Github issue #1326 states:
"dc9fe0d8bc
aims to nerf scrolls of scare monster a bit, making humans and uniques immune.
But in actuality this change also affects all elves, and also makes them immune
to musical instruments, including the objectively scary drums of earthquake.
This is possibly unintentional (I don't see why elves would be immune to bugles
but dwarves wouldn't), and in my experience (playing EvilHack which ports this
commit) it makes elves really annoying, and seems to contradict the commit's
message about getting "most of the effect in the early game when you're usually
dealing with normal monsters" (elves are fairly common starting from around Sokoban).
[...]
Also the commit has a comment saying "humans aren't monsters" presumably referring
to the scroll of scare monster, but read scrolls can still scare most @, or uniques
for that matter."
Resolves#1326
Instead of packing a coordinate into unsigned long, store the goal in
a coord struct, making the code a bit cleaner. Monster struct is
of course slightly bigger, but that should not really matter.
No change in monster behaviour.
Breaks saves and bones.
My commit 82f0b1e8ea to make monsters which had nowhere
to move would panic attack the hero if possible, broke the
special unicorn handling; they avoid being in-line with hero,
so often had nowhere to move...
Fixes#1344
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.
If a vampire in fog cloud form moves under a closed door and then
before moving further gets killed and revives in vampire form,
destroy the door instead of moving the vampire to a nearby open
spot (which might be a distant spot if the map is crowded). If the
door is trapped, explode the trap. That will damage the vampire but
usually not by enough to kill it.
This probably ought to be generalized to be done for any shape change
at a closed location but I ran out of gas.
Commit 22884522, ported (from Sporkhack, Evilhack), added the ability
for monsters to maintain awareness of player resistances that they
observed.
Since they will refrain from using a ranged attack that they deem
futile, take the specific monster's seen_resistance field into consideration
when choosing code paths based on the availability of ranged attacks.
Resolves#1307
Noticed when testing boulder pushing into/out of shops yesterday:
a shopkeeper can "mutter incantations" and fracture a boulder in the
shop, transforming it to rocks. If hero owed shk for the boulder
(happens when it has been further inside the shop and then gets pushed
to the shop's free spot), it would disappear from the shop's bill and
hero would then owe for the resulting rocks (which cost more than the
boulder!). That seemed confusing, especially since neither Iu nor Ix
would show the rocks (which are on the floor rather than in invent;
the $ command reported the amount owed, but not what the item was).
When such fracturing happens move the boulder from the unpaid section
of the shop bill to the used-up section before creating the rocks,
which are no longer interesting.
Messaging for vampires changing into fog clouds was inconsistent
in 3.6.x but already fixed in to-be-3.7.
However, maintaining an extra set of shape change messages (one
in newcham(), the other in vamp_shift() which turns out to only be
used when a vampshifter turns into a fog cloud in order to pass
under a closed door) was a nuisance. Redo vamp_shift() to use
newcham() feedback. Update that feedback to be accessibility-aware
and also to use "Your <mon>" instead of "The <mon>" when appropriate.
While in there, remove a couple of trailing spaces and eliminate
use of one dynamically constructed format string that necessitated
warning manipulation.
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
A mind flayer blasted a polyed hero on a pool, who reverted back
to human. The hero teleported to safety, but the mind flayer was
still thinking hero was at the old location, and tried to attack there.
Juiblex could expel the hero over water, they'd get relocated to
a safe location, but Juiblex was still thinking they were at
the location it expelled them.
Adds a new boolean option, spot_monsters. If on, every time
the hero notices a monster which was out of sight before,
a message is given. Combine with accessiblemsg to get the
monster location:
(3north): You see a newt.
Breaks saves and bones.
Consistent with their mythological role of punishing those who had
violated societal taboos -- oathbreakers, hosts who attacked their
guests, etc -- erinyes scale with the cumulative amount of alignment
abuse the hero has committed over the course of the game. This is
tracked separately from the alignment record, and cannot be cleared by
the hero improving her favor with her god via "good deeds" as the normal
alignment record can. Erinyes will gain abilities, levels, and attacks
as the hero's alignment abuse worsens. They will also aggravate
monsters when near the hero.
Two variations:
IndexOk(idx, array) validate that idx is a valid index into the array
IndexOkT(idx, array) validate that idx is a valid index into the
array, excluding the final Terminator element
monmove.c: In function ‘postmov’:
monmove.c:1391:65: warning: suggest braces around empty body in an ‘if’ statement [-Wempty-body]
1391 | Soundeffect(se_door_unlock_and_open, 50);
| ^
monmove.c:1410:55: warning: suggest braces around empty body in an ‘if’ statement [-Wempty-body]
1410 | Soundeffect(se_door_open, 100);
| ^
monmove.c:1435:60: warning: suggest braces around empty body in an ‘if’ statement [-Wempty-body]
1435 | Soundeffect(se_door_crash_open, 50);
Remove a stale comment and update one or two others.
Remove several trailing spaces.
Change the data type of a couple of variables from schar to int and a
couple others from int to coordxy.
Redo a nested 'if' sequence to un-nest; results in a bloated diff due
to reducing indentation for a big chunk of code.
Change monster movement to use u_on_newpos() when swallowed hero's
location moves along with engulfer so that a clipped map will be kept
up to date.
Fuzzer encountered "m_detach: monster already detached?"
A monster hit a black pudding that split. The clone was
created on top of a rolling boulder trap, which triggered,
the boulder hit the original black pudding, and killed it.
The dead pudding then retaliated (as the code didn't check
if it was dead) and a passive attack of the other monster
tried to kill the already dead pudding.
I think one of these checks would be enough, but adding the
DEADMONSTER check just in case.
Issue reported by vultur-cadens: tame monsters capable of using items
would pick up cursed ones and even wear cursed armor.
The report cites commit 6c9700ab25 but
I don't see any reason why it would be the cause. However, I was able
to reproduce the misbehavior and this commit seems to fix it.
Fixes#1072