Merge branch 'NetHack-3.7' into expanded-glyphs

This commit is contained in:
nhmall
2021-09-19 14:45:02 -04:00
9 changed files with 181 additions and 50 deletions

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@@ -617,6 +617,8 @@ similar "The ogre lord yanks Cleaver from your corpses!" due to caching the
update clobber that; fixed by having inventory display release the
obuf used for each item so that the same one will be reused for the
next item, to avoid churning through the whole pool of obufs
gas clouds are a little random in how they spread out from a point
Izchak occasionally stocks wands/scrolls/spellbooks of light
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
@@ -1159,6 +1161,7 @@ vomiting on an altar provokes the deities wrath
branch stairs have a different glyph, show up in yellow color in tty
duration of confusion when drinking booze depends upon hunger state
using 'D' allows dropping items picked up previously
bones piles can be ransacked by adjacent monsters
Platform- and/or Interface-Specific New Features

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@@ -2142,6 +2142,7 @@ extern void assign_candy_wrapper(struct obj *);
extern int doread(void);
extern int charge_ok(struct obj *);
extern void recharge(struct obj *, int);
extern boolean valid_cloud_pos(int, int);
extern int seffects(struct obj *);
extern void drop_boulder_on_player(boolean, boolean, boolean, boolean);
extern boolean drop_boulder_on_monster(int, int, boolean, boolean);

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@@ -35,7 +35,7 @@ struct shclass {
struct itp {
int iprob; /* probability of an item type */
int itype; /* item type: if >=0 a class, if < 0 a specific item */
} iprobs[6];
} iprobs[9];
const char *const *shknms; /* list of shopkeeper names for this type */
};

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@@ -8,6 +8,7 @@
static boolean no_bones_level(d_level *);
static void goodfruit(int);
static void resetobjs(struct obj *, boolean);
static void give_to_nearby_mon(struct obj *, int, int);
static boolean fixuporacle(struct monst *);
static boolean
@@ -213,6 +214,41 @@ sanitize_name(char *namebuf)
}
}
/* Give object to a random object-liking monster on or adjacent to x,y
but skipping hero's location.
If no such monster, place object on floor at x,y. */
static void
give_to_nearby_mon(struct obj *otmp, int x, int y)
{
struct monst *mtmp;
struct monst *selected = (struct monst *) 0;
int nmon = 0, xx, yy;
for (xx = x - 1; xx <= x + 1; ++xx) {
for (yy = y - 1; yy <= y + 1; ++yy) {
if (!isok(xx, yy))
continue;
if (xx == u.ux && yy == u.uy)
continue;
if (!(mtmp = m_at(xx, yy)))
continue;
/* This doesn't do any checks on otmp to see that it matches the
* likes_* property, intentionally. Assume that the monster is
* rifling through and taking things that look interesting. */
if (!(likes_gold(mtmp->data) || likes_gems(mtmp->data)
|| likes_objs(mtmp->data) || likes_magic(mtmp->data)))
continue;
nmon++;
if (!rn2(nmon))
selected = mtmp;
}
}
if (selected && can_carry(selected, otmp))
add_to_minv(selected, otmp);
else
place_object(otmp, x, y);
}
/* called by savebones(); also by finish_paybill(shk.c) */
void
drop_upon_death(struct monst *mtmp, /* monster if hero turned into one (other than ghost) */
@@ -249,6 +285,8 @@ drop_upon_death(struct monst *mtmp, /* monster if hero turned into one (other th
(void) add_to_minv(mtmp, otmp);
else if (cont)
(void) add_to_container(cont, otmp);
else if (!rn2(8))
give_to_nearby_mon(otmp, x, y);
else
place_object(otmp, x, y);
}

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@@ -1315,7 +1315,7 @@ fumaroles(void)
xchar y = rn1(ROWNO - 4, 3);
if (levl[x][y].typ == LAVAPOOL) {
NhRegion *r = create_gas_cloud(x, y, 4 + rn2(5), rn1(10, 5));
NhRegion *r = create_gas_cloud(x, y, rn1(30, 20), rn1(10, 5));
clear_heros_fault(r);
snd = TRUE;

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@@ -22,8 +22,7 @@ static void p_glow1(struct obj *);
static void p_glow2(struct obj *, const char *);
static void forget(int);
static int maybe_tame(struct monst *, struct obj *);
static boolean get_valid_stinking_cloud_pos(int, int);
static boolean is_valid_stinking_cloud_pos(int, int, boolean);
static boolean can_center_cloud(int, int);
static void display_stinking_cloud_positions(int);
static void seffect_enchant_armor(struct obj **);
static void seffect_destroy_armor(struct obj **);
@@ -52,6 +51,7 @@ static void seffect_mail(struct obj **);
#endif /* MAIL_STRUCTURES */
static void set_lit(int, int, genericptr);
static void do_class_genocide(void);
static void do_stinking_cloud(struct obj *, boolean);
static boolean create_particular_parse(char *,
struct _create_particular_data *);
static boolean create_particular_creation(struct _create_particular_data *);
@@ -989,23 +989,26 @@ maybe_tame(struct monst* mtmp, struct obj* sobj)
return 0;
}
static boolean
get_valid_stinking_cloud_pos(int x,int y)
/* Can a stinking cloud physically exist at a certain position?
* NOT the same thing as can_center_cloud.
*/
boolean
valid_cloud_pos(int x, int y)
{
return (!(!isok(x,y) || !cansee(x, y)
|| !ACCESSIBLE(levl[x][y].typ)
|| distu(x, y) >= 32));
if (!isok(x,y))
return FALSE;
return ACCESSIBLE(levl[x][y].typ) || is_pool(x, y) || is_lava(x, y);
}
static boolean
is_valid_stinking_cloud_pos(int x, int y, boolean showmsg)
/* Callback for getpos_sethilite, also used in determining whether a scroll
* should have its regular effects, or not because it was out of range.
*/
boolean
can_center_cloud(int x, int y)
{
if (!get_valid_stinking_cloud_pos(x,y)) {
if (showmsg)
You("smell rotten eggs.");
if (!valid_cloud_pos(x, y))
return FALSE;
}
return TRUE;
return (cansee(x, y) && distu(x, y) < 32);
}
static void
@@ -1021,7 +1024,7 @@ display_stinking_cloud_positions(int state)
for (dy = -dist; dy <= dist; dy++) {
x = u.ux + dx;
y = u.uy + dy;
if (get_valid_stinking_cloud_pos(x,y))
if (can_center_cloud(x,y))
tmp_at(x, y);
}
} else {
@@ -1702,9 +1705,9 @@ seffect_fire(struct obj **sobjp)
dam *= 5;
pline("Where do you want to center the explosion?");
getpos_sethilite(display_stinking_cloud_positions,
get_valid_stinking_cloud_pos);
can_center_cloud);
(void) getpos(&cc, TRUE, "the desired position");
if (!is_valid_stinking_cloud_pos(cc.x, cc.y, FALSE)) {
if (!can_center_cloud(cc.x, cc.y)) {
/* try to reach too far, get burned */
cc.x = u.ux;
cc.y = u.uy;
@@ -1786,25 +1789,11 @@ seffect_stinking_cloud(struct obj **sobjp)
int otyp = sobj->otyp;
boolean already_known = (sobj->oclass == SPBOOK_CLASS /* spell */
|| objects[otyp].oc_name_known);
coord cc;
if (!already_known)
You("have found a scroll of stinking cloud!");
g.known = TRUE;
pline("Where do you want to center the %scloud?",
already_known ? "stinking " : "");
cc.x = u.ux;
cc.y = u.uy;
getpos_sethilite(display_stinking_cloud_positions,
get_valid_stinking_cloud_pos);
if (getpos(&cc, TRUE, "the desired position") < 0) {
pline1(Never_mind);
return;
}
if (!is_valid_stinking_cloud_pos(cc.x, cc.y, TRUE))
return;
(void) create_gas_cloud(cc.x, cc.y, 3 + bcsign(sobj),
8 + 4 * bcsign(sobj));
do_stinking_cloud(sobj, already_known);
}
static void
@@ -2759,6 +2748,34 @@ unpunish(void)
setworn((struct obj *) 0, W_BALL); /* sets 'uball' to Null */
}
/* Prompt the player to create a stinking cloud and then create it if they give
* a location. */
static void
do_stinking_cloud(struct obj *sobj, boolean mention_stinking)
{
coord cc;
pline("Where do you want to center the %scloud?",
mention_stinking ? "stinking " : "");
cc.x = u.ux;
cc.y = u.uy;
getpos_sethilite(display_stinking_cloud_positions, can_center_cloud);
if (getpos(&cc, TRUE, "the desired position") < 0) {
pline(Never_mind);
return;
} else if (!can_center_cloud(cc.x, cc.y)) {
if (Hallucination)
pline("Ugh... someone cut the cheese.");
else
pline("%s a whiff of rotten eggs.",
sobj->oclass == SCROLL_CLASS ? "The scroll crumbles with"
: "You smell");
return;
}
(void) create_gas_cloud(cc.x, cc.y, 15 + 10 * bcsign(sobj),
8 + 4 * bcsign(sobj));
}
/* some creatures have special data structures that only make sense in their
* normal locations -- if the player tries to create one elsewhere, or to
* revive one, the disoriented creature becomes a zombie

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@@ -1034,27 +1034,96 @@ inside_gas_cloud(genericptr_t p1, genericptr_t p2)
return FALSE; /* Monster is still alive */
}
/* Create a gas cloud which starts at (x,y) and grows outward from it via
* breadth-first search.
* cloudsize is the number of squares the cloud will attempt to fill.
* damage is how much it deals to afflicted creatures. */
#define MAX_CLOUD_SIZE 150
NhRegion *
create_gas_cloud(xchar x, xchar y, int radius, int damage)
create_gas_cloud(xchar x, xchar y, int cloudsize, int damage)
{
NhRegion *cloud;
int i, nrect;
int i, j;
NhRect tmprect;
/* store visited coords */
xchar xcoords[MAX_CLOUD_SIZE];
xchar ycoords[MAX_CLOUD_SIZE];
xcoords[0] = x;
ycoords[0] = y;
int curridx;
int newidx = 1; /* initial spot is already taken */
if (cloudsize > MAX_CLOUD_SIZE) {
impossible("create_gas_cloud: cloud too large (%d)!", cloudsize);
cloudsize = MAX_CLOUD_SIZE;
}
for (curridx = 0; curridx < newidx; curridx++) {
if (newidx >= cloudsize)
break;
int xx = xcoords[curridx];
int yy = ycoords[curridx];
/* Do NOT check for if there is already a gas cloud created at some
* other time at this position. They can overlap. */
/* Primitive Fisher-Yates-Knuth shuffle to randomize the order of
* directions chosen. */
coord dirs[4] = { {0, -1}, {0, 1}, {-1, 0}, {1, 0} };
for (i = 4; i > 0; --i) {
xchar swapidx = rn2(i);
coord tmp = dirs[swapidx];
dirs[swapidx] = dirs[i-1];
dirs[i-1] = tmp;
}
int nvalid = 0; /* # of valid adjacent spots */
for (i = 0; i < 4; ++i) {
/* try all 4 directions */
int dx = dirs[i].x, dy = dirs[i].y;
boolean isunpicked = TRUE;
if (valid_cloud_pos(xx + dx, yy + dy)) {
nvalid++;
/* don't pick a location we've already picked */
for (j = 0; j < newidx; ++j) {
if (xcoords[j] == xx + dx && ycoords[j] == yy + dy) {
isunpicked = FALSE;
break;
}
}
/* randomly disrupt the natural breadth-first search, so that
* clouds released in open spaces don't always tend towards a
* rhombus shape */
if (nvalid == 4 && !rn2(2))
continue;
if (isunpicked) {
xcoords[newidx] = xx + dx;
ycoords[newidx] = yy + dy;
newidx++;
}
}
if (newidx >= cloudsize) {
/* don't try further directions */
break;
}
}
}
/* we have now either filled up xcoord and ycoord entirely or run out of
* space. In either case, newidx is the correct total number of coordinates
* inserted. */
cloud = create_region((NhRect *) 0, 0);
nrect = radius;
tmprect.lx = x;
tmprect.hx = x;
tmprect.ly = y - (radius - 1);
tmprect.hy = y + (radius - 1);
for (i = 0; i < nrect; i++) {
for (i = 0; i < newidx; ++i) {
tmprect.lx = tmprect.hx = xcoords[i];
tmprect.ly = tmprect.hy = ycoords[i];
add_rect_to_reg(cloud, &tmprect);
tmprect.lx--;
tmprect.hx++;
tmprect.ly++;
tmprect.hy--;
}
cloud->ttl = rn1(3, 4);
/* If the cloud was constrained in a small space, give it more time to
* live. */
cloud->ttl = (cloud->ttl * cloudsize) / newidx;
if (!g.in_mklev && !g.context.mon_moving)
set_heros_fault(cloud); /* assume player has created it */
cloud->inside_f = INSIDE_GAS_CLOUD;

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@@ -330,11 +330,14 @@ const struct shclass shtypes[] = {
0,
D_SHOP,
{ { 30, -WAX_CANDLE },
{ 48, -TALLOW_CANDLE },
{ 44, -TALLOW_CANDLE },
{ 5, -BRASS_LANTERN },
{ 9, -OIL_LAMP },
{ 3, -MAGIC_LAMP },
{ 5, -POT_OIL } },
{ 5, -POT_OIL },
{ 2, -WAN_LIGHT },
{ 1, -SCR_LIGHT },
{ 1, -SPE_LIGHT } },
shklight },
/* sentinel */
{ (char *) 0,

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@@ -4599,7 +4599,7 @@ zap_over_floor(xchar x, xchar y, int type, boolean *shopdamage,
/* don't create steam clouds on Plane of Water; air bubble
movement and gas regions don't understand each other */
if (!on_water_level)
create_gas_cloud(x, y, rnd(3), 0); /* radius 1..3, no damg */
create_gas_cloud(x, y, rnd(5), 0); /* 1..5, no damg */
if (lev->typ != POOL) { /* MOAT or DRAWBRIDGE_UP or WATER */
if (on_water_level)
@@ -4629,7 +4629,7 @@ zap_over_floor(xchar x, xchar y, int type, boolean *shopdamage,
newsym(x, y);
}
} else if (IS_FOUNTAIN(lev->typ)) {
create_gas_cloud(x, y, rnd(2), 0); /* radius 1..2, no damage */
create_gas_cloud(x, y, rnd(3), 0); /* 1..3, no damage */
if (see_it)
pline("Steam billows from the fountain.");
rangemod -= 1;