Commit Graph

472 Commits

Author SHA1 Message Date
Pasi Kallinen
c90cc53ab3 Ogresmasher gives a higher chance of knockback 2025-05-12 10:24:36 +03:00
Pasi Kallinen
bd98dda8c1 Unpolyed hero can knockback too
Noticed a strange oversight in knockback: Hero hitting a monster
did not cause knockback, unless polymorphed into a monster.
Add knockback chance if we're using a weapon, not twoweaponing,
and dealing some damage.
2025-05-11 21:23:43 +03:00
Pasi Kallinen
6d374f9306 No knockback with flimsy or non-blunt weapon
Weapons that can do knockback are lucern hammer, bec de corbin,
dwarvish mattock, (silver) mace, morning star, war hammer,
club, quarterstaff, aklys, flail, pick-axe, and grappling hook.
2025-05-11 20:32:29 +03:00
PatR
92255708f3 stone-to-flesh vs mimics
Handle a FIXME in zap.c:  stone-to-flesh spell hitting a mimic that
is disguised as a stone object or stone furniture should bring it out
of hiding.
2025-04-24 12:47:00 -07:00
Pasi Kallinen
d6dd5c743c Reinstate some of the mind flayer amnesia
When I reworked amnesia to not forget levels or objects, I removed
the forgetting from the mind flayer attacks.  I intended to add
something to replace it, but forgot ...
2025-04-13 20:16:00 +03:00
Pasi Kallinen
8f7258dc35 Buff Grimtooth with poison
Grimtooth is now permanently poisoned, protects the wielder from
poison, and can be invoked to throw poison.

Permapoison code comes from xNetHack by copperwater <aosdict@gmail.com>.
2025-04-12 19:24:36 +03:00
copperwater
6c9d4df4a6 Fix: gremlin cry of pain could be heard while deaf
Main problem was there was no condition applied to this message, so
anyone would hear it even if they were deaf. Even assuming a cry of pain
is something that could be seen, the message was still printed when the
hero couldn't see the gremlin.

This puts both a deafness check and a range check on that cry (if a
gremlin somehow takes light damage on the other side of the map behind
many walls, it doesn't make much sense to hear its cry), and provides an
alternate message if the hero can't hear it, but can see it. The
alternate message does rely on the hero being able to /see/, not just
spot, the gremlin and the light it's shying away from -- if you can only
sense it, there is no special message.
2025-02-09 14:01:05 +02:00
PatR
ffc43610f0 analysis lint for u*.c
One actual bug:  mhitm_ad_ench() could pass Null to drain_item()
which was not prepared to deal with that.
2025-01-22 16:34:05 -08:00
PatR
c0a1ed9c41 another stab at stumble_onto_mimic
The unreliable sanity check is removed.
2025-01-16 12:51:40 -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
PatR
59f49fda1b replace the mimic-as-monster fix
The new EXTRA_SANITY_CHECK for a monster mimicking a monster.  It
falsely triggered if the hero was hallucinating.  Just add an
assertion that the monster index is within valid range.
2025-01-11 12:24:54 -08:00
PatR
cba032d187 another mimic fix
The report (sent directly to devteam) stated that the bump-into-mimic
code might crash when bumping into a mimic that is masqueraing as
some other monster.  Mimics don't actually do that, but the Wizard
of Yendor mimics another monster via Double Trouble.  All I got from
it though is
 |Wait!  That's <other monster>!
which won't crash but is a fairly useless message.

This changes it to be
 |Wait!  That <other monster> is <the Wizard of Yendor>!
which seems a bit bland but provides useful information.
2025-01-11 02:22:23 -08:00
PatR
539f039a83 maybe fix #K4316 - segfault stumbling onto mimic
I couldn't reproduce the reported problem but the backtrace suggests
that defsyms[monst->mappearance] was probably out of bounds so that
nh_snprintf() got bad data.  That might conceivably happen if the
glyph didn't match the mimic's mappearance, but I not sure how that
would occur.

This avoids using mappearance as an index into defsyms[] and should
give an impossible if that situation does come up.
2025-01-10 14:14:00 -08:00
copperwater
e8ad3b4c19 Fix: quantum mechanics' tele attack had inverted negation check
Noticed when I summoned a quantum mechanic in wizard mode with a
starting character who should have no armor protection against their
teleport attack, but every touch resulted in "You are not affected". It
turns out the if statement checking for armor protection is backwards,
so you were never affected when you have no protection and were almost
always affected when you had good protection.

This appears to date back to when the all-purpose 'negated' variable was
removed and "You are not affected" moved to after the negation check;
the new conditional kept the ! by mistake.
2025-01-04 16:46:22 +02:00
Pasi Kallinen
cc31017265 Use NO_MATERIAL instead of a magic number 2024-12-20 19:39:16 +02:00
PatR
6e587fb282 fix out-of-bounds not in test_move()
Commit 0381e61624 fixed a problem
for mon vs hero in test_move(), but the situation can also happen
with mon vs mon which doesn't use test_move().
2024-12-17 13:46:25 -08:00
Pasi Kallinen
e778d95ace Accessibility: more message locations pt 7 2024-12-14 16:37:49 +02:00
PatR
b2b9b685c5 fix issue #1305 - failed #untrap from doorway
Issue reported by loggersviii:  attempting #untrap from an adjacent
doorway can move the hero diagonally out of the doorway.

A followup comment by elunna pointed out that a monster's attack that
results in knockback can produce similar result.

Fixes #1305
2024-12-13 22:48:32 -08:00
nhmall
c434b73e94 fix a comment typo 2024-12-02 19:43:56 -05:00
PatR
1301234039 mimic feedback tuning
When a mimic in door form is hit by a wand of locking or wand of
opening or corresponding spell, bring it out of concealment like
was recently done for being zapped while in chest form.  And give
some feedback rather than just changing the mimic's form to 'm'.

Give more detailed feedback when bumping into a mimic while moving.
2024-12-02 11:37:04 -08:00
nhmall
c2c2e84485 remove some tabs that snuck in unintentionally 2024-11-30 19:35:25 -05:00
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
149cb96020 github issue #1299 - sleeping mimics
Issue reported by elunna:  sleeping mimics can grab the hero, and
zapping a concealed mimic with a wand of sleep describes the target
as a mimic but doesn't bring it out of concealment.

The grab-when-asleep case is reasonable.  It's a reflexive counter-
attack by a magical creature.  And the mimic wakes up in the process.
But the mimic wasn't being brought out of concealment.  Do that.

Unconceal mimics hit by wand of sleep unless already sleeping.

Fixes #1299
2024-11-29 23:30:04 -08:00
nhmall
1dbba0f63b rename IS_ROCK() macro to IS_OBSTRUCTED()
It has included trees since they were added, so give it a
more fitting name.
2024-11-09 11:12:42 -05:00
PatR
045d60848b hero health manipulation
I've been investigating issue #1252 (while the fuzzer was running,
sanity_check complained that hero's current health was greater
than maximum health) off and on for three months and haven't found
the cause.

I've checked all the places that lower maximum HP that I've managed
to find, but not spent much time looking for places that raise
current HP.

These changes might provide some more information.  They don't rely
on sanity_check being enabled.

Issue #1252 is still open.
2024-09-06 13:35:00 -07:00
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
nhmall
588b3ae92f replace some leading tabs that had crept in 2024-06-10 10:57:59 -04:00
Pasi Kallinen
2bec685bae Pyrolisk eggs explode when broken 2024-06-02 10:50:58 +03:00
PatR
9d71c8e1f4 Sunsword #invoke, directed at self
Give a resistance animation if you #invoke Sunsword while it's
wielded and direct its blinding ray at yourself.  Flashing a camera
at a monster who is wielding it will also produce the animation.
2024-04-19 10:50:46 -07:00
PatR
29b4c47bdf fix #K4142 - camera flash vs mimic
When a camera flash hit a mimic which was posing as something, the
feedback mentioned the mimic but didn't bring it out of hiding.

Change to make light pass over a mimic impersonating an object but
unhide one impersonating furniture.  Ones impersonating some other
monster are woken up but wakeup doesn't force it back to mimic shape.

Trying to get the messages right brought on more code changes than
antipated.  I changed one of the arguments to mhidden_description()
so had to change its callers; fortunately there aren't very many.
2024-04-16 23:34:26 -07:00
PatR
18baf188ea fix github issue #1220 - shattering unseen weapon
Reported by NetSysFire:  if hero dealt a weapon-shattering melee
blow to an unseen target, the weapon was accurately described in
the accompanying message
|Its <formatted-weapon-description> is shattered from the force...!

If the hero can't see or sense the monster, report
|Its weapon is shattered from the force of your blow!

If the monster isn't seen but is sensed, then
|<Monster>'s weapon is shattered from the force of your blow!

Fixes #1220
2024-03-26 13:29:29 -07:00
Pasi Kallinen
f131942dd2 Another tamedog message
Give a different message when a peaceful creature was tamed.
Allow suppressing this and the previous message, when the caller
handles messaging.
2024-03-24 10:48:29 +02:00
nhmall
295d6e257c used, unused variables
some variables marked as unused, are now actually used
some unused variables are eliminated or commented out
2024-03-16 12:53:58 -04:00
nhkeni
9c0ed8ae63 NOSTATICFN for src/* 2024-03-14 17:41:51 -04:00
RainRat
a3658f85ac fix typos 2024-02-28 20:15:56 -08:00
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
688ac6ffbe remove register from variable declarations 2024-02-19 16:30:07 -05:00
PatR
16f4bdb5a6 Revert "fix crash on NULL gi.invent"
This reverts commit 378648bd9c.

The problem was triggered by marking the 'objlist' argument in
merge_choice() prototype with __attribute__((nonnull)) when it
shouldn't have been, then a followup which relied on that.  The
'objlist' argument might be Null.  Instead of passing its address to
force it to be non-Null, remove the attribute.
2024-02-01 14:25:23 -08:00
nhmall
378648bd9c fix crash on NULL gi.invent 2024-01-31 12:51:33 -05:00
Pasi Kallinen
57747535af Add m_next2u, analogous to m_next2m and next2u 2024-01-19 21:53:25 +02:00
nhmall
25a8c258e6 replace x >= LOW_PM with ismnum(x) shorthand macro 2024-01-11 14:01:10 -05:00
Mika Kuoppala
83fba62152 src/uhitm: Avoid touch_petrifies with invalid corpsenm
Before checking with touch_petrifies, check that corpsenm
is valid (>= LOW_PM)
2024-01-06 12:06:55 -08:00
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
nhmall
01d6d94e30 non-Null handling for uhitm.c 2023-12-29 00:34:37 -05:00
nhmall
fcc91cec94 static analyzer bit in uhitm.c
src/uhitm.c(1172): warning: Reading invalid data from 'mons'.

Analyzer wasn't happy with the index into mons[] array only
being validated by '!= -1'.

Update the check for the index to include the full array
index range, including ensuring that it is also '< NUMMONS'.
2023-12-22 16:30:24 -05:00
nhmall
70dcab833d remove obj guard from stone_missile(obj) macro
Checking the callers:
toss_up() would have segfaulted prior to use of stone_missile() if obj were NULL.
thitu() now has a guard prior to use of stone_missile()
ohitmon() would have crashed from earlier dereference otmp->dknown if it were NULL,
   otmp arg is declared nonnull
thitm() now has a guard prior to use of stone_missile().
hmon_hitmon_do_hit() null obj takes a different code path than the code path
    using stone_missile(); comment asserting that added
2023-12-16 07:58:44 -05:00
nhmall
28bd51fecb Merge branch 'fix-uhitm' of https://github.com/argrath/NetHack into NetHack-3.7 2023-12-11 11:29:34 -05:00
nhmall
96fdc1234b add comments after assessing some subfunctions 2023-12-11 11:28:20 -05:00