The macro (currently unused, I think) for checking whether a particular
index designates a subroom was off by one on the maximum allowable
value.
Because of the dedicated extra space for the g.rooms array terminator
flag (hx == -1), subroom indices in g.rooms are set out in the range
[MAXNROFROOMS+1, MAXNROFROOMS*2], inclusive.
Also some minor formatting tweaks.
Add two new themeroom functions that are called when generating
the level: pre_themerooms_generate and post_themerooms_generate,
calles before and after themerooms_generate.
Allow the buried treasure -themeroom to put down an engraving
anywhere on the level, hinting at the location of the treasure.
des.object contents function now gets the generated object passed
to it as a parameter.
When fuzzing, noticed a trap generated inside a wall. Culprit
was one of the themed rooms that generates a rectangular room and then
puts freestanding wall columns inside. Note in somexy that it can
return a non-accessible location, and change the places that used
it and absolutely needed a space to somexyspace.
The pull request included some changes that were neither accidental nor
unintentional, so only a subset of the changes from pull request #869
submitted by klorpa were manually applied.
behaviour -> behavior
speach -> speech
knowlege -> knowledge
incrments -> increments
stethscope -> stethoscope
staiway -> stairway
arifact -> artifact
extracing -> extracting
The uses of "iff" were left alone.
Close#869
If the map is big enough so that makerooms generates the maximum
allowed number of rooms for the level, the last room will "overflow"
into the subrooms array.
The rooms array assumes the last entry has hx = -1, and add_room
changes the next room hx to -1 but because the subrooms array
is right after the rooms array, this change actually touches
the first subroom on the level.
This has been present since who knows how long, but because
the levels are normally small enough, the room limit is never hit.
My changes were too drastic, so reduce the drain and damage so it
matches all the other traps. Now the anti-magic trap will always
ding your max energy a bit, in addition to the physical damage done
if wearing magic resistance.
One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
|
-----------------------
| | |
coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
This parameter appears to have been in the code for a very long time,
but never used, since no version of NetHack I can find had mazes with
randomly placed fountains in them. Certainly isn't used now, so this can
be reduced to the same call to find_okay_roompos used by similar
functions such as mksink.
This is enough to prevent abuse by denying access to functions and
denial of service (RAM and instruction step limits), but not enough
to allow restricted use of things that require finer control (e.g.
filesystem access).
If something goes wrong, the whole thing can be turned off, for
now, in config.h (see NHL_SANDBOX).
None of the current functionality requires changes to build systems;
some of the possible future functionality may require some #defines
- TBD. There is lots of dead code (#ifdef notyet) for bits of that
additional functionality; we can rip it out if we don't want those
additions or we can complete (parts of) it depending on our needs.
All current uses of Lua are connected to sandboxes and guarded with
nhl_pcall (sandbox and lua_pcall wrapper); options and limits can
be set at the callsites in the passed nhl_sandbox_info. Some of
the error handling may be wrong - panic() vs. impossible() vs
silence.
Memory and instruction step limits should be tuned prior to release;
there's no point tuning them now.
When trap detection finds trapped doors and trapped chests, it shows
those as bear traps. When the hero comes within view, they revert to
normal and the detected trap is forgotten. This doesn't change that,
it is just groundwork to be able to show them distinctly. Like the
TT_BEARTRAP patch, it increments EDITLEVEL so this seemed like a good
time to put the groudwork in place.
There shouldn't be any visible changes even though internal glyph and
tile values have been renumbered after inserting two new entries.
Adding traps after S_vibrating_square was quite a hassle and suffered
though a couple of off-by-one errors that weren't trivial to find and
fix.
Instead of hardcoding the lava terrain change in core, if the stairs
are created in a fixed location, force the terrain to room floor first.
Move the surrounding lava changing to room floor to the Val-goal lua
file.
Running #wizloadlua to run Lua scripts that use coordinates in any way
would work differently if you were on certain levels for the first time
versus leaving and returning to them. This is because various bits of
level creation routines can leave xstart and ystart set to non-zero
values, which are then zeroed at some point when leaving and returning
to the level.
Since xstart and ystart are only relevant to level creation and lua
commands, this fixes the problem by zeroing them after leaving mklev
routines. (Saving them with the level doesn't work because xstart and
ystart are relative to the last used des.map, of which there could be
multiple, e.g. in Asmodeus's level or if two map-based themed rooms
happen to generate. I can envision a more complex solution in which
every des.map used in the level can be associated with an identifier,
whose xstart and ystart are saved for use by later post-level-creation
lua scripts, but currently I just want to make them consistent between
level visits.)
Complain during level creation if stairs are placed on top of anything
other than the expected room/corridor/ice terrain. This won't prevent
the bug of upstairs and downstairs existing on the same spot (github
issue #702, also a newsgroup posting by a hardfought player) but might
at least warn players if/when that happens.
If special level lua code creates a melting ice timeout, but
later in the code places stairs, or a trap which might change
the ice to room floor, the timer sanity checking doesn't
like that.
Replace some
(foo &&
bar)
that had crept back into the code with
(foo
&& bar)
to match the reformatting which took place before 3.6.0. There are a
couple of lines ending in '||' still present but they look intentional.
isaac64.c has some trailing '|' bit operators that could/should be
moved to the start of the next line but I didn't touch that file.
While in the affected files, I tried to shorten most overly wide lines
(the right margin is supposed to at column 78 and there are quite a
few lines which are 79 characters long, but I left most of those
rather than introduce new line splits). Also replace a handful of
tabs with spaces. I was a little surprised not find any trailing
spaces (in the dozen or so files being updated). I didn't look for
trailing arithmetic or '?'/':' operators which aught to be moved to
the start of the next line.
When random dungeon level generation looks for room walls
to place doors at (for joining corridors or creating niches),
it complained about impossible, if the shaped theme room
doesn't have a valid place for a door.
Make the position routine return FALSE and let the
caller deal with it...
Observed this with the small circular themeroom which had
all 4 valid positions already joined with corridors, and
the niche function tried to add a niche to the room.
Having the opposite side of the stairs up from level 1 be unknown is
weird because the hero conceptually just came down those stairs at
the start of the game. But it's tricky because remote destination
varies depending on whether the Amulet is being carried. This gives
an accurate description of where the stairs lead (if you step on
them with the 'mention_decor' option On, or use the ':' command when
already on them).
|"There is a staircase up out of the dungeon here."
or
|"There is a branch staircase up to the Elemental Planes here."
It gives away a little information when carrying the Amulet, but not
much and anyone who gets that far deserves a break.
Add des.finalize_level() used for testing in conjunction with
des.reset_level().
Add nhc.DLB to return 0 or 1 if DLB was defined at compile-time.
Change the test_lev.lua to give more informative messages instead of
just lua error when required file doesn't exist.
Add bigrm-11 to the level tests.
... and make them actually deal damage based on the energy
it would've drained, if you have Antimagic.
Also prevent them appearing too early in the dungeon.
Allow drain energy attacks (and anti-magic traps) drain more
than your level of energy.
Make eating magical monsters such as wizards and shamans give
the same tiny buzz bonus as eating a newt.
Allow creating webs without spiders in the lua level scripts:
des.trap({ type = "web", spider_on_web = 0 });
Based on xNetHack commit by copperwater <aosdict@gmail.com>.
Also changes the Spider nest themed room to generate without
spiders when the level difficulty is 8 or less.
From newsgroup discussion where slash'em changes have revealed a
latent nethack bug: prevent placing level teleporters in single-
level branches. The Knox level doesn't have any level teleporters
(or random traps) but wizard mode wishing could create them there.
They wouldn't do anything because the only possible destination
would be the same level. Pushing a boulder onto one used to trigger
an infinite loop (and still does in slash'em, which has other
single-level branches besides Ft.Ludios) trying to relocate it.
Boulder pushing was changed 15 years ago to prevent the infinite
loop and to avoid giving "the boulder disappears" message when a
level teleporter failed, but rolling boulder traversal lacked that
same change--it wasn't vulnerable to looping but could give an
inaccurate message claiming that the boulder disappeared when it
actually didn't. Fixing this is a bit late; rolling boulder trap
creation was recently changed to not choose a path that rolls over
teleportation or level tele traps any more.
for invalid 'O' values when option error messages are issued after
theme rooms have left iflags.in_lua set. The pull request just
turned the flag off but lua code turns back on and off after that
for other dungeon levels. nhlua probably shouldn't be sharing the
same error routine as options processing, or at least it should
toggle the flag on and off at need instead of pretending that it
can be global.
Fixes#471
des.region() accepted booleans for the joined field, whereas des.room
accepted xchars. These were only being used as truth values, so this
converts the room ones into booleans for consistency. I don't think
accidentally using an int or a boolean wrongly would actually crash the
level generator, but consistency is good.
This converts an schar field in struct mkroom into a boolean; on most
systems these are probably 1-byte types and save files won't be broken,
but it might be best to treat this as a save breaker anyway.
Get rid of some obsolete qsort hackery. Use of prototypes makes
it unnecessary. Even before that it was the only one of a dozen
instances of qsort() usage that cared about pre-ANSI implementation.
Also, reformat a couple of comments.
We have a struct called mkroom and a function called mkroom()
so c++ complains about the mkroom() function hiding the
initializer for the struct.
Similarly, we have a struct called attack and a function
called attack().
There may be a more elegant way of eliminating those two
warnings, but renaming mkroom() to do_mkroom() and
attack() to do_attack() was straightforward enough.
Note: the line numbers referenced in the warning messages below are not in sync
with the NetHack-3.7 branch and should be disregarded
files.c: In function 'get_saved_games':
files.c:1168:9: warning: unused variable 'n' [-Wunused-variable]
1168 | int n, j = 0;
| ^
mhitm.c: In function 'mdamagem':
mhitm.c:843:13: warning: variable 'cancelled' set but not used [-Wunused-but-set-variable]
843 | boolean cancelled;
| ^~~~~~~~~
mhitu.c: In function 'hitmu':
mhitu.c:943:9: warning: variable 'uncancelled' set but not used [-Wunused-but-set-variable]
943 | int uncancelled;
| ^~~~~~~~~~~
mklev.c: In function 'place_branch':
mklev.c:1214:20: warning: variable 'br_room' set but not used [-Wunused-but-set-variable]
1214 | struct mkroom *br_room;
| ^~~~~~~
monmove.c: In function 'm_move':
monmove.c:874:43: warning: variable 'doorbuster' set but not used [-Wunused-but-set-variable]
874 | boolean can_open = 0, can_unlock = 0, doorbuster = 0;
| ^~~~~~~~~~
This themed room boasts two shops, a weapons and an armor store,
that can generate in a number of different configurations.
Makes the random corridor joining routine obey unjoined areas.
Fixes a bug in shopkeeper naming routine, where multiple shops
of the same type on the same level might reuse the shopkeeper name.
This is modified and consolidated commit from xNetHack by
copperwater <aosdict@gmail.com>.
Using 'ladder' as a variable conflicts with 'struct flag flags'
because of a macro in rm.h. Also remove or hide a couple of
unused variables.
The hack.c diff is unrelated; just a reformatting bit that I had
laying around.
Use a linked list to store stair and ladder information, instead
of having fixed up/down stairs/ladders and a single "special" (branch)
stair.
Breaks saves and bones.
Adds information to migrating objects and monsters for the dungeon
and level where they are migrating from.
This is a simple && vs || bug. The clear intention of the code is that
stairs aren't supposed to generate in themed rooms unless there is no
other choice.
Fixes#348
This unifies the two separate special-room-stocking code paths, one in
the standard dungeon generator and one in the special level generator
(neither of which reacted to themed rooms, which is the reason for this
commit) into the end of makelevel(), placing the special room stocking
as the very last step of level creation.
Under the new system, when a regular or special level decides to create
a special room, it sets that room's rtype, but the room is not stocked
until later. It already worked this way for special levels, so the main
difference here is in the normal level generation, where the mkroom
family of functions identifies and marks a room as a special room, but
stops short of filling it. (I suppose perhaps the mkroom, mkzoo, mkshop
family of functions would be better off changing their names to
"pickroom" and so on.)
This also restructures makelevel() itself a bit, but the only real
change is that the paths that call makemaz don't return immediately
afterward; they continue to the special room stocking code. Also, this
code was lifted from fill_special_rooms, which is now not used
anywhere, so it has been deleted.
I don't really like how fill_ordinary_room is in mklev.c and
fill_special_room is in sp_lev.c; they seem like they'd be better off in
mkroom.c, but in the interest of not making unnecessary code changes,
I'll just recommend it.
The existing system was a confusing mess of competing names (filled,
needfill, prefilled, etc) that had varying semantics, with prefilled
being the worst offender as it meant at least three different things in
various contexts. This commit unifies everything in the code under
"needfill", and everything in Lua under "filled", which defaults to 0
everywhere.
This also removes the second argument to fill_special_room; that
function now just checks the needfill of the room it's passed. As
before, a filled == 2 value is used for a special room to indicate that
the room should set the appropriate level flag, but shouldn't actually
be stocked with anything (for instance, King Arthur's throne room); the
difference is that this now comes directly from the lua script instead
of being manipulated within sp_lev.c.
The prefilled argument had one use case that is occasionally used in the
level files: if the level designer had specified an ordinary region with
prefilled = 1, it would become a room to control monster arrivals on a
level -- monsters that arrive within the bounds of a room are supposed
to stay there.
However, not all of the places where the comments indicated this was
being used were using it correctly; I tested this by letting a few
monsters fall through the knox portal (they're supposed to be
constrained to the entry room) and waiting a hundred turns, then going
through the portal; they were not constrained to the room and had
"wandered" through its walls.
Instead of trying to maintain this special case, I have added an
optional "arrival_room" boolean argument to des.region, which forces it
to create a room for the purposes of constraining monster arrival.
I have gone through and replaced occurrences of prefilled in lua files
with the appropriate filled option (or arrival, as needed). In some
cases, that resulted in questionable regions such as a filled ordinary
area in a non-themeroom (I just dropped the filled=1), or an area which
didn't do anything, not even lighting (which I deleted).
I noticed that any subrooms created within a themed room were bare -
they never had any monsters, objects, traps, or anything really,
regardless of whether filled = 1 was set on them. As a result, they're
pretty boring.
It turns out that the code in makelevel() responsible for stocking
ordinary rooms with stuff only looped through g.rooms, and completely
ignored subrooms. (Subrooms would not get stocked with items by virtue
of being part of the larger room; I tested this by dialing the item
generation in rooms way up, and none of those items ever got placed in a
subroom.)
To fix this, I've extracted the code that populates an ordinary room
into its own function, fill_ordinary_room, and made it recurse into its
own subrooms. (I also renamed fill_rooms and fill_room to include the
word "special" in their names, because they only deal with special
rooms.) Note that since special rooms follow a separate codepath, an
ordinary subroom of a special room won't get stocked; perhaps these
functions should be unified in the future.
The fill_ordinary_room code is pretty much a verbatim cut and paste from
makelevel, so there is not currently any consideration for the size of
the subroom or the fact that it is a subroom with respect to how many
monsters, traps, objects, etc get placed.
I'm not sure whether other things such as stair selection will ever
select themed room subrooms, or whether they too only look at g.rooms.