The gas will expand from its chosen center point via breadth-first
search instead of hardcoding a diagonal shape. The search is performed
with a randomized list of directions, and has 50% chance of not spreading
to a space it otherwise would have spread to. This has the effect of fuzzing
the cloud edges in open areas, helping the clouds on, for instance,
the Plane of Fire not be big rhombuses.
Also some other code refactoring related to stinking clouds in read.c
This comes from xNetHack by copperwater <aosdict@gmail.com>
Use a slightly more meaningful name for each one rather than
a sequential numerical name.
S_explode1 to S_expl_tl
S_explode2 to S_expl_tc
S_explode3 to S_expl_tr
S_explode4 to S_expl_ml
S_explode5 to S_expl_mc
S_explode6 to S_expl_mr
S_explode7 to S_expl_bl
S_explode8 to S_expl_bc
S_explode9 to S_expl_br
When using a menu to drop or put in items into a container,
allow putting in the item (or items) you picked up previously,
by selecting the 'P' entry from the item class menu
Inspired by the itemcat patch by Stanislav Traykov.
Invalidates saves and bones.
Reported and diagnosed by entrez:
"The <mon> yanks <two-handed weapon> from your corpses!"
It became unwielded and that triggered a perm_invent update and
such updates reformat entire inventory, so if that contains a dozen
or more items it will use all the obuf[] static buffers as least
once. In this case, the bullwhip code had plural of "hand" in one
of those buffers and by the time it delivered the message which
used that, the value had been clobbered.
As the diagnosis mentioned, it can be tricky to reproduce since
either &obuf[0] or &obuf[PREFIX] might be used and if the value
being clobbered didn't overlap, the effect wasn't noticeable.
Instead of fixing the bullwhip message, this changes inventory
display so that it should no longer churn through all the buffers.
It also adds a fixes entry for #K3401, which was already fixed for
3.7 but I hadn't been able to reproduce it for 3.6.x (which I now
blame on the PREFIX trickiness).
Save files from before the 'disambiguate WHACK' patch were not
necessarily compatible with ones after it, leading to potential
restore problems.
Comments in objclass.h (from before the patch) suggested that
inappropriate assumptions were being made about field layout.
This deliberately introduces new incompatibility and increments
EDITLEVEL to caused earlier save and bones files to be thrown
away.
Fixes#587
triggered by Grayswandir's hallucination resistance. If the game
is saved while hero is hallucinating but having that be suppressed
by wielding Grayswandir, is riding, and the steed is on an object,
then during restore the hero's location will be updated because
of the presence of the object but the attempt to display the hero
there is made before u.usteed has been restored and fails.
and additional comments. Pull request #584 expands the oc_dir field
of objects[] from 2 bits to 3 in order to hold the weapon strike-
type bit mask.
Closes#584
Currently weapons are set up as piercing, slashing, or whacking, using
their object's oc_dir field, with the intention that certain weapons
can classify as both. However, since oc_dir is only 2 bits and WHACK is
0, there's no way to unambiguously express some of these combinations.
Certain weapons such as the lucern hammer are defined as combination
piercing/blunt weapons, but the game just sees it as a piercing weapon.
This commit adds a third bit to oc_dir and promotes the WHACK constant
to its own bit. Nothing should be affected by this (wand directions and
the like should remain working as usual) other than the
blunt-and-something-else weapons being defined properly.
It's redundant with g.moves, so there is no more need for it.
Way, way back, it looks like g.moves and g.monstermoves can and did
desync, where g.moves would track the amount of moves the player had
gotten (and would therefore increase faster if the player were hasted)
and g.monstermoves would track the amount of monster move cycles, aka
turns. But this has not been the case for a long time, and they both
increment together in the same location in allmain.c. There are no
longer any cases where they will not be the same value.
This is a save-breaking change because it changes struct
instance_globals, but I have not updated the editlevel in this commit.
When discussing the recent commit that removed makedefs -o from the
build process, nhmall pointed out that a sanity check ensuring all
objects within one class add up to 1000 probability had been removed as
well. This requirement was a perennial thorn in the side for anyone
doing anything that touches object probabilities, because allocating
probability to something meant deciding what to take it away from,
without a good way to evenly distribute that across all the other
members of the object class.
I had gotten around this in xNetHack by removing the sanity check and
making mkobj() total up the probability within an object class and then
using that instead of 1000. This commit takes a similar approach, but
instead of inefficiently recalculating the sum every time mkobj() is
called, it instead computes it at the start of the game or when
restoring the save file and stores it in a global variable.
This fixes a slight bias problem with rings - they are all supposed to
be of equal probability, but there are 28 of them and 1000 is not evenly
divisible by that, so the old formula made the later rings slightly more
likely. Now instead of a 35/1000 or 36/1000 chance, they are all
uniformly 1/28. (Internally they have a oc_prob of 1 now, not 0).
Gems are also weird, because their oc_prob values change every level.
This ought to have still worked without a change, because the arcane
formula for assigning the probabilities would still end up with them
adding to 1000. But I added in code to reset the total gem probability
anyway; this may help make the formula less arcane in the future.
There is still a sanity check against object classes having a nonzero
number of objects but zero total probability, in which case an
impossible will be thrown and every member of the class will be given
equal probability. I also downgraded the "probtype error" panic in
mkobj() to an impossible because it has a reasonable failure case -
return the first item in that class.
The code has been assuming that time_t is some number of seconds.
That's valid for traditional Unix systems and for Posix compliant
systems but is not something guaranteed by the C standard. (We ran
into a long time ago when trying out an alternate way to calculate
phase of moon. That code made a similar assumption and broke one
of the ports.)
'ubirthday' also warrants being re-done but I've run out of energy.
even when protection from shape changers is in effect. I'm not sure
why mimicking other things doesn't trigger the same sanity check
warning. This fix works for the strange object case and I assume
that it doesn't break the more general case.
When investigating, I noticed that save and restore (even leaving
the level and then returning) causes cancelled shape changers to be
uncancelled. Treat being cancelled similarly to having to having
protection from shape changers in effect: shape changer is forced
to revert to its innate form and not allowed to change shape.
This evolves and hopefully eases the game-build requirements by
removing game-compile dependencies on any header files generated
by the makedefs utility, including:
date.h dependency and its inclusion is removed and comparable functionality
is produced at runtime via new file src/date.c.
pm.h dependency and its inclusion is removed and comparable functionality is
produced by moving the monster definitions from monst.c into new header
file called monsters.h and altering them slightly. The former pm.h header
file #define PM_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.
onames.h dependency and its inclusion is removed and comparable functionality
is produced by moving the object definitions from objects.c into new header
file called objects.h and altering them slightly. The former onames.h header
file #define values are now replaced with appropriate emitted enum entries
during the compiler preprocessing.
artilist.h has been slightly altered, and the former onames.h artifact-related
header file #define ART_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.
makedefs can still produce date.h (makedefs -v), pm.h (makedefs -p), and
onames.h (makedefs -o) for reference purposes. They won't be used during
the compiler.
The other uses for makedefs remain. They are used to prepare external
file content that the game utilizes, not prerequisite code for the
compile:
makedefs -d (database)
makedefs -r (rumors)
makedefs -h (oracles)
makedefs -s (epitaphs, engravings, bogusmons)
date.c
Pull the code for date/time stamping from mdlib.c into date.c.
Set date.o to be dependent on source files, header files, and .o files
so that date.o is rebuilt from date.c when any of those changes, thus
ensuring an accurate date/time stamp. It also includes git sha
functionality formerly done by makedefs writing #define directives
into include/date.h. For unix it passes the git info on
the compile line for date.c (via sys/unix/hints/linux.2020, macOS.2020)
nethack --dumpenums (optional, but on by default)
Allow developer to obtain some internal enum values from NetHack
without having to resort to an external utility such as
makedefs.
Uncomment #define NODUMPENUMS in config.h to disable this.
The updates to sys/windows/Makefile.gcc have not been tested yet.
..\src\explode.c(884): warning C4028: formal parameter 1 different from declaration
That one stems from commit 6b60618e0e.
Adjust the prototype in include/extern.h to match the function definition in
src/explode.c
Also, a recent update to the Microsoft Visual Studio 2019 causes the
compiler to complain while compiling a vendor c++ header (string) if
warning C4774 is enabled.
We force that warning to be enabled during the Makefile build, even though
it is not enabled by default.
Only do so in the Makefile.msc for c source files, and not for c++
(sys/share/cppregex.cpp).
See below for an example of the compiler complaint.
cppregex.cpp
C:\Program Files (x86)\Microsoft Visual
Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include\string(530):
warning C4774: '_scprintf' : format string expected in argument 1 is
not a string literal
C:\Program Files (x86)\Microsoft Visual
Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include\string(530):
note: e.g. instead of printf(name); use printf("%s", name); because
format specifiers in 'name' may pose a security issue
C:\Program Files (x86)\Microsoft Visual
Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include\string(530):
note: consider using constexpr specifier for named string literals
C:\Program Files (x86)\Microsoft Visual
Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include\string(583):
note: see reference to function template instantiation 'std::string
std::_Floating_to_string<float>(const char *,_Ty)' being compiled
with
[
_Ty=float
]
There were multiple symbol-related lists that had to be kept
in sync in various places.
Consolidate some of that into a single new file
defsym.h
with a set of morphing macros that can be custom-called from
the various places that use the sym info without maintaining
multiple occurrences. Most maintenance can be done there.
Rename monsym.h to sym.h since it looks after some
symbols not related to monsters now too.
The defsym.h header file is included in multiple places to
produce different code depending on its use and the controlling
macro definitions in place prior to including it.
Its purpose is to have a definitive source for
pchar, objclass and mon symbol maintenance.
The controlling macros used to morph the resulting code are
used in these places:
- in include/sym.h for enums of some S_ symbol values
(define PCHAR_ENUM, MONSYMS_ENUM prior to #include defsym.h)
- in include/objclass.h for enums of some S_ symbol values
(define OBJCLASS_ENUM prior to #include defsym.h)
- in src/symbols.c for parsing S_ entries in config files
(define PCHAR_PARSE, MONSYMS_PARSE, OBJCLASS_PARSE prior
to #include defsym.h)
- in src/drawing.c for initializing some data structures/arrays
(define PCHAR_DRAWING, MONSYMS_DRAWING, OBJCLASS_DRAWING prior
to #include defsym.h)
- in win/share/tilemap.c for processing a tile file
(define PCHAR_TILES prior to #include defsym.h).
New routine known_branch_stairs() was performing two different things
and was unnecessarly complicated because of that. Split off newer
routine stairs_description() to handle one of those.
First cut at displaying branch stairs/ladder up/down as ordinary
stairs/ladder up/down if the destination hasn't been visited yet.
Stepping on stairs with 'mention_decor' enabled, or using ':' when
already on them, will report regular stairs' destination level.
Probably not very useful since it's just N+1 for downstairs or N-1
for upstairs when currently on level N.
It's based on whether the destination level has been visited, not
on whether the stairs have been traversed, so reaching a level via
trap or level teleporation can make the level's stairs known when
their destination really shouldn't be discovered yet.
Adds the following lua functions:
- nh.pushkey("x")
Pushes a key into the command queue. Support is spotty,
currently only the keys handled in rhack.
- nh.doturn()
Runs one turn of main loop, or if optional boolean param
is true, until g.multi == 0
- nh.monster_generation(false)
Disable monster generation, and kill off all monsters.
Adds a testmove.lua script to test hero movement. Currently
covers only hjklyubn and HJKLYUBN.
Put the flag that parse() uses to tell readchar() that the next
keystroke is a command into the program_state structure instead of
having it be a static variable in cmd.c. Conceivably an interface
could make use of it, and even if none do, it is program state....
More #558
Different color for stairs that go to another dungeon branch.
Adds four new glyphs, S_br{up,dn}{stair,ladder}, which use the
same character as normal stairs/ladders, but yellow color.
In tiles, the up/down arrow is yellow-green instead of while-blue.
This feature has been around a lot and is in several different
variants, but this is implemented from scratch so tiles work too.
Add des.finalize_level() used for testing in conjunction with
des.reset_level().
Add nhc.DLB to return 0 or 1 if DLB was defined at compile-time.
Change the test_lev.lua to give more informative messages instead of
just lua error when required file doesn't exist.
Add bigrm-11 to the level tests.
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.
Retravel travels to the previously selected destination.
Also changes the travel-via-mouse to execute the extended command
instead of faking a special key.
Functionally similar to reading a T-shirt or apron, but rather than
actual text printed on the shirt being displayed, the design of the
Hawaiian shirt is described: for example, "hula dancers on an orange
background" or "tropical fish on an abstract background". Much like
T-shirts have their text included in the game-end inventory list ('a
blessed +2 T-shirt with text "foo"'), Hawaiian shirts now have a brief
description of their design appended to their item name under the same
circumstances.
Because 'reading' a Hawaiian shirt doesn't actually involve reading
text, using the 'r' command in this way doesn't break illiterate
conduct.
Put the rush and run movement keys into g.Cmd instead of bit twiddling
the normal walk keys in multiple places to get the run and rush keys.
Allow meta keys in getpos. Use the normal running keys to fast-move
in getpos, instead of explicit HJKL - I polled couple places online,
and number_pad users did not use the HJKL keys in getpos.
Make meta keys work even after a prefix key.