For extended monster detection, show the number of turns remaining
during enlightenment (wizard mode only). The value is also
available via #timeout but various enlightenment entries already do
something like this.
For confuse monster, show the number of hits left for glowing hands
(again, wizard mode only).
And for the latter, the 3.7 conditional status condition set up was
storing u.umconf, an unsigned int, into contests[bl_glowhands].test,
a boolean, so would yield the wrong value if glowing hands managed
to become high enough to be a multiple of 256 (assumes 8-bit char
for boolean).
^X feedback and end of game disclosure reported
Your two weapon skill {is,was} [also] limited by being <skill rating>
with with <secondary weapon>.
when the skill rating for the secondary weapon is/was less than the
skill rating for two-weapon combat. The corresponding message for
primary weapon did not duplicate the word "with".
Fixes#530
---
insight.c: In function ‘status_enlightenment’:
insight.c:937:28: warning: ‘ (’ directive writing 2 bytes into a region of size between 0 and 255 [-Wformat-overflow=]
937 | Sprintf(buf, "%s %s (%s)", ustick ? "holding" : "held by",
| ^~
In file included from ../include/config.h:631,
from ../include/hack.h:10,
from insight.c:15:
../include/global.h:274:24: note: ‘sprintf’ output 5 or more bytes (assuming 260) into a destination of size 256
274 | #define Sprintf (void) sprintf
insight.c:937:9: note: in expansion of macro ‘Sprintf’
937 | Sprintf(buf, "%s %s (%s)", ustick ? "holding" : "held by",
| ^~~~~~~
insight.c:918:29: warning: ‘%s’ directive writing up to 255 bytes into a region of size 252 [-Wformat-overflow=]
918 | Sprintf(buf, "%s by %s",
| ^~
919 | is_animal(u.ustuck->data) ? "swallowed" : "engulfed",
920 | heldmon);
| ~~~~~~~
In file included from ../include/config.h:631,
from ../include/hack.h:10,
from insight.c:15:
../include/global.h:274:24: note: ‘sprintf’ output 5 or more bytes (assuming 260) into a destination of size 256
274 | #define Sprintf (void) sprintf
insight.c:918:9: note: in expansion of macro ‘Sprintf’
918 | Sprintf(buf, "%s by %s",
| ^~~~~~~
---
zap.c:475:1: warning: old-style function definition [-Wold-style-definition]
475 | release_hold()
| ^~~~~~~~~~~~
Issue #495 and pull request #496 are both about a typo in recently
modified ^X feedback displayed when held by a monster: "createure"
should be "creature".
Closes#496Closes#495
When swallowed and blind, the swallowing monster is described
accurately, but being held rather than swallowed describes the
monster as "it". That's normal, but the status feedback section
of ^X output lists
|You are held by it.
which looks pretty weird. Change that to be
|You are held by an unseen creature.
Whitelist all the verified existing triggers:
makedefs.c: In function ‘name_file’
attrib.c: one compiler balks at a ? b : c for fmtstring
cmd.c: In function ‘extcmd_via_menu’
cmd.c: In function ‘wiz_levltyp_legend’
do.c: In function ‘goto_level’
do_name.c: In function ‘coord_desc’
dungeon.c: In function ‘overview_stats’
eat.c: one compiler balks at a ? b : c for fmtstring
end.c: one compiler balks at a ? b : c for fmtstring
engrave.c: In function ‘engr_stats’
hack:c one compiler balks at a ? b : c for fmtstring
hacklib.c: one compiler balks at a ? b : c for fmtstring
insight.c: one compiler balks at a ? b : c for fmtstring
invent.c: In function ‘let_to_name’
light.c: In function ‘light_stats’
mhitm.c: In function ‘missmm’
options.c: In function ‘handler_symset’
options.c: In function ‘basic_menu_colors’
options.c: In function ‘optfn_o_autopickup_exceptions’
options.c: In function ‘optfn_o_menu_colors’
options.c: In function ‘optfn_o_message_types’
options.c: In function ‘optfn_o_status_cond’
options.c: In function ‘optfn_o_status_hilites’
options.c: In function ‘doset’
options.c: In function ‘doset_add_menu’
options.c: In function ‘show_menu_controls’
options.c: In function ‘handle_add_list_remove’
pager.c: In function ‘do_supplemental_info’
pager.c: In function ‘dohelp’
region.c: In function ‘region_stats’
rumors.c: sscanf usage
sounds.c: In function ‘domonnoise’
spell.c: In function ‘dospellmenu’
timeout.c: In function ‘timer_stats’
topten.c: In function ‘outentry’, fscanf, sscanf, fprintf usage
windows.c: In function ‘genl_status_update’
zap.c: one compiler balks at a ? b : c for fmtstring
win/curses/cursstat.c: In function ‘curses_status_update’
win/tty/wintty.c: In function ‘tty_status_update’
win/win32/mswproc.c: In function ‘mswin_status_update’
- record number of encountered bones levels in xlogfile
- add bonesless to extended conducts field in xlogfile
- show bones levels information in enlightenment at end of game or in
explore and wizmode
Gcc 9 has become more vocal with sprintf buffer overflow
checking. Remove these sprintf warnings by changing the
offending calls to a snprintf wrapper that will explicitly
check the result.
further adjustments to the window port interface to pass a pointer
to a glyph_info struct which describes not just the glyph number
itself, but also the ttychar, the color, the glyphflags, and the
symset index.
This affects two existing window port calls that get passed glyphs
and does the parameter consistently for both of them using the
glyph_info struct pointer:
print_glyph()
add_menu().
The recently added glyphmod parameter is now unnecessary and has been
removed.
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.
Cap overall AC at -99 instead of -128. Put the same limit of 99
on enchantment and charge count of individual objects.
^X now reports if/when AC has reached its limit since players
could see that reaching that limit and then enchanting worn items
will change the worn items but not the total. (Same thing would
have happened with -128, just without any explanation and less
likely to accomplish.)
Won't affect normal play for any reasonable definition of normal.
When hunger state is "not hungry" (so omitted from the status line),
say so in the status section of ^X output. Mainly so that wizard
mode can append the internal nutrition value without inserting an
entire line that [previously] wouldn't be present in regular play.
Show an internal value for encumbrance too, although that would be
better if it also included some indication of the amount where the
encumbrance state changes. Encumbrance is confusing and I didn't
pursue that.
If hero is a monk who is wearing a suit, have ^X mention the to-hit
penalty for that in the status section even though it isn't a normal
status line item. Combat feedback makes it annoyingly obvious, but
player might forget if MSGTYPE=hide is used to suppress the "Your
armor is rather cumbersome..." message.
Track sokoban cheating (taking actions that incur a luck penalty).
The pull request only reported the number of times (possibly zero)
that the player broke nethack's sokoban rules when reporting the
"you obtained the Sokoban prize" achievement, which is when the
count is most meaningful, but this implements it as a full-fledged
conduct instead. This way the #conduct command can be used after
"creative nethacking" to check immediately whether an action has
violated the Sokoban rules so a player willing to put in a bit of
effort can eventually learn which actions have a negative impact.
The new conduct is only shown during games where the character has
entered the Sokoban branch, but once that has happened it gets shown
no matter the location at the time of #conduct or end of game.
Most of this wasn't in the pull request: expanding the Guidebook to
give more information about sokoban and its conduct.
Bump EDITLEVEL to invalidate to-be-3.7 save files because u.uconduct
has been extended.
Fixes#355
Record reaching experience level 3, 6, 10, 14, 18, 22, 26, and 30,
the levels where the character gets a new rank title, and report
those as achievements at end of game. These achievements persist
even if enough levels to lose a rank are lost, and if lost ranks
are regained the original achievement is the one that gets tracked
and disclosed.
We haven't added any new objects or monsters in a really long time.
This adds two new useful amulets, putting more pressure on the
decision over which type of amulet to wear.
amulet of flying: idea from slash'em, implemented from scratch.
Should be self-explanatory. Polymorphing into a form capable of
eating amulets and then eating one does not confer intrinsic
flight. (I've no idea how slash'em behaves is in that regard.)
amulet of guarding: adds +2 AC, which is fairly negligible, also
+2 MC, which is not. Initially called amulet of protection but MC
of 2 is referred to as 'guarded' by enlightenment so I changed it.
(By that reasoning, rings of protection ought to be called rings of
warding; oh, well.) Successfully eating one confers +2 AC without
any MC benefit. When wearing one of these, rings of protection
only confer AC, their +1 MC gets superseded rather than combined.
Monsters will wear an amulet of guarding and gain both the AC and
MC benefit, but if not cursed and they acquire one of life-saving or
reflection, they'll swap. They won't wear an amulet of flying.
I cloned two extra copies of the tile for one of the existing amulets
and ran sys/share/objects.txt through renumtiles.pl. The result
appears to be ok but on X11 the tiles map ends up looking psychedelic
so something beyond the tile art itself needs to be fixed here.
When dual-wielding and both weapons use the same skill, the weapon
feedback by ^X was inadvertently skipping the part where it would
tell the player whether either the weapons' skill or two-weapon
skill or both had already been trained enough to to be advanced.
Most of the diff is change in indentation.
Report weapon skill in the ^X status section when dual-wielding,
The effective skill level is the lower of the weapon's skill and
two-weapon skill, separately for primary and secondary. It's a
much bigger chunk of code than most enlightenment/^X features so
I put it in its own routine.
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.
This is foundation work for changes to follow at a future date.
Mounting a steed while legs are wounded would offer to cure them
but wasn't going through the heal_legs() routine so didn't update
the status line when Wounded_legs condition is enabled.
Move some common code for describing left/right/both legs into a
new routine used for feedback by jumping, kicking, and ridiing.
For ^X, distinguish between one wounded leg and both but don't
bother with left vs right when it is just one.
Introduce eight achievements that can be attained by more players.
Entered Gnomish Mines - self explanatory
Entered Mine Town - the town portion, not just the level
Entered a shop - any tended shop on any level
Entered a temple - likewise for temple
Consulted the Oracle - bought at least one major or minor oracle
Read a Discworld Novel - read at least one passage
Entered Sokoban - like mines
Entered the Big Room - not always possible since not always present
The novel and bigroom ones aren't always achieveable since novels are
only guaranteed if a book or scroll shop gets created and bigroom is
only guaranteed in wizard mode. No one ever claimed that every
possible achievement can be attained in a single game. (If one for
entering the Fort Ludios level--or perhaps entering the Fort itself--
eventually gets add, that won't be possible in every game either.)
The mine town one probably needs some tweaking. Two of the town's
seven variants have no town boundary (despite a rectangular area of
pre-defined map) and at present simply arriving on either of those
levels is enough to be credited with the entered-town achievement.
Bump EDITLEVEL because u.uachieved[] has increased in size. This
time it has been expanded to the maximum that xlogfile's bitmask of
achievements can handle, enough for up to 9 more achievements without
another EDITLEVEL increment.
The you-acquired-the-Amulet achievement uses alternate wording when
you were carrying it but just gave it up via #offer to ascend. That
wording looks much better when displayed right before "You ascended!",
without entered-endgame and entered-astral (and maybe always-blind or
never-wore-armor) achievements in between. That was and still is done
by taking it away. Adding it back in the desired spot is simpler than
leaving it out while tracking whether it was removed.
Effectively, ACH_UWIN (ascension) is forced to be very last--where it
will always be anyway, but at one point the blind and nudist ones came
after it--and ACH_AMUL (you obtained the Amulet) is sorted to right
before that. For non-ascending games, the Amulet achievement is left
in the position where it was attained.
Instead of an assortment of bits, assign numeric indices to the
potential achievements and keep an array of those in the order they
were attained. So disclosure might show the same subset occurring
differently in different games depending on the player's actions.
The encoded field in xlogfile doesn't care about that and remains
the same.
Modifies 'struct u', so EDITLEVEL has been incremented and existing
save files are invalidated.
Move enlightenment and conduct from cmd.c to insight.c. Also move
vanquished monsters plus genocided and/or extinct monsters from end.c
to there. And move the one-line stethoscope/probing feedback for
self and for monsters from priest.c to there.
Achievement feedback has been overhauled a bit. When no achievements
have been recorded, the header for them (after conducts) won't be
shown, and when at least one has been recorded, make the prompt for
asking whether to disclose conduct be about disclosing conduct and
achievements. Also, describe achievements in the Guidebook.
I ran out of gas before updating Guidebook.tex; it will catch up to
Guidebook.mn eventually.
Some of the MS-DOS Makefiles haven't been updated yet so linking
without insight.{o,obj} will break there.