Commit Graph

116 Commits

Author SHA1 Message Date
nhmall
5b1d668c44 enable -Wformat-nonliteral for linux and equivalent for windows compilers
Whitelist all the verified existing triggers:
makedefs.c: In function ‘name_file’
attrib.c: one compiler balks at a ? b : c for fmtstring
cmd.c: In function ‘extcmd_via_menu’
cmd.c: In function ‘wiz_levltyp_legend’
do.c: In function ‘goto_level’
do_name.c: In function ‘coord_desc’
dungeon.c: In function ‘overview_stats’
eat.c:  one compiler balks at a ? b : c for fmtstring
end.c:  one compiler balks at a ? b : c for fmtstring
engrave.c: In function ‘engr_stats’
hack:c one compiler balks at a ? b : c for fmtstring
hacklib.c: one compiler balks at a ? b : c for fmtstring
insight.c: one compiler balks at a ? b : c for fmtstring
invent.c: In function ‘let_to_name’
light.c: In function ‘light_stats’
mhitm.c: In function ‘missmm’
options.c: In function ‘handler_symset’
options.c: In function ‘basic_menu_colors’
options.c: In function ‘optfn_o_autopickup_exceptions’
options.c: In function ‘optfn_o_menu_colors’
options.c: In function ‘optfn_o_message_types’
options.c: In function ‘optfn_o_status_cond’
options.c: In function ‘optfn_o_status_hilites’
options.c: In function ‘doset’
options.c: In function ‘doset_add_menu’
options.c: In function ‘show_menu_controls’
options.c: In function ‘handle_add_list_remove’
pager.c: In function ‘do_supplemental_info’
pager.c: In function ‘dohelp’
region.c: In function ‘region_stats’
rumors.c: sscanf usage
sounds.c: In function ‘domonnoise’
spell.c: In function ‘dospellmenu’
timeout.c: In function ‘timer_stats’
topten.c: In function ‘outentry’, fscanf, sscanf, fprintf usage
windows.c: In function ‘genl_status_update’
zap.c: one compiler balks at a ? b : c for fmtstring
win/curses/cursstat.c: In function ‘curses_status_update’
win/tty/wintty.c: In function ‘tty_status_update’
win/win32/mswproc.c: In function ‘mswin_status_update’
2021-02-02 19:03:12 -05:00
nhmall
41fc278cfb CFDECLSPEC -> QSORTCALLBACK
also remove one inappropriate use of CFDECLSPEC
2021-01-31 13:58:19 -05:00
nhmall
9d93e1e52a follow-up bits 2021-01-27 21:04:51 -05:00
nhmall
f963c5aca7 switch source tree from k&r to c99 2021-01-26 21:06:16 -05:00
PatR
8af63bf1a4 fix github issue #447 - casting area-effect spell
at self when blind.  Spell targetting would let player pick
hero's own spot but casting would reject it when blind because
hero didn't sense any monster there.  The player wanted to cast
skilled fireball at self to cure being turned into slime but
wasn't allowed.  (Targetting an adjacent spot would work for
fireball, but is only feasible when telepathy reveals a monster
there.)

While testing the one-line fix, I noticed that the message line
(tty) showed stale data (autodescribe info for target spot) as
the fireball I cast (when not blind) bounced around the vicinity.
Normally that's cleared when a message is issued or the when the
next command is requested, but skilled fireball causes multiple
explosion animations before either of those situations.
2021-01-24 13:00:44 -08:00
Dean Luick
3ef0f889e6 Fix gcc sprintf warnings
Gcc 9 has become more vocal with sprintf buffer overflow
checking.  Remove these sprintf warnings by changing the
offending calls to a snprintf wrapper that will explicitly
check the result.
2021-01-16 19:44:56 -06:00
nhmall
c9673b3d9e more window port interface adjustments
further adjustments to the window port interface to pass a pointer
to a glyph_info struct which describes not just the glyph number
itself, but also the ttychar, the color, the glyphflags, and the
symset index.

This affects two existing window port calls that get passed glyphs
and does the parameter consistently for both of them using the
glyph_info struct pointer:
	print_glyph()
	add_menu().

The recently added glyphmod parameter is now unnecessary and has been
removed.
2021-01-05 10:09:37 -05:00
PatR
1d48b78dd1 spell learning feedback
Tell the player the spell casting letter when learning a new spell:
|You add "knock" to your repertoire, as 'e'.
Comparable to "k - ring mail" when picking up a suit of ring mail
puts it into inventory slot k.
2020-12-14 13:12:33 -08:00
Pasi Kallinen
566dde8683 Match object description via single function
making the code more readable.

Instead of doing strcmp(OBJ_DESCR(objects[otyp]), "foo"),
just call objdescr_is(obj, "foo")

(via xNetHack)
2020-10-20 19:19:57 +03:00
copperwater
8ae51f94e1 You can reread a spellbook to refresh your memory at any time
Aimed at fixing the problem where the player knows they're going to
forget a spell in a few thousand turns, so they go back and get the
book... only to find out that they "know it quite well already", and
need to wait an indeterminate amount of time until they are on the verge
of forgetting it (< 2000 turns) before the book will let them read it
again.

This commit simply removes that 2000 turn limit, so the player can fully
restore their memory at any time with the spellbook. Naturally, this
still consumes a read charge, so the book won't ultimately last as long
if you keep rereading it early.

If you do have more than 2000 turns left, the game will prompt you to
confirm that you do want to refresh your memory anyway. As before,
rereading with fewer turns will not prompt.
2020-09-28 18:25:06 +03:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR
2760dc3f16 book of the dead fixes
After writing the log message for the bell change, I decided to
test the Book and found some issues:
1) reading it while blind discovered the book's type but wasn't
   marking the book object as if it had become seen (dknown);
2) reading it while blind gave sighted feedback if it was cursed;
3) reading (blind or not) when either of the other two invocation
   tools are cursed referred to those as "artifacts" even though
   they aren't artifacts; the discoveries list describes them as
   "unique items" but that makes for a clumsy message--use "relics"
   instead.
2020-07-01 07:35:44 -07:00
Pasi Kallinen
04c59fff0a Major amnesia revamp
Instead of forgetting maps and objects, make amnesia forget skills.
Forgetting maps and objects could be circumvented with taking notes,
or by using an external tool to remember the forgotten levels.

Forgetting skills allows the player to optionally go down another
skill path, if they trained the wrong weapon in the early game.

Amnesia still forgets spells.

As a replacement for the deja vu messages when entering a forgotten
level, those messages will now indicate a ghost with your own name
existing on the level, given only when the level is entered for
the first time.

These changes based on fiqhack, with some adjustments.
2020-03-15 11:57:34 +02:00
nhmall
d81c096ce6 window port interface change - add mbehavior flags to start_menu()
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.

This is foundation work for changes to follow at a future date.
2020-02-20 20:12:51 -05:00
PatR
804499d9be add some new, easier achievements
Introduce eight achievements that can be attained by more players.
 Entered Gnomish Mines  - self explanatory
 Entered Mine Town      - the town portion, not just the level
 Entered a shop         - any tended shop on any level
 Entered a temple       - likewise for temple
 Consulted the Oracle   - bought at least one major or minor oracle
 Read a Discworld Novel - read at least one passage
 Entered Sokoban        - like mines
 Entered the Big Room   - not always possible since not always present

The novel and bigroom ones aren't always achieveable since novels are
only guaranteed if a book or scroll shop gets created and bigroom is
only guaranteed in wizard mode.  No one ever claimed that every
possible achievement can be attained in a single game.  (If one for
entering the Fort Ludios level--or perhaps entering the Fort itself--
eventually gets add, that won't be possible in every game either.)

The mine town one probably needs some tweaking.  Two of the town's
seven variants have no town boundary (despite a rectangular area of
pre-defined map) and at present simply arriving on either of those
levels is enough to be credited with the entered-town achievement.

Bump EDITLEVEL because u.uachieved[] has increased in size.  This
time it has been expanded to the maximum that xlogfile's bitmask of
achievements can handle, enough for up to 9 more achievements without
another EDITLEVEL increment.
2020-02-12 14:35:37 -08:00
PatR
d462bdffca redo achievement tracking
Instead of an assortment of bits, assign numeric indices to the
potential achievements and keep an array of those in the order they
were attained.  So disclosure might show the same subset occurring
differently in different games depending on the player's actions.
The encoded field in xlogfile doesn't care about that and remains
the same.

Modifies 'struct u', so EDITLEVEL has been incremented and existing
save files are invalidated.
2020-02-10 00:17:54 -08:00
nhmall
308943aea4 groundwork for window port interface change to add_menu
groundwork only - window port interface change

This changes the last parameter for add_menu() from a boolean
to an unsigned int, to allow additional itemflags in future
beyond just the "preselected" that the original boolean offered.

There shouldn't be any functionality changes with this groundwork-only
change, and if there are it is unintentional and should be reported.
2019-12-22 18:28:24 -05:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
58f2218c4e Merge branch 'NetHack-3.6.2' 2019-01-09 07:24:18 -05:00
nhmall
1086be1027 merge 2 2019-01-04 23:19:58 -05:00
nhmall
ebabf16ad0 Merge branch 'NetHack-3.6.2' 2019-01-04 23:08:49 -05:00
PatR
600261d81f fix github #172 - ^T inconsistencies; add m^T
Fixes #172

Casting teleport-away via ^T used different requirements for energy,
strength, and hunger than casting it via 'Z'.  The strength and hunger
requirements were more stringent, the energy one more lenient.  When
it rejected a cast attempt due to any of those, it used up the move,
but 'Z' didn't.

When testing my fix, I wanted an easier way than a debugger to control
how ^T interacts with wizard mode, so finally got around to a first
cut at being able to invoke it via wizard mode but not override those
energy/strength/hunger requirements.  It uses the 'm' prefix to ask
for a menu.  'm^T' gives four options about how to teleport.  (There
are other permutations which aren't handled.)

Also noticed while testing:  ^T wouldn't attempt to cast teleport-away
if you didn't know the corresponding spellbook.  'Z' will attempt that
because it is possible to forget a book and still know its spell.
2019-01-03 17:37:00 -08:00
Bart House
769ad91cc3 mthrowu, nhlan, options, regions, rip and role globals moved to g. 2018-12-25 16:26:27 -08:00
Bart House
0763046c38 zeroX, tc_gbl_data and fqn_prefix moved to instance globals. 2018-12-25 08:09:37 -08:00
Bart House
1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House
90547edb83 moves, monstermoves, wailmsg, migrating_objs and billobjs moved to g. 2018-12-24 20:22:33 -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
576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Bart House
cb42021389 Last big push for moving globals to instance_globals. 2018-12-19 20:01:56 -08:00
PatR
50cb52ab31 sentence spacing
Use two spaces between sentences.  This only fixes the instances of
one-space that were fairly easy to find.
2018-11-20 17:56:16 -08:00
PatR
800a898b51 fix github issue #109 - healing spells
Fixes #109

Spells of healing and extra healing cast at monsters were handling
monster blindness differently from other forms of healing.  (Potions
also work differently when drunk by monsters but I haven't changed
that since it seems to be intentional.)

Hero:
   potion of healing cures blindness if blessed; spell of healing
      cast at skilled or better now behaves likewise;
   potion of extra healing cures blindness if not cursed; spell of
      extra healing is inherently not cursed and already behaved
      likewise;
   potion of full healing always cures blindness even if cursed.

Monsters quaffing potions:
   plain healing cures blindness if not cursed;
   extra healing and full healing always cure blindess.

Hero casting healing spell at monster:
   plain healing behaves like the hero plain healing case:  cures
      blindness as if blessed when cast at skilled or expert level;
      this is a change in hehavior--it used to cure timed blindness
      even if unskilled and not cure 'permanent' blindness at all;
   extra healing cast by hero is inherently not cursed so always
      cures blindness.
2018-06-20 14:53:20 -07:00
Pasi Kallinen
ebde14a6f9 Still more enums 2018-03-31 11:43:38 +03:00
PatR
4fad1ba3cc fix #H6285 - speaking vs strangulation
Reading a scroll while blind is permitted if you know its label, but
message is "as you pronounce the words, the scroll vanishes" unless
you are poly'd into a form which can't make sounds, in which case you
"cogitate" rather than "pronouce".  Switch to the cogitate variant if
you are suffering from strangulation.

Casting spells didn't even have the distinction; you could cast them
without regard to speech capability.  Check for that.  Unlike with
scrolls, now you can't cast if you can't speak (or grunt or bark or
whatever) instead of having a variant description of the action, so
this is a bigger change.
2017-10-19 23:08:46 -07:00
PatR
8ff02c11d9 fix #H5856 - Amulet draining energy
The sequence
  You feel the amulet draining your energy away.
  You don't have enough energy to cast that spell.
didn't use any energy or cost any time so the player could try over
and over until the randomly chosen drain amount happened to be low
enough to succeed.

The old behavior was that the cost of the current cast attempt got
incresed by a random amount.  Now, if hero already lacks sufficient
energy to cast the spell, the Amulet's effect won't take place, the
second message will be given, and no energy or time will be consumed.
When there is enough energy to cast the spell, the drain effect will
occur and some energy will be used up immediately (instead of
increasing the cost of this attempt).  The energy drain might then
result in the second message, but if so, a turn will be used.

No longer increasing the energy cost of the current cast has a
side-effect on not increasing the hunger penalty for the current cast
(since that is based on the energy cost) but the energy drain message
doesn't actually imply any effect on hunger.
2017-09-14 00:57:50 -07:00
PatR
02db340cd6 spell lint
Mark an unused function argument as UNUSED.  Also, hurtle_step is
the recoil from throwing or kicking while levitating, which isn't
related to the recently added spellcasting line-of-sight check, so
rename spell_hurtle_step to spell_aim_step.
2016-06-23 06:21:58 -07:00
Pasi Kallinen
3eb919d5ab Fix #H4411: Targeting detected monster through wall with fireball
Fireball and cone of cold could target detected monsters
through a wall when cast at skilled or higher.  This allowed
eg. targeting the Wiz from outside his tower.

Use walk_path to determine the actual location where the
spell will hit, so trying to cast through a wall will
make the explosion happen at the nearest empty space.
2016-06-20 09:11:56 +03:00
Pasi Kallinen
3502cfcc5a Hallucinatory liquids for water, lava, and acid 2016-06-07 20:57:50 +03:00
Pasi Kallinen
a157c4873d Fix typo 2016-06-07 08:58:52 +03:00
PatR
894d6c6859 detection revamp
Change most instances of detection to offer the player a chance to
move the cursor around on the map so that the getpos() autodescribe
feature can explain things that might go away as soon as the
current detection completes.  The few instances that don't offer
such a chance are the ones where everything which has been revealed
will still be there once the action finishes (such as regular magic
mapping and blessed/persistent monster detection).

There were quite a lot of inconsistencies in things like handling
for detection while swallowed or underwater.  I didn't keep track
of them to distinguish between 3.6.0, current dev code, or my patch
in progess.  They should be much more consistent now but without a
comprehensive fixes36.1 entry.

Blessed clairvoyance (divination spells at skilled or expert) now
shows monsters as well as terrain.  I first had it like that for
any clairvoyance, but having getpos/autodescribe kick in every 15
or 30 turns once you have the amulet--or pay the appropriate amount
to a temple preist--was nearly unplayable.  When it only follows an
explicit spell cast it is not intrusive.
2016-06-02 01:08:34 -07:00
PatR
13c40d85e7 fix #H4275 - blinded, stunned, confused timers
Blindness due to face covered by pie was ignored for several cases
of magically curing blindness--cleaning the face seems better than
adjusting timeout to account for u.ucreamed for those cases.  A few
instances of taking stun or confusion damage overrode existing stun
or confusion rather than increasing it.  Plus a copy/paste mistake
for dual stun+confusion when casting an expired spell.

There was also a suggestion that vomiting when already nauseated
should decrement the timer instead of increasing it.  But there is a
negative effect for as long as it's in effect, so I left that as is.
2016-03-15 01:00:36 -07:00
PatR
54325de339 fix bz16 - book becoming cursed while being read
Attempting to read a cursed spellbook fails with a nasty effect.  But
a non-cursed book can become cursed while being read (malignant aura
after Wizard has been killed).  Assuming no interruption for other
reasons, the read would finish, the spell be learned, and then the
nasty effect would be given.  This changes things so that if the book
being read becomes cursed and the hero notices (book's bknown flag is
set), the read-in-progress will be interrupted.  Resuming will take
the attempting-to-read-a-cursed-book path.  Unfortunately, if the
hero doesn't notice, the old behavior still applies.  Maybe the new
behavior should happen even if bknown isn't set (but then player
won't be told why the interruption occurred).
2016-01-31 18:22:31 -08:00
PatR
0d2a4afd81 fix "spellbook of novel" on discoveries list
Avoid "spellbook of novel" after novel becomes discovered.  Now it will
just be "novel".  Prior to discovery, it might be on the list as "book
called whatever" if the player assigns a type name.

Also, make novel become discovered after reading one instead of only via
object identification.  It already shows up as "novel" in inventory, but
changing its definition to designate it as not-interesting-to-discover
feels disrespectful to the tribute.
2015-12-19 20:07:51 -08:00
nhmall
fa092f5fe9 housekeeping for 3.6.1
Changes to be committed:
	modified:   Files
	modified:   README
	modified:   dat/history
	modified:   doc/Guidebook.mn
	modified:   doc/Guidebook.tex
	modified:   include/global.h
	modified:   include/obj.h
	modified:   include/patchlevel.h
	modified:   src/invent.c
	modified:   src/objnam.c
	modified:   src/shknam.c
	modified:   src/sounds.c
	modified:   src/spell.c
	modified:   sys/winnt/Install.nt
	modified:   sys/winnt/nethack.def
	modified:   win/macosx/NetHackGuidebook.applescript
	modified:   win/macosx/NetHackTerm.applescript
	modified:   win/win32/mswproc.c
2015-12-16 17:52:34 -05:00
PatR
c843f56897 fix #H4078 - dull spellbook vs sleep resistance
Reading a dull spellbook could make a sleep resistant hero fall asleep.
2015-12-14 13:27:31 -08:00
PatR
c40982eb23 tribute enhancement
When reading a novel, select a random passage which hasn't been shown
already.  Once you've run through all the passages, it resets to get
them all again (with new random order that might happen to the be same
order if there aren't many passages).  Switching to a different novel--
even another copy of the same one--will cause the previous passage
selection to be discarded and restarted from scratch if the prior book
is read again.  Passage tracking for the most recently read novel is
kept across save and restore.  (That means I needed to bump EDITLEVEL,
so it will need to be reset to 0 again before release.)
2015-11-15 21:57:15 -08:00
Pasi Kallinen
464bb3a1f4 Rephrase version number in comment 2015-11-07 09:06:13 +02:00
PatR
449084fa6c eliminate implicit concatenation of strings
Explicitly combine adjacent string literals so that pre-ANSI compilers
still have a chance to compile the code.  I thought these had already
been dealt with, but I kept stumbling across them while reformatting,
so am trying to get them all out of the way now.
2015-11-06 15:57:23 -08:00
Pasi Kallinen
99925ff155 Update version numbers in source comments 2015-11-06 16:05:36 +02:00