Commit Graph

7885 Commits

Author SHA1 Message Date
Pasi Kallinen
9942b65df7 Resistances gained from worn or wielded items also protect inventory 2021-09-06 20:24:44 +03:00
PatR
9f230c3cd4 fix #K3436 - crash during restore
triggered by Grayswandir's hallucination resistance.  If the game
is saved while hero is hallucinating but having that be suppressed
by wielding Grayswandir, is riding, and the steed is on an object,
then during restore the hero's location will be updated because
of the presence of the object but the attempt to display the hero
there is made before u.usteed has been restored and fails.
2021-09-05 15:44:00 -07:00
Pasi Kallinen
e813cf5b05 Move sanity checking to start of main loop
... just after clearing the object bypasses, as some
of the monster movement code may use object bypass flags.
2021-09-05 10:14:16 +03:00
Michael Meyer
1b6dddc281 Fix: 'Suddenly you cannot see it'
Updates to m_dowear_type(worn.c) in 5a09a01a13 inadvertently reversed
the effect of an xor near the end of the function, causing it to go from
testing whether a monster's status as 'seen' or 'unseen' changed over
the course of the function to testing whether it remained the same.

As a result, whenever an unseen, invisible monster donned a piece of
armor anywhere on the map, the message 'suddenly you cannot see it'
would be printed.  Fix the xor so that it goes back to testing whether
visibility changed since the start of the function.
2021-09-04 14:21:41 -07:00
Pasi Kallinen
e61d149171 Fix eel hiding in dry land
When an eel was hiding in a pool and a rolling boulder trap
launched a boulder on top of the pool, and the boulder then
filled the pool, the eel ended up hiding on the dry land.

As a stopgap measure, kill off any monster that is in the
pool location when the boulder hits the pool. This should
probably be expanded to handle flying monsters differently.
2021-09-03 13:27:40 +03:00
copperwater
1bb686f744 Fix: replace_terrain used wrong y2 coordinate 2021-09-03 08:27:44 +03:00
Michael Meyer
e44de71499 Amplify booze effect if drinking on empty stomach
Drinking booze on an empty stomach will amplify its effects
(i.e. increase the duration of the resulting confusion); stuffing
yourself before drinking will have the opposite effect.
2021-09-02 15:52:39 -07:00
Pasi Kallinen
cf44cb3382 Handle buried zombifying corpses
When a zombifying corpse is buried, allow it to zombify and
dig itself out of the ground.

Also allow wishing for zombifying corpses.
2021-09-02 20:54:36 +03:00
Michael Meyer
6596718acd Count all poly'ing tins as potential sliming cures
Popeye, used to check whether eating a particular tin is a potential
lifesaving action, considered tins of chameleon meat a cure for sliming
(since you can polymorph into a fiery monster), but didn't credit the
same possible curative power to other tins which can polymorph the hero.

Use the polyfodder macro (used elsewhere to check whether eating
something will polymorph a monster/pet) to determine whether a tin will
polymorph the hero.
2021-08-29 15:36:35 -07:00
copperwater
f855fb5e45 Remove g.monstermoves
It's redundant with g.moves, so there is no more need for it.

Way, way back, it looks like g.moves and g.monstermoves can and did
desync, where g.moves would track the amount of moves the player had
gotten (and would therefore increase faster if the player were hasted)
and g.monstermoves would track the amount of monster move cycles, aka
turns. But this has not been the case for a long time, and they both
increment together in the same location in allmain.c. There are no
longer any cases where they will not be the same value.

This is a save-breaking change because it changes struct
instance_globals, but I have not updated the editlevel in this commit.
2021-08-28 16:22:38 -07:00
copperwater
0e05c94400 Remove requirement of object probs adding to 1000
When discussing the recent commit that removed makedefs -o from the
build process, nhmall pointed out that a sanity check ensuring all
objects within one class add up to 1000 probability had been removed as
well. This requirement was a perennial thorn in the side for anyone
doing anything that touches object probabilities, because allocating
probability to something meant deciding what to take it away from,
without a good way to evenly distribute that across all the other
members of the object class.

I had gotten around this in xNetHack by removing the sanity check and
making mkobj() total up the probability within an object class and then
using that instead of 1000. This commit takes a similar approach, but
instead of inefficiently recalculating the sum every time mkobj() is
called, it instead computes it at the start of the game or when
restoring the save file and stores it in a global variable.

This fixes a slight bias problem with rings - they are all supposed to
be of equal probability, but there are 28 of them and 1000 is not evenly
divisible by that, so the old formula made the later rings slightly more
likely. Now instead of a 35/1000 or 36/1000 chance, they are all
uniformly 1/28. (Internally they have a oc_prob of 1 now, not 0).

Gems are also weird, because their oc_prob values change every level.
This ought to have still worked without a change, because the arcane
formula for assigning the probabilities would still end up with them
adding to 1000. But I added in code to reset the total gem probability
anyway; this may help make the formula less arcane in the future.

There is still a sanity check against object classes having a nonzero
number of objects but zero total probability, in which case an
impossible will be thrown and every member of the class will be given
equal probability. I also downgraded the "probtype error" panic in
mkobj() to an impossible because it has a reasonable failure case -
return the first item in that class.
2021-08-28 17:03:39 +03:00
Pasi Kallinen
2aaee76c5c Fix ball bypass sanity complaint
Be punished, get swallowed, drop the ball inside the monster
via the 'D' drop, kill the swallower - this issued a sanity
check complaint about the ball bypass flag.

In this case, the ball was "floating", not on any object chain,
when dropped inside the monster, so clear_bypasses didn't
clear the flag.
2021-08-26 18:46:25 +03:00
Pasi Kallinen
2f94ad489f Reindent main loop
No code change, just reindenting the main loop, as it wasn't
reindented when the inner part was split into separate function.
2021-08-26 14:19:39 +03:00
Pasi Kallinen
70b953db44 Clear bypasses at beginning of main loop
Object bypass flag is used to check if an object was already
handled in an iteration loop, in cases where the linked list order
may change during iteration. The flags should never stay set
past a turn, if any were used.

Reset the bypass flags at the beginning of the main loop, without
checking g.context.move -flag; that flag gets reset if hero lifesaved.
2021-08-26 14:12:00 +03:00
PatR
573c4c0e63 reveal elapsed time during play
Have end of game disclosure and the ^X command display the amount
of time spent playing the current game instead of just putting that
in xlogfile.

This isn't an onscreen clock for speed runners as someone recently
asked about on reddit.  NetHack shouldn't attempt to handle that.
2021-08-25 15:02:26 -07:00
PatR
48252705b8 less elapsed time: ! and ^Z
Suppress any time spent in a sub-shell or in the background when
accumulating total elapsed play time.

This won't help for leaving the game idle instead of saving and
restoring.  That's a can of worms I'd prefer to leave sealed.
2021-08-25 14:49:58 -07:00
PatR
b1f3d1f864 elapsed time handling
The code has been assuming that time_t is some number of seconds.
That's valid for traditional Unix systems and for Posix compliant
systems but is not something guaranteed by the C standard.  (We ran
into a long time ago when trying out an alternate way to calculate
phase of moon.  That code made a similar assumption and broke one
of the ports.)

'ubirthday' also warrants being re-done but I've run out of energy.
2021-08-25 14:14:23 -07:00
PatR
52f5e79790 some restore.c reformatting
Some reformatting I did while investigating the mimic-as-strange-object
vs protection-from-shape-changers situation.  Not part of the fix for
that and no change in behavior.
2021-08-24 08:20:18 -07:00
PatR
e67f45fc5c fix #K3422 - mimic remains as 'strange object'
even when protection from shape changers is in effect.  I'm not sure
why mimicking other things doesn't trigger the same sanity check
warning.  This fix works for the strange object case and I assume
that it doesn't break the more general case.

When investigating, I noticed that save and restore (even leaving
the level and then returning) causes cancelled shape changers to be
uncancelled.  Treat being cancelled similarly to having to having
protection from shape changers in effect:  shape changer is forced
to revert to its innate form and not allowed to change shape.
2021-08-24 08:09:30 -07:00
Pasi Kallinen
a1b927a278 Use enum value, not hardcoded number 2021-08-24 11:34:28 +03:00
nhmall
1c869ca12f curses port 2021-08-22 21:04:19 -04:00
nhmall
07fadd5e69 fix nhl_loadlua() failures on Windows
The [dlb_]fopen() requires an RDBMODE argument on Windows.
ftell(), fseek(), and fread() interactions can be problematic otherwise.
2021-08-22 19:25:13 -04:00
Pasi Kallinen
6dc99f69b7 Prevent impossible trying to find a door position
When random dungeon level generation looks for room walls
to place doors at (for joining corridors or creating niches),
it complained about impossible, if the shaped theme room
doesn't have a valid place for a door.

Make the position routine return FALSE and let the
caller deal with it...

Observed this with the small circular themeroom which had
all 4 valid positions already joined with corridors, and
the niche function tried to add a niche to the room.
2021-08-22 18:44:20 +03:00
copperwater
89835554d8 Fix: gold dragon scale mail remained lit in bones
This is caused by the bones-pile-making routine using artifact_light()
as a test for whether it needs to call end_burn. Gold dragon scale mail
uses artifact_light(), but only returns true when its owornmask is set.
But owornmask was getting zeroed right before artifact_light() is
called. Fix is to move it right after instead.

Tested that Sunsword is not affected by this (created bones while
wearing gold dragon scales and wielding Sunsword in a dark area; when
returning to them, no light was emitted from the gravesite) because it
always returns true in artifact_light() irrespective of owornmask.
2021-08-21 22:52:10 -07:00
PatR
9e3eb5c7dd recent in_use comment typo 2021-08-21 13:18:48 -07:00
Pasi Kallinen
67b485601a sanity checking: bypassed billed object destroyed 2021-08-21 18:50:13 +03:00
PatR
d268a8f726 sanity checking: obfree() vs obj->in_use
Drinking a potion sets the in_use flag so that it can be deleted
if found in a hangup save file.  That flag wasn't being cleared if
a shop-owned item is used up and goes onto the shop bill instead of
being discarded.  The recently revised object sanity checking was
complaining (turn after turn after turn until player paid for the
potion) that there was an object with its in_use bit set.

Restore only purges in_use objects in invent and didn't mess up
billing by getting rid such objects since they're on another list.
2021-08-21 05:36:06 -07:00
nhmall
9bb96322a8 compile NetHack-3.7 without makedefs-generated .h files
This evolves and hopefully eases the game-build requirements by
removing game-compile dependencies on any header files generated
by the makedefs utility, including:

date.h dependency and its inclusion is removed and comparable functionality
is produced at runtime via new file src/date.c.

pm.h dependency and its inclusion is removed and comparable functionality is
produced by moving the monster definitions from monst.c into new header
file called monsters.h and altering them slightly. The former pm.h header
file #define PM_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.

onames.h dependency and	its inclusion is removed and comparable functionality
is produced by moving the object definitions from objects.c into new header
file called objects.h and altering them slightly. The former onames.h header
file #define values are now replaced with appropriate emitted enum entries
during the compiler preprocessing.

artilist.h has been slightly altered, and the former onames.h artifact-related
header file #define ART_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.

makedefs can still produce date.h (makedefs -v), pm.h (makedefs -p), and
onames.h (makedefs -o) for reference purposes. They won't be used during
the compiler.

The other uses for makedefs remain. They are used to prepare external
file content that the game utilizes, not prerequisite code for the
compile:
    makedefs -d    (database)
    makedefs -r    (rumors)
    makedefs -h    (oracles)
    makedefs -s    (epitaphs, engravings, bogusmons)

date.c

Pull the code for date/time stamping from mdlib.c into date.c.
Set date.o to be dependent on source files, header files, and .o files
so that date.o is rebuilt from date.c when any of those changes, thus
ensuring an accurate date/time stamp. It also includes git sha
functionality formerly done by makedefs writing #define directives
into include/date.h. For unix it passes the git info on
the compile line for date.c (via sys/unix/hints/linux.2020, macOS.2020)

nethack --dumpenums (optional, but on by default)

Allow developer to obtain some internal enum values from NetHack
without having to resort to an external utility such as
makedefs.

Uncomment #define NODUMPENUMS in config.h to disable this.

The updates to sys/windows/Makefile.gcc have not been tested yet.
2021-08-21 07:59:18 -04:00
PatR
61b6bab292 potionbreathe's obj->in_use
potionbreathe() uses obj->in_use as a flag to inhibit wielded unholy
water from being dropped in case that gets broken against a monster
and triggers the hero to change from human were-critter to beast were-
critter.  Reset that to zero if caller hasn't already set it to 1.
2021-08-20 15:11:24 -07:00
PatR
191a1b01b8 ohitmon: obfree vs delobj
Make missiles that aren't launched by the hero and that hit a monster
use the routine that protects the Amulet and invocation items against
being deleted.  I don't think there are any cases where this matters
because those items don't break when they hit something, but be more
cautious.
2021-08-20 15:06:05 -07:00
PatR
f1fa497556 shk.c formatting
Mostly wrapping wide lines.  No change in behavior except one
impossible warning now ends in "?" instead of "??".
2021-08-20 15:01:36 -07:00
PatR
3736f2ba4c delobj() rejection
If the Amulet or an invocation item refuses to be deleted, make sure
the retained object doesn't get left with its in_use bit set.  I'm not
sure whether there are any cases where this matters.
2021-08-19 14:55:22 -07:00
PatR
4c31bac353 tool_in_use()
tool_in_use() [for the '(' and '*' commands] has nothing to do with
the obj->in_use bit, so rename it to tool_being_used().
2021-08-19 14:20:43 -07:00
PatR
6d291e7718 sanity check false positive for obj->nomerge
The luckstone in the Mines and the amulet of reflection or bag of
holding in Sokoban have their 'nomerge' bit set until they make
it into the hero's inventory.  So don't complain about them when
sanity_check is enabled.
2021-08-19 13:08:22 -07:00
PatR
35831023b1 when spellbook being read becomes cursed
Revisit a 3.6.1 fix.  When the hero is occupied reading a spellbook
and something causes it to become cursed without interrupting (post-
Wizard harassment's malignant aura), always stop reading instead of
just when the book's bknown flag is already set.
2021-08-18 17:40:09 -07:00
PatR
f74121d1ce extended object sanity checking
When sanity checking is enabled, check objects for bits used as
temporary flags that should always be cleared by the time that a
sanity check pass gets made:  o.in_use, o.bypass, and o.nomerge.

Also, fix glob checking.  It was unintentionally placed within
the braces of ``if (obj->owornmask) { ... }'' so didn't actually
check globs except for the unlikely case when wielded in one of
the uwep/uswapwep/uquiver slots.
2021-08-18 17:17:14 -07:00
PatR
aaf78cea4e some potion.c formatting bits 2021-08-18 13:18:26 -07:00
PatR
c99895ad20 Oselect() for monster's weapon
Make the Oselect() macro less likely to accidentally interfere with
caller's if-then-else usage.
2021-08-17 16:31:14 -07:00
PatR
91ab9b313a [not] leashing long worm['s tail]
Leashing a long worm isn't allowed so leashing its tail isn't either.
Make the rejection message be more specific for the tail case.
2021-08-17 16:26:51 -07:00
Pasi Kallinen
f43bfc3f71 Lua: diagonals for selection floodfill 2021-08-15 13:50:28 +03:00
Pasi Kallinen
0bf4bea6ec Fix eels hiding when a pool boiled off
Sanity check caught an eel hiding on floor; this was caused by
an exploding flaming sphere boiling off the pool the eel was
hiding in. The freezing water case was already handled, so
add the same, rather lackluster handling, to the fire case.
2021-08-14 13:43:04 +03:00
Pasi Kallinen
2748ac746e lookaround comments
trying to figure this out
2021-08-12 19:38:29 +03:00
nhmall
e9ec17f68a Merge branch 'trapdoor-consistency' of https://github.com/entrez/NetHack into pr574 2021-08-12 08:55:29 -04:00
Michael Meyer
38d027d1f9 Fix: travel from 'interesting' position
(including resuming travel after being interrupted)

Attempting to travel from an 'interesting' spot that would normally
stop travel mid-attempt (next to a door, next to a monster, etc) would
fail to get off the ground, because the 'interesting thing' would halt
travel before taking the first step.

Prior to 433f0cc, initiating travel would immediately trigger a call to
domove in rhack; as part of refactoring travel, the order of events in
rhack was changed so that this didn't happen immediately as before.  Add
domove to the end of dotravel_target to produce a similar effect to the
previous arrangement.

domove also zeroes out g.domove_attempting, which I think is the reason
c0c617c seemed to mitigate some of the issues associated with this
problem (e.g. travel target selection seemingly not registering right
away).

Fixes #559
2021-08-11 09:19:56 -04:00
Michael Meyer
a9358eb13d Fix up msgs when dropping obj on trapdoor
Messages for dropping an object on a trapdoor or hole seemed to
imply they still operate by the rules of a pit (that any object on the
same square as the trap is automatically inaccessible).  Since this is
no longer true for trapdoors and holes as of 1b7c372f, it seems
misleading to say an item "tumbles into the hole" even when it doesn't
fall through and stays on the current level.

Even for an item which really did fall through to the level below, these
messages were redundant since they were immediately followed by
near-identical messages from down_gate(dokick.c).

Limit the "tumbles into the pit" messages to pits only, and rely on the
standard down_gate message for items which fall through a trap door
or hole.
2021-08-11 08:57:53 -04:00
Michael Meyer
a326f622f6 Permit blind feeling for objects on trapdoor
Items on a trap door or on the edge of a hole are accessible (they can
be picked up, kicked, etc), but these locations were considered
inaccessible for purposes of feeling the ground for objects while blind.
2021-08-10 20:14:27 -04:00
nhmall
2baadd6a29 header files sym.h and defsym.h
There were multiple symbol-related lists that had to be kept
in sync in various places.

Consolidate some of that into a single new file
    defsym.h
with a set of morphing macros that can be custom-called from
the various places that use the sym info without maintaining
multiple occurrences. Most maintenance can be done there.

Rename monsym.h to sym.h since it looks after some
symbols not related to monsters now too.

The defsym.h header file is included in multiple places to
produce different code depending on its use and the controlling
macro definitions in place prior to including it.

Its purpose is to have a definitive source for
pchar, objclass and mon symbol maintenance.

The controlling macros used to morph the resulting code are
used in these places:
  - in include/sym.h for enums of some S_ symbol values
    (define PCHAR_ENUM, MONSYMS_ENUM prior to #include defsym.h)
  - in include/objclass.h for enums of some S_ symbol values
    (define OBJCLASS_ENUM prior to #include defsym.h)
  - in src/symbols.c for parsing S_ entries in config files
    (define PCHAR_PARSE, MONSYMS_PARSE, OBJCLASS_PARSE prior
    to #include defsym.h)
  - in src/drawing.c for initializing some data structures/arrays
    (define PCHAR_DRAWING, MONSYMS_DRAWING, OBJCLASS_DRAWING prior
    to #include defsym.h)
  - in win/share/tilemap.c for processing a tile file
    (define PCHAR_TILES prior to #include defsym.h).
2021-08-10 13:35:25 -04:00
PatR
62e09ae9f3 fix github issue #564 - unicorn vs displaced hero
Unicorns attempted to avoid being in direct line with the hero's
actual location even when displacement causes unicorn to think hero
was at some other spot.  Change to avoid lining up with presumed
location even if that leaves the monster lined up with the hero.

While in mon.c, reorder the static function declarations near the
beginning of the file to match their order within it.

Fixes #564
2021-08-06 17:59:53 -07:00
PatR
828cbcf4ab tribute update: The Amazing Maurice
Add four new passages to The Amazing Maurice and His Educated Rodents,
bringing total to 14.

When wishing, accept truncated title "The Amazing Maurice" as well as
the full title.
2021-08-05 17:44:04 -07:00
PatR
8a6c48034f description of stair destination for level 1 up
Having the opposite side of the stairs up from level 1 be unknown is
weird because the hero conceptually just came down those stairs at
the start of the game.  But it's tricky because remote destination
varies depending on whether the Amulet is being carried.  This gives
an accurate description of where the stairs lead (if you step on
them with the 'mention_decor' option On, or use the ':' command when
already on them).

|"There is a staircase up out of the dungeon here."
or
|"There is a branch staircase up to the Elemental Planes here."

It gives away a little information when carrying the Amulet, but not
much and anyone who gets that far deserves a break.
2021-08-05 13:46:20 -07:00