Mar 2017 12:27:45 +0000 (05:27 -0700)]
fix #H5188 - getting an artifact break illiterate
To-be-3.6.1 bug, caused by a patch (of mine...) incorporated about
a week after 3.6.0 was released that was intended to be for naming
Sting or Orcist. Any artifact creation ended up breaking illiterate
conduct whether user-assigned naming was involved or not (because
oname() is always used to apply the name, not just when do_name() is
executing).
This should be handled differently but I don't want to go through
the dozen and half or so calls to oname() to add an extra argument.
PatR [Mon, 13 Mar 2017 22:43:08 +0000 (15:43 -0700)]
more control key formatting
The previous fix to use highc(UNCTRL(x)) worked for ^A through ^Z,
but not for NUL (yielded ^` instead of usual ^@) or ^[ through ^_
(yielded lowercase ^{ and so on). The problem was UNCTRL(); it
shouldn't have been forcing on the lowercase bit to begin with.
Also, the code that used UNMETA() for formatting wouldn't work as
intended for M-control char since it stripped off the 8th bit but
didn't apply any fixup for control chars.
Just get rid of ISCTRL/ISMETA/UNCTRL/UNMETA and use the existing
visctrl() routine instead. (Its 3.6.0 edition didn't handle
M-control char, but the to-be-3.6.1 branch has done so since a
week or two after the 3.6.0 release.)
PatR [Sat, 11 Mar 2017 00:41:49 +0000 (16:41 -0800)]
dumplog message history groundwork
Separate the message logging out of pline so that other things (for
instance, one-line summary for quest block messages) can be logged.
The code that utilizes this isn't ready for prime time yet.
For FREE_ALL_MEMORY, release DUMPLOG message history when saving.
(Actually, this frees it unconditionally rather just doing so for
FREE_ALL_MEMORY.) It was being freed when logged at end of game,
but not during save. If dumplog message history and interface
message history get integrated, the existing message history
save/restore handling should become applicable instead.
PatR [Sat, 11 Mar 2017 00:35:49 +0000 (16:35 -0800)]
vanquished monsters tidbit
Use the same terminology ("creatures" rather than "monsters") for
the two "no <foo> {have been, were} vanquished" messages as for the
"disclose vanquished <foo>" prompt and its "M <foo> vanquished"
summary.
The dumplog data was including a final tombstone unconditionally,
which looked awfully strange for characters who didn't die. Make
it conditional, like actual end-of-game tombstone. (One difference
though: dumplog has a tombstone for hero who died from genocide,
end-of-game does not. I think the latter should display one even
though no grave gets generated.) [Potential for future enhancement:
add some alternate ascii art in place of tombstone for survivors.]
The list of genocided and/or extincted species was never shown
since caller passed 'a' to list_genocided() and it expected 'y'.
Also, once shown, the list entries were lacking indentation that
other sections of the dump generally have.
Both vanquished monsters and genocided/extinct monsters included
a blank line separator even when there was no feedback, making a
noticeable gap in the dumplog text. Have them report "no creatures
vanquished" and "no species genocided", when applicable, so that
their separator lines always have something to separate.
When dumping, omit a couple of blank lines each from vanquished
creatures list, genocided species list, and tombstone so the
relevant sections of the dump are more compact.
PatR [Sun, 5 Mar 2017 03:45:15 +0000 (19:45 -0800)]
more DUMPLOG lint
The recently added dumplog code assumed that 'time_t' is 'long int'
or at least will give sensible results when formatted with '%ld'.
This is more of a Band-Aid(tm) than a proper fix.
PatR [Fri, 17 Feb 2017 20:24:24 +0000 (12:24 -0800)]
fix #H5082 - growing into opposite sex monster
When a female dwarf grows (via level gain) into a dwarf lord, it
changes sex as well as base monster form because all dwarf lords
are male. The earlier fix for #H4276 (16-Mar-2016, to give an
alternate grow-up message acknowledging the change) used the wrong
monster form (monst's old one instead of new one).
PatR [Sun, 12 Feb 2017 08:24:29 +0000 (00:24 -0800)]
some fixes36.1 fixes
Fix a couple of typos, change one entry which referenced internal
coding issues to a more general description for end-users, and remove
a duplicate about color handling for status hilites and menucolors.
(I've only skimmed through the first section. There are likely more
inconsistencies in the file.)
PatR [Wed, 8 Feb 2017 21:10:15 +0000 (13:10 -0800)]
fix g.cubes eating green slime
Back when dead green slime left a corpse, gelatinous cubes wouldn't
eat that, but they would eat globs of green slime without being
affected. Add the missing glob check so g.cubes will engulf globs
of green slime instead of eating those.
Pasi Kallinen [Thu, 19 Jan 2017 17:46:37 +0000 (19:46 +0200)]
Prevent a segfault with leashed vanished monster
It's apparently somehow possible to have a leash "attached" to
a monster not present on the current level. Complain instead of
segfaulting. (This is a post-3.6.0 bug)
Pasi Kallinen [Tue, 10 Jan 2017 20:19:00 +0000 (22:19 +0200)]
Accessibility: option to prevent status line updates
Apparently some screen readers keep reading the status lines
at the bottom of the screen when parts of those change.
Add an option to prevent updates to those lines.
PatR [Tue, 20 Dec 2016 20:43:35 +0000 (12:43 -0800)]
tty's compress_str(), core's dat/keyhelp
Rewrite 3.6.1's compress_str() to avoid peeking past the end of the
input string. This should eliminate the reported valgrind complaint.
The problem was noticed for post-3.6.0 code introduced [by me...] last
June, but it looks like it was present in the old code too.
Also, fix the wording in the paragraph about NUL in the keyhelp text.
tty_putstr() always passes non-message window text through compress_str(),
clobbering usage of two spaces to separate sentences. putstr()'s caller
ought to have more control over that (possibly via its hardly ever used
'attribute' arg?).
Pasi Kallinen [Mon, 12 Dec 2016 15:42:02 +0000 (17:42 +0200)]
Impossible instead of segfault in cursed
While fuzz testing, I've seen segfault a handful of times in here,
coming from do_takeoff(). Looks like context.takeoff.what is stale,
having WORN_BLINDF, but we're not wearing the blindfold anymore.
Haven't been able to trace it down yet, so guard it with impossible.
PatR [Fri, 9 Dec 2016 00:39:55 +0000 (16:39 -0800)]
fix #H4706 - non-zero hit points for poison death
For "the poison was deadly" against hero, hit points were set to -1
(which gets displayed as 0 when shown) but the status lines weren't
being updated, so stale positive HP value was visible during final
disclosure.
Pasi Kallinen [Wed, 7 Dec 2016 18:23:07 +0000 (20:23 +0200)]
Fix segfault when attacked while polyed into disenchanter
The pointer keeping tabs of monster's current weapon was
not cleared.
How to trigger: Get hit by a monster wielding a weapon,
teleport to another level, poly into disenchanter, get hit
by any monster with AD_PHYS attack and not wielding any weapon.
Pasi Kallinen [Fri, 2 Dec 2016 20:03:10 +0000 (22:03 +0200)]
Fix segfault when looking at detected monster hiding under unknown armor
This segfault happened when a detected monster such as a garter snake was
hiding under an unknown/unseen armor of a type that has no description
field (eg. a leather armor), and you farlooked at the monster.
Alex Smith [Sat, 12 Nov 2016 01:24:03 +0000 (01:24 +0000)]
Make free actions easier to predict, nonfree actions more predictable
This fixes melee kiting more comprehensively (it now doesn't work
against slower monsters either), and prevents you doing things like
opening up a gap when running from an imp (you couldn't do that in
3.4.3).
Pasi Kallinen [Thu, 27 Oct 2016 18:44:38 +0000 (21:44 +0300)]
Make older corpses not taste okay
Post-3.6.0 change made practically all corpses taste okay.
Change it so there's always a 10% chance for the corpse
to taste terrible, and increase the chance if the corpse
is slightly old.
Alex Smith [Mon, 17 Oct 2016 17:26:44 +0000 (18:26 +0100)]
Change the rules for Elbereth erosion
If you attack a monster under Elbereth protection, and it wasn't
scuffed by the attack itself, then it'll be automatically removed
with an alignment penalty. It no longer fades from scaring monsters;
only from being abused to attack monsters while protected.
Alex Smith [Mon, 17 Oct 2016 17:15:57 +0000 (18:15 +0100)]
Differentiate between monster anger from attacks and from other causes
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.