Commit Graph

10361 Commits

Author SHA1 Message Date
PatR
07b59e783e object deletion during save operations
Not sure why my earlier attempt was unsuccessful.  This one isn't as
comprehensive but is simpler and better yet, works as intended.

When saving a level or exiting the program, objects can be deleted
directly rather than having to pass though the objs_deleted list.
2025-04-17 16:59:49 -07:00
PatR
8b7cbbdb0f yn_function() band-aid
If the yn_function() delivers its impossible about returning a result
that isn't considered to be viable, put the prompt into paniclog.

The updated comment contains my guess about what it going wrong, and
I'm fairly sure it is correct.  But I don't know how to fix it unless
we change ^A to just repeat the last command without attempting to
also repeat whatever followed.

At the moment, users will occasionally get strange outcome from ^A.
2025-04-17 13:49:45 -07:00
PatR
1dfbfa12e6 undo earlier change to freedyanmicdata()
Freeing objects early brought back an old issue with unfreed memory.
2025-04-17 11:57:02 -07:00
PatR
a6ffebf320 another MONITOR_HEAP bit
'heaputil' complains about free(NULL) because that wasn't handled
consistently back in the pre-standard days.  Avoid using that.
2025-04-17 11:40:07 -07:00
PatR
b03e1ee3cb purging deleted objects
I don't think that this fixed any of the 'heaputil' complaints, but
it makes deleted object handling more consistent with dead monster
clearup.
2025-04-17 10:17:28 -07:00
PatR
f1ba320cb3 memory tracking fix
'heaputil' is producing a lot of complaints.  This fixes one of them,
about freeing memory that was never allocated.  In this case, it's
when removing an overview annotation for a level.  The annotation
is using dupstr_n() and not being recorded due to dupstr_n() being
placed after MONITOR_HEAP undefines the macro that overrides alloc().

There's only one use of dupstr_n(), and its length checking isn't
needed there, so just switch to dupstr() and comment out the
implementation of dupstr_n().  I left the prototype in extern.h;
that's harmless.

If dupstr_n() needs to be resurrected, a second MONITOR_HEAP-aware
version should be implemented, with corresponding macro to choose
which one to use.
2025-04-17 10:06:46 -07:00
nhmall
830e18f52e some cleanup of stale bits 2025-04-16 16:56:17 -04:00
PatR
d4008772ac build fix for SCORE_ON_BOTL
Warning about missing parantheses when mixing '+' and '?:'.  It didn't
cause 'make' to quit but resulted in incorrect score-in-progress values
eing generated.
2025-04-16 13:17:36 -07:00
PatR
f887ba7704 build fix for MONITOR_HEAP
Compile of alloc.c failed when MONITOR_HEAP is defined.
2025-04-16 13:14:42 -07:00
PatR
a7412dc835 add '--debug:fuzzer' command line option
Provide a way to bypass a debugger when initiating fuzzing.
 nethack -D --debug:fuzzer        # run fuzzer in wizard mode
 nethack --debug:fuzzer           # run it in normal mode
 nethack [-D] -@ --debug:fuzzer   # skip role/race/&c selection
2025-04-16 12:46:28 -07:00
nhmall
15fa0758f2 put added comment in the correct place 2025-04-16 13:39:32 -04:00
nhmall
e024cbc57a go.omoves to svo.omoves since it is read from savefile 2025-04-16 12:45:32 -04:00
Pasi Kallinen
86bfb3e2f9 Avoid map accessibility notices when map isn't updated 2025-04-16 18:08:33 +03:00
nhmall
8c23cfe4e4 some cleanup 2025-04-15 21:03:59 -04:00
nhmall
46d4639d66 visual studio build fix (for recover) 2025-04-15 18:56:34 -04:00
nhmall
44af2a96a5 recover utility updates 2025-04-15 18:02:44 -04:00
nhmall
502b60d210 follow-up bit
oextra should have been included in the critical bytes
2025-04-15 15:49:36 -04:00
nhmall
a3e12550ea savefile changes - part 1
This is the first of several savefile-related changes to
follow later. This one is groundwork for those later changes.

Remove internal compression schemes (RLECOMP and ZEROCOMP)
and discard the savefile_info struct that was primarily used to
convey which internal compression schemes had been in use.

Relocate some struct definitions into appropriate header files
for use by code to come in later changes.

Remove the two struct size-related fields from version_info and
from the nmakedefs_s. Instead, include a series of bytes near the
beginning of the savefile, representing the size of each
struct or base data type that impacts the historical savefile
content. Those are referred to as the "critical bytes".
(Related note: the "you" struct required two bytes, low and high,
due to its size).

Compare those critical bytes in a savefile against the NetHack
build that is reading the savefile. This allows mismatch detection
early in the savefile-reading process, and a clean exit, rather than
proceeding to read nonsensical values from the file. Include some
feedback on what the first mismatch was when encountering
one.

For arrays stored in the savefile, use loop-logic in the core
to write/read the array elements one at a time, rather than in
a single blob. This will be required for changes to follow later.
(impacts artiexist[], artidisco[], svd.dungeons[], svl.level_info[],
svl.level.locations[][], msrooms[] field of mapseen, svb.bases[],
svb.disco[] objects[], svm.mvitals[], svs.spl_book[], svd.doors[],
go.oracle_loc[], utrack[], wgrowtime[])

This also adds data model to the long version information.

This invalidates existing save and bones files due to the changes in
the information at the start of the file.
2025-04-15 15:35:17 -04:00
Pasi Kallinen
af3e601ff7 Remove melting ice timer when breaking digging wand 2025-04-15 14:45:51 +03:00
Pasi Kallinen
d6dd5c743c Reinstate some of the mind flayer amnesia
When I reworked amnesia to not forget levels or objects, I removed
the forgetting from the mind flayer attacks.  I intended to add
something to replace it, but forgot ...
2025-04-13 20:16:00 +03:00
Pasi Kallinen
a185c270bb Expose trap once-field to lua 2025-04-13 17:32:14 +03:00
Pasi Kallinen
85de51a69a Add invocation effect to Fire and Frost Brand
Casts fireball or cone of cold at expert level
2025-04-13 13:13:54 +03:00
Pasi Kallinen
652f8576c0 Cursed magic whistle can teleport you to your pet 2025-04-13 12:48:21 +03:00
PatR
e26a496088 fix issue #1309 - secret doors in Garden rooms
Issue reported by elunna:  when a room gets converted into a theme
room with fill type Garden, its walls are changed to trees but any
secret doors in those walls are still displayed as regular walls.

This adds a new D_ARBOREAL flag for secret doors, used to force them
to be displayed as a tree instead of a wall.

Fixes #1309
2025-04-12 17:21:40 -07:00
PatR
8f344a30b5 github PR #1399 - add "Murphy" to ghost names
Pull request from greg-kennedy:  add "Murphy" to the list of random
ghost names.

Closes #1399
2025-04-12 12:33:10 -07:00
PatR
ab8ab7b344 more THEMERM and THEMERMFILL
Give a little more information if environment variable THEMERM or
THEMERMFILL has an invalid value.
2025-04-12 10:22:52 -07:00
Pasi Kallinen
8f7258dc35 Buff Grimtooth with poison
Grimtooth is now permanently poisoned, protects the wielder from
poison, and can be invoked to throw poison.

Permapoison code comes from xNetHack by copperwater <aosdict@gmail.com>.
2025-04-12 19:24:36 +03:00
copperwater
47e6edc663 Enable generating specific themed rooms for debugging
A common pain point I encounter when working on themed rooms is making
specific rooms generate. The only ways to do this were mass commenting
out the rooms not being tested, or hacking in different room frequency
values (even more annoying when testing a fill, not a room, or testing
pure-function rooms/fills that have no frequency).

This change solves that problem by allowing a wizard-mode user to define
THEMERM or THEMERMFILL environment variables to make specific rooms or
fills generate.

The first part of this change is converting all themed rooms and fills
that were plain functions into tables, and converting their comment
names into actual names in those tables. The names are not intended to
be shown during gameplay, but instead serve as values that THEMERM or
THEMERMFILL can be matched to to generate those rooms. It's no longer
possible to have a function themeroom; this will raise an impossible.
As far as I'm concerned, this is a good change because it allows some
code simplification of themerooms_generate and makes it easier to add
difficulty or eligibility parameters to rooms.

The second part of this change is adding a new nh.debug_themerm function
to make the environment variable values accessible to themerms.lua. I
looked for an existing way to do this but didn't see one (nh.variable
is the closest but appears to be for variables that get saved).

The final part is inserting behavior into the actual themeroom
generation code that changes how they generate when either a room or a
fill is set. I don't think it's safe to generate every single room with
the requested type or fill - that might lead to cases where the stairs
or a magic portal cannot generate. So it creates ordinary rooms half of
the time, which still results in plenty of themed rooms on levels.

Another thing to note is that any themed room using filler_region will
still only pick a fill 30% of the time. If one specifies both a fill and
a room that uses filler_region, many of those rooms will appear without
a themed fill.
2025-04-11 16:27:34 -07:00
Pasi Kallinen
7138af00ba Praying on an altar with pet statue on it can revive the pet 2025-04-10 23:38:44 +03:00
disperse
67d58202ad Silver maces
Added the silver mace to be the base weapon type of Demonbane.  It is appropriate that an artifact weapon designed to slay Demons would be made of (or plated with) silver.  This helps to offset the damage reduction when Demonbane was changed from a longsword to a mace and makes it more specialized against silver-haters.
Set the probability to 2, equal to that of a silver spear.
Increased the weight of the silver mace by 120% -- equal to the weight increase from a normal spear to a silver spear. (Assuming the weapon is silver plated rather than made entirely out of silver.)
Increased the base cost to 60, a similar increase as spear to silver spear, to be an even number between silver spear and silver saber.
Monsters will prefer silver maces over regular maces.
Otherwise, identical in function to a normal mace.
2025-04-09 19:46:05 +03:00
Pasi Kallinen
2065d2d392 Avoid premapping outside Sokoban map to prevent showing stone glyphs
If user has changed the stone glyph to something other than a space
(or uses a tileset), Sokoban levels showed the unreachable stone outside
the map area.  Prevent marking those areas as seen, so the stone
glyphs aren't shown.
2025-04-09 18:41:00 +03:00
PatR
3aecc90b2d commit 46b98bab5b951c16f3c6766f23acb22c3046608c
Author: PatR <rankin@nethack.org>
Date:   Mon Apr 7 13:58:28 2025 -0700

    fix issue #1404 - re-tamed feral pet starves

    Issue reported by k21971:  changes in 'struct edog' initialization
    resulted in re-taming of a feral former pet producing a tame monst
    that immediately dies of starvation.

    I didn't look at the earlier behavior, just forced hunger to be
    initialized separately from other edog fields.

    Fixes #1404
2025-04-07 14:11:58 -07:00
PatR
afc34c9873 mon throw-and-return cleanup
Fix up a few comments in the monster throwing code.  And change a
couple 'if (!Blind)' checks to use 'if (canseemon(magr))' instead
of that the player won't be told about a returning aklys hitting an
invisible monster ("it") on the arm.
2025-04-05 09:50:38 -07:00
PatR
500af49dd3 fix issue #1407 - mon throw-and-return crash
Issue reported by k21971:  a gnome throwing a wielded aklys at the
hero was killed when failing to catch its return.  Bookkeeping for
dead monsters got messed up, then a crash occurred.

This fixes things.  Instead of a comment stating that the thrower
might be dead, kill it off.
2025-04-05 09:44:02 -07:00
PatR
4afb9254e1 fuzzer vs yn_function()
This has been sitting around for a long time.  It prevents at least
one fuzzer exit.

Before adding this, I did trigger one yn_function() 'impossible'
while doing ordinary testing but wasn't able to reproduce that, so
am still not sure what is going on.
2025-04-03 20:07:31 -07:00
PatR
0ecd573152 escape_from_sticky_mon()
Reorganized a 'switch' statement in order to eliminate a 'goto'.
There should be no changed in behavior.
2025-04-03 15:26:05 -07:00
copperwater
b32ce258e3 Fix: buffer overflow in gamelog with an extremely long wish string
This was discovered when a game of xNetHack crashed with stack smashing
detected during dumplog creation after an ascension. I traced the
problem to a wish with a very long string the player had made much
earlier in the game ("greased very blessed holy rustproof unlit historic
thoroughly +5 very cloak of protection named it would be a shame if
something happened to me wearing this cloak"), which is further recorded
in an even longer form in the chronicle as 'wished for "X", got "Y"'.
That string does get truncated, but since the gamelog strings are
dynamically allocated, they can be longer than BUFSZ.

When show_gamelog was subsequently called, it didn't use any bounds
checking, which allowed its stack-allocated buffer to overflow. Changing
the offending sprintf to snprintf and limiting it to the buffer size
appears to fix this issue. It will truncate the string at BUFSZ-1
characters and therefore will be expressed in the dumplog as an
incomplete string, but 1) that was happening anyway because the gamelog
string already doesn't capture the entire "wished for X, got Y" message
on such a wish, and 2) this should only ever happen for very long
wishes.
2025-03-29 07:21:04 -04:00
PatR
1df8fd8b3b cutting down closed doors
Most things that can be dug or chopped can only have that done by one
of the two types of digging/chopping tools:  pick-axe or axe.  Since
closed door can be broken open via either type, mention the type of
implement in the final "you break through the door" message by adding
"with your <uwep>."
2025-03-20 16:09:15 -07:00
PatR
d7f107eaf9 still more 'nethack --dumpweights'
After updating the --dumpweights code in hack.c to insert "pair of"
for gloves and boots and "set of" for dragon scales, I've switched
it to use simple_typename() instead.

Turns out that that routine also lacked handling for 'pair|set of'.
And it was generating "coin of gold piece".  Fix those.

Roughly half of the gems are "<gem>" and the others "<gem> stone",
so the --dumpweights output is different by more than just pair/set.
2025-03-19 17:30:56 -07:00
PatR
b237337806 streamline domove_core()
Split handling for paranoid_confirm:Trap out of domove_core() into
a separate routine.  There should be no change in behavior.
2025-03-19 14:33:13 -07:00
nhmall
1f99638bbf ren nhconst.h -> weight.h
The speed related values were not used, except for NORMAL_SPEED,
which has been moved back to permonst.h
2025-03-19 17:14:07 -04:00
nhmall
e8c401acb3 follow-up: numeric values in comment fix 2025-03-19 13:38:12 -04:00
nhmall
a943c4c10b replace some weight-related magic numbers
adds a header file include/nhconst.h  (I'm open to a better name)
2025-03-19 13:29:58 -04:00
PatR
00a5d811ee monmove.c: remove a couple of trailing spaces 2025-03-19 07:48:12 -07:00
PatR
ef9734f1c1 another 'nethack --dumpweights' tweak
Don't suppress slime mold.
2025-03-19 01:39:01 -07:00
PatR
ec6632352f 'nethack --dumpweights' tweak
In the generated comments accompanying weights, show /* a novel */
rather than /* a spellbook of novel */.
2025-03-18 11:53:58 -07:00
Pasi Kallinen
a64796e64d Flip monster goal when flipping the level 2025-03-17 14:33:01 +02:00
nhmall
8c0c33aa1f another follow-up bit 2025-03-17 08:09:00 -04:00
nhmall
ed406dafe7 follow-up: store square of dist in arwep table
Also includes some additional unrelated #undef's since one was
being added.
2025-03-17 07:38:37 -04:00
Greg Kennedy
4e42ae27b4 Add "Murphy" to list of random ghost names
"Murphy's Ghost" is a recurring fixture of the long-running "Wizardry" series of classic dungeon crawler video games.
2025-03-16 21:43:49 -05:00