Commit Graph

413 Commits

Author SHA1 Message Date
PatR
10eedbe2f0 fix #S15496 - #chronicle oversight
Add a livelog/#chronicle message for quest leader opening the quest.

A similar message for being expelled doesn't seem possible to be
triggered.

Log the initial visit to each level in the quest branch.  They record
when the hero actually visits the quest levels, beyond the new one
about permission to do the quest.
2026-03-22 22:01:40 -07:00
Alex Smith
07fc4904c6 Add a new wand, the wand of stasis
A wand of stasis prevents teleportation (even in some cases where
it would normally not be prevented, e.g. the hero teleporting a
monster, or covetous monsters teleporting). This is intended to
provide an alternative tactic against covetous monsters (and their
AI has been adjusted to handle being under a stasis effect), but
might also be useful in other situations. It does not prevent
teleportation of objects, only the hero / monsters, and does not
at present prevent level teleportation (although I'm not sure about
this and it might well change in the future).

This breaks save compatibility, but is being pushed together with
other save-breaking changes to avoid the need for multiple bumps to
EDITLEVEL.
2026-03-19 01:16:30 +00:00
Alex Smith
fce66245ca Don't attempt to cache encumber_msg result
There was only one point in the code at which this caching was
being done, and it was incorrect: it's possible for the result of
near_capacity to change during a monster turn because monster
actions can change either inventory weight or carry capacity.

The bug was particularly relevant in cases where a character
polymorphed into a slow weak monster gets attacked by a monster
that moves at normal speed: due to the polyform being slow, the
normal-speed monster gets in a lot of attacks and causes a
rehumanization, but due to the polyform being weak, it was
burdened at the start of the monster turn, and so when that
penalty is (due to the bug) applied to the next turn it can
mean that the character misses the next turn too, and may end up
dying as a result.
2025-11-24 02:07:23 +00:00
nhmall
830e18f52e some cleanup of stale bits 2025-04-16 16:56:17 -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
c97bb2c0a4 static analyzer lint for dig.c, do.c 2025-01-18 19:58:30 -08:00
Alex Smith
97e0e934e8 Use a common funcion for all monster healing
Previously, the code for monster healing was repeated every time it
was needed; this commit sends it all through a common function, which
will make it easier to make changes to how monster healing works in
the future.

This is just a code reorganisation and won't have any gameplay
effect unless I made a mistake.
2025-01-12 18:20:13 +00:00
Pasi Kallinen
4392f5fa4e Fix vision in some cases with boulder falling into pool
We can't just unconditionally unblock vision for a location when a boulder
falls into a pool, because the location may also have a (poison) cloud on it.
2025-01-06 19:46:38 +02:00
Pasi Kallinen
57bf003c26 Fix rolling boulder not unblocking sight at wall of water
A rolling boulder that destroys a wall of water did not unblock
the vision at that point.
2025-01-05 13:35:21 +02:00
Pasi Kallinen
12228cac49 Tourists gain experience by going to new dungeon levels 2024-12-06 22:10:17 +02:00
nhmall
0792e5fe9e expand implicit fallthrough detection to non-gcc compilers
gcc has recognized various "magic comments" for white-listing
occurrences of implicit fallthrough in switch statements for
a long time:

    The range and shape of "falls through" comments accepted are
    contingent upon the level of the warning. (The default level is =3.)

    -Wimplicit-fallthrough=0 disables the warning altogether.
    -Wimplicit-fallthrough=1 treats any kind of comment as a "falls through" comment.
    -Wimplicit-fallthrough=2 essentially accepts any comment that contains something
     that matches (case insensitively) "falls?[ \t-]*thr(ough|u)" regular expression.
    -Wimplicit-fallthrough=3 case sensitively matches a wide range of regular
     expressions, listed in the GCC manual. E.g., all of these are accepted:
        /* Falls through. */
        /* fall-thru */
        /* Else falls through. */
        /* FALLTHRU */
        /* ... falls through ... */
       etc.
    -Wimplicit-fallthrough=4 also, case sensitively matches a range of regular
     expressions but is much more strict than level =3.
    -Wimplicit-fallthrough=5 doesn't recognize any comments.

Plenty of other compilers did not recognize the gcc comment convention,
and up until now the compiler warning for detecting unintended
fallthrough had to be suppressed on other compilers. That's because the code
in NetHack has been relying on the gcc approach, and only the gcc approach.

The C23 standard introduces an attribute [[fallthrough]] for the
functionality, when implicit fallthrough warnings have been enabled.

Several popular compilers already support that, or a very similar attribute
style approach, today, even ahead of their C23 support:

       C compiler                       whitelist approach
       ---------------------------   -------------------------------------
       C23 conforming compilers         [[fallthrough]]

       clang versions supporting
       standards prior to
       C23                              __attribute__((__fallthrough__))

       Microsoft Visual Studio
       since VS 2022 17.4.
       The warning C5262 controls
       whether the implict
       fallthrough is detected and
       warned about with
       /std:clatest.                    [[fallthrough]]

This adds support to NetHack for the attribute approach by inserting a
macro FALLTHROUGH to the existing cases that require white-listing, so
other compilers can analyze things too.

The definition of the FALLTHROUGH macro is controlled in include/tradstdc.h.

The gcc comment approach has also been left in place at this time.
2024-11-30 14:16:27 -05:00
PatR
9c0e47785a digging in ice
If the spot in front of a closed drawbridge was ICE, digging there
had issues....
2024-11-27 08:41:55 -08:00
nhmall
bbcd161e5f follow-up: prompt message bit 2024-11-10 10:19:58 -05:00
nhmall
c87a373b11 more follow-up related to #1320 2024-11-10 10:06:07 -05:00
nhmall
5cc529efc8 follow-up related to #1320
This is additional groundwork related to
https://github.com/NetHack/NetHack/issues/1320

This additional groundwork just puts some safeguards
in place to make it rather tough to end up with an
instant death from handling a cockatrice corpse in
your inventory without appropriate protection.

At this point, still no actual petrification will occur.
2024-11-09 23:49:10 -05:00
PatR
aa043f0ddf some reformatting (2 of 4) 2024-09-05 14:51:21 -07:00
Michael Meyer
d09a5beab3 Rename polyfodder() to polyfood()
'Polyfodder' is already a term frequently used by players to describe
items which are useful to hang on to specifically to zap polymorph at
(for example, extra unicorn horns, which can be turned into magic
markers).  Using it as the name of a macro which tests whether a food
item will polymorph the creature consuming it is somewhat confusing, and
I think 'polyfood' is a lot clearer.
2024-07-15 23:42:29 -07:00
nhmall
0eb7f109e0 follow-up, program_state 2024-07-13 16:31:35 -04:00
nhmall
6c0ae092c6 distinguish global variables that get written to savefile
The g? structs had a mix of variables that were written to
the savefile, and those that were not.

For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.

This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.

Details:

    gb.bases            -> svb.bases
    gb.bbubbles         -> svb.bbubbles
    gb.branches         -> svb.branches
    gc.context          -> svc.context
    gd.disco            -> svd.disco
    gd.dndest           -> svd.dndest
    gd.doors            -> svd.doors
    gd.doors_alloc      -> svd.doors_alloc
    gd.dungeon_topology -> svd.dungeon_topology
    gd.dungeons         -> svd.dungeons
    ge.exclusion_zones  -> sve.exclusion_zones
    gh.hackpid          -> svh.hackpid
    gi.inv_pos          -> svi.inv_pos
    gk.killer           -> svk.killer
    gl.lastseentyp      -> svl.lastseentyp
    gl.level            -> svl.level
    gl.level_info       -> svl.level_info
    gm.mapseenchn       -> svm.mapseenchn
    gm.moves            -> svm.moves
    gm.mvitals          -> svm.mvitals
    gn.n_dgns           -> svn.n_dgns
    gn.n_regions        -> svn.n_regions
    gn.nroom            -> svn.nroom
    go.oracle_cnt       -> svo.oracle_cnt
    gp.pl_character     -> svp.pl_character
    gp.pl_fruit         -> svp.pl_fruit
    gp.plname           -> svp.plname
    gp.program_state    -> svp.program_state
    gq.quest_status     -> svq.quest_status
    gr.rooms            -> svr.rooms
    gs.sp_levchn        -> svs.sp_levchn
    gs.spl_book         -> svs.spl_book
    gt.timer_id         -> svt.timer_id
    gt.tune             -> svt.tune
    gu.updest           -> svu.updest
    gx.xmax             -> svx.xmax
    gx.xmin             -> svx.xmin
    gy.ymax             -> svy.ymax
    gy.ymin             -> svy.ymin

Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
          gf.ftrap, gl.light_base, gt.timer_base
2024-07-13 14:57:50 -04:00
Pasi Kallinen
0490f7736c Fix couple cases of boulders over pits
When a zombie claws itself out of the ground.
When a polymorph is zapped on a pile of objects over a pit,
and one of them turns into a boulder.
2024-05-31 07:46:55 +03:00
Pasi Kallinen
5fe872bf98 Pet titan killed itself with a boulder
A pet titan dropped a boulder over a pool, and the code killed
the titan, because the code was considering the titan to be in
the water.

If a flyer or a floater is over the pool, don't kill them off
if a boulder is dropped in there.  Also make the pet movement
code handle the case where the pet might've died while dropping
items.
2024-05-28 17:57:16 +03:00
nhkeni
9c0ed8ae63 NOSTATICFN for src/* 2024-03-14 17:41:51 -04:00
nhmall
688ac6ffbe remove register from variable declarations 2024-02-19 16:30:07 -05:00
Pasi Kallinen
0d7fc06eb9 Do garbage collection on luacore
Another lua state that is not freed until end of game,
so clean up the stack and do GC regularly.
2024-02-03 12:55:10 +02:00
Pasi Kallinen
3160112ece Accessibility: Show a message when monster is spotted
Adds a new boolean option, spot_monsters.  If on, every time
the hero notices a monster which was out of sight before,
a message is given.  Combine with accessiblemsg to get the
monster location:

(3north): You see a newt.

Breaks saves and bones.
2024-01-14 13:33:02 +02:00
nhmall
4e19221e55 variable 'display' causes shadow variable warnings in X11 build
display.botl      -> disp.botl
display.botlx     -> disp.botlx
display.time_botl -> disp.time_botl
2024-01-05 05:58:51 -05:00
nhmall
49a5d043c0 consistent use of TRUE vs 1 with botl and botlx 2024-01-04 23:48:38 -05:00
nhmall
22e52ee905 bundle the display-related hints, that tell bot() and others
that an update is required, into a struct. Remove it from
context since there is no reason to save those.
2024-01-04 23:16:27 -05:00
nhkeni
9bcff7b896 Merge branch 'keni-luabits2' into NetHack-3.7 2024-01-04 10:40:27 -05:00
nhkeni
c7ab9a0565 Some lua catchup and cleanup
- add nhl_pcall_handle() to wrap all nhl_pcall calls that didn't check
  return value and either panic() or impossible()
- add --loglua (unix only) to dump Lua memory and steps info to livelog
- remove old logging
- set memory and step limits on all Lua VMs
2024-01-04 10:37:38 -05:00
PatR
1cfa966871 pull request #1143 - menustyle:Full 'A' choice
Pull request from entrez:  in the class filtering menu for multi-drop
and for loot in-or-out of a container, make choosing 'A' without any
other filter choices (such as all, specific class(es), cursed, unpaid,
just-picked-up, &c) become a no-op.

I started with the pull request and then undid much of it.  It would
have been simpler to start from scratch.  If you don't have option
paranoid_confirmation:AutoAll set, when choosing 'A' for all-without-
prompting as the only selection, operate as the PR has made things
work:  effectively, 'A' by itself is ignored and the operation ends
with nothing happening.

However, if you do have paranoid_confirm:A set, then continue treating
'A' by itself as if 'A'+'a':  everything.  Since paranoid confirmation
is specified, that will be followed by a confirmation prompt.

This also adds a context-sensitive hint to the menu about how the 'A'
entry works, shown every time when 'cmdassist' is On or just once (per
session) when that is Off.

The documentation probably needs some updating.

Closes #1143
2023-12-30 16:33:27 -08:00
Michael Meyer
56d5bf50e5 Ignore loot/multidrop 'A' if no filter specified
The 'A' option in the #loot or 'D'rop menu selecting every selectable
item when used on its own has been the cause of many bag of holding
explosions and other typo-related frustration.  Now that it operates on
other filters rather than overriding them, actually require some other
filter be selected for it to have any effect.  This means that 'A' on
its own will do nothing, but 'A'+'a' will still act like 'A' alone
previously did.  I think this will reduce the rate of serious typo
accidents in games, without being intrusive and while still maintaining
'A' as a useful option (which I think it is, in it's 3.7 incarnation --
I use it all the time in combination with other filters, especially
justpicked).
2023-12-30 14:18:44 -08:00
nhmall
9aa87aee05 static analyzer bit
Make it really obvious to the analyzer that we're only
calling canseemon(mcarry) when mcarry is not null.
2023-12-16 10:04:13 -05:00
nhmall
6467b983eb part2: remediate some nonnull-related compiler warnings
do.c:296:16: warning: nonnull parameter 'obj' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  296 |         while (obj && (otmp = obj_nexto_xy(obj, x, y, TRUE)) != 0) {
      |                ^~~ ~~
../include/extern.h:538:43: note: declared 'nonnull' here
  538 |                             const char *) NONNULLPTRS;
      |                                           ^
../include/tradstdc.h:378:36: note: expanded from macro 'NONNULLPTRS'
  378 | #define NONNULLPTRS __attribute__((nonnull))
      |                                    ^
1 warning generated.

invent.c:807:12: warning: nonnull parameter 'objlist' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  807 |     while (objlist) {
      |     ~~~~~  ^~~~~~~
../include/extern.h:1230:61: note: declared 'nonnull' here
 1230 | extern struct obj *merge_choice(struct obj *, struct obj *) NONNULLPTRS;
      |                                                             ^
../include/tradstdc.h:378:36: note: expanded from macro 'NONNULLPTRS'
  378 | #define NONNULLPTRS __attribute__((nonnull))
      |                                    ^
1 warning generated.

monmove.c:2091:23: warning: nonnull parameter 'mtmp' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
 2091 |     boolean is_pet = (mtmp && mtmp->mtame && !mtmp->isminion);
      |                       ^~~~ ~~
../include/extern.h:1844:67: note: declared 'nonnull' here
 1844 | extern boolean undesirable_disp(struct monst *, coordxy, coordxy) NONNULLARG1;
      |                                                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
1 warning generated.

nhlua.c:2095:9: warning: nonnull parameter 'L' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
 2095 |     if (L)
      |     ~~  ^
../include/extern.h:1985:35: note: declared 'nonnull' here
 1985 | extern void nhl_done(lua_State *) NONNULLARG1;
      |                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
1 warning generated.

steal.c:59:12: warning: nonnull parameter 'chain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
   59 |     while (chain && chain->otyp != GOLD_PIECE)
      |            ^~~~~ ~~
../include/extern.h:2910:43: note: declared 'nonnull' here
 2910 | extern struct obj *findgold(struct obj *) NONNULLARG1;
      |                                           ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
1 warning generated.

utf8map.c:232:9: warning: nonnull parameter 'gmap' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  232 |     if (gmap) {
      |     ~~  ^~~~
../include/extern.h:3318:28: note: declared 'nonnull' here
 3318 |               long ucolor) NONNULLPTRS;
      |                            ^
../include/tradstdc.h:378:36: note: expanded from macro 'NONNULLPTRS'
  378 | #define NONNULLPTRS __attribute__((nonnull))
      |                                    ^
1 warning generated.

worn.c:895:15: warning: nonnull parameter 'objchain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  895 |     if (on && objchain)
      |            ~~ ^~~~~~~~
../include/extern.h:3664:51: note: declared 'nonnull' here
 3664 | extern void bypass_objlist(struct obj *, boolean) NONNULLARG1;
      |                                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
worn.c:897:12: warning: nonnull parameter 'objchain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  897 |     while (objchain) {
      |     ~~~~~  ^~~~~~~~
../include/extern.h:3664:51: note: declared 'nonnull' here
 3664 | extern void bypass_objlist(struct obj *, boolean) NONNULLARG1;
      |                                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
worn.c:908:12: warning: nonnull parameter 'objchain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  908 |     while (objchain) {
      |     ~~~~~  ^~~~~~~~
../include/extern.h:3665:53: note: declared 'nonnull' here
 3665 | extern struct obj *nxt_unbypassed_obj(struct obj *) NONNULLARG1;
      |                                                     ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
3 warnings generated.
2023-12-14 20:06:57 -05:00
Michael Meyer
1736f3caaa Add 'pickup_stolen' option
Add pickup_stolen option to autopick items stolen from you by a nymph or
monkey, even if they don't match your normal autopickup settings.
Replace was_dropped, was_thrown with a 2-bit bitfield that can contain
values LOST_DROPPED, LOST_THROWN, and LOST_STOLEN (or 0), since they
should all be mutually exclusive anyway as they track the most recent
way the item left the hero's inventory.

[Rebase/merge conflict fixed up.  PR]
2023-12-08 15:19:54 -08:00
Michael Meyer
d7d1c1476d Add option to exclude dropped items from autopick
This is based on a feature in UnNetHack (and I think some other variants
as well).  If the hero intentionally drops an item with 'pickup_dropped'
disabled, don't autopick it back up when walking over that square again.

Typically when the player drops an item, it's because she doesn't want
it in her inventory any more, and this option stops autopickup from
defeating that goal (especially useful for tasks like stash management
without a container).  Players have come up with workarounds to this
problem like toggling autopickup when approaching their stash pile or
adding name-based autopickup exceptions to allow them to exclude
individual items from autopickup, but this behavior should reduce the
need for those things.

I think 'pickup_dropped' is a little unfortunate because it suggests
equivalence to 'pickup_thrown' (i.e. any dropped items will be
automatically picked up regardless of autopickup exceptions).  Calling
it something like 'nopick_dropped' might be better, but as far as I can
tell options cannot start with the word 'no' because it's interpreted as
a negation of the rest of the option name.
2023-12-08 15:19:04 -08:00
PatR
275713b56e more source reformatting
Less extensive this time.  Contributed by entrez.
2023-12-08 12:15:24 -08:00
PatR
c41cb1a7fa source reformatting
Fixup some of the inconsistently formatted code that has been
introduced recently or been building up for a while.  Done manually.
I wasn't systematic except for looking for lines ending in '&' or '|'
(which wouldn't find such things if they're followed by a comment)
so there might be lots more.  I changed a bunch of C++-style //...
comments to old style C /*...*/ so that they'll match the rest of
the core's code rather than because they shouldn't be used.
2023-12-08 00:30:10 -08:00
Pasi Kallinen
d8421aa219 Save and restore hero tracks
The tracks left by hero were cleared when player saved and
restored the game, or changed levels.  Now the tracks are
saved in the dungeon level, so changing levels keeps the tracks
left by hero in that level.

Also increased the length of tracks from 50 to 100, and
simplify the tracking function.

Thing not done: fade out old tracks when returning to a level.

Breaks saves and bones.
2023-12-04 17:50:48 +02:00
Alex Smith
4a00b66b30 TDTTOE: oil has a higher boiling point and flashpoint than water
As such, it shouldn't be affected by the heat of the ground in
Gehennom (which is hot enough to boil but not to burn). The oil
still heats but won't break its bottle.
2023-12-02 14:25:09 +00:00
Alex Smith
6acf5a7784 Potions are often destroyed when dropped onto very hot ground
In Gehennom and on the Plane of Fire, the ground is hot enough to
boil potions (although not hot enough to, e.g., burn scrolls).
The potions sometimes survive this (almost always if it's your
potion, it's blessed, and you have maxed Luck), but often don't.

In addition to making a lot of flavour sense, this serves a
gameplay purpose in that it reduces the number of potions that
are deathdropped by monsters in the late game. In Gehennom,
monsters often generate with potions to use defensively, but then
get killed before they have a chance to use them: this produces a
surfeit of potions that players tend to convert into holy water or
potions of full healing (and in general it doesn't make much sense
that the basic potion of healing primarily generates in Gehennom).
This commit approximately halves the number of useful potion
deathdrops, whilst still allowing monsters access to their
potions; when the monster dies, it drops the potion and this has a
chance of destroying it.
2023-12-02 08:18:01 +00:00
Michael Meyer
f5a22ff5f8 Print current level annotation when restoring
Sometimes I annotate a level with a note like "watch out, chameleon
below", which is useful to remind myself of some danger or thing to
remember when returning to the level -- but if saving and restoring on
the level itself there's no reminder of that annotation.  If you restore
on a level with an annotation, print it as part of the "welcome back"
message.
2023-11-16 23:15:04 -08:00
Michael Meyer
3fac63749a Add basic sink #dipping effects
This is largely taken from xNetHack with a few minor changes.  Dipping a
potion into a sink can help with item identification by producing the
potionbreathe effect (or a sink-specific effect, for a couple potions).
Dipping other items will just run water over them.  I also added the
capability to wash your hands at a sink.
2023-11-09 16:41:05 -08:00
Michael Meyer
98d2b0ecb3 Follow up on disturbing buried zombies
Change 852f8e4 by requiring a minimum impact before a buried zombie
nearby will be disturbed: light, but still excluding things like
scrolls, if it's a violent impact (dropped while levitating, thrown, or
kicked), and fairly heavy if the hero is just placing the item on the
ground normally.

Moving the call out of flooreffects meant it no longer applied to
pushing boulders around, so have moverock disturb nearby zombies.  I
additionally had wake_nearby do the same thing.

Finally, I renamed check_buried_zombies (which doesn't really reflect
what it does) to disturb_buried_zombies.
2023-11-05 21:51:45 -08:00
Pasi Kallinen
852f8e4996 Dropping items disturbs buried zombies 2023-11-02 20:31:51 +02:00
nhmall
6cbefc7c2d Revert "granular verbose message suppression mechanics"
This reverts commit be76727265.
2023-10-29 20:39:07 -04:00
Pasi Kallinen
56159742c2 Prevent segfault for non-existent trap
If a buried zombie under stairs revived
2023-09-23 17:25:24 +03:00
PatR
8d60b92407 cleanup when exiting tutorial
When returning to play from within the tutorial, remove the level files
similar to how they're discarded for the rest of the dungeon when going
into the endgame.  It turned out to be a bit messier than anticipated.

The dungeon.c bit is sufficient for #overview, which now hides regular
level 1 while in the tutorial and hides all tutorial levels once exited.
Those will still appear in end-of-game disclosure.
2023-07-17 14:27:28 -07:00
PatR
0e97f8901a glyph_to_cmap() usage
I was looking to see what the impact of converting glyph_to_cmap() to
a function might have and noticed a couple of places where the macro
edition is passed a non-trivial argument.  Since it evaluates that
argument many times, there is hidden overhead.  Fetch the glyph once
and pass that to glyph_to_cmap().

This will no longer be very useful--but won't need to be reverted--if
PR #1022 gets incorporated.

do_positionbar() has bugs (only matters for MS-DOS).
2023-07-03 13:24:56 -07:00
PatR
bf47cc878e fountain and sink bookkeeping
This replaces most of commit 0ca2af4d8b
from a couple of days ago with something more robust.  That change
actually introduced redundant code that caused fountain and/or sink
count to be off instead of preventing it.

Revise set_levltyp() to update level.flags.nfountains and
level.flags.nsinks if setting the type to or from fountain or sink.
A bunch of places that were setting levl[x][y].typ directly needed
to be revised to use set_levltyp() instead.  set_levltyp() itself
hadn't been updated to handle LAVAWALL (to force such to be lit).
2023-06-12 15:07:34 -07:00