Replace several upstart(y_monnam(mon)) with new YMonnam(mon) to
produce "Your little dog" and such.
Also change one or two Monnam(mon) to YMonnam(mon) and one pline(...)
to pline_mon(mon, ...).
If the 'sanity_check' option triggers a warning, don't show the
"Program in disorder! (Save and restore might fix this.)" and
"Report these messages to <devteam>." messages and also don't run
the crash report submission.
Doesn't affect the fuzzer because it escalates impossible() to
panic() before reaching those extra messages.
Issue reported by ars3niy: unpaid containers containing one or
more other unpaid items appear on the menu for 'p' along with
separate menu entries for those other items. Buying the container
buys the contents too, then if any of the contents were also picked
in the menu, an attempt will be made to pay for them separately.
Since they are no longer on the bill by that point, that triggers
an impossible warning.
This fixes that by paying for the container but not its contents.
(Temporarily, until more extensive changes get implemented.) Then
those contents will still be on the bill. It they've been chosen
in the 'p' menu, paying for them will work as expected.
This also fixes the pay menu for the case where the bill contains
any instances of a partly used up portion of some stack and also
the unpaid intact portion of the same stack. With itemized billing,
you are allowed to buy the used up portion separately, then maybe
drop the unpaid portion. (If you try to pay for the intact portion,
the shk won't accept the payment and will tell you to pay for the
used up portion first.) With the recently added menu for billing,
they were lumped together as a single item and you had to pay for
their whole stack.
And it fixes a much older bug dealing with the cheapest item on
the shop bill. If you don't have enough to pay for that, the rest
of buying gets skipped. But stacks that had used up and intact
portions were lumping those together instead of separately checking
the two portions for possibly being the cheapest, so it was possible
to have enough gold to pay for one portion but be told that you
couldn't affort to pay for anything. If it was the intact portion,
you wouldn't be able to buy it anyway, but if the cheapest item was
used up portion, being told you didn't have enough gold was wrong.
This commit does not fix the longstanding bug that itemized billing
reveals the contents of containers which haven't been opened. It
was intended to do so but I've run out of steam.
(There is groundwork for that, where buying a container would
include payment for its unpaid contents without revealing what those
are, and they couldn't be purchased separately unless they get taken
out of the container. Uncommenting '#define CONTAINED_BUYING' will
enable it, with updated pay menu handling but without being able to
pay for non-empty containers.)
Fixes#1249
if Wizard escapes the dungeon
Reported by vultur-cadens: a fix to prevent quest feedback when quest
nemesis is removed from the game during bones creation introduced a
regression for an earlier fix that kept context.no_of_wizards up to
date if the Wizard of Yendor escapes the dungeon without dying.
Change 'wizdead()' to 'wizdeadorgone()' and call it from m_detach()
for mongone() as well as for mondead().
Fixes#1256
Make object deletion work similarly to monster deletion:
it's marked for deletion (by setting the where-field to OBJ_DELETED
and moved to specific deleted-objects chain), but they're actually
freed at the beginning of turn.
This may need some more tweaking, especially in places that iterate
over object chains, but fuzzing did not find any obvious problems.
Fix a case of accessing freed memory: a monster breathed at hero,
destroying some items. The code stored the next item in the chain
(a cloak), but a ring of levitation was destroyed, causing hero to
plop down into lava, destroying the cloak. The item destruction
code then tried to access the destroyed cloak object.
Make the code check the object where-field - which will be different
if the object was marked for deletion. Also removed an extra loop
going through the whole object chain looking for the items to
destroy.
Add a way to request that unpaid_cost() produce the cost for a single
item, which is necessary for the price adjustment made in
bill_dummy_object. Another option would be to simply divide by quan in
bill_dummy_object, but this might be more future-proof in case
unpaid_cost ever involves more than simple multiplication by quan
(e.g. the use of alternate units vs the base price, as are used for
globs).
Fixes#1236
Give a resistance animation if you #invoke Sunsword while it's
wielded and direct its blinding ray at yourself. Flashing a camera
at a monster who is wielding it will also produce the animation.
When a camera flash hit a mimic which was posing as something, the
feedback mentioned the mimic but didn't bring it out of hiding.
Change to make light pass over a mimic impersonating an object but
unhide one impersonating furniture. Ones impersonating some other
monster are woken up but wakeup doesn't force it back to mimic shape.
Trying to get the messages right brought on more code changes than
antipated. I changed one of the arguments to mhidden_description()
so had to change its callers; fortunately there aren't very many.
It was too early to call the windowport change_color() routine
while processing the config file. The windowport was not yet
fully operational.
Now the palette option processing will just place the rgb
value into the appropriate ga.altpalette[CLR_MAX] entry.
init_sound_disp_gamewindows(void) [allmain.c] calls
change_palette() [coloratt.c] and it will call the windowport
change_color() function for each ga.altpalette[] entry that
has been set.
Notes:
The rgb values stored in ga.altpalette[] have the NH_ALTPALETTE bit set
so that the rgb value of 0 can be stored and be distinguishable from
a "not set" entry.
The NH_ALTPALETTE bit is cleared from the rgb value in change_palette()
prior to calling the windowport change_color() function.
The syntax for palette is colorname/r-g-b.
For example: palette:black/12-12-12
colorname must be one of the NH_BASIC_COLOR names or a suitable
alias for one of those 16 entries.
Some of the windowport CHANGE_COLOR functions had the wrong parameters,
perhaps due to bitrot. Those have been corrected to match the prototype.
For tty, make hitpointbar blink if current HP falls to the critical
HP threshold. Doesn't require status highlighting. Not changed:
when status highlighting is active, use the HP color but force the
attribute to be inverse (plus blink if the criterium is met) rather
than whatever the HP highlight specifies.
For curses, do the same thing. It used to honor HP attribute for
hitpointbar, now it behaves the same as tty: always inverse, maybe
combined with blink. The new code assumes that inverse and color
can be turned off without turning off active blink in the process.
I had intended to make hitpointbar be a full-fledged status field
(which happens to be rendered on top of title) so that it could be
highlighted differently from hit points (mainly so that one could
highlight up and down changes while the other showed percentages).
This is less versatile than that but much simpler.
In 3.6.2 parts of the wakeup code were merged together, and this
caused pets consider any noise made by the hero - such as hitting
iron bars or digging - as whistling for them to come to the hero.
Change it to only consider actual whistling and ringing a bell.
move the custom color data into its own field in the glyphmap
and disassociate it from the unicode/utf8 stuff.
move the glyphcache stuff during options processing and parsing
into new file glyphs.c and out of utf8map.c, and make it
general, and not part of ENHANCED_SYMBOLS.
Do the groundwork for allowing glyph color customizations to
work when any symset is loaded and not restrict it only to
the enhanced1 H_UTF8 symsets.
The customizations in effect are still affiliated with a particular
symset.
Also closes#1224, but the PR itself references a data structure
made obsolete by this commit. The curses comment from the PR was
added into the code.
The PR also made several suggestions, but only the first
one has been included in this commit (and no longer based on
the handler), that being:
"allow defining colors if other symbol handling modes are used
(possibly limited to the standard 16 colors)."
FredrIQ also wrote the following suggestions in PR#1224:
Something I was also contemplating, unrelated to implementation of this
support in curses, would be the ability for the following:
allow defining colors if other symbol handling modes are used (possibly limited to the standard 16 colors)
allow defining attributes (for example: glyph:G_pet_female_kitten:U+0066/red/underline)
allow specifying glyphs as wildcards for defining global color/attribute changes
Something I also want to see are keywords for "don't change the current defined data". If this
were to be added, you could for example do this:
OPTIONS=glyph:G_*_fox:U+0064/blue
OPTIONS=glyph:G_statue_*:basechar/gray/underline
for "make all foxes use a blue color, make all statues gray with underline" without needing
to specify the relevant character for every statue. This ("basechar", "basefg", etc)
should perhaps also be added for MENUCOLORS and statushilites, so that you can, for
example, underline all items being worn without needing to specify a bunch of
near-duplicate rules for combining BUC colors + underline worn items
as per #1064
Inspired by self-recover, sort of. Enabled for unix by default; can
be disabled by commenting out '#define CHECK_PANIC_SAVE' in unixconf.h.
When starting the game, if there is no save file to restore and no
lock/level files to recover, check whether a panic save file exists.
If there is one, tell the player that it's there and that it might be
viable, then ask whether to start a new game.
It doesn't convert the panic save into a reconverable one (rename by
nethack, then continue trying to restore) or tell the player how to
make it viable (rename to remove ".e" by game admin), just whether it
is present. If player opts to start a new game, the panic save is
left alone and will trigger the "there's a panic save file" situation
again once the new game finishes and player starts another.
The new change to reset discoveries and monster-stats when exiting
the tutorial used dynamic data which wouldn't be freed if player
used #quit and declined to resume the regular game.
It turns out that such a leak was already present for start-of-game
inventory that gets stashed away during the tutorial.
In both cases, it could happen at most once per game so wasn't a big
deal as far as memory leaks go.
When processing
|OPTIONS=windowcolors:window-type foreground-color/background-color
parse the color values and use their names rather than the player's
raw options text. Affects the feedback from 'm O' and is essential
for the next feature.
Accept either "gray" or "grey" where colortable[] always uses "gray"
(half a dozen or so instances), and accept dash or underscore where
colortable[] always uses dash (many instances).
Also, complain about 'window-type' if it isn't recognized as one of
menu, message, status, or text. [For curses, the complaint gets
written to stdout and is then immediately erased as it goes into full
screen mode. That's a general problem, not specific to this option.]
new .h files: hacklib.h selvar.h stairs.h
new .c files: calendar.c, getpos.c, report.c, selvar.c, stairs.c,
strutil.c, wizcmds.c
cleanup of hacklib.c and mdlib.c
hacklib contains functions that do not have to link with the core
relocate wiz commands from cmd.c to wizcmds.c
relocate CRASHREPORT stuff to report.c
relocate getpos stuff from do_name.c to getpos.c
remove temporary struct definition from extern.h
cross-compile PRE-section split into cross-pre1.370 and cross-pre2.370
Windows sys/windows/Makefile.nmake and sys/windows/Makefile.mingw32 and
visual studio project file updates
Unix sys/unix/Makefile.src, sys/unix/Makefile.utl
populate selvar.c and selvar.h
build on MS-DOS (not cross-compile) Makefile updates
for sys/msdos/Makefile.GCC (untested)
vms updates for above (untested)
The 0x1000000 bit (NH_BASIC_COLOR bit) was used to mark
CLR_BLACK when storing it in u->ucolor. Now, all of the basic CLR_*
colors are stored that way.
The NH_BASIC_COLOR bit indicates that the value in u->ucolor is
not an rgb value, rather it is one of the 0-15 basic NetHack colors.
The window-ports need to strip the NH_BASIC_COLOR bit off before using
it for color changes.
creates new coloratt.c file
Also, this attempts to fulfill a wish-list item by paxed, to
allow naming colors in symbols file by name as an alternative
to using r-g-b values. The basic color names as well as html
color names are supported.
Add options 'showvers' (boolean) and 'versinfo' (numeric mask) to
show nethack's version on the status lines during play. It won't be
particularly interesting to ordinary players but should be useful
when making screenshots or video to be streamed, or for someone who
switches between git branches or between nethack and variants.
I worked on this several months back but it was combined with
unfinished changes to 'hitpointbar'. I've separated it out so that
it can be put into use. When enabled, one or more components of
"<name> <branch> <version>" will be shown right justified after
status conditions. At present the default is "<branch>" if that is
available and overall status isn't 'released', or "<version>" if
'released' or if branch isn't available. That might need some
refinement.
It works as intended for tty and curses, although some abbreviation
mechanism would be useful if/when the program resorts to abbreviating
status conditions to make things narrow enough to fit.
For X11, it works ok for fancy_status:True (the default, controlled
via NetHack.ad settings) but is messed up for tty-style status. The
text is positioned correctly but there are gaps in it, making it
appear garbled, similar to what I saw when I tried and failed to
implement statuslines:3 for X11. [It might be due to having empty
condition widgets be 1 pixel wide instead of being totally removed
but I don't think the situation is that simple.]
For Qt, if the text needs to be truncated in order to fit, the center
portion of the string will be shown, discarding parts from the left
and right. That ought to discard from left and retain rightmost
portion instead.
For win32|mswin|Win GUI, no attempt to support it has been included.
Things should be ok when 'showvers' is left as False (the default)
but I don't know what will happen if that gets toggled to True. At a
minimum, the version info won't be right justified. The information,
or at least some of it, is displayed in the game window's title bar
so there isn't any pressing need to add it to status, but toggling
the option will need to behave sensibly if it doesn't already.
Adds a new extended command #lookaround, which will describe
the map around the hero they can see or remember.
Adds a new boolean option mention_map, which will give a message
when an interesting map location in sight changes.
Add a new boolean option showdamage, if on, outputs a message
like "[HP -2, 14 left]" - several variants have something similar,
but I chose the message based on how eSpeak said it, while keeping
it short.
A bunch of routines return a pointer which is never Null but weren't
telling the compiler that such was the case. A couple (strsubst(),
stripchars()) were accepting Null output argument and then returning
Null, but callers had no reason to use them that way, so they've been
changed. (upstart() could have been changed similarly; I've already
forgotten why I left it as-is.)
DUMPLOG requests the DUMPLOG feature as it does now
DUMPLOG_CORE requests the internal buffering only (used for CRASHREPORT)
This allows CRASHREPORT to access recent messages without performing
any file I/O.
Note: Original change is from xNetHack by copperwater <aosdict@gmail.com>,
but this commit comes from HACKEM-MUCHE by Erik Lunna, with
some minor code formatting.
From xNetHack commit a0a6103bea:
'The original goal: nerf item destruction using a method I initially
proposed for SpliceHack, in which the number of items subject to
damage from any single source is limited by the amount of damage the
effect caused. The intent was to be more fair all around and prevent
aggravating situations where, for instance, a chest shock trap zaps
you for 4 damage and immediately ten of your rings and wands blow up.
Problem 1: no easy way to limit the items destroyed without biasing
heavily towards the start of the invent chain. The old code was able
to get away without bias by just indiscriminately destroying
everything eligible with a 1/3 chance. Here, I had to introduce
reservoir sampling in a somewhat more complex form than I've applied
it elsewhere, since there are a pool of potential items.
Problem 2: destroy_item no longer worked remotely like destroy_mitem,
which still destroyed 1/3 of items indiscriminately. Commence the
process of squishing them into one function that handles both the
player and monsters. (Which required making a lot of adjustments to
destroy_one_item, now named maybe_destroy_item, on nits such as
messaging and when to negate damage. An annoying consequence of the
merge is that in the player case, their HP is deducted and they can
be killed directly, but for monsters they need to add up the
destruction damage and return it.)
Unifying destroy_item and destroy_mitem has some advantages: in
addition to the obvious code duplication removal, it ensures monsters
now take the same damage as players for destruction (previously they
took a piddly 1 damage per destroyed item). Now when you hit
something with Mjollnir and their coveted wand of death breaks apart
and explodes, you at least get the satisfaction of knowing they took
the standard amount of damage from it. Monsters also now get
symmetry with players in having extrinsic elemental resistance
protect them from item destruction, and damage negation from item
destruction if they were appropriately resistant.
Problem 3: a lot of callers didn't preserve the "amount of incoming
damage" that this refactor relies on. E.g. if the defender resisted
that element, the local dmg variable would be set to 0. So I had to
do some wrangling with callers to save that original damage
value. The rule of thumb is: all *incoming* damage counts. So that
includes the player's spellcasting bonus if applicable, but not
things like half damage, negation due to resistance, or extra damage
due to being vulnerable to cold/fire.
Then I figured, while I'm here let's get rid of all those silly cases
where destroy_items is called multiple times for various different
object classes, and cut the object class parameter out of it. This
has a few minor effects:
- Places where different object classes previously rolled
independently for destruction to happen at all now roll
once. (Which, by my calculation, generally means less incidences of
destruction - a fire attack now won't have three separate chances
to hit your scrolls, potions, and spellbooks. On the flip side, a
lucky roll will no longer save an entire object class in your
inventory.)
- Callers can no longer specify different probabilities for
destroying different object classes. The only place this was really
used was to call destroy_item with a slightly lower probability on
SPBOOK_CLASS. With the nerf in this commit, less of them ought to
be destroyed anyway.
- A very edge case of where explosion-vs-monster damage was totted up
differently for golems, which could result in differences of a hit
point here or there.
- All object classes being processed in one go means that less items
are destroyed than would be if they were still processed
independently. This is not really visible compared to the old
baseline of just destroying 33% of everything, but would be a
marked difference versus a copy of the game that still called
destroy_items separately for different object classes. To
compensate, I adjusted my planned damage-to-destruction-limit
scaling factor down from 8 to 5.
Not done: merging in ignite_items(), though that would probably be
really easy now.'
Notes from porting from xNetHack:
- It might be necessary to reexamine at all the conditional checks for
calling destroy_items. Because item destruction is much more
restrained and uses the actual damage from an effect, we might now
need to check 'if (!rn2(3))' and similar in all the places item
destruction occurs.
Simplify the valid-position highlighting via '$' by combining the
tmp_at(start) and tmp_at(populate) steps.
Add highlighting for a couple of targetting operations that would
give valid/invalid feedback via autodescribe but weren't displaying
highlight markers for $.
I made several jumping changes, most of them dealing with picking
hero's own spot.
Add the 'dump' argument to the existing '--version' command-line
option to display the magic numbers used when validating save and
bones files for compatibility.
Nothing exciting, just a line of 5 hex values. I was going to also
list the values for however many save and bones files are specified
on the command line but it seems to need more effort than I care to
expend. And I hadn't made up my mind whether that should be done by
nethack, recover, or some new standalone program. [Single line of
relatively raw output is so that they could be compared more easily.]
nethack --version:bad-argument was writing a message to stdout and
then starting play--which immediately overwrites stdout. Have it
quit instead. Player wasn't trying to start a game and quitting is
what it does with --version:good-argument.