Commit Graph

310 Commits

Author SHA1 Message Date
PatR
ec016f9956 deferred obj deletion bit
I've no idea whether there are any cases where this matters.
2024-05-09 14:17:43 -07:00
PatR
0f2897c704 deleted object sanity checking revisited
Give a different message from "obj not free" if attempting to delete
an already deleted object.  Also, skip sanity checking of in_use/
bypass/nomerge bits for deleted objects instead of clearing them when
going onto the objs_deleted list.
2024-05-08 07:34:22 -07:00
PatR
8d9b26e26d sanity check of objs_deleted
Teach obj_sanity_check() and clear_bypasses() about the new obj list.
It should always be empty when sanity checks are performed.  That
might not be the case when obj bypasses are cleared, although failing
to clear bypasses for deleted objects wouldn't make any difference,
so this is mainly cosmetic.
2024-05-07 12:19:43 -07:00
Pasi Kallinen
1a58ed8de9 Rework object deletion
Make object deletion work similarly to monster deletion:
it's marked for deletion (by setting the where-field to OBJ_DELETED
and moved to specific deleted-objects chain), but they're actually
freed at the beginning of turn.

This may need some more tweaking, especially in places that iterate
over object chains, but fuzzing did not find any obvious problems.

Fix a case of accessing freed memory: a monster breathed at hero,
destroying some items.  The code stored the next item in the chain
(a cloak), but a ring of levitation was destroyed, causing hero to
plop down into lava, destroying the cloak.  The item destruction
code then tried to access the destroyed cloak object.
Make the code check the object where-field - which will be different
if the object was marked for deletion.  Also removed an extra loop
going through the whole object chain looking for the items to
destroy.
2024-05-06 17:57:47 +03:00
PatR
8a1c745515 leash sanity checking refinement 2024-05-01 06:10:39 -07:00
PatR
6ebc3a7291 leash sanity checking
I still haven't found any explanation for the report by a hardfought
player recently that going down some stairs with a pair of leashed
pets got one into a confused state where it was flagged as leashed
but the corresponding leash was no longer in use.

This adds some new object and monster sanity checks regarding leashes,
and it changes o_unleash(obj) to clear obj->leashmon even if/when the
monster can't be found.

It also changes behavior for dipping an attached leash into a potion
of polymorph when that happens to yield another leash--now the new
one will end up being pre-attached.
2024-04-30 13:27:10 -07:00
Michael Meyer
b662134eba Fix: bill_dummy_obj billed excessively for stacks
Add a way to request that unpaid_cost() produce the cost for a single
item, which is necessary for the price adjustment made in
bill_dummy_object.  Another option would be to simply divide by quan in
bill_dummy_object, but this might be more future-proof in case
unpaid_cost ever involves more than simple multiplication by quan
(e.g. the use of alternate units vs the base price, as are used for
globs).

Fixes #1236
2024-04-27 18:42:50 -07:00
nhkeni
9c0ed8ae63 NOSTATICFN for src/* 2024-03-14 17:41:51 -04:00
nhkeni
acf60063d5 Add missing prototypes for static functions to avoid warnings. 2024-02-29 10:49:53 -05:00
RainRat
a3658f85ac fix typos 2024-02-28 20:15:56 -08:00
nhmall
0a985459f0 make style consistent for function ptr arguments 2024-02-19 17:21:04 -05:00
nhmall
688ac6ffbe remove register from variable declarations 2024-02-19 16:30:07 -05:00
PatR
9cd1a571ae more weight tweaks
Update some potential weight issues.  Eggs won't hatch when in
containers so they weren't affected but add some bulletproofing.
Corpse revival from inside containers was already ok too, so
effectively there's no change except for making container_weight() be
global instead of local to mkobj.c.
2024-01-25 23:09:12 -08:00
PatR
de5864b7b4 comment typo 2024-01-24 14:56:21 -08:00
PatR
267daeaa0f supply chest fixes for "odd encumbrance behavior"
Changing the quantity to 2 (50:50 chance) when creating a potion of
healing (also 50:50 chance for each attempt) to place inside a supply
chest wasn't updating the potion stack's weight, resulting in the odd
encumbrance behavior that was reported last December.

Taking the stack out of the container doesn't fix the weight but
drinking one of the potions splits the stack of 2 into two stacks
of 1 and does update the weight for both.  That gives the hero higher
encumbrance when the formerly weightless one has its proper weight.
Finishing drinking the potion uses it up, removing second potion's
weight again.  When below an encumbrance threshold by the weight of
one potion or less, player will see encumbrance increase and then
decrease, with healing message given before both due to sequencing.

Supply chests weren't having their own weight updated when they were
populated, so would behave as if empty if hero carried them around.
Removing something, breaking something by kicking the chest, or adding
something would update its weight to match its contents.

I also noticed a refutation (or should that be rebuttable?) to my own
remarks in this:

| commit cd91d0630b
| Author: PatR <rankin@nethack.org>
| Date:   Sat Dec 30 17:10:39 2023 -0800
|
| github issue #1180 - humans and murder
|
| Issue reported by Umbire:  reviving a human corpse into a human
| monster and then killing it entails murder penalty even when it is
| hostile.
|
| This is probably a non-issue.  Human monsters tend to not leave
| human corpses, they leave shopkeeper corpses or sergeant corpses
[...]

Dead fake hero corpses placed at trap locations on early levels are
leaving plain human|dwarf|elf|gnome|orc corpses rather than fake
player monster ones (which are always human but resurrect as player
monsters rather than as plain humans), so there are more plain human
corpses now than there were in 3.6.x or early to-be-3.7.  I've added
a comment about the situation.
2024-01-23 15:42:19 -08:00
nhmall
25a8c258e6 replace x >= LOW_PM with ismnum(x) shorthand macro 2024-01-11 14:01:10 -05:00
PatR
c6897bf331 fix github issue #1191 - obj->age of oil potions
Issue reported by AmyBSOD:  several actions change the object type of
a potion rather than force creation of a replacement one, and if/when
the type was changed to oil, the age wasn't converted from absolute
to relative.  Relative age is the amount available and/or the number
of turns it will burn if applied.  The later in a game a potion got
converted into oil, the longer it would burn.  Not mentioned:  reverse
situation was also the case, although that didn't have any noticeable
effect since incorrect absolute age of former oil doesn't matter.

Not thoroughly tested.  I got a potion of oil from a horn of plenty
and it burned for 400 turns, but it might have been created directly
rather than be a rejected magic potion that was converted into oil.

Closes #1191
2024-01-03 13:29:15 -08:00
nhmall
1c867ce528 another static analyzer bit for mkobj.c
src/mkobj.c(419): warning: '((obj2))->oextra->omonst' could be '0'
                : this does not adhere to the specification for the
                  function 'memcpy'.
src/mkobj.c(421): warning: Dereferencing NULL pointer
                  '((obj2))->oextra->omonst'.
                  See line 419 for an earlier location where this can occur

The analyzer was not aware that newoextra() sets up an oextra block:
    if (!obj2->oextra)
        obj2->oextra = newoextra();

The analyzer was also not aware that newomonst() was setting up a valid
OMONST pointer.
    if (!OMONST(obj2))
        newomonst(obj2);

Add an assert(has_omonst(obj2)) before copying the content from
OMONST(obj1) into OMONST(obj2).
2023-12-22 22:30:38 -05:00
nhmall
18efc74db2 static analyzer bit in mkobj.c
src/mkobj.c(2211): warning: Reading invalid data from 'gl.level.objects[x]'.
2023-12-22 19:32:07 -05:00
nhmall
c5a5b55c15 nonnull for some static functions during recent analysis 2023-12-16 10:51:59 -05:00
Michael Meyer
1736f3caaa Add 'pickup_stolen' option
Add pickup_stolen option to autopick items stolen from you by a nymph or
monkey, even if they don't match your normal autopickup settings.
Replace was_dropped, was_thrown with a 2-bit bitfield that can contain
values LOST_DROPPED, LOST_THROWN, and LOST_STOLEN (or 0), since they
should all be mutually exclusive anyway as they track the most recent
way the item left the hero's inventory.

[Rebase/merge conflict fixed up.  PR]
2023-12-08 15:19:54 -08:00
Michael Meyer
c07d114644 Add object sanity check for was_dropped/was_thrown 2023-12-08 15:19:05 -08:00
Pasi Kallinen
5dc94f3d83 Macro for picking random entry from array 2023-12-05 10:06:27 +02:00
nhmall
a6772da65d pull request 1156 follow-up bit 2023-11-30 12:19:16 -05:00
SHIRAKATA Kentaro
3ab0d92ac9 remove unnecessary condition on save_mtraits()
`mtmp->data` here is always non-null, otherwise it leads segv at earlier code.
2023-12-01 02:05:38 +09:00
nhmall
76d328d86a gi.invalid_obj -> hands_obj 2023-11-11 19:49:38 -05:00
PatR
dbd39f2cd5 prevent weightless statues
From a reddit thread:  statue weight is one and half times corpse
weight and some monsters that don't leave a corpse are defined as
having mons[].cwt==0 so statues of those weighed nothing.

Rather than assigning a non-zero corpse weight to every type of
creature, statues that weigh less than an arbitrary value based on
monster size have their weight increased to that value.  The weight
of a statue of a killer bee jumps from 1 to 100, that of a leprechaun
increases from 90 to 100, that of a yellow light is changed from 0
to 300, wraith from 0 to 500, and air elemental from 0 to 900.  That
last one is actually too low but making the formula more complex
doesn't seem worth it.
2023-07-12 09:48:24 -07:00
PatR
e9c58c2fe4 breaking crystal armor
Instead of a 5% chance for crystal plate mail or crystal helmet to
break each time it's subjected to breakage, switch to a 10% chance
but the damage is treated as erosion rather than break/don't-break.
'crystal foo' will need to go through four stages of damage before
breaking:  cracked crystal foo, very cracked crystal foo, thoroughly
cracked crystal foo, then gone.  Crackproof handling is included,
described as tempered crystal foo.

It mostly still applies to throwing and kicking the item.  Having
some hits trigger damage might be worthwhile but isn't implemented.

Object creation within lua code probably needs to be updated, and
when the Mitre of Holiness is created in the priest/priestess quest
it should start out as tempered (erodeproof).  Perhaps it ought to
be erodeproof regardless of where/how it's created.
2023-06-14 15:54:04 -07:00
Pasi Kallinen
a54b6ba75c Split object init out of mksobj
Move the random erosions in there, as those should only be done if
the object is getting a random initialization.
2023-05-13 12:12:36 +03:00
PatR
cc2410e349 freeing objects and monsters
Making the zeroing out of memory used by an object that is about to
be freed unconditional, and do the same for monsters.  Should never
matter aside from an undetectable amount of extra overhead.
2023-03-29 15:18:25 -07:00
PatR
3ce02acbc5 fix #K3888 - object lost panic cased by lava
Report was for spell-casting monster using the destroy armor spell on
hero's levitation boots while hero was floating over lava.  The boots
became unworn but still in inventory, hero dropped into lava, the
boots happened to be an inventory item which got burned up, then the
call stack unwound back to the destroy armor routine which tried to
finish by deleting them but they were already gone by then.  Could
also happen for black dragon breath, hero reading scroll of destroy
armor, or overenchanting the boots with scroll of enchant armor, so
not so unlikely that nobody would be expected to notice.

Initially I couldn't reproduce the object lost panic.  It only happens
if the memory used by the boots is cleared or clobbered during first
time it's freed, otherwise second free doesn't notice any problem.

The 'wornarm_destroyed()' portion of this commit is sufficient to fix
this.  The other bits are things I tried before figuring out how to
reproduce it, plus zeroing out any object passed to dealloc_obj().
2023-03-20 17:05:02 -07:00
nhmall
de79240dea some comment spelling fixes 2023-03-16 22:27:01 -04:00
nhmall
57fceb0112 replace a couple of tabs 2023-03-06 15:42:53 -05:00
nhmall
3ada7caf61 missed one, there were two 2023-02-10 14:28:27 -05:00
nhmall
3cd1a09d41 prevent a static analyzer warning 2023-02-10 08:56:06 -05:00
nhmall
fbd9a7bae8 another update to the soundlib interface
sound_verbal(char *text, int32_t gender, int32_t tone, int32_t vol,
             int32_t moreinfo);
    -- NetHack will call this function when it wants to pass text of
       spoken language by a character or creature within the game.
    -- text is a transcript of what has been spoken.
    -- gender indicates MALE or FEMALE sounding voice.
    -- tone indicates the tone of the voice.
    -- vol is the volume (1% - 100%) for the sound.
    -- moreinfo is used to provide additional information to the soundlib.
    -- there may be some accessibility uses for this function.

It may be useful for accessibility purposes too.

A preliminary implementation has been attempted for macsound to test
the interface on macOS. No tinkering of the voices has been done.

Use of the test implementation requires the following at build time with make.
    WANT_SPEECH=1
That needs to be included on the make command line to enable the test code,
otherwise just the interface update is compiled in.

I don't know for certain when AVSpeechSynthesizer went into macOS, but older versions
likely don't support it, and would just leave off the WANT_SPEECH=1.

If built with WANT_SPEECH=1, the 'voices' NetHack option needs to be enabled.

It was a bit strange, when I first started up the test, to hear Asidonhopo,
the shopkeeper, talking to me as I entered his shop and interacted with him.
2023-02-07 00:44:36 -05:00
PatR
1d06fa62a9 attempt to fix github issue #965 - place_object
Issue reported for a hardfought player by k2:  dying in a shop wall
produced "place_object: <item> [0] off map <0,0>" when hero's invent
was dropped.  It happened in Mine Town where multiple shopkeepers are
present and it is possible to have two shops share a wall.

I could not reprouce the problem, even after setting up--and dying
various times at a gap in--a wall shared by two shops.

paybill() -> inherits() -> set_repo_loc() sets up the destination
prior to disclosure and finish_paybill() -> drop_upon_death() later
places invent at the spot iff bones are going to he saved.  inherits()
is convoluted and evidently took at least one path that failed to
call set_repo_loc().  Change it to always call set_repo_loc() when
returning 'True' so that the destination should always be set if
really_done() calls finish_paybill().

Some followups by entrez are probably still useful.

Closes #965
2023-02-06 11:47:37 -08:00
Pasi Kallinen
7c2c692ee5 Generate random eroded, erodeproof, or greased items
Items in initial hero inventory, or generated via lua in
special levels or themed rooms are not subject to this.

Code via xnethack by copperwater <aosdict@gmail.com>,
with some modifications.
2023-01-29 11:20:03 +02:00
nhmall
8bbe9282aa add soundeffects hooks to core
Insert the calls to trigger a number of potential soundeffects
into the core.

If no additional soundlib support is integrated into the
build, then the Soundeffect macro (sndprocs.h) expands to nothing:

[#define Soundeffect(seid, vol)
]

If, however, at least one additional soundlib support is integrated
into the build, then the Soundeffect macro gets defined as this
in sndprocs.h:

[#define Soundeffect(seid, vol) \
    do {                                                              \
        if (!Deaf && soundprocs.sound_soundeffect                     \
            && ((soundprocs.sndcap & SNDCAP_SOUNDEFFECTS) != 0))      \
            (*soundprocs.sound_soundeffect)(emptystr, (seid), (vol)); \
    } while(0)
]

That macro definition checks for the hero not being Deaf; it checks
to ensure that the active soundlib interface has a non-null
sound_soundeffect() function pointer; and it checks to ensure
that the active soundlib interface has declared that it supports
soundeffects by setting the SNDCAP_SOUNDEFFECTS bit in its sndcap
entry. That just means that the interface routines are prepared to
accept and deal with the calls from the core, whether or not it
actually produces the desired soundeffect.
2023-01-20 14:20:08 -05:00
PatR
2e1f52e882 strange object vs generic objects
Try to fix a fuzzer issue.  I wasn't able to reproduce it so am not
sure whether this actually fixes it.  A mimic seemed to be mimicking
object #1 (generic ILLOBJ_CLASS object which shouldn't occur) rather
than #0 (strange object).  Strange object always has dknown==1 and
generic objects should always have dknown==0 but farlook of mystery
object #1 had its dknown flag set.

An earlier fix to force non-Null oc_name when formatting objects in
order to pacify the static analyzer might have been the reason that
the problem couldn't be reproduced.

This includes a few miscellaneous changes made while unsuccessfully
hunting for the problem.
2023-01-15 01:45:14 -08:00
PatR
9a9f2d596d fix boomerang equiped in multiple slots
Reported directly to devteam:  with one quivered boomerang and a
compatable stack of one or more boomerangs either wielded or in the
alternate weapon slot, throwing the quivered one, failing to hit any
target or obstacle, and catching the returning boomerang would empty
the quiver, merge the caught boomerang with the wielded weapon or
swap-weapon slot, then re-quiver and yield
|x - 2 boomerangs (wielded) (at the ready)
or
|y - 2 boomerangs (alternate weapon; not wielded) (at the ready)
If 'sanity_check' was On, complaints would ensue.

'autoquiver' may need to be On in addition to the thrown boomerang
being the last item in the quiver.

The unsplit portion of the fix feels unclean.  There's bound to be a
better way.
2022-12-24 00:27:59 -08:00
PatR
0e1f1c653b fix #K3802 - sanity_check: boulder not on top
This should fix the problem of polymorphing or stone-to-fleshing a
pile of multiple boulders and having some underneath ones which get
changed resist and not get changed, producing a pile with one or more
non-boulders above one or more boulders.  If that situation arises,
re-stack the pile so that boulders are moved to the top.

This also revises zapping up or down while hiding under something
(if that is even possible; the types of creatures which can hide
under things can't zap wands or cast spells; maybe there are some
exceptions?).  Zapping up used to hit only the top item, but zapping
down hit the whole stack.  Now up still hits only the top, but down
skips the top and hits the rest.

Caveat: not adquately tested.
2022-12-10 17:48:55 -08:00
PatR
9fa08b383f shopping objects, unpaid and no_charge, what else?
Revise sanity_check to acknowledge that buried objects might be unpaid
or no_charge.  (For unpaid, drop shop-owned object in a gap in the
shop wall or in the free spot; for no_charge, drop something the shk
doesn't care about, or drop any hero-owned item and decline to sell.
Dig a pit.  Push or drop a boulder to fill the pit.)

Change 'I' to look for unpaid objects on the floor and for buried ones
when deciding when to include 'u' in the list of candidate object
classes and pseudo-classes.

Change 'Iu' to mention buried unpaid objects as well as floor ones.
For both non-invent categories, show a combined count without cost
info.

Have sanity_check of monster inventory test for unpaid and no_charge.

When a monster (including pet) picks up an item that's marked unpaid
(so one dropped on shop boundary, not an ordinary for-sale one), take
it off hero's shopping bill.  If dropped--pet behavior or monster
death--inside the shop, it will become for-sale rather than no_charge
or back on bill.  [Removal from bill is needed to prevent an unpaid
object ending up outside the shop if a monster carries it out, and
current sanity_check complains about an unpaid item in mon->minvent.]
2022-12-09 04:18:20 -08:00
PatR
20392a68fd yet more shop sanity checking
Reconcile boulder pushing with no_charge sanity checking.  The hack.c
part comes from entrez.

Pushing a for-sale boulder from inside the shop to the shop's boundary
("free spot", doorway, or gap in wall) adds it to the shop bill even
though it's still on the floor.  Leaving the shop without paying for
it is a robbery.  Also, pushing an unpaid boulder that's on the shop
boundary to any spot that's all the way outside the shop is robbery.
2022-12-05 23:05:20 -08:00
PatR
2f09bcba31 more shop billing object sanity
Used up items moved to the billobjs list still have obj->unpaid set.
That should probably be cleared since it has no meaning there, but
this hasn't done that.

For those keeping score:  unpaid checking has triggered three false
positives (so far) and found one bug.
2022-12-01 02:23:01 -08:00
nhmall
02a48aa8cf split g into multiple structures
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
     ^ ^
2022-11-29 21:53:21 -05:00
PatR
e64ed2859d unpaid object: sanity check, teleporting, 'I u'
It turns out that there are some objects marked unpaid that aren't
carried by the hero, so the recent sanity check for unpaid/no_charge
could complain.  Unpaid items dropped on the shop boundary (gap in
shop wall, doorway, shk's free spot) stayed unpaid when dropped onto
the floor, similar to recent change for pushed shop-owned boulders.
Don't give sanity complaints for those.  They could be all the way
inside a shop too, where unpaid items in a gap in the shop wall got
pushed into the shop when the wall was repaired.  (Possibly those
should come off the bill instead of remaining unpaid.)

Teleporting items out of a shop was marking them unpaid instead of
treating that as robbery.  That's a bug caught by the sanity check.
rloco() was also marking shop items which got teleported from one
spot inside the shop to another spot inside the same shop as unpaid.
Fix both of those things.  Also, if an unpaid item on the boundary
gets teleported all the way inside, take it off the bill.

Change 'I u' to mention whether there are additional unpaid items on
the floor somewhere since they won't be part of unpaid inventory and
they're not on the used-up bill either.  It might occasionally help
the player figure out why the shopkeeper won't let the hero out of
the shop.
2022-11-29 13:55:42 -08:00
PatR
e49c772f13 unpaid object sanity checking
Handle items in gaps of a wall shared between adjacent shops.

Make handling of shop boundaries more explicit:  walls, the door,
and the "free spot" by the door aren't classified as 'costly' but
obj->unpaid and obj->no_charge are valid there.

Move unpaid/no_charge checking into its own routine to unclutter
objlist_sanity().

Pushing a shop-owned boulder to the free spot or doorway or gap in
wall triggers the sanity check for the time being.
2022-11-23 16:41:12 -08:00
PatR
6bf42b8891 extend sanity_check to shop items
Make object sanity checks examine obj->unpaid and obj->no_charge.

Shopping is complicated; there might be corner cases that aren't
handled correctly.
2022-11-21 13:16:51 -08:00
Ray Chason
14b8350bce Fix inadvertent change of strchr to index
Thanks to entrez for pointing this out.
2022-11-03 19:58:56 -04:00