Commit Graph

457 Commits

Author SHA1 Message Date
PatR
13ff565a67 github issue #1201 - Forcefighting webs
Issue reported by Umbire:  suggestion to always destroy adjacent webs
via 'F'<dir> if wielding Sting or Fire Brand.

Sting already did that; this adds Fire Brand.

This also augments the #untrap command when wielding either of those,
or any other blade.  And rephrases successful untrap message
"You remove {the or your} {bear trap or webbing} from Fido." to
"You extract Fido from {the or your} {bear trap or web}." since the
trap remains intact.

Forcefight and #untrap against webs ought to be reconciled to remove
[some of] their differences and/or share code.  But not by me...

Closes #1201
2024-01-21 11:58:44 -08:00
Pasi Kallinen
57747535af Add m_next2u, analogous to m_next2m and next2u 2024-01-19 21:53:25 +02:00
Pasi Kallinen
1c16ef68eb Fix spot_monsters giving a segfault in some cases 2024-01-15 20:53:24 +02:00
PatR
e4534d60e3 more Forcefighting webs
Hero attempting to cut an adjacent web can so with secondary weapon
if dual wielding and primary isn't a blade.

Mostly message handling for the 'neither weapon is a blade' situation.
2024-01-14 16:58:43 -08:00
Pasi Kallinen
3160112ece Accessibility: Show a message when monster is spotted
Adds a new boolean option, spot_monsters.  If on, every time
the hero notices a monster which was out of sight before,
a message is given.  Combine with accessiblemsg to get the
monster location:

(3north): You see a newt.

Breaks saves and bones.
2024-01-14 13:33:02 +02:00
PatR
32f3f7cf46 Forcefighting webs (when adjacent, not trapped)
ACURR(A_STR) can yield a value as high as 125.  Switch to acurrstr()-2
for a value of 1..19.

P_SKILL(skilltype) shouldn't be used unconditionally.  It yields a
different value for restricted than for unskilled and those two skill
levels only differ for training, not effectiveness.

Allow weaponless forcefight againsta webs.  The chance for success may
need to be tweaked.
2024-01-10 12:24:05 -08:00
Pasi Kallinen
9ab4d65431 Make force-fighting a web train the weapon
... and the skill matter a little bit for actually cutting the web.
2024-01-10 17:44:56 +02:00
nhmall
4e19221e55 variable 'display' causes shadow variable warnings in X11 build
display.botl      -> disp.botl
display.botlx     -> disp.botlx
display.time_botl -> disp.time_botl
2024-01-05 05:58:51 -05:00
nhmall
22e52ee905 bundle the display-related hints, that tell bot() and others
that an update is required, into a struct. Remove it from
context since there is no reason to save those.
2024-01-04 23:16:27 -05:00
Pasi Kallinen
dc8d9d6cd0 Accessibility: Add location info to messages
Adds a new boolean option, accessiblemsg.  If on, some game messages
are prefixed with direction or location information, for example:

   (west): The newt bites!
   (northwest): You find a hidden door.

I added the info to the most common messages, but several are
still missing it.
2024-01-02 18:59:25 +02:00
nhmall
294ce9b59d reinstate removal of mon guard from is_safemon()
callers were checked:
domove_attackmon_at(mtmp, x, y, displaceu) has mtmp declared nonnull;
    there are dereferences of mtmp in the first line of code in
    the function.

In domove_core():
    The 1st occurrence of is_safemon(mtmp) is guarded by if (mtmp) { }.
    The 2nd occurrence of is_safemon(mtmp) is inside an if (mtmp) { } block.
    The 3rd occurrence of is_safemon(mtmp) was just remediated by 987be7e8.

In lookaround():
    The only occurrence of is_safemon(mtmp) is inside an
        if ((mtmp = m_at(x, y)) != 0 [...] { } block.

In do_attack(mtmp), in uhitm.c:
    The parameter is declared NONNULLARG1, and the 1st line of
    code contains a dereference with mtmp->data, which would
    segfault if mtmp were NULL.
2023-12-16 12:37:49 -05:00
nhmall
987be7e8e5 a pair of domove_core() blocks
Following line 2425 of hack.c, in domove_core():
    mtmp = m_at(x, y);
mtmp can be null.

There were two if blocks following that, both of which
only make sense when mtmp is not null.

One of them was explicitly checking for mtmp being non-null,
and the other was avoiding catastrophe by relying on a
hidden check buried within an _is_safepet(mon) macro.

Place both of those blocks into an
    if (mtmp) { }
block.

99% of the diff is just indentation.
2023-12-16 11:38:55 -05:00
nhmall
c5a5b55c15 nonnull for some static functions during recent analysis 2023-12-16 10:51:59 -05:00
PatR
9d3710163e fix #K4063 - "back on ground" given at odd time
Moving over at item that's resting on ice gives a message about there
being ice present and then about the item, whether mention_decor is On
or Off.  With it On, you'll get a message about being back on solid
ground as soon as you leave the ice.  With it Off you wouldn't get
that at all if not levitating; that's the basic no-mention_decor
behavior for ice.  However, if you were levitating, you would get a
delayed "back on solid ground" message when moving over some other
object, which might occur quite a bit later.  Autopickup handling is
calling describe_decor() when the hero is levitating and some of that
wasn't appropriate for no-mention_decor.

This issue has been present since I first implemented mention_decor,
not introduced by recent back_on_ground() changes.
2023-12-13 13:15:18 -08:00
PatR
2bd967fe8a a few fewer update_inventory() calls
A couple of things I noticed while running umpteen tests for tty
perm_invent.  Remove the update_inventory() from unmul(), and limit
the one that deals with seeing inventory when recovering from blindness.

Just a drop in the bucket overall, and the screen updates nearly
instantly for update_inventory() except when debugging perm_invent so
players aren't likely to notice this.
2023-12-07 22:47:57 -08:00
Michael Meyer
986c8e7ff4 Check whether steed will slip on ice if mounted
If riding over ice, check whether the steed, rather than the hero, is
cold-resistant or floating to determine whether it should slip, since it
is the monster which would actually be in contact with the ice.
2023-12-04 14:52:58 -05:00
nhmall
d7fef5f194 avoid another magic number
Some of the hardcoded +1 scattered about are likely
invlet_gold or invlet_overflow, but I didn't hunt those down.
2023-11-30 11:15:32 -05:00
nhmall
a7242760f7 consistent cast syntax 2023-11-13 19:28:19 -05:00
Michael Meyer
392295d770 Require min body weight for step to wake zombies
A newt or something probably isn't disturbing anything buried 6 feet
below the ground.  WT_ELF/2 is the size of a dingo or goblin.
2023-11-10 10:04:07 -08:00
Michael Meyer
a1b1f3b250 Try to unify "back on solid ground" messaging
Put everything through a single function that can handle all the
complicated parts of using the correct proposition for different terrain
types, and will not just call things "solid ground" indiscriminately.
This got complicated but I'm not sure if it's possible to do it much
simpler while still using the distinct names for each type of terrain
(unless you are OK with the sentences sounding sort of wonky).
2023-11-07 16:13:55 -08:00
Michael Meyer
702f914306 pooleffects messaging vs mention_decor
With mention_decor enabled, exiting the water on the Plane of Water
would produce the series of messages "You pop into an air bubble.  You
are back on air bubble."  Suppress the second message.  The lack of
article there seems like a problem too...

Also, acknowledge flight/levitation and use ice_descr in the pooleffects
"solid land" message.  This should make it more consistent with how
mention_decor does a similar message, especially changes to how it
describes ice based on its melt timer.
2023-11-07 16:13:54 -08:00
nhmall
1538b401e9 quiet a new warning after pull request #1119
hack.c
.\hack.c(1607): warning C4018: '<': signed/unsigned mismatch
2023-11-06 07:37:34 -05:00
Michael Meyer
98d2b0ecb3 Follow up on disturbing buried zombies
Change 852f8e4 by requiring a minimum impact before a buried zombie
nearby will be disturbed: light, but still excluding things like
scrolls, if it's a violent impact (dropped while levitating, thrown, or
kicked), and fairly heavy if the hero is just placing the item on the
ground normally.

Moving the call out of flooreffects meant it no longer applied to
pushing boulders around, so have moverock disturb nearby zombies.  I
additionally had wake_nearby do the same thing.

Finally, I renamed check_buried_zombies (which doesn't really reflect
what it does) to disturb_buried_zombies.
2023-11-05 21:51:45 -08:00
Pasi Kallinen
852f8e4996 Dropping items disturbs buried zombies 2023-11-02 20:31:51 +02:00
nhmall
6cbefc7c2d Revert "granular verbose message suppression mechanics"
This reverts commit be76727265.
2023-10-29 20:39:07 -04:00
Pasi Kallinen
03ee609ca0 Saving grace stops multi-turn actions, sleeping, and fainting 2023-10-29 18:01:28 +02:00
PatR
7c0ece5bd6 fix #H2736 - missing Samurai quest throne
Reported 11 years ago, the level definition for the Samurai quest
home level specifies a throne room and entering it gives the "opulent
throne room" message, but there isn't any throne.

Initially I was going to add a throne but decided that its lack is
probably intentional.  The throne room designation is used to give
periodic atomspheric messages.  That's my guess anyway.

Alter the room entry message there to omit "throne" from "you enter
an opulent throne room".  Add a no-throne comment to Sam-strt level
definition.

While in there, make Lord Sato's katana and splint mail explicitly
rustproof and either blessed or uncursed.  (The mail was already
implicitly rustproof because splint mail created on the Sam quest
home level always is, like for a Samurai's initial inventory.)
2023-09-28 13:25:20 -07:00
Michael Meyer
fa1f1134c8 Disambiguate b_trapped null bodypart value
b_trapped was treating 0 as a null value for its bodypart parameter, but
0 is actually the value of ARM, so b_trapped(..., ARM) would be treated
as intending no A_CON abuse.  Add NO_PART = -1 to the bodypart_types
enum, and use that instead of 0 as the "no body part" value in
b_trapped, so that ARM can be passed to it without any ambiguity.

aosdict identified this issue in xNetHack and handled it differently; he
added NO_PART with a value of 0, incremented the existing bodypart_types
values, and padded the body part arrays so the actual body parts would
start at index 1.  I think using NO_PART = -1 is simpler, but that's an
alternative approach that can be used instead -- it is advantageous in
that it automatically fixes any other places where 0 is assumed to be a
non-body-part value that I may have overlooked.
2023-09-27 10:40:27 +03:00
PatR
1a64ee1c28 github PR #259 - paranoid_confirmation:trap
Fairly old pull request from copperwater:  add new paranoid_confirm
setting 'trap'.

The old commit suffered from bit rot and merging needed too much
fixing up despite there not being many bands of change in the commit's
diffs.  I ultimately redid it from scratch, although the two biggest
chunks of code started with copy+paste of the pull request's commit.

It operates like paranoid:pray.  Setting paranoid:trap adds a new
"Really step into <trap>?" y/n prompt when attempting to move
into/onto a known trap, even if an object covers it on the map.
Setting both 'paranoid:Confirm trap' turns that into a yes/no prompt.
(Adding 'Confirm' affects other paranoid confirmations; in addition
to requiring yes<return> rather than just y to accept, it also forces
no<return> to reject.)

However, moving into a known trap that is considered to be harmless
behaves as if no trap was present.  Some of the trap classification
might be out of date; several types of traps have undergone changes
since implementation of the original pull request, notably anti-magic
field.  When the hero is hallucinating, all known traps are considered
harmful since the map no longer reliably describes them.

Preceding a movement command with the 'm' prefix also behaves as if
no trap was present, bypassing confirmation for that move, similar to
how paranoid:swim currently behaves.  Being stunned or confused also
behaves as if no trap was present, taking priority over hallucination.

This updates the documentation.

Supersedes #259
Closes #259
2023-09-08 15:55:31 -07:00
PatR
60a3263a85 fix github issue #1070 - Minetown achievement
Issue reported by vultur-cadens:  arriving on the Mine Town level
via falling or level teleport won't register the "entered Minetown"
achievement if hero doesn't arrive inside a room.

Reorder some code in check_special_room() so that town entry will be
tested before the early return if no room entry has occurred.  This
adds 'level.flags.has_town' to make the town test be cheaper when
the hero hasn't attained the achievement yet and is wandering around
the mines.

Fixes #1070
2023-07-06 13:18:19 -07:00
PatR
450f060132 github issue #1060 - crystal helmet
Issue reported by vultur-cadens:  changing helm of brilliance to
crystal made it stop being classified as "hard helmet" so it gave
less protection against things falling onto the hero's head.

Change the is_metallic() tests used on helmets to new hard_helmet().
Unlike when thrown, crystal helmets don't break when objects fall
on them.

Fixes #1060
2023-06-14 06:13:11 -07:00
PatR
9052bd5099 fix #K3925 - u.ustuck of long worm tail
Don't allow stick/wrap/engulf attacks directed at long worm tails
to succeed.  Achieved by making sure that 'notonhead' is up do date
in a bunch of places and utilizing the fairly recent can't-{stick,wrap,
engulf}-unsolid-monsters code.

Should prevent a 'sanity_check' warning about being too far from
u.ustuck that would happen when holding the tail while the head was
not adjacent to the hero.

Also don't let pet ranged attacks from choosing a long worm's tail
as target.  They'll still be able to target long worms provided that
the head is lined up and not shielded by tail segment(s).
2023-05-20 15:34:32 -07:00
nhmall
2308e2480d wording correction 2023-04-24 11:31:46 -04:00
nhmall
826ce951e7 get rid of NetHack macro conflict with curses routine delay_output() 2023-04-21 08:25:53 -04:00
copperwater
dad1c3f8b7 Fix: breathless monsters always generate in water in special levels
... unless explicitly specified to generate at a specific point or
within a specific area. But if they are permitted to generate anywhere
on the level, and it contains water, they always end up in the water. I
noticed this when trying to explicitly specify ghouls to generate
anywhere on a level with a minimal amount of water.

This was due to the definition of "amphibious" being conflated with
"breathless", such that all breathless monsters counted as amphibious.
There are plenty of breathless monsters in the game that decidedly don't
normally inhabit water, such as undead, but they would pass the
amphibious() check in pm_to_humidity and thus the game decides that they
must generate in wet terrain if there is any available.

This fix takes the approach of changing amphibious() so that it no
longer checks the M1_BREATHLESS flag and only considers M1_AMPHIBIOUS,
then updating the places where amphibious() and Amphibious are used
accordingly. I also added a new macro cant_drown() which wraps up
swimming, amphibiousness, and breathlessness because these three things
are frequently checked together in the context of whether something
should drown.

Places where amphibious() or Amphibious did NOT have an extra
breathless() or Breathless check added on, and thus where behavior has
been changed:
- The pm_to_humidity function (to fix the bug).
- Player vs water in goodpos; it didn't seem like being polymorphed into
  a breathless non-amphibious monster should make it fair game to
  randomly teleport into water even though it's technically safe.
- Awarding extra experience when killing an eel. (So the hero will get
  the extra experience if they are polymorphed into a breathless
  non-amphibious monster and don't have magical breathing. Very much an
  edge case.)
2023-04-16 09:57:41 +03:00
Pasi Kallinen
699473e03f Moving to water is not dangerous if already underwater 2023-04-10 12:23:43 +03:00
Pasi Kallinen
ba60bfac25 Themeroom: buried zombies
- add a themeroom with random buried zombifying corpses
- disturbing buried zombies makes them revive much faster
- lua des.object() now returns the object it created
2023-04-01 14:05:18 +03:00
PatR
0532eae7d2 feedback when escaping lava
Fix the duplicate feedback given when landing on one or more items
after teleporting out of lava.

This also avoids "you find yourself back on solid water" if you are
able to survive at a water location and safe_teleds() puts you on one.
2023-03-27 17:08:18 -07:00
nhmall
de79240dea some comment spelling fixes 2023-03-16 22:27:01 -04:00
nhmall
ecf74d5308 some pline()-like function usage 2023-03-08 19:12:52 -05:00
Pasi Kallinen
10df388245 Untrap tip 2023-03-04 11:02:06 +02:00
Pasi Kallinen
08a2a2a1a4 Saving grace
Once per game, if receiving a killing blow from above 90% HP,
allow the hero to survive with 1 HP.
2023-03-03 17:38:48 +02:00
Pasi Kallinen
5d659cf1f6 Tips and option to disable them
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.
2023-02-19 15:56:18 +02:00
nhmall
fbd9a7bae8 another update to the soundlib interface
sound_verbal(char *text, int32_t gender, int32_t tone, int32_t vol,
             int32_t moreinfo);
    -- NetHack will call this function when it wants to pass text of
       spoken language by a character or creature within the game.
    -- text is a transcript of what has been spoken.
    -- gender indicates MALE or FEMALE sounding voice.
    -- tone indicates the tone of the voice.
    -- vol is the volume (1% - 100%) for the sound.
    -- moreinfo is used to provide additional information to the soundlib.
    -- there may be some accessibility uses for this function.

It may be useful for accessibility purposes too.

A preliminary implementation has been attempted for macsound to test
the interface on macOS. No tinkering of the voices has been done.

Use of the test implementation requires the following at build time with make.
    WANT_SPEECH=1
That needs to be included on the make command line to enable the test code,
otherwise just the interface update is compiled in.

I don't know for certain when AVSpeechSynthesizer went into macOS, but older versions
likely don't support it, and would just leave off the WANT_SPEECH=1.

If built with WANT_SPEECH=1, the 'voices' NetHack option needs to be enabled.

It was a bit strange, when I first started up the test, to hear Asidonhopo,
the shopkeeper, talking to me as I entered his shop and interacted with him.
2023-02-07 00:44:36 -05:00
Pasi Kallinen
7401b44fa1 Walls of lava
Add "walls of lava", basically lava which blocks vision and
require a bit more than just levitation or flight to move through.

No levels use this yet, as testing isn't thorough enough.
2023-02-06 19:23:42 +02:00
Pasi Kallinen
f61e1e8e23 Tiny chance of breaking iron bars with war hammer
Also add some different sounds to hitting the iron bars,
and make it noisy.
2023-01-26 18:21:53 +02:00
nhmall
8bbe9282aa add soundeffects hooks to core
Insert the calls to trigger a number of potential soundeffects
into the core.

If no additional soundlib support is integrated into the
build, then the Soundeffect macro (sndprocs.h) expands to nothing:

[#define Soundeffect(seid, vol)
]

If, however, at least one additional soundlib support is integrated
into the build, then the Soundeffect macro gets defined as this
in sndprocs.h:

[#define Soundeffect(seid, vol) \
    do {                                                              \
        if (!Deaf && soundprocs.sound_soundeffect                     \
            && ((soundprocs.sndcap & SNDCAP_SOUNDEFFECTS) != 0))      \
            (*soundprocs.sound_soundeffect)(emptystr, (seid), (vol)); \
    } while(0)
]

That macro definition checks for the hero not being Deaf; it checks
to ensure that the active soundlib interface has a non-null
sound_soundeffect() function pointer; and it checks to ensure
that the active soundlib interface has declared that it supports
soundeffects by setting the SNDCAP_SOUNDEFFECTS bit in its sndcap
entry. That just means that the interface routines are prepared to
accept and deal with the calls from the core, whether or not it
actually produces the desired soundeffect.
2023-01-20 14:20:08 -05:00
PatR
657f0de5f8 sequencing issue: dismounting from dying steed
Reported by entrez:   if a trap killed hero's steed and dismounting
was fatal for the hero (probably by falling onto the same trap),
impossible "dmonsfree: 1 removed doesn't match 0 pending" warning
occurred during game-over cleanup.

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

This reverts the convoluted hack from four years ago in commit
be327d9822 and deals with the issue in
a simpler way.  After that, the new dismount_steed() placement at
end of m_detach() works cleanly.
2022-12-21 14:02:05 -08:00
Michael Meyer
05117fa84f Fix: billing shop boulder pushed thru shared wall
I realized that the "move the boulder billing to 'used-up items'" part
of 20392a6 didn't properly handle boulder movement from one shop to
another via a gap in a shared wall, becuase it wasn't looking at the
complete in_rooms() array (plus, it only triggered if the new spot
wasn't in any shops at all).  When I tried to fix that, I realized that
stolen_value() was similarly not working reliably when passed a location
shared between two shops, and for the same reason: it was only using the
first character of the in_rooms() array.

I think this patch fixes both those things, but it would be worth
examining the change to stolen_value() carefully, to ensure getting the
roomno via the shkp won't change anything about its normal functioning.
I'm not totally sure about that -- I didn't notice any problems in some
brief tests of typical stolen_value() uses, but it seems like it
probably has some tricky edge cases.

At the very least, passing a boulder fully through a shared wall between
two shops one way, then back the other way, no longer triggers an unpaid
obj sanity check in my testing.
2022-12-14 08:27:48 -08:00
PatR
4a965bbd83 boulder pushing feedback
Redo the details about giving or suppressing "with great effort you
push the boulder".  It works the same except that if push a different
boulder than previously, you'll get a new message.  If you do it
while riding, you have the same lack-of-message for successive pushes
instead of getting a message every turn.

Don't exercise strength when pushing a boulder if poly'd into a giant.
2022-12-07 16:45:35 -08:00