Add a way to request that unpaid_cost() produce the cost for a single
item, which is necessary for the price adjustment made in
bill_dummy_object. Another option would be to simply divide by quan in
bill_dummy_object, but this might be more future-proof in case
unpaid_cost ever involves more than simple multiplication by quan
(e.g. the use of alternate units vs the base price, as are used for
globs).
Fixes#1236
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.
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.
Allow 'm p' to pay via menu when menustyle is traditional and to pay
via the old sequence when it's combination, full, or partial. Also
revise the "Itemized billing?" prompt to accept 'm' as well as 'ynq'.
Answering 'm' will switch from the old sequence to the menu (whether
you got to that prompt via m-less 'p' for traditional or 'm p' for
other styles).
... and have more than 1 billed item, and using non-traditional
menustyle.
I opted to add an extra field to the bill struct, because
that made the code cleaner.
Breaks saves and bones.
Delete engravings made in a breach of a shop's wall or of a vault's
wall or in the guard's temporary corridor when the wall is repaired
or the corridor removed. If 'sanity_check' was On, those would
trigger impossible warning "engraving sanity: illegal surface (x)"
where x was the terrain type code for solid rock or relevant walls.
Adding del_engr_at() calls to the shop code was straightforward.
The vault code is very complicated and I'm not sure that all the
calls I added were actually necessary.
Neither my fix for #969 nor the followup by entrez dealt with this:
if you were in one shop and dug the wall it shared with another shop,
sometimes the shopkeeper for the room your were in would teleport to
you and demand payment--or attack if you lacked funds--other times the
one from the far room would do so. For the latter, if you maneuvered
to the gap in the wall (possibly declining to die if angry shopkeeper
managed to kill you) you would get "this shop is deserted" (which is
accurate) but if you subsequently died there, you could get "Welcome
to so-and-so's shop" when the shopkeeper who abandoned her shop was
returned to occupancy after one of them took possession of invent.
And the welcome message might come from the shop that hadn't been
deserted and that you had never left. (Perhaps always from that one;
I'm not sure.)
Possibly the shopkeeper for the room you're in should get priority
when demanding payment for repairs so that the other one won't
abandon the far shop, but I didn't attempt to tackle that. This
just suppresses room entry messages when returning the shopkeeper to
her shop if the game is ending.
Not fixed, but amusing: in one of the tests, the 'far' shopkeeper
who had teleported into the near shop to demand payment for the dug
wall picked up an item from the near shop (in the case I noticed, a
hardware store shk picked up a food ration; just an ordinary item
owned by the stop) while pursuing me to the wall gap. One shk was
stealing from the other. :-)
inherits() only examined the first item in u.ushops, so some shopkeepers
that should have had first dibs were ignoring the hero, one of the
causes of #969. Examine the entire u.ushops array instead of just the
first item so that the hero's position within the shop will be correctly
identified (and do the same in set_repo_loc, though it's probably not
really necessary there).
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.
Issue reported for a hardfought player by k2: dying in a shop wall
produced "place_object: <item> [0] off map <0,0>" when hero's invent
was dropped. It happened in Mine Town where multiple shopkeepers are
present and it is possible to have two shops share a wall.
I could not reprouce the problem, even after setting up--and dying
various times at a gap in--a wall shared by two shops.
paybill() -> inherits() -> set_repo_loc() sets up the destination
prior to disclosure and finish_paybill() -> drop_upon_death() later
places invent at the spot iff bones are going to he saved. inherits()
is convoluted and evidently took at least one path that failed to
call set_repo_loc(). Change it to always call set_repo_loc() when
returning 'True' so that the destination should always be set if
really_done() calls finish_paybill().
Some followups by entrez are probably still useful.
Closes#965
This fixes the reported sanity check warning about a buried object
within shop boundary staying flagged no_charge after the shopkeeper
leaves the shop. Leaving the shop to pursue the hero moves unpaid
items off the bill to owed-as-robbery and changes no_charge items
to shop-owned but it wasn't doing the latter for buried objects.
I haven't attempted to test on a level with multiple shopkeepers.
If that was working correctly for unpaid items than I think it
ought to work correctly for no_charge items now. I'm not sure how
thoroughly the handling for unpaid items was tested though.
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.
Add a couple of redundant tests for 'shkp = shop_keeper()' yielding
Null to pacify the static analyzer.
Make the paired calls to shkp = shop_keeper() and inhishop(shkp) look
more consistent. Barring typos, the behavior hasn't been changed.
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.
The shopkeeper is speaking out loud, so use verbalize for consistency
with other types of speech.
I couldn't figure out a way to wrap the multiline version in quotes in a
way that actually worked and looked good, so I restricted this to the
pline responses.
A mute shopkeeper shouldn't be able to verbally tell you the prices of
objects. For normal chatting, on the other hand, shk_chat can handle a
mute shopkeeper (by changing from speech to "indications" -- hand signs,
body language, etc), so allow execution to reach that even if the
shopkeeper is mute (in a silent polyform).
Also more generally allow a shopkeeper to continue chatting with normal
shopkeeper responses if polymorphed into another creature, since they
apparently retain their minds (are able to tell you prices, can
transact, etc).
This is mostly inspired by the fact shk_chat has extensive handling for
mute shopkeepers, but it was unreachable as far as I can tell. It is
also funny to think of a newt or something wriggling around to indicate
it's been making a lot of money lately.
Replace FIRST_GEM and LAST_GEM with FIRST_REAL_GEM, LAST_REAL_GEM,
FIRST_GLASS_GEM, and LAST_GLASS_GEM and define those along with
objects[] rather than separately. Do the latter for FIRST_AMULET
and LAST_AMULET too. Also new FIRST_SPELL and LAST_SPELL used to
compute MAXSPELLS. (That value looks wrong to me, but this defines
it with the same value as before. If it gets fixed, EDITLEVEL will
need to be incremented.)
This started as just proof of concept that extra information could
be collected as objects[] gets initialized at compile time.
I realized that the "move the boulder billing to 'used-up items'" part
of 20392a6 didn't properly handle boulder movement from one shop to
another via a gap in a shared wall, becuase it wasn't looking at the
complete in_rooms() array (plus, it only triggered if the new spot
wasn't in any shops at all). When I tried to fix that, I realized that
stolen_value() was similarly not working reliably when passed a location
shared between two shops, and for the same reason: it was only using the
first character of the in_rooms() array.
I think this patch fixes both those things, but it would be worth
examining the change to stolen_value() carefully, to ensure getting the
roomno via the shkp won't change anything about its normal functioning.
I'm not totally sure about that -- I didn't notice any problems in some
brief tests of typical stolen_value() uses, but it seems like it
probably has some tricky edge cases.
At the very least, passing a boulder fully through a shared wall between
two shops one way, then back the other way, no longer triggers an unpaid
obj sanity check in my testing.
When a shopkeeper becomes angry, clear the no_charge flag for all
floor objects on the level, even if they happen to be in another
shopkeeper's shop. Should prevent sanity_check warnings if/when the
angry shk leaves the shop, and once the shk is pacified, items in
the shop that used to be available for free will become for-sale.
Take unpaid shop items off the bill if they're on the floor and
wall repair moves them from the shop boundary to all the way inside
the shop.
I don't think it's possible for items to be moved out of the shop
except for the very special case of moving into an adjacent shop
which shares the wall, so clearing no_charge for an item that is no
longer inside a shop is academic.
More unpaid/no_charge sanity checking. If a shop contained any
no_charge objects and was robbed, they would be left no_charge and
trigger sanity check warnings (no_charge in "untended shop") once
the shopkeeper got past any Kops in the way and exited the shop.
Earlier testing didn't wait around long enough for that exit to
happen.
Clear no_charge as soon as the robbery is detected.
An object in a shop that was marked no_charge and got removed from
the shop by means other than the hero picking it up (test case
teleported it out while hero was inside shop) was left with the
no_charge bit set. It's supposed to only be set for objects inside
shops so was triggering the recently added no_charge sanity checks.
Changing stolen_value() to have it pass the reset_nocharge arg to
billable() solves this but could have unanticipated results with
other stealing from shops.
Used up items moved to the billobjs list still have obj->unpaid set.
That should probably be cleared since it has no meaning there, but
this hasn't done that.
For those keeping score: unpaid checking has triggered three false
positives (so far) and found one bug.
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
^ ^
Handle items in gaps of a wall shared between adjacent shops.
Make handling of shop boundaries more explicit: walls, the door,
and the "free spot" by the door aren't classified as 'costly' but
obj->unpaid and obj->no_charge are valid there.
Move unpaid/no_charge checking into its own routine to unclutter
objlist_sanity().
Pushing a shop-owned boulder to the free spot or doorway or gap in
wall triggers the sanity check for the time being.