Commit Graph

113 Commits

Author SHA1 Message Date
Pasi Kallinen
176d5b8463 Bones piles can be ransacked by adjacent monsters
If a bones file is created, any object-liking monster next to
where hero died has a chance of grabbing objects from hero's
inventory.

This comes from xNetHack by copperwater <aosdict@gmail.com>.
2021-09-19 21:20:32 +03:00
copperwater
89835554d8 Fix: gold dragon scale mail remained lit in bones
This is caused by the bones-pile-making routine using artifact_light()
as a test for whether it needs to call end_burn. Gold dragon scale mail
uses artifact_light(), but only returns true when its owornmask is set.
But owornmask was getting zeroed right before artifact_light() is
called. Fix is to move it right after instead.

Tested that Sunsword is not affected by this (created bones while
wearing gold dragon scales and wielding Sunsword in a dark area; when
returning to them, no light was emitted from the gravesite) because it
always returns true in artifact_light() irrespective of owornmask.
2021-08-21 22:52:10 -07:00
nhmall
f963c5aca7 switch source tree from k&r to c99 2021-01-26 21:06:16 -05:00
Michael Meyer
6ae7818346 Refactor bones search loop
Using a for loop instead of an if and a do/while makes the code much
more clear and concise, so that it's easier to understand what the
function does at a glance.  The actual approach to iterating through the
current level's bones files and searching for a match is more or less
unchanged.
2020-12-30 22:42:48 -05:00
Michael Meyer
47884d63ac Merge branch 'NetHack-3.7' into fix322 2020-12-30 14:05:16 -05:00
nhmall
0c3b9642e4 pmnames mons gender naming plus a window port interface change
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.
2020-12-26 11:23:23 -05:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
Michael Meyer
61cc0e3d51 Formatting 2020-07-22 09:25:05 -04:00
PatR
74e0be478a remove old bonesid workaround
Noticed when the comment about "this can go away when compatibility
with 3.6.x is no longer needed" was modified recently.  Make it and
the code it applied to go away.
2020-07-17 10:14:24 -07:00
Michael Meyer
5a2c94f8e3 Rollback changes to NHDT-Date 2020-07-13 11:16:18 -04:00
Michael Meyer
742216540c Check bones data directly for deja vu messages
After modifications to amnesia, `deja vu' messages are now displayed
upon entering a level containing bones of a previous character of the
current player. This test is done simply by checking for a ghost on the
level that shares a name with the current character.

However, since ghosts generated in other circumstances (such as in the
Valley of the Dead and other special levels) can have names pulled
randomly from the high score list, etc, this message can be displayed on
non-bones levels where a ghost has been generated with the character's
name. Additionally, when a bones pile doesn't include a ghost (such as
when the character in question was slimed, killed by a wraith, etc), the
`deja vu' message will not be displayed when it should be. This is all
described in in NetHack/NetHack#322.

This commit changes the method of testing for `familiarity' by adding a
function to iterate through any bones data for the current level,
searching for a match to the hero's name.

Should fix NetHack/NetHack#322.
2020-07-13 01:06:48 -04:00
nhmall
1443ceecc5 more patchlevel consolidation 2020-07-07 08:55:11 -04:00
nhmall
5a437b336a remove SYSFLAGS and MFLOPPY code
A check into github issue 364 confirmed that
ba6edbe5dc
had incorrectly updated the bwrite sizeof entry for sysflags.

The SYSFLAGS and MFLOPPY code is all in the outdated part of the tree, so just
remove it rather than re-correct it.

Closes #364
Closes #207
2020-07-05 08:50:13 -04:00
PatR
8f73f926b1 groundwork: u.twoweap manipulation
Toggle u.twoweap on or off in just one place.
2020-04-03 11:42:17 -07:00
nhmall
a213811975 stone/unexplored glyph follow-up
typo
2020-02-13 17:37:55 -05:00
nhmall
d37fa196b2 make a distinction between rock and unexplored area
This adds a pair of new glyphs: GLYPH_UNEXPLORED and GLYPH_NOTHING

GLYPH_UNEXPLORED is meant to be the glyph for areas of the map that
haven't been explored yet.

GLYPH_NOTHING is a glyph that represents that which cannot be seen,
for instance the dark part of a room when the dark_room option is
not set.  Since the symbol for stone can now be overridden to
a players choice, it no longer made sense using S_stone for the
dark areas of the room with dark_room off. This allows the same
intended result even if S_stone symbol is mapped to something visible.

GLYPH_UNEXPLORED is what areas of the map get initialized to now
instead of STONE.

This adds a pair of new symbols: S_unexplored and S_nothing.

S_nothing is meant to be left as an unseen character (space) in
order to achieve the intended effect on the display.

S_unexplored is the symbol that is mapped to GLYPH_UNEXPLORED, and
is a distinct symbol from S_stone, even if they are set to the same
character. They don't have to be set to the same character.

Hopefully there are minimal bugs, but it is a deviation from a
fairly long-standing approach so there could be some unintended
glitches that will need repair.
2020-02-08 00:48:03 -05:00
nhmall
1dfab5fe11 remove an argument that is no longer necessary from a few functions
Passing a boolean 'ghostly' argument to some functions that are also passed
an NHFILE * is unnecessary now.
2020-02-02 22:54:44 -05:00
PatR
0166239a22 simplify achievement tracking for special objects
This turned out to be a lot more work than I anticipated, but it is
definitely simpler (other than having #wizmakemap take achievements
away if you replace the level that contains the 'prize', which wasn't
handled before).

I cheated and made Mine's End into a no-bones level because the new
flagging scheme for luckstone, bag, and amulet can't carry over from
one game to another.  It probably should have been no-bones all along.
Sokoban didn't have this issue because it's already no-bones.

Existing save files are invalidated.
2020-01-24 13:54:23 -08:00
nhmall
480c3eb6e0 include/lev.h is an empty header file so just get rid of it 2019-12-14 17:18:48 -05:00
nhmall
2dad98d55e Xcode updates 2019-12-14 10:53:12 -05:00
nhmall
2592db64e3 Merge branch 'NetHack-3.7' 2019-12-13 17:41:03 -05:00
nhmall
f48ac58561 Merge branch 'NetHack-3.6' 2019-12-13 17:37:46 -05:00
PatR
8a57029503 spelling and typo fixes
Submitted for 3.7.0; all but one also apply to 3.6.3.

I rewrote the curses terminal-too-small message instead of just
fixing the spelling of "minumum".
2019-12-11 12:35:45 -08:00
nhmall
bc8c1f8f56 remove field-level savefile code 2019-12-08 07:27:01 -05:00
nhmall
a701c5870d quiet a number of macosx warnings 2019-12-05 11:52:21 -05:00
nhmall
75d22a2dbf separate MAIL functionality from MAIL-related structure inclusion
With 3.7+ aspirations of improving savefile interoperability between 32-bit
and 64-bit builds, as well as between platforms, it is better to not have
the underlying struct/array content be conditional.

This splits off some of the MAIL code into MAIL_STRUCTURES code. In theory,
since MAIL_STRUCTURES is unconditionally included, the macro could
just go away and leave that code unconditional, but this commit doesn't
go that far.
2019-11-09 16:19:05 -05:00
nhmall
c38c1aaf65 Merge branch 'NetHack-3.6' 2019-10-18 11:15:35 -04:00
PatR
4b87e858aa fix #H9312 - partly eaten food in bones shop
Dying in a shop while carrying partly eaten food would place that food
on the floor without marking it no_charge.  But marking it that way
wouldn't have helped because as bones data gets saved, every object on
the level has its no_charge flag cleared.  So 'no_charge' needs to be
explicitly set for partly eaten food in tended shops as a bones level
gets loaded.

Most of the shk.c diff is reformatting, but it does change the
get_pricing_units() routine to lie that the quantity is zero for
partly eaten food so that when multiplying with price it won't matter
whether the price has been forced to zero or been left non-zero.
2019-10-17 18:45:56 -07:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
7054e06e42 NetHack minor release checklist items - savefiles
Make some progress on a couple of next minor release checklist
items, hopefully without introducing too many new bugs. This
is just the initial commit, and work continues.

Checklist items:

Savefiles compatible between Windows versions, whether 64-bit
or 32-bit in little-endian field format.

Selection of file formats:
 historical (structlevel saves),
 lendian (little-endian, fieldlevel saves),
 and just for proof-of-concept, ascii fieldlevel saves
 (the ascii is huge! 10x bigger than little-endian).

For the fieldlevel save, all complex data structures recursively
get broken down until until it is one of the simple types that
can't be broken down any further, and that gets when it gets
written to the output file.

New files needed for this build:

hand-coded:
include/sfprocs.h
src/sfbase.c      - really a dispatcher to one of the
                    output/input format routines.
src/sflendian.c   - little-endian output writer/reader.
src/sfascii.c     - ascii text output writer/reader.

auto-coded (generated):
include/sfproto.h
src/sfdata.c

This is just one approach. I'm sure there are countless others
and they have different pros and cons.

For producing the auto-coded files a utility called
universal-ctags, that is actively maintained and evolving,
was used to do all the heavy-lifting of parsing the
NetHack C sources to tabulate the data fields, and store
them in an intermediate file called util/nethack.tags
(not required for building NetHack if you already have a
generated include/sfproto.h and src/sfdata.c)

util/readtags (also not required for building NetHack
itself) will decipher the nethack.tags file and produce
the functions that can deal with the NetHack struct data
fields.

You can obtain the source for universal-ctags by cloning it
from here:
https://github.com/universal-ctags/ctags.git

The combination universal-ctags + util/readtags has been
tried and tested under both Windows and Linux, so it is
not tied to a particular platform.

Note: util/readtags will work only with universal-ctags
output, so other ctags are unlikely to work as-is.
Universal-ctags can be build from source very easily
under Linux, or under Windows using visual studio.
2019-06-23 00:11:46 -04:00
nhmall
db25fe56a8 Merge branch 'NetHack-3.6.2' 2019-05-05 23:30:50 -04:00
PatR
e2eeca2ed0 bones bit: crysknife vs green slime
Being turned into green slime never drops hero's inventory so invent
objects shouldn't be subject to obj_not_held() handling.

obj_not_held() does apply to undead.  Arising as a mummy or vampire
doesn't go through the trouble of dropping everything and picking it
back up, but there is a point in the die...arise sequence where the
hero is implicitly a corpse so nobody is holding his/her stuff.
2019-05-05 14:48:43 -07:00
Bart House
769ad91cc3 mthrowu, nhlan, options, regions, rip and role globals moved to g. 2018-12-25 16:26:27 -08:00
Bart House
c67f7e5122 globals from files.c moved to instance globals. 2018-12-25 12:56:27 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House
be5cdcf77a killer, level and rooms move to instance globals. 2018-12-24 19:50:08 -08:00
Bart House
572ee347b9 Another round of instance globals changes. 2018-12-24 16:43:50 -08:00
Bart House
74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
Bart House
3645e415e3 Moved more globals to instance_globals. 2018-12-19 20:01:55 -08:00
nhmall
ca84486133 clean master after moving of newer content to feature branch 2018-12-10 22:16:08 -05:00
nhmall
680be48ef0 Merge branch 'NetHack-3.6.2' 2018-12-02 10:01:27 -05:00
nhmall
4a4b3fb8f1 add a macro to ease conditional testing based on active window port
Add WINDOWPORT macro

example:
if (WINDOWPORT("tty"))
	pline("Look at me, I'm on tty at the moment!");
2018-12-02 09:56:44 -05:00
nhmall
069b174c32 Merge branch 'NetHack-3.6.2' 2018-10-18 23:26:20 -04:00
PatR
e0f5cfe0b3 fix #H7453 - 'bonesknown' for dead hero
Dead hero's map coordinates are set to <0,0> part way through bones
creation, then were being used to record grave location for overview
feedback with "final resting place for <dead hero>" if/when another
character got those bones and found the grave (actually, spotted the
location where first hero died regardless of whether a grave gets
placed there).  Record dead hero's pre-<0,0> coordinates as intended.

Not previously noticed because in wizard mode the final resting place
becomes part of overview info as soon as bones are loaded rather than
waiting for the death location to be reached.
2018-10-15 18:26:49 -07:00
nhmall
0e2555881a Merge branch 'NetHack-3.6.0' 2018-04-25 18:15:49 -04:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
keni
e1743da677 Merge remote-tracking branch 'origin/NetHack-3.6.0' 2017-11-04 16:31:11 -04:00
PatR
58477b33f4 more fix for #H5056 - achievement tracking
The followup message about the fix for #5056 was trapped by the spam
filter so didn't reach us for a while.

xlogfile has an extra field to track various achievements made during
the game it logs, two of which are fully exploring the gnomish mines
and fully exploring sokoban.  Those are accomplished by finding the
special 'prize' item on the final level of their branch:  luckstone
for mines and bag of holding or amulet of reflecition for sokoban.
3.6.0 had a bug where any item of the target type found anywhere in
the dungeon resulted in achieving the relevant goal.  A post-3.6.1 fix
for that required that the item be found on the end level of the branch
and attempted to require that it an item explicitly placed there by the
special level loader, but the latter aspect had a bug which meant that
random items of the appropriate type placed on final level would count
as the prize.  Chance of extra luckstones on mines' end is fairly high,
so potential for false completion of the achievement was also high.

The second complaint was that since the achievement was only recorded
if the special prize item was found on final level, then if a monster
took it to another level then the achievement became impossible.  (Not
true, the player could take it back, drop it, and pick it up again, but
that is admittedly a pretty silly hoop to jump through.)  On the other
hand, if a monster removed the item before the hero found it, then a
case could be made that the hero hadn't really fully explored the
level.  However, this fix records the achievement no matter where the
hero picks up the item.  The final level must be entered--otherwise no
monster could possibly acquire and transport the item--but it isn't
guaranteed to have been fully explored.  Big deal....

The prize could also be acquired in bones data.  Before the second
portion of this fix, that wouldn't have mattered.  But now it does, so
clear the prize indicator when saving bones unless it happens to be the
same level where that item is created (impossible for sokoban, where no
bones are left; not sure offhand about mines' end).  The former prize
stone or bag or amulet becomes an ordinary one of its type.

This can all be done in a much cleaner fashion once we give up on the
current save file compatability.  Putting obj->o_id values into new
context.mines_prize and context.soko_prize, plus a hack to mkobj() to
not reuse those two values if the o_id counter ever wraps back to 0,
would cover most of the details.  Adding an achievement tracking flag
to lev_comp's object handling for use by the special level loader
would cover most of the rest.
2017-10-24 00:37:21 -07:00
keni
eafdc9bf05 Merge remote-tracking branch 'origin/NetHack-3.6.0' 2017-09-24 13:58:17 -04:00
PatR
eadecb1baf BONES_POOLS fix and bonesid fix
The BONES_POOLS implementation added an extra dot to the bones file
name (only when enabled) which would be a problem on some filesystems.
This changes the name from "bonD0.15.3" to "bon3D0.15" which avoids
the second dot and also fits within 8.3 characters.  To enforce that,
the maximum value for BONES_POOLS is now 10 (yielding single-digit pool
numbers 0 through 9).

BONES_POOLS==1 will omit the pool number (that's not a change, just a
reminder), yielding "bonD0.15" and so on.  Right now, BONES_POOLS==0
is equivalent to BONES_POOLS=1, but it could be changed someday to
mean that bones files shouldn't be used if we decide to support that.

The pool number as a suffix was being included in content validation,
so it wasn't possible to move "bonD0.15.3" to pool 2 by renaming it to
"bonD0.15.2".  I'm not sure whether that was intentional, but it seems
overly draconian.  "bon3D0.15" can be renamed to "bon2D0.15" and then
be loaded by a game assigned to pool 2.  Also, pre-pool bones can be
retained by renaming to any valid pool and should still work.

The three letter filecode for quest bones has made the bonesid be
broken since 3.3.0 introduced it (the three letter code, not bones-id).
"QArc.2" for level 2 of the Archeologist quest was being written into
the bones file as "rc.2", but worked as intended because validation
when loading bones had the same mistake.  This fixes it to use "QArc.2"
when saving and accept either "QArc.2" or "rc.2" when loading, so 3.6.0
bones files (and existing to-be-3.6.1 bones) will continue to work.
2017-08-21 02:50:26 -07:00