While testing the wall crumbling message TODO yesterday, I saw a
case where the top line of the moat around the invocation area was
truncated even through there were 3 lines of map (on a cavernous
level rather than maze one) above where it cut off. This improves
things although it may not be 100% correct.
Picking the invocation position is unchanged, so there should be no
risk of it now being positioned too close to the map edge. It's
possible that it has been farther away from the edge than necessary
though; if so, it will still be.
Adds a new lua command
des.exclusion({ type = "teleport", region = { x1,y1, x2,y2 } });
which allows defining "exclusion zones" in the level, areas where
random teleports (or falling into the level) will never place the hero.
Does not prevent targeted teleportation into the area.
Breaks saves and bones.
ff727e9 introduced an issue where unseen water and cloud on the
respective planes were shown with open and closed drawbridge glyphs
instead of the appropriate glyphs. This is because they fall into cmap
section B, but the translation from symbols/cmap index to glyphs was
being done as though they were in cmap section A (ff727e9 manually used
that particular cmap section macro instead of the general cmap_to_glyph
to work around some compiler warning).
Issue reported by vultur-cadens: arriving on the Mine Town level
via falling or level teleport won't register the "entered Minetown"
achievement if hero doesn't arrive inside a room.
Reorder some code in check_special_room() so that town entry will be
tested before the early return if no room entry has occurred. This
adds 'level.flags.has_town' to make the town test be cheaper when
the hero hasn't attained the achievement yet and is wandering around
the mines.
Fixes#1070
This replaces most of commit 0ca2af4d8b
from a couple of days ago with something more robust. That change
actually introduced redundant code that caused fountain and/or sink
count to be off instead of preventing it.
Revise set_levltyp() to update level.flags.nfountains and
level.flags.nsinks if setting the type to or from fountain or sink.
A bunch of places that were setting levl[x][y].typ directly needed
to be revised to use set_levltyp() instead. set_levltyp() itself
hadn't been updated to handle LAVAWALL (to force such to be lit).
One compiler was issuing an error diagnostic for cmap_to_glyph() macro (see below).
This just works around that by using cmap_a_to_glyph() which does not suffer the same fate.
mkmaze.c
static const struct rm water_pos = { cmap_to_glyph(S_water), WATER, 0, 0,
.........................................^
%CC-E-NEEDCONSTEXPR, In the initializer for water_pos.glyph, "In_mines(...)" is not constant, but occurs in a context that requires a constant expression.
at line number 1448 in file mkmaze.c
static const struct rm water_pos = { cmap_to_glyph(S_water), WATER, 0, 0,
.........................................^
%CC-E-NEEDCONSTEXPR, In the initializer for water_pos.glyph, "In_hell(...)" is not constant, but occurs in a context that requires a constant expression.
at line number 1448 in file mkmaze.c
static const struct rm water_pos = { cmap_to_glyph(S_water), WATER, 0, 0,
.........................................^
%CC-E-NEEDCONSTEXPR, In the initializer for water_pos.glyph, "gd" is not constant, but occurs in a context that requires a constant expression.
at line number 1448 in file mkmaze.c
static const struct rm water_pos = { cmap_to_glyph(S_water), WATER, 0, 0,
.........................................^
%CC-E-NEEDCONSTEXPR, In the initializer for water_pos.glyph, "on_level(...)" is not constant, but occurs in a context that requires a constant expression.
at line number 1448 in file mkmaze.c
static const struct rm water_pos = { cmap_to_glyph(S_water), WATER, 0, 0,
.........................................^
%CC-E-NEEDCONSTEXPR, In the initializer for water_pos.glyph, "(&u.uz)->dnum" is not constant, but occurs in a context that requires a constant expression.
at line number 1448 in file mkmaze.c
static const struct rm water_pos = { cmap_to_glyph(S_water), WATER, 0, 0,
.........................................^
%CC-E-NEEDCONSTEXPR, In the initializer for water_pos.glyph, "gd.dungeon_topology.d_sokoban_dnum" is not constant, but occurs in a context that requires a const
ant expression.
at line number 1448 in file mkmaze.c
static const struct rm air_pos = { cmap_to_glyph(S_cloud), AIR, 0, 0, 0,
.......................................^
%CC-E-NEEDCONSTEXPR, In the initializer for air_pos.glyph, "In_mines(...)" is not constant, but occurs in a context that requires a constant expression.
at line number 1450 in file mkmaze.c
static const struct rm air_pos = { cmap_to_glyph(S_cloud), AIR, 0, 0, 0,
.......................................^
%CC-E-NEEDCONSTEXPR, In the initializer for air_pos.glyph, "In_hell(...)" is not constant, but occurs in a context that requires a constant expression.
at line number 1450 in file mkmaze.c
static const struct rm air_pos = { cmap_to_glyph(S_cloud), AIR, 0, 0, 0,
.......................................^
%CC-E-NEEDCONSTEXPR, In the initializer for air_pos.glyph, "gd" is not constant, but occurs in a context that requires a constant expression.
at line number 1450 in file mkmaze.c
static const struct rm air_pos = { cmap_to_glyph(S_cloud), AIR, 0, 0, 0,
.......................................^
%CC-E-NEEDCONSTEXPR, In the initializer for air_pos.glyph, "on_level(...)" is not constant, but occurs in a context that requires a constant expression.
at line number 1450 in file mkmaze.c
static const struct rm air_pos = { cmap_to_glyph(S_cloud), AIR, 0, 0, 0,
.......................................^
%CC-E-NEEDCONSTEXPR, In the initializer for air_pos.glyph, "(&u.uz)->dnum" is no
t constant, but occurs in a context that requires a constant expression.
at line number 1450 in file mkmaze.c
static const struct rm air_pos = { cmap_to_glyph(S_cloud), AIR, 0, 0, 0,
.......................................^
%CC-E-NEEDCONSTEXPR, In the initializer for air_pos.glyph, "gd.dungeon_topology.
d_sokoban_dnum" is not constant, but occurs in a context that requires a constant expression.
at line number 1450 in file mkmaze.c
While fuzzing, the game got stuck here trying to generate
a random stoneable monster for a Medusa level statue.
I didn't investigate deeper why it failed to find a matching
monster type.
The Gehennom changes broke the vibrating square, allowing hero to go
down into the Sanctum via stairs without performing the invocation.
Fix this by making the hellfill lua check for invocation level, and
placing down the vibrating square trap, instead of stairs.
Redo the restore_waterlevel() code a bit to eliminate a static
analyzer complaint. The previous code would not have done the right
thing if 'gb.bbubbles' was already non-Null, but that should not be
possible. I didn't backtrack to make sure that it was always Null
at the time restore_waterlevel() gets called.
Also, some of the code was misformatted.
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
^ ^
Instead of using index() macro defined to strchr, use C99 strchr.
Instead of using rindex() macro defined to strrchr, use C99 strrchr.
If you want to try building on a platform that doesn't offer those
two functions, these are available:
define NOT_C99 /* to make some non-C99 code available */
define NEED_INDEX /* to define a macro for index() */
define NEED_RINDX /* to define a macro for rindex() */
Avoid potential impossible "obfree: deleting worn object" warnings
when entering the endgame.
The code to get rid of items migrating to non-endgame levels passes
those items to obfree(). It needs to clear obj->owornmask first
because that's used for migration flags (undelivered orctown loot
has a non-zero value).
By temporarily changing the type definition for each of xint16 and
coordxy to int32_t, the compiler was able to find several places where
the type definitions were wrong.
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
A test build with gcc-12 cause two new warnings to appear.
mkmaze.c: In function ‘makemaz’:
mkmaze.c:983:44: warning: ‘sprintf’ may write a terminating nul past the end of the destination [-Wformat-overflow=]
983 | Sprintf(protofile, "%s%d-%d", g.dungeons[u.uz.dnum].proto,
| ^
In file included from ../include/config.h:665,
from ../include/hack.h:10,
from mkmaze.c:6:
../include/global.h:262:24: note: ‘sprintf’ output between 4 and 31 bytes into a destination of size 20
262 | #define Sprintf (void) sprintf
mkmaze.c:983:17: note: in expansion of macro ‘Sprintf’
983 | Sprintf(protofile, "%s%d-%d", g.dungeons[u.uz.dnum].proto,
| ^~~~~~~-+
As usual, that one can easily be rectified by replacing it with an Snprintf() call.
There were several Sprintf calls in the vicinity, targeting the same destination
buffer, so I figured that I might as well replace the several.
../win/Qt/qt_menu.cpp: In member function
‘virtual void nethack_qt_::NetHackQtTextWindow::UseRIP(int, time_t)’:
../win/Qt/qt_menu.cpp:1082:63: warning:
‘%ld’ directive output may be truncated writing between 1 and 20 bytes into a region
of size 17 [-Wformat-truncation=]
1082 | (void) snprintf(rip_line[GOLD_LINE], STONE_LINE_LEN + 1, "%ld Au", cash);
| ^~~
../win/Qt/qt_menu.cpp:1082:62: note: directive argument in the range [-9223372036854775808, 999999999]
1082 | (void) snprintf(rip_line[GOLD_LINE], STONE_LINE_LEN + 1, "%ld Au", cash);
| ^~~~~~~~
../win/Qt/qt_menu.cpp:1082:20: note: ‘snprintf’ output between 5 and 24 bytes into a destination of size 17
1082 | (void) snprintf(rip_line[GOLD_LINE], STONE_LINE_LEN + 1, "%ld Au", cash);
| ~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That one was a little different. It wasn't complaining about the destination buffer
size in the way -Wformat-overflow was on the previous warning from gcc, and it
was already using snprintf().
It looks like what the C++ compiler was warning about there, was that snprintf()
informs you after-the-call that the destination buffer was too small for the
result string to be fully written. It informs the developer of that by returning
the number of characters that would have been written if the buffer had been big
enough. Presumably, the C++ compiler picked up on the fact that the return value
was being cast to void, thus throwing away that truncation information from the
return value.
Worked around it by putting the return value into a variable, and flagging the
variable with nhUse(variable) so as not to exchange the -Wformat-truncation
warning with a variable-set-but-not-used warning.
The air bubbles on the Plane of Water and the clouds on the Plane of
Air were being saved and restored as part of the current level's state
(which is the 'u' struct and invent and such) rather than with the
current level itself. That was ok for normal play, but for wizard
mode's ^V allowing you to return to a previously visited endgame level
after moving to a different one it meant a new set of bubbles for
Water and new set of clouds for Air. Even that was ok since it only
applied to wizard mode, but using #wizmakemap to recreate Water or Air
while you were on it added a new set of bubbles or clouds to the
existing ones. If repeated, eventually there wouldn't be much water
or air left.
Instead of just adding a hack to #wizmakemap, change save/restore to
keep the bubbles/clouds with the level rather than with the state.
That wasn't trivial and now I know why the old odd arrangement was
chosen. Saving hides u.uz by zeroing it out for levels that the hero
isn't on and it is zero during restore so simple checks for whether a
given level is water or air won't work.
This also adds another non-file/non-debugpline() use of DEBUGFILES:
DEBUGFILES=seethru nethack -D
will make water and clouds be transparent instead of opaque. It also
makes fumaroles and other light-blocking gas clouds be transparent
which wasn't really intended, but avoiding it would be extra work that
doesn't accomplish much.
Increments EDITLEVEL for the third time this week....
Instead of hardcoding the lava terrain change in core, if the stairs
are created in a fixed location, force the terrain to room floor first.
Move the surrounding lava changing to room floor to the Val-goal lua
file.
Some maze code treats row y_maze_max and column x_maze_max as being
in play, other parts treat them as out. mazexy() was doing both; the
first loop to choose a random spot allowed them, the second loop to
try every possible spot disallowed them. Make those be consistent.
I think the extreme row and column are both expected to be solid wall
so failing to consider them might not be causing any problems.
While in there, change mazexy() to not set cc->{x,y} until it has
found a viable spot instead of potentionally making that assignment
dozens or hundreds of times. The only difference there is that 'cc'
won't have been assigned any value if panic() gets called.
The wall of water goaded me into updating waterbody_name(). It's
mostly the same, aside from being moved from mkmaze.c to pager.c and
adding "{wall of|limitless} water" instead of plain "water" for WATER
terrain. I'm not very happy with "limitless" for the Plane of Water
because limits imposed by air bubbles are all over the place. "Wall
of water" might work ok for that level.
Water on Medusa's level is now described as "shallow sea" rather than
lame "water". The two unusual pools on the Samurai home level are
described as "pond" rather than previous "water" which replaced 3.6's
ridiculous "moat". When lava is hallucinated, it is described as
"molten <substance>" (yielding silly things like "molten yoghurt"),
rather than just "<substance>" to distinguish it from hallucinated
water. 'autodescribe' doesn't use waterbody_name() though.
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.
Teleporting a monster only updated the map. Give a message
so blind players can get the same information.
Making a monster invisible gives the same message, if you
cannot detect invisible.
Several other places where monsters teleported themselves
now also give the same message.
like the leg hackery, if the baalz level gets flipped during creation
the fixup that modifies the locations in front of the eyes to allow
digging needs to deal with that too.
Because some spots in the fly's 'legs' on the Baalzebub lair level are
specified as pools in the level file, then later converted to walls in a
post-generation fixup routine, monsters can be generated on those spots
and then left walled up and inaccessible, Cask of Amontillado style.
For the love of God, makemon-tresor!
Some code already existed to relocate these monsters after generating
the level, but it depends on misorientated 'leg segments' being fixed up
in a particular way. That wasn't being triggered because it didn't
account for the possible rotation of the level; as a result, the
monsters in the leg segments wouldn't be relocated, and the leg segments
themselves would continue to have the wrong orientation.
Account for possible level rotation so that the monsters are relocated
properly (and the leg segments are 'fixed').
The gas will expand from its chosen center point via breadth-first
search instead of hardcoding a diagonal shape. The search is performed
with a randomized list of directions, and has 50% chance of not spreading
to a space it otherwise would have spread to. This has the effect of fuzzing
the cloud edges in open areas, helping the clouds on, for instance,
the Plane of Fire not be big rhombuses.
Also some other code refactoring related to stinking clouds in read.c
This comes from xNetHack by copperwater <aosdict@gmail.com>
Samurai home level has two isolated moat spots, each within a set
of four solid stone pillars (depicted here as 'X' instead of blank).
|..X..
|.X}X.
|..X..
Having them be described as "moat" looked pretty silly. Keep them
moat but special case their description to be "water". It would be
simpler to change them to be pools, but that would make a slight
change in behavior (pools can be boiled away to become pits, moats
can't; probably should have made the simpler change anyway...).
Allow creating webs without spiders in the lua level scripts:
des.trap({ type = "web", spider_on_web = 0 });
Based on xNetHack commit by copperwater <aosdict@gmail.com>.
Also changes the Spider nest themed room to generate without
spiders when the level difficulty is 8 or less.
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.
Use a linked list to store stair and ladder information, instead
of having fixed up/down stairs/ladders and a single "special" (branch)
stair.
Breaks saves and bones.
Adds information to migrating objects and monsters for the dungeon
and level where they are migrating from.
The plan is to unify special room filling code and cause special rooms
to be filled as the very last stage of level creation. Since this will
occur after fixup_special, it was necessary to address the one remaining
piece of code in there that affects special room filling. (The Medusa
code remaining in there doesn't have to do with special rooms.)
There is code in fixup_special for stocking Medusa's lair with statues
of players from the leaderboard. It makes two assumptions: that there
will always be at least one room defined on Medusa's level, and that
the statues should be placed in the first room defined. In the process
of removing prefilled, some of these rooms suddenly became non-rooms,
and this caused problems. This commit ensures that the regions for
turning into rooms to hold the statues are present and come first.
In the process of writing this commit, I discovered a bug: the statue
stocking code for medusa in fixup_special naively chooses the spot at
which to place its final statue by selecting independent x and y
coordinates with somex and somey. This is responsible for a statue
occasionally being embedded in a wall or in iron bars on medusa-2 and
medusa-4: the rooms defined to receive statues are irregular, and some
of the possible coordinates happen to be walls, bars, and water.
The proper fix here is to add lua functionality so that the level
designer can specify that they want a leaderboard corpse or statue, and
remove the medusa special case from fixup_special, but that's rather
out of scope for what I'm doing here.
Allows creating shaped or themed rooms for the Dungeons of Doom
via lua script.
Invalidates bones and saves.
Makefiles updated for unix/linux by adding themerms.lua, but other
OSes need to have that added.
Adds a new level init type which directly creates a maze,
optionally setting corridor width and wall thickness,
and removing dead ends.
des.level_init({ style = "maze", corrwid = 3, wallthick = 1, deadends = false });