Commit Graph

1612 Commits

Author SHA1 Message Date
Alex Smith
62a50413d3 New debug command #wizobjprobs for listing item probabilities
As of the change to allow for item probabilities that don't add up
to 1000, it's become a little difficult to figure out the exact
probabilities from the source code, which makes it hard to balance
item generation. Adding a tool to list the probabilities helps.

Part of the problem is that changing an item's probability without
balancing it elsewhere is usually wrong: doing that would in effect
take the probability equally from (or add the probability equally
to) all other items in the class, which might break the balancing
of those items due to the probability change.

As such, it is usually better to make an intentional decision about
which items should be less and which items should be more likely to
generate, then change them in a balancing way (meaning that the
probabilities of objects that weren't intentionally changed remain
unchanged). Doing a complex such change makes arithmetic errors
fairly likely, though, so it's useful to have a command that verifies
that it's been done correctly.

This command is primarily intended as a development aid, so it's
included only in debug builds and pre-release builds (the same as
other similar commands like #wizmondiff).
2026-03-21 05:05:48 +00:00
Pasi Kallinen
c595f241e6 Change key binds from array to linked list
Key bindings were stored as a fixed-size array, indexed by the input
character, pointing to the extended commands.  This changes that into
a linked list of an intermediary struct Cmd_bind, storing the input key
and the pointer to the command.

This is just code cleanup for future enhancements, and should have
no effect on gameplay.
2026-03-20 19:57:44 +02:00
Alex Smith
e6d44c68e8 Overhaul of priest donations
The old code had two main problems: a) it was very difficult for
unspoiled players to figure out how it worked (because donating too
much got you a bad result, and the exact amount you needed depended
on magic numbers that weren't stated in game, and because you had to
hide your visible gold to get a good result); b) for players who
knew the mechanics, it was somewhat exploitable and also somewhat
tedious to make use of (due to needing to hide visible gold before
donating).

This change preserves the spirit of the previous code whilst making
things more transparent for new players and less tedious for existing
players: the donation amounts for the various effects are still
roughly the same (but randomized), but the amounts you need to donate
for clairvoyance and for protection are explicitly stated (and as
before, the alignment reset is done by donating an unnecessarily
large amount and isn't explicitly stated as an option).  If you have
a lot of visible gold, you still need to donate a sizeable proportion
of it to get a useful effect, but now you get a larger reward to
compensate for the larger donation (to the extent that doing this
gives comparable results to doing it as a series of small donations,
removing the incentive to hide your gold before donating).

There's also something here for those players who like to squeeze
every last point of optimality out of a game: the "obvious" donation
strategy gives decent results, but players who are really willing to
dig into the mechanics may be able to find a way to get slightly
better results on average (which if I've balanced this correctly,
will lead to a very long and complicated spoiler).

One other change is that this is now based on your peak rather than
current level, to fix an exploit in which the character was drained
down to level 1 to donate a very large amount of gold (improving by
20 AC points) and then immediately restored back to the previous
experience level using a blessed potion of restore ablity.

This breaks save compatibility, but is being pushed together with
other save-breaking changes to avoid the need for multiple bumps to
EDITLEVEL.
2026-03-19 05:10:09 +00:00
Alex Smith
4d043a6f9c Monsters require experience using wands before they can hit with them
It takes time for an early-game monster to acclimatize itself to the
power of an attack wand: in much the same way as a nervous human may
quite possibly miss with their first attempt to use a gun in combat,
an early-game monster will always miss on its first use of an attack
wand (but from then on will understand how they work and get over
their nerves, and will hit as normal).

This is a balance change based on observed results from tournaments:
guarding against deaths to early-game attack wands requires an
unusually cautious playstyle which isn't much fun (and might not
always be possible even for the best players), so it is quite common
for them to be the cause of random deaths that it wasn't worth trying
to avoid. Although trying to dodge a monster who found an attack wand
is fun, you only actually get that fun if something makes you aware
of the danger: the monster missing with the wand is a clear way to
demonstrate the danger and let the player know that now is the right
time to take precautions.

This change could theoretically have broken saves, but probably
doesn't due to there having been a spare bit in struct monst.  Just
in case, it is being pushed together with other save-breaking changes
to avoid the need for multiple bumps to EDITLEVEL.
2026-03-19 03:55:10 +00:00
Alex Smith
4fae45220e Remember price quotes that have been seen for types of item
These are displayed in discoveries, and a new 'price_quotes' option
allows them to be displayed for un-IDed objects in other contexts
too (the idea is that you turn on the option while identifying
objects and off for general play).

Invalidates existing save files.
2026-03-18 21:08:22 +00:00
Pasi Kallinen
619de1ec0e Make monster destroy armor -spell erode armor first
Instead of outright destroying the armor, the spell will instead
first erode the armor.  The spell hits 2-4 times, so if it hits
the same armor 4 times, it will get destroyed.  This does not
hit erodeproof armor.

Also change the scroll of destroy armor, so that blessed one will
destroy a cursed armor, if hero is only wearing that.
2026-03-16 11:24:19 +02:00
PatR
a561538c2a cursed potions of invisibility for monsters
Extend the recently changed behavior for cursed potion of invisibility.

Monsters won't drink potions of invisibility if already invisible so
can't accidentally or voluntarily make themselves visible again, but
let player make them become visible by hitting them with thrown or
wielded cursed potion of invisibility.

They don't have any concept of temporary invisibility that might let
them remain invisible while losing permanent invisibility, so they
just lose the latter and immediately become visible.
2026-02-12 10:33:09 -08:00
nhmall
fcd9f5468c some coordxy follow-up
Return a couple of variables that actually held a direction back
to int from coordxy.

bhit() takes int params instead of coordxy.

boomhit() takes int params instead of coordxy.

xytod() renamed to xytodir(), and takes int params (promotion will handle
coordxy params).

dtoxy(coord *, int) renamed to dirtocoord(coord *, int).
2026-02-11 09:40:25 -05:00
Pasi Kallinen
37168ab188 Boomerangs can hit multiple monsters
The number of monsters it can hit depends on the enchantment.
2026-02-04 22:35:22 +02:00
Pasi Kallinen
11bed1f55b Lua tests: generation of each object
Test generation of every object, both via des.object and obj.new.
Expose FIRST_OBJECT and LAST_OBJECT numbers to lua.
Add lua nh.int_to_objname, a function to convert integer value to
object base name and class.
Allow creating new nethack lua object by specifying id and class.
2026-01-26 18:00:33 +02:00
Pasi Kallinen
d0b9846367 Move item actions into separate src file
Haven't tested compilation on Windows and VMS ...
2026-01-11 14:46:25 +02:00
nhmall
4b5b146674 should_displace() does not modify mfndposdata struct pointed at by data param 2026-01-04 11:54:28 -05:00
Pasi Kallinen
f2cd27551d Just pass a mfndposdata pointer to should_displace 2026-01-04 16:34:28 +02:00
Pasi Kallinen
37df18b59c Use struct to pass data out of mfndpos
Instead of passing two array pointers to mfndpos, fold the data
into a specific struct.
2026-01-04 14:00:43 +02:00
nhmall
7dc4512bb3 follow-up: just use existing carrying() 2025-12-09 15:25:10 -05:00
nhmall
6ba053669e follow-up for #name permanent inventory update
Using extended #name for an object on the floor (for example)
wasn't updating the permanent inventory to reflect the updated
object type name if there was also one in inventory.
2025-12-09 14:17:42 -05:00
Alex Smith
a0ccb4b0cb Show spells and skills in the dumplog
These are often an important part of a character's build. There's
no purpose in listing them in disclose because the player generally
already knows what spells and skills they had and doesn't need them
identified, but they're useful when looking at someone else's game
or reminiscing over a past game.
2025-12-02 19:19:18 +00:00
Alex Smith
656f58b099 A basic version of starting character rerolling
This adds a "reroll" option that lets players reroll their
character's attributes and starting inventory. Although I generally
think doing this makes the game worse, a) some players are going to
do it regardless and b) if a player is going for a challenge game,
rather than to win, it may be required. So in the absence of an
option like this, players repeatedly start and quit games instead,
creating a large number of junk logfile entries and generally
causing problems for other players on the same shared machine
(because repeatedly reloading the game is very CPU-intensive).

This should in theory be windowport-agnostic (although in practice
it may not be). Tested on tty, X11 and curses; on tty and X11 it
works fine (although X11 treats the change in attributes as
something that needs a status highlight), on curses it is slightly
jankier in terms of what other windows are drawn in the background
(but still plays correctly and I suspect this is a pre-existing
bug).

To form a complete implementation, we will need to consider the
following:

- Should there be a delay on a) starting the game and/or b)
  rerolling? If so, what should it be (maybe configurable via
  sysconf?)

- Should we take more steps to discourage players from rerolling?
  It would be bad if players see the option exists and turn it on
  just because it exists, or (worse) treat it as condoning the
  particular style of play.

- Should we take steps to detect that players are rerolling
  manually and a) tell them to use the option instead, b) tell them
  that this is not an intended way to play (and may make the game
  less enjoyable and/or prevent them getting the practice they need
  to eventually win)?

Breaks save and bones files.
2025-11-30 06:49:14 +00:00
Alex Smith
e428046ffa Restructure u_init to allow for inventory rerolling
This doesn't implement inventory rerolling, just adds the
infrastructure: it's now possible to call u_init_inventory_attrs
multiple times and the starting inventory/attributes replace those
from the previous call rather than compounding.
2025-11-30 04:52:13 +00:00
Alex Smith
8c29b20010 Accurately track which items have been discovered, even if not #named
This fixes a couple of bugs: a long-standing bug in which writing a
scroll by label could fail even if you've already seen a scroll with
that label (due to the game not tracking whether or not you've seen a
scroll if it doesn't have a name); and a somewhat newer bug in which
spellbooks auto-identified by Wizard knowledge were marked as having
been encountered (rather than as known but not encountered).

Breaks save file compatibility, but not bones files.
2025-11-25 22:42:38 +00:00
PatR
7b5d7d7ae6 fix issue #1462 - objects embedded in trees
Issue reported by chappg:  on arboreal levels, when an object was
located at a stone location treated as a tree location, examining
the object would report it as embedded in stone.

The Ranger quest has arboreal levels where STONE becomes TREE, and
items that would become embedded in stone will be in trees instead.
(Sometimes kicking a tree would drop fruit onto an adjacent tree,
effectively embedding it.  For testing, it's easier just to poly
into a xorn, walk onto the tree spot, and drop something.)  The item
description code for farlook and quicklook wasn't checking for that.

The fix also corrects another bug:  an item located at a normal tree
location would just be described as itself with no mention of the
tree at all.  Attempting to walk onto it would report the terrain
and not let you move there (assuming not in xorn form), like trying
to walk into a wall.

Fixes #1462
2025-11-24 12:37:08 -08:00
Alex Smith
fce66245ca Don't attempt to cache encumber_msg result
There was only one point in the code at which this caching was
being done, and it was incorrect: it's possible for the result of
near_capacity to change during a monster turn because monster
actions can change either inventory weight or carry capacity.

The bug was particularly relevant in cases where a character
polymorphed into a slow weak monster gets attacked by a monster
that moves at normal speed: due to the polyform being slow, the
normal-speed monster gets in a lot of attacks and causes a
rehumanization, but due to the polyform being weak, it was
burdened at the start of the monster turn, and so when that
penalty is (due to the bug) applied to the next turn it can
mean that the character misses the next turn too, and may end up
dying as a result.
2025-11-24 02:07:23 +00:00
nhmall
d5658018ac alternative to display_inventory for window-port
Several window ports that support perm_invent were
using a call back to the core display_inventory()
function.

While calling from the window port back to core functions
is arguably not ideal in the first place, it was recently
brought to light that code NetHack-3.7 code changes to
display_inventory() actually caused it to stop repopulating
the perm_invent window as intended under certain circumstances.

For now, provide an alternative function, repopulate_perminvent(),
that hopefullshould still work the way it did previously.

There will likely be some additional changes after this to
further improve things, at some point.

For now though, this
Resolves #1454
2025-11-08 14:26:07 -05:00
PatR
966145a61d item action 'T' against covered armor
Using 'i'+menu choice for suit+'T' to try to take off a suit that is
covered by a cloak (or shirt covered by suit and/or cloak) wouldn't
do anything.  It should report that you need to take off the outer
garment first and then not take the chosen item off.

There is probably a simpler fix.  It took me a long time to figure
where things were going wrong and them cobble this together.

A big chunk of the diff for invent.c is just identation, surrounding
a one-line change there.
2025-10-20 13:29:42 -07:00
PatR
6f8c1127ed item action 'W' for armor
In the context-sensitive menu when picking an item of armor from an
inventory listing, distinguish between wear-this-armor from could-
wear-this-armor-if-something-else-wasn't-already-worn-in-its-slot.
2025-10-13 23:13:15 -07:00
nhmall
38161f3e4a relocate customization application
Resolves #1450
2025-10-06 11:49:31 -04:00
nhmall
e8e1868b70 part3 of 3 for GitHub issue #1441
> Perhaps related: when a wand of sleep hits a disguised already-sleeping
> mimic (about which it is a separate question if they should go into
> disguise when sleeping, is it supposed to be automagic or conscious
> effort for them? but I digress), the mimic is not revealed (should it?)
> but the message says "hits a mimic".

Adjust restrap() so that a revealed mimic won't disguise itself while
sleeping. This seems to be in keeping with mimic lore.

Also, normal shop sounds (chime of register etc.) will wake a
mimic up from indeterminate sleep.

Closes #1441
2025-09-05 12:37:40 -04:00
nhmall
602678aa5a follow-up: function name 2025-09-05 09:26:00 -04:00
nhmall
774129df11 another #1441 follow-up bit 2025-09-04 22:52:36 -04:00
nhmall
fe357a6f04 avoid telling hero they missed a monster they aren't aware of
Resolves #1441
2025-09-04 22:13:07 -04:00
nhmall
f145cc02f4 photograph experience gains often counted only prior to first move
More details in https://github.com/NetHack/NetHack/issues/1430

track photographed monsters using a distinct bit

also adds a pair of new context fields to track the total number of monsters seen up close,
and the total number of monsters photographed.

So, if somebody wants to add unique end-of-game disclosure statements for tourists that relate to
those, the groundwork should be there.

NOTE: This increments EDITLEVEL, so existing save and bones files will become outdated.

Fixes #1430
2025-07-26 11:03:20 -04:00
nhmall
0db013c08e adjust levitation wand engraving wording slightly 2025-07-13 21:37:35 -04:00
Pasi Kallinen
e2b80cd886 Monsters trapped in pits cannot kick 2025-07-04 17:39:08 +03:00
nhmall
e365b5b18f more static analyzer adjustments 2025-05-30 14:01:41 -04:00
nhmall
b303f91f3a engraving pristine text field not properly filled
level creation was not populating the pristine text field
of engraving appropriately
2025-05-26 12:56:44 -04:00
nhmall
a654d08c3b save/restore changes - part 3
This is the third of a series of savefile-related changes.

    This adds early-days experimental support for a completely optional
    'sfctool' utility (savefile conversion tool), to be able to export
    a savefile's contents into a more portable format. There are likely
    to be bugs at this stage. In this initial first-attempt, the export
    format is a very simple ascii output.

    NetHack can be built entirely, without also building this tool.
    NetHack has no dependencies on the tool.

    Attempts were made to minimize duplication of existing NetHack code.
    To achieve that, unfortunately, #ifdef SFCTOOL and #ifndef SFCTOOL
    had to be sprinkled around through some of the existing NetHack
    source code, so that it could be re-used for building the utility.

    The process for building the sfctool typically recompiles the source
    files with #define SFCTOOL and a distinct object file with SF- is
    produced.

sfctool notes:

    Universal ctags is used and required to produce the sfctool utility.

    Some targets were added to the Unix and Windows Makefiles to
    facilitate the build process.

         make sfctool

    That should build a copy in util.

    Note: At present, the Unix Makefiles do not copy sfctool over to the
          NetHack playground during 'make install' or 'make update'.
          Until that gets resolved by someone, The tool will
          have to be manually copied there by the builder/admin if
          desired.
          cp util/sfctool ~/nh/install/games/lib/nethackdir/sfctool

    Also, a separate Visual Studio sfctool.sln solution was written and
    placed in sys/windows/vs. That has has only very limited testing.

    Usage:

      i)  To convert an existing savefile to an exportascii format
          that co-resides with the savefile:

          sfctool -c savefile

          That *must* be executed on the same platform / architecture /
          data model that produced the save file in the first place.

     ii)  To unconvert an existing exportascii format export file to a
          historical format savefile that can then be used by NetHack:

          sfctool -u savefile

          That must be executed on the same target platform / architecture /
          data model that was used to build the NetHack that will
          utilize the save file that results.

     A Windows example:

          sfctool -c Fred.NetHack-saved-game

          That should result in creation of Fred.NetHack-saved-game.exportascii
          from existing savefile:
              %USERPROFILE%\AppData\Local\NetHack\3.7\Fred.NetHack-saved-game

     A Unix example:

          sfctool -c 1000wizard

          That should result in creation of 1000wizard.exportascii.gz
          from existing savefile in the playground save directory:
              1000wizard.gz

  Current Mechanics:
     1. Makefile recipe, or script uses universal ctags to produce
        util/sf.tags.

     2. util/sftags is built and executed to read util/sf.tags and
        generate: include/sfproto.h and src/sfdata.c.

     3. util/sfctool is built from the following:
        generated file compiled with -DSFCTOOL:
                    src/sfdata.c       -> sfdata.o
        existing files compiled with -DSFCTOOL:
                    util/sfctool.c     -> sfctool.o
                    util/sfexpasc.c    -> sfexpasc.o
                    src/alloc.c        -> sf-alloc.o
                    src/monst.c        -> sf-monst.o
                    src/objects.c      -> sf-objects.o
                    src/sfbase.c       -> sfbase.o
                    src/sfstruct.c     -> sfstruct.o
                    src/nhlua.c        -> sf-nhlua.o
                    util/panic.c       -> panic.o
                    src/date.c         -> sf-date.o
                    src/decl.c         -> sf-decl.o
                    src/artifact.c     -> sf-artifact.o
                    src/dungeon.c      -> sf-dungeon.o
                    src/end.c          -> sf-end.o
                    src/engrave.c      -> sf-engrave.o
                    src/cfgfiles.c     -> sf-cfgfiles.o
                    src/files.c        -> sf-files.o
                    src/light.c        -> sf-light.o
                    src/mdlib.c        -> sf-mdlib.o
                    src/mkmaze.c       -> sf-mkmaze.o
                    src/mkroom.c       -> sf-mkroom.o
                    src/o_init.c       -> sf-o_init.o
                    src/region.c       -> sf-region.o
                    src/restore.c      -> sf-restore.o
                    src/rumors.c       -> sf-rumors.o
                    src/sys.c          -> sf-sys.o
                    src/timeout.c      -> sf-timeout.o
                    src/track.c        -> sf-track.o
                    src/version.c      -> sf-version.o
                    src/worm.c         -> sf-worm.o
                    src/strutil.c      -> strutil.o
2025-05-25 20:38:17 -04:00
nhmall
f4a6da2e52 save/restore changes - part 2
This is the second of a series of changes related to save/restore.

    No EDITLEVEL bump has been included, because although the code
    is changed extensively by this, the content of the savefiles have
    not been changed.

    Push the use of the structlevel bwrite() and mread() function use
    out of the core and into sfstruct.c. This is groundwork for upcoming
    changes.

    In the core, replace the bwrite() and mread() calls with the
    use of type-specific savefile output (Sfo) and savefile
    input (Sfi) macros.  The macros are defined in a new header file
    savefile.h, which also contains the prototypes for the sfo_* and
    sfi_* functions that the macros ultimately expand to. The functions
    themselves are in src/sfbase.c.

    On C99, each Sfo or Sfi macro expansion refers directly to the
    corresponding  type-specific sfo_* or sfi_* function.

    If C23 or later is is use, the majority (all but 3 types) of the
    macros refer to a single _Generic output routine sfo(nhfp, dt, tag),
    and a single _Generic input routine sfi(nhfp, dt, tag), which handles
    the dispatch of the type-specific underlying functions. This was
    somewhat experimental, but turned out to be practical because the
    compiler would gripe if the type for a variable was not included in
    the _Generic when passed as an argument, so it could be fixed.

    This alters the savefile verication process by having a common set
    return values for the related functions such as uptodate(),
    check_version(), etc. The new return values return more information
    about savefile incompatibilities, beyond failure/sucess. The
    additional information will be useful for an upcoming addition.
    The expanded return values are:
     SF_UPTODATE                     (0) everything matched and looks good
     SF_OUTDATED                     (1) savefile is outdated
     SF_CRITICAL_BYTE_COUNT_MISMATCH (2) critical size count mismatch
     SF_DM_IL32LLP64_ON_ILP32LL64    (3) Windows x64 savefile on x86
     SF_DM_I32LP64_ON_ILP32LL64      (4) Unix 64 savefile on x86
     SF_DM_ILP32LL64_ON_I32LP64      (5) x86 savefile on Unix 64
     SF_DM_ILP32LL64_ON_IL32LLP64    (6) x86 savefile on Windows x64
     SF_DM_I32LP64_ON_IL32LLP64      (7) Unix 64 savefile on Windows x64
     SF_DM_IL32LLP64_ON_I32LP64      (8) Windows x64 savefile on Unix 64
     SF_DM_MISMATCH                  (9) some other mismatch
    The callers in the core have been adjusted to deal with the expanded
    return values.

    Other miscellaneous inclusions:

       - go.oracle_loc -> svo.oracle_loc.
       - add a bit (1UL << 30) to  called SFCTOOL_BIT as groundwork
         for changes to follow.
2025-05-25 15:03:13 -04:00
nhmall
0c765ce207 move some Windows code: windmain.c -> windsys.c 2025-05-22 10:04:54 -04:00
nhmall
78a4fd2fb8 split config file processing into its own src file 2025-05-21 23:58:01 -04:00
PatR
92255708f3 stone-to-flesh vs mimics
Handle a FIXME in zap.c:  stone-to-flesh spell hitting a mimic that
is disguised as a stone object or stone furniture should bring it out
of hiding.
2025-04-24 12:47:00 -07:00
nhmall
c88b288329 yet another stale ZEROCOMP bit 2025-04-16 17:04:45 -04:00
nhmall
16fc4aacb1 another stale ZEROCOMP bit 2025-04-16 17:00:21 -04:00
nhmall
830e18f52e some cleanup of stale bits 2025-04-16 16:56:17 -04:00
nhmall
a3e12550ea savefile changes - part 1
This is the first of several savefile-related changes to
follow later. This one is groundwork for those later changes.

Remove internal compression schemes (RLECOMP and ZEROCOMP)
and discard the savefile_info struct that was primarily used to
convey which internal compression schemes had been in use.

Relocate some struct definitions into appropriate header files
for use by code to come in later changes.

Remove the two struct size-related fields from version_info and
from the nmakedefs_s. Instead, include a series of bytes near the
beginning of the savefile, representing the size of each
struct or base data type that impacts the historical savefile
content. Those are referred to as the "critical bytes".
(Related note: the "you" struct required two bytes, low and high,
due to its size).

Compare those critical bytes in a savefile against the NetHack
build that is reading the savefile. This allows mismatch detection
early in the savefile-reading process, and a clean exit, rather than
proceeding to read nonsensical values from the file. Include some
feedback on what the first mismatch was when encountering
one.

For arrays stored in the savefile, use loop-logic in the core
to write/read the array elements one at a time, rather than in
a single blob. This will be required for changes to follow later.
(impacts artiexist[], artidisco[], svd.dungeons[], svl.level_info[],
svl.level.locations[][], msrooms[] field of mapseen, svb.bases[],
svb.disco[] objects[], svm.mvitals[], svs.spl_book[], svd.doors[],
go.oracle_loc[], utrack[], wgrowtime[])

This also adds data model to the long version information.

This invalidates existing save and bones files due to the changes in
the information at the start of the file.
2025-04-15 15:35:17 -04:00
Pasi Kallinen
652f8576c0 Cursed magic whistle can teleport you to your pet 2025-04-13 12:48:21 +03:00
Pasi Kallinen
8f7258dc35 Buff Grimtooth with poison
Grimtooth is now permanently poisoned, protects the wielder from
poison, and can be invoked to throw poison.

Permapoison code comes from xNetHack by copperwater <aosdict@gmail.com>.
2025-04-12 19:24:36 +03:00
nhmall
0bdf9830e6 throw-and-return weapons used by monsters
Resolves #1338
2025-03-16 15:37:49 -04:00
Pasi Kallinen
b2c071bc66 Fix rare door in corner of room bug
There were couple reports of doors being generated in a corner
of a room.  This happened for randomly generated irregular rooms,
because the code that was deciding if a corridor starting or
ending location was good did not handle irregular rooms at all.

This changes the corridor code so it can now generate start and
end points properly for any valid position in irregular rooms,
instead of only on the edges.  This means the corridor sometimes
meanders a bit more than before, because it tries to find
the end point away from the edge of the room rectangle.

Also added is sanity checking for the randomly generated rooms
and corridors level, testing for door placement and room connectivity.

And another fix for a rare special case where dig_corridor
created a zero-tile long corridor; the entrance door was placed,
but there was nothing behind it.

Fixes github #1269 and #1385
2025-03-16 09:46:53 +02:00
nhmall
b169b79d36 dump monster and obj weights using --dumpweights 2025-03-15 19:55:49 -04:00
nhmall
f1be2eaffa add --dumpmongen to view mongen_order[] array 2025-02-14 09:38:29 -05:00