Commit Graph

808 Commits

Author SHA1 Message Date
nhmall
6d385661c0 Merge branch 'NetHack-3.6' 2019-11-02 01:58:32 -04:00
Pasi Kallinen
54024f2015 Fix pet polyed to long worm staying leashed
Long worms cannot be leashed, but polymorphing a leashed pet
into a long worm kept it leashed.
2019-11-01 19:05:48 +02:00
nhmall
2eab66617d Merge branch 'NetHack-3.6' 2019-10-30 13:21:20 -04:00
Bart House
43ef5ef7fa Windows Store support for NetHack 3.6. 2019-10-29 21:28:39 -07:00
nhmall
34d38dcf82 Merge branch 'NetHack-3.6' 2019-10-28 00:45:56 -04:00
nhmall
a399151d01 some symbol tweaks
A few symbol-related modifications:

- fulfill a request from a blind player to allow them to
  specify a unique/recognizable character for all pets and/or
  the player in the config file for use when using a screen
  reader (S_player_override, S_pet_override). Requires sysconf
  setting ACCESSIBILITY to be set to have an effect, although
  they can still be specified in the config file.

- Config file SYMBOLS entries were not working properly on
  the rogue level. Allow ROGUESYMBOLS as well as SYMBOLS to be
  specified in the config file independently.

- When values are moved into showsyms[], the overriding SYMBOLS
  or ROGUESYMBOLS entry from the config file is used if there is
  one; if there is no overriding value for a particular symbol,
  the loaded symset value is used; if there is no symset entry
  loaded for the symbol then a default symbol is used.
2019-10-27 23:12:11 -04:00
nhmall
3dd7325ff1 Merge branch 'NetHack-3.6' 2019-10-19 12:30:38 -04:00
nhmall
c099e0a1ff grammar fix for "That walking shoes is really a small mimic" 2019-10-19 12:05:33 -04:00
PatR
f114675739 containers in shops
Fix a couple of bugs I stumbled across while testing something else.
The sell prompt for a container dropped in a shop had phrasing issues.
This fixes a couple but there are more.  The message composition
assumes that contents fall into two categories:  those already owned
by the shop and those the shopkeeper is offering to buy from the hero.
But there is a third:  stuff the shopkeeper doesn't care about so
won't buy.  The count_contents() routine can supply total contents or
shop-owned contents.  Subtracting one from the other yields combined
hero-owned without any way to separate out shk-cares and don't-care.
2019-10-18 15:00:16 -07:00
nhmall
642f698a7a Merge branch 'NetHack-3.6' 2019-10-01 20:44:57 -04:00
HMM
2fb9cf7a1c Rework autopickup exceptions to override one another like menucolors 2019-09-24 18:20:49 -04:00
nhmall
a36792162c Merge branch 'NetHack-3.6' 2019-08-30 22:11:44 -04:00
PatR
3e0d029a45 fix #H9164 - crash during restore when swallowed
Subject was "display crash while in curses mode".  Restoring with
perm_invent set in config file or NETHACKOPTIONS when the save was
made while swallowed (regardless of perm_invent at that time) resulted
in a crash when invalid u.ustuck was referenced before restoration had
done its pointer fixups.

init_nhwindows() is called with perm_invent On;
restgamestate() temporarily turns it Off (3.6.2 restore hack);
if/when update_inventory() gets called, curses notices that the
persistent window has been disabled so it tears down all its windows
in order to redraw the screen without that one;
docrt() sees non-Null u.ustuck and calls swallowed();
swallowed() tries to use the value of that pointer rather than just
Null/non-Null but the value is from the previous game session, not
valid for the current session;
crash.

Make yet another attempt to prevent update_inventory() from being
called during restore.  curses won't try to redraw and the crash
won't happen.  But the invalid pointer is still lurking (until an
eventual fixup later during restore).

An earlier fix for update_inventory() during restore actually handled
this problem (for the most common trigger, setworn(), but not in
general), so the 3.6.2 behavior is a regression.
2019-08-30 18:11:43 -07:00
Bart House
cd1b650fb7 Merge branch 'NetHack-3.6'
# Conflicts:
#	DEVEL/Developer.txt
#	include/config.h
#	include/decl.h
#	include/display.h
#	include/extern.h
#	include/global.h
#	include/hack.h
#	include/patchlevel.h
#	src/display.c
#	src/dothrow.c
#	src/makemon.c
#	src/monst.c
#	src/objnam.c
#	src/sp_lev.c
#	src/wield.c
#	src/zap.c
#	sys/share/pmatchregex.c
#	sys/winnt/Makefile.msc
2019-07-14 23:36:56 -07:00
Bart House
5870cb6a92 Revert "Added experimental feature NEW_KEYBOARD_HIT."
This reverts commit bc65112ce0.
2019-07-14 21:28:55 -07:00
Bart House
fe9fc4cac1 Revert "Added nhassert to core."
This reverts commit 0ca299acb3.
2019-07-14 21:15:54 -07:00
Bart House
177bd39646 Revert "Tweaks to nhassert implementation. Change to warnings on MSC build."
This reverts commit 2f3da35c68.
2019-07-14 21:15:01 -07:00
Bart House
f7c956c35a Revert "Adding ptr_array data structure."
This reverts commit e665d3b850.
2019-07-14 21:12:59 -07:00
Bart House
4c1c247028 Revert "Fuzzer improvements."
This reverts commit 435f1c4626.
2019-07-14 21:10:39 -07:00
Bart House
a66fed3d5a Revert "Move fuzzer_start, fuzzer_stop and fuzzer_log to pline.c"
This reverts commit d9da488c35.
2019-07-14 21:09:29 -07:00
Bart House
883745a3c4 Merge branch 'NetHack-3.6'
# Conflicts:
#	include/extern.h
#	src/allmain.c
#	win/tty/topl.c
2019-07-14 14:41:11 -07:00
Bart House
d9da488c35 Move fuzzer_start, fuzzer_stop and fuzzer_log to pline.c 2019-07-14 14:30:38 -07:00
nhmall
041a9ad9c1 Merge branch 'master' into NetHack-3.7 2019-07-14 09:57:32 -04:00
nhmall
ec1b77ff80 Merge branch 'NetHack-3.6' 2019-07-14 09:39:24 -04:00
Bart House
435f1c4626 Fuzzer improvements.
phase_of_moon and friday_13th determined using rn2() instead of local
time if fuzzing.  Don't reseed using init_random() if fuzzing.  Allow
set_random to be called outside of hacklib.  rn2_on_display_rng uses
rn2 if fuzzing so that we have a single source of random that we can
ensure is reproducible.  Implement rul() that returns a random unsigned
long.  Fix bug in fuzzer handling of ntposkey which would cause us to use
unitialized values for x and y.  Added command line arguments to allow
auto starting and stopping of fuzzer.  Add a logging facility for the
fuzzer to use to record activity.  Added some scripts used to automate
fuzzer testing on windows.
2019-07-14 00:20:09 -07:00
Bart House
e665d3b850 Adding ptr_array data structure. 2019-07-13 16:08:08 -07:00
nhmall
505c1e4b02 Merge branch 'master' into NetHack-3.7 2019-07-13 00:38:40 -04:00
nhmall
77fd719e05 Merge branch 'NetHack-3.6' 2019-07-13 00:38:10 -04:00
Bart House
2f3da35c68 Tweaks to nhassert implementation. Change to warnings on MSC build. 2019-07-12 18:40:34 -07:00
Bart House
0ca299acb3 Added nhassert to core. 2019-07-11 22:01:39 -07:00
nhmall
394fad32eb Merge branch 'master' into NetHack-3.7 2019-07-10 22:02:22 -04:00
nhmall
7dfffbb712 Merge branch 'NetHack-3.6' 2019-07-10 21:58:58 -04:00
Bart House
bc65112ce0 Added experimental feature NEW_KEYBOARD_HIT. 2019-07-09 22:30:34 -07:00
nhmall
093e062de6 Merge branch 'master' into NetHack-3.7 2019-07-02 22:47:29 -04:00
nhmall
ca6dbd4b71 Merge branch 'NetHack-3.6' 2019-07-02 22:46:53 -04:00
PatR
1e7fb839a3 status_hilite for Xp and Exp by percent rules
Extend support for highlight rules that specify percentages from HP
and spell power to experience level and experience points.  For both
of those, the percentage is based on progress from the start of the
current Xp level to the start of the next Xp level.  100% isn't
possible so is used to enable highlighting a special case:  1 point
shy of next level, most likely to occur after losing a level.

This is something I had in mind a long time ago and then forgot all
about until fiddling with the final disclosure of experience points
recently.  It turned out to be trickier than expected because it needs
to check whether Xp should have a status update when it hasn't changed
but Exp has gone up.  The latter might hit a percentage threshold that
switches to another highlight rule.  Fortunately changes to Exp, at
least that aren't part of level gain or loss (which always trigger
status updating), are all funnelled through a single place (I hope).
2019-07-02 17:39:23 -07:00
nhmall
ba0f6ed47f updated files 2019-06-23 00:57:38 -04:00
nhmall
7054e06e42 NetHack minor release checklist items - savefiles
Make some progress on a couple of next minor release checklist
items, hopefully without introducing too many new bugs. This
is just the initial commit, and work continues.

Checklist items:

Savefiles compatible between Windows versions, whether 64-bit
or 32-bit in little-endian field format.

Selection of file formats:
 historical (structlevel saves),
 lendian (little-endian, fieldlevel saves),
 and just for proof-of-concept, ascii fieldlevel saves
 (the ascii is huge! 10x bigger than little-endian).

For the fieldlevel save, all complex data structures recursively
get broken down until until it is one of the simple types that
can't be broken down any further, and that gets when it gets
written to the output file.

New files needed for this build:

hand-coded:
include/sfprocs.h
src/sfbase.c      - really a dispatcher to one of the
                    output/input format routines.
src/sflendian.c   - little-endian output writer/reader.
src/sfascii.c     - ascii text output writer/reader.

auto-coded (generated):
include/sfproto.h
src/sfdata.c

This is just one approach. I'm sure there are countless others
and they have different pros and cons.

For producing the auto-coded files a utility called
universal-ctags, that is actively maintained and evolving,
was used to do all the heavy-lifting of parsing the
NetHack C sources to tabulate the data fields, and store
them in an intermediate file called util/nethack.tags
(not required for building NetHack if you already have a
generated include/sfproto.h and src/sfdata.c)

util/readtags (also not required for building NetHack
itself) will decipher the nethack.tags file and produce
the functions that can deal with the NetHack struct data
fields.

You can obtain the source for universal-ctags by cloning it
from here:
https://github.com/universal-ctags/ctags.git

The combination universal-ctags + util/readtags has been
tried and tested under both Windows and Linux, so it is
not tied to a particular platform.

Note: util/readtags will work only with universal-ctags
output, so other ctags are unlikely to work as-is.
Universal-ctags can be build from source very easily
under Linux, or under Windows using visual studio.
2019-06-23 00:11:46 -04:00
nhmall
f167fe4d7e Merge branch 'NetHack-3.6' 2019-06-10 08:05:46 -04:00
PatR
5d59b288c9 muse wand/horn feedback
One of the claims in #H8849 was that a monster which zapped a wand
that the hero had fully identified made hero's knowledge of it revert
to "a wand".  That doesn't happen; it had to have been a different
wand which hadn't been seen up close yet.  But the hero should lose
track of known number of charges if a wand is zapped outside his/her
view.  When implementing that I noticed that a monster playing a fire
horn to burn away slime was using the routine that gives wand
feedback.  Add a separate, similar routine for magical horn feedback.

Half this diff is due to moving a naming support routine from mhitm.c
to do_name.c.
2019-06-10 03:16:52 -07:00
nhmall
797579399c Merge branch 'NetHack-3.6' 2019-06-09 09:45:14 -04:00
PatR
56d16fc7ee more ^G of "hidden <monster>"
Fix a couple of glitches and add an enchancement.  The monster
attributes structure left the 'hidden' field uninitialized unless user
specified "hidden".  Mimics were being flagged with mon->mundetected
because they pass the is_hider() test but they 'hide' by taking on an
appearance rather than being unseen due to mundetected.  hides_under()
monsters fail the is_hider() test, but can become mundetected if there
is at least one object present.  Eels/other fish are neither is_hider()
nor hides_under() but can be mundetected at water locations.  So alter
'hidden' handling to deal with these various circumstances.

Asking for 'hidden' for any type of creature will result in having its
location be highlighted if it can't be actively seen or detected.  So
using '2000 ^G piranha' will fill up the Plane of Water "normally" but
'2000 ^G hidden piranha' will result in a ton of draw-glyph/delay/
draw-other-glyph/delay sequences and take a painfully long time.  Moral
of the story:  don't combine 'hidden' with a large count unless you
want to spend quite a while watching the level's fill pattern.  Turning
off the 'sparkle' option will cut the flashing in half but still take
a long time.  If you really need to fill a level with hidden creatures
and can't bear the flashing/highlighting, use blessed potion of monster
detection or #wizintrinsics to have extended detect.  Then all created
monsters will be seen so none will trigger location highlighting.

If you create a 'stalker' or 'invisible stalker' or 'invisible <other-
mon>' its location won't be highlighted, but for 'hidden stalker' or
'hidden invisible stalker' or 'hidden invisible <other-mon>' it will
(provided you don't actually see it due to See_invisible or sensemon()).
2019-06-09 06:11:09 -07:00
nhmall
26bf4f1e11 Merge branch 'NetHack-3.6' 2019-06-09 08:43:40 -04:00
nhmall
54d24d0333 make display effect code reusable and move it to display.c 2019-06-08 23:19:29 -04:00
nhmall
d0210d9c90 Merge branch 'NetHack-3.6' 2019-06-08 09:38:27 -04:00
PatR
c741d6c7c9 missile light sources
Throwing or kicking a lit lamp, lit candle, or lit potion of oil
wasn't giving off any light as it travelled to its destination.
Now it does, and dungeon features, objects, or monsters that are
temporarily seen as it moves from square to square till appear on
the map.  In the monster case, they go away as soon as the light
moves beyond range, but when it finishes moving the "remembered,
unseen monster" glyph will be drawn at their location.  I think that
part has some room for improvement, but mapping temporarily seen
terrain features is the primary impetus for this change.

Also, any message delivery while the "lit missile" travelled still
showed its light around the hero.  Noticeable for lamps or stacks
of sufficient candles if hero has no other light source.

This cannibalizes the monst->mburied bit for temporarily seeing a
monster.  It has been present but unused for ages.  I needed to
replace a couple of vision macros to make sure they didn't examine
it any more so that overloading for transient lighting doesn't
introduce any vision oddities.  For version $NEXT, monst->mtemplit
can be given its own bit.  It is only set during bhit() execution
and cleared by the time that returns, so has no effect on save files.
2019-06-08 04:50:40 -07:00
PatR
a27ca52b03 vampshifting by poly'd hero
Hero polymorphed into a vampire or v.lord can use #monster to switch
to vampire bat or fog cloud [or wolf for lord] but it was a one shot
polymorph.  Remember when current form is a shape-shifted vampire and
allow #monster in shifted form to pick another shifted form or the
vampire form.

Genocide of the alternate shape forces back to base vampire.  Genocide
of base vampire does too, then reverts to human (or dwarf, &c) as
vampires go away.  Being killed while shafe-shifted reverts all the
way to human rather than to vampire.  [Just realized:  interaction
with Unchanging wasn't taken into consideration so hasn't been tested.]

Since 'youmonst' isn't saved and restored, I had to add a field to 'u'
to hold youmonst.cham during save/restore.

Tested with 3.6.2+ and seemed to be working (except saving while
shape-shifted restored as ordinary bat/cloud/wolf because new u.mcham
wasn't there to hold youmonst.cham yet).  Builds with 3.7.0- but not
execution tested yet (I didn't want to clobber my current playground).
2019-06-06 16:51:43 -07:00
nhmall
bfc4445537 Merge branch 'NetHack-3.6' 2019-06-05 08:08:32 -04:00
nhmall
a65682f58e allow a parent function to restrict use of placebc
placebc was triggering an impossible sometimes on the plane of
water

It turned out to be because movebubbles issued an
unplacebc(), but a downstream function called
placebc(), so when movebubbles() issued its own
placebc() there was a problem.

The downstream function that beat movebubbles to the placebc()
turned out to be unstuck(). There could be others.
2019-06-04 21:18:46 -04:00
PatR
43afa91ff8 fix #H8850 - bless/curse state in perm_invent
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
2019-06-04 10:50:24 -07:00