Commit Graph

8396 Commits

Author SHA1 Message Date
keni
3f3c581f65 make the 2 panic declarations fully match 2023-01-10 16:55:35 -05:00
keni
d1561f15c1 alloc.c: add missing NORETURN 2023-01-10 15:55:30 -05:00
Pasi Kallinen
4af086be73 More interesting Gehennom levels
Instead of just plain old boring mazes, spice up Gehennom by
occasionally adding lava, iron bars, or even mines-style levels
(with lava, of course).

Of the fixed Gehennom levels, only Asmodeus' lair has been changed
to add some random lava pools.

Also some lua fixes and changes:
- Fixed a selection negation bounding box being wrong.
- Fixed a selection negated and ORed returning wrong results.
- des.map now returns a selection of the map grids it touched.
- When using des.map contents-function the commands following the
  map are not relative to it.
2023-01-10 12:20:21 +02:00
PatR
7c72c1f141 identifying via menu
From the newsgroup:  identifying by menu pops up multiple menus in
succession if the player picks fewer invent entries than are being
granted, but the second and subsequent ones could cover up the
message window and hide the feedback from prior ones.

If multiple popup menus are needed when identifying, issue --More--
before each menu after the first.  The code seemed to be trying to
do this already, but it should have used wait_synch() rather than
mark_synch(), or perhaps used display_nhwindow(WIN_MESSAGE, TRUE)
instead of either one of those.  For curses, both mark_synch() and
wait_synch() were no-ops.  Now they do something.  X11's behavior
wasn't right either; it seemed to be lagging one message behind
(something I had noticed recently and then forgotten about; I still
don't remember the context then so don't know whether this fixes
that earlier situation).
2023-01-09 23:34:32 -08:00
PatR
f0f639f1fa fix for onefile FITSint, FITSuint
I assumed that the complaint about macro refinition was for the two
in alloc.c replacing two from hack.h from another file, but it could
be that those being defined by alloc.c were interferring with the
regular hack.h ones.  alloc.c doesn't need them, and was also skipping
an opportunity to use one of them.
2023-01-07 12:48:10 -08:00
Pasi Kallinen
48ae4f6d30 Another valgrind uninitialized bytes complaint 2023-01-07 17:28:14 +02:00
Pasi Kallinen
8eb3b3d8d1 Silence valgrind uninitialized bytes complaints
Just zero out the allocated memory.

Explicitly setting struct field values isn't enough, because field alignment
means there can be several unused bytes which are written to savefile.
2023-01-07 13:25:07 +02:00
Pasi Kallinen
c68b21d735 Fix lua selection logical-or bounds 2023-01-07 10:55:09 +02:00
Pasi Kallinen
27e2c79e12 Free command queues at end of game
At end of game, the disclose prompts put commands into the queue,
but those weren't freed.
2023-01-06 16:40:58 +02:00
Pasi Kallinen
030fc0036a Remove NO_VSNPRINTF
Affects only ancient VMS where vsnprintf wasn't available.
2023-01-06 15:53:06 +02:00
PatR
18fa85c681 show_glyph() impossible
After glyph expansion a while back, a few 'if's had tests of
|  else if ((offset = (foo - bar)))
which should be
|  else if ((offset = (foo - bar)) >= 0)
Only used if show_glyph() has been passed invalid map coordinates
so never seen.
2023-01-02 23:40:06 -08:00
PatR
c91f142bdb score feedback punctuation
"Killed by Ms. Manlobbi, the shopkeeper" has the comma changed to
a semi-colon prior to being stored in 'record'.  That's intentional,
but "Killed by Ms. Manlobbi; the shopkeeper" looks strange when shown
to the player.  Change semi-colon back to comma when writing scores
for display.
2023-01-02 23:25:38 -08:00
PatR
d20f670710 striking/force-bolt comment
I'm not sure whether newsym_force() is still necessary, but add a
comment about why it's being used in bhito().
2023-01-02 14:25:23 -08:00
nhmall
33c13d6fff static analyzer bit display.c
A static analyzer pointed out that the 'if' was checking
for null pointer, but the 'else' was not, yet they were
both then dereferencing the same variable.
2023-01-02 16:06:11 -05:00
PatR
dc6ad9266b nethack --windowtype=badchoice
If you used the commandline to ask for an interface that doesn't exist
or isn't available, you'd get complaints about it not being recognized
twice.  First before any other options, then again after regular
option processing has taken place.  Clear the command line setting if
the first attempt gets rejected so that it won't be retried later and
be rejected again.  Probably the game should just quit if setting the
interface fails.
2023-01-01 17:35:06 -08:00
nhmall
2fc0d25d45 introduce support for coloring the frame behind a map location
Also includes support by paxed for polearm targeting using the
frame color.

Also renames USE_TILES to TILES_IN_GLYPHMAP which is a more
accurate description.

Not all window interfaces have full support for the color framing
of the background square yet.

MS-DOS needs further work (to bring it to both VESA and VGA, with
and without tiles.

Windows GUI is missing support.

X11 and Qt have been started, but may require further refinement.
2023-01-01 19:55:02 -05:00
PatR
21b9506d3f comment fix in display.c
A comment in front of unmap_object() was missing the end of a
sentence in the middle of a short paragraph.  That has been the case
as far back as 3.3.0.  I found the sentence's full text in 3.2.0
(without checking 3.2.[123]).  The rest of the paragraph got changed,
presumably at the same time as the missing part got lost.

While in there, change "any more" to "anymore".  According to a
dictionary, the one-word form is the more commonly usage.
2023-01-01 00:21:51 -08:00
Michael Meyer
ee270bfbe0 Use verbalize for shopkeeper price-check #chatting
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.
2022-12-31 12:22:13 -08:00
Michael Meyer
f38a40fafd Tweaks to chatting with mute shopkeeper
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.
2022-12-31 12:22:13 -08:00
PatR
dcd3fe8437 smelling an unseen monster puts 'I' on map 2022-12-31 12:11:28 -08:00
Michael Meyer
be810f3ede Remove canspotmon() requirement from #wizsmell
You can attempt to smell a monster at particular coordinates even if you
can't see it.  Revert the message for the 'can't find a monster there to
smell' case to "That is not a monster", as it was before, since the
change makes it so that you only reach that line if there genuinely is
no monster there (previously it would be reached if there was a hidden
or undetected monster on the specified spot).
2022-12-31 11:37:06 -08:00
Michael Meyer
8c831fcad0 Add a funny message for smelling yourself
I know this is inane, especially for a little-used debug-mode-only
command, but I can't get it out of my head...

The use of the actual monster data instead of the glyph as a proxy ought
to make it somewhat more consistent as well (e.g. hallucination and
'showrace' won't affect the results), though I think that'd hardly be
worth it were it not for the incredibly funny message.
2022-12-31 11:37:06 -08:00
Michael Meyer
15274fcca1 Make paralysis intefere with seduction attempts
tinklebear on IRC noticed that a hero paralyzed by a floating eye was
still "charmed" and capable of "removing her armor" as part of a nymph's
theft attack.  The same thing was true of foocubus seduction: a
paralyzed hero was still able to respond to the questions about whether
particular pieces of armor should be removed (and also do whatever else
may be involved in a successful attack...).

I think paralysis should prevent both those things.  Nymph theft will
still work, unless she needs the hero's active cooperation in removing a
bulky piece of armor.  Foocubus attacks will be prevented entirely by
paralysis, making it interfere like unconsciousness already does.

Apply a similar constraint to hero vs monster seduction, as well.
2022-12-31 11:25:53 -08:00
PatR
8397b15d83 some tilemap.c cleanup
I'm headed back to the drawing board for some tiles changes I was
attempting, but before tossing what I had I've extracted a modest
amount of cleanup for the code in win/share/tilemap.c.  Some
formatting, a bit of generated formatting, make ENHANCED_SYMBOLS
less intrusive, and an error check to prevent a crash in tilemap
I triggered.  Also avoid one in nethack caused by an object (not
included here) which had a description but no name.
2022-12-30 12:45:02 -08:00
PatR
077fdcfaac followup for miscellaneous objects[] macros
The DUMP_ENUMS definition of 'MARKER()' had the expansion of its
arguments backwards but isn't even needed, so get rid of it rather
than reverse them.  nethack --dumpenums handles them separately
from object definitions.
2022-12-28 11:33:39 -08:00
PatR
ddd358aa03 miscellaneous objects[] macros
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.
2022-12-28 01:50:24 -08:00
PatR
249e431e46 new 'sortvanquished' option
Allow the preferred sort order for the vanquished monsters list to
be specified in the run-time config file
|OPTIONS=sortvanquished:X
where X is t, d, a, c, n, or z.  It can also be set to 'A' or 'C'
but those aren't documented and aren't offered as choices when
setting the value interactively, which can be done via 'm O' or by
using 'm #vanquished'.

Guidebook.mn has been updated but Guidebook.tex is lagging again.
2022-12-26 14:56:12 -08:00
PatR
a294fdf179 boomerang bits
Refine the recent throw-and-return catching routine.
2022-12-25 13:28:02 -08:00
PatR
c380234325 {freez,flam,shock}ing spheres difficulty ratings
Adjust mstrength() so it generates difficulty assessments matching
the mons[].difficulty values for freezing spheres, flaming spheres,
and shocking spheres.  #wizmodiff now reports "no discrepancies".
2022-12-25 13:21:56 -08:00
PatR
9a9f2d596d fix boomerang equiped in multiple slots
Reported directly to devteam:  with one quivered boomerang and a
compatable stack of one or more boomerangs either wielded or in the
alternate weapon slot, throwing the quivered one, failing to hit any
target or obstacle, and catching the returning boomerang would empty
the quiver, merge the caught boomerang with the wielded weapon or
swap-weapon slot, then re-quiver and yield
|x - 2 boomerangs (wielded) (at the ready)
or
|y - 2 boomerangs (alternate weapon; not wielded) (at the ready)
If 'sanity_check' was On, complaints would ensue.

'autoquiver' may need to be On in addition to the thrown boomerang
being the last item in the quiver.

The unsplit portion of the fix feels unclean.  There's bound to be a
better way.
2022-12-24 00:27:59 -08:00
PatR
9657b78359 dismount tidbit
I just noticed a couple of direction manipulaton macros that I hadn't
been aware of.  Change recenlty added DISMOUNT_KNOCKED to use them.
2022-12-23 15:42:08 -08:00
nhmall
bfe668c7ef memory not freed
Reported directly by feedback form.

Changes from a recent pull request resulted in more array entries
than MAX_GLYPH, so the for loop in free_glyphid_cache() wasn't going far
enough, leaving some dupstr() strings unfreed.
2022-12-23 16:38:53 -05:00
PatR
91e2ab13b2 last? role/race/&c option values update
Keep track of how a role|race|gender|alignment option got its value
so that role:!Tourist in .nethackrc and role:!Priest in NETHACKOPTIONS
yield 'role:!Priest' rather than merging into 'role:!Priest !Tourist'.
It also doesn't write the value into new config file for #saveoptions
if that value comes from environment or command line (not applicable
since the command line arguments for role,&c don't go through options
handling).  Also, the old config file value takes precedence over
the current game's value file so that 'role:random' doesn't become
'role:Healer' or such in a new config after the random value gets
picked for play.

This only tracks the role, race, gender, and alignment options but the
concept could be extended to all options.  The data would need to be
saved and restored if values set interactively need to be retained in
restore sessions (doesn't apply to role,&c since those don't change
during play).
2022-12-22 15:07:33 -08:00
PatR
c77b8b8073 old pull request #609 - neutral #offer feedback
Pull request from Vivit-R was to change feedback when offering on a
neutral altar from "your sacrifice is consumed in a cloud of smoke"
to "... in a puff of smoke".  There were multiple comments, some
agreeing and some disagreeing but no better alternatives offered.

I'm ambivalent to whether any alteration was needed, but think "puff"
sounds rather passive.  I looked at a lot of synonyms and considered
"veil of smoke" and "haze of smoke" and even "puff of vapor", but
finally settled on "plume of smoke".  It isn't something that appears
and is gone in an instant like the lawful flash of light and chaotic
burst of flame, but I think it is more interesting than cloud or puff.

The PR's commit hasn't been used since 100% of its content is being
superseded.

Closes #609
2022-12-21 14:31:13 -08:00
PatR
657f0de5f8 sequencing issue: dismounting from dying steed
Reported by entrez:   if a trap killed hero's steed and dismounting
was fatal for the hero (probably by falling onto the same trap),
impossible "dmonsfree: 1 removed doesn't match 0 pending" warning
occurred during game-over cleanup.

Move the dismount calls in mondead() and mongone() from before their
m_detach() call to the end of m_detach() itself.  This led to a
cascade of problems and attempted fixes until finally zeroing in on
place_monster()'s sanity checks and dismount_steed()'s attempts to
work-around one of them.

This reverts the convoluted hack from four years ago in commit
be327d9822 and deals with the issue in
a simpler way.  After that, the new dismount_steed() placement at
end of m_detach() works cleanly.
2022-12-21 14:02:05 -08:00
PatR
3a05ec8055 more PR #902 - excising "Current"
Change ^X feedback of "Current Characteristics" to just
"Characteristics" to match the change for "Status" and "Attributes".
2022-12-20 23:31:49 -08:00
Greg Moselle
86ab924745 The word 'Current' is unnecessary here (and in general). 2022-12-20 23:20:44 -08:00
PatR
33a5dbff37 sleeping vs deafness
Another one from entrez: falling asleep tried to make the hero Deaf,
but was adding a negative value to the timeout.  A negative value
of bigger magnitude that the current timeout could produce weird
values when making that be negative and then stuffing it into an
unsigned field.

This applies a fix to sleep-causes-deafness bug but also disables
that, at least for the time being since nobody seemed to notice that
it wasn't working.  The fix might be noticeable so needs testing.

This also adjusts You_hear() so that if Deaf and sleeping are both
active, it will still yield "You dream that your hear ..." instead
having Deaf override that.
2022-12-20 15:23:40 -08:00
PatR
53a4e3f80a unconscious hero vs Medusa
Reported directly to devteam by entrez:  a sleeping or unconscious
hero would still meet a monster's gaze attack even though those are
supposed to be eye-to-eye rather than just the monster looking at
you.  Don't meet the gaze when Unaware, despite the fact that the
hero isn't blind and vision remains in operation.

Initially being Unaware also blocked Medusa's gaze being reflected
but I changed things so that that still affects her.  It contradicts
the eye-to-eye aspect but is more consistent with her looking at a
blind hero who has reflection.
2022-12-20 14:44:19 -08:00
Pasi Kallinen
32bbf84ee1 Add strangled to safe_wait
... and ignore vomiting from sickness.
2022-12-18 12:36:34 +02:00
Pasi Kallinen
d7e90fbae2 Expand safe_wait to deadly status afflictions
Searching or waiting with safe_wait on will now consider
sliming, stoning, or deadly illness to be hazardous and prevent
the command.
2022-12-18 00:40:38 +02:00
PatR
60a328bc2c paranoid confirmation prompt
yn() and company show the list of possible responses in square
brackets and the default response in parentheses:
|Do foo? [ynaq] (y)
but paranoid_querty() was using the punctuation chars backwards
|Do foo? (yes) [n]
or
|Do foo? (yes|no)
depending on the level of paranoid.  Change those to be
|Do foo? [yes|n] (n)
(default gets used for <return> but unlike yn(), not for <space>)
and
|Do foo? [yes|no]
(with no default for the latter).
2022-12-16 12:21:23 -08:00
PatR
dfa5bb5941 role,race,&c options: environment vs config file
Due to the unorthodox values for role, race, gender, and alignment,
specifying a negated value or set of values in NETHACKOPTIONS wasn't
overriding a specific value set in the run-time config file.  The
command line should take priority, then environment, then config file,
lastly builtin defaults.

This could probably use some improvement.  It now treats role:!val
as if there was no val role and the entry was role:random rather than
previous role:none (affects prompting).

[I've just realized that role:!foo in environment will be combined
with role:!bar in config file rather than replacing it.  I'm not sure
how to deal with that.]
2022-12-15 15:56:52 -08:00
PatR
df7e575500 fix issue #949 - dropping welded iron ball
If punished and the attached iron ball was both cursed and wielded,
falling while going down stairs would drop it instead of leaving it
welded to hero's hand. ( Didn't happen for iron ball that wasn't
chained to hero's leg.)

I thought that this was going to be a one or two line fix but ball
and chain stuff is never that simple.

Fixes #949
2022-12-15 13:48:59 -08:00
PatR
e4145f7dc1 calling objects
An earlier attempted fix was not working as intended.  This
accomplishes what I was trying to do.  I haven't reverted
interesting_to_discover() to static within o_init.c.
2022-12-14 14:07:22 -08:00
PatR
96f5f03287 revise the role, race, gender, align options
Using role:!wizard to limit which roles would be candidates for
random selection didn't work as I expected.  It required a separate
option setting for role to exclude.  This implements how I thought
it worked:
|OPTIONS=role:!ranger !samurai !wizard
will exclude multiple roles with a space-separated list in a single
option setting.  It also adds support for
|OPTIONS=!role:ranger samurai wizard
to do the same thing.  (OPTIONS=!role:!ranger isn't allowed.)

I thought 'OPTIONS=role:barbarian caveman knight' could be used to
limit random selection to those choices, but that doesn't work and
I haven't attempted to implement it.

This also renames the 'align' option to 'alignment'.  That made the
truncation to 'align' become ambiguous, so it got added back as an
alias for the full name.

Guidebook.tex is lagging; I'm burned out.
2022-12-14 13:14:54 -08:00
Michael Meyer
05117fa84f Fix: billing shop boulder pushed thru shared wall
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.
2022-12-14 08:27:48 -08:00
PatR
daeec9291c refine PR #946 - named armor
Move the new stuff from PR #946 out of xname() into new routine
armor_simple_name().

Noticed while testing:  tweak 'call object type' so that it doesn't
list instances of pre-discovered armor as likely candidates since
assigning a name to such wasn't showing up in the discoveries list.

Add "silver shield" as wishing synonym for "polished silver shield".
2022-12-14 07:37:04 -08:00
Michael Meyer
eff2cba10d Use foo_simple_name for armor types in xname
This will distinguish between a hat and a helmet, shoes and boots, etc,
so that a "conical hat" doesn't turn into a "helmet called dunce" after
type-naming it, and so on.  Instead, more specific names will be used
for the base type, consistent with the terms used in various messages
(so "a hat called dunce").

Some of these don't seem like necessary distinctions to make, and some
of them probably don't make a difference at all (e.g. gloves vs
gauntlets, since "gauntlets" only shows up once you've IDed the item so
the user-assigned typename isn't visible), but it probably makes sense
to be consistent in using these functions if it's done for any armor
type.
2022-12-14 05:49:05 -08:00
nhmall
2ee061e02d cast away a new warning
role.c: In function 'plnamesuffix':
role.c:1615:19: warning: operand of '?:' changes signedness from 'int' to 'unsigned int'
due to unsignedness of other operand [-Wsign-compare]
1615 |                 ? (int) (eptr - gp.plname)
                         ^~~~~~~~~~~~~~~~~~~~~~~~

Since Strlen() (actually hacklib's Strlen_ function) returns 'unsigned' for the
second operand of the '?:', the compiler was having to change the signedness
of the first operand '(int) (eptr - gp.plname)' to 'unsigned' and issuing the
warning.

Cast the result of Strlen() to int to make both operands of the '?:' the same
('signed').
2022-12-13 19:17:00 -05:00