Commit Graph

162 Commits

Author SHA1 Message Date
Pasi Kallinen
3440193a5a Tutorial: spellcasting
Add some basic spellcasting stuff to the tutorial: read a spellbook,
cast a spell.  If the hero doesn't have enough energy, just adds
a note saying so.

Remove/restore the known spells when entering/leaving the tutorial.
2025-07-09 18:30:58 +03:00
Pasi Kallinen
079dca27f2 Tutorial: clear user-given obj type names 2025-07-07 13:08:07 +03:00
nhmall
a654d08c3b save/restore changes - part 3
This is the third of a series of savefile-related changes.

    This adds early-days experimental support for a completely optional
    'sfctool' utility (savefile conversion tool), to be able to export
    a savefile's contents into a more portable format. There are likely
    to be bugs at this stage. In this initial first-attempt, the export
    format is a very simple ascii output.

    NetHack can be built entirely, without also building this tool.
    NetHack has no dependencies on the tool.

    Attempts were made to minimize duplication of existing NetHack code.
    To achieve that, unfortunately, #ifdef SFCTOOL and #ifndef SFCTOOL
    had to be sprinkled around through some of the existing NetHack
    source code, so that it could be re-used for building the utility.

    The process for building the sfctool typically recompiles the source
    files with #define SFCTOOL and a distinct object file with SF- is
    produced.

sfctool notes:

    Universal ctags is used and required to produce the sfctool utility.

    Some targets were added to the Unix and Windows Makefiles to
    facilitate the build process.

         make sfctool

    That should build a copy in util.

    Note: At present, the Unix Makefiles do not copy sfctool over to the
          NetHack playground during 'make install' or 'make update'.
          Until that gets resolved by someone, The tool will
          have to be manually copied there by the builder/admin if
          desired.
          cp util/sfctool ~/nh/install/games/lib/nethackdir/sfctool

    Also, a separate Visual Studio sfctool.sln solution was written and
    placed in sys/windows/vs. That has has only very limited testing.

    Usage:

      i)  To convert an existing savefile to an exportascii format
          that co-resides with the savefile:

          sfctool -c savefile

          That *must* be executed on the same platform / architecture /
          data model that produced the save file in the first place.

     ii)  To unconvert an existing exportascii format export file to a
          historical format savefile that can then be used by NetHack:

          sfctool -u savefile

          That must be executed on the same target platform / architecture /
          data model that was used to build the NetHack that will
          utilize the save file that results.

     A Windows example:

          sfctool -c Fred.NetHack-saved-game

          That should result in creation of Fred.NetHack-saved-game.exportascii
          from existing savefile:
              %USERPROFILE%\AppData\Local\NetHack\3.7\Fred.NetHack-saved-game

     A Unix example:

          sfctool -c 1000wizard

          That should result in creation of 1000wizard.exportascii.gz
          from existing savefile in the playground save directory:
              1000wizard.gz

  Current Mechanics:
     1. Makefile recipe, or script uses universal ctags to produce
        util/sf.tags.

     2. util/sftags is built and executed to read util/sf.tags and
        generate: include/sfproto.h and src/sfdata.c.

     3. util/sfctool is built from the following:
        generated file compiled with -DSFCTOOL:
                    src/sfdata.c       -> sfdata.o
        existing files compiled with -DSFCTOOL:
                    util/sfctool.c     -> sfctool.o
                    util/sfexpasc.c    -> sfexpasc.o
                    src/alloc.c        -> sf-alloc.o
                    src/monst.c        -> sf-monst.o
                    src/objects.c      -> sf-objects.o
                    src/sfbase.c       -> sfbase.o
                    src/sfstruct.c     -> sfstruct.o
                    src/nhlua.c        -> sf-nhlua.o
                    util/panic.c       -> panic.o
                    src/date.c         -> sf-date.o
                    src/decl.c         -> sf-decl.o
                    src/artifact.c     -> sf-artifact.o
                    src/dungeon.c      -> sf-dungeon.o
                    src/end.c          -> sf-end.o
                    src/engrave.c      -> sf-engrave.o
                    src/cfgfiles.c     -> sf-cfgfiles.o
                    src/files.c        -> sf-files.o
                    src/light.c        -> sf-light.o
                    src/mdlib.c        -> sf-mdlib.o
                    src/mkmaze.c       -> sf-mkmaze.o
                    src/mkroom.c       -> sf-mkroom.o
                    src/o_init.c       -> sf-o_init.o
                    src/region.c       -> sf-region.o
                    src/restore.c      -> sf-restore.o
                    src/rumors.c       -> sf-rumors.o
                    src/sys.c          -> sf-sys.o
                    src/timeout.c      -> sf-timeout.o
                    src/track.c        -> sf-track.o
                    src/version.c      -> sf-version.o
                    src/worm.c         -> sf-worm.o
                    src/strutil.c      -> strutil.o
2025-05-25 20:38:17 -04:00
nhmall
f4a6da2e52 save/restore changes - part 2
This is the second of a series of changes related to save/restore.

    No EDITLEVEL bump has been included, because although the code
    is changed extensively by this, the content of the savefiles have
    not been changed.

    Push the use of the structlevel bwrite() and mread() function use
    out of the core and into sfstruct.c. This is groundwork for upcoming
    changes.

    In the core, replace the bwrite() and mread() calls with the
    use of type-specific savefile output (Sfo) and savefile
    input (Sfi) macros.  The macros are defined in a new header file
    savefile.h, which also contains the prototypes for the sfo_* and
    sfi_* functions that the macros ultimately expand to. The functions
    themselves are in src/sfbase.c.

    On C99, each Sfo or Sfi macro expansion refers directly to the
    corresponding  type-specific sfo_* or sfi_* function.

    If C23 or later is is use, the majority (all but 3 types) of the
    macros refer to a single _Generic output routine sfo(nhfp, dt, tag),
    and a single _Generic input routine sfi(nhfp, dt, tag), which handles
    the dispatch of the type-specific underlying functions. This was
    somewhat experimental, but turned out to be practical because the
    compiler would gripe if the type for a variable was not included in
    the _Generic when passed as an argument, so it could be fixed.

    This alters the savefile verication process by having a common set
    return values for the related functions such as uptodate(),
    check_version(), etc. The new return values return more information
    about savefile incompatibilities, beyond failure/sucess. The
    additional information will be useful for an upcoming addition.
    The expanded return values are:
     SF_UPTODATE                     (0) everything matched and looks good
     SF_OUTDATED                     (1) savefile is outdated
     SF_CRITICAL_BYTE_COUNT_MISMATCH (2) critical size count mismatch
     SF_DM_IL32LLP64_ON_ILP32LL64    (3) Windows x64 savefile on x86
     SF_DM_I32LP64_ON_ILP32LL64      (4) Unix 64 savefile on x86
     SF_DM_ILP32LL64_ON_I32LP64      (5) x86 savefile on Unix 64
     SF_DM_ILP32LL64_ON_IL32LLP64    (6) x86 savefile on Windows x64
     SF_DM_I32LP64_ON_IL32LLP64      (7) Unix 64 savefile on Windows x64
     SF_DM_IL32LLP64_ON_I32LP64      (8) Windows x64 savefile on Unix 64
     SF_DM_MISMATCH                  (9) some other mismatch
    The callers in the core have been adjusted to deal with the expanded
    return values.

    Other miscellaneous inclusions:

       - go.oracle_loc -> svo.oracle_loc.
       - add a bit (1UL << 30) to  called SFCTOOL_BIT as groundwork
         for changes to follow.
2025-05-25 15:03:13 -04:00
PatR
96a750d99e undo commit 050846ada9 - lua memory allocator
Commit 050846ada9 checked for
re_alloc(NULL,n) and returned alloc(n) for that case.  After testing
MONITOR_HEAP and heaputil, the original code worked as intended.
I'm not sure what was going wrong yesterday.

Switch back to the previous code.  I could have used 'git revert'
but haven't.
2025-04-18 20:29:27 -07:00
PatR
050846ada9 lua memory allocated vs MONITOR_HEAP
I hope this is temporary.  nhrealloc() intends to deal with
realloc(NULL, size) but something isn't working correctly.  The
code in alloc.c looks right so the problem might be in heaputil.
However, the code there looks ok too.
2025-04-17 17:04:20 -07:00
nhmall
a3e12550ea savefile changes - part 1
This is the first of several savefile-related changes to
follow later. This one is groundwork for those later changes.

Remove internal compression schemes (RLECOMP and ZEROCOMP)
and discard the savefile_info struct that was primarily used to
convey which internal compression schemes had been in use.

Relocate some struct definitions into appropriate header files
for use by code to come in later changes.

Remove the two struct size-related fields from version_info and
from the nmakedefs_s. Instead, include a series of bytes near the
beginning of the savefile, representing the size of each
struct or base data type that impacts the historical savefile
content. Those are referred to as the "critical bytes".
(Related note: the "you" struct required two bytes, low and high,
due to its size).

Compare those critical bytes in a savefile against the NetHack
build that is reading the savefile. This allows mismatch detection
early in the savefile-reading process, and a clean exit, rather than
proceeding to read nonsensical values from the file. Include some
feedback on what the first mismatch was when encountering
one.

For arrays stored in the savefile, use loop-logic in the core
to write/read the array elements one at a time, rather than in
a single blob. This will be required for changes to follow later.
(impacts artiexist[], artidisco[], svd.dungeons[], svl.level_info[],
svl.level.locations[][], msrooms[] field of mapseen, svb.bases[],
svb.disco[] objects[], svm.mvitals[], svs.spl_book[], svd.doors[],
go.oracle_loc[], utrack[], wgrowtime[])

This also adds data model to the long version information.

This invalidates existing save and bones files due to the changes in
the information at the start of the file.
2025-04-15 15:35:17 -04:00
Pasi Kallinen
a185c270bb Expose trap once-field to lua 2025-04-13 17:32:14 +03:00
PatR
ab8ab7b344 more THEMERM and THEMERMFILL
Give a little more information if environment variable THEMERM or
THEMERMFILL has an invalid value.
2025-04-12 10:22:52 -07:00
copperwater
47e6edc663 Enable generating specific themed rooms for debugging
A common pain point I encounter when working on themed rooms is making
specific rooms generate. The only ways to do this were mass commenting
out the rooms not being tested, or hacking in different room frequency
values (even more annoying when testing a fill, not a room, or testing
pure-function rooms/fills that have no frequency).

This change solves that problem by allowing a wizard-mode user to define
THEMERM or THEMERMFILL environment variables to make specific rooms or
fills generate.

The first part of this change is converting all themed rooms and fills
that were plain functions into tables, and converting their comment
names into actual names in those tables. The names are not intended to
be shown during gameplay, but instead serve as values that THEMERM or
THEMERMFILL can be matched to to generate those rooms. It's no longer
possible to have a function themeroom; this will raise an impossible.
As far as I'm concerned, this is a good change because it allows some
code simplification of themerooms_generate and makes it easier to add
difficulty or eligibility parameters to rooms.

The second part of this change is adding a new nh.debug_themerm function
to make the environment variable values accessible to themerms.lua. I
looked for an existing way to do this but didn't see one (nh.variable
is the closest but appears to be for variables that get saved).

The final part is inserting behavior into the actual themeroom
generation code that changes how they generate when either a room or a
fill is set. I don't think it's safe to generate every single room with
the requested type or fill - that might lead to cases where the stairs
or a magic portal cannot generate. So it creates ordinary rooms half of
the time, which still results in plenty of themed rooms on levels.

Another thing to note is that any themed room using filler_region will
still only pick a fill 30% of the time. If one specifies both a fill and
a room that uses filler_region, many of those rooms will appear without
a themed fill.
2025-04-11 16:27:34 -07:00
Pasi Kallinen
7c43654580 Lua: allow functions for some optional strings
Those places that use get_table_str_opt() to get an optional string
value can instead use a function that returns a string.
This can be used for example in quest data lua table, or some table
fields in the lua api bindings, or the dungeon definition.

For example, in quest.lua

text = "You again sense %l pleading for help.",

could be replaced with

text = function() return "You again sense %l pleading for help."; end,

which of course allows using lua to build the string.
2025-03-16 20:29:28 +02:00
Pasi Kallinen
4b15085bb1 Avoid naming Vlad's entourage if vampires are genocided 2024-12-05 16:16:55 +02:00
nhmall
0792e5fe9e expand implicit fallthrough detection to non-gcc compilers
gcc has recognized various "magic comments" for white-listing
occurrences of implicit fallthrough in switch statements for
a long time:

    The range and shape of "falls through" comments accepted are
    contingent upon the level of the warning. (The default level is =3.)

    -Wimplicit-fallthrough=0 disables the warning altogether.
    -Wimplicit-fallthrough=1 treats any kind of comment as a "falls through" comment.
    -Wimplicit-fallthrough=2 essentially accepts any comment that contains something
     that matches (case insensitively) "falls?[ \t-]*thr(ough|u)" regular expression.
    -Wimplicit-fallthrough=3 case sensitively matches a wide range of regular
     expressions, listed in the GCC manual. E.g., all of these are accepted:
        /* Falls through. */
        /* fall-thru */
        /* Else falls through. */
        /* FALLTHRU */
        /* ... falls through ... */
       etc.
    -Wimplicit-fallthrough=4 also, case sensitively matches a range of regular
     expressions but is much more strict than level =3.
    -Wimplicit-fallthrough=5 doesn't recognize any comments.

Plenty of other compilers did not recognize the gcc comment convention,
and up until now the compiler warning for detecting unintended
fallthrough had to be suppressed on other compilers. That's because the code
in NetHack has been relying on the gcc approach, and only the gcc approach.

The C23 standard introduces an attribute [[fallthrough]] for the
functionality, when implicit fallthrough warnings have been enabled.

Several popular compilers already support that, or a very similar attribute
style approach, today, even ahead of their C23 support:

       C compiler                       whitelist approach
       ---------------------------   -------------------------------------
       C23 conforming compilers         [[fallthrough]]

       clang versions supporting
       standards prior to
       C23                              __attribute__((__fallthrough__))

       Microsoft Visual Studio
       since VS 2022 17.4.
       The warning C5262 controls
       whether the implict
       fallthrough is detected and
       warned about with
       /std:clatest.                    [[fallthrough]]

This adds support to NetHack for the attribute approach by inserting a
macro FALLTHROUGH to the existing cases that require white-listing, so
other compilers can analyze things too.

The definition of the FALLTHROUGH macro is controlled in include/tradstdc.h.

The gcc comment approach has also been left in place at this time.
2024-11-30 14:16:27 -05:00
PatR
cc1066b1ff some reformatting (3 of 4) 2024-09-05 15:55:24 -07:00
nhmall
6c0ae092c6 distinguish global variables that get written to savefile
The g? structs had a mix of variables that were written to
the savefile, and those that were not.

For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.

This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.

Details:

    gb.bases            -> svb.bases
    gb.bbubbles         -> svb.bbubbles
    gb.branches         -> svb.branches
    gc.context          -> svc.context
    gd.disco            -> svd.disco
    gd.dndest           -> svd.dndest
    gd.doors            -> svd.doors
    gd.doors_alloc      -> svd.doors_alloc
    gd.dungeon_topology -> svd.dungeon_topology
    gd.dungeons         -> svd.dungeons
    ge.exclusion_zones  -> sve.exclusion_zones
    gh.hackpid          -> svh.hackpid
    gi.inv_pos          -> svi.inv_pos
    gk.killer           -> svk.killer
    gl.lastseentyp      -> svl.lastseentyp
    gl.level            -> svl.level
    gl.level_info       -> svl.level_info
    gm.mapseenchn       -> svm.mapseenchn
    gm.moves            -> svm.moves
    gm.mvitals          -> svm.mvitals
    gn.n_dgns           -> svn.n_dgns
    gn.n_regions        -> svn.n_regions
    gn.nroom            -> svn.nroom
    go.oracle_cnt       -> svo.oracle_cnt
    gp.pl_character     -> svp.pl_character
    gp.pl_fruit         -> svp.pl_fruit
    gp.plname           -> svp.plname
    gp.program_state    -> svp.program_state
    gq.quest_status     -> svq.quest_status
    gr.rooms            -> svr.rooms
    gs.sp_levchn        -> svs.sp_levchn
    gs.spl_book         -> svs.spl_book
    gt.timer_id         -> svt.timer_id
    gt.tune             -> svt.tune
    gu.updest           -> svu.updest
    gx.xmax             -> svx.xmax
    gx.xmin             -> svx.xmin
    gy.ymax             -> svy.ymax
    gy.ymin             -> svy.ymin

Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
          gf.ftrap, gl.light_base, gt.timer_base
2024-07-13 14:57:50 -04:00
nhmall
588b3ae92f replace some leading tabs that had crept in 2024-06-10 10:57:59 -04:00
PatR
9ba0cf2ff0 fix memory leaks for #quit while in tutorial
The new change to reset discoveries and monster-stats when exiting
the tutorial used dynamic data which wouldn't be freed if player
used #quit and declined to resume the regular game.

It turns out that such a leak was already present for start-of-game
inventory that gets stashed away during the tutorial.

In both cases, it could happen at most once per game so wasn't a big
deal as far as memory leaks go.
2024-03-21 15:28:13 -07:00
PatR
a79d6d8e63 partly fix issue #1134 - tutorial leaks obj info
Reported by AndrioCelos, a handful of objects in the tutorial can
be discovered via use, and such discoveries were carrying over to
normal play when the tutorial ended.

This causes the hero to forget such discoveries.  The player will
still be able to remember them.  The proper fix would be to discard
the initialized but not-yet-started game when entering the tutorial
and then start a whole new one when exiting so that saving and
restoring game state would become unnecessary.  This doesn't do that.

This also causes monster birth and death statistics to be reset when
exiting the tutorial.  Affects the #vanquished command and potentially
extinctionist play.

Closes #1134
2024-03-21 08:32:58 -07:00
Pasi Kallinen
8e83fcb1cc Fix returning from tutorial
Removing these two values from the stack seems to prevent calling
the leave_tutorial hook.
2024-03-20 22:44:12 +02:00
nhkeni
54c3dd35ac Merge branch 'keni-staticfn' into NetHack-3.7 2024-03-16 09:38:21 -04:00
nhmall
79648c6ce2 some variables not referenced in another translation unit made static
Also adds some cross-refence comments for some variables that are
referenced in another translation unit.
2024-03-15 16:00:14 -04:00
nhkeni
9c0ed8ae63 NOSTATICFN for src/* 2024-03-14 17:41:51 -04:00
nhkeni
acf60063d5 Add missing prototypes for static functions to avoid warnings. 2024-02-29 10:49:53 -05:00
nhmall
688ac6ffbe remove register from variable declarations 2024-02-19 16:30:07 -05:00
nhkeni
aa8aa24d3b git glue memory leaks
- fix stack imbalances
- call panic() instead of nhl_error() if L==0 to prevent immediate crash
- drop unused argument prep in get_nh_lua_variables
- change nhl_pcall_handle to clean up stack after calling impossible()
- don't force full garbage collection runs
- don't collect garbage to do memory usage checking
- remove unnecessary stack resets
2024-02-04 22:07:05 -05:00
Pasi Kallinen
0d7fc06eb9 Do garbage collection on luacore
Another lua state that is not freed until end of game,
so clean up the stack and do GC regularly.
2024-02-03 12:55:10 +02:00
Pasi Kallinen
e7a7526ea9 Minor code formatting 2024-02-03 10:56:16 +02:00
nhkeni
6f47094b8d Add a sanity check to nhl_init() 2024-01-21 12:44:05 -05:00
nhkeni
bacfa6ef40 More lua setup cleanup
Stop (poorly) tracking the amount of memory in use and get
 it from Lua instead.
Simplify nhl_alloc.
2024-01-17 15:04:40 -05:00
Pasi Kallinen
5d28e24477 Some lua state allocator fixes
Run GC on the themeroom lua states, as they're not freed
until end of game.

Allocate the exact amount of data we use instead of padding it.

Free our state data after closing the lua state; doing it
the other way is the way to madness, which was kept at bay
by the padded allocation amount.
2024-01-17 17:41:44 +02:00
PatR
4609f23332 lua timer fix
Commit 7a533a911c about three weeks
ago reordered a couple of timers.  The list of timers in nhlua.c was
overlooked at the time.

The theme room "Ice room" was affected.  I'm surprised that sanity
checking while running the fuzzer didn't notice and complain.
2024-01-12 11:31:48 -08:00
nhmall
6274ad3259 whitespace adjustment src/nhlua.c
I noticed some tabs had crept into the file, so adjust the whitespace.
2024-01-12 12:33:26 -05:00
nhkeni
aebc666efa clean up lua error message, catch failed lua_newstate call 2024-01-12 11:06:25 -05:00
nhkeni
2c26176de8 blind attempt to satisfy MS-DOS compile 2024-01-05 18:23:55 -05:00
nhkeni
0745d3fbe5 Free user data when destroying a lua state. 2024-01-05 17:26:18 -05:00
nhkeni
c7ab9a0565 Some lua catchup and cleanup
- add nhl_pcall_handle() to wrap all nhl_pcall calls that didn't check
  return value and either panic() or impossible()
- add --loglua (unix only) to dump Lua memory and steps info to livelog
- remove old logging
- set memory and step limits on all Lua VMs
2024-01-04 10:37:38 -05:00
nhmall
b368d4fbe9 revert a nonnull instance that deviated from the stated rules 2023-12-15 00:52:15 -05:00
nhmall
6467b983eb part2: remediate some nonnull-related compiler warnings
do.c:296:16: warning: nonnull parameter 'obj' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  296 |         while (obj && (otmp = obj_nexto_xy(obj, x, y, TRUE)) != 0) {
      |                ^~~ ~~
../include/extern.h:538:43: note: declared 'nonnull' here
  538 |                             const char *) NONNULLPTRS;
      |                                           ^
../include/tradstdc.h:378:36: note: expanded from macro 'NONNULLPTRS'
  378 | #define NONNULLPTRS __attribute__((nonnull))
      |                                    ^
1 warning generated.

invent.c:807:12: warning: nonnull parameter 'objlist' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  807 |     while (objlist) {
      |     ~~~~~  ^~~~~~~
../include/extern.h:1230:61: note: declared 'nonnull' here
 1230 | extern struct obj *merge_choice(struct obj *, struct obj *) NONNULLPTRS;
      |                                                             ^
../include/tradstdc.h:378:36: note: expanded from macro 'NONNULLPTRS'
  378 | #define NONNULLPTRS __attribute__((nonnull))
      |                                    ^
1 warning generated.

monmove.c:2091:23: warning: nonnull parameter 'mtmp' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
 2091 |     boolean is_pet = (mtmp && mtmp->mtame && !mtmp->isminion);
      |                       ^~~~ ~~
../include/extern.h:1844:67: note: declared 'nonnull' here
 1844 | extern boolean undesirable_disp(struct monst *, coordxy, coordxy) NONNULLARG1;
      |                                                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
1 warning generated.

nhlua.c:2095:9: warning: nonnull parameter 'L' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
 2095 |     if (L)
      |     ~~  ^
../include/extern.h:1985:35: note: declared 'nonnull' here
 1985 | extern void nhl_done(lua_State *) NONNULLARG1;
      |                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
1 warning generated.

steal.c:59:12: warning: nonnull parameter 'chain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
   59 |     while (chain && chain->otyp != GOLD_PIECE)
      |            ^~~~~ ~~
../include/extern.h:2910:43: note: declared 'nonnull' here
 2910 | extern struct obj *findgold(struct obj *) NONNULLARG1;
      |                                           ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
1 warning generated.

utf8map.c:232:9: warning: nonnull parameter 'gmap' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  232 |     if (gmap) {
      |     ~~  ^~~~
../include/extern.h:3318:28: note: declared 'nonnull' here
 3318 |               long ucolor) NONNULLPTRS;
      |                            ^
../include/tradstdc.h:378:36: note: expanded from macro 'NONNULLPTRS'
  378 | #define NONNULLPTRS __attribute__((nonnull))
      |                                    ^
1 warning generated.

worn.c:895:15: warning: nonnull parameter 'objchain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  895 |     if (on && objchain)
      |            ~~ ^~~~~~~~
../include/extern.h:3664:51: note: declared 'nonnull' here
 3664 | extern void bypass_objlist(struct obj *, boolean) NONNULLARG1;
      |                                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
worn.c:897:12: warning: nonnull parameter 'objchain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  897 |     while (objchain) {
      |     ~~~~~  ^~~~~~~~
../include/extern.h:3664:51: note: declared 'nonnull' here
 3664 | extern void bypass_objlist(struct obj *, boolean) NONNULLARG1;
      |                                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
worn.c:908:12: warning: nonnull parameter 'objchain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  908 |     while (objchain) {
      |     ~~~~~  ^~~~~~~~
../include/extern.h:3665:53: note: declared 'nonnull' here
 3665 | extern struct obj *nxt_unbypassed_obj(struct obj *) NONNULLARG1;
      |                                                     ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
3 warnings generated.
2023-12-14 20:06:57 -05:00
nhmall
1e927a4228 Merge branch 'fix-nhlua' of https://github.com/argrath/NetHack into NetHack-3.7 2023-12-09 21:44:21 -05:00
PatR
b1f67a9842 lua memory usage
Silence a bunch of complaints from heaputil about freeing Null
pointers.  The C standard allows that but it makes the data collected
about mallocs and frees not match up when nethack has MONITOR_HEAP
enabled.
2023-12-07 11:48:05 -08:00
SHIRAKATA Kentaro
027b325a3d remove unnecessary null-check on get_table_mapchr_opt()
`name` here is always non-null, otherwise it leads segv at earlier code.
2023-12-06 11:23:10 +09:00
nhmall
d064ac2cda more cast style consistency 2023-11-13 20:31:02 -05:00
Pasi Kallinen
dd5ca5b058 Change menu_headings to accept color and attribute
Instead of just accepting an attribute, it's now possible to
use a color, or both color and attribute, for example:

OPTIONS=menu_headings:inverse
OPTIONS=menu_headings:red
OPTIONS=menu_headings:red&underline

Default is still just inverse.
This lets the player change the menu heading color without
needing to use menu colors for them.

Also makes it so the core uses NO_COLOR instead of 0, for all
the menu lines which don't have any prefedefined color.

Tested for tty, curses, x11, qt, and win32
2023-11-13 07:33:56 +02:00
Pasi Kallinen
70c47c4054 Simplify add_menu, part 6 2023-11-03 21:48:46 +02:00
nhmall
e4c3d87a4c fix a small memory allocation that was never freed 2023-09-23 10:16:07 -04:00
PatR
dd05f5183e addinv_nomerge()
Replace several instances of
 obj->nomerge = 1;
 addinv(obj);
 obj->nomerge = 0;
with new
 addinv_nomerge(obj);
and add various related comments.
2023-09-19 14:40:33 -07:00
PatR
3fdcd5f4e0 fix #K4006 - 'null obj after quiver merge' panic
Using apply to unlight a lit potion of oil makes it unlit, removes
it from inventory, and then re-adds it to try to force it to merge
with other potions of oil.  If it was wielded and the other potions
were quivered, the game would panic.  When merging, they get forced
into the weapon slot in preference to the quiver slot.

Unwearing it before freeinv+addinv would solve this but also leave
the hero with nothing wielded, even if it didn't merge with another
stack.  Instead, don't try to merge if the potion being unlit happens
to be worn.

3.6.x was subject to this too and the fix is small+isolated but the
situation is so uncommon that I haven't bothered backporting it.

Applying a lump of royal jelly and then not picking anything to rub
it on had a similar problem.  It also panicked if the applied lump
was wielded and other lumps were quivered.  The fix is different
because the stack it gets split from during apply is known.  This one
doesn't impact 3.6.x; applying jelly to eggs wasn't implemented yet.
2023-09-19 07:16:00 -07:00
nhmall
079ea3a449 get build working on Windows following cd9f145d
The code prior to cd9f145d would have returned 0 on an argc other
than 2 or 3 so this just does the same.
2023-06-24 13:18:16 -04:00
PatR
cd9f145dba fix leaving the tutorial levels
While running the tutorial, the Save command is disabled.  When the
tutorial was extended to two levels, stashing and restoring the
hero's equipment stopped working as intended if player entered the
second level.  The attempted fix for that broke re-enabling Save
even if the player left the tutorial without entering its second
level.

This seems to fix things, but I'm flailing around with barely a clue
here.  A couple of simpler attempts didn't work and I haven't figured
out why, so this is a bit more complex than what I wanted.

Reorganizing nhl_callback() isn't part of the fix, just avoids use
of some redundant code.
2023-06-23 15:19:36 -07:00
PatR
2bbfed2183 fix github issue #1046 - tutorial anomalies
Reported by Noisytoot:  going from level tut-1 to tut-2 returned the
hero's starting equipment too soon, and exiting the tutorial from
tut-2 let the hero keep any equipment acquired within the tutorial.

Entering and leaving the tutorial was being handled by lua code in
the level description of tut-1 and adding a second level messed that
up.  I didn't see any way of handing that with level-specific lua
code so I made it become the core's responsibility.  gotolevel()
knows when the hero is moving from one dungeon branch to another so
it can recognize entry to or exit from the tutorial easily.

While fixing this, prevent #invoke of the Eye of the Aethiopica from
offering the tutorial as a candidate destination (was feasible if it
had been entered at start of game).

Not fixed:  levels visited in the tutorial become part of #overview.

Show location as "Tutorial:1" instead of "Dlvl:1" on status lines.
Only tested with tty; some interfaces handle location themselves and
may need their own fixup for this.

Fixes #1046
2023-06-03 16:39:12 -07:00