Commit Graph

4650 Commits

Author SHA1 Message Date
PatR
190c90e95e tty ^P message recall
Extend 'putstr(WIN_MESSAGE, attribute, string)'s attribute so that
'custompline(SUPPRESS_HISTORY, ...)' can work with ^P's message
history like DUMPLOG history, in order to keep autodescribe feedback
and intermediate prompts for multi-digit count ('Count: 12', 'Count:
123') prompts out of recall history.  The old autodescribe behavior
could easily push all real messages out of the recall buffer when
moving the cursor around for getpos, and the count behavior looked
silly for a four or five digit gold count if you set the msg_window
option to 'full' or 'combination' and viewed them all at once.

Other interfaces may want to follow suit, but this doesn't force them
to make any changes.  I added a hook for "urgent messages" that might
be rendered in bold or red or some such and/or override the use of
ESC at --More-- from suppressing further messages, but there aren't
any custompline(URGENT_MESSAGE, ...) calls (potentially "You die...",
for instance) to exercise it.  Other people have implemented similar
feature it different ways and I'm not sure whether this one is really
the way to go since the core needs to categorize each message that it
deems to be urgent.  MSG_TYPE:stop may be sufficent, although MSG_TYPE
matching can entail a lot of regexp execution overhead at run-time.
2019-02-04 16:46:04 -08:00
PatR
3896fcff8b function call through pointer
There be others of these.  Don't for ANSI C for something this simple.
2019-02-04 15:01:36 -08:00
PatR
cb7f873733 goodtype() reversal
Reverse an erroneous part of the vault guard commit.
2019-02-03 14:08:29 -08:00
PatR
7cc718ea0e fix #H7173 / github #101 - vault exit
Fixes #101

If you tell the vault guard your name, drop carried gold, wait one
turn, then pick up the gold again, the guard will move a step away
during the wait.  If you teleport away, the guard will seal vault
walls and then park himself on the one-square (so far) temporary
corridor adjacent to the vault wall.  Periodically he'll say "Move
along!" and the hero will hear it, regardless of location on the
level.  Unless you dig a corridor to rescue him, or one or more of
the vault's walls get breached again, he will never move.

The report emphasized that you could use this to steal the vault's
gold, but it relies on being able to teleport beyond the gaurd's
reach and if you can do that, you might as well do so before the
guard comes.  The stranded guard, and him saying "Move along!" when
no longer leading hero out of the vault, are more significant bugs.

Bonus fix:  if the game ends and the guard seals up the vault while
the hero is in a spot that gets fixed up (vault wall or temporary
corridor) don't give the "You are encased in the rock" message if
game end was due to death rather than quit.
2019-02-02 17:37:06 -08:00
PatR
b43b3f617c object classes for wizard mode identify
When ^I was changed to allow picking more than one item to make
its temporary identification become persistent, group accelators got
left out.  So to pick all potions, you needed to select them letter
by letter (or via '.' to select everything, then deselect non-potions
letter by letter).  Now you can use '!' to select all potions.
2019-02-01 18:40:45 -08:00
PatR
6daa6e2de9 curing deafness
Make healing magic which cures blindness also cure deafness.  So,
drinking non-cursed potion of healing or any extra healing or full
healing; breathing fumes from blessed potion of healing or non-cursed
potion of extra healing or any potion of full healing; prayer reward
to cure blindness as a minor trouble.  (Doesn't affect unicorn horns
which already treat deafness and blindness as two distinct troubles
that are eligible to be cured.)

More of a missing feature than a bug fix, so I listed it in the new
features section of the fixes file.
2019-02-01 18:24:23 -08:00
Pasi Kallinen
9f1ae0fe74 Fix making fake leash object with leashmon set
When farlooking at a leash glyph on a map, the fake object should never
have leashmon set. This happened when a mimic was on the same spot
and was mimicing a corpse or statue, due to leashmon and corpsenm
using the same field.
2019-02-01 18:19:04 +02:00
Pasi Kallinen
adacde80e7 Fix logic error in stuck_in_wall 2019-02-01 13:38:21 +02:00
PatR
8bf16b940e stale lock picking context
Lock context wasn't being cleared if it was for a container and that
container got destroyed.  Case discovered was forcelock() ->
breakchestlock() -> delobj() (sometimes the container is destroyed
rather than just breaking its lock) followed by #wizmakemap (replace
current level) and maybe_reset_pick() trying to check whether
xlock.box was being carried.  But being interrupted, destroying the
container or dropping it down a hole to ship it to another level, then
attempting to resume picking the lock would also find a stale pointer.
2019-01-31 15:50:12 -08:00
Pasi Kallinen
7bbc1f0130 Fix warning
Fix "using integer constants in boolean context"
2019-01-31 21:31:29 +02:00
PatR
48e7643739 fix monstone() ... dealloc_obj() panic
Fuzzer feebdack.  When turning a monster into a statue, monstone()
builds a linked list of mon->minvent items to put into that statue.
It doesn't use obj_extract_self() to take them off again, leaving
obj->nobj non-Null.  Not noticed for the normal case where each item
gets linked into the container's contents, but triggers panic if an
item merges with something already put inside so gets removed.

Suddenly, the dungeon collapses.
dealloc_obj with nobj
[2] 0x01000c4193 panic + 995
[3] 0x0100155427 dealloc_obj + 71
[4] 0x010021d4de obfree + 686
[5] 0x01000f2f92 merged + 834
[6] 0x010015356e add_to_container + 126
[7] 0x01001628ac monstone + 636

I don't know why the petrified monster's mergeable inventory wasn't
already merged while in inventory.
2019-01-31 04:22:04 -08:00
Pasi Kallinen
8736141f68 Option handling return values and errors
Fix some options not stopping when encountering an error,
some didn't show up any errors, and other minor fixes.
2019-01-31 10:46:44 +02:00
PatR
409343e8eb another warning fix
Only appeared when ISAAC64 was disabled.
2019-01-30 16:25:31 -08:00
nhmall
6e0d55dfbc rng bit 2019-01-30 11:08:11 -05:00
PatR
39b6a7e515 another warning fix
Comparison between signed and unsigned.  Compiler stupidity since
the range of possible values that signed 'i' can take is limited and
never negative.
2019-01-29 15:18:17 -08:00
PatR
1b49f60ded warning fix
The new code provoked several warnings; this fixes one of them.
Moving the declaration of 'rolecount' would have been sufficient,
but I've gone another way.
2019-01-29 15:00:07 -08:00
nhmall
57f03eca1b Merge branch 'alex-and-isaac' into NetHack-3.6.2-beta01 2019-01-29 07:20:17 -05:00
Alex Smith
0c96dd6a22 Consistently use rn2 in trap detection
It's a gameplay-affecting action (it updates the character's
memory of the map), and there's no way to spam it without using
resources, so rn2 is safe.
2019-01-29 03:37:08 +00:00
nhmall
54062e0ad6 include the rnd.c bits 2019-01-28 19:54:18 -05:00
nhmall
457e4b68aa merge Alex's dual rng proposal with the isaac64 rng code and adjust
This is branched from Alex's hallu-rng-stability branch,
with two build corrections (detect.c, zap.c), and merged
with  the isaac64 branch that we have ready to go.

Alex's dual rng is supported by setting up the array
of multiple isaac64 contexts.

I stuck with Alex's approach of passing the rng function
name around as the parameter (rng or rn2_on_display_rng)
for the new additional parameter needed for
set_random(), init_random(), reseed_random(),
and init_isaac64().
2019-01-28 19:43:55 -05:00
nhmall
819ee796f2 Merge branch 'countermeasures' into alex-and-isaac 2019-01-28 18:37:50 -05:00
PatR
30237c73ec fix #H8072 - failing wish segfaults
Having an artifact wish be refused uses zeroobj and code which
followed was attempting to update its weight, triggering a segfault
now that zeroobj is 'const'.
2019-01-28 09:10:52 -08:00
Patric Mueller
bd730dbcaa workaround for C89 not supporting inline 2019-01-28 15:00:04 +01:00
nhmall
0aa4d62a2c detect rng seed strength at runtime based on algorithm not compile time based on platform features 2019-01-28 10:32:57 +01:00
nhmall
0a430cab11 every platform provides sys_random_seed() and SYS_RANDOM_SEED goes away 2019-01-28 10:32:57 +01:00
Patric Mueller
97b8d0a50b Don't define Rand() if isaac64 is used 2019-01-28 10:02:09 +01:00
nhmall
6c114640f5 some system-specific adjustments for RNG routines
move some system-specific seed-related stuff from hacklib.c to
a system-specific source file and #define SYS_RANDOM_SEED to
utilize it during build.

Windows changes for random seed generation using
crypto next gen (CNG) api routines.

Corresponding vms changes due to disentangling of VMS and
unix when the unix seed bits got moved (untested).
2019-01-28 10:02:08 +01:00
Patric Mueller
f9433b2a87 integrate isaac64 into nethack
Also removed the float code from isaac64 as they are not used in
NetHack.
2019-01-28 10:02:08 +01:00
Patric Mueller
c81db872fd add file for the isaac64 random number generator
This is the version from the Comprehensive C Archive Network, licensed
under the CC0 "No Rights Reserved" Creative Common License.
http://ccodearchive.net/info/isaac.html
2019-01-28 10:02:08 +01:00
Patric Mueller
52d4b1a1aa reseed during level change to prevent deduction of rng state
For platforms that read from the system's random number generator,
reseed during level change, before the map of a new level is created and
after level creation has finished.
2019-01-28 10:02:00 +01:00
Patric Mueller
86d694c61b read rng seed from random number source device
Linux and BSD system have random number source devices that can be used
as source for a unguessable seed source.

Other platforms fall back to generate the seed with gettime().
2019-01-28 10:01:45 +01:00
Alex Smith
ce5184c3da Don't advance the main RNG during hallucination
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
2019-01-28 04:45:26 +00:00
nhmall
55fdfb9200 domove_core() out of domove(); assess domove_core() results
new domove_core() assessment results

potentially smudge engravings

Proceed to wipe engraving after domove_core() now, but only under
all of the following conditions:
    - you can reach the floor
    - preceding domove_core() move attempt was marked as
      having succeeded in domove_core()
    - there is actually an engraving there to impact at
      your original spot, or your new spot, or both
2019-01-27 11:55:23 -05:00
PatR
deed117e7f fix #H6422 - hmonas against shades
I did much of this quite some time ago, as prequisite for a different
bug report about monsters vs shades, then set it aside.  It ended up
being more complicated than I anticipated.

When deciding whether various non-weapon attacks might hit a shade,
hmonas() was not checking for blessed or silver armor that should have
been applicable.  It did check boots when kicking, but not gloves or
rings (when no gloves) when touching, or outermost of cloak/suit/shirt
when hugging, or helmet when head-butting.  (The last one is actually
moot because nothing with a head-butt attack is able to wear a helm.)

The problem was more general than just whether attacks might hit and
hurt shades.  Various undead and/or demons are also affected by blessed
and/or silver attack but weren't for non-weapon attacks by poly'd hero.

At least two unrelated bugs are fixed:  a rope golem's AT_HUGS attack
gives feedback about choking but was fully effective against monsters
which fail the can_be_strangled() test.  And it was possible to hug a
long worm's tail, rendering the entire worm immobile.

The report also suggested that all artifacts be able to hit shades for
full effect, but by the time shades are encountered everyone has an
artifact so that would nullify a shade's most interesting ability.

TODO:  monster against hero and monster against other monster need to
have similar changes.
2019-01-22 18:15:49 -08:00
PatR
d0cc645961 vampshifter resurrection while being held
If poly'd hero is holding a bat/cloud/wolf which dies and revives as a
vampire, release the hold.
2019-01-22 17:54:58 -08:00
PatR
a14752ab47 shielding bashing
Extracted from a larger patch:  the only way to get silver damage
bonus from attacking with a shield of reflection (polished silver
shield) is to throw it or to wield it.  Give different feedback when
hitting something while wielding a shield (or an iron ball; it seemed
appropriate despite having nothing to due with wanting to dish out
silver damage).
2019-01-21 18:54:37 -08:00
PatR
3c7eca5418 hmonas() simulated twoweap
Regular two-weapon requires that both weapons actually be weapons or
at least weapon-tools.  Simulation of that while polymorphed allowed
any one-handed object as the primary weapon.
2019-01-21 18:49:44 -08:00
Pasi Kallinen
f6b9dc7d68 Don't try to write a zero-length message
If the message history contains a zero-length message line, skip it,
as trying to write a zero-length string will make bwrite panic.

Happened only on X11. This is post-3.6.1 bug.
2019-01-21 11:56:19 +02:00
Pasi Kallinen
77bc07f579 Make demon gating show a message
This was both an accessibility and comprehensibility issue.
2019-01-20 15:56:44 +02:00
PatR
9a39618fb3 fix #H7983 - inconsistent shop 'for sale' behavior
Items on floor in the free spot one step inside a shop's doorway were
showing shop sell prices.  Treat items on that spot as if they were
flagged no_charge as on the floor of other shop squares.

Report stated that sometimes they showed a 'for sale' price and
sometimes they didn't, but I didn't see any cases where they didn't.
2019-01-18 14:13:30 -08:00
PatR
3506c24d39 fix #H7980 - multiple weapon attacks when poly'd
This fixes the weapon related aspects of #H7980:  having an alternate
weapon be used in cases where it shouldn't when polymorphed into a
monster form with multiple weapon attacks.  The most egregious was
using an off-hand artifact, but it would also use off-hand two-handed
weapon, off-hand silver weapon when in silver-hating form, or any
reasonable off-hand weapon when wearing a shield.  That last is iffy
whether or not to allow, since you'll still get the extra attacks
whether it switches to secondary weapon or stays with the primary.
I've made it re-use the primary since two-weapon mode doesn't allow
a shield.  The other oddity was being able to use the secondary
weapon on the second swing even if the first swing was weaponless.
I went with ingoring the secondary weapon if there's no primary one
or if the primary is two-handed.

Report included "cursed secondary doesn't weld" but that has nothing
to do with polymorph attacking.  I've changed that to drop the weapon
if you attack with it when it's cursed, similar to what happens when
secondary weapon becomes cursed while two-weaponing.

It also included "marilith's attacks beyond the second don't use any
weapon and can hit cockatrices without touching them".  A marilith has
two weapon attacks and then four claw attacks.  Claw attacks only use
the weapon if it hasn't been used yet, so marilith hits with primary,
secondary (or primary a second time if no secondary), claw, claw,
claw, claw and that's the intended behavior.  It is able to hit
cockatrices if wielding anything at all, same as a monster with just
a single attack.  Since it is impossible to wield six weapons or three
pairs of gloves, that has to be intended behavior too.  Playability
trumps realism even if it is silly to hit without a 3rd through 6th
weapon and be safe from touching the target due to the 1st weapon or
one pair of gloves.  [Situation is different from having no control
over unsafely biting something after making a safe weapon or claw
attack; perhaps a better solution would be to refrain from using the
four claw attacks when attacking something that is fatal to touch.]
2019-01-18 13:22:43 -08:00
PatR
b9f38fdd14 fix #H6285 - flooreffects and deltrap panic
Reported 14 months ago, a monster reading a scroll of earth which
dropped a boulder that killed another monster in an adjacent pit
was giving credit/blame to the hero and could also trigger a panic.
If the monster was killed, the pit would be filled and deleted via
m_detach and then when flooreffects tried to delete the same trap,
it accessed freed memory and deltrap could panic.
2019-01-16 15:08:11 -08:00
PatR
521dbe8f94 potion mixing bit
Noticed when looking at whether alchemy ought to remove user-assigned
name.  Get rid of the potion being dipped into sooner so that it won't
still be present if a perm_invent update takes place.
2019-01-14 18:13:59 -08:00
PatR
97b28bd846 level arrival
The check I added to make sure that a monster was at the hero's
coordinates before deciding to move one or the other would have been
confused by a long worm's tail.  Check that they're at that spot but
not by comparing monst.<mx,my> coordinates with <ux,uy>.

Also, don't have wiz_makemap() assume that each level of the Wizard's
Tower has the same boundary coordinates.  Keep track of whether hero
is inside that tower before discarding the old level.
2019-01-14 16:35:19 -08:00
PatR
992f141ab7 \#wizmakemap followup
Both u_on_rndspot() and losedogs() might result in having a monster
and the hero be at the same location.  Have wiz_makemap() use the
same fixup for that as goto_level().
2019-01-14 09:28:10 -08:00
PatR
d735d04b5b \#wizmakemap update
The need for resetting lock picking when swapping in a new level made
me wonder whether other things should be reset too, and there were a
bunch:  digging, travel destination, polearm target, being in water,
being swallowed or held, hiding.  Hero placement was ignoring arrival
region.  Also, it turned out to be pretty easy to fix the FIXME about
steed.
2019-01-13 15:24:08 -08:00
PatR
355dec4d84 blocking or unblocking levitation or flight
when level teleporting or digging.  Level teleporting while levitation
was blocked due to being inside solid rock didn't notice that it should
be unblocked until you moved from whatever type of terrain you landed
on (room, for instance) to some other type (such as corridor).  Digging
down to make a pit or hole while inside solid rock converts that spot
to floor so should also check whether to unblock levitation/flying, and
not fall if unblocking occurs.
2019-01-13 15:17:40 -08:00
Pasi Kallinen
abcdb713d5 wizmakemap should reset lockpicking 2019-01-13 17:27:17 +02:00
Pasi Kallinen
5e2236a3ef Fix accessing deleted fire trap
melt_ice can delete the fire trap, in the case where the trap
is on ice, and a monster carrying a boulder triggers it, then drowns.

mintrap -> minliquid -> mondead -> ... -> mdrop_obj ->
   flooreffects -> boulder_hits_pool -> delfloortrap
2019-01-10 21:48:20 +02:00
PatR
b1782b813f SEDUCE=0
When SEDUCE is disabled, instead of swapping attacks in mons[] once,
do it on the fly in getmattk() whenever needed.  That allows mons[]
to become readonly, although this doesn't declare it 'const' because
doing so will require a zillion 'struct permonst *' updates to match.

This seemed trickier than it should be, but that turned out to be
because the old behavior was broken.  Setting SEDUCE=0 in sysconf or
user's own configuration file resulted in all succubus and incubus
attacks being described as monster smiles engagingly or seductively
rather than hitting (while dishing out physical damage).  I didn't
try rebuilding 3.4.3 to see whether this was already broken before
being migrated to SYSCF.
2019-01-10 03:10:35 -08:00