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.
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.
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.
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
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.
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
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.
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.
> 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
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
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
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.
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.
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>.
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
Some variants were already using a similar approach
using a struct called 'ebones', so adopt the same naming
so NetHack-3.7, hardfought, and some variants are using
the same name.
As before there are fields in the struct that are not
currently used by NetHack-3.7, but the intent is that
hardfought save and bones files can be loaded by
NetHack-3.7 without code modification, for debugging
bug reports.
This invalidates existing save and bones files.
Issue reported by elunna: the definition of the Mitre of Holiness
specifies that carrying it should confer fire resistance but that
didn't work.
The Mitre's definition (added in 3.1.0) has always included that,
but such a capability had never been implemented. Wearing it didn't
confer fire resistance either--its definition doesn't bother to
specify a 'defend' attribute since the 'carry' one should cover that.
This adds carrying capability for damage types fire, cold, sleep,
disintegration, electrity, poison, acid, and petrification. Fire is
still specified by the Mitre; none of the others are currently used.
Fixes#1362
There are two hardfought code additions that render save and bones files incompatible
with the upstream NetHack-3.7, and that makes testing with hardfought
save and bones files more challenging than it needs to be, when
investigating and troubleshooting bug reports.
Add some unused fields to advance towards achieving save file parity with
hardfought, which is a significant source of play-testing for NetHack-3.7.
1) the elbereth field addition to u_conduct
This adds an unused placeholder field named 'hf_reserved1', at the appropriate
place in u_conduct to achieve struct field parity with the one in use on
hardfought.
2) hardfought adds a field to struct monst:
char former_rank[25]; /* for bones' ghost rank in their former life */
Instead of adding that to every monst, this adds a new mextra struct
named 'former', which currently contains the equivalent 25-character
field called 'rank' which can hold the content that was in the
former_rank[25] field. That way, the field will only be added when it
is needed.
A pull request https://github.com/k21971/NetHack37/pull/2 has been
done on hardfought to do it the same way (untested there as of yet).
Even though NetHack-3.7 does not utilize that information presently,
this will be a further step toward allowing hardfought-generated save
and bones files to be used for troubleshooting, without modification,
on a similar architecture running stock NetHack-3.7 code.
That savefile parity won't be achieved until the after the
hardfought pull-request mentioned above (or equivalent) is merged.
As this change will not be compatible with existing save and bones
files, it will be accompanied with an EDITLEVEL increment.
Commit 1acc2727 helped ensure that the which_armor(mtmp, W_SADDLE)
test at the top of put_saddle_on_mon() wouldn't lead to an obj
leak.
This commit covers off the adjacent can_saddle() test in
put_saddle_on_mon(), because if that failed, it could also lead
to a memory leak of the saddle obj passed by the caller.
- have put_saddle_on_mon() create and use its own saddle obj
if a NULL saddle obj is passed, instead of having to do that
in the caller.
- where an existing saddle obj needs to be passed from the caller,
ensure that the caller has done its own can_saddle(mon) check prior
to calling put_saddle_on_mon(), so that the can_saddle() test
in put_saddle_on_mon() won't fail.
- lastly, add an impossible() to put_saddle_on_mon() to catch
a failure when a saddle obj is passed from the caller and either
test has failed, just in case. That should not happen with any of
the existing cases now, but it will provide some bullet-proofing
for new code, new callers.
Previously, the code for monster healing was repeated every time it
was needed; this commit sends it all through a common function, which
will make it easier to make changes to how monster healing works in
the future.
This is just a code reorganisation and won't have any gameplay
effect unless I made a mistake.
- Add a vision sanity checking routine
- Recalc block point when digging a door for temporary clouds
- Add recalc_block_point after cvt_sdoor_to_door, because doorways
on the Rogue level have no doors, and otherwise the sanity checking
would complain. This doesn't actually change how the Rogue level
vision works, as it uses a different vision system
- Monster using a trap in a secret corridor revealed the corridor,
but didn't unblock the vision unless you saw the location
We can't just unconditionally unblock vision for a location when a boulder
falls into a pool, because the location may also have a (poison) cloud on it.
Add a note about NO_TERMS to include/wintty.h for clarity.
Rename tty_startup and tty_shutdown to term_startup() and
term_shutdown(). They are found in termcap.c for !NO_TERMS
like most of the other term_ routines, as well as having
versions for several of the NO_TERMS platforms. They aren't
part of the tty_interface called from the core. The tty
implementation does call and rely on them.
Remove some conditional #ifdef's around term_shutdown()
(formerly tty_shutdown()) and just ensure that all the
tty platforms have an implementation that they can link
with, even if it is just a stub presently.
Put the protype for nethack_exit in extern.h to reduce
maintenance to a single spot, and remove it from other
locations. A warning in the msdos cross-compile led to
this change.