Merge the recent change in the effect of blessed scroll of taming on
already tame monsters with the earlier change of any taming on already
tame monsters. Non-blessed has a chance of boosting monst->mtame by 1
when it is less than 10, more likely the lower the current value is.
For blessed, boost by 2 after that, so possibly by 3 if it is very low.
Make spell of charm monster when skilled or expert in enchantment
spells behave the same as blessed scroll of taming. [I'm not too sure
about this; it may make the spell too powerful.]
Because newsym() would be called only on the head position of the worm,
if hilite_pet was on, the segments and head of a long worm would have
mismatched highlighting in the immediate aftermath of taming or
untaming.
gcc has recognized various "magic comments" for white-listing
occurrences of implicit fallthrough in switch statements for
a long time:
The range and shape of "falls through" comments accepted are
contingent upon the level of the warning. (The default level is =3.)
-Wimplicit-fallthrough=0 disables the warning altogether.
-Wimplicit-fallthrough=1 treats any kind of comment as a "falls through" comment.
-Wimplicit-fallthrough=2 essentially accepts any comment that contains something
that matches (case insensitively) "falls?[ \t-]*thr(ough|u)" regular expression.
-Wimplicit-fallthrough=3 case sensitively matches a wide range of regular
expressions, listed in the GCC manual. E.g., all of these are accepted:
/* Falls through. */
/* fall-thru */
/* Else falls through. */
/* FALLTHRU */
/* ... falls through ... */
etc.
-Wimplicit-fallthrough=4 also, case sensitively matches a range of regular
expressions but is much more strict than level =3.
-Wimplicit-fallthrough=5 doesn't recognize any comments.
Plenty of other compilers did not recognize the gcc comment convention,
and up until now the compiler warning for detecting unintended
fallthrough had to be suppressed on other compilers. That's because the code
in NetHack has been relying on the gcc approach, and only the gcc approach.
The C23 standard introduces an attribute [[fallthrough]] for the
functionality, when implicit fallthrough warnings have been enabled.
Several popular compilers already support that, or a very similar attribute
style approach, today, even ahead of their C23 support:
C compiler whitelist approach
--------------------------- -------------------------------------
C23 conforming compilers [[fallthrough]]
clang versions supporting
standards prior to
C23 __attribute__((__fallthrough__))
Microsoft Visual Studio
since VS 2022 17.4.
The warning C5262 controls
whether the implict
fallthrough is detected and
warned about with
/std:clatest. [[fallthrough]]
This adds support to NetHack for the attribute approach by inserting a
macro FALLTHROUGH to the existing cases that require white-listing, so
other compilers can analyze things too.
The definition of the FALLTHROUGH macro is controlled in include/tradstdc.h.
The gcc comment approach has also been left in place at this time.
Issue reported by youkan700: shape change anomalies. Shapechangers
could change shape despite active protection-from-shape-changers if
hero wore two rings of protection from shape changers and took one
off. Shapechangers who migrated to a not-yet-visited level that
eventually got visited with protection from shape changers in effect
would be stuck in their current shape, even if the PfSC attribute
got toggled off and back on.
The issue included suggested fixes and those are what I've used. I
noticed a third case that only applies to wizard mode: if player
used #wizintrinsic to set a timed value for PfSC, monsters wouldn't
resume changing shape after it timed out, unless/until it got toggled
on and back off via a PfSC ring or hero left the level and returned.
Fixes#1312
For 'pauper', most roles start without any skills. However, strong
fighter types were starting with basic bare-handed combat/marital arts,
giving them a big advantage. Knights were starting with basic riding,
which is probably useless now that they have to acquire a saddle to
use it (see below). Take those initial skills away, producing an even
playing field.
Non-paupers get their initial skills without needing to spend any skill
credits (aka slots) on those. Give paupers 2 starting credits that
they'll be able to use once they acquire suitable weapons or spells
and train them up, so that once they're reasonably developed they won't
lag in skills compared to non-paupers.
Pauper knights were still starting with a saddled pony. Suppress the
saddle when the knight is a pauper.
Wizards start knowing a lot of spellbooks. Pauper wizards shouldn't.
Give most roles advance knowledge of one low level spell or other item.
It won't benefit them unless/until they find the corresponding item.
The previous is_shapeshifter() test meant that pets were still perfectly
willing to eat genetic engineer corpses and be polymorphed. Use
polyfood() instead.
Fixes#1183.
The g? structs had a mix of variables that were written to
the savefile, and those that were not.
For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.
This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.
Details:
gb.bases -> svb.bases
gb.bbubbles -> svb.bbubbles
gb.branches -> svb.branches
gc.context -> svc.context
gd.disco -> svd.disco
gd.dndest -> svd.dndest
gd.doors -> svd.doors
gd.doors_alloc -> svd.doors_alloc
gd.dungeon_topology -> svd.dungeon_topology
gd.dungeons -> svd.dungeons
ge.exclusion_zones -> sve.exclusion_zones
gh.hackpid -> svh.hackpid
gi.inv_pos -> svi.inv_pos
gk.killer -> svk.killer
gl.lastseentyp -> svl.lastseentyp
gl.level -> svl.level
gl.level_info -> svl.level_info
gm.mapseenchn -> svm.mapseenchn
gm.moves -> svm.moves
gm.mvitals -> svm.mvitals
gn.n_dgns -> svn.n_dgns
gn.n_regions -> svn.n_regions
gn.nroom -> svn.nroom
go.oracle_cnt -> svo.oracle_cnt
gp.pl_character -> svp.pl_character
gp.pl_fruit -> svp.pl_fruit
gp.plname -> svp.plname
gp.program_state -> svp.program_state
gq.quest_status -> svq.quest_status
gr.rooms -> svr.rooms
gs.sp_levchn -> svs.sp_levchn
gs.spl_book -> svs.spl_book
gt.timer_id -> svt.timer_id
gt.tune -> svt.tune
gu.updest -> svu.updest
gx.xmax -> svx.xmax
gx.xmin -> svx.xmin
gy.ymax -> svy.ymax
gy.ymin -> svy.ymin
Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
gf.ftrap, gl.light_base, gt.timer_base
Pull request by mkuoppal: some objects which use the corpsenm field
to access the mons[] array can have a corpsenm value of NON_PM (-1)
and weren't avoiding array access in those cases.
In addition to a fixes entry for it, this makes some revisions to the
commited code, handling a few of the cases differently.
Closes#1175
TIN or EGG can have the corpsenm not assigned into a
proper monster and instead have an value of -1.
Take this into account in assigning the monster (fptr)
pointer to only point into >= LOW_PM monste entries.
Some players of 3.6 recently noticed that sometimes, mimics in shops
seemed to have moved around even before the player had entered the shop
or done anything to uncloak them. I found that this was because
finish_meating was being called for all non-eating monsters when
restoring a level (monsters that weren't eating anything would have
meating == 0 so always pass the 'imv > meating' check). This would
uncloak mimics -- but not all the time, because the 'mappearance != 0'
test meant mimics disguised as strange objects weren't uncloaked. I
think that was meant to be an additional check to confirm the monster
really did have a disguise, but in reality it meant that M_AP_OBJECT
"strange object", M_AP_MONSTER "giant ant", etc disguises wouldn't be
removed by finish_meating.
As it turns out, this was mostly fixed by coincidence in 221e4a7, which
fixed the "exclude actual mimics" check in finish_meating. So at this
point in 3.7 it's largely a latent bug, but it still had the potential
to improperly uncloak non-mimics who can disguise themselves (like the
Wizard of Yendor, maybe?), and could cause other problems if
finish_meating were updated to have additional effects, or if some
monster types were made to disguise themselves as a strange object when
eating a mimic.
When a pet ate a mimic corpse and started mimicking a monster,
and the user then used #wizmakemap, the sanity checker complained
about "non-mimic posing as foo" - the code was clearing the
pet eating counter, but didn't clear the appearance.
Simplify suppression of highlighting for menu header lines during end
of game disclosure. Didn't actually affect as many things as I was
expecting.
Plus a bit left out of the optfn_dogname() parsing commit.
From a reddit thread: a tame mind flayer ate Medusa's corpse and was
turned to stone. Pets won't eat cockatrice corpses unless stoning
resistant but would eat Medusa's corpse if merely poison resistant.
Mind flayers aren't normally poison resistant but could be if wearing
green dragon scales/mail.
Augment the touch_petrifies() test when classifying food for pets.
Player reported that a cat which was asleep in a treasure zoo would
catch and eat thrown food, becoming tamed in the process, without
waking up.
Temporary sleep was handled (via checking for !mon->mcanmove) but
indefinite sleep wasn't. Make a monster hit by taming effect (either
magic or thrown food) wake up from indefinite sleep. For temporary
sleep, the remaining duration is cut in half. The timeout isn't
dropped all the way to 0 because a monster with mon->mfrozen set
isn't necessarily asleep. That timeout is shared by timed sleep,
timed paralysis, and busy time when donning armor.
If asked to create an Angel when MM_EMIN isn't specified, makemon()
will either create an ordinary monster of type Angel without any
emin extension or add emin and create a minion affiliated with the
god for randomly chosen alignment. Figurines didn't specify emin
so could result in either type, but wishing for them offered no
opportunity to specify alignment for the second type.
Change figurine activation to force the first type: an ordinary
monster of type Angel, not affiliated with any particular deity.
This is similar to the earlier potential fix that I didn't like,
but I think think one is better.
The analyzer claimed that 'fptr' might be Null inside the switch
case for
|struct permonst *fptr = NULL;
|if (obj->otyp == CORPSE || ...) fptr = &mons[obj->corpsenm];
|switch (obj->otyp) { case CORPSE: ... /* dereference 'fptr' */ }
even though it will always have a non-Null value for otyp==CORPSE.
Make the assignment of 'fptr' unconditional. mons[NUMMONS] is
valid and won't match any actual monster. In this case it will
only be used when initializing fptr, never when fptr gets used.
The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
Pull request #607 by Vivit-R proposed renaming "huge chunk of meat"
to "giant meatball" to better reflect the similarity to meatball.
But an object name that contains a monster name prefix requires extra
work in the wishing code. I considered "huge meatball" which retains
more of the original name but decided to go with "enormous meatball"
becaues it seems more evocative.
Supersedes #607Closes#607
The special handling of polymorphing corpses included an "is acceptable
food if starving" rule which ignored the pet's other food preferences,
so a starving herbivorous pet would become willing to eat a
non-vegetarian corpse iff the corpse would polymorph it when eaten.
Along the same lines but latent: if there were a vegan polymorphing
corpse, a carnivorous pet would eat it not only if starving, but also if
maltreated and on the verge of becoming feral.
Instead of trying to fix this by reimplementing all the herbi vs carni
rules specifically for polymorphing corpses, just have a "don't eat
polymorphing corpses if neither starving nor almost untame" rule, and
fall back to the normal palatable corpses tests once it's been
determined that the pet is willing to eat even a polymorphing corpse.
I rephrased the comment just to make it negative (about avoiding
polymorph, rather than polymorph being OK under certain circumstances)
to match the new form of the rule.
Avoid potential impossible "obfree: deleting worn object" warnings
when entering the endgame.
The code to get rid of items migrating to non-endgame levels passes
those items to obfree(). It needs to clear obj->owornmask first
because that's used for migration flags (undelivered orctown loot
has a non-zero value).
The earlier commit just removed monsters from migrating_mons and left
them orphaned. Also it ignored migrating objects.
Actually release the monsters that can no longer arrive at their
migration destinations. Release their inventories too.
Release objects that can no longer arrive at migration destinations.
When the hero enters the planes branch, all the rest of the dungeon
gets discarded since it can no longer be reached. At the time that
that takes place, throw away any migrating monsters waiting to arrive
on any of those levels.
When entering the Plane of Earth (or level teleporting directly to
another endgame level in wizard mode), if the Wizard came off the
migrating_mons list instead being re-created from scratch, he would
be placed randomly on the level instead of next to the arrival point.
If his mstrategy field still had the STRAT_WAITFORU bit set and you
didn't move to where he could see you, he might never come after you,
at least until some future harassment event chose 'resurrect'.
If the first monster on the migrating_mons list couldn't arrive and
was put back on the list to try again later, 'later' would happen
immediately and the program looped forever trying and failing to
bring that monster to the level.
Defer repeat attempts at migration until losedogs() has been through
the whole migrating_mons list. mon_arrive() now populates a new
list called failed_arrivals and losedog() moves its contents, if any,
to migrating_mons prior to returning.
Extend findgd() to bring a migrating guard back 'early' if there is
one and an active guard is wanted but none is present on the level.
It the level is full then the found guard is likely to be sent into
limbo (scheduled to migrate back), so one can end up moving back and
forth. Unlikely to occur during normal play.
Also, when a guard is needed and there's a dead one parked at <0,0>,
revive it. The dead guard has temporary corridor info in its
mon->mextra->egd that a new one won't have. (This might introduce
unexpected changes in vault behavior but if so, the old behavior was
probably buggy.)
When the hero is in a vault, don't find a guard unless u.uinvault is
ready to bring it into play. It was finding one every turn and then
ignoring the result for 29 turns out of 30.
Change guard appearance timing: the first appearance is still after
30 turns, but if it goes away, bring it back after 15 more turns
rather than another 30 and repeat as needed.