Commit Graph

15207 Commits

Author SHA1 Message Date
PatR
4d295a38de Qt MenuOrTextWindow tweak
Funnel all potential "<action> called before we know if Menu or Text"
warnings through a common routine.  Aside from rephrasing a message
which no one should ever see, there's no change in behavior.
2023-04-23 15:55:38 -07:00
nhw_cron
44b9cc5769 This is cron-daily v1-May-8-2022. 000files updated: Files 2023-04-23 16:46:27 -04:00
nhmall
6811733a7f update file: Porting 2023-04-23 12:43:30 -04:00
nhmall
d4fb34bbb4 system.h 2023-04-23 12:29:02 -04:00
Pasi Kallinen
80a8eaf7e6 Prevent calling doaltarobj twice
My change to make items thrown by monsters landing on altar
caused doaltarobj being called twice when hero dropped an item
on it. Call the newer instance only when monsters are moving.
2023-04-23 07:47:46 +03:00
PatR
efd6b4081b build fixes for !TEXTCOLOR
Neither X11 nor Qt would compile with TEXTCOLOR disabled.  With this
they build and seem to work, but no promises, particularly for the
ENHANCED_SYMBOLS config.
2023-04-22 16:37:48 -07:00
PatR
7105f0a7d9 another macro relocation: HI_xxx
Move HI_DOMESTIC and HI_LORD from monst.c to color.h.
2023-04-22 16:10:37 -07:00
Pasi Kallinen
8a85f1d92c Fix minetn-6 map generation errors
Two error cases with the map generation in minetn-6:

first one was the lregion placement impossible, caused by randomly
generated mines not going past the map either left or right, and
the stair generation being restricted outside the fixed map.

second was one side of the map being unreachable, because the
mines layout joined to the other side right at the edge of map
behind the small room with the "x" mapchars.
2023-04-22 19:05:45 +03:00
nhmall
d703539847 define WT_ macros in a header file
A recently added #undef WT_ELF caused a onefile build to break.

trap.c: In function 'trapeffect_landmine':
trap.c:2346:41: error: 'WT_ELF' undeclared (first use in this function); did you mean 'PM_ELF'?
trap.c:2346:41: note: each undeclared identifier is reported only once for each function it appears in
2023-04-22 11:13:53 -04:00
PatR
92daa57395 increment EDITLEVEL for monst->meverseen
It seems unlikely that using a previously unused bit in the monst
structure would introduce any issues with old data, but better safe
than sorry.

Save and bones files are invalidated.
2023-04-22 05:51:19 -07:00
Pasi Kallinen
659fc2feb3 Tutorial: travel 2023-04-22 12:17:24 +03:00
PatR
85a002c157 hearing an unseen monster read a scroll
Heroes recognized unseen same-race monsters by voice, but it yielded
an unexpected result if the monster was unique.  Change it so that
hero will recognize any type of monster by its voice if that monster
has been seen and limit unseen same-race ones to non-unique monsters.
Treats shopkeepers as unique since they have distinct names.

This adds a new flag to struct monst in order to track whether each
specific monster has ever been seen or sensed.
2023-04-22 02:00:04 -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
8ec274bf2b unreachable code warning in VS uudecode build 2023-04-21 14:16:13 -04:00
nhmall
affb358294 fix some macro naming conflicts 2023-04-21 13:46:50 -04:00
nhmall
f326a9428d update tested versions of Visual Studio 2023-04-21 2023-04-21 11:58:31 -04:00
nhmall
9fd719cbf2 macOS build with latest clang from Xcode
A bunch of new warnings appeared by default on macOS compiler provided with Xcode,
including on every usage of sprintf(). Suppress those for now.

The issues with utilizing WANT_ASAN=1 on the make command line with macOS seem
to be resolved in this latest version, so allow it to be specified. Don't specify
it if using a problematic clang version.
2023-04-21 11:33:15 -04:00
nhmall
b26ec2f677 attempt to quiet some onefile complaints 2023-04-21 10:42:36 -04:00
nhmall
826ce951e7 get rid of NetHack macro conflict with curses routine delay_output() 2023-04-21 08:25:53 -04:00
PatR
71decafefd Qt menu fix
Noticed when working on the add_menu() crash earlier, using a mouse
rather than the keyboard to pick an entry in the sub-sub menus for
'm O' -> 'disclose' -> {any disclosure category} didn't work properly.
The problem was in post-3.6.x menu code for the Qt interface.
2023-04-21 00:44:50 -07:00
PatR
889b437775 Qt add_menu() w/o start_menu()
I temporarily reverted the fix for end-of-game disclosure of overview
in order to trigger the add_menu() crash under Qt.  It came down to

if (!actual) impossible("AddMenu called before we know if Menu or Text");
actual->AddMenu(glyph,identifier,ch,gch,attr,str,itemflags);

where 'actual' happens to be Null.  impossible() gets called, goes
through pline() calling putmesg() and putstr(WIN_MESSAGE), then the
output never shows up anywhere.  I haven't figured our what's going
on with that, but changing the above to

if (!actual)
    impossible("AddMenu called before we know if Menu or Text");
else
    actual->AddMenu(glyph, identifier, ch, gch, attr, str, itemflags);

at least prevents the crash.  The main window ends up becoming
minimized/iconified but the final popups which occur after disclosure
appear and accept responses and then a clean exit takes place.

Presumably it used panic() rather than impossible() at some point,
otherwise that code makes no sense:  test for Null then deference it
regardless of the result of the test?
2023-04-20 13:15:31 -07:00
Pasi Kallinen
a725447d65 Corpse-eating monsters will home in on corpses
Also allow non-tame ghouls to eat corpses.
2023-04-20 18:56:26 +03:00
PatR
8293251224 \#overview fix
The revised #overview (displaying info in a menu instead of text
window), works as intended for tty and curses, during play and also
during end of game disclosure.

For X11 it worked during play but during disclosure it issued a
call to impossible() for every line of overview output and there
was no overview shown.  ("add_menu:  called before start_menu",
sent to stdout where the player may not have a chance to see it.)

For Qt things were worse, working during play but with indentation
that isn't what is intended, and during disclosure it crashed in
add_menu().

This avoids the impossible and the crash, by changing how the core
treats the menu rather than by updating how FOO_add_menu() deals
with the offending previous usage.

I suspect that to fix the Qt indentation, #overview might need to
be changed to behave like #attributes:  use a menu during play but
a text window during disclosure.  It has a hack for text windows
to switch from the default font to a fixed-width one if any line
in the text contains four consecutive spaces.  Either menu windows
aren't doing the same thing, or the two-column layout they use to
render their text is messing that up.  (I haven't looked.)
2023-04-20 00:18:05 -07:00
Pasi Kallinen
200cc21fb3 Allow some monsters to break boulders
... if the boulder is in a position they want to move to.
Shopkeepers, priests, and the quest leader can break one boulder
and then need to take several turns before being able to break
another.  Riders can break a boulder every turn.
2023-04-19 14:37:55 +03:00
PatR
4d681eed46 new #overview menu
Require the 'm' prefix to treat #overview as a menu with selectable
entries.  During end-of-game disclosure it shows every level that was
visited, but during play it only shows levels which have annotations
(typically automatically generated ones).  The menu wasn't offering
any chance to add an annotation to levels without such, so force
'm #overview' to show every visited level.  Continue to avoid that
(and also avoid the clutter introduced by menu entry selector letters)
for normal #overview.
2023-04-19 02:30:32 -07:00
Pasi Kallinen
b04ab80cad Allow annotating other levels via #overview
Change the #overview to use a menu, so the player can change
the annotations on levels other than where they currently are.
2023-04-18 09:40:12 +03:00
Pasi Kallinen
cfe60aed8d Dismounting a trapped steed
Riding a steed into a trap and dismounting also untrapped
the steed. Try to keep the steed in the trap.
2023-04-17 18:47:05 +03:00
Pasi Kallinen
945e65a19f Move bgcolors option to the map section 2023-04-17 17:07:23 +03:00
Pasi Kallinen
0ac9309e1e Simple options menu shows help for each entry 2023-04-17 15:47:50 +03:00
Pasi Kallinen
6fcce6e135 Redo the portal breakage for the fuzzer 2023-04-17 11:09:58 +03:00
Pasi Kallinen
d3e48dfad1 Tutorial: going down and up stairs
Adds the second tutorial level, tut-2.lua
2023-04-16 10:46:03 +03:00
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
copperwater
fe39a2b08d Don't drop aklys on the floor due to slippery fingers
Aklyses uniquely have a tether attached to one's wrist, which would stay
secure even when one's fingers are slippery. Therefore, it doesn't make
for the weapon to be dropped completely, tether and all, when Glib.

However, the game doesn't have a way to model a weapon that's on the
floor at your feet but still attached to your arm. (Technically the
uball and uchain code does do this sort of thing already, but it can't
be used here - what if you have an aklys slipping out of your grasp and
are punished at the same time?) So the next best thing is to give
aklyses immunity to slipping from one's hand.
2023-04-16 09:48:42 +03:00
Pasi Kallinen
83ed647a3e Fixes entry 2023-04-16 09:46:37 +03:00
copperwater
95972d7147 Wand of speed gives player temporary speed and potion gives intrinsic
This aims to fix the issue in which there are way more wands of speed
monster in the game than the player has any use for. Usually, one is
enough for the whole game (unless a player has a lot of pets they want
to speed up) but since they're an item monsters can generate with, it's
typical to see eight to twelve of them, useless for anything besides
polypiling into other wands since they just grant an intrinsic that's
usually obtained early in the game.

By making the wand effect (on the player) temporary very fast speed, it
becomes desirable to keep the wand around again. By adding a lightweight
source of very fast speed, it also helps diversify character builds away
from always relying on speed boots. And importantly, it becomes an item
the player can use situationally early in the game to enhance their odds
in a fight or run away from danger.

Meanwhile, the speed-intrinsic-granting has been moved to the potion,
and the potion is still superior to the wand in the duration of very
fast speed it grants (100 + d10 turns for an uncursed potion or 160 +
d10 turns for a blessed one, versus 50 + d25 turns for the wand).

Since monsters don't have a concept of very fast speed, this doesn't
change the wand or potion effects on them. They will still gain
permanent intrinsic speed by either method.
2023-04-16 09:33:56 +03:00
PatR
a93ee09d1a fix github issue #1011 - monster imagination
Issue reported by AndrioCelos:  if hero was killed by a wand zapped
by a monster, the cause of death was "killed by <wand damage>
imagined by <the monster>" instead of intended "killed by <wand
damage> zapped by <the monster>".  Report mentioned that the monster
was unseen but that wasn't relevant.

This worked when monster wand zaps were briefly changed to use
-9..-0 but got broken when that was reverted to using -39..-30 (due
to -0 being the same as 0 so making zapper of wands of magic missile
ambiguous).

Fixes #1011
2023-04-15 12:34:27 -07:00
Pasi Kallinen
36f1596c02 Shop door entrance placement
If for some reason a shop room has multiple doors, try all of them
to find a good shop door, instead of just the first one, and failing
if it wasn't a good one.

This only matters for wizard-mode with SHOPTYPE environment var.
2023-04-15 14:25:52 +03:00
Pasi Kallinen
51ebfb2f0b Fix tutorial breaking other portals 2023-04-15 13:25:43 +03:00
PatR
1a2d844a22 fix #K3902 - hug attacks against unsolid targets
Prevent hug attacks (owlbear, python, pit fiend, several others),
attacks for wrap damage (eel and kraken, trapper and lurker above),
attacks for stick-to damage (mimic, lichen), and attacks for digestion
damage (purple worm) from succeeding against unsolid monsters (ghosts,
lights, vortices, most elementals).

Polymorph of an engulf or hold target into unsolid form has been
addressed by a couple of previous updates.
2023-04-14 13:27:33 -07:00
PatR
ced75cb88e polyself u.ustuck fixes
More towards not being able to swallow or hold an non-solid creature.
When engulfed, expel hero if the new form is unsolid or too big.
Give a message if hero is being held (rather than engulfed) and has
to be released.

Adding a call to expels() required some code reordering because it
calls spoteffects().

Give the hint about using '#monster' at the very end of polymon().
2023-04-13 16:47:42 -07:00
Pasi Kallinen
25bf9d2a49 Prevent conflicted shopkeeper moving on top of hero
Peaceful, but conflicted, shopkeeper could move on top
of the hero, if hero was standing on the free spot inside shop.
2023-04-13 21:20:29 +03:00
Pasi Kallinen
ad4c71fab3 Avoid placing random niches into subroom walls
Wizmode testing shop generation, I encountered impossible
"Where is shopdoor" - the room that was being turned into
a shop had a subroom sharing the outer south wall with
the parent room, with a random niche placed such that it was
actually in the subroom wall. The niche door was still added
to the parent room, and the shop generation was trying to use
that door as the shop entrance.

As random niches are only used in room-and-corridor style
levels, subrooms aren't that common, so I just opted to
skip the niche generation if it was going to be placed
without being directly attached to the room it wanted.

The niche generation could be changed at a later date to actually
add the niche door to the correct room instead, if we ever feel
it's necessary to have random niches in subrooms.

As an interesting side note, I had no idea random niches were
only placed in the south or north walls of rooms, never to
east or west.
2023-04-13 18:50:31 +03:00
PatR
9718181322 shapechanger dropping boulders
Something I noticed while looking over the recent report about hug
attacks.  If a monster carrying one or more boulders (picked up while
in giant form) polymorphs into a non-giant, it will drop them.  If
that happens while it's trapped, it could be killed.  newcham() would
use a stale pointer to continue traversing its inventory after it was
dead and its possessions had been dropped.

I managed to get a chameleon-as-giant carrying boulders and some other
stuff trapped in a bear trap and then transform, but the few attempts
I made never killed off its next form so I wasn't able to induce a
crash to verify that a problem would actually occur.
2023-04-12 03:03:17 -07:00
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
Pasi Kallinen
699473e03f Moving to water is not dangerous if already underwater 2023-04-10 12:23:43 +03:00
SHIRAKATA Kentaro
c543ff1f6b Split bestowing artifact into separete function 2023-04-10 09:09:27 +03:00
Pasi Kallinen
cb73cbedb7 Tutorial: backup and restore struct you 2023-04-09 18:15:31 +03:00
Pasi Kallinen
79bdab1f03 Tutorial: puton and remove 2023-04-09 18:00:08 +03:00
Pasi Kallinen
3a3be46624 Bigrm-5 may have patches of ice or cloud 2023-04-09 11:56:35 +03:00