Commit Graph

93 Commits

Author SHA1 Message Date
copperwater
3219ed1aa8 Fix: engraving with non-blade dulled the weapon anyway
Due to a logic bug introduced when engraving became an occupation - the
code that tests to see whether the player is writing with a weapon that
will get dulled wasn't correctly checking that they were actually
carving an engraving.
2021-02-19 00:25:45 -05:00
copperwater
9c6a5fc423 Make engraving an occupation
Instead of inexplicably paralyzing the player for the duration of their
engraving. Many a character has died by trying to engrave something and
then sitting there diligently writing it while monsters surround and
attack them. (This was especially prominent back in the 3.4.3 era when
repeated Elbereths were viable, but it still occurs today with e.g.
using a hard stone to engrave Elbereth). There were also some other
oddities - for instance, if something teleported the player away while
they were engraving, they would continue to "engrave" (be paralyzed) on
their new location, but would not produce any text there; the full
engraving would be placed on their initial position.

In this commit, I have converted engraving to use the occupation
framework, which treats it as an interruptible activity. This
necessitated some logical restructuring, mostly involving the engraving
being written out in chunks as the player spends more uninterrupted time
on it.

I've tried to keep this free of regressions except for those inherent to
the occupation system.

What has NOT changed:
- The rate of engraving is still 10 characters per turn, or 1 character
  using slow methods.
- The formulas for determining how much a bladed weapon or marker can
  engrave before getting exhausted are kept. Though this is a bit
  convoluted, and if it's not considered important to preserve the
  existing behavior, I would recommend simplifying it by decreasing the
  maximum engraving length for weapons by 1 so that each point of
  enchantment simply gets you 2 characters' worth of engraving (e.g. a
  -2 weapon will only engrave 1 or 2 characters before dulling to -3,
  rather than giving it a third "grace character".
- The input buffer is still modified based on confusion/blindness/etc
  only at the time when the player inputs it (if they gain a
  debilitating status while engraving, it will not affect the text). My
  personal preference is to make the text affected in scenarios like
  that, but it's not strictly necessary to do here, so I didn't.
- Wand messages such as "The floor is riddled by bullet holes", and
  blinding from engraving lightning, still appear before the hero starts
  to take any time engraving. As noted above, getting blinded by the
  wand still has no effect on accurately engraving the text, unless the
  hero was already blind or impaired.

What has changed:
- Moving off the engraving or losing the object being engraved with
  causes the player to stop engraving.
- Wands can still engrave an arbitrary amount of text using a single
  charge, but if the hero is interrupted and decides to start engraving
  again, they will consume a second charge.

As it adds a new field to g.context, this is a save-breaking change.
2021-02-08 00:11:07 -05:00
nhmall
4e0a1e0462 during engraving, spaces were counted instead of non-spaces
2015 commit 27d8b631cd incorrectly altered a test

	/* Chop engraving down to size if necessary */
	if (len > maxelen) {
	    for (sp = ebuf; (maxelen && *sp); sp++)
->		if (!isspace(*sp)) maxelen--;
	    if (!maxelen && *sp) {
		*sp = (char)0;
		if (multi) nomovemsg = "You cannot write any more.";

was changed to:

	/* Chop engraving down to size if necessary */
        if (len > maxelen) {
	    for (sp = ebuf; (maxelen && *sp); sp++)
->		if (*sp == ' ') maxelen--;
	    if (!maxelen && *sp) {
		*sp = (char)0;
		if (multi) nomovemsg = "You cannot write any more.";

Fixes #457
2021-02-06 18:49:16 -05:00
nhmall
5b1d668c44 enable -Wformat-nonliteral for linux and equivalent for windows compilers
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’
2021-02-02 19:03:12 -05:00
PatR
38e69519d1 fix #K3257 - lichens' sticky attack holds hero
in the air.  can_reach_floor() was changed relatively recently
to return False if hero was held by a monster.  It wasn't
necessarily because the monster was lifting him or her off the
floor though.  Restricted movement could produce same effect.

Change the new behavior to only happen when holder has used a
hug attack, so that being held by a fungus or mimic doesn't
prevent access to the floor.

This may need to be revisited because the idea that the hero's
arms have been pinned by a hugging monster contradicts the
ability to attack that monster.  However, it matches the long-
standing inability to attack any other adjacent monster in
that circumstance.
2021-01-30 17:19:17 -08:00
nhmall
f963c5aca7 switch source tree from k&r to c99 2021-01-26 21:06:16 -05:00
copperwater
0b638592a4 Refactor getobj() to use callbacks on candidate objects
This replaces the arcane system previously used by getobj where the
caller would pass in a "string" whose characters were object class
numbers, with the first up to four characters being special constants
that effectively acted as flags and had to be in a certain order.
Because there are many places where getobj must behave more granularly
than just object class filtering, this was supplemented by over a
hundred lines enumerating all these special cases and "ugly checks", as
well as other ugly code spread around in getobj callers that formatted
the "string".

Now, getobj callers pass in a callback which will return one of five
possible values for any given object in the player's inventory. The
logic of determining the eligibility of a given object is handled in the
caller, which greatly simplifies the code and makes it clearer to read.
Particularly since there's no real need to cram everything into one if
statement.

This is related to pull request #77 by FIQ; it's largely a
reimplementation of its callbacks system, without doing a bigger than
necessary refactor of getobj or adding the ability to select a
floor/trap/dungeon feature with getobj. Differences in implementation
are mostly minor:
- using enum constants for returns instead of magic numbers
- 5 possible return values for callbacks instead of 3, due to trying to
  make it behave exactly as it did previously. PR #77 would sometimes
  outright exclude objects because it lacked semantics for invalid
  objects that should be selectable anyway, or give slightly different
  messages.
- passing a bitmask of flags to getobj rather than booleans (easier to
  add more flags later - such as FIQ's "allow floor features" flag, if
  that becomes desirable)
- renaming some of getobj's variables to clearer versions
- naming all callbacks consistently with "_ok"
- generally more comments explaining things

The callbacks use the same logic from getobj_obj_exclude,
getobj_obj_exclude_too and getobj_obj_acceptable_unlisted (and in a few
cases, from special cases still within getobj). In a number of them, I
added comments suggesting possible further refinements to what is and
isn't eligible (e.g. should a bullwhip really be presented as a
candidate for readying a thrown weapon?)

This also removed ALLOW_COUNT and ALLOW_NONE, relics of the old system,
and moved ALLOW_ALL's definition into detect.c which is the only place
it's used now (unrelated to getobj). The ALLOW_ALL functionality still
exists as the GETOBJ_PROMPT flag, because its main use is to force
getobj to prompt for input even if nothing is valid.

I did not refactor ggetobj() as part of this change.
2021-01-07 11:06:58 -05:00
PatR
1b7c372f5d fix #K3231 - objects vs pits and holes
This got out of hand pretty quickly.  can_reach_floor() had
different criteria than trap activation.  Objects dropped at a
hole locations that don't fall through were treated as if they
were at the bottom of an abyss, so couldn't be examined or
picked up.

This a bunch of changes; it is bound to introduce some new bugs.
2020-12-22 13:48:29 -08:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR
82ccfaa3ac fix github issue #346 - duplicate 'head_engr' defs
Post-3.6.x issue.  head_engr has been defined in engrave.c for ages
but the definition was relatively recently duplicated in decl.c.
gcc 10 defaults to more rigorous checking (-fno-common) and complained
about the duplicate.  Remove the original definition from engrave.c.

Fixes #346
2020-05-18 11:46:23 -07:00
Pasi Kallinen
88aa0793dc Allow flipping levels horizontally or vertically
When a special level is created, there's a chance it gets flipped
horizontally and/or vertically.

Add new level flags "noflip", "noflipx", and "noflipy" to prevent
flipping the level. Add a wiz-mode command #wizlevelflip to test
the flipping on current level - although this doesn't flip everything,
as level flipping is meant to happen during level creation.
2020-02-21 18:16:14 +02:00
nhmall
480c3eb6e0 include/lev.h is an empty header file so just get rid of it 2019-12-14 17:18:48 -05:00
nhmall
bc8c1f8f56 remove field-level savefile code 2019-12-08 07:27:01 -05:00
nhmall
a701c5870d quiet a number of macosx warnings 2019-12-05 11:52:21 -05:00
nhmall
8cd73c8cc9 Merge branch 'NetHack-3.6' 2019-11-29 16:57:23 -05:00
nhmall
fd7d0f5d52 more things considered when you're on the brink 2019-11-29 11:14:55 -05:00
nhmall
7da9104fac one more deaf aware bit 2019-11-08 12:35:13 -05:00
nhmall
a3d2be04be Revert "one more "Deaf-aware" comment"
This reverts commit 2835d8774e.
2019-11-08 12:34:27 -05:00
nhmall
2835d8774e one more "Deaf-aware" comment 2019-11-08 11:22:50 -05:00
nhmall
25edd16945 code maintenance bit to white-list current "You hear" instances
Flag existing occurrences of "You hear" as "Deaf-aware" so
that a grep for that string in the future doesn't need to
trigger further investigation of those.
2019-11-04 12:28:25 -05:00
nhmall
b6d2697a6a function didn't match prototype 2019-10-30 18:40:48 -04:00
PatR
f7bf56555e fix pull request #227 - running over engravings
Fixes #227

Travel, <ctrl><direction>, <g|G><direction> all stop on engravings,
but <shift><direction> told the player what the engraving said and
kept going.  The message output is buffered until map update or
another message, so player couldn't tell where hero was at the time
the engraving got shown.  Make <shift> running stop on engravings.
2019-10-05 16:42:13 -07:00
Alex Smith
ce5184c3da Don't advance the main RNG during hallucination
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
2019-01-28 04:45:26 +00:00
PatR
14bef9a02d formatting cleanup src/*.c
Remove trailing spaces, and remove tabs from the files that had
trailing spaces.

Also, rndorcname() was using a random value to terminate a loop
and was recalculating a new one each iteration.
2018-10-02 16:53:22 -07:00
nhmall
74b7829957 engr follow-up bit 2018-09-26 01:35:48 -04:00
nhmall
0fecf19789 wand of polymorph engrave for blind writers
Don't provide any discerning feedback on the blind player's turn
but do allow the wand to exercise its magic in a manner reflective
of blind writers
2018-09-26 01:10:27 -04:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
Pasi Kallinen
2548d68dd3 Fix some warnings
Remove an unused variable, add missing FALLTHRUs, and use the same
FALLTHRU wording where it wasn't recognized by gcc
2018-03-30 19:42:50 +03:00
Pasi Kallinen
24f934dfea Silence some Valgrind errors
Need to have the allocated memory explicitly cleared for Valgrind
to know it.  We should probably start using calloc or something...
2016-12-28 22:52:08 +02:00
Alex Smith
5c12362a98 Fix engrave.c; I used the wrong commit command 2016-10-17 17:34:08 +01:00
Alex Smith
8d32f37588 Make the Elbereth restrictions more flavour-consistent
Elbereth now has to be on a square by itself; it's hard to justify
why text before it would prevent it working if text after it fails
to prevent it working.
2016-10-17 17:31:00 +01:00
Pasi Kallinen
3502cfcc5a Hallucinatory liquids for water, lava, and acid 2016-06-07 20:57:50 +03:00
Pasi Kallinen
e37da61b30 Fix valgrind complaints of uninitialized memory 2016-05-23 16:21:36 +03:00
PatR
1a47273ad5 formatting: tab removal 2016-05-20 17:01:40 -07:00
PatR
953ee96f7e extend wizard-mode '#stats' command
Extend #stats beyond just monsters and objects.  Have it display
memory usage for traps, engravings, light sources, timers, pending
shop wall/floor repair, regions, bones tracking, named object types,
and dungeon overview.

No doubt there are other memory consumers that I've overlooked.
2016-04-16 15:37:35 -07:00
PatR
1a00fe221b new featurette: '-' in inventory menu
Requested during beta testing last year, include a menu entry of
"- - your bare hands" (or "your gloved hands") for wielding,
"- - empty quiver" for readying quiver,
"- - your fingertip" for engraving, or
"- - your fingers" for applying grease
if the user responds with '?' or '*' at the
"What do you want to {wield|ready|write with|grease}? [- abc or ?*]"
getobj prompt.  (First dash is inventory selector 'letter', second
dash is menu separator between the letter and its choice description.)
2016-02-24 01:02:59 -08:00
nhmall
592ae69726 another Deaf bit
Changes to be committed:
	modified:   src/engrave.c
2016-02-14 18:13:08 -05:00
PatR
b7b9d8faa9 formatting: src/e*.c - l*.c continuation lines
Relatively small number of continuation fixes needed for this subset.

Quite a bit of mangling to engrave.c unrelated to continuation lines,
with three or four coding changes.
2015-10-20 17:55:26 -07:00
Pasi Kallinen
f056bdb429 Comment typofixes, pt 2 2015-10-17 13:15:46 +03:00
PatR
2b2ee0fbab formatting fixup (1 of 2)
Replace instances of strings split across lines which rely on C89/C90
implicit concatenation of string literals to splice them together
with single strings that are outdented relative to the code that uses
them.  It's uglier but it won't break compile for pre-ANSI compilers.

This covers many files in src/ that only have one or two such split
strings.  There are several more files which have three or more.  Those
will eventually be '(2 of 2)'.

Noticed along the way:  the fake mail message/subject
  Report bugs to devteam@nethack.org.
wasn't using its format string of "Report bugs to %s.", so would have
just shown our email address.  Doesn't anybody enable fake mail anymore?

I modified that format to enclose the address within angle brackets and
made a similar change for the 'contact' choice of the '?' command.
2015-07-12 19:35:06 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
4cd43fdaa2 Clean up ceiling nits.
Fixes C343-102.
2015-05-24 11:12:12 -04:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00
Derek S. Ray
d0fb68795d Merge branch 'derek-elbereth'
* derek-elbereth:
  ensure that the 'safe' objects remain safe
  finish up the changes to trigger erosion on use
  initial pass for toning down Elbereth

Conflicts:
	dat/castle.des
	dat/sokoban.des
	include/extern.h
	src/engrave.c
	src/mklev.c
	src/monmove.c
	src/zap.c
2015-05-09 11:58:36 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
Derek S. Ray
9c19f55403 jonadab's patch for engraving on the drawbridge
Should be splinters, not gravel.
Addendum to C343-239
2015-05-06 17:51:18 -04:00
Derek S. Ray
fb8a071a39 finish up the changes to trigger erosion on use
Elbereth is a magical power, and like everything else, magic eventually
gets used up... even for burned engravings.
2015-04-27 18:18:16 -04:00
PatR
27d8b631cd isspace() usage
Replace most uses of isspace() with a simple test for ' ' after
processing the string buffer with mungspaces (which replaces tab
with space, converts instances of consecutive whitespace into a
single space, and removes leading and trailing spaces).  The uses
where this wasn't done now cast their argument to (uchar) so that
platforms with signed chars will never pass negative values to it.

I didn't mess with the menu coloring code (except for casts to the
isspace() argument); it almost certainly could benefit from using
mungspaces.  I did mess with the symset processing quite a bit,
and hope I haven't accidentally broken anything.  Default symbols
and DECgraphics symbols still parse and display ok, so the rest of
dat/symbols should be ok too.  I didn't test symbols in the user's
config file because I don't remember how that's supposed to work.
2015-04-25 02:11:13 -07:00
Derek S. Ray
22ffe3b84e initial pass for toning down Elbereth 2015-04-23 23:04:35 -04:00
Pasi Kallinen
debdf7ca48 Move some hard-coded string arrays into data files.
Random epitaphs, engravings and hallucinatory monsters now
live in text data files.
2015-03-18 22:05:10 +02:00