Neither my fix for #969 nor the followup by entrez dealt with this:
if you were in one shop and dug the wall it shared with another shop,
sometimes the shopkeeper for the room your were in would teleport to
you and demand payment--or attack if you lacked funds--other times the
one from the far room would do so. For the latter, if you maneuvered
to the gap in the wall (possibly declining to die if angry shopkeeper
managed to kill you) you would get "this shop is deserted" (which is
accurate) but if you subsequently died there, you could get "Welcome
to so-and-so's shop" when the shopkeeper who abandoned her shop was
returned to occupancy after one of them took possession of invent.
And the welcome message might come from the shop that hadn't been
deserted and that you had never left. (Perhaps always from that one;
I'm not sure.)
Possibly the shopkeeper for the room you're in should get priority
when demanding payment for repairs so that the other one won't
abandon the far shop, but I didn't attempt to tackle that. This
just suppresses room entry messages when returning the shopkeeper to
her shop if the game is ending.
Not fixed, but amusing: in one of the tests, the 'far' shopkeeper
who had teleported into the near shop to demand payment for the dug
wall picked up an item from the near shop (in the case I noticed, a
hardware store shk picked up a food ration; just an ordinary item
owned by the stop) while pursuing me to the wall gap. One shk was
stealing from the other. :-)
inherits() only examined the first item in u.ushops, so some shopkeepers
that should have had first dibs were ignoring the hero, one of the
causes of #969. Examine the entire u.ushops array instead of just the
first item so that the hero's position within the shop will be correctly
identified (and do the same in set_repo_loc, though it's probably not
really necessary there).
sound_verbal(char *text, int32_t gender, int32_t tone, int32_t vol,
int32_t moreinfo);
-- NetHack will call this function when it wants to pass text of
spoken language by a character or creature within the game.
-- text is a transcript of what has been spoken.
-- gender indicates MALE or FEMALE sounding voice.
-- tone indicates the tone of the voice.
-- vol is the volume (1% - 100%) for the sound.
-- moreinfo is used to provide additional information to the soundlib.
-- there may be some accessibility uses for this function.
It may be useful for accessibility purposes too.
A preliminary implementation has been attempted for macsound to test
the interface on macOS. No tinkering of the voices has been done.
Use of the test implementation requires the following at build time with make.
WANT_SPEECH=1
That needs to be included on the make command line to enable the test code,
otherwise just the interface update is compiled in.
I don't know for certain when AVSpeechSynthesizer went into macOS, but older versions
likely don't support it, and would just leave off the WANT_SPEECH=1.
If built with WANT_SPEECH=1, the 'voices' NetHack option needs to be enabled.
It was a bit strange, when I first started up the test, to hear Asidonhopo,
the shopkeeper, talking to me as I entered his shop and interacted with him.
Reported by elunna: a monster trapped in a pit or web that was
adjacent to a polymorph trap could enter that trap to change shape.
It would remain flagged as trapped but there's no way to escape
from a polymorph trap so it would be stuck.
Fix supplied by entrez: when a monster is picking MUSE strategy,
don't allow it choose "enter polymorph trap" if it is currently
trapped.
I entered the changes from the diff manually and added a bunch of
minor formatting bits.
Fixes#972
Issue reported for a hardfought player by k2: dying in a shop wall
produced "place_object: <item> [0] off map <0,0>" when hero's invent
was dropped. It happened in Mine Town where multiple shopkeepers are
present and it is possible to have two shops share a wall.
I could not reprouce the problem, even after setting up--and dying
various times at a gap in--a wall shared by two shops.
paybill() -> inherits() -> set_repo_loc() sets up the destination
prior to disclosure and finish_paybill() -> drop_upon_death() later
places invent at the spot iff bones are going to he saved. inherits()
is convoluted and evidently took at least one path that failed to
call set_repo_loc(). Change it to always call set_repo_loc() when
returning 'True' so that the destination should always be set if
really_done() calls finish_paybill().
Some followups by entrez are probably still useful.
Closes#965
Add "walls of lava", basically lava which blocks vision and
require a bit more than just levitation or flight to move through.
No levels use this yet, as testing isn't thorough enough.
The intuitive behavior of des.levregion or des.teleport_region when
"exclude" is left unspecified is that there is no exclusion area.
However, this wasn't actually the case: since l_get_lregion defaulted
the exclusion area to (0,0,0,0) and exclude_islev to 0, this meant that
the 0,0 space on the map would always be excluded from regions. In cases
where a region was specified with its inclusion area constrained to the
0,0 space of the map, this would create a "Couldn't place lregion"
impossible message.
This fixes that issue by defaulting the exclusion area to (-1,-1,-1,-1),
and if the exclusion area is left unspecified, forces exclude_islev=1.
This means that the exclusion zone will be outside the walkable space of
the level where it can't cause any problems.
If a level designer puts negative coordinates in their inclusion or
exclusion parameters, this might not work correctly, but negative region
coordinates aren't currently used anywhere and probably shouldn't be
supported anyway.
With sounds on, using #levelchange to drop more than one level only
gave the level-loss sound effect once. Level-gain sound was better
because the more verbose messaging triggered --More-- before moving
on. Have both gain and loss use urgent_pline() in case messages
are being suppressed due to ESC, and have both request --More-- to
make the player acknowledge the message. That has a side-effect of
letting the sound play to conclusion.
Start to add supporting code to windsound and macsound. The latter
remains commented out because I haven't had a chance to try
it on macOS yet.
In order to test it out, I added two more stock sounds:
sa2_xplevelup and sa2_xpleveldown.
A detected cave spider was hiding under a generic spellbook object;
farlooking at it produced a segfault. OBJ_NAME is null for the generic
objects, so don't try to strcmp it.
For strength over 18, A_CURR(A_STR) can return up to 125, giving
the chance to break bars by hitting them with a warhammer a 50:50
chance. Switch to acurrstr() which returns at most 25.
Allow heavy iron balls (wielded or thrown, regardless of whether
they're chained to hero) to have a chance to break bars too. They
are slightly more complicated because they don't use obj->spe like
a weapon but are otherwise straightfoward.
sanity_check feedback which occurred after using locking magic to
set off a bear trap at the location of a monster hiding under an
object.
Trivial bit: a recent change made stunning via knockback only occur
when not already stunned but was still adding the current stun time
to the new stun time even though current stun is now always zero.
Several formatting bits included.
When attached iron ball was in a pit (or a pool) with a monster,
and your levitation ended, you were put on top of the monster.
Add a sanity check for hero over monster.
While fuzzing, I saw a sanity checking error complaining about
a ceiling hider being on top of a pool; the rock piercer was
teleported on top of the pool while it was hiding in the ceiling.
Try to be a bit more consistent when a monster is hiding in ceiling,
and if it's valid for it to be on a pool.
Clean up some of the code for monster deciding what objects
to pick up, removing duplicate code. There should be no real
difference in behaviour, other than monsters now can pick up
one stack of items at a time; previously monster could pick up
gold, then a practical item, followed by a magical item all
in a single turn, although this very rarely mattered.
Not extensively tested.
Code originally from NetHack4.
It looks like the Windows API call for PlaySound using SND_RESOURCE, from a
mingw32 built program, cannot find the resources that are
embeded into the .exe by the mingw32 resource compiler. That works fine
from visual studio.
For now, fall back to not using the SND_RESOURCE flag, use an ordinary
wav file name in the filesystem. Makefile.mingw32 has been modified
to copy the wav files to the binary directory along with the exe.
This probably won't be the final approach, but it will get things
working for now.
sounds can be set in the config file or on the fly with the Options menu.
This also adds a mechanism for specifying a terminology preference
for a boolean option in the options menu.
The choices are: Term_False, Term_Off, Term_Disabled
Term_False, the default, will use the terms "false" and "true" in the
Options menu.
Term_Off will use the terms "off" and "on" in the Options menu.
Term_Disabled will use the terms "disabled" and "enabled" in the Options
menu.
I didn't review any of the existing options to see if one of the new
alternative terms might be a better fit. They were all left at the default.
The lava river will now draw another river, until a certain
amount of map locations have been turned into lava, so you don't
get a teensy "river" made out of 2 lava pools.
Add a lua selection method to count the number of locations
in the selection.
My recent change to hit and wake monsters caused a recursive
ghod_hitsu -> wakeup -> dobuzz -> buzz -> ghod_hitsu loop.
Don't call the ghod_hitsu again if the priest is already angry.
Items in initial hero inventory, or generated via lua in
special levels or themed rooms are not subject to this.
Code via xnethack by copperwater <aosdict@gmail.com>,
with some modifications.
When a monster triggered a rolling boulder trap which buried
a shop item in a pit, the shopkeeper would bill the hero.
(Or get mad at hero, if they were out of the shop)
The fix might not be quite right - should the shopkeeper get
mad at hero when monster triggers a trap created by hero?
Or when an item is buried in a pit created by a hero?
Trying to open a location where a pet was removed the glyph
and showed the underlying terrain glyph instead.
Just use newsym - it'll use feel_location when Blind.
Switch to using the term "sound triggers" for things that
result in a call to one of the soundlib routines.
SNDCAP_* renamed to SOUND_TRIGGER_*
sndcap field in the sound_procs struct changed to sound_triggers
This fixes the reported sanity check warning about a buried object
within shop boundary staying flagged no_charge after the shopkeeper
leaves the shop. Leaving the shop to pursue the hero moves unpaid
items off the bill to owed-as-robbery and changes no_charge items
to shop-owned but it wasn't doing the latter for buried objects.
I haven't attempted to test on a level with multiple shopkeepers.
If that was working correctly for unpaid items than I think it
ought to work correctly for no_charge items now. I'm not sure how
thoroughly the handling for unpaid items was tested though.