Commit Graph

439 Commits

Author SHA1 Message Date
PatR
6ebc3a7291 leash sanity checking
I still haven't found any explanation for the report by a hardfought
player recently that going down some stairs with a pair of leashed
pets got one into a confused state where it was flagged as leashed
but the corresponding leash was no longer in use.

This adds some new object and monster sanity checks regarding leashes,
and it changes o_unleash(obj) to clear obj->leashmon even if/when the
monster can't be found.

It also changes behavior for dipping an attached leash into a potion
of polymorph when that happens to yield another leash--now the new
one will end up being pre-attached.
2024-04-30 13:27:10 -07:00
Pasi Kallinen
bad63a0d36 Hallu Banana 2024-04-14 10:14:27 +03:00
Pasi Kallinen
3086f16386 Shopkeepers bill you for using their bear trap or land mine 2024-04-13 15:10:15 +03:00
Pasi Kallinen
defb5d5f80 Pets considered any noise made by hero as whistling
In 3.6.2 parts of the wakeup code were merged together, and this
caused pets consider any noise made by the hero - such as hitting
iron bars or digging - as whistling for them to come to the hero.

Change it to only consider actual whistling and ringing a bell.
2024-04-03 12:46:15 +03:00
Pasi Kallinen
c71e8ec8d4 Sunsword can be invoked to create a blinding ray 2024-03-31 19:43:33 +03:00
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
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
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
Pasi Kallinen
57747535af Add m_next2u, analogous to m_next2m and next2u 2024-01-19 21:53:25 +02:00
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
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
Pasi Kallinen
c2802dba2d Demons cannot be frightened by showing them their reflection
From xnethack by copperwater <aosdict@gmail.com>.
2023-12-10 20:11:29 +02:00
nhmall
a7242760f7 consistent cast syntax 2023-11-13 19:28:19 -05:00
SHIRAKATA Kentaro
4250dd91d8 split wand explosion into separate function 2023-11-13 07:24:15 -08:00
Pasi Kallinen
dd5ca5b058 Change menu_headings to accept color and attribute
Instead of just accepting an attribute, it's now possible to
use a color, or both color and attribute, for example:

OPTIONS=menu_headings:inverse
OPTIONS=menu_headings:red
OPTIONS=menu_headings:red&underline

Default is still just inverse.
This lets the player change the menu heading color without
needing to use menu colors for them.

Also makes it so the core uses NO_COLOR instead of 0, for all
the menu lines which don't have any prefedefined color.

Tested for tty, curses, x11, qt, and win32
2023-11-13 07:33:56 +02:00
nhmall
76d328d86a gi.invalid_obj -> hands_obj 2023-11-11 19:49:38 -05:00
nhmall
314a2a9489 use gi.invalid_obj instead of cg.zeroobj
cg.zeroobj was originally added (under its previous unprefixed name)
for providing a one-line way to zero out the fields of a struct obj.

    struct obj tempobj;
    tempobj = cg.zeroobj;

    initfn(struct obj *otmp)
    {
        if (otmp)
            *otmp = cg.zeroobj;
    }

More recently, the address of cg.zeroobj began to be used as a return
flag to indicate some things, but the 'const struct obj zeroobj' wasn't
an ideal fit for the purpose and required a number of casts, including
casting away const.

Provide a better fitting variable (gi.invalid_obj) and eliminate a
number of casts.
2023-11-10 11:07:49 -05:00
SHIRAKATA Kentaro
3db06f4c6d split discarding broken wand into separate function 2023-11-10 16:46:06 +09:00
Michael Meyer
674b8c6b07 Add additional sink potion #dipping effects
Also put "Nothing seems to happen." into c_common_strings, since it's
used all over several files.
2023-11-09 16:41:05 -08:00
nhmall
6cbefc7c2d Revert "granular verbose message suppression mechanics"
This reverts commit be76727265.
2023-10-29 20:39:07 -04:00
PatR
ef22d87e26 github pull request #1107 - flipping coins
Pull request from NullCGT:  applying gold from inventory will flip
one coin and report "heads" or "tails".  If impaired, that coin will
be dropped, otherwise it will remain part of the stack in inventory.
Can be done via 'a $' or with context-senstive item action via 'i $ a'.

I've used 'git merge --squash' and 'git commit -C <commit#>' to
flatten four commits into one and it seems to have accomplished what
I wanted, including retaining the log message from <commit#>.

I also changed
|You flip a gold piece.  The gold pieces slips between your fingers.
to
|You flip a gold piece.  It slips between your fingers.
when impaired and applying one from a stack.

Closes #1107
2023-10-14 01:13:24 -07:00
Kestrel Gregorich-Trevor
358e17b323 Flipping coins.
Applying one or more gold pieces now flips one of them, which will
cause it to come up heads or tails. This is NetHack, so there are
special cases for flipping a coin underwater or while fumbling or
greasy.

I've tried to future-proof this commit so that the code will not
need to be modified if other items are eventually added to the
coin class.

If memory serves, there was a patch for this on the bilious patch
database, but I was unable to locate it or who the original author
was. In any case, the code is entirely original.
2023-10-14 00:41:13 -07:00
PatR
dd05f5183e addinv_nomerge()
Replace several instances of
 obj->nomerge = 1;
 addinv(obj);
 obj->nomerge = 0;
with new
 addinv_nomerge(obj);
and add various related comments.
2023-09-19 14:40:33 -07:00
PatR
3fdcd5f4e0 fix #K4006 - 'null obj after quiver merge' panic
Using apply to unlight a lit potion of oil makes it unlit, removes
it from inventory, and then re-adds it to try to force it to merge
with other potions of oil.  If it was wielded and the other potions
were quivered, the game would panic.  When merging, they get forced
into the weapon slot in preference to the quiver slot.

Unwearing it before freeinv+addinv would solve this but also leave
the hero with nothing wielded, even if it didn't merge with another
stack.  Instead, don't try to merge if the potion being unlit happens
to be worn.

3.6.x was subject to this too and the fix is small+isolated but the
situation is so uncommon that I haven't bothered backporting it.

Applying a lump of royal jelly and then not picking anything to rub
it on had a similar problem.  It also panicked if the applied lump
was wielded and other lumps were quivered.  The fix is different
because the stack it gets split from during apply is known.  This one
doesn't impact 3.6.x; applying jelly to eggs wasn't implemented yet.
2023-09-19 07:16:00 -07:00
PatR
b6a5be8d77 fix #K3922 - magic whistle vs hidden pet
When a hidden pet was relocated via magic whistle, a message was given
about "your <pet> appears" but it didn't show up on the map.

It was being marked as no longer undetected, but that was after rloc()
had moved it and redrawn its location.  use_magic_whistle() needed to
redraw its location again after clearing monst->mundetected.
2023-05-27 08:47:26 -07:00
PatR
6586cc84b2 trap setting bit
Treat a trap object that has become the focus of trap setting
occupation as if it had already been used up.  (No discernable change
in behavior unless someone adds an artifact bear trap or landmine
that talks.)

Shouldn't 'trapinfo' be part of 'context' and be saved and restored?
(If so, it will need to include o_id and undergo pointer fixup during
restore.)  When trap arming is in progress hero will be too busy for
player to issue S(ave) command but a hangup save could take place.
2023-05-23 15:34:58 -07:00
copperwater
d813f534ad Fix: use-after-free when applying an object that got destroyed
Found this running the fuzzer with address sanitizer. After applying an
object, the game checks whether it's a talking artifact so that it can
speak to you afterwards.

If, however, the object got destroyed in the process of applying it,
this will read and dereference obj after they have been freed. I found
this with a cream pie, which is always destroyed when someone applies
it.

To fix this, I tracked the obj pointer for what I think are the only two
cases in the big switch statement that don't track this - royal jelly
and cream pie. Royal jelly is only conditionally destroyed depending on
further input, so its function had to be refactored to take a struct
obj**, but cream pies are unconditionally destroyed so it can just be
set to null.
2023-05-23 15:03:02 -07:00
PatR
76fbca7d25 fix github issue #1020 - unicorn horn vs blindness
Reported by argrath:  the test for whether blindness could be fixed
by applying a unicorn horn got broken by the recent change to the
Blinded macro.

While in there, undefine macros once they stop being useful.  I put
these #undef lines closer to their #define instead of at end of file.

Also, remove an out of date comment about encoding property troubles.
It became obsolete when unicorn horn stop fixing lost Str, Dex, &c.

Fixes #1020
2023-05-07 00:37:51 -07:00
nhmall
e298bb09c1 build fix for Windows Visual Studio 2023-05-01 11:00:10 -04:00
PatR
1c94bdac89 blindness overhaul
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.
2023-04-27 14:53:28 -07:00
PatR
0e761c3e30 talking artifact inconsistency
To get the Magic Mirror of Merlin to speak, you could apply it in
any direction (or wield it).  To get the Master Key of Thievery to
speak, you had to apply it toward an adjacent doorway or down while
on a container (or wield it).  Make the key behave like the mirror.
2023-03-18 21:47:34 -07:00
nhmall
de79240dea some comment spelling fixes 2023-03-16 22:27:01 -04:00
nhmall
ecf74d5308 some pline()-like function usage 2023-03-08 19:12:52 -05:00
nhmall
da71e22fac suppress some warnings if SND_SPEECH is not defined
apply.c:1413:27: warning: unused variable 'shkp' [-Wunused-variable]
            struct monst *shkp = shop_keeper(*in_rooms(u.ux, u.uy, SHOPBASE));
                          ^
apply.c:1570:27: warning: unused variable 'shkp' [-Wunused-variable]
            struct monst *shkp = shop_keeper(*in_rooms(u.ux, u.uy, SHOPBASE));
                          ^
apply.c:1650:31: warning: unused variable 'shkp' [-Wunused-variable]
                struct monst *shkp = shop_keeper(*in_rooms(u.ux, u.uy, SHOPBASE));
                              ^
apply.c:1697:23: warning: unused variable 'shkp' [-Wunused-variable]
        struct monst *shkp = shop_keeper(*in_rooms(u.ux, u.uy, SHOPBASE));
                      ^
apply.c:2157:31: warning: unused variable 'shkp' [-Wunused-variable]
                struct monst *shkp = shop_keeper(*in_rooms(u.ux, u.uy, SHOPBASE));
                              ^
apply.c:2165:31: warning: unused variable 'shkp' [-Wunused-variable]
                struct monst *shkp = shop_keeper(*in_rooms(corpse->ox,
2023-02-08 12:44:14 -05:00
nhmall
fbd9a7bae8 another update to the soundlib interface
sound_verbal(char *text, int32_t gender, int32_t tone, int32_t vol,
             int32_t moreinfo);
    -- NetHack will call this function when it wants to pass text of
       spoken language by a character or creature within the game.
    -- text is a transcript of what has been spoken.
    -- gender indicates MALE or FEMALE sounding voice.
    -- tone indicates the tone of the voice.
    -- vol is the volume (1% - 100%) for the sound.
    -- moreinfo is used to provide additional information to the soundlib.
    -- there may be some accessibility uses for this function.

It may be useful for accessibility purposes too.

A preliminary implementation has been attempted for macsound to test
the interface on macOS. No tinkering of the voices has been done.

Use of the test implementation requires the following at build time with make.
    WANT_SPEECH=1
That needs to be included on the make command line to enable the test code,
otherwise just the interface update is compiled in.

I don't know for certain when AVSpeechSynthesizer went into macOS, but older versions
likely don't support it, and would just leave off the WANT_SPEECH=1.

If built with WANT_SPEECH=1, the 'voices' NetHack option needs to be enabled.

It was a bit strange, when I first started up the test, to hear Asidonhopo,
the shopkeeper, talking to me as I entered his shop and interacted with him.
2023-02-07 00:44:36 -05:00
Pasi Kallinen
7aeba46690 Pickaxing or whipping a liquid wall 2023-02-07 07:36:51 +02:00
nhmall
84b9af9151 add a few missing Soundeffects to apply.c 2023-01-24 13:36:33 -05:00
nhmall
3d908c49ef take initial stab at macsound interface
Use macOS AppKit framework routines for a first cut at a
macsound soundlib interface.

Requires WANT_MACSOUND=1 on build.

Nothing has been done to move the stock sounds into the resources
of a bundle, so after building, if you want to try the stock sounds
out:
	cp sound/wav/*.wav ~/Library/Sounds

Because the NSSound macOS routines always do the search, supposedly
the following locations are searched in this order:
   1. the application’s main bundle
   2. ~/Library/Sounds
   3. /Library/Sounds
   4. /Network/Library/Sounds
   5. /System/Library/Sounds

Although not specifically implemented as of yet, it may be pretty
close to being able to put soundeffects wav files (by se_ name)
into ~/Library/Sounds working for the SND_SOUNDEFFECTS_AUTOMAP feature.

Feedback is welcome. Contributions for improving it are even more
welcome.

The new soundlib supporting file is named
sound/macsound/macsound.m since it's got objective C in it.

Known bugs and glitches:

The Hero_playnotes on a set of 5 notes goes too fast, so there
needs to be a slight delay added between the note of a multi-note
play.
2023-01-23 23:50:43 -05:00
PatR
1f9cb8250b feedback bit
Handle the candle vs underwater message that just had its punctation
fixed slightly differently.
2023-01-21 11:24:52 -08:00
Michael Meyer
891a20f569 Fix: underwater vision update frequency
Underwater vision was updated only once per turn, so if the hero had
more than one move per turn it could cause some spots to be left behind
on the map.  For example, after moving around underwater while very fast
for a while:

            }
          }}}
          }}}}
       }  }}@}
      }    }}}

Not only does the radius of vision appear to "smear" temporarily, but if
the hero moves fast enough, isolated spots can be left entirely behind
(since the normal underwater vision update only clears nearby spots, not
the entire map).  Both these effects are visible in the example above.

The fix in this commit is to update the frequency of underwater vision
updates to "once-per-time-taken" rather than "once-per-turn", so that it
updates with every move.  I'm not sure if it needs to happen more
frequently than that (i.e. in the "once-per-input" section) but I might
be overlooking something.

Also add missing punctuation to the message for applying a lamp
underwater.
2023-01-21 11:02:05 -08:00
nhmall
28cd188259 resolve 5 analyzer warnings if no SND_LIB_* define 2023-01-20 17:32:55 -05:00
nhmall
8bbe9282aa add soundeffects hooks to core
Insert the calls to trigger a number of potential soundeffects
into the core.

If no additional soundlib support is integrated into the
build, then the Soundeffect macro (sndprocs.h) expands to nothing:

[#define Soundeffect(seid, vol)
]

If, however, at least one additional soundlib support is integrated
into the build, then the Soundeffect macro gets defined as this
in sndprocs.h:

[#define Soundeffect(seid, vol) \
    do {                                                              \
        if (!Deaf && soundprocs.sound_soundeffect                     \
            && ((soundprocs.sndcap & SNDCAP_SOUNDEFFECTS) != 0))      \
            (*soundprocs.sound_soundeffect)(emptystr, (seid), (vol)); \
    } while(0)
]

That macro definition checks for the hero not being Deaf; it checks
to ensure that the active soundlib interface has a non-null
sound_soundeffect() function pointer; and it checks to ensure
that the active soundlib interface has declared that it supports
soundeffects by setting the SNDCAP_SOUNDEFFECTS bit in its sndcap
entry. That just means that the interface routines are prepared to
accept and deal with the calls from the core, whether or not it
actually produces the desired soundeffect.
2023-01-20 14:20:08 -05:00
nhmall
ba5356603a yn()
A number of C compiler suites have a math.h library that includes a yn()
function name that conflicts with NetHack's yn() macro:
"The y0(), y1(), and yn() functions are Bessel functions of the second kind,
for orders 0, 1, and n, respectively. The argument x must be positive. The
argument n should be greater than or equal to zero. If n is less than zero,
there will be a negative exponent in the result."

At one point, isaac64.h included math.h, although that has since been removed.

Some libraries used in NetHack (Qt for one) do include math.h and that required
build work-arounds to avoid the conflict.

Rename the NetHack macro from yn() to y_n() and avoid the math.h conflict
altogether, eliminating the need for that particular work-around.
2023-01-12 16:04:40 -05:00
nhmall
02a48aa8cf split g into multiple structures
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
     ^ ^
2022-11-29 21:53:21 -05:00
Michael Meyer
619781dbb8 Add 'mdistu' macro
Short for distu(mtmp->mx, mtmp->my) (i.e. the distance between the hero
and the specified monster), which is a very common use of distu().  The
idea is that this would be a convenient shorthand for it; I actually
thought it (or something very similar) existed already, but couldn't
find it when I tried to use it earlier.  Based on the number of uses of
fully-spelled-out 'distu(mtmp->mx, mtmp->my)' replaced in this commit
I'm guessing I just imagined it.
2022-11-18 23:42:47 -08:00
PatR
fc0f05398e getpos() reformatting
Some miscellaneous reformatting done while looking over getpos() usage
rather than reformatting of getpos() itself.
2022-10-20 10:33:38 -07:00
PatR
c2a9343367 horn_of_plenty-to-container #tip
For tipping purposes, a horn of plenty is treated like a container.
But using one as the source container in a container-to-container tip
wasn't supported.  Implement that.

Also, #tip was offering carried bags of tricks as candidate containers
to tip some other carried container into.  Only do that for ones which
aren't known to be bags of tricks (so when type not discovered yet, or
specific bag not seen yet due to blindness).
2022-09-14 15:54:24 -07:00