Commit Graph

9569 Commits

Author SHA1 Message Date
nhmall
9720ea323c attempt to fix CI minimal build 2024-03-07 11:24:32 -05:00
nhmall
50811037f3 split some code into separate files
new .h files: hacklib.h selvar.h stairs.h

new .c files: calendar.c, getpos.c, report.c, selvar.c, stairs.c,
              strutil.c, wizcmds.c

cleanup of hacklib.c and mdlib.c

hacklib contains functions that do not have to link with the core

relocate wiz commands from cmd.c to wizcmds.c

relocate CRASHREPORT stuff to report.c

relocate getpos stuff from do_name.c to getpos.c

remove temporary struct definition from extern.h

cross-compile PRE-section split into cross-pre1.370 and cross-pre2.370

Windows sys/windows/Makefile.nmake and sys/windows/Makefile.mingw32 and
visual studio project file updates

Unix sys/unix/Makefile.src, sys/unix/Makefile.utl

populate selvar.c and selvar.h

build on MS-DOS (not cross-compile) Makefile updates
for sys/msdos/Makefile.GCC (untested)

vms updates for above (untested)
2024-03-07 11:01:04 -05:00
PatR
c22900fb63 reformat lots of the CRASHREPORT code
Replace tabs, split 'if (condtion) do_something' across two lines,
insert lots of spaces in things like 'if(condition){'.  I changed
a lot of C++ style comments to traditional C style, but left quite
a few of those as-is.

This also rewrites the code that pull request #1216 purports to fix.
I still can't make sense of the original and the patched edition.

Supersedes #1216
Closes #1216
2024-03-04 16:13:03 -08:00
nhmall
ed5ef46109 fix name in new file header line 2024-03-04 08:37:30 -05:00
nhmall
6619d10d90 ENHANCED_SYMBOLS: store all CLR_ colors specially
The 0x1000000 bit (NH_BASIC_COLOR bit) was used to mark
CLR_BLACK when storing it in u->ucolor. Now, all of the basic CLR_*
colors are stored that way.

The NH_BASIC_COLOR bit indicates that the value in u->ucolor is
not an rgb value, rather it is one of the 0-15 basic NetHack colors.
The window-ports need to strip the NH_BASIC_COLOR bit off before using
it for color changes.
2024-03-03 18:31:11 -05:00
nhmall
dbea5d8684 shorten options.c a little by moving some color stuff out of it
creates new coloratt.c file

Also, this attempts to fulfill a wish-list item by paxed, to
allow naming colors in symbols file by name as an alternative
to using r-g-b values.  The basic color names as well as html
color names are supported.
2024-03-03 14:11:17 -05:00
Patric Mueller
fb353fff6c Add NULL pointer guards for the crash reports variables
Calling sprintf with NULL string for a %s format identifier seems to be
undefined behavior.  I got some semi persistent crashes while calling
the extend options menu with mO.
2024-03-03 16:14:15 +01:00
PatR
5e79f8c425 fix #K4113 - OPTIONS=symset:blank in RC file
Any plain text symbol set specified in .nethackrc or NETHACKOPTIONS
didn't get loaded but did set the symset name.

Faulty 'if' logic excluded loading of symbol sets that used the
default handling type of H_UNK.
2024-03-02 05:50:44 -08:00
Pasi Kallinen
140fb7215d Message location for monster going thru trap door 2024-03-02 10:00:38 +02:00
Pasi Kallinen
8588873858 Item destruction and recharging fix
Recharge only handles items carried by hero.
I don't think it really matters that we just skip it, but leave
a FIXME in the code if anyone has enough energy to improve this later.
Fallout from the unified item destruction.
2024-03-02 09:29:55 +02:00
nhkeni
ad667216ee Prevent conflicting types for name "body" 2024-03-01 16:19:30 -05:00
nhmall
c6124585db Onefile bit 2024-03-01 09:30:21 -05:00
Pasi Kallinen
121cf75d39 Minor changes to mention_map
Disable it during screen redraw.
Always use the message coordinates with it, even if accessiblemsg is off.
2024-02-29 18:29:43 +02:00
nhkeni
acf60063d5 Add missing prototypes for static functions to avoid warnings. 2024-02-29 10:49:53 -05:00
RainRat
a3658f85ac fix typos 2024-02-28 20:15:56 -08:00
nhmall
b53a43027f generic obj addition broke obj entity count use
yet another EDITLEVEL bump
2024-02-28 16:24:40 -05:00
nhmall
3edd3e5869 catch invalid id on restore
Another EDITLEVEL bump.
2024-02-28 16:15:30 -05:00
PatR
41a5565403 new 'showvers' option
Add options 'showvers' (boolean) and 'versinfo' (numeric mask) to
show nethack's version on the status lines during play.  It won't be
particularly interesting to ordinary players but should be useful
when making screenshots or video to be streamed, or for someone who
switches between git branches or between nethack and variants.

I worked on this several months back but it was combined with
unfinished changes to 'hitpointbar'.  I've separated it out so that
it can be put into use.  When enabled, one or more components of
"<name> <branch> <version>" will be shown right justified after
status conditions.  At present the default is "<branch>" if that is
available and overall status isn't 'released', or "<version>" if
'released' or if branch isn't available.  That might need some
refinement.

It works as intended for tty and curses, although some abbreviation
mechanism would be useful if/when the program resorts to abbreviating
status conditions to make things narrow enough to fit.

For X11, it works ok for fancy_status:True (the default, controlled
via NetHack.ad settings) but is messed up for tty-style status.  The
text is positioned correctly but there are gaps in it, making it
appear garbled, similar to what I saw when I tried and failed to
implement statuslines:3 for X11.  [It might be due to having empty
condition widgets be 1 pixel wide instead of being totally removed
but I don't think the situation is that simple.]

For Qt, if the text needs to be truncated in order to fit, the center
portion of the string will be shown, discarding parts from the left
and right.  That ought to discard from left and retain rightmost
portion instead.

For win32|mswin|Win GUI, no attempt to support it has been included.
Things should be ok when 'showvers' is left as False (the default)
but I don't know what will happen if that gets toggled to True.  At a
minimum, the version info won't be right justified.  The information,
or at least some of it, is displayed in the game window's title bar
so there isn't any pressing need to add it to status, but toggling
the option will need to behave sensibly if it doesn't already.
2024-02-28 11:47:16 -08:00
Pasi Kallinen
25fa293c81 Accessibility: lookaround command, mention_map option
Adds a new extended command #lookaround, which will describe
the map around the hero they can see or remember.

Adds a new boolean option mention_map, which will give a message
when an interesting map location in sight changes.
2024-02-28 20:53:52 +02:00
PatR
1532a052c0 spellbook of blank paper named Making Money
Reported directly to devteam, polymorphing a spellbook could produce
a blank spellbook with a Discworld novel's title attached.
2024-02-27 11:27:02 -08:00
nhmall
334535e7b0 Fix makemon() trying to generate a monster on top of another monster
When makemon was called with all-zero arguments (e.g. for random
monster generation over time), ptr==NULL means "a random monster".
This was being forwarded to mon==NULL in makemon_rnd_goodpos, and
then mtmp==NULL in goodpos, which means "an object, not a monster".
Because objects can be generated under monsters, this meant that an
attempt to create a random monster could end up choosing a location
that already had a monster, which would then cause the monster
generation to fail.

This mostly wasn't noticeable in normal play: it effectively
reduced the monster generation rate depending on how many locations
outside LOS happened to contain a monster. Normally that's a very
small proportion, so the bug had no obvious effects: but when there
are very few locations outside LOS (i.e. the player can see almost
every location on the level), the bug effectively caused monster
generation to stop once those locations became occupied by
non-moving (e.g. hiding) monsters, something that became observable
in games where the player decided to dig out and light almost an
entire level.

This commit fixes the problem by adding a new flag to goodpos that
requests that it not choose a position that already has a monster.

This bug was diagnosed, and this fix committed, by ais523; but
nhmall wrote almost all of the code implementing the fix.
2024-02-27 19:04:35 +00:00
PatR
1d26f80ccf more nhmd4.c formatting
Insert a space between cast operator and target.

For 'x | y' expression spanning multiple lines, split with bitwise OR
operator at the beginning of second line instead at the end of first.

I changed a macro that was expanding to 'expr_1; expr_2' into
'(expr_1, expr_2)'.  Both expressions modify arg 'a' which would be
a no-no within a single expression, but the comma operator provides a
sequence point that guarantees that the first expression will be fully
evaluated with side-effects--assignment to 'a'--completed before the
second one starts, making both assignments be well defined.
2024-02-26 11:46:03 -08:00
PatR
5acb82640d update a getpos() comment
Not a typo this time; the highlight-valid-position callback interface
was simplified.
2024-02-25 12:36:19 -08:00
PatR
53f16f9e8c reformat nhmd4.{c,h} 2024-02-24 13:49:51 -08:00
Pasi Kallinen
dd37c5326a Accessibility: showdamage option
Add a new boolean option showdamage, if on, outputs a message
like "[HP -2, 14 left]" - several variants have something similar,
but I chose the message based on how eSpeak said it, while keeping
it short.
2024-02-24 17:38:46 +02:00
PatR
9927e264b5 hacklib.c NONNULL functions
A bunch of routines return a pointer which is never Null but weren't
telling the compiler that such was the case.  A couple (strsubst(),
stripchars()) were accepting Null output argument and then returning
Null, but callers had no reason to use them that way, so they've been
changed.  (upstart() could have been changed similarly; I've already
forgotten why I left it as-is.)
2024-02-23 20:02:01 -08:00
nhkeni
5f64dd3f1b Make initoptions() call initoptions_init() if that hasn't already happened. 2024-02-23 20:14:03 -05:00
nhkeni
eadebf0132 Use local md4 implementation instead of libcrypto for linux.
NB: "make depend" needs to be rerun
2024-02-23 17:08:49 -05:00
nhkeni
61f4d972bb Add local md4 implementation and drop libcrypto for linux. 2024-02-23 17:05:45 -05:00
PatR
cba7e6eb43 umpteenth comment typo fix
plus bonus fix:  change a recent fixes entry to past tense.
2024-02-22 11:01:53 -08:00
PatR
9f7fffc823 rolling boulder trap fix
The recent "trap.c reformatting" commit included a non-formatting
change switching from gb.bhitpos.x,.y to local x,y in the rolling
boudler trap routine.  The part of that routine used when a rolling
boulder hits another boulder and transfers its remaining momentum
to that other one got switched to wrong x,y and the first boulder
basically kept going, possibly hitting itself at each new position.
2024-02-22 11:00:18 -08:00
nhkeni
7e08ce3e9e Merge branch 'keni-crdumplog' into NetHack-3.7 2024-02-21 16:27:52 -05:00
Pasi Kallinen
c7e2ebe83c Check inventory protection only when hero is carrying it
TODO and better fix would be to have similar check for
monster inventory.
2024-02-21 11:28:49 +02:00
Pasi Kallinen
391295cfdc Move comment 2024-02-21 08:18:40 +02:00
nhkeni
3f5d1d3a36 split DUMPLOG
DUMPLOG requests the DUMPLOG feature as it does now
DUMPLOG_CORE requests the internal buffering only (used for CRASHREPORT)

This allows CRASHREPORT to access recent messages without performing
any file I/O.
2024-02-20 21:42:05 -05:00
Pasi Kallinen
e76ab9558f remove register that snuck in 2024-02-20 22:13:31 +02:00
Pasi Kallinen
ea38ddcb13 Fix mplayer weapon weight 2024-02-20 22:11:42 +02:00
Erik Lunna
eb22a81088 Refactor, unify, and nerf item destruction
Note: Original change is from xNetHack by copperwater <aosdict@gmail.com>,
      but this commit comes from HACKEM-MUCHE by Erik Lunna, with
      some minor code formatting.

From xNetHack commit a0a6103bea:

'The original goal: nerf item destruction using a method I initially
 proposed for SpliceHack, in which the number of items subject to
 damage from any single source is limited by the amount of damage the
 effect caused. The intent was to be more fair all around and prevent
 aggravating situations where, for instance, a chest shock trap zaps
 you for 4 damage and immediately ten of your rings and wands blow up.

 Problem 1: no easy way to limit the items destroyed without biasing
 heavily towards the start of the invent chain. The old code was able
 to get away without bias by just indiscriminately destroying
 everything eligible with a 1/3 chance. Here, I had to introduce
 reservoir sampling in a somewhat more complex form than I've applied
 it elsewhere, since there are a pool of potential items.

 Problem 2: destroy_item no longer worked remotely like destroy_mitem,
 which still destroyed 1/3 of items indiscriminately. Commence the
 process of squishing them into one function that handles both the
 player and monsters. (Which required making a lot of adjustments to
 destroy_one_item, now named maybe_destroy_item, on nits such as
 messaging and when to negate damage. An annoying consequence of the
 merge is that in the player case, their HP is deducted and they can
 be killed directly, but for monsters they need to add up the
 destruction damage and return it.)

 Unifying destroy_item and destroy_mitem has some advantages: in
 addition to the obvious code duplication removal, it ensures monsters
 now take the same damage as players for destruction (previously they
 took a piddly 1 damage per destroyed item). Now when you hit
 something with Mjollnir and their coveted wand of death breaks apart
 and explodes, you at least get the satisfaction of knowing they took
 the standard amount of damage from it.  Monsters also now get
 symmetry with players in having extrinsic elemental resistance
 protect them from item destruction, and damage negation from item
 destruction if they were appropriately resistant.

 Problem 3: a lot of callers didn't preserve the "amount of incoming
 damage" that this refactor relies on. E.g. if the defender resisted
 that element, the local dmg variable would be set to 0. So I had to
 do some wrangling with callers to save that original damage
 value. The rule of thumb is: all *incoming* damage counts. So that
 includes the player's spellcasting bonus if applicable, but not
 things like half damage, negation due to resistance, or extra damage
 due to being vulnerable to cold/fire.

 Then I figured, while I'm here let's get rid of all those silly cases
 where destroy_items is called multiple times for various different
 object classes, and cut the object class parameter out of it. This
 has a few minor effects:

 - Places where different object classes previously rolled
   independently for destruction to happen at all now roll
   once. (Which, by my calculation, generally means less incidences of
   destruction - a fire attack now won't have three separate chances
   to hit your scrolls, potions, and spellbooks. On the flip side, a
   lucky roll will no longer save an entire object class in your
   inventory.)

 - Callers can no longer specify different probabilities for
   destroying different object classes. The only place this was really
   used was to call destroy_item with a slightly lower probability on
   SPBOOK_CLASS.  With the nerf in this commit, less of them ought to
   be destroyed anyway.

 - A very edge case of where explosion-vs-monster damage was totted up
   differently for golems, which could result in differences of a hit
   point here or there.

 - All object classes being processed in one go means that less items
   are destroyed than would be if they were still processed
   independently.  This is not really visible compared to the old
   baseline of just destroying 33% of everything, but would be a
   marked difference versus a copy of the game that still called
   destroy_items separately for different object classes. To
   compensate, I adjusted my planned damage-to-destruction-limit
   scaling factor down from 8 to 5.

 Not done: merging in ignite_items(), though that would probably be
 really easy now.'

Notes from porting from xNetHack:

- It might be necessary to reexamine at all the conditional checks for
calling destroy_items. Because item destruction is much more
restrained and uses the actual damage from an effect, we might now
need to check 'if (!rn2(3))' and similar in all the places item
destruction occurs.
2024-02-20 22:03:54 +02:00
nhmall
b4f578495c more pointer style consistency 2024-02-20 13:04:32 -05:00
nhmall
0a985459f0 make style consistent for function ptr arguments 2024-02-19 17:21:04 -05:00
nhmall
688ac6ffbe remove register from variable declarations 2024-02-19 16:30:07 -05:00
PatR
6f569f0a27 beating dead horses
Extend a joke that no one has ever seen in actual play.
Clears out an old entry from 'git stash'.
2024-02-19 11:30:00 -08:00
PatR
c84dc79610 trap.c reformatting
Monstly changing '<type>* <var>' to '<type> *<var>'.  Wrap or shorten
a few wide lines.

One of the rolling boulder routines accessed gb.bhitpos.x,y many times;
change that to use local x,y instead.
2024-02-19 11:11:23 -08:00
PatR
4c7259a1d4 another comment typo 2024-02-19 00:42:27 -08:00
PatR
44de195718 theft against punished hero with empty inventory
If a punished hero's inventory is empty, have a nymph usually take
off the attached chain and indirectly fix punishment.  If hero is
trapped by being chained to a buried iron ball, sometimes take off
the implicit chain and indirectly release hero from the trap.

Monkeys won't do this and nymphs will only do so if there is no
inventory (aside from gold and/or embedded dragon scales which they
aren't allowed to target).

It's a lot simpler than I was expecting when I wrote the TODO about
it recently.
2024-02-18 11:24:21 -08:00
PatR
d688309012 openholdingtrap() message sequencing
If a trap is blocking levitation or flight and you use wand of opening
or spell of knock to get out, you'd get things like
|You start to float in the air!
|You are released from the bear trap.

Give the release message before the actual untrapping.
2024-02-18 11:18:48 -08:00
Pasi Kallinen
2952bdab63 No secret doors or corridors on the early levels
New players often get stuck on the first level when they can't
find the secret door or corridor.  Make the first two levels
have no such features.
2024-02-18 11:47:02 +02:00
PatR
d253e947da more getpos() highlighting plus jumping in place
Simplify the valid-position highlighting via '$' by combining the
tmp_at(start) and tmp_at(populate) steps.

Add highlighting for a couple of targetting operations that would
give valid/invalid feedback via autodescribe but weren't displaying
highlight markers for $.

I made several jumping changes, most of them dealing with picking
hero's own spot.
2024-02-16 15:36:17 -08:00
PatR
1d5f45aa78 getpos() highlighting of valid positions
Redo getpos() highlighting.  If bgcolors is Off, '$' toggles between
no highlighting and showing dollar signs at valid spots.  ^R removes
those if they're present.  When bgcolors is On, '$' cycles among
three settings:  highlighting via background color, no highlighting,
and highlighting by drawing dollar sign characters.  ^R switches to
background color mode.

This doesn't directly solve the problem of background color causing
conflict with the foreground color of some objects or monsters, but
being able to get rid of the background with a keystroke should be an
improvement.

'bgcolors' defaults to On, which was a problem for tty when 'color'
was Off.  Turn it Off (in the core) for text map if color is Off and
bgcolors hasn't been explicitly set.  Conversely, Qt was leaving
color Off and then using color with abandon.  Turn in On (in the core)
for tiled map if it hasn't been given an explicit value.  Those two
changes should cope with most situations and still let the player
override.
2024-02-16 14:56:20 -08:00
nhmall
437a403286 follow-up - avoid onefile issues 2024-02-15 21:56:47 -05:00