Expose map-location specific timers to lua scripts. For example:
nh.start_timer_at(x,y, "melt-ice", 10);
Currently only available timer type is "melt-ice".
Expose object timers to lua scripts. For example:
local o = obj.new("cockatrice egg");
o:placeobj(5, 5);
o:start_timer("hatch-egg", 3);
Available methods are:
- obj.has_timer("rot-corpse")
returns true if object has attached timer, false otherwise.
- obj.peek_timer("hatch-egg")
returns an integer value, which is the turn when the timer
attached to the object would trigger. returns 0 if no such timer.
- obj.stop_timer("shrink-glob")
stops attached timer, or if no timer type is given, stops all
timers attached to the object.
- obj.start_timer("zombify-mon", 15)
starts a timer with a trigger time in that many turns in the future.
replaces any previous timer of the same type.
Valid timers are "rot-organic", "rot-corpse", "revive-mon",
"zombify-mon", "burn-obj", "hatch-egg", "fig-transform",
and "shrink-glob". Also "melt-ice" is recognized, but does nothing
to objects.
If you want to declare a pointer which the address pointed to is constant,
you should declare it as like `static const char *const var = "...";`.
This commit supplies missing `const` and prevents some programming
error in the future.
Add "Lua" and its version number of the 'About' popup. No copyright
information is included since neither nethack's nor Qt's is shown.
Lua copyright text is included in the output of '#version'.
whitelist the valid cases showing up
If an earlier version of clang is showing more cases (particularly
if they don't make sense), the re-enabling of the warning in
sys/unix/hints/include/compiler.2020 can be made clang-version
specific instead. I had no way to test earlier versions.
Adds the following lua functions:
- nh.pushkey("x")
Pushes a key into the command queue. Support is spotty,
currently only the keys handled in rhack.
- nh.doturn()
Runs one turn of main loop, or if optional boolean param
is true, until g.multi == 0
- nh.monster_generation(false)
Disable monster generation, and kill off all monsters.
Adds a testmove.lua script to test hero movement. Currently
covers only hjklyubn and HJKLYUBN.
Add des.finalize_level() used for testing in conjunction with
des.reset_level().
Add nhc.DLB to return 0 or 1 if DLB was defined at compile-time.
Change the test_lev.lua to give more informative messages instead of
just lua error when required file doesn't exist.
Add bigrm-11 to the level tests.
Adds possible callbacks for "start_new_game", "restore_old_game",
"moveloop_turn", and "game_exit" which when defined, will be called
from core code at the appropriate time.
Adds lua hooks for dump_fmtstr (only if DUMPLOG), dnum_name, u.moves,
u.uhave_amulet, and u.depth.
The #version command retrieves the lua version number to include
in its output, but it was leaving the 'in_lua' flag set. So if a
later 'O' command tried to complain about a bad option value, the
error reporting routine crashed.
It turns out that macOS barked when a POP was issued without
a prior PUSH, so since the DISABLE_WARNING_CONDEXPR_IS_CONSTANT
expanded to an empty macro on that platform.
Include a corresponding
RESTORE_WARNING_CONDEXPR_IS_CONSTANT macro for use with that
particular warning.
Microsoft and other non-GNU compilers don't recognize gcc tricks
like /*NOTREACHED*/ to suppress individual warnings. clang recognizes most
of them because it tries to be gcc-compatible. Because of that, a lot of
potentially useful warnings have had to be completely suppressed in the
past in all source files when using the non-gcc compatible compilers.
Now that the code is C99, take advantage of a way to suppress warnings for
individual functions, a big step up from suppressing the warnings
altogether.
Unfortunately, it does require a bit of ugliness caused by the
insertion of some macros in a few spots, but I'm not aware of
a cleaner alternative that still allows warnings to be enabled
in general, while suppressing a warning for known white-listed
instances.
Prior to the warning-tiggering function, place whichever one of
the following is needed to suppress the warning being encountered:
DISABLE_WARNING_UNREACHABLE_CODE
DISABLE_WARNING_CONDEXPR_IS_CONSTANT
After the warning-triggering function, place this:
RESTORE_WARNINGS
Under the hood, the compiler-appropriate warning-disabling
mechanics involve the use of C99 _Pragma, which can be used
in macros.
For unrecognized or inappropriate compilers, or if
DISABLE_WARNING_PRAGMAS is defined, the macros expand
to nothing.
further adjustments to the window port interface to pass a pointer
to a glyph_info struct which describes not just the glyph number
itself, but also the ttychar, the color, the glyphflags, and the
symset index.
This affects two existing window port calls that get passed glyphs
and does the parameter consistently for both of them using the
glyph_info struct pointer:
print_glyph()
add_menu().
The recently added glyphmod parameter is now unnecessary and has been
removed.
The system of themed rooms currently makes it so that any themed room
can potentially generate anywhere a themed room can be placed. This is
problematic in the long run, since it makes it difficult to design new
rooms that are an appropriate amount of challenge at all levels of the
dungeon. (A few themed rooms already have this problem: a hero starting
out on level 1 probably won't live very long when the neighboring room
is full of giant spiders, or an arch-lich has generated in a mausoleum
nearby).
This commit adds optional "mindiff" and "maxdiff" properties for
themerooms defined as tables and exposes level_difficulty() to Lua. A
themeroom whose mindiff exceeds the current level difficulty, or whose
maxdiff is lower than the current level difficulty, is prevented from
being selected.
Because the set of rooms eligible to generate on a given level is no
longer fixed, the total frequency of all the rooms can't be computed
once per game when the file is first parsed, as it was before. In place
of this, the themerooms_generate() function now uses a reservoir
sampling algorithm to choose a room from among the eligible rooms,
weighted by frequency.
Instead of trying to figure out in core whether to change a minetown
food shop to health food shop for monks, just figure it out in the
minetown level creation script.
When matching a terrain, allow using a "w" placeholder that matches
any solid wall:
For example:
local s = selection.match([[w.w]]);
would match all floor locations with a wall to the left and right of it.
The walls can be solid stone, horizontal, vertical, etc.
This applies to selection.match(), selection.filter_mapchar(), and
des.replace_terrain()
Rather than spitting out an error code number that is not particularly
useful. The string contains the line number and the nature of the error,
which is much more useful for debugging or reporting an issue.
nhlua.c(628): warning C4244: 'function': conversion from 'lua_Integer' to 'int', possible loss of data
nhlua.c(644): warning C4244: 'function': conversion from 'lua_Integer' to 'int', possible loss of data
nhlua.c(646): warning C4244: 'function': conversion from 'lua_Integer' to 'int', possible loss of data
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.
This is foundation work for changes to follow at a future date.
nhl_loadlua() went from too simple to too complicated, now somewhere
in between. Still doesn't assume that an entire file can be scooped
up with a single fread(), but no longer mucks about with the contents
of the file in order to insert a comment containing the file's name.
In order to have useful filename feedback in Lua error messages, just
use a different liblua routine to feed the file's contents to it.
When loading a Lua script, modify it with a comment containing the
file name (or DLB module name) so that error reporting doesn't just
show the first 60 bytes of the script. Also, don't assume that it's
possible to load an entire script in one fread(). Unfortunately
that got way out of hand and the result isn't pretty. But something
of the sort is necessary. (Reading the script into one string first
and then applying modifications while copying it into a second one
would probably be a lot cleaner than mixing the two operations.)
If a script starts with a comment or a blank line, the insertion of
the file name comment won't disturb the line number reported in an
error message. But if the script starts out with code on its first
line, error reports will be off by one for the line number. Showing
the file name is more useful than keeping that number accurate.
nhl_error() was clobbering the stack. I assume that the 'source'
field in the Lua debugging structure is normally a file name, but
nethack loads an entire Lua script into one long string because it
usually comes out of the DLB container, and 'source' contained the
full string. That would overflow the local buffer in nhl_error()
if nethack encountered a Lua problem and tried to report it. (In
my case, the problem was in a level description file modification.)
[Not something under user control unless user can modify dat/*.lua
and put the result into $HACKDIR/nhdat.]
Whenever a lua script references a core struct obj, increment a counter
in the obj struct. Core code will not free the obj, if there are any
lua references pointing to it, just makes it free-floating.
When lua script ends, the lua gc will free the free-floating objects.
Also exposes u.inventory to lua.
Breaks save and bones compat.
groundwork only - window port interface change
This changes the last parameter for add_menu() from a boolean
to an unsigned int, to allow additional itemflags in future
beyond just the "preselected" that the original boolean offered.
There shouldn't be any functionality changes with this groundwork-only
change, and if there are it is unintentional and should be reported.