Issue reported by AmyBSOD: several actions change the object type of
a potion rather than force creation of a replacement one, and if/when
the type was changed to oil, the age wasn't converted from absolute
to relative. Relative age is the amount available and/or the number
of turns it will burn if applied. The later in a game a potion got
converted into oil, the longer it would burn. Not mentioned: reverse
situation was also the case, although that didn't have any noticeable
effect since incorrect absolute age of former oil doesn't matter.
Not thoroughly tested. I got a potion of oil from a horn of plenty
and it burned for 400 turns, but it might have been created directly
rather than be a rejected magic potion that was converted into oil.
Closes#1191
With potions of healing becoming much more common, the multi-step
alchemy recipe from potion of healing to potion of extra healing to
potion of full healing is likely to become even more overpowered
(and it was somewhat unbalancing even beforehand).
This change restricts alchemy involving diluted dipped potions to
alchemize only two potions at a time. This means that potions of
healing can stil be alchemized into potions of extra healing as
efficiently as before this commit, and so can potions of extra
healing into potions of full healing; but the multi-step recipe
is now limited by requiring a lot of potions of gain level or gain
energy. As such, this is intended to make potions of healing into
an item primarily useful in the early game, and discourage hoarding
them for the late game.
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.
If hero has slippery hands, include '-' among likely candidates for
item to #dip when dipping at a pool, fountain, or sink location.
When dipping an item (including hands), have a modest chance for the
sink to be destroyed--which turns it into a fountain--each time so
that it can't be used to blank scrolls an unlimited number of items.
(Pools can already be used for that, but you need to obtain water
walking ability or else drop most of your stuff and enter the water;
sinks weren't imposing any such requirements or risks.)
This is largely taken from xNetHack with a few minor changes. Dipping a
potion into a sink can help with item identification by producing the
potionbreathe effect (or a sink-specific effect, for a couple potions).
Dipping other items will just run water over them. I also added the
capability to wash your hands at a sink.
Dipping hands (with '-') or currently-worn gloves in a fountain or pool
will cause the hero to wash her hands, washing away any oil and clearing
the Glib intrinsic timeout. This does mean bare hands can be used to
fish for fountain effects, without having to pick up a stray arrow and
carry it around as a dipping item, but having your hands be the only
thing that does not activate those effects felt weird. If that would be
too unbalancing this could be scrapped.
The potion of sickness would previously always print the message
"<mon> looks rather ill." when hitting a non-poison-resistant monster,
even if all effects were resisted due to monster magic resistance.
To make the potion more useful against high-MR monsters, this change
removes the dependence on monster MR, but also removes the halving of
maximum HP to prevent it from being overpowered. Hitting with a
potion of sickness now reliably halves only the current HP of
non-poison-resistant targets.
The effect of poisoned projectiles, which can be created from a potion
of sickness, is not resisted by monster MR, so it does not make much
sense for the potion effect to be subject to monster MR. There is
also code to make Pestilence suffer the sickness effect when hit by a
potion of healing, but due to monster MR, it had no practical effect
other than printing a misleading message.
Wand of make invisible doesn't make you permanently invisible,
just for a short duration. Potion of invisibility makes you
invisible for much longer period, or if blessed, has a small
chance of giving permanent invisibility.
This makes the wand actually useful, and improves the spell
too.
Monsters can become permanently blind (in very narrow circumstances -- I
think limited only to a very short-range camera flash), in which case
they have both mon->mblinded and mon->mcansee set to 0. Such
permanently blinded monsters can counterintuitively regain their sight
by being blinded a second time from a different source: for example, by
being hit with a cream pie. That second blinding will increase
mon->mblinded (which functions as a blindness timeout) by some amount,
and when it runs out the monster will regain its sight. Try to make
sure that doesn't happen by skipping any blinding attacks if the monster
has already been permanently blinded.
Issue reported by loggersviii: dipping a container into an uncursed
potion of water mentions water getting into the container. That
happens even when that type of potion hasn't been discovered yet.
Make POT_WATER become discovered if this occurs. Doesn't apply when
hallucinating where a random liquid is mentioned instead of water.
Fixes#1061
Instead of a 5% chance for crystal plate mail or crystal helmet to
break each time it's subjected to breakage, switch to a 10% chance
but the damage is treated as erosion rather than break/don't-break.
'crystal foo' will need to go through four stages of damage before
breaking: cracked crystal foo, very cracked crystal foo, thoroughly
cracked crystal foo, then gone. Crackproof handling is included,
described as tempered crystal foo.
It mostly still applies to throwing and kicking the item. Having
some hits trigger damage might be worthwhile but isn't implemented.
Object creation within lua code probably needs to be updated, and
when the Mitre of Holiness is created in the priest/priestess quest
it should start out as tempered (erodeproof). Perhaps it ought to
be erodeproof regardless of where/how it's created.
Issue reported by vultur-cadens: changing helm of brilliance to
crystal made it stop being classified as "hard helmet" so it gave
less protection against things falling onto the hero's head.
Change the is_metallic() tests used on helmets to new hard_helmet().
Unlike when thrown, crystal helmets don't break when objects fall
on them.
Fixes#1060
While testing the fix for unicorn horn vs blindness, I noticed that
when 'blind from birth' (OPTIONS=blind) you would get "your vision
seems to dim for a moment but is normal now" when timed blindness
was added to persistent blindness. That happened for both 3.6.x and
to-be-3.7. Change it "you have a strange feeling for a moment".
In 3.7, having temporary blindness timeout while permanently blind
produced "your vision seems to brighten for a moment but is normal
now". Change that to strange feeling too. For some reason I haven't
tried to figure out, 3.6.x stayed silent when this took place.
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.
This aims to fix the issue in which there are way more wands of speed
monster in the game than the player has any use for. Usually, one is
enough for the whole game (unless a player has a lot of pets they want
to speed up) but since they're an item monsters can generate with, it's
typical to see eight to twelve of them, useless for anything besides
polypiling into other wands since they just grant an intrinsic that's
usually obtained early in the game.
By making the wand effect (on the player) temporary very fast speed, it
becomes desirable to keep the wand around again. By adding a lightweight
source of very fast speed, it also helps diversify character builds away
from always relying on speed boots. And importantly, it becomes an item
the player can use situationally early in the game to enhance their odds
in a fight or run away from danger.
Meanwhile, the speed-intrinsic-granting has been moved to the potion,
and the potion is still superior to the wand in the duration of very
fast speed it grants (100 + d10 turns for an uncursed potion or 160 +
d10 turns for a blessed one, versus 50 + d25 turns for the wand).
Since monsters don't have a concept of very fast speed, this doesn't
change the wand or potion effects on them. They will still gain
permanent intrinsic speed by either method.
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.
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.
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 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
^ ^
This replaces the old pushq/saveq arrays (which were used to save
the keys pressed by the user for repeating a previous command)
with a new command queue. This means there's no hard-coded limit
to the saved keys, and it can repeat extended commands which are
not bound to any key.
Hitting a monster with a wielded potion of paralysis or sleep
was practically useless, because it almost always also hit you.
Negate the chance and make it depend on your dex.
Make potions of healing and extra healing more useful in the early
game, by upping the average amount of health restored.
Make amulet of life saving restore between 60 and 170 health,
depending on constitution. Previously life saving was the best way
to heal back up to full, even if you had thousands of hp.
... unless there's some other form that would override the choice,
such as a worn dragon armor, lycanthropy, or vampirism.
The polymorph will be in effect for 10-24 turns.
Switch to using a macro invocation Verbos(n, s) in place of the
flags.verbose checks.
Provide the mechanics for individual suppression of any of the
existing messages that were considered verbose.
Mechanics only - this code update does not provide any means of
setting the suppression bits.
iflags.verbose = 0
is still a master suppression of all the verbose messages.
iflags.verbose = 1
turns on the verbose messages only for those whose suppression
bit is 0 (not set).
Fix eat floor food and drink from dungeon feature via #herecmdmenu.
That uses queued commands, but those two actions were changed to
skip the floor when queued input was present because asking about
floor items interfered with context-sensitive inventory item-actions.
I was misled by a comment that says it couldn't insert an m-prefix;
that was for treating the 'm' key as typed text rather than as a
command. There's no problem with inserting a #reqmenu command which
is what 'm' is these days. So item actions can force 'm' to skip the
floor and go directly to inventory, also the #eat and #quaff commands
don't have to alter their behavior when queued input is pending so
the #herecmdmenu usage for them gets fixed.
Picking a potion from inventory and then picking 'quaff this potion'
from the context menu needed handling similar to eat/offer/tin: skip
floor candidates. If you were on a fountain or sink, picked a potion
from inventory and then the quaff option for it, you weren't prompted
to drink from the fountain but you were prompted for what potion to
drink instead of using the one that had already been picked to
initiate drinkig.
Simplify the recently added handling for inserting "else" into
| You don't have anything [else] to {drink | dip into}.
after declining to use a fountain/pool/sink at the spot when not
carrying any potions.
Allow the player to precede q/#quaff or M-d/#dip with the 'm' prefix
to skip asking about fountains, sinks, or pools if one of those
happens to be present, similar to how using it for e/#eat skips food
on the floor and goes straight to inventory.
If you use it and don't have any potions, you'll get "you don't have
anything to drink" or "you don't have anything to dip into", same as
when there is no suitable dungeon feature present combined with no
potions. However, if an applicable dungeon feature is present and
you don't use the prefix but answer 'no' to drink from fountain,&c
and you don't have any potions, "else" will be inserted into the
message: "you don't have anything else to drink".
A big part of the diff is just a change in indentation level for
code that is now inside 'if (!iflags.menu_requested) {' ... '}'.
Normally dipping gets the thing to dip first and what to dip it
into second and the item-action handling knows that. I'm not sure
why that wasn't working as intended and I couldn't figure out how
to make it do that, so went another way: this adds an internal
extended command that executes an alternate dip routine which gets
the potion to dip into first and the thing to dip into it second.
The #dip command should allow an 'm' prefix to skip fountains and
pools, similar to how eating accepts it to skip food on the floor.
But this doesn't implement that.
For menustyles traditional and combination, allow 'IP' to request
inventory listing of just picked up items even if not carrying any
items flagged as just picked up. The not carrying any such items
feedback was already present but couldn't be triggered.
For menustyles partial and full, the special menu entry for 'P'
when only one item applies shows the item instead of the category
"Items you just picked up". [That sort of thing probably ought to
be done for every menu entry rather than just for 'P'.] Rephrase
it from
| P - <item>
to
| P - Just picked up: <item>
in case it is player's first time seeing that category be listed.
Clear the just picked up flag for any item that is dipped or read.
Lots of other actions besides drop or put-into-container probably
ought to do that too. [Maybe even just picking an item with getobj()
could be sufficient so that it wouldn't have to be replicated all
over the place.]
trycall() is a short docall() wrapper that is a no-op if the item is
already identified or the player has called the object type already. For
some reason, many calls to docall() did those same exact checks
beforehand.
This commit eliminates that redundancy by converting those calls into
trycall(), which is now made extern rather than local to do.c. No
behavior should be changed by this commit; I've checked that none of the
affected places could take a different code path now that the
oc_name_known and oc_uname checks are removed.
Log game events, such as entering a new dungeon level, breaking
a conduct, or killing a unique monster, in a new "Major events"
chronicle. The entries record the turn when the event happened.
The log can be viewed with #chronicle -command, and the entries
also show up in the end-of-game dump, if that is available.
This feature is on by default, but can be disabled by
defining NO_CHRONICLE compile-time option.
This also contains "live logging", writing the events as they
happen into a single livelog-file. This is mostly useful for
public servers. The livelog is off by default, and must be
compiled in with LIVELOG, and then turned on in sysconf.
Mostly this a version of livelogging from the Hardfought server,
with some changes.
Another gold dragon scales/mail issue, reported bu vultur-cadens:
reading a cursed scroll of light extinguishes carried light sources
except for wielded Sunsword and worn gold dragon scales/mail; there
was a special message for Sunsword (preventing the hero from being in
darkness) but no such message for gold dragon scales/mail. Replace
the special message with a more generic one applicable to both cases.
Also, implement the suggestion that cursed light degrade the amount
of light being emitted (which varies by bless/curse state) for those
two cases. Sunsword has a 75% chance to resist, gold dragon scales
25% chance. And add the inverse: blessed scroll of light might
increase the amount of light by improving their bless/curse state.
The resistance check applies here too and isn't inverted; Sunsword
is still fairly likely to resist.
Uncursed scroll of light, spell of light regardless of skill, zapped
or broken wand of light have so such effect.
Closes#666