The recent acurr() changes introduced a bug that caused Str less
than 25 to be limited to 18/07. 25 was treated correctly as a
special case but 18/01 through 18/100 and 19 through 24 were not.
The cap of 25 imposed on the other characteristics is the same as
encoded Str 18/07.
When not on Astral, make it a roll based on alignment abuse whether an
erinys is summoned. Also make helm of opposite alignment use contribute
to alignment abuse, so that repeated uses to attempt to clear erinyes
before astral will make them stronger.
A helmet psychically reaching inside your head and twiddling knobs in
your brain must be a confusing experience. And the instant rejection of
your god (not to mention the vow that you made to find the amulet for
them), perhaps on the very cusp of their ascendance over the other gods,
is sort of the ultimate oathbreaking, so it interests the erinyes.
Consistent with their mythological role of punishing those who had
violated societal taboos -- oathbreakers, hosts who attacked their
guests, etc -- erinyes scale with the cumulative amount of alignment
abuse the hero has committed over the course of the game. This is
tracked separately from the alignment record, and cannot be cleared by
the hero improving her favor with her god via "good deeds" as the normal
alignment record can. Erinyes will gain abilities, levels, and attacks
as the hero's alignment abuse worsens. They will also aggravate
monsters when near the hero.
Replace the early returns in acurr() and acurrstr(), eliminating a
bunch of casts. I hope this doesn't reintroduce 'WIN32_BUG' (judging
by the previous workaround, I think that's extremely unlikely).
Also add an introductory comment to newhp().
I was working on this at the time 3.6.0 was released and set it aside
until later. Later has finally arrived. Redo the Blind, Blinded,
Blindfolded,&c macros to make more complete use of intrinsic property
handling. Blinded was being treated as a number which could be added
to or subtracted from; now that has to be done via TIMEOUT mask
because it has FROMOUTSIDE (OPTIONS:blind) and FROMFORM (poly'd into
!haseyes() form) bits included. Object definitions for blindfold and
towel now specify the BLINDED property; overriding blindness via the
Eyes of the Overworld is accomplished via props[BLINDED].blocked.
Code generated for the scores of Blind and !Blind tests throughout
the program should be smaller.
One bug that has been fixed is that putting on the Eyes of the
Overworld cured permanent blindness (from OPTIONS:blind). The
u.uroleplay.blind flag was cleared and stayed so after taking them
off. Putting the Eyes on still breaks blind-from-birth conduct but
now blindness will resume when they are removed.
This was untested at the time it was set aside and is only lightly
tested now. A large number of the changes here are just to switch
from Blinded to BlindedTimeout for current timed value and to call
set_itimeout() for setting a new value.
I felt it was strange that archeologist started out both
fast and stealthy, but didn't gain searching until level 10.
So, archeologists now start with searching, gain stealth at 5,
and fast at 10.
Similarly valkyries starting out stealthy felt odd, so now they'll
get it at level 3.
This leaves only the rogue starting out innately stealthy, which
feels appropriate.
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
^ ^
When strength loss is so big as to cause HP damage, but reduce
strength if the damage causes hero to revert to normal form. There's
no point in adjusting strength before rehumanization and not fair to
do so afterward.
Also, validate strength and its intended adjustment before doing
anything else. (Just paranoia; there's no reason to suspect that any
bad data ever gets passed in.)
Try again to make losestr() do what's intended. If it would take
strength below 3, it takes away HP and max HP instead. If hero is
poly'd, those come from the hero-as-monst values. If hero was
poly'd but isn't any more, hero-as-monst died and rehumanized as
previous self; leave max HP alone. If hero wasn't poly'd, take
HP and max HP from their usual values, but don't take max HP below
the threshold of minimum max HP (experience level times 1). The old
check for max HP going below minimum can't happen anymore, unless
hero was below that threshold already (which shouldn't happen; if it
does somehow, don't punish hero further).
If this still isn't right, I'll throw up my hands and my lunch.
Refine pull request #802 by entrez. Applying damage within a loop
could potentially damage the hero multiple times, maybe using up
an amulet of life saving and then killing hero anyway, or causing
rehumanization and taking further HP from normal form, or both,
causing rehumanization and then using up amulet of life saving.
Accumulate the damage in the loop and then apply it as a unit.
Min Str is typically 3 no matter the hero's race, but could be higher
(at least in theory?). Using ATTRMIN makes losestr respect the same
minimum as other kinds of attribute loss (I'm operating under the
assumption that this wasn't an intentional move to fix the minimum at 3
regardless of other factors).
Since losestr and losehp calls go together most of the time, this feels
like it probably makes more sense than repeating the killer name/format
twice in a row all over the place.
Remove callers' responsibility to deal with possible hero death when
calling losestr. This is less fragile and error-prone than leaving it
in the caller's hands, but it means that death from the monster spell
'weaken target' no longer goes through done_in_by, and the death reason
is no longer "killed by <monster name>".
One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
|
-----------------------
| | |
coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
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).
Issue #752 by vultur-cadens: initialization of characteristics had
off by one errors when reducing over-allocation and when increasing
under-allocation, biasing Str over Cha.
This simplifies the code very slightly but it still seems somewhat
confusing to me.
A couple of reformatting bits are included.
Closes#752
Life-saving has been setting u.uhpmax to max(2 * u.ulevel, 10)
and if it took place during level drain that could make u.uhpmax
increase instead of decrease, confusing healing which gets applied
to a monster who has drained the hero with Stormbringer or the
Staff of Aesculapius. Change the setting to be max(u.ulevel, 10)
(removing the times two part) and also have level drain force it
to be set back to previous value if/when it gets increased.
Max HP loss due to strength trying to drop below 3 or to fire trap
or to being hit by Death now uses a mininum max HP of u.ulevel
rather than 1. They don't have the alternate minimum of 10; I'm
uneasy that there are still two different minimum values.
I changed adjattrib() to set the flag to request a status update
before it gave its optional message rather than after so that the
new characteristic value would be visible during the message. That
resulted in not updating status when eating royal jelly changed HP
or max HP after boosting strength. But the same missing update
would have occurred--or rather, failed to occur--without the change
in sequencing if the strength boost causes a change in encumbrance.
Add a type to force g.{command_count,last_command_count,multi} to have the
same type (because cmd.c: g.multi = g.command_count;) and some resulting
cleanup.
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.
The priest/cleric quest provides unlimited wraiths and a player
(not a robot with limitless patience) posting on reddit gave up
building up his character by killing them and eating the corpses
after accumulating 40K HP and 20K En. (Or something close to that;
I can't get back to the post right now.) His character might have
been capable of surviving decapitation or bisection.
Make it very much harder to get to 5 digits of HP or En via level
gains after reaching level 30. If maxhp < 300, new gains will be
capped at 5 extra HP; 300..599, cap is 4; 600..899, cap is 3;
900..1199, cap is 2; and once 1200 is reached, further level gains
will only add 1 HP. For maxen < 200, extra En is capped at 4;
200..399, cap is 3; 400..599, cap is 2; and once 600 is reached,
further gains only add 1 En. Note: this only kicks in when gaining
levels while already at level 30.
moveloop() has been calling restore_attrib() every turn, and
restore_attrib() loops through all six characteristics every time
to check for ones that have temporary adjustments timing out. But
ATIME(characteristic) is never set anywhere and no time outs would
occur. So delete the call to restore_attrib() from moveloop().
This leaves that no-longer-called routine in place and updates it
to handle Wounded_legs properly in case it ever does get used.
Also, add a comment about "restore ability" not fixing temporarily
lost characteristics due to hunger or wounded legs. And update
unfixable_trouble_count() to check for those so that restore ability
won't say "you feel great" when it fails to fix them.
when polymorphing into "new man". Characteristic stats are shuffled
if turning into new man, but when already polymorphed those get
overridden by the old pre-polymorph characteristics, resulting in
another encumbrance check which might contradict the one that just
happened. Skip the encumbrance check done when shuffling stats so
that there's only one and it comes after all changes are finished.
Fixes#548
Whitelist all the verified existing triggers:
makedefs.c: In function ‘name_file’
attrib.c: one compiler balks at a ? b : c for fmtstring
cmd.c: In function ‘extcmd_via_menu’
cmd.c: In function ‘wiz_levltyp_legend’
do.c: In function ‘goto_level’
do_name.c: In function ‘coord_desc’
dungeon.c: In function ‘overview_stats’
eat.c: one compiler balks at a ? b : c for fmtstring
end.c: one compiler balks at a ? b : c for fmtstring
engrave.c: In function ‘engr_stats’
hack:c one compiler balks at a ? b : c for fmtstring
hacklib.c: one compiler balks at a ? b : c for fmtstring
insight.c: one compiler balks at a ? b : c for fmtstring
invent.c: In function ‘let_to_name’
light.c: In function ‘light_stats’
mhitm.c: In function ‘missmm’
options.c: In function ‘handler_symset’
options.c: In function ‘basic_menu_colors’
options.c: In function ‘optfn_o_autopickup_exceptions’
options.c: In function ‘optfn_o_menu_colors’
options.c: In function ‘optfn_o_message_types’
options.c: In function ‘optfn_o_status_cond’
options.c: In function ‘optfn_o_status_hilites’
options.c: In function ‘doset’
options.c: In function ‘doset_add_menu’
options.c: In function ‘show_menu_controls’
options.c: In function ‘handle_add_list_remove’
pager.c: In function ‘do_supplemental_info’
pager.c: In function ‘dohelp’
region.c: In function ‘region_stats’
rumors.c: sscanf usage
sounds.c: In function ‘domonnoise’
spell.c: In function ‘dospellmenu’
timeout.c: In function ‘timer_stats’
topten.c: In function ‘outentry’, fscanf, sscanf, fprintf usage
windows.c: In function ‘genl_status_update’
zap.c: one compiler balks at a ? b : c for fmtstring
win/curses/cursstat.c: In function ‘curses_status_update’
win/tty/wintty.c: In function ‘tty_status_update’
win/win32/mswproc.c: In function ‘mswin_status_update’
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.
replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.
consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)
consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).
related function or macro additions:
pmname(pm, gender) to get the gender variation of the permonst name. It
guards against monsters that haven't got anything except NEUTRAL naming
and falls back to the NEUTRAL version if FEMALE and MALE versions are
missing.
Ugender to obtain the current hero gender.
Mgender(mtmp) to obtain the gender of a monster
While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
pmname(ptr, gidx)
where -ptr is a permonst *
-gidx is an index into the pmnames array field of the
permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.
Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.
male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.
tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.
statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.
I expect some refinement will be required after broad play-testing puts it to
the test.
consolidate caveman,cavewoman and priest,priestess monst.c entries etc
This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.
Window Port Interface Change
Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.
The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.
win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.
Interface change additional info:
print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
-- Print the glyph at (x,y) on the given window. Glyphs are
integers at the interface, mapped to whatever the window-
port wants (symbol, font, color, attributes, ...there's
a 1-1 map between glyphs and distinct things on the map).
-- bkglyph is a background glyph for potential use by some
graphical or tiled environments to allow the depiction
to fall against a background consistent with the grid
around x,y. If bkglyph is NO_GLYPH, then the parameter
should be ignored (do nothing with it).
-- glyphmod provides extended information about the glyph
that window ports can use to enhance the display in
various ways.
unsigned int glyphmod[NUM_GLYPHMOD]
where:
glyphmod[GM_TTYCHAR] is the text characters associated
with the original NetHack display.
glyphmod[GM_FLAGS] are the special flags that denote
additional information that window
ports can use.
glyphmod[GM_COLOR] is the text character
color associated with the original
NetHack display.
Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
Make wearing a wet towel confer new attribute Half_gas_damage in
addition to the usual blindness. It reduces damage from being inside
a gas cloud region and from being hit by poison gas breath attack.
It also fully blocks breathing of potion vapors.
Might make the Plane of Fire easier although overcoming its blindness
with telepathy won't reveal elementals. Definitely has the potential
to make blind-from-birth conduct easier which wasn't the intent and
probably isn't significant.