Previously, Wizards got a boost to the chance of writing unknown
spellbooks based purely on being a Wizard (with the chance still
luck-based), leading to a very large power spike when the Wizard
gained access to a luckstone and the ability to max out luck.
This had two main issues: this power spike came *after* the major
early-game difficulty spike, often leaving Wizards forced to deal
with it without having appropriate spells; and it promotes
grinding (for Luck and for Magicbane) at an early point in the
game, meaning that the Wizard early game effectively followed a
sequence of extreme difficulty -> grinding -> minimal difficulty,
which isn't very good balance-wise.
With this commit, Wizards lose their advantage to writing unknown
spellbooks by guessing, and instead learn spellbook IDs based on
their spell skills (advancing a skill gives knowledge of higher-
level spellbooks). This means that writing unknown spellbooks
becomes guaranteed with sufficient skill, but has no advantage
over non-Wizards in schools where the Wixard does not have
sufficient skill.
Due to Wizards' skill caps, there are two spells which they can't
ever write guaranteed: create familiar and charm monster. Create
familiar is a fairly niche spell (that doesn't match the Wizard
playstyle that well) and being unable to write it is not a major
problem. The inability to easily write charm monster is
intentional.
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
cg.zeroobj was originally added (under its previous unprefixed name)
for providing a one-line way to zero out the fields of a struct obj.
struct obj tempobj;
tempobj = cg.zeroobj;
initfn(struct obj *otmp)
{
if (otmp)
*otmp = cg.zeroobj;
}
More recently, the address of cg.zeroobj began to be used as a return
flag to indicate some things, but the 'const struct obj zeroobj' wasn't
an ideal fit for the purpose and required a number of casts, including
casting away const.
Provide a better fitting variable (gi.invalid_obj) and eliminate a
number of casts.
Adds a more general way to handle gameplay tips, and adds
a boolean option "tips", which can be used to disable all
tips. Adds a helpful longer message when the game goes
into the "farlook" mode.
Also adds a lua binding to easily show multi-line text
in a menu window.
Breaks save compat.
A number of C compiler suites have a math.h library that includes a yn()
function name that conflicts with NetHack's yn() macro:
"The y0(), y1(), and yn() functions are Bessel functions of the second kind,
for orders 0, 1, and n, respectively. The argument x must be positive. The
argument n should be greater than or equal to zero. If n is less than zero,
there will be a negative exponent in the result."
At one point, isaac64.h included math.h, although that has since been removed.
Some libraries used in NetHack (Qt for one) do include math.h and that required
build work-arounds to avoid the conflict.
Rename the NetHack macro from yn() to y_n() and avoid the math.h conflict
altogether, eliminating the need for that particular work-around.
The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
Short for distu(mtmp->mx, mtmp->my) (i.e. the distance between the hero
and the specified monster), which is a very common use of distu(). The
idea is that this would be a convenient shorthand for it; I actually
thought it (or something very similar) existed already, but couldn't
find it when I tried to use it earlier. Based on the number of uses of
fully-spelled-out 'distu(mtmp->mx, mtmp->my)' replaced in this commit
I'm guessing I just imagined it.
Instead of using index() macro defined to strchr, use C99 strchr.
Instead of using rindex() macro defined to strrchr, use C99 strrchr.
If you want to try building on a platform that doesn't offer those
two functions, these are available:
define NOT_C99 /* to make some non-C99 code available */
define NEED_INDEX /* to define a macro for index() */
define NEED_RINDX /* to define a macro for rindex() */
When you see a dwarf wield a pick-axe,
|The dwarf wields a pick-axe!
avoid the exclamation point if that dwarf just intends to dig.
|The dwarf wields a pick-axe.
Deleted scimitar skill, changed scimitar to use saber skill.
Adjusted Barbarian's max saber mastery basic->skilled for consistency
with former scimitar skill.
(user-side decisions really, but as it stands right now
user-side decisions/options are made and processed by the core)
add a parameter to add_menu so color can be passed
K3610 reported to devteam:
When you see a monster wield a cursed two-handed weapon,
the weapon "welds itself to the foo's hand" instead of its "hands."
Observed on hill orcs wielding a cursed two-handed sword.
Move some code that was used to decide whether to call distant_name
or doname into distant_name so that the places which were doing that
don't need to anymore and fewer places can care about whether an
artifact is being found. There were two or three instances of
distant_name maybe being called, based on distance from hero, and
yesterday's artifact livelog change added two or three more and made
all of them override the distance limit for artifacts.
After that change to distant_name, make sure that conditional calls
to it become unconditional--just not displayed for the cases where
!flags.verbose had been excluding them. That way distant_name can
decide whether an item is up close and arrange for xname to find it
if it as an artifact.
Also, implement an old TODO. Wearing the Eyes of the Overworld
extends the distance that an item can be from the hero and still be
considered near anough to be seen "up close" when monsters pick it
up or drop it. The explicit cases were using distu(x,y) <= 5, the
distance of a knight's jump. Each quadrant around the hero is a 2x2
square with the diagonal corner chopped off. The replacement code in
distant_name calculates a value of 6, which is functionally equivalent
since the next value of interest beyond 5 is 8. Wearing the Eyes
(deduced by having Xray vision) extends that threshold an extra step
in addition to overriding blindness and seeing through walls: 15,
a 3x3 square in each quadrant, still with the far diagonal corner (16)
treated as out of range.
Message shown when hero sees a monster's wet towel become less wet:
"<Mon>'s {moist|wet} towel drie[ out]." Corresponding message for
hero's towel spelled "dries" correctly.
Reported for to-be-3.7 but present since 3.6.0.
When amnesia drains your skills the skill training would be set
to a random amount rather than a random valid amount for the new
level of skill.
This meant that, for example, you could have Master skill level in
martial arts but with the training amount of Basic.
Attempts to retrain to level martial arts to Grand Master would
then take an extraordinary amount of time compared to usual.
Fix taken from Evilhack
Instead of returning 0 or 1, we'll now use ECMD_OK or ECMD_TURN.
These have the same meaning as the hardcoded numbers; ECMD_TURN
means the command uses a turn.
In future, could add eg. a flag denoting "user cancelled command"
or "command failed", and should clear eg. the cmdq.
Mostly this was simply replacing return values with the defines
in the extended commands, so hopefully I didn't break anything.
Use a wrapper around snprintf to consilidate all use, add
error checking, and remove gcc 9 warnings about not checking
the result.
Replace the prevous use of snprintf added to weapon.c with the
new scheme.
Update a second spot that has a gcc sprintf warning. While
there, simplify the code.
further adjustments to the window port interface to pass a pointer
to a glyph_info struct which describes not just the glyph number
itself, but also the ttychar, the color, the glyphflags, and the
symset index.
This affects two existing window port calls that get passed glyphs
and does the parameter consistently for both of them using the
glyph_info struct pointer:
print_glyph()
add_menu().
The recently added glyphmod parameter is now unnecessary and has been
removed.
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.
replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.
consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)
consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).
related function or macro additions:
pmname(pm, gender) to get the gender variation of the permonst name. It
guards against monsters that haven't got anything except NEUTRAL naming
and falls back to the NEUTRAL version if FEMALE and MALE versions are
missing.
Ugender to obtain the current hero gender.
Mgender(mtmp) to obtain the gender of a monster
While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
pmname(ptr, gidx)
where -ptr is a permonst *
-gidx is an index into the pmnames array field of the
permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.
Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.
male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.
tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.
statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.
I expect some refinement will be required after broad play-testing puts it to
the test.
consolidate caveman,cavewoman and priest,priestess monst.c entries etc
This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.
Window Port Interface Change
Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.
The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.
win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.
Interface change additional info:
print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
-- Print the glyph at (x,y) on the given window. Glyphs are
integers at the interface, mapped to whatever the window-
port wants (symbol, font, color, attributes, ...there's
a 1-1 map between glyphs and distinct things on the map).
-- bkglyph is a background glyph for potential use by some
graphical or tiled environments to allow the depiction
to fall against a background consistent with the grid
around x,y. If bkglyph is NO_GLYPH, then the parameter
should be ignored (do nothing with it).
-- glyphmod provides extended information about the glyph
that window ports can use to enhance the display in
various ways.
unsigned int glyphmod[NUM_GLYPHMOD]
where:
glyphmod[GM_TTYCHAR] is the text characters associated
with the original NetHack display.
glyphmod[GM_FLAGS] are the special flags that denote
additional information that window
ports can use.
glyphmod[GM_COLOR] is the text character
color associated with the original
NetHack display.
Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
Fire damage would dry out a wet towel but never all the way to 0.
Water damage would wet a towel but if it was already wet, its
wetness might decrease.
This uses the pull request's change for increasing the wetness
but changes dry_a_towel so that the original code for decreasing
that will work as is. Using wet_a_towel() to set wetness to 0
doesn't make much sense, so still won't do so; dry_a_towel() does
and now will.
This also adds missing perm_invent update for towels in inventory
changing wetness.
Fixes#418
Instead of forgetting maps and objects, make amnesia forget skills.
Forgetting maps and objects could be circumvented with taking notes,
or by using an external tool to remember the forgotten levels.
Forgetting skills allows the player to optionally go down another
skill path, if they trained the wrong weapon in the early game.
Amnesia still forgets spells.
As a replacement for the deja vu messages when entering a forgotten
level, those messages will now indicate a ghost with your own name
existing on the level, given only when the level is entered for
the first time.
These changes based on fiqhack, with some adjustments.
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.
This is foundation work for changes to follow at a future date.
For simplified weapon description (used by ^X and a few other places),
show "tin opener" instead of generic "tool" for that item since there
are cases where it is expected to be wielded.
Also, don't describe a wielded "glob of <foo>" as "food".
Triggers when you feel more confident in your skills. This is to address
a problem I have heard about several times from newer players: unless
you pay close attention to the guidebook, nothing in the game actually
indicates that you can level up your abilities and how to do it.
Experienced players don't need this message, of course; they can hide it
via MSGTYPE if they really hate it, but I additionally added a clause
that prevents this message from being displayed more than once per game
session. (It didn't seem important enough to make a save field for.)
groundwork only - window port interface change
This changes the last parameter for add_menu() from a boolean
to an unsigned int, to allow additional itemflags in future
beyond just the "preselected" that the original boolean offered.
There shouldn't be any functionality changes with this groundwork-only
change, and if there are it is unintentional and should be reported.
Fixes#198
Watching a monster try to switch from a cursed weapon to some other
weapon (of any bless/curse state) reported that the old weapon was
welded to the monster's hand and wouldn't switch to the new one.
But watching a monster try to wield a cursed weapon didn't say that
it was becoming welded at the time. Report correctly pointed out
that the weld-to-hand check wouldn't work unless the weapon was
already flagged as wielded, and the code in question was deferring
wielding so that the message wouldn't include "(weapon in hand)" in
the formatted object description. There was also another problem:
it was erroneously testing the monster's old weapon (if any, after
unwielding it), instead of the new one being wielded.
Also, Sunsword starting to emit light when first wielded by a monster
only reported that it was shining if hero could see the monster.
Give an alternate message if hero sees the location instead. (Just
the monster's/Sunsword's location rather than any newly lit spot
within Sunsword's radius.)
I did much of this quite some time ago, as prequisite for a different
bug report about monsters vs shades, then set it aside. It ended up
being more complicated than I anticipated.
When deciding whether various non-weapon attacks might hit a shade,
hmonas() was not checking for blessed or silver armor that should have
been applicable. It did check boots when kicking, but not gloves or
rings (when no gloves) when touching, or outermost of cloak/suit/shirt
when hugging, or helmet when head-butting. (The last one is actually
moot because nothing with a head-butt attack is able to wear a helm.)
The problem was more general than just whether attacks might hit and
hurt shades. Various undead and/or demons are also affected by blessed
and/or silver attack but weren't for non-weapon attacks by poly'd hero.
At least two unrelated bugs are fixed: a rope golem's AT_HUGS attack
gives feedback about choking but was fully effective against monsters
which fail the can_be_strangled() test. And it was possible to hug a
long worm's tail, rendering the entire worm immobile.
The report also suggested that all artifacts be able to hit shades for
full effect, but by the time shades are encountered everyone has an
artifact so that would nullify a shade's most interesting ability.
TODO: monster against hero and monster against other monster need to
have similar changes.
They're never modified. Minor complication: &zeroobj is used as
a special not-Null-but-not-an-object value in multiple places and
needs to have 'const' removed with a cast in that situation.