Commit Graph

87 Commits

Author SHA1 Message Date
copperwater
ee7664684a Unify code for extracting an object from a monster's inventory
The code for doing this (basically an obj_extract_self() call plus
handling if the object was worn or wielded) was duplicated all over, and
inconsistent - for instance, though all of them updated the monster's
misc_worn_check to indicate it was no longer wearing something in
whatever slot, only one call also set the bit that flags the monster to
consider putting on other gear afterwards.

Under a new function, extract_from_minvent, all this extra handling is
checked in one function, which can simply replace the obj_extract_self
call.

A few callers (such as stealing) have some common code *after* the
object is extracted and some other things happen such as message
printing, such as calling mselftouch if the object was worn
gloves. extract_from_minvent does not handle these cases.
2021-01-29 19:19:03 -05:00
nhmall
9d93e1e52a follow-up bits 2021-01-27 21:04:51 -05:00
nhmall
f963c5aca7 switch source tree from k&r to c99 2021-01-26 21:06:16 -05:00
nhmall
0c3b9642e4 pmnames mons gender naming plus a window port interface change
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.

replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.

consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)

consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).

related function or macro additions:
    pmname(pm, gender) to get the gender variation of the permonst name. It
    guards against monsters that haven't got anything except NEUTRAL naming
    and falls back to the NEUTRAL version if FEMALE and MALE versions are
    missing.

    Ugender to obtain the current hero gender.
    Mgender(mtmp) to obtain the gender of a monster

While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
    pmname(ptr, gidx)
      where -ptr is a permonst *
            -gidx is an index into the pmnames array field of the
             permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.

Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.

male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.

tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.

statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.

I expect some refinement will be required after broad play-testing puts it to
the test.

    consolidate caveman,cavewoman and priest,priestess monst.c entries etc

This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.

Window Port Interface Change

Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.

The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.

win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.

Interface change additional info:

    print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
            -- Print the glyph at (x,y) on the given window.  Glyphs are
               integers at the interface, mapped to whatever the window-
               port wants (symbol, font, color, attributes, ...there's
               a 1-1 map between glyphs and distinct things on the map).
            -- bkglyph is a background glyph for potential use by some
               graphical or tiled environments to allow the depiction
               to fall against a background consistent with the grid
               around x,y. If bkglyph is NO_GLYPH, then the parameter
               should be ignored (do nothing with it).
                -- glyphmod provides extended information about the glyph
               that window ports can use to enhance the display in
               various ways.
                    unsigned int glyphmod[NUM_GLYPHMOD]
               where:
                    glyphmod[GM_TTYCHAR]  is the text characters associated
                                          with the original NetHack display.

                    glyphmod[GM_FLAGS]    are the special flags that denote
                                          additional information that window
                                          ports can use.

                    glyphmod[GM_COLOR] is the text character
                                       color associated with the original
                                       NetHack display.

Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
2020-12-26 11:23:23 -05:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR
f050d5b140 dead thief bit
Inside the afternmv routine is too late to tweak nomovemsg.
2020-06-03 07:55:06 -07:00
PatR
503df6823d fix github issue #354 - stealarm() impossible
A thieving monster could be killed while the hero was busy taking
off armor which needs multiple turns (normally a suit) and if that
happened on the same turn as the take-off finished, the warning
"stealarm(): dead monster stealing" was issued.  Cited case was
having the thief be killed by a stinking cloud but it could happen
if the death was caused by a pet or by some other monster trying
to attack the hero.  If the thief died sooner, the situation was
silently ignored.  So this could have been fixed by just getting
rid of the impossible() feedback.

'stealmid' and 'stealoid' should have been static in steal.c rather
than global and as such should have been moved into 'struct g'.
This moves them there and then takes advantage of having access to
'stealmid' outside of steal.c.  That's just a minor optimization
since m_detach() could call new thiefdead() unconditionally and the
latter could check whether the dead monster matches 'stealmid'.

Fixes #354
2020-06-01 06:17:07 -07:00
nhmall
72fcfadf23 Merge branch 'NetHack-3.6' 2019-10-08 20:27:39 -04:00
PatR
ba3004d6e2 W_WEAPON -> W_WEAPONS
Report #H9243 misinterpreted W_WEAPON as W_WEP and attributed a
hypothetical ball and chain sanity checking problem to that.
Rename the former to W_WEAPONS to emphasize that it includes
alternate/secondary weapon and quivered stack as well as wielded
weapon.
2019-10-08 13:26:39 -07:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
7dfffbb712 Merge branch 'NetHack-3.6' 2019-07-10 21:58:58 -04:00
PatR
58583cacf8 hero-as-nymph: steal items vs steal gold
Nymphs won't steal gold from the hero (so that their steal-item damage
isn't a superset of lerprechaun's steal-gold damage; straightforward
back when gold wasn't kept in inventory), but hero poly'd into a nymph
would steal gold from monsters.
2019-07-10 17:56:33 -07:00
nhmall
28879d296d Merge branch 'NetHack-3.6' 2019-06-26 23:52:56 -04:00
PatR
54e2e71319 mpickobj sanity, ball&chain theft feedback
Something I've had sitting around for quite a while.  Add a sanity
check to mpickobj().  (It will need tweaking if b&c are changed to be
in engulfer's inventory.)

Also, include more information in the feedback when a nymph steals
attached iron ball:  "Nymph removed your chain and stole a heavy iron
ball".

And don't set the avenge-ok flag if uball is the item stolen since
thief was doing hero a favor, or for anything when the thief is under
the influence of Conflict.
2019-06-26 15:33:40 -07:00
nhmall
ea1f04959f Merge branch 'NetHack-3.6.2' 2019-04-06 21:08:01 -04:00
PatR
f52e9865f2 fix #H8481 - placing monster at <0,0>
mon_arrive() -> m_into_limbo() -> migrate_to_level() -> wormgone()
followed by place_monster() "for relmon".  relmon() was changed (last
November, cc5bb44a9a) to not require
the monster be on the map, so just get rid of the place_monster() that
was trying to put the "gone" long worm at <0,0>.

Also, another m_into_limbo() bit:  make mdrop_special_objs() check the
location and send any dropped items to random locations if the monster
dropping things isn't on the map, instead of placing them at <0,0>.
2019-04-06 12:57:29 -07:00
Bart House
1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House
572ee347b9 Another round of instance globals changes. 2018-12-24 16:43:50 -08:00
Bart House
74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
Bart House
576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Pasi Kallinen
d2eba695c8 Use DEADMONSTER instead of checking mhp 2018-08-30 20:05:18 +03:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
PatR
3046b1d7ec 'A' again - avoid stale takeoff.mask
The do_wear.c part just eliminates some redundant code but shouldn't
produce any change in behavior.

The steal.c part should fix problems with 'A' when outer items are
taken off during theft in order to steal an inner item, where the
outer item is next to be removed (call to cancel_don() wasn't being
made).  The wield.c part matches the X_off() behavior and is needed
to handle a weapon item that's slated for removal but isn't next (so
wouldn't pass the donning()/doffing() test to trigger cancel_don()).

If this seems a lot like trial and error, it is....
2017-06-04 15:22:00 -07:00
PatR
862d37c77a more recovered bits
Some worthwhile stuff from abandoned 'git stash':
 is_plural() macro wasn't comprehensive;
 a couple of return values where writing with a magic marker was
   causing time to elapse even though nothing happened;
 comment formatting for saddle being left in shop by dying steed.
2016-03-25 17:26:37 -07:00
PatR
850ed0cba6 address #H4247 & #4248 - theft of quest artifact
Two different reports complaining that having the Wizard steal the
hero's quest artifact is a bad thing.  This doesn't change that,
but it does make all quest artifacts become equal targets so that
wishing for other roles' artifacts doesn't offer such a safe way to
have whichever special attributes they provide.

Quest artifacts are actually higher priority targets for theft than
the Amulet.  I suspect that probably wasn't originally intended,
but I left things that way.  Taking quest artifacts leaves the hero
more vulnerable to future thefts, and once they're gone the Amulet
has priority over the invocation tools.
2016-02-27 16:23:24 -08:00
Pasi Kallinen
9eb14f684c Extract guard gold before disposing it
If the gold is still in monster inventory, dealloc_obj will panic.
2015-11-14 17:41:31 +02:00
PatR
ea8afe7e24 formatting - last of the trailing continuations
Last few && or || followed by end-of-line comments, plus tab replacement
and 'return' parentheses.  Not as many of those; some of these files had
already had that done.

Also, tweaked non-cursed scroll of charging read while confused to be a
tiny bit more effective.

To do:  find and fix block comments that immediately follow a line with
an end-of-line comment and got misindented to line up with that comment.
2015-11-05 00:54:13 -08:00
PatR
bb09cab067 formatting: src/r*.c - src/s*.c continuation lines 2015-10-26 17:49:40 -07:00
Pasi Kallinen
af1c77808b Comment typofixes, pt 4 2015-10-17 18:47:31 +03:00
PatR
9034e2a7e5 W_WEAPON, W_ACCESSORY
Add macros W_WEAPON and W_ACCESSORY, similar to existing W_ARMOR, bitmask
of all the relevant worn bits.  Just for code readability; there should
be no change in behavior.

Also, reformat the "ugly checks" portion of getobj().  Slightly better
readability and fewer continuation lines, but only a modest improvement.
2015-07-25 19:19:58 -07:00
Derek S. Ray
8798392e78 try not to miss ! marks 2015-06-21 20:59:17 -04:00
Derek S. Ray
2224df66f0 Slight improvement to handless pets' pickup changes
Allow one item to be taken out of a pile, and leave framework in place
for partial splits so that all monsters will take up to their capacity,
rather than leaving the whole pile if it's too big to take all at once.
2015-06-21 15:16:22 -04:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
a67759cbc3 Audit rloc()
Most of the time, rloc() is used for teleporting monsters and it's not a
big deal if they can't find somewhere to go. In a few cases, it is. I
went through all the callsites and made calls to rloc() not cause
impossible()s if they don't need to.

Fixes a bug/suite of bugs reported by ais523.
2015-05-24 09:31:40 -04:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
Pasi Kallinen
fd8127dcf4 Fix impossible when quivered gold was stolen from you 2015-05-05 21:29:24 +03:00
PatR
274904f9be stabilize loss of gold
When gold is stolen by a leprechaun or lost when being "overwhelmed
by an urge to take a bath" while dipping in a fountain, if you had
99 gold pieces or less, you'd lose all of it (in the bath case, only
if it was at least 10 to start with), but if you had 100 or more,
you would lose a random amount which could be as little as 1.  And
in the bath case, if the random amount was less than 10, you would
lose nothing but be told that "you lost some of your money in the
fountain".  After this change, it is still possible to lose less
when starting with more, but not as likely and not as extreme a case
as maybe losing only 1 when starting with thousands.

The fountain-dip bath case has code to handle mutiple denominations
of coins, possibly the only place in the program where that exists.
I've left that alone although it should probably be taken out....
2015-05-01 18:01:12 -07:00
Pasi Kallinen
411ee58593 Add more explicit helpless reasons
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless.  For example:
"while frozen by a monster's gaze"
2015-03-29 22:12:19 +03:00
Derek S. Ray
4dddb97301 remove and transfer INVISIBLE_OBJECTS to branch 2015-02-27 19:34:32 -05:00
Pasi Kallinen
612852f7de Apply paxed's DEBUG patch to remove DEBUG/D_DEBUG.
Move debugging output into couple preprocessor defines, which
    are no-op without DEBUG.  To show debugging output from a
    certain source files, use sysconf:

    DEBUGFILES=dungeon.c questpgr.c

    Also fix couple debug lines which did not compile.

This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
2015-02-27 19:33:45 -05:00
Sean Hunt
ac108cd365 Make GOLDOBJ unconditional. 2015-02-27 19:33:40 -05:00
Sean Hunt
260f7ea860 Make TOURIST unconditional. 2015-02-27 19:33:12 -05:00
Sean Hunt
9e65758947 Make STEED unconditional. 2015-02-27 19:33:01 -05:00
keni
03140969ee Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-02-26 09:19:03 -05:00
nethack.rankin
a2f15cfd61 theft vs donning, round 2 (trunk only)
The message "you stop taking off <that armor>" when interrupted by a
nymph's or monkey's theft attack would only be given if you were using 'A'
to take off the armor.  If you used 'T', you'd get "you stop putting on
<that armor>" instead.  The fix for that also makes it easy to vary the
nymph message "<the nymph persuades> you to start taking off" to be "<the
nymph persuades you to continue taking off" when taking that same piece
of armor off was interrupted by the theft.
2012-02-05 04:26:48 +00:00
nethack.rankin
ef888e065a fix #H2589 - theft vs donning/doffing (trunk only)
From a bug report, having some
armor stolen while in the midst of putting on armor--when both items have
a multiple turn completion delay--could result in side-effects for the
latter item being reversed even though they hadn't been applied yet.  So
you'd lose points of Int and Wis when attempting to put on a positively
enchanted helm of brilliance, or gain such with a negatively enchanted one.

     steal() was assigning to afternmv before it had been used to finish the
action of putting on or taking off armor.  Fix by interrupting the attempt
to put on or take off armor when being victimized by theft (or being hit by
succubus or incubus seduction).  The existing stop_occupation() call wasn't
sufficient because afternmv is different from occupation.
2012-02-04 08:13:26 +00:00
nethack.rankin
bd172eb167 vault guard bug: dropping minvent at <0,0> (trunk only)
From the newsgroup:  after killing a vault guard on a level where
every object had been removed or was held by the hero, object detection
gave feedback about finding something but was unable to show anything.
It was finding the dead guard's inventory at <0,0>, a part of the map
which never gets shown.  A dying guard is sent to that location instead
of being killed and deleted, because the data for his temporary corridor
to/from the vault is kept in the egd structure attached to him.  That's
somewhat obscure but works; dying guards just need to drop inventory
before being transfered there rather than after.

     Depending upon how they're killed, it's possible that the umpteen
places in the code that loop over fmon might have been processing them
as if still in play.  This sets their mhp to 0 so such loops will ignore
them, and teaches dmonsfree() not to release them.  Once the temporary
corridor has been removed, their isgd flag is cleared and they become
ordinary dead monsters and get deleted from the fmon list the next time
it's purged.

     This also lets you throw gold to/at the guard when he tells you to
drop it.  He already would catch it, but now he won't treat the throw as
an attack.  Any gold he carries will eventually disappear when he does,
so dropping it remains a better option for the player.
2011-10-09 02:13:01 +00:00
nethack.rankin
6a53009069 fix shop ownership of saddle dropped by dead pet (trunk only)
From a bug report, you could obtain
a saddle for free if it was dropped (while worn) by a dying pet inside a
shop.  That's intentional, but it was happening even when the hero was
not in the shop, which doesn't seem right.  Change things to only set it
no_charge if hero is within the same shop (including standing in the
doorway or a temporary wall breach, not just when all the way inside) at
the time of the drop.
2011-07-09 02:56:38 +00:00