Commit Graph

106 Commits

Author SHA1 Message Date
nhmall
25a8c258e6 replace x >= LOW_PM with ismnum(x) shorthand macro 2024-01-11 14:01:10 -05:00
PatR
a7db78f7d6 fix #K4060 - "you walk quietly" while riding
Donning elven boots while riding and not already stealthy, you'd get
the message "you walk quietly" when not walking at all.  Instead of
just changing the message, make riding a non-flying steed block
stealth.  Riding a flying steed (or one you take aloft with an amulet
of flying) does not.  It would have been quite a bit simpler to have
made riding anything block stealth, but the hard part is done.
2023-12-10 22:09:26 -08:00
PatR
c41cb1a7fa source reformatting
Fixup some of the inconsistently formatted code that has been
introduced recently or been building up for a while.  Done manually.
I wasn't systematic except for looking for lines ending in '&' or '|'
(which wouldn't find such things if they're followed by a comment)
so there might be lots more.  I changed a bunch of C++-style //...
comments to old style C /*...*/ so that they'll match the rest of
the core's code rather than because they shouldn't be used.
2023-12-08 00:30:10 -08:00
Alex Smith
7ca9951996 Reduce code duplication in extrinsics-protect-items code
The same checks were being repeated for every damage type; this
sends them through two centralised functions (one for checking
whether an extrinsic blocks a specific instance of item destruction
and one for the enlightenment message), so that new mechanisms of
item destruction prevention will need to change only one point in
the code.
2023-12-05 04:34:24 +00:00
PatR
6e785f4d8c uhandedness: include handedness in ^X feedback 2023-12-04 00:17:57 -08:00
Pasi Kallinen
dd5ca5b058 Change menu_headings to accept color and attribute
Instead of just accepting an attribute, it's now possible to
use a color, or both color and attribute, for example:

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

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

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

Tested for tty, curses, x11, qt, and win32
2023-11-13 07:33:56 +02:00
PatR
ac57c070be simplified menu_headings fix
Reported by entrez, some putstr() to text window got changed to
add_menu_str().  I didn't test with curses; with tty some headers
ended up in limbo:  "Artifacts" header for '` a y' (wizard mode show
artifacts, something I had forgotten even existed) and also monster
class headers for 'm #vanquished by-class' (available to everyone).
Qt lost them too, but at least it didn't panic.

Not due to over-simplification:  end of game disclosure suppresses
header line highlighting, except when disclosing final inventory.
Change it to do so, although it would be simpler overall to just not
bother with any menu_headings highlight suppression.
2023-11-05 23:50:12 -08:00
Pasi Kallinen
93fd946ff6 Simplify add_menu, part 5 2023-11-03 21:41:26 +02:00
Pasi Kallinen
a6051dae81 Simplify adding menu headings 2023-11-03 19:07:15 +02:00
PatR
f7e5437746 fix #K4019 - "can not"
Report suggested that "can not" should be "cannot".  Both forms are
acceptable.  This switches them to use contractions for various "You
<verb> not subject" phrases:  "You can't subject", "hadn't", and so
forth.  Not exhaustively tested; there may be some sentences where the
informal contraction makes things worse rather than better.

The goal here was compactness rather than efficiency since the code
involved doesn't execute very often.
2023-10-21 03:40:56 -07:00
PatR
0a7cdeae3c viewing geno'd monsters at "genocide what?" prompt
At either of the genocide prompts,
|What type of monster do you want to genocide?
or
|What class of monsters do you want to genocide?
answering "?<return>" will show the list of monster types that have
already been genocided, then re-prompt.
2023-09-09 16:56:24 -07:00
PatR
92ca5dbf71 describe monster's size for stethoscope/probing
Monster size affects knockback but it wasn't provided anywhere within
the game.  Have wand of probing and stethscope feedback for monsters
include tiny|small|medium|large|huge|gigantic as applicable.
2023-05-10 02:23:57 -07:00
PatR
d2f4edc209 'm #genocided' bit
Overlooked part of customizing the #genocided sort menu.

A bit of unrelated trap.c formatting included.
2023-05-03 05:20:13 -07:00
PatR
e48c6bdc00 \#genocided revision
The #genocided command was revealing extinct monster species when used
during normal play.  That was not intended, so stop.  Change to only
reveal them in wizard or explore modes and also during end-of-game
disclosure but suppress them during normal play.

The full description of #genocided is now dynamically updated for '# ?'
during normal play to remove its reference to extinctions.  Also, check
for skipping wizard mode commands before doing description searching.

\#genocided was out of alphabetical order in the full commands list.
Both it and #vanquished should have had the GENERALCMD flag; they
don't affect game state.

Change #genocided to use the sort order currently set for #vanquished,
and allow 'm #genocided' to put up the same menu as 'm #vanquished'.
(Not quite the same.  Sorting by count of monster deaths isn't
appropriate for listing genocides where an arbitrary number may have
been killed before the genocide occurred.  If the preferred order for
vanquished is set that way, alphabetical will be used for genocided.)

Setting the order via menu for either command sets the order for both,
but doing so via #genocided doesn't offer the count-high-to-low and
count-low-to-high choices.  During disclosure, you can answer 'a' when
asked whether to disclose genocided and extinct monster types and like
for vanquished monsters, that lets you choose an order at end-of-game.
Doing so won't affect disclosing of vanquished monsters--it'll be too
late for them.

A chunk of this diff is due to moving the #wizborn code out of the
middle of #vanquished handling.

Guidebook.ms has been updated but Guidebook.tex is lagging.
2023-05-03 04:58:39 -07:00
PatR
1c94bdac89 blindness overhaul
I was working on this at the time 3.6.0 was released and set it aside
until later.  Later has finally arrived.  Redo the Blind, Blinded,
Blindfolded,&c macros to make more complete use of intrinsic property
handling.  Blinded was being treated as a number which could be added
to or subtracted from; now that has to be done via TIMEOUT mask
because it has FROMOUTSIDE (OPTIONS:blind) and FROMFORM (poly'd into
!haseyes() form) bits included.  Object definitions for blindfold and
towel now specify the BLINDED property; overriding blindness via the
Eyes of the Overworld is accomplished via props[BLINDED].blocked.

Code generated for the scores of Blind and !Blind tests throughout
the program should be smaller.

One bug that has been fixed is that putting on the Eyes of the
Overworld cured permanent blindness (from OPTIONS:blind).  The
u.uroleplay.blind flag was cleared and stayed so after taking them
off.  Putting the Eyes on still breaks blind-from-birth conduct but
now blindness will resume when they are removed.

This was untested at the time it was set aside and is only lightly
tested now.  A large number of the changes here are just to switch
from Blinded to BlindedTimeout for current timed value and to call
set_itimeout() for setting a new value.
2023-04-27 14:53:28 -07:00
PatR
861fcdf9c4 more 'onefile' tweaks
Undefine some macros when the file that uses them is done so that
they won't be seen by any other source files if combined into one
huge source file.  I only looked at the few files where an #undef was
needed, not all the files, but in those few files I used #undef for
[almost] all their local macros instead of just the troublesome one.
display.c is the exception; it still has lots of macros which persist
through end of file.  nhlobj.c is another exception; I misremembered
the fixup for lua's lobject.c at the time and decided to include the
one #undef for nhlobj.c anyway even though 'onefile' isn't affected.

monst.c includes some reformatting.  display.c's sign() macro was
redone; it's intended for efficiency compared to calling hacklib.c's
sgn() function so streamline it.

[Keni, most of the file-specific #undef fixups in genonefile.pl can
now be removed.  It'll still need one for lua source file lobject.c;
addstr() there conflicts with curses.h, not with nethack's own code.]
2023-04-21 14:32:43 -07:00
nhmall
b26ec2f677 attempt to quiet some onefile complaints 2023-04-21 10:42:36 -04:00
Pasi Kallinen
8b32ae98e9 Add petless conduct
Breaks saves.
2023-04-11 14:21:06 +03:00
Pasi Kallinen
ffb61612e3 Option to create the character deaf
Allows creating your character permanently deaf,
for that added challenge.

Breaks saves.
2023-04-11 13:23:30 +03:00
nhmall
de79240dea some comment spelling fixes 2023-03-16 22:27:01 -04:00
PatR
6fd0047784 add #genocided command
Comparable to #vanquished, be able to view info normally available
during end of game disclosure while the game is still in progress.
The new #genocided command lists all genocided and extincted types
of monsters.  Unlike #vanquished, there aren't any sorting choices.

Potential future enhancement:  provide a way to view the genocided
list at the "what do you want to genocide?" prompt.
2023-02-11 11:35:06 -08:00
nhmall
90895330c5 soundlib terminology update - sound_triggers
Switch to using the term "sound triggers" for things that
result in a call to one of the soundlib routines.

SNDCAP_* renamed to SOUND_TRIGGER_*
sndcap field in the sound_procs struct changed to sound_triggers
2023-01-27 22:21:53 -05:00
nhmall
6c111aaed5 guard call 2023-01-20 05:19:06 -05:00
nhmall
ea4a81901d add an interface for sound libraries
Groundwork for a more versatile interface for using
sound libraries. A lot of sound libraries work across
multiple platforms.

The current NetHack sound stuff is quite limited.

Binaries can have a variety of window ports linked into
them, and it makes sense to have something similar for
sound.

This tries to set things up in a more soundlib-centric way,
rather than inserting things in a platform-centric way.

It establishes a new top-level directory sound (akin to win
for the window interface routines, or "window-port") where
sound-related additions and sndprocs and support files can be
added and used across platforms.

The default interface is nosound and the 'nosound' interface
is in src/sounds.c

The interface for 'windsound', which contains the same minimal
USER_SOUNDS support using built-in routines that has been in the
windows port for a long time is added to
sound/windsound/windsound.c.

For now, the sound interface support for 'qtsound' has been added
to the existing Qt files win/Qt/qt_bind.h and win/Qt/qt_bind.cpp,
and a note has been placed in sound/qtsound/README.md to avoid
confusion.

New header file added: include/sndprocs.h.
2023-01-19 18:51:42 -05:00
PatR
249e431e46 new 'sortvanquished' option
Allow the preferred sort order for the vanquished monsters list to
be specified in the run-time config file
|OPTIONS=sortvanquished:X
where X is t, d, a, c, n, or z.  It can also be set to 'A' or 'C'
but those aren't documented and aren't offered as choices when
setting the value interactively, which can be done via 'm O' or by
using 'm #vanquished'.

Guidebook.mn has been updated but Guidebook.tex is lagging again.
2022-12-26 14:56:12 -08:00
PatR
3a05ec8055 more PR #902 - excising "Current"
Change ^X feedback of "Current Characteristics" to just
"Characteristics" to match the change for "Status" and "Attributes".
2022-12-20 23:31:49 -08:00
Greg Moselle
86ab924745 The word 'Current' is unnecessary here (and in general). 2022-12-20 23:20:44 -08:00
nhmall
02a48aa8cf split g into multiple structures
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
     ^ ^
2022-11-29 21:53:21 -05:00
PatR
f6b3b968e7 change #vanquished from wizard mode to normal play
Make the existing '#vanquished' command be available during regular
play, with M-V bound to it.  'm #vanquished' or 'm M-V' brings up
the sorting menu that you get when answering 'a' rather than 'y' at
the end-of-game "disclose vanquished creatures?" prompt.

The original #vanquished came from slash'em, where it was available
in normal play.  When added to nethack, it was put in as wizard-mode-
only. I added the sorting capability several years ago.

The chosen sort is remembered and re-used if not reset but only for
the remainder of the current session.  It probably ought of become
a run-time option so be settable in advance and across sessions but
I haven't done that.
2022-11-03 00:00:34 -07:00
nhmall
99a93fe50b some C99 changes
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() */
2022-10-29 10:54:25 -04:00
PatR
1ccad11fab \#wizborn fix
The #wizborn command shows 'E' for an extinct species and 'G' for a
genocided one, but if a species first becomes extinct and then later
gets genocided, instead of showing both flags it stopped showing
either.  I was going to add a second flag column and show 'E' and 'G'
separately but decided to stick with one column and display 'X' for
the unlikely 'both extinct and genocided' case.
2022-10-25 13:58:26 -07:00
PatR
7b62b2def9 PR #896 tweak - ^X shows known container gold
When not carrying any contained gold, or the only contained gold is
inside container(s) whose contents aren't known, ^X writes one line
about the hero's "wallet".  When known contained gold is present, it
writes two lines for gold, first one about wallet with the second
one about contained gold being a continuation of the first.  Move
the conjunction that combines them from the start of the second line
to the end of the first.

So change
|Your wallet contains M zorkmids,
|and you have N more contained in your pack.
to
|Your wallet contains M zorkmids, and
|you have N more contained in your pack.

and
|Your wallet is empty,
|but you have N zorkmids contained in your pack.
to
|Your wallet is empty, but
|you have N zorkmids contained in your pack.

It evens out the line lengths a little bit and starting the second
line with uncapitalized "you" seems slightly less jarring than with
"and" or "but".
2022-10-20 16:49:25 -07:00
Michael Meyer
9bf9aca4a9 Move stashed gold in #attributes to its own line
The line got a lot longer than most other #attributes lines when the
hero had gold both in open inventory and in stashed containers, so break
it up into two lines (using the same approach as the pantheon info in
the first section).  Maybe this isn't necessary but it does make it
stand out less.
2022-10-12 16:21:44 -07:00
Michael Meyer
2cc85b20dd Make #attributes gold line match #showgold
The #showgold command now mentions (known) gold socked away in
containers in your inventory as of 706b1a9.  Since the gold info in the
attributes display and dumplog matches the output of #showgold
otherwise, update it to do the same thing.  Also refactored doprgold a
bit to be a little more compact, as opposed to enumerating all the
different combinations of gold/no gold in open inventory/containers.
This eliminated some string constants that were broken up into multiple
constants/lines (like "line 1 " "line 2"), which NetHack code style
seems to prefer to avoid.
2022-10-12 16:21:44 -07:00
PatR
6e0fa50d80 couple of reformatting bits
Some reformatting done while working on ATTRMAX().
2022-10-12 02:19:38 -07:00
vultur-cadens
ce2f3ae259 Use a space instead of a hyphen in "disintegration-resistant"
This is for consistency with the other resistance insight messages,
which use spaces instead of hyphens.
2022-09-20 13:24:11 -07:00
PatR
f4210542f0 enc_stat[], hu_stat[]
The definition of enc_stat[] got changed by a pull request nearly a
year ago ('const char *enc_stat[]' -> 'const char *const enc_stat[]')
but the separate declarations for it weren't changed to match.

Make the same change for hu_stat[].  Not sure why the pull request
didn't include it since the old declaration and the usage are same.

The curses one is in code that isn't used.
2022-09-10 19:30:36 -07:00
PatR
b07fe59b3c attack/damage by trapper and lurker above
Change trappers and lurkers above to remove digestion damage.  They
fold themselves around rather than swallow the victim.  There were
are lot of places that assumed that an engulfer which is an animal
would swallow and digest the victim.  In hindsight, it might have
been simpler to take the M1_ANIMAL flag off of trappers and lurkers
above.

This adds a new digests() predicate for creatures with AT_ENGL+AD_DGST
(purple worm) and also enfolds() for AT_ENGL+AD_WRAP (both 't'-class
critters).

There are several minor fixes mixed in with this.  I didn't record
them as I went along but the two I remember are
1) if poly'd into a holder and holding on to a monster, the '<' and
   '>' commands refursed to work; release the held creature first
   and then treat those commands as normal;
2) throwing a non-weapon while engulfed by an ochre jelly reported
   "the <item> vanishes into the ochre jelly's /currents/".

This needs a lot more testing.  I found and fixed multiple minor
details before my own testing burned out.
2022-08-15 04:14:36 -07:00
Pasi Kallinen
9be2e581b7 Macros for checking is object artifact 2022-08-12 19:37:34 +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
nhmall
2770223d10 interface groundwork for core-side color decisions
(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
2022-06-25 13:21:51 -04:00
janne-hmp
dd949cf185 Changed the comparison length of "the " from 3 to 4 to account for the space in the end. 2022-06-11 14:59:57 -07:00
PatR
01f3be9a7c couple of is_clinger bits
The grounded() macro wasn't fully handling is_clinger().  Not sure
what impact this fix will have.

Add ability to cling to the ceiling to enlightenment feedback.  If
it gets fixed up to a state where it is useable while polymorphed,
some or all of it should be moved to non-magic ^X feedback.
2022-05-27 15:28:49 -07:00
PatR
9abec79df8 "empty handed" vs "bare handed"
When not wielding anything, ^X reports "you are empty handed" if
wearing gloves or "you are bare handed" if no gloves.  The ')',
'w-', and 'A)' commands were using "empty handed" unconditionally.
Make them be consisitent with ^X.

After this, body part HANDED is no longer used anywhere except in
body_part().
2022-04-25 01:31:34 -07:00
PatR
0b42404ad6 enlightenment about temp resist and item resist
For timed acid resistance and timed stoning resistance, report
"You {are,were} temporarily {acid,petrification} resistant."

For items being protected by worn equipment, add "by your {armor,&c}"
similar to the existing feeback about you being protected "because
<some-reason>".  Wizard mode only.
2022-03-28 10:38:04 -07:00
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
PatR
fa40cc9e3a ll_achieve_msg.llflag
Fix another type mismatch with the livelog code; make the flags field
in ll_achieve_msg match the one in gavelog_line.
2022-03-05 00:31:36 -08:00
PatR
5327412566 livelog tweaks, mostly sokoban
Demote "completed sokoban {1,2,3,4}" from major achievement to minor
at the request of hardfought.  OR on the 'dump' flag so that those
entries appear in dumplog.

Change "completed Sokoban" (for the whole branch) to "acquired the
Sokoban <prize object>" since that's what triggers the event and it
is possible to pass through the first level without completing that.
This event is still classified as a major achievement.  It has has
the 'spoiler' flag added to prevent #chronicle from showing that event
which now discloses the type of item the prize is.  (Note: suppression
of spoiler events is ignored in wizard mode.)

The "attained rank N" achievements are classified as minor for ranks
1..3 (gaining levels 3, 6, 10); OR the 'dump' flag for those.  [Rank 0
for levels 1 and 2 isn't an achievement and 4..8 for Xp levels 14, 18,
22, 26, and 30 are classified as 'major' achievements so don't need
that flag to make it into dumplog.]
2022-03-04 13:07:14 -08:00
PatR
93928640c6 github issue #688 - end of game livelog event
Requested by k21971 (hardfought admin):  classify the gameover event
as something other than achievement so that live-logging can exclude
it in order to use the xlogfile end-of-game entry instead.

It had been classified as an achievement because that was the only
category being treated as 'major' so written to final dumplog.  Give
is a new classification 'dump' which is distinct from achievement
and intended to explicitly request that an event go into dumplog.
The gameover event is the only one in that category, at least for now.

Add a bunch of other classifications besides achievement and dump to
be treated as 'major' for dumplog.  The new list is
  wish, achieve, umonst (death of unique monster), divinegift,
  lifesave (via amulet, not explore-/wizard-mode decline to die),
  artifact, genocide, dump
and may still need further tuning.  Currently excluded are
  conduct (first violation of any conduct), killedpet, alignment
  (changed, either via helmet or conversion), minorac (minor
  achievement such as level gain or entering the mines), and spoiler
  (currently only applies to finding Mines' End luckstone which is
  also 'achieve' so will be in dumplog).

This doesn't remove the reference to unimplemented LLC_TURNS that is
mentioned in the template sysconf.

Closes #688
2022-03-03 07:47:56 -08:00
PatR
2bef05bb77 livelog level entry events
Fix up the level descriptions used when logging an "entered new level"
event.  Most of the change is for adding an extra argument to calls
to describe_level().  The curses portion is in a big chunk of old code
suppressed by #if 0.

I didn't notice that the level entry events are classified as LL_DEBUG
until all the work was done.  This promotes the entry events for the
four Plane of <Element> levels from debug events to major ones instead.
It doesn't do that for the Astral Plane because the entered-the-Astral-
Plane achievement already produces a major event for that.  Most other
key level entry events are in a similar situation--or will become that
way once another set of achievements eventually gets added--so there
aren't any other event classification promotions.
2022-03-01 13:53:57 -08:00