Commit Graph

270 Commits

Author SHA1 Message Date
Michael Meyer
c78e7af013 Digestion attack can grant hero intrinsics
Monster purple worms can now gain intrinsics from swallowing foes whole,
so maybe the hero should be able to do so too.  Intrinsics aren't
granted immediately upon swallowing (that would probably have been
easier), but only once a corpse is created and then entirely digested.

I'm not sure if this is too powerful and was being avoided deliberately
for that reason, since it includes potential level gain from wraith
corpses in addition to other intrinsics.  That's consistent with monster
purple worms but may be a bit too much in the hands of the hero, though
it is limited by needing the corpse creation roll to succeed.
2022-10-08 16:06:50 -07:00
Pasi Kallinen
a733004912 Remove the per dungeon level door limit
Number of doors in a room-and-corridor style level was fixed
at 120; now the doors-array is dynamically allocated when needed.

Breaks saves and bones.
2022-09-09 19:40:45 +03:00
PatR
d4f0450afe fix the tty message spacing anomaly for messages \
delivered across level change checkpointing

Reported by entrez.  Simplest test case:  give level 1 a short
annotatation, level teleport to level 2, and level teleport back to
level 1.  The message window will show

|You materialize on another level.  You remember this level as <note>.

but ^P message history will show

|You materialize on another level.
|  You remember this level as <note>.

Spaces inserted to separate two messages that fit together on the
top line become part of the second message when saving a checkpoint
during level change flushes the top line into message history.

Change insurance checkpointing to record the full message history
without flushing the current top line so that toggling 'checkpoint'
doesn't affect what shows up on the screen or in message recall.
2022-08-30 15:01:49 -07:00
PatR
11c8d5cd5e Unix: command line --windowtype:foo fix
initoptions(), including initoptions_finish(), was running to
completion with the default window system before windowtype from the
command was parsed and activated.  When the default window system
is tty without MS-DOS the map type gets set to ascii; command line
--windowtype:X11 doesn't switch it back to the X11 default of tiled.

So,
| NETHACKOPTIONS=windowtype:X11 nethack
ran nethack in tiles mode but
| nethack --windowtype:X11
ran it in text mode (assuming .nethackrc left tiles vs text with the
default setting).

I think this fix is quite iffy but it seems to work as intended....
It reclassifies '--windowtype' as an "early option" in unixmain.c,
and the options.c code ultimately processes it twice.
2022-08-28 00:09:50 -07:00
Pasi Kallinen
5e9ed7a290 Some selection optimizations
- Add bounds, so that we don't process any locations outside
  as those locations are known to be unset
- The bounds are only recalculated if needed
- Replace instances of selection_not where we actually want
  a new selection with all locations set
2022-08-26 12:43:40 +03:00
Pasi Kallinen
c42e73fd9c Allow binding mouse buttons
Instead of hardcoding mouse button actions, allow the user to
bind mouse buttons to extended commands.  For example the new
defaults are:

BIND=mouse1:therecmdmenu
BIND=mouse2:clicklook

Currently a bit rudimentary; the defaults should be OK, but
documentation is bit lacking, and in-game binding and option
saving are missing.

Allowed commands to bind are "nothing", "therecmdmenu", "clicklook",
and "mouseaction". Clicklook replaces the "clicklook" boolean option,
and mouseaction does what mouse 1 button used to do - a context sensitive
action.
2022-08-23 23:27:21 +03:00
Pasi Kallinen
d91915dba3 Migration-safe monster movement iteration
The monster knockback could mess with the monster linked list while
the code was going through it for monster movements. (For example,
a monster knocked back another into a level teleport trap)

Add iter_mons_safe, which first grabs all the monster pointers in
the list into an array, and goes over that array instead of relying
on the "next monster" pointer. This is possible because dead monsters
are not removed from the linked list until after all the monsters
have moved.

Testing is very minimal, and I'm not sure the vault guard check
for migration is correct - it should probably check for more states?

Also the iterator could be improved by not continually allocating
and freeing the monster pointer array.
2022-08-10 11:04:04 +03:00
Pasi Kallinen
fd9745f9c6 Command repeating by using cmd queues
This replaces the old pushq/saveq arrays (which were used to save
the keys pressed by the user for repeating a previous command)
with a new command queue.  This means there's no hard-coded limit
to the saved keys, and it can repeat extended commands which are
not bound to any key.
2022-08-09 11:54:45 +03:00
PatR
b37f922cf7 viz_array[][] type
viz_array[][] is indexed by coordinates but the data it contains has
nothing to do with them so it shouldn't have been changed to coordxy.
'char' was sufficient; 'uchar' would have been better; this invents
'seenV' instead.  This led to a cascade of required changes.  The
result is warning free and seems to be working but my fingers are
crosssed....
2022-07-15 13:48:29 -07:00
nhmall
c84e0ba6e1 rework TTY_PERM_INVENT; update window port interface
Change the inner workings of the experimental TTY_PERM_INVENT.

Switch to delivering the content to tty for the experimental perm_invent
via the existing window port interface (start_menu(), add_menu(), end_menu).

This also adds a new window port interface call ctrl_nhwindow() for
delivering information to the window port, and/or obtaining specific
information from the window port. The information and requests can
be extended as required. To be documented later once the changes settle
down.

Due to the intrusive nature of these changes and the possibility of
some bugs in the new code, I'm going to leave TTY_PERM_INVENT commented
out in the repository for a day or two.  Anyone wishing to test it out
can do so by uncommenting TTY_PERM_INVENT in config.h.
2022-07-03 00:35:32 -04:00
nhmall
30b557f7d5 change xchar to other typedefs
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
2022-06-30 23:48:18 -04:00
nhmall
18b28084f8 move some parts of TTY_PERM_INVENT into core
This starts the tty perm_invent just in time later in the
startup rather than initializing it with the other
game windows.

This also splits the duties:

The core will inquire from the window port about how many
inventory slots it can fill.

The core will handle figuring out the inventory text and
inventory letters, and will do the traversing of internal
data structures like obj chains, and passing customization
options on to the window port.

The window port will look after placing each inventory slot's
text at an appropriate location on the screen.

This, in theory, makes the core-portion available for
window ports other than tty to use, though none currently do.
The decision of what goes in an inventory slot is all left up
to the core with the update_invent_slot interface.

Documentation updates will come later, not at this time.
2022-06-24 15:01:38 -04:00
nhmall
65659b2cab experimental config option TTY_PERM_INVENT
Add a rudimentary experimental always-up inventory display
capability to tty when the perm_invent option is in effect.
It requires an additional 28 rows available on the terminal
underneath the bottom status line.

It hasn't been optimized for performance as of yet.
2022-06-20 10:40:55 -04:00
PatR
00fd2b79de simulated mouse click for #therecmdmenu
The #therecmdmenu command calls getdir() which issues an "in what
direction?" prompt.  This allows you to answer with "_" instead of a
regular direction, then it will call getpos() to allow you to move
the cursor and type "," (or ";") to behave as if a left-click had
been done or type "." (or ":") to behave as right-click.

Ordinarily I would think of the 'normal' getpos() response of "."
as suitable for left-click, then one of the other getpos finishers
for right-click, but comma is left of period on a standard keyboard
and that seems useful for remembering which is used for which click.

Left clicking on a spot farther than one step away offers travel,
throw iff lined up, and also click-look as choices.  If you right
click farther than one step away, it will only offer click-look.
The look choice for either left or right click isn't inhibited by
having the clicklook option set to False.  After all, player is
explicitly choosing the menu entry to look at something.

New getdir.mouse can be bound to some other key than "_" and the
getpos.pick* responses could already be re-bound, but there's no
separate getdir.left/right that could be used to bind different keys
from those used for the four getpos responses.
2022-06-13 16:06:06 -07:00
nhmall
e2e3c1f8de Re: [NetHack/NetHack] Prompts can overwrite copyright notice on the
starting screen (Issue #783)

On 2022-06-01 12:22 p.m., NetSysFire wrote:
> Steps to reproduce:
>
>1. Get any prompt and answer it. In my case it was a horribly old
>   save I forgot about or when I wiztested something and forgot
>   about that save, too.
>2. See that the copyright information got overwritten by the prompt:
>
>There is already a game in progress under your name. Destroy old game? [yn] (n)
>         By Stichting Mathematisch Centrum and M. Stephenson.
>         Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31.
>         See license for details.
>
>
> Shall I pick character's race, role, gender and alignment for you? [ynaq]
>
> Expected behavior:
>
> Redraw after a prompt was answered, so the prompt vanishes and the
> entirety of the starting screen will be shown.
>
> NetHack, Copyright 1985-2022
>          By Stichting Mathematisch Centrum and M. Stephenson.
>          Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31.
>          See license for details.
>
>
> Shall I pick character's race, role, gender and alignment for you? [ynaq]
>
> Proposed severity: low. Not gamebreaking, it is cosmetic only and does
> not have any other consequences.
>

The Copyright notice is placed by tty internal routines writing onto
the BASE_WINDOW fairly early in the startup sequence.

The prompt to "Destroy old game? [yn] (n)" is using the in-game
routine to write to the message window at the top of the screen and
prompt there, just like in-game prompts and messages.

If the player answered 'y' to that, the prompt for
"Shall I pick character's race, role, gender and alignment..."
appeared immediately after. That one, however, is written using
the BASE_WINDOW routines in tty, like the copyright notice.

This change does the following:

It moves the copyright lines down a little bit leaving room for the
"Destroy.." prompts.

It places the "Shall I pick characters's..." prompt further down the
screen by default, leaving some room for about 3 raw_print startup
messages after the copyright notice, just in case there are any.
The "Shall I pick character's..." prompt will still appear immediately
if there is a prompt such as "Destroy old game?..."

There were a couple of other issues around raw_print startup messages
too. Those are delivered using a raw_print mechanism to ensure they
are written even if the window-port is not fully operational. However,
they were only on the screen for the blink of an eye. This call
sequence in restore.c made them disappear almost immediately:
     docrt() -> cls()

Put in a mechanism to detect the presence of raw_print messages
from the early startup, and if there were some, wait for a
keypress before obliterating the unread notifications.
2022-06-08 23:41:45 -04:00
PatR
18639d2ef2 send lua warnings to paniclog instead to player
Now that the garbage collection problem has been fixed, record lua
warnings in the paniclog file rather than showing them on the screen.

Move nhl_warn()'s warnbuf[] to struct g in case restart ever gets
implemented so that it can be cleared if the restart occurred while
a warning message was under construction.
2022-06-01 01:03:11 -07:00
nhmall
4a8deefaa3 replace leading tabs in several more files 2022-05-30 12:38:22 -04:00
nhmall
cb0c21e91d ENHANCED_SYMBOLS
A new feature, enabled by default to maximize testing, but one which can
be disabled by commenting it out in config.h

With this, some additional information is added to the glyphmap entries
in a new optional substructure called u with these fields:
    ucolor          RGB color for use with truecolor terminals/platforms.
                    A ucolor value of zero means "not set." The actual
                    rgb value of 0 has the 0x1000000 bit set.
    u256coloridx    256 color index value for use with 256 color
                    terminals, the closest color match to ucolor.
    utf8str         Custom representation via utf-8 string (can be null).

There is a new symset included in the symbols file, called enhanced1.

Some initial code has been added to parse individual
OPTIONS=glyph:glyphid/R-G-B entries in the config file.

The glyphid can, in theory, either be an individual glyph (G_* glyphid)
for a single glyph, or it can be an existing symbol S_ value
(monster, object, or cmap symbol) to store the custom representation for
all the glyphs that match that symbol.

Examples:
   OPTIONS=glyph:G_fountain/U+03A8/0-150-255

(Your platform/terminal font needs to be able to include/display the
character, of course.)

The NetHack core code does parsing and storing the customized
entries, and adding them to the glyphmap data structure.

Any window port can utilize the additional information in the glyphinfo
that is passed to them, once code is added to do so.

Also, consolidate some symbol-related code into symbols.c, and remove it from
files.c and options.c
2022-05-07 10:25:13 -04:00
PatR
5d56da3d32 bubble/cloud save/restore overhaul
The air bubbles on the Plane of Water and the clouds on the Plane of
Air were being saved and restored as part of the current level's state
(which is the 'u' struct and invent and such) rather than with the
current level itself.  That was ok for normal play, but for wizard
mode's ^V allowing you to return to a previously visited endgame level
after moving to a different one it meant a new set of bubbles for
Water and new set of clouds for Air.  Even that was ok since it only
applied to wizard mode, but using #wizmakemap to recreate Water or Air
while you were on it added a new set of bubbles or clouds to the
existing ones.  If repeated, eventually there wouldn't be much water
or air left.

Instead of just adding a hack to #wizmakemap, change save/restore to
keep the bubbles/clouds with the level rather than with the state.
That wasn't trivial and now I know why the old odd arrangement was
chosen.  Saving hides u.uz by zeroing it out for levels that the hero
isn't on and it is zero during restore so simple checks for whether a
given level is water or air won't work.

This also adds another non-file/non-debugpline() use of DEBUGFILES:
 DEBUGFILES=seethru nethack -D
will make water and clouds be transparent instead of opaque.  It also
makes fumaroles and other light-blocking gas clouds be transparent
which wasn't really intended, but avoiding it would be extra work that
doesn't accomplish much.

Increments EDITLEVEL for the third time this week....
2022-04-29 12:44:26 -07:00
PatR
31affa0722 ^A/#repeat vs extended commands
Fix '#repeat' for tty; both it and ^A can repeat an extended command.

Fix both for curses; they can repeat an extended command instead of
just repeating the initial '#' to start getting an extended command.

X11 (tested), Qt (tested), and probably Windows GUI (not tested)
behave the same as before:  ^A (or #repeat) after an extended command
just repeats the # to run the dialog to get an extended command.

I hope this introduces fewer bugs than it fixes but I don't think I'd
bet on that....
2022-04-16 01:52:12 -07:00
PatR
58bc545cc6 \#dotypeinv ('I') - show title for inventory subset
When asking for an inventory subset for one of the meta-classes that
can generate output which spans object classes (so B,U,C,X, and P),
insert a title at the start of the resulting inventory list.  (Iu and
Ix produce alternate output that already includes a title.)

Also, stop handling '$' differently for menustyles traditional and
combination from full and partial.  'I$' was running the '$' command
for the first two styles but just showing the inventory entry for
gold for the last two.  Change to the latter for all styles.
2022-04-10 06:52:39 -07:00
Pasi Kallinen
eb9c7d77d4 Improve therecmdmenu
Turning on herecmd_menu and clicking with mouse is now actually
somewhat playable.
2022-04-06 21:23:27 +03:00
Pasi Kallinen
92c21b588b Ask to kick a locked door open, if hero has no unlocking tool 2022-04-03 13:58:50 +03:00
Pasi Kallinen
6977aef436 Fix stuck travel for good
My fixes to the travel stuck oscillation did not fix all of them,
and I've even seen a 3-step loop - which my fixes cannot detect.
I guess there could be arbitrary-sized loops too.

To definitely fix this, keep track of all the map locations travel
has moved the hero through, and if it tries to go on a location already
used, stop travel and give the unsure -message.
2022-04-02 18:27:53 +03:00
nhkeni
1e31fee0df Don't infringe on POSIX typedef namespace. 2022-03-16 21:31:26 -04:00
PatR
d37fa4138a found_artifact() groundwork
Lay groundwork for generating a log event when finding an artifact
on the floor or carried by a monster.  This part should not produce
any change in behavior.

Move g.artidisco[] and g.artiexist[] out of the instance_globals
struct back to local within artifact.c.  They are both initialized
at the start of a game (and only used in that file) so don't need
to be part of any bulk reinitialization if restart-instead-of-exit
ever gets implemented.

Convert artiexist[] from an array of booleans to an array of structs
containing a pair of bitfields.  artiexist[].exists is a direct
replacement for the boolean; artiexist[].found is new but not put to
any significant use yet.  If will be used to suppress the future
found-an-artifact event for cases where a more specific event (like
crowning or divine gift as #offer reward) is already produced.

Remove g.via_naming altogether and add an extra argument to oname()
calls to replace it.

Add an extra argument to artifact_exists() calls.
2022-03-07 02:06:55 -08:00
nhkeni
3cf1b87914 cmdcount_t
Add a type to force g.{command_count,last_command_count,multi} to have the
same type (because cmd.c: g.multi = g.command_count;) and some resulting
cleanup.
2022-02-27 20:01:49 -05:00
Pasi Kallinen
2777f45bd5 Get rid of force_mintrap, allow passing flags to mintrap
It uses the same flags as dotrap, so simulate force_mintrap
by passing FORCETRAP flag.
2022-02-24 17:13:23 +02:00
PatR
f588a707bb groundwork for nethackrc name on command line
I've implemented 'nethack -nethackrc=filename' as an alternative to
'NETHACKOPTIONS='@filename' nethack' but at the moment it doesn't
work because the command line parsing comes after the run-time config
file has already been processed.  But this part should work, or maybe
have problems spotted and fixed if it doesn't.  The RC file part of
initoptions_finish() has been rewritten so that it won't need extra
replication of
|  set_error_handling()
|  process_file()
|  reset_error_handling()
|  if (NETHACKOPTIONS) {
|    set_error_handling()
|    process_options()
|    reset_error_handling()
|  }
I've tried to test all the combinations mentioned in the comment but
am not sure that I covered everything, particulary for repeating
earlier tests after making incremental changes.
2022-02-16 00:36:26 -08:00
Pasi Kallinen
1e90f89203 Chronicle of major events, and livelog
Log game events, such as entering a new dungeon level, breaking
a conduct, or killing a unique monster, in a new "Major events"
chronicle. The entries record the turn when the event happened.
The log can be viewed with #chronicle -command, and the entries
also show up in the end-of-game dump, if that is available.

This feature is on by default, but can be disabled by
defining NO_CHRONICLE compile-time option.

This also contains "live logging", writing the events as they
happen into a single livelog-file. This is mostly useful for
public servers. The livelog is off by default, and must be
compiled in with LIVELOG, and then turned on in sysconf.

Mostly this a version of livelogging from the Hardfought server,
with some changes.
2022-02-09 22:49:25 +02:00
PatR
a0100dd300 using prefixes via their extended command names
Trying to use #reqmenu/#rush/#run/#fight prefixes by their extended
command names didn't work because rhack()'s post-processing was stuck
dealing with the entry for the '#' key after using doextcmd() to run
any command.  Use a static variable (actually a global one since I put
it into struct g) to notify rhack() of the command that ultimately got
executed.
2022-02-07 16:53:56 -08:00
Pasi Kallinen
218c0d4a3b Stinking clouds block line of sight
... you will also get a message when a seen stinking cloud
or the one surrounding the hero dissipates.

Original feature comes from Fourk, but this version (with some
minor changes) comes from xnethack by copperwater <aosdict@gmail.com>
2022-01-31 19:00:19 +02:00
Pasi Kallinen
2e144e814d Change repeat into extended command 2022-01-17 17:13:59 +02:00
Pasi Kallinen
e7fa065203 Change special keys into extended commands
Changes most of the special keys used in the main input loop
into extended commands:

- movement keys are now bound to extended commands, eg.
  #movewest and so on.

- m-prefix is now #reqmenu extended command, still bound to
  the 'm' key.

- run, rush, and fight are now extended commands, still bound
  to the same keys as previously.

- nopickup and runnopickup keys are removed.
  Nopickup was using 'm' key, the same as the m-prefix, so
  allow #reqmenu to modify movement commands to disable pickup.

- multiple prefix commands are allowed. This lets user to
  use #reqmenu, followed by #run, followed by movement to simulate
  runnopickup behaviour. (If necessary, adding runnopickup back
  as an extended command would be easy)
2022-01-16 14:48:24 +02:00
PatR
5fbe1de2a7 hero_seq
'moves' is actually turns and there hasn't been any straightforward
way to track actual hero moves.  Add hero_seq for that.  It isn't a
counter but is distinct each time the hero makes a move.  I wanted
it for curses ^P support but so far use it for checking stethoscope
usage and for shopkeeper behavior when items in a shop are broken by
the hero.

Increment EDITLEVEL due to change in save file contents.
2021-12-26 00:16:55 -08:00
PatR
629c2c4094 SOUND=foo vs !defined(USER_SOUNDS)
Give a better message than "Unknown config statement" if SOUNDDIR or
SOUND directives are found in the configuration file being loaded by
an executable built without support for USER_SOUNDS.  And just give
it for the first occurrence since when present there will likely be
multiple SOUND instances.

It doesn't attempt to deal with the case where the current interface
does not support sound but USER_SOUNDS is enabled because another
interface in the same executable does.
2021-11-26 21:56:58 -08:00
PatR
49b2ea1b89 "someone"/"something" instead of "it"
I thought there were more places that checked for "it" and substituted
"someone" or "something".  Perhaps there are and I'm just not finding
them now.  Anyway, this extends x_monnam() and adds some_mon_nam() and
Some_Monnam() to do that during monster name formatting instead of
having various bits of code try fix it up after the fact.  The fixups
could be fooled by monsters given the name "it" or "It"; x_monnam()
won't be.
2021-10-28 12:55:32 -07:00
nhmall
39713783d1 some trailing whitespace in src, include 2021-10-16 12:12:21 -04:00
PatR
5350f049b2 remove unused globals: save_cm, was_waterlevel
From entrez.  Since restoring was removed separately it was easier
to edit the files manually than to use his diff.
2021-10-12 11:41:56 -07:00
PatR
01cb9d312f unused variable: g.restoring
Get rid of the last reference to 'g.restoring' (which managed to
unintentionally survive the change to 'g.program_state.restoring').

Also have suppress_map_output() check 'g.program_state.saving' and
switch the couple of checks against that flag to use the function.
2021-10-05 01:57:27 -07:00
PatR
ccfddd47de fix Unix build with DEF_PAGER defined
Eliminate a couple of compile warnings produced when DEF_PAGER is
defined:  unixmain.c: g.catmore=DEF_PAGER; wintty.c: fd=open(...).

Override its use when DLB is also defined since an external pager
could access 'license' but not 'history', 'opthelp', &c when those
are in the dlb container file.

In the commented out value for DEF_PAGER, show a viable value for
the default configuration these days.
2021-10-05 01:11:24 -07:00
nhmall
1f6c1d0f42 expand the glyphs
The walls for the mines, gehennom, knox, and sokoban had been
changed at the "tile"-level, with no awareness of the core game,
or non-tile interfaces.
- Expand the glyphs to include a set of walls for the main level
as well as each of those mentioned above.

Altars had been adjusted at the map_glyphinfo() level to substitute
some color variations on-the-fly for unaligned, chaotic, neutral,
lawful altars, and shrines. The tile interface had no awareness of
the feature.
- Expand the glyphs to include each of the altar variations that
had been implemented in the display code for tty-only. This required
the addition of four placeholder tiles in other.txt. Someone with
artistic skill will hopefully alter the additional tiles to better
reflect their intended purpose.

Explosions had unique tiles in the tile window port, and the display
code for tty tinkered with the colors, but the game had very little
awareness of the different types of explosions.
- Expand the glyphs to include each of the explosion types: dark,
noxious, muddy, wet, magical, fiery and frosty.

Pile-markers to represent a pile had been introduced at the
display-level, without little to no awareness by the core game.
- Expand the glyphs to include piletops, including objects,
bodys, and statues.

Recently male and female variations of tiles and monsters had been
had been introduced, but the mechanics had been mostly done at the
display-level through a marker flag. The window port interface then
had to increment the tile mapped to the glyph to get the female version
of the tile.
- Expand the glyphs to include the male and female versions of the
monsters, and their corresponding pet versions, ridden, detected
versions and statues of them.

Direct references to GLYPH_BODY_OFF and GLYPH_STATUE_OFF
in object_from_map() in pager.c were getting incomplete results.
- Add macros glyph_to_body_corpsenm(glyph) and
glyph_to_statue_corpsenm(glyph) macros for obtaining the corpsenm
value after passing the glyph_is_body() or glyph_is_statue() test.

Other relevant notes:

- The tile ordering in the win/share/*.txt tile files has been altered,
other.txt in particular.

- tilemap.c has had a lot of alterations to accommodate the expanded
glyphs. Output that is useful for troubleshooting will end up in
tilemappings.lst if OBTAIN_TILEMAP is defined during build.
It lists all of the glyphs and which tile it gets mapped to, and also
lists each tile and some of the references to it by various glyphs.

- An array glyphmap[MAXGLYPH] is now used. It has an entry for each
glyph, ordered by glyph, and once reset_glyphs(glyph) has been run, it
contains the mapped symindex, default color, glyphflags, and tile
index.
If USE_TILES is defined during build, the tile.c produced from the
tilemap utility populates the tileidx field of each array element with
a glyph-to-tile mapping for the glyph. Later on, when reset_glyphmap()
is run, the other fields of each element will get populated.

- The glyph-to-tile mapping is an added field available to a window
port via the glyphinfo struct passed in the documented interface. The
old glyph2tile[] array is gone. The various active window ports that
had been using glyph2tile[] have been updated to use the new interface
mechanism. Disclaimer: There may be some bug fixing or tidying
required in the window port code.

- reset_glyphmap() is called after config file options parsing
has finished, because some config file settings can impact the results
produced by reset_glyphmap().

- Everything that passes the glyph_is_cmap(glyph) test must
return a valid cmap value from glyph_to_cmap(glyph).

- An 'extern glyph_info glyphmap[MAX_GLYPH];' is inserted into the
top of only the files which need awareness of it, not inserted into
display.h. Presently, the only files that actually need to directly
reference the glyphmap[] array are display.c, o_init.c (for shuffling
the tiles), and the generated tile.c (if USE_TILES is defined).

- Added an MG_MALE glyphflag to complement the MG_FEMALE glyphflag.

- Provide an array for wall colorizations. reset_glyphmap() will draw
the colors from this array: int array wallcolors[sokoban_walls + 1];
The indices of the wallcolors array are main_walls (0), mines_walls
(1), gehennom_walls (2), knox_walls (3), and sokoban_walls (4).
In future, a config file option for adjusting the wall colors and/or
an 'O' option menu to do the same could be added. Right now, the
initializaton of the wallcolors[] array entries in display.c leaves the
walls at CLR_GRAY, matching the defsym color.

- Most of the display-level kludges for some of the on-the-fly
interface features have been removed from map_glyphinfo() as they
aren't needed any longer. These glyph expansions adhere more closely to
the original glyph mechanics of the game.

- Because the glyphs are re-ordered and expanded, an update to
editlevel will be required upon merge of these changes.
2021-09-18 19:51:04 -04:00
Pasi Kallinen
b30061b5ad Allow dropping just picked up items
When using a menu to drop or put in items into a container,
allow putting in the item (or items) you picked up previously,
by selecting the 'P' entry from the item class menu

Inspired by the itemcat patch by Stanislav Traykov.

Invalidates saves and bones.
2021-09-17 21:00:06 +03:00
copperwater
f855fb5e45 Remove g.monstermoves
It's redundant with g.moves, so there is no more need for it.

Way, way back, it looks like g.moves and g.monstermoves can and did
desync, where g.moves would track the amount of moves the player had
gotten (and would therefore increase faster if the player were hasted)
and g.monstermoves would track the amount of monster move cycles, aka
turns. But this has not been the case for a long time, and they both
increment together in the same location in allmain.c. There are no
longer any cases where they will not be the same value.

This is a save-breaking change because it changes struct
instance_globals, but I have not updated the editlevel in this commit.
2021-08-28 16:22:38 -07:00
copperwater
0e05c94400 Remove requirement of object probs adding to 1000
When discussing the recent commit that removed makedefs -o from the
build process, nhmall pointed out that a sanity check ensuring all
objects within one class add up to 1000 probability had been removed as
well. This requirement was a perennial thorn in the side for anyone
doing anything that touches object probabilities, because allocating
probability to something meant deciding what to take it away from,
without a good way to evenly distribute that across all the other
members of the object class.

I had gotten around this in xNetHack by removing the sanity check and
making mkobj() total up the probability within an object class and then
using that instead of 1000. This commit takes a similar approach, but
instead of inefficiently recalculating the sum every time mkobj() is
called, it instead computes it at the start of the game or when
restoring the save file and stores it in a global variable.

This fixes a slight bias problem with rings - they are all supposed to
be of equal probability, but there are 28 of them and 1000 is not evenly
divisible by that, so the old formula made the later rings slightly more
likely. Now instead of a 35/1000 or 36/1000 chance, they are all
uniformly 1/28. (Internally they have a oc_prob of 1 now, not 0).

Gems are also weird, because their oc_prob values change every level.
This ought to have still worked without a change, because the arcane
formula for assigning the probabilities would still end up with them
adding to 1000. But I added in code to reset the total gem probability
anyway; this may help make the formula less arcane in the future.

There is still a sanity check against object classes having a nonzero
number of objects but zero total probability, in which case an
impossible will be thrown and every member of the class will be given
equal probability. I also downgraded the "probtype error" panic in
mkobj() to an impossible because it has a reasonable failure case -
return the first item in that class.
2021-08-28 17:03:39 +03:00
nhmall
9bb96322a8 compile NetHack-3.7 without makedefs-generated .h files
This evolves and hopefully eases the game-build requirements by
removing game-compile dependencies on any header files generated
by the makedefs utility, including:

date.h dependency and its inclusion is removed and comparable functionality
is produced at runtime via new file src/date.c.

pm.h dependency and its inclusion is removed and comparable functionality is
produced by moving the monster definitions from monst.c into new header
file called monsters.h and altering them slightly. The former pm.h header
file #define PM_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.

onames.h dependency and	its inclusion is removed and comparable functionality
is produced by moving the object definitions from objects.c into new header
file called objects.h and altering them slightly. The former onames.h header
file #define values are now replaced with appropriate emitted enum entries
during the compiler preprocessing.

artilist.h has been slightly altered, and the former onames.h artifact-related
header file #define ART_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.

makedefs can still produce date.h (makedefs -v), pm.h (makedefs -p), and
onames.h (makedefs -o) for reference purposes. They won't be used during
the compiler.

The other uses for makedefs remain. They are used to prepare external
file content that the game utilizes, not prerequisite code for the
compile:
    makedefs -d    (database)
    makedefs -r    (rumors)
    makedefs -h    (oracles)
    makedefs -s    (epitaphs, engravings, bogusmons)

date.c

Pull the code for date/time stamping from mdlib.c into date.c.
Set date.o to be dependent on source files, header files, and .o files
so that date.o is rebuilt from date.c when any of those changes, thus
ensuring an accurate date/time stamp. It also includes git sha
functionality formerly done by makedefs writing #define directives
into include/date.h. For unix it passes the git info on
the compile line for date.c (via sys/unix/hints/linux.2020, macOS.2020)

nethack --dumpenums (optional, but on by default)

Allow developer to obtain some internal enum values from NetHack
without having to resort to an external utility such as
makedefs.

Uncomment #define NODUMPENUMS in config.h to disable this.

The updates to sys/windows/Makefile.gcc have not been tested yet.
2021-08-21 07:59:18 -04:00
PatR
31d6b27481 altmeta revisited
Put the flag that parse() uses to tell readchar() that the next
keystroke is a command into the program_state structure instead of
having it be a static variable in cmd.c.  Conceivably an interface
could make use of it, and even if none do, it is program state....

More #558
2021-07-27 11:03:20 -07:00
Pasi Kallinen
893a14e2bd Remove special doinv key
The same thing can be done in config file with BIND=0:inventory
2021-07-21 16:33:10 +03:00
Pasi Kallinen
a5e5435619 Make mouselook use internal extended command
... instead of faking a key press
2021-07-21 12:23:25 +03:00
Pasi Kallinen
433f0cc15f Add new command: #retravel
Retravel travels to the previously selected destination.

Also changes the travel-via-mouse to execute the extended command
instead of faking a special key.
2021-07-21 10:59:08 +03:00