Commit Graph

383 Commits

Author SHA1 Message Date
nhmall
fbd9a7bae8 another update to the soundlib interface
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.
2023-02-07 00:44:36 -05:00
PatR
3e6ea3faed fix #K3857 - hiding while trapped in a non-pit
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.
2023-02-03 10:45:59 -08:00
Pasi Kallinen
c2a1b97627 Stun from knockback only if not already stunned 2023-02-02 13:50:59 +02:00
Pasi Kallinen
77797450f5 Remove obsolete comment 2023-01-29 18:49:58 +02:00
Pasi Kallinen
d19c92281a Give gremlin the property it stole, if possible 2023-01-25 21:55:11 +02:00
Pasi Kallinen
0cbb9899cb Rename variable from tmp to dmg 2023-01-24 17:02:13 +02:00
Pasi Kallinen
2f40a8c9aa Split hmon_hitmon into multiple functions
hmon_hitmon was the biggest function by far; this makes it far more
manageable.

There should be no change in functionality, and although I didn't
test every case, this was just moving chunks of code and changing
variable names until compiler did not complain anymore.
2023-01-24 15:25:35 +02:00
Pasi Kallinen
677b32c2a7 Hit and wake sleeping monster makes it growl
Unless you kill the monster with one hit, it'll wake up
cranky and make noise - waking up other sleeping monsters.

This was a bit tricky with all the message sequencing; I tested
all the hit/throw/fire/zap combos I could think of, and it took
a while to get things looking right.
2023-01-21 16:52:23 +02:00
nhmall
8bbe9282aa add soundeffects hooks to core
Insert the calls to trigger a number of potential soundeffects
into the core.

If no additional soundlib support is integrated into the
build, then the Soundeffect macro (sndprocs.h) expands to nothing:

[#define Soundeffect(seid, vol)
]

If, however, at least one additional soundlib support is integrated
into the build, then the Soundeffect macro gets defined as this
in sndprocs.h:

[#define Soundeffect(seid, vol) \
    do {                                                              \
        if (!Deaf && soundprocs.sound_soundeffect                     \
            && ((soundprocs.sndcap & SNDCAP_SOUNDEFFECTS) != 0))      \
            (*soundprocs.sound_soundeffect)(emptystr, (seid), (vol)); \
    } while(0)
]

That macro definition checks for the hero not being Deaf; it checks
to ensure that the active soundlib interface has a non-null
sound_soundeffect() function pointer; and it checks to ensure
that the active soundlib interface has declared that it supports
soundeffects by setting the SNDCAP_SOUNDEFFECTS bit in its sndcap
entry. That just means that the interface routines are prepared to
accept and deal with the calls from the core, whether or not it
actually produces the desired soundeffect.
2023-01-20 14:20:08 -05:00
Michael Meyer
15274fcca1 Make paralysis intefere with seduction attempts
tinklebear on IRC noticed that a hero paralyzed by a floating eye was
still "charmed" and capable of "removing her armor" as part of a nymph's
theft attack.  The same thing was true of foocubus seduction: a
paralyzed hero was still able to respond to the questions about whether
particular pieces of armor should be removed (and also do whatever else
may be involved in a successful attack...).

I think paralysis should prevent both those things.  Nymph theft will
still work, unless she needs the hero's active cooperation in removing a
bulky piece of armor.  Foocubus attacks will be prevented entirely by
paralysis, making it interfere like unconsciousness already does.

Apply a similar constraint to hero vs monster seduction, as well.
2022-12-31 11:25:53 -08:00
nhmall
02a48aa8cf split g into multiple structures
The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.

It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.

Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.

To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.

A global variable named 'amulets', would be found in ga.
    ga.amulets
     ^ ^
A global varable named 'move', would be found in gm.
    gm.moves
     ^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
    gv.val_for_n_or_more
     ^ ^
A global variable named 'youmonst' would be found in gy.
    gy.youmonst
     ^ ^
2022-11-29 21:53:21 -05:00
SHIRAKATA Kentaro
0d441b0c2f remove the code to silence lint
Warning facilities on recent compilers are incredibly improved,
so the code to silence "good-old" lint is much less sense.
2022-11-19 00:49:11 -08:00
PatR
333735863f tweak for #914 - attacking nothing
In the code that checks for attacking the edge of the map, the m_at()
that was just introduced isn't at risk of using <0,0> because of the
way 'glyph' is initialized.  But guard against future changes.

And I omitted this when checking the PR #914 commit in:
Closes #914
2022-10-29 23:48:46 -07:00
PatR
da32b572a6 knockback knocking riding hero out of saddle
I've implemented targetted dismount such that being knocked out of
the saddle will place the hero opposite the attacker in preference
to a random spot adjacent to the steed.  If that opposite spot
isn't appropriate, the two spots next to it get tried.

In these map fragments, H is knocking mounted hero off of u.  The
digits indicate priority of potential destinations.

|.....   |..21.
|...2.   |..u2.
|.Hu1.   |.H...
|...2.   |.....

If spot 1 isn't acceptable, both of spots 2 (in random order) will
be tried next.  If those aren't acceptable either, it will try the
other 5 spots adjacent to the steed (the one of those with the
attacker will always be unacceptable).  And as before, it none of
those work, it uses enexto() to pick a random spot as close to the
steed as feasible.

Not knockback:  when dismounting due to polymorph, avoid diagonal
adjacent spots if hero's new form can't move diagonally.  (The hero
can't already be in no-diagonal form because riding requires that
the rider be humanoid.  I keep thinking the restriction is "can't
be polymorphed" but that isn't correct.)
2022-10-27 15:33:49 -07:00
PatR
13fb141ddd more steadfast
Make changes similar to the suggested patch from entrez:  support
for 'youmonst' as the monster passed to m_carrying().  This doesn't
change carrying(otyp) to call m_carrying(&g.youmonst,otyp) though.

Also, treat being on the Plane of Air or in an air bubble on the
Plane of Water similar to flying or levitating:  wielded Giantslayer
(or carried loadstone) doesn't prevent knockback there.
2022-10-26 01:13:01 -07:00
PatR
d7d3becf24 more PR #906 - steadfastness
If someone gets hit for a knockback effect but resists it due to
wielding Giantslayer or carrying a loadstone, give feedback saying
so, otherwise the lack of knockback is indistinguishable from an
ordinary hit.

The message is not likely to appear for non-hero target since that
target needs to have special equipment.  A hero wielding Giantslayer
might see it enough for the player to become annoyed; if so,
MSGTYPE=hide could be used to suppress it.
2022-10-24 10:32:17 -07:00
PatR
39560aac49 fix github issue #907 - bad shade logic
Issue reported by vultur-cadens:  one of the checks for whether a
shade would be harmed by an attack was erroneously inside a block
of code that only executed when you could see the attack.  Basic
physical damage wasn't affected but some monster (or poly'd hero)
damage types that shouldn't affect shades didn't when seen but did
when unseen.

Could also get "attack passes harmlessly through the shade" when
an unseen attack for physical damage hit and failed to deal damage.

fixes #907
2022-10-23 01:11:14 -07:00
PatR
86cbf9366a PR #906 - loadstone confers 'steadfastness'
Pull request by Theyflower:  carrying a loadstone prevents big
monsters from hitting their target for knockback effect, same as
wielding Giantslayer.

The PR code needed fixing (unintended switch from 'otmp' to 'obj')
so I didn't use the commeit.  The PR code also required that the
loadstone be blessed which sounds nethackish but would mean that
nobody would ever notice.  Allow carrying any loadstone to prevent
being knocked back.  It will still be a rare accident or uncommon
tactical decision.  (It doesn't happen if the target is flying or
levitating because those checks deliberately come first.)

supersedes #906
closes #906
2022-10-22 23:57:05 -07:00
Michael Meyer
c78e7af013 Digestion attack can grant hero intrinsics
Monster purple worms can now gain intrinsics from swallowing foes whole,
so maybe the hero should be able to do so too.  Intrinsics aren't
granted immediately upon swallowing (that would probably have been
easier), but only once a corpse is created and then entirely digested.

I'm not sure if this is too powerful and was being avoided deliberately
for that reason, since it includes potential level gain from wraith
corpses in addition to other intrinsics.  That's consistent with monster
purple worms but may be a bit too much in the hands of the hero, though
it is limited by needing the corpse creation roll to succeed.
2022-10-08 16:06:50 -07:00
PatR
01dea35a22 fix github issue #894 - guardian nagas can't grab
Issue reported by eakaye:  for a 'hugs' attack to succeed, the
monster must have at least three attacks and the two preceding the
hug attack need to both hit.  Guardian nagas had three attacks but
the first was melee 'bite' and the second was ranged 'spit'.  Those
are mutually exclusive, so they would never both hit and nagas never
grabbed their prey.

Make the spit attack be first, the bite attack be second, insert a
touch attack for 0 damage third, and make the hug be fourth.  Also,
change their hug damage type from 'phys' to 'wrap'.  The first and
2nd+3rd+4th are still mutually exclusive.

The resulting message feedback left something to be desired and has
been tweaked.

The difficulty-level formula used by deprecated 'makedefs -m' now
generates 17 rather than 16 for guardian naga so I changed revised
monster to match.  They are definitely more difficult now that their
constriction attack has a chance to hit.

Fixes #894
2022-10-07 01:07:43 -07:00
PatR
a1dae3caf8 "no monster to remove" for steed knockback
Reported directly to devteam, mounted hero whose steed got hit
for knockback effect triggered impossible "no monster to remove".

In addition to fixing that, this makes a knockback attempt at a
hero who is stuck to a cursed saddle knock the hero and steed back
instead of knocking the hero out of the saddle.

mhurtle_step() should be able to use u.ux0,u.uy0 to update the
hero's old location after moving the hero in order to move the
steed, but the value was different from what was expected and the
map showed stale steed symbol when I used that.  I'm not sure what
is going on there; saving u.ux,u.uy before moving the hero worked
as intended so I didn't pursue it.
2022-10-05 03:40:35 -07:00
PatR
546fea7db8 getting knocked off flying steed
I was trying to reproduce the reported "no monster to remove" warning
from remove_monster() when a mounted hero was knocked off jabberwocky
steed but so far haven't been able to.

While trying, I came across a more minor bug.  The hero got knocked
off a flying steed and got feedback of "you fly off" rather than
"you fall off".  Flying capability came from the steed and dismount
feedback is aware of that but calls u_locomotion() which isn't.  This
commit fixes that.

This adds some groundwork (DISMOUNT_KNOCKED) for better dismount
control.  With a map fragment of
|....
|.Du.
|....
I got knocked off my steed by the attacking dragon and ended up with
|..@.
|.Du.
|....
It would be better to prefer spot 1, then the 2s, then 3s, then 4s
(not sure about farther spots if none of those are available)
|.432
|.D@1
|.432
when forced to dismount by knockback.  This does _not_ implement that.
2022-10-03 15:53:35 -07:00
Michael Meyer
34aabca74b Describe engulf attacks a bit more consistently
Use verbiage for mon vs mon and hero (mostly hero) engulf attacks that
matches recent changes to monster vs hero engulf attacks more closely
(e.g. "swallows whole" instead of "engulfs" for purple worm, other
changes in b07fe59...).  Also ensure non-AD_DGST engulf attacks
(e.g. from revamped trapper or lurker above polyforms) aren't treated as
"eating" (or as involving "debris").

Also change the enfolds and digests macros so they produce booleans
rather than attack pointers (I got a compiler warning about casting
struct attack * to boolean when I did 'boolean b = digests(ptr);').
2022-09-20 16:54:23 -07:00
Pasi Kallinen
2368c59f69 Knockback requires solid physical hit
Exclude unsolid monsters - air, water, and fire elementals.
2022-09-18 17:56:04 +03:00
Michael Meyer
cee6c9a919 Fix: engulf/digest intrinsic granting
Engulfing pets were getting a double chance to get an intrinsic from a
digestion attack, because they got the mon_givit call in mhitm_ad_dgst
and then also the one in mdamagem.

There is a bit of inconsistency here, in that mhitm_ad_dgst requires
corpse creation to grant nutrition, but the non-nutrition effects of
eating a corpse like polymorph, extra health, etc, in mdamagem don't
have any such requirement.  As a result, one of the mon_givit calls
required a corpse to be "created" before granting an intrinsic, and the
other didn't.   In choosing which one to remove, I figured intrinsic
granting is probably closer to those special effects than providing
nutrition (and also putting it in mhitm_ad_dgst is not ideal w/r/t
message ordering: it causes the 'intrinsic granted' message to appear
before the monster kill message).
2022-08-23 18:34:22 -07:00
PatR
b07fe59b3c attack/damage by trapper and lurker above
Change trappers and lurkers above to remove digestion damage.  They
fold themselves around rather than swallow the victim.  There were
are lot of places that assumed that an engulfer which is an animal
would swallow and digest the victim.  In hindsight, it might have
been simpler to take the M1_ANIMAL flag off of trappers and lurkers
above.

This adds a new digests() predicate for creatures with AT_ENGL+AD_DGST
(purple worm) and also enfolds() for AT_ENGL+AD_WRAP (both 't'-class
critters).

There are several minor fixes mixed in with this.  I didn't record
them as I went along but the two I remember are
1) if poly'd into a holder and holding on to a monster, the '<' and
   '>' commands refursed to work; release the held creature first
   and then treat those commands as normal;
2) throwing a non-weapon while engulfed by an ochre jelly reported
   "the <item> vanishes into the ochre jelly's /currents/".

This needs a lot more testing.  I found and fixed multiple minor
details before my own testing burned out.
2022-08-15 04:14:36 -07:00
Pasi Kallinen
9be2e581b7 Macros for checking is object artifact 2022-08-12 19:37:34 +03:00
PatR
8a9dc00cde don't negate new moon with a lizard corpse
The only effect of a new moon was to make hearing a cockatrice's
hissing (whichs happens with 1 in 3 chance) always start the turn to
stone sequence instead just having a 1 in 10 chance to do so, but
that was negated by carrying a lizard corpse.

Keep the hiss-always-starts-petficiation part and remove the
carrying-a-lizard-corpse-negates-that part.  So the effect of a new
moon no longer gets controlled by the contents of hero's inventory.
2022-07-31 16:12:40 -07:00
PatR
a9fec4e0ae github issue #828 - confuse monster effect when \
hero is invisible without being able to see invisible

Issue reported by EndHack:  you could see your hands glow red when
reading a scroll of confuse monster or casting the spell of confuse
monster even if you were unable to see yourself.

Switch to the blind feedback (tingling instead of glowing red) if
invisible without see invisible.

Also, have uncursed scroll or low skilled spell confer 1..2 turns
of glowing hands instead of always just 1.  (Blessed/highly skilled
stays at 2..9 turns.)

Fixes #828
2022-07-28 13:42:35 -07:00
Pasi Kallinen
8a52716936 Wielding Giantslayer prevents knockback from monsters 2022-07-20 14:44:15 +03:00
Pasi Kallinen
0bca93be87 Large monster can knock back smaller ones
When a monster at least two sizes larger hits another one,
there's a chance the smaller defender will be knocked back.

This applies also to hero, attacking when polymorphed to
a large monster, or defending from a large monster.

Most of the monsters that can knock back are giants and dragons.

Idea and some of the code from EvilHack.
2022-07-18 23:01:11 +03:00
PatR
c3832a6afa refine PR #814 - included weapon in first hit mesg
When naming the weapon in the livelog message for breaking "never
hit with wielded weapon" conduct, avoid xname() because it includes
"<item> named <something or other>".  That's partly censorship and
partly keeping the message from being longer than necessary.  Long
messages on tty cause '#chronicle' output to become ugly.
2022-07-05 13:10:45 -07:00
vultur-cadens
4dd08f57a3 Log the weapon that breaks weaponless conduct
...because I think it would be interesting to see how many monks break
it with a pick-axe.

Also fix a bug related to logging the conduct:

* If the first hit was a joust that didn't kill the monster, the
  conduct would be double-logged.

I lifted the call to first_weapon_hit() out of mhurtle_to_doom() in
order to log the weapon before it broke.
2022-07-05 11:38:52 -07:00
Michael Meyer
0eadf8dfe1 Allow intrinsic gain from pet's digestion attack
Add possible pet intrinsic gain from swallowing a monster in one gulp
(in situations where a corpse is created and eaten by the engulfer),
making it equivalent in this regard to eating the corpse off the floor.

One possible extension or modification would be to reduce the chance of
receiving an intrinsic when the corpse is consumed via digestion attack,
similar to how the corpse nutrition is 50% of its normal value.  I
didn't incorporate that into this commit since the chance of receiving
an intrinsic is tied to monster level rather than nutrition, so I wasn't
sure if it made sense.
2022-06-29 17:40:46 -07:00
nhmall
be76727265 granular verbose message suppression mechanics
Switch to using a macro invocation Verbos(n, s) in place of the
flags.verbose checks.

Provide the mechanics for individual suppression of any of the
existing messages that were considered verbose.

Mechanics only - this code update does not provide any means of
setting the suppression bits.

iflags.verbose = 0
is still a master suppression of all the verbose messages.

iflags.verbose = 1
turns on the verbose messages only for those whose suppression
bit is 0 (not set).
2022-06-09 13:53:20 -04:00
nhmall
a8f0e91ddf replace leading tabs in several files 2022-05-30 12:09:35 -04:00
nhmall
9e6ac144b4 switch to using a flag parameter on newcham() 2022-05-28 19:35:48 -04:00
PatR
36af5a9a63 fix github issue #745 - two-weapon paralysis
Issue #745 by k2:  when using two-weapon combat, the second attack
would still take place even if the first attack caused the hero to
become paralyzed (hitting a floating eye or g.cube).

Cleaver's up-to-three attacks had the same problem but did stop if
the hero underwent life-saving after some fatally damaging counter-
attack.  Two-weapons didn't.  Make them both stop early if either
paralysis or life-save occurs.

Multiple attacking monster against monster and against poly'd hero
already deal with paralysis; life-saving doesn't apply.

Fixes #745
2022-04-26 02:02:31 -07:00
Pasi Kallinen
262e178243 Unify mhitm magic attack negation checks 2022-04-18 19:14:40 +03:00
Michael Meyer
fb512bac4f Fix: repeated 'hit with a wielded weapon' logging
The "hit with a wielded weapon for the first time" livelog line could be
produced repeatedly: it was triggered by hitting a monster with a
wielded object of any sort, but the u.uconduct.weaphit counter was only
incremented if hitting with an actual 'weapon' (a WEAPON_CLASS or
is_weptool item).  As a result, if a non-weapon-using hero whipped out a
non-weapon item -- a cockatrice corpse, for example -- and started going
to town on some monsters, the livelog message would be repeated with
every hit.
2022-03-19 18:10:11 -07:00
Pasi Kallinen
39acd095b2 Add helpless monster macro 2022-03-18 10:19:04 +02:00
PatR
f65e652e2e livelog event for finding artifacts
Log artifacts found on the floor, or carried by monsters if hero sees
those monsters do something with them.  Shown to player via #chronicle
and included in dumplog.

For most cases, finding is based on having the artifact object be
formatted for display.  So walking across one won't notice it if pile
size inhibits showing items at its location, even if the artifact is
on top.  Taking stuff out of a container won't notice an artifact if a
subset of the contents chosen by class or BUCX filter doesn't include
it unless player has used ':' to look inside.  Seeing an artifact be
picked up by a monster (even if the monster itself is unseen) or being
dropped (possibly upon death) will find an artifact even if beyond the
normal range of having it be treated as seen up close.  Random treasure
drop items are excluded since they are placed directly on the floor
rather than going into a dying monster's inventory and then dropped
with its other stuff.
2022-03-07 03:33:01 -08:00
Pasi Kallinen
7523623d95 Make m_move return defines instead of magic numbers 2022-02-26 17:40:17 +02:00
Pasi Kallinen
2777f45bd5 Get rid of force_mintrap, allow passing flags to mintrap
It uses the same flags as dotrap, so simulate force_mintrap
by passing FORCETRAP flag.
2022-02-24 17:13:23 +02:00
Pasi Kallinen
5786ddadbb Use IS_WATERWALL and is_waterwall 2022-02-23 12:53:09 +02:00
Pasi Kallinen
cd14456b02 Knights get no caitiff penalty against undead 2022-02-18 21:29:31 +02:00
Pasi Kallinen
91e2d3633e Use macro for a location next to hero 2022-02-12 11:05:10 +02:00
PatR
2b4cf04281 fix gamelog 1st kill vs 1st weapon hit sequencing
If the first monster the hero kills is killed by the hero's first hit
with a wielded weapon, report the hit first and kill second instead of
the other way around.  Not as hard to manage as I feared, but bound to
be more fragile than the simpler handling that produced the odd order.

Also while testing it I knocked something into a polymorph trap and it
changed form without any feedback.  Give foo-changes-into-bar message
if the hero is moving and can see it happening.  It isn't needed with
a monster moves deliberately into a polymorph trap but probably would
be useful when that's is unintentional.

The "<hero> enters the dungeon" log message had a trailing period but
other log messages don't have sentence punctuation, so take that off.
2022-02-11 16:17:17 -08:00
Pasi Kallinen
1e90f89203 Chronicle of major events, and livelog
Log game events, such as entering a new dungeon level, breaking
a conduct, or killing a unique monster, in a new "Major events"
chronicle. The entries record the turn when the event happened.
The log can be viewed with #chronicle -command, and the entries
also show up in the end-of-game dump, if that is available.

This feature is on by default, but can be disabled by
defining NO_CHRONICLE compile-time option.

This also contains "live logging", writing the events as they
happen into a single livelog-file. This is mostly useful for
public servers. The livelog is off by default, and must be
compiled in with LIVELOG, and then turned on in sysconf.

Mostly this a version of livelogging from the Hardfought server,
with some changes.
2022-02-09 22:49:25 +02:00
nhmall
947d80ec6f replace some trap function result magic numbers 2022-02-08 19:16:42 -05:00