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.
This makes sense to me, and further increases the challenge of erinyes
being summoned on astral after donning a helm of opposite alignment (if
the player has abused his alignment to the extent that erinyes have
teleport control), since they wouldn't be able to be banished across the
map simply by breaking a wand of teleport control.
The tracks left by hero were cleared when player saved and
restored the game, or changed levels. Now the tracks are
saved in the dungeon level, so changing levels keeps the tracks
left by hero in that level.
Also increased the length of tracks from 50 to 100, and
simplify the tracking function.
Thing not done: fade out old tracks when returning to a level.
Breaks saves and bones.
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
Pull request from entrez: clean up the if/else-if/else logic in
level_tele().
Trying things a little differently this time. This is an extra log
message for commit 4876b70b9b.
Closes#1115
Add a new debugging option, 'montelecontrol', that allows a wizard-
mode player to choose a teleporting monster's destination. If player
picks a bad spot, confirmation will be requested. If accepted, the
spot will be used even though the consequences could be bad; that's
on the player. If rejected, the destination will be assigned as if
no control had been attempted rather than try again.
The fuzzer isn't allowed to override a bad spot if it tries to pick
one. That would probably trigger a sanity_check warning; the fuzzer
causes impossible warnings to behave as if panic, so accepting a bad
spot would just be fuzzer suicide. It is allowed to randomly set the
option and maybe--though extremely unlikely--randomly pick a valid
controlled destination.
Replace tests against tutorial_dnum with 'In_tutorial()' predicate.
Give a message when entering the tutorial (via level change mechanism).
Likewise, give a message when resuming regular play.
If player uses #quit or ^C in the tutorial, ask whether to cut the
tutorial short and resume regular play; skip "Really quit?" if the
answer is yes. Behavior is a bit odd for ^C + yes; it just sits there
until player types something.
Reported by Noisytoot: going from level tut-1 to tut-2 returned the
hero's starting equipment too soon, and exiting the tutorial from
tut-2 let the hero keep any equipment acquired within the tutorial.
Entering and leaving the tutorial was being handled by lua code in
the level description of tut-1 and adding a second level messed that
up. I didn't see any way of handing that with level-specific lua
code so I made it become the core's responsibility. gotolevel()
knows when the hero is moving from one dungeon branch to another so
it can recognize entry to or exit from the tutorial easily.
While fixing this, prevent #invoke of the Eye of the Aethiopica from
offering the tutorial as a candidate destination (was feasible if it
had been entered at start of game).
Not fixed: levels visited in the tutorial become part of #overview.
Show location as "Tutorial:1" instead of "Dlvl:1" on status lines.
Only tested with tty; some interfaces handle location themselves and
may need their own fixup for this.
Fixes#1046
The safe_teleds() change that restored picking random destination
attempts prior to making an exhaustive search contained a typo tjat
accidentally only accepted invalid positions instead of valid ones.
So unless it randomly picked 40 good spots, erroneously rejecting
all of them and then falling back to the try-everywhere situation
(which has its own testing without any typo), it would yield strange
results by placing the hero in walls or solid rock via choosing the
first inappropriate spot it tried.
Not part of that bug but related, sort of: for rloc(), use
rloc_pos_ok() instead of goodpos() during the exhaustive search as
well as during the random tries, but hang on to the first (after
randomization) position that passes goodpos() for a last resort.
The collect_coords() flag for 'skip-inaccessible' intended to be a
quick way to filter out walls and solid rock was using !ACCESSIBLE()
which also rejects water and lava locations. So such spots wouldn't
be picked by either safe_teleds() or rloc() when they were finding
a spot for aquatic or lava-tolerant forms. Instead of duplicating
a bunch of code to decide whether the hero's current form or the
teleporting monster should avoid !ACCESSIBLE() for a reason other
than having Passes_walls, make collect_coords(CC_SKIP_INACCS) use
!ZAP_POS() which rejects walls and rock but allows pools.
Make recently added collect_coords() global even though it is still
only being used in teleport.c.
Add CC_SKIP_INACCS flag to only collect accessible locations so that
there's no need for a custom filter callback or of collecting spots
that will always be rejected when put to use. Caller needs to check
Passes_walls/passes_walls() to decide whether that is suitable.
Merge some of the old safe_teleds() with the new, making it try
randomly 40 times before collecting coordinates for an exhaustive
selection. Prior to the recent change which added collect_coords()
it was trying 400 times and giving up if that didn't find a good spot.
Start using collect_coords() for rloc() as well as for safe_teleds().
Only try to pick a spot randomly 50 times now instead of 1000. If
those all fail, it does an exhaustive search of a randomized list of
candidates instead of old left-to-right, top-to-bottom map traversal.
Has not had nearly as much testing as safe_teleds() underwent.
rloc() was explicilty ignoring map column 1 for some reason. Unlike
reserved column 0, column 1 is part of every level and should be
considered for monster teleport destination even though most levels
don't utilize it.
The teleport to safety routine would try to find a viable spot 400
times, the first 200 rejecting trap locations and the last 200
accepting such. While testing various escape from lava variations
recently, I noticed that I could fail to reach safety even when there
was an open spot immediately adjacent to me. I added a BandAid(tm)
to make another 400 tries if the first attempt failed, but that was
clumsy and still didn't guarantee picking a viable spot.
This adds a new routine, collect_coords(), which will gather a list
of coordinates for the entire map. safe_teleds() goes through them
one by one until either finding a spot or exhausting the possibilies,
without randomly trying and retrying the same spot multiple times and
without missing other potential spots, also without just scanning the
map from left to right and top to bottom or similar.
Various other things which retry over and over, and especially the
ones which make a bunch of random attempts and then fallback to trying
every spot on the map, could be switched over to this, at least for
the falling back phase. Right now collect_coords() is local to
teleport.c but that could be easily changed.
The try-at-random method is much quicker when there are lots of
available spots but the gather-shuffled-candidates method is
guaranteed to succeed if success is possible. The way safe_teleds()
is presently using it collects the list with all locations within
2 steps first, then those within 3 to 4, then 5 to 6, and so on out,
randomized within each block of ranges. So the destination will be
within one step of being as close to the starting spot as possible
but not always immediately adjacent when that happens to be available.
Previously the fuzzer usually stayed in the Dungeons of Doom,
only very rarely going to other dungeon branches. Now, it will
randomly choose a dungeon branch and a level in that branch
to level teleport to.
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.
While fuzzing, I saw a sanity checking error complaining about
a ceiling hider being on top of a pool; the rock piercer was
teleported on top of the pool while it was hiding in the ceiling.
Try to be a bit more consistent when a monster is hiding in ceiling,
and if it's valid for it to be on a pool.
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.
If a pet picks up a no_charge item in a shop and gets teleported out,
clear that flag. (It's already being cleared for non-pets as soon as
they pick any item up.)
If you kill an engulfer and get dropped onto a level teleporter or
magic portal, wait until end of turn to perform the level change.
The code to finish off killing the engulfer was left with a stale
pointer for the monster when level change happens immediately.
The level change was being forced to be immediate so that something
noticable happened before being asked for what to name a teleport
scroll read while cursed or confused, but such scrolls become
discovered these days. So when no prompting for what to call the
scroll takes place, there's no need to change levels instantly.
This issue was just fixed but this commit is simpler. The previous
fix is left in place in case some other level change path is--or
becomes--possible.
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
^ ^
It turns out that there are some objects marked unpaid that aren't
carried by the hero, so the recent sanity check for unpaid/no_charge
could complain. Unpaid items dropped on the shop boundary (gap in
shop wall, doorway, shk's free spot) stayed unpaid when dropped onto
the floor, similar to recent change for pushed shop-owned boulders.
Don't give sanity complaints for those. They could be all the way
inside a shop too, where unpaid items in a gap in the shop wall got
pushed into the shop when the wall was repaired. (Possibly those
should come off the bill instead of remaining unpaid.)
Teleporting items out of a shop was marking them unpaid instead of
treating that as robbery. That's a bug caught by the sanity check.
rloco() was also marking shop items which got teleported from one
spot inside the shop to another spot inside the same shop as unpaid.
Fix both of those things. Also, if an unpaid item on the boundary
gets teleported all the way inside, take it off the bill.
Change 'I u' to mention whether there are additional unpaid items on
the floor somewhere since they won't be part of unpaid inventory and
they're not on the used-up bill either. It might occasionally help
the player figure out why the shopkeeper won't let the hero out of
the shop.
Some recent testing with a multi-platform compiler encountered difficulty
with the use of a variable 'near' (and presumably 'far', but we don't have
any of those in the source tree) due to reserved word extensions.
Avoid using that as a variable name.
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() */
Issue reported by vultur-cadens: Elbereth used to be effective in
inhibiting monster movement when an object was present on the same
spot, but since 3.6.0 it isn't. It only functions that way when the
hero--or hero's displaced image--is present these days. So special
levels that have been using engraved Elbereth to try to protect
objects from monsters haven't been providing any useful protection.
This makes Elbereth that's engraved during level creation work like
it used to in 3.4.3 and earlier: when there's at least one object
on the engraving's spot, monsters who are affected by Elbereth will
be affected. [I'm fairly sure that that behavior started out
unintentionally, as a side-effect of an optimization to only check
for scroll of scare monster when there was at least one item present
which is a necessary condition for such a scroll.]
Old-style Elbereth includes Elbereth chosen as a random engraving
during level creation in addition to engravings specified in special
level definitions. Engravings by the player don't have the required
attribute and player-engraved Elbereth behaves in the 3.6 way.
This ought to be replaced by something more general. Perhaps a new
engraving type not usable by the player?
Fixes#900
Pull request from copperwater: don't give "flash of light" feedback
when activating a level teleporter because it's too much like one of
the outcomes of a magic trap.
This doesn't use the suggested commit. Getting the "you feel
disoriented" feedback before being asked for destination level (when
having teleport control) seemed contradictory. This gives different
feedback and does so after the actual teleport.
Supersedes #850
and since nhcopier doesn't seem to understand "supersede"
Closes#850
The fixed destination of a hole or trap door was being used for the hero
but not for monsters. Make everyone land in the same place, so you can
chase a monster into a hole and actually find it.
When fuzzing, noticed a trap generated inside a wall. Culprit
was one of the themed rooms that generates a rectangular room and then
puts freestanding wall columns inside. Note in somexy that it can
return a non-accessible location, and change the places that used
it and absolutely needed a space to somexyspace.
Wizard-mode command to cast any spell without checks that would
prevent casting, and with no energy use.
Mainly to allow the fuzzer to exercise the spell code paths.
By temporarily changing the type definition for each of xint16 and
coordxy to int32_t, the compiler was able to find several places where
the type definitions were wrong.
Make sure u.uswallow is cleared when u.ustuck gets set to Null so
that they won't be out of sync with each other. Having u.uswallow
be non-zero does imply that u.ustuck is non-Null.
Running #panic while swallowed didn't produce any anomalies for me,
either before or after this change.
When entering the Plane of Earth (or level teleporting directly to
another endgame level in wizard mode), if the Wizard came off the
migrating_mons list instead being re-created from scratch, he would
be placed randomly on the level instead of next to the arrival point.
If his mstrategy field still had the STRAT_WAITFORU bit set and you
didn't move to where he could see you, he might never come after you,
at least until some future harassment event chose 'resurrect'.
Reported by entrez: if a monster with the STRAT_APPEARMSG flag is
seen to teleport away from its current position, an arrival message
would always be given too. If you couldn't see that arrival, you'd
get nonsensical "It suddenly appears!".
Minor fix: when a monster is seen to vanish at one spot and appear
at another, if it was not close you'd get either "appears closer to
you" or "appears farther from you" even if the new spot was the same
distance as the old spot.
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
Reported by entrez: the code to have a hero become stunned for 1..3
turns when going though a level teleporter trap effectively negated
teleport control (except in wizard mode which is probably why this
slipped through). Make the effect happen after level_tele instead of
before, change it from being stunned to being confused, and only
happen if hero lacks teleport control.
The association between confusion and level teleportation already
exists and this might be just enough of a hint for someone who isn't
aware of that yet to figure it out. (Probably just wishing thinking.)
Magic portal traversal hasn't changed; it still causes brief stun.
(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
Switch to using a macro invocation Verbos(n, s) in place of the
flags.verbose checks.
Provide the mechanics for individual suppression of any of the
existing messages that were considered verbose.
Mechanics only - this code update does not provide any means of
setting the suppression bits.
iflags.verbose = 0
is still a master suppression of all the verbose messages.
iflags.verbose = 1
turns on the verbose messages only for those whose suppression
bit is 0 (not set).
Replace the old message "you feel dizzy for a moment, but the sensation
passes" when going through a magic portal. The sensation doesn't just
pass anymore; you arrived stunned these days. Suggested by entrez.