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() */
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
A monster which has grabbed you could move away without becoming unstuck
if it hit the "move and shoot" or "helpless" conditions in the dochug
MMOVE_MOVED case (since those lead to early return or break), leaving
the hero stuck to a monster which is no longer adjacent. Put the
'grabber moved away -> become unstuck' stuff at the top of the block so
that it will always be evaluated if a grabber has moved.
I would have liked to move the whole "grabber checks" block up, but I
think it'd change behavior to have the u.uswallow attack come before the
early return for a helpless monster, so I split it up instead.
When a monster did something trying to get out of a boulder fort,
it usually meant teleporting or going down stairs or a hole.
The code didn't check for the action return value, and resulted
in a migrating monster being able to throw a potion at hero.
If a monster cannot move, for example because it's being
blocked off by boulders or walls, it will try to escape by some
method - such as a wand or scroll of teleportation.
The mind blast code was previously a part of dochug().
This commit pulls that code into its own function, and also
happens to eliminate a goto and label with no change in functionality.
This commit removes the gotos from set_apparxy, making it easier to read.
It also cuts out at 1-2 variable assignments on certain calls,
so technically it is an efficiency win as well.
Reported by copperwater: if an engulfer swallowed a mounted hero,
odd things could happen if the hero dismounted. The steed would be
silently expelled and float-down flooreffects were attempted.
It turns out that if the engulfer is classified as an animal (so
purple worm, lurker above, trapper), the hero got "plucked from
<steed>'s saddle" and was forcibly dismounted prior to completing
the engulf operation, but non-animals (vortices, air elemental,
ocher jelly, Juiblex) swallowed the hero+steed intact. The most
straightforward fix to dismounting-while-engulfed issues is to change
engulfing to always pluck the hero from the saddle even when the
engulfer isn't an animal.
If there's no room on the level to place the former steed, it gets
killed off. I looked at changing that to put the steed into limbo,
waiting to migrate back to the current level if hero leaves and
subsequently returns, but that breaks movemon()'s assumption that
when monsters are in the process of moving, only the currently moving
one can be taken off the fmon list to be placed on migrating_mons.
[The recently added monster knockback code violates that assumption
too when knocking the victim into a level changer trap. It needs to
be fixed in one fashion or another.]
Make monsters with magic and gaze attacks avoid hero,
just like spitters and breathers already did.
Some small code cleanup related to the ranged attacks.
Add macros to convert AD_foo, WAN_foo, and SPE_foo to relative values
for passing to BZ_U_foo and BZ_M_foo macros.
Change some return values in monster spellcasting function from
magic numbers to MM_MISS or MM_HIT.
Make buzzmu consider hero resistances - previously the
monster with innate zapping ray (Angels and Asmodeus) would
just keep doing that attack, but they will now just curse if
it saw the hero resist the attack.
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
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).
Reverse the sense of dochugw()'s new 'X' argument. Use True for the
usual case and False for the special case rather than the other way
around.
Call the special case variant when a monster teleports so that hero
stops occupation if the monster jumps to a position where it becomes
a threat.
Fix the problem reported by entrez of a zombie corpse reviving and
crawling out of the ground while the hero was busy doing something
(searching, digging, &c) and having the hero fail to react and just
keep doing whatever the thing was because the zombie was already
inside the range where a monster changes from no-threat to threat.
Done in the monster creation routine so any new monster (including
one revived from a corpse) that is visible,&c will cause the hero's
action to be interrupted. Teleport arrival probably needs this too.
Only interrupts an occupation, not other voluntary multi-turn
actitivy such as running or traveling. That would be trivial to
change ['if (g.occupation...' to 'if ((g.occupation || multi > 0)...']
but I'm not sure whether it ought to be extended to that.
When trap detection finds trapped doors and trapped chests, it shows
those as bear traps. When the hero comes within view, they revert to
normal and the detected trap is forgotten. This doesn't change that,
it is just groundwork to be able to show them distinctly. Like the
TT_BEARTRAP patch, it increments EDITLEVEL so this seemed like a good
time to put the groudwork in place.
There shouldn't be any visible changes even though internal glyph and
tile values have been renumbered after inserting two new entries.
Adding traps after S_vibrating_square was quite a hassle and suffered
though a couple of off-by-one errors that weren't trivial to find and
fix.
Hidden monster might be forced to move to a location where it
can't hide, perhaps because it's mostly surrounded by other monsters.
Hidden monster in a pit under items, getting hit by a rolling boulder,
the boulder will fill the pit burying the items, making the monster
unable to hide there.
When I added a new trap return value, this was one place that
should've checked it.
This was really annoying to debug - it manifested as a temp level
file loading error, because a monster moved on to a level teleport
trap, which zeroes out (mx, my), then later in the monster movement,
a web spinner created a web at (0,0), and then hero leaving the level,
the traps were saved into the level file ... and when loaded, the code
thought a trap with x == 0 meant there were no more traps.
Instead of returning monster's mtrapped-state, return specific
trap return values.
Add one extra trap return value, for when a monster was
moved by the trap.
Teleporting a monster only updated the map. Give a message
so blind players can get the same information.
Making a monster invisible gives the same message, if you
cannot detect invisible.
Several other places where monsters teleported themselves
now also give the same message.
Reported by Vivit-R with comments by several others. The prize item
in one of the closets off the Sokoban treasure zoo is sometimes
missing, most likely picked up by an elf who won't be dissuaded by
the presence of engraved Elbereth or a scroll of scare monster.
This fix prevents monsters from targetting the mines' and sokoban's
prizes for pickup (or for eating). Once the hero picks either of the
prizes up, they stop being prizes and will be ordinary monster fodder
if dropped/stolen/stashed.
One of the comments by copperwater suggested this approach as a
possible way to fix things. I had already implemented it from scratch
before noticing that. It handles the usual monster behavior toward
items, but there could easily be some unusual cases still susceptible
to taking the prize before the hero gets to it. Those are the breaks.
Fixes#603
A vampire in bat form was seen via infravision or possibly telepathy,
then when it changed into fog cloud form the feedback was
|You now detect it where the vampire bat was.
The message substitutes "detect" for "see" when the new form can't
be seen and the monster name formatting yields "it" for that case.
Give a vanish message instead since that is effectively what happens.
when fleeing hero who was wearing gold dragon scales/mail and not
wielding any weapon.
When a gremlin was made to flee "artifact light", code originally
intended for Sunsword attempted to format 'uwep' as an artifact. For
gold scales/mail instead of that, it gave a sane but inappropriate
value if wielding something or segfaulted if not wielding anything.
Fixes#589
Add two new monsters and two new objects:
gold dragon
baby gold dragon
gold dragon scale mail
set of gold dragon scales
A couple of variants seem to have added these already, but this came
off my ancient list of monsters to add and was done from scratch.
It's a clone of silver dragon, but instead of having reflection and
breathing cold, a gold dragon emits light and breathes fire; because
of the latter it can be seen with infravision like a red dragon.
Adult gold dragons are lawful as in the AD&D Monster Manual rather
than chaotic as the wiki pages show for the variant versions.
Worn gold dragon scales operate similar to wielded Sunsword: when
blessed, radius is 3 (same as a lamp), if uncursed, radius is 2, and
if cursed, radius is 1 (but functions as 2 when worn by the hero,
otherwise there would be no tangible effect). Gold dragon scale mail
gets an extra +1, making blessed gold DSM have a bigger radius than
lamps. Embedded scales have radius 1 regardless of BUC state; light
for that case comes from the gold dragon monster form the hero is in.
When not worn, gold scales and scale-mail don't emit any light.
The tiles use a mix of yellow (for gold) and red. The two object
tiles seem reasonable variations of the corresponding silver dragon
ones. The two monster tiles definitely need work since the silver
ones were mostly cyan and changing that to red did not produce very
good result; subsequent attempt at a mixture was haphazard at best.
When spiders try to spin webs, don't let them do so in Sokoban
unless the level has already been solved or the spider can see the
stairs up (which was the simplest way I could achieve something
close to "is in the same room as the stairs up") where it can't
interfere with solving the level.
Allow shopkeeper to remove webs and pits.
Change the damage fix messaging to be more specific when
shopkeeper removes a trap. Before this the message was
"A trap was removed from the floor", which sounds really silly
when it comes to holes.
Change the damage fixing so the shopkeeper will fix one damage spot
at a time (instead of all at once), so it's more like a monster action.
Some code cleanup, splitting into smaller functions.
While doing this, I noticed that shopkeepers don't actually bill
the hero for the damage, but that'll have to be another commit...