"You hear a [BCDG] note squeak in the distance" is ok, but
"you hear a [AEF] note squeak in the distance" isn't.
Squeaky board notes already had correct a/an handling but that
particular message explicitly suppressed it.
If an empty lamp was hit by fire, the feedback was "the lamp
catches fire!" even though it wouldn't light.
ingite_items() imperfectly duplicated catch_lit(). Just call
the latter. The resulting message will be slightly different
but that's insignificant.
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.
This replaces the arcane system previously used by getobj where the
caller would pass in a "string" whose characters were object class
numbers, with the first up to four characters being special constants
that effectively acted as flags and had to be in a certain order.
Because there are many places where getobj must behave more granularly
than just object class filtering, this was supplemented by over a
hundred lines enumerating all these special cases and "ugly checks", as
well as other ugly code spread around in getobj callers that formatted
the "string".
Now, getobj callers pass in a callback which will return one of five
possible values for any given object in the player's inventory. The
logic of determining the eligibility of a given object is handled in the
caller, which greatly simplifies the code and makes it clearer to read.
Particularly since there's no real need to cram everything into one if
statement.
This is related to pull request #77 by FIQ; it's largely a
reimplementation of its callbacks system, without doing a bigger than
necessary refactor of getobj or adding the ability to select a
floor/trap/dungeon feature with getobj. Differences in implementation
are mostly minor:
- using enum constants for returns instead of magic numbers
- 5 possible return values for callbacks instead of 3, due to trying to
make it behave exactly as it did previously. PR #77 would sometimes
outright exclude objects because it lacked semantics for invalid
objects that should be selectable anyway, or give slightly different
messages.
- passing a bitmask of flags to getobj rather than booleans (easier to
add more flags later - such as FIQ's "allow floor features" flag, if
that becomes desirable)
- renaming some of getobj's variables to clearer versions
- naming all callbacks consistently with "_ok"
- generally more comments explaining things
The callbacks use the same logic from getobj_obj_exclude,
getobj_obj_exclude_too and getobj_obj_acceptable_unlisted (and in a few
cases, from special cases still within getobj). In a number of them, I
added comments suggesting possible further refinements to what is and
isn't eligible (e.g. should a bullwhip really be presented as a
candidate for readying a thrown weapon?)
This also removed ALLOW_COUNT and ALLOW_NONE, relics of the old system,
and moved ALLOW_ALL's definition into detect.c which is the only place
it's used now (unrelated to getobj). The ALLOW_ALL functionality still
exists as the GETOBJ_PROMPT flag, because its main use is to force
getobj to prompt for input even if nothing is valid.
I did not refactor ggetobj() as part of this change.
Land mine explosions did not call liquid_flow(dig.c), and as a result
the pit created by an exploding land mine would never fill with adjacent
water or lava, as pits created by other sources -- digging, breaking a
wand, and earthquake -- can do.
This commit adds the appropriate calls to liquid_flow and fillholetyp to
blow_up_landmine so that land mine explosions may fill with water like
other pits do.
The call to losehp in dotrap had to be moved from after to before
blow_up_landmine, since waiting to call losehp when the pit can fill
with water could lead to silly messages (``That was a close one. You
die...''). After this change, a land mine that killed a character would
be retained unexploded in a bones file, because death would occur before
the call to blow_up_landmine. To avoid this issue, the land mine is
converted to a pit before calling losehp; blow_up_landmine does not
check whether the target trap is in fact a landmine so works as usual
even if the trap is converted to a pit, and will delete the pit in cases
where it should not exist.
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.
Fire damage would dry out a wet towel but never all the way to 0.
Water damage would wet a towel but if it was already wet, its
wetness might decrease.
This uses the pull request's change for increasing the wetness
but changes dry_a_towel so that the original code for decreasing
that will work as is. Using wet_a_towel() to set wetness to 0
doesn't make much sense, so still won't do so; dry_a_towel() does
and now will.
This also adds missing perm_invent update for towels in inventory
changing wetness.
Fixes#418
Be prepared for life-saving to contradict "<mon> falls to pieces".
Purely hypothetically at present (with no plans to change) since
golems don't benefit from amulets of life-saving.
ignitable() was excluding magic lamp and then every place that
used it did so as 'ignitable(obj) || obj->otyp == MAGIC_LAMP'
so just include magic lamp.
I noticed that while hunting for an explanation for report #K2734
where returning to a previously visited level triggered the
warning "begin_burn: unexpected eggs". I've decided that the
zombie apocalypse is probably the cause. It inserted a new type
of timer in the list of such but it didn't bump EDITLEVEL to
invalidate save and bones files which relied on indices into the
old list. I'm not sure whether we should bump that now.
... on the floor, in monster inventory, and in hero's inventory.
Items in your inventory being ignited produce a message even if you're
blind - you can see the lit-state by viewing inventory anyway, so just
give player the message.
(via xNetHack)
Track sokoban cheating (taking actions that incur a luck penalty).
The pull request only reported the number of times (possibly zero)
that the player broke nethack's sokoban rules when reporting the
"you obtained the Sokoban prize" achievement, which is when the
count is most meaningful, but this implements it as a full-fledged
conduct instead. This way the #conduct command can be used after
"creative nethacking" to check immediately whether an action has
violated the Sokoban rules so a player willing to put in a bit of
effort can eventually learn which actions have a negative impact.
The new conduct is only shown during games where the character has
entered the Sokoban branch, but once that has happened it gets shown
no matter the location at the time of #conduct or end of game.
Most of this wasn't in the pull request: expanding the Guidebook to
give more information about sokoban and its conduct.
Bump EDITLEVEL to invalidate to-be-3.7 save files because u.uconduct
has been extended.
Fixes#355
When a failed #untrap attempt while mounted caused hero to be moved
onto the trap, it neglected to set the steed's coordinates to match.
If 'sanity_check' was On, that would trigger warnings about steed's
anomalous position. Eventually a normal move would put steed's
coordinates back in sync with the hero's.
The pull request code set u.usteed->{mx,my} directly. I've used
u_on_newpos() instead. I also replaced some direct manipulations of
u.{ux,uy} with u_on_newpos() so that if clipping is in effect it will
be updated.
Fixes#340
The fix to try to avoid messages about out-of-view objects taking
erosion damage made water_damage_chain() vulnerable to dereferencing
a null pointer, leading to a crash if you create a pool via wizard
mode wishing.
I got "The chain mail rusts." seemingly out of the blue, then when
moving around the corner of the building on Valk home level I saw a
spot of remembered ice be redrawn as water. Before that I checked
for any mapped objects (via ';' 'o' 'o' ... so I didn't overlook
anything; there were only a couple of objects shown on the map and
none of them were piles) and didn't see any remembered chail mail or
anything at all on that ice spot, so I'm assuming that it was carried
by a monster. I may be leaving out some steps in the call chain here:
melt_ice -> minliquid -> mondead -> m_detach -> relobj -> mdrop_obj
-> flooreffects -> water_damage -> erode_obj
erode_obj() uses bhitpos for visibility check of eroding objects not
carried by the hero or by a monster, with a comment expressing doubt
about doing that. It wouldn't have yielded the right answer for the
possible call chain here unless it got set by some monster activity.
I had been zapping a wand just before and bhitpos would have been set
to a coordinate I could see at the time, fooling erode_obj()'s check
if the value was stale.
Anyway, this only addresses objects eroded from flooreffects(),
water_damage_chain(), and fire_damage_chain(). There are lots of
other indirect calls to erode_obj().