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Old September 12, 2017, 22:24   #221
Nick
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Quote:
Originally Posted by skydyr View Post
Regarding this compiling problem with -r and -pie can't be used together, it seems that Debian and derivatives ship gcc6 with -pie enabled by default as a security feature. The flag has to be explicitly disabled with the -no-pie switch in order for the build to function properly.

I've been able to get it to compile by adding -no-pie to the linking command in src/Makefile after configuration as follows:

$(PROGNAME).o: $(OBJECTS)
$(LD) -no-pie -nostdlib -Wl,-r -o $@ $(OBJECTS)
@printf "%10s %-20s\n" LINK $@
I've done a fix in development (recommended by someone who seemed plausible at the time) to
Code:
$(PROGNAME).o: $(OBJECTS)
$(LD) -nostdlib -r -o $@ $(OBJECTS)
@printf "%10s %-20s\n" LINK $@
which seems to do the trick.
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Old September 12, 2017, 22:26   #222
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Quote:
Originally Posted by wobbly View Post
Are morgul weapons meant to auto-id the sinv rune? Wormtongue dropped a warhammer & on wield I learnt sinv & drain xp (I already knew poison). There is nothing invisible in sight.

v4.1.0-20-g36595ad-dirty on angband.live
See invisible is learned on wield (since at least 3.5).
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Old September 13, 2017, 15:36   #223
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There is no such thing in V yet, because the activation code has not been factorized (object.txt still uses "effect" for rods instead of using "activation" from activation.txt), but in PWMAngband, when I activate a stack of rods, I get a typo: "The Rods of Mapping shines brightly..."

In activation_message(), the header claims "This code deals with plural and singular forms of verbs correctly...", but it's not the case. The ART_TAG_VERB and ART_TAG_VERB_IS don't handle plural properly (ART_TAG_VERB does nothing and ART_TAG_VERB_IS only checks that there's an "s" at the end, which is not the case for things like "rods of mapping" or "maces of disruption").

For PWMAngband, I'll simply fix the message by getting the singular description when looking for activation messages.
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Old September 13, 2017, 19:42   #224
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I tried to TO Ungoliant in the nightly (4.1.0-23-gdfffaae-dirty), and got the message "Failed to find teleport destination! Ungoliant, the Unlight disappears!" (She didn't disappear, and as noted in another thread, Teleport Other and Teleport Self fail all too often on entirely normal levels now.)
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Old September 13, 2017, 22:13   #225
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Quote:
Originally Posted by PowerWyrm View Post
Just to be nitpicky, there's a mix of uses of "c" parameter and "cave" global in get_move_advance().
...and elsewhere in that file, in fact.
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Old September 13, 2017, 22:55   #226
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New update on the nightlies page with changes:
  • Treacherous Weapon curse now identifies
  • Wands of Stone to Mud now identify on damaging monsters
  • Identify scroll and spell renamed to Identify Rune
  • Small fixes to monster pathfinding (thanks PowerWyrm) - work still needed

Fix for the teleport problem is next on my list; it requires a bit of work, and I've only had little bits of time lately.
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Old September 14, 2017, 16:44   #227
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Found a cursed randart ring with the following properties:

Code:
     It randomly makes you teleport.
     It occasionally makes a loud noise.
     It paralyses you every now and then.
     It makes you too scared to fight.
     Provides resistance to lightning.
     Cannot be harmed by lightning.
     Makes you afraid of melee, and worse at shooting and casting spells.
     Prevents teleportation. Aggravates nearby creatures.
So we have both "teleport" and "no-teleport" effects, and the "terror" effect twice.

When adding a curse, "teleport" and "no-teleport" are conflicting, so an object cannot get both teleportation and anti-teleportation curses. However, for randarts, the code that handles curses (the "make_bad" function) adds the OF_NO_TELEPORT flag directly, and not the anti-teleportation curse, so the conflict can still happen.

For the double "terror" effect, this simply comes from the fact that the "cowardice" curse is added on a randart based off a ring of Escaping.

Looking at append_object_curse(), there's a test made to reject curses where the effect would be foiled by an object property (for ex. paralysis curse on an item with free action), but nothing is done to reject curses with a flag conflicting with an object property (for ex. teleportation curse on an item with OF_NO_TELEPORT), or curses with a flag already present on the object (for ex. cowardice curse on an item with OF_AFRAID).
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Last edited by PowerWyrm; September 15, 2017 at 10:02.
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Old September 17, 2017, 15:25   #228
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Was running around town with a cursed weapon equipped, got the "your weapon turns on you" message and lost health, but no new rune disclosed, read identfy to learn the new rune "treacherous weapon curse".
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Old September 17, 2017, 22:28   #229
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Quote:
Originally Posted by Estie View Post
Was running around town with a cursed weapon equipped, got the "your weapon turns on you" message and lost health, but no new rune disclosed, read identfy to learn the new rune "treacherous weapon curse".
Is that in the latest build? I thought I'd fixed it.
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Old September 18, 2017, 00:42   #230
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Quote:
Originally Posted by Nick View Post
Is that in the latest build? I thought I'd fixed it.
4.1.0-20-g36595ad2

I think shortly after that incident I discovered another rune that turns your weapon against you (forget the name); maybe you fixed only one ? I cant check because that character died an untimely death.
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