Commit Graph

12319 Commits

Author SHA1 Message Date
PatR
7a7550f538 silence compiler warning in droppables()
Reported by entrez as a github issue for evilhack, 'gcc -2' issued
warnings about droppables() possibly returning the address of a local
variable (&dummy).  It is mistaken; that never gets returned because
of various checks being performed.  But making 'dummy' be static adds
negligible cost and should shut it up (not verified but no doubt
about viability...).
2021-09-22 07:59:36 -07:00
nhmall
36601cf35c fix build when TEXTCOLOR is not defined
This was picked-up by the CI minimal build which #undefine's
several things before attempting the build.
2021-09-21 08:38:56 -04:00
PatR
f0204d1c26 formatting bit: display_self() 2021-09-21 01:02:52 -07:00
nhmall
f034f8ae86 Windows Makefile.gcc update
tilemap needs to link with tilemap.o monst.o objects.o drawing.o
2021-09-21 03:40:17 -04:00
nhmall
57644e1f33 bump editlevel 2021-09-20 21:19:39 -04:00
nhmall
9e46366a5e add fixes37.0 entries for the expanded-glyphs 2021-09-20 10:15:05 -04:00
nhmall
c67783dfd5 trailing whitespace 2021-09-20 09:32:40 -04:00
nhmall
0a2dc67e75 build warning
sp_lev.c: In function ‘lspo_altar’:
sp_lev.c:3962:9: warning: declaration of ‘shrine’ shadows a global
declaration [-Wshadow]
 3962 |     int shrine;
       |         ^~~~~~
       In file included from ../include/hack.h:217,
                        from sp_lev.c:14:
			../include/display.h:959:5: note: shadowed
			declaration is here
			  959 |     shrine
			        |     ^~~~~~
2021-09-19 15:15:11 -04:00
nhmall
085b04fd87 Merge branch 'NetHack-3.7' into expanded-glyphs 2021-09-19 14:45:02 -04:00
Pasi Kallinen
176d5b8463 Bones piles can be ransacked by adjacent monsters
If a bones file is created, any object-liking monster next to
where hero died has a chance of grabbing objects from hero's
inventory.

This comes from xNetHack by copperwater <aosdict@gmail.com>.
2021-09-19 21:20:32 +03:00
Pasi Kallinen
5d3e237ffc Izchak occasionally stocks wands/scrolls/spellbooks of light
This comes from xNetHack by copperwater <aosdict@gmail.com>
2021-09-19 20:52:19 +03:00
Pasi Kallinen
b23ff20c6a Gas clouds expand around terrain rather than being rhomboid
The gas will expand from its chosen center point via breadth-first
search instead of hardcoding a diagonal shape. The search is performed
with a randomized list of directions, and has 50% chance of not spreading
to a space it otherwise would have spread to. This has the effect of fuzzing
the cloud edges in open areas, helping the clouds on, for instance,
the Plane of Fire not be big rhombuses.

Also some other code refactoring related to stinking clouds in read.c

This comes from xNetHack by copperwater <aosdict@gmail.com>
2021-09-19 13:57:47 +03:00
nhmall
1f6c1d0f42 expand the glyphs
The walls for the mines, gehennom, knox, and sokoban had been
changed at the "tile"-level, with no awareness of the core game,
or non-tile interfaces.
- Expand the glyphs to include a set of walls for the main level
as well as each of those mentioned above.

Altars had been adjusted at the map_glyphinfo() level to substitute
some color variations on-the-fly for unaligned, chaotic, neutral,
lawful altars, and shrines. The tile interface had no awareness of
the feature.
- Expand the glyphs to include each of the altar variations that
had been implemented in the display code for tty-only. This required
the addition of four placeholder tiles in other.txt. Someone with
artistic skill will hopefully alter the additional tiles to better
reflect their intended purpose.

Explosions had unique tiles in the tile window port, and the display
code for tty tinkered with the colors, but the game had very little
awareness of the different types of explosions.
- Expand the glyphs to include each of the explosion types: dark,
noxious, muddy, wet, magical, fiery and frosty.

Pile-markers to represent a pile had been introduced at the
display-level, without little to no awareness by the core game.
- Expand the glyphs to include piletops, including objects,
bodys, and statues.

Recently male and female variations of tiles and monsters had been
had been introduced, but the mechanics had been mostly done at the
display-level through a marker flag. The window port interface then
had to increment the tile mapped to the glyph to get the female version
of the tile.
- Expand the glyphs to include the male and female versions of the
monsters, and their corresponding pet versions, ridden, detected
versions and statues of them.

Direct references to GLYPH_BODY_OFF and GLYPH_STATUE_OFF
in object_from_map() in pager.c were getting incomplete results.
- Add macros glyph_to_body_corpsenm(glyph) and
glyph_to_statue_corpsenm(glyph) macros for obtaining the corpsenm
value after passing the glyph_is_body() or glyph_is_statue() test.

Other relevant notes:

- The tile ordering in the win/share/*.txt tile files has been altered,
other.txt in particular.

- tilemap.c has had a lot of alterations to accommodate the expanded
glyphs. Output that is useful for troubleshooting will end up in
tilemappings.lst if OBTAIN_TILEMAP is defined during build.
It lists all of the glyphs and which tile it gets mapped to, and also
lists each tile and some of the references to it by various glyphs.

- An array glyphmap[MAXGLYPH] is now used. It has an entry for each
glyph, ordered by glyph, and once reset_glyphs(glyph) has been run, it
contains the mapped symindex, default color, glyphflags, and tile
index.
If USE_TILES is defined during build, the tile.c produced from the
tilemap utility populates the tileidx field of each array element with
a glyph-to-tile mapping for the glyph. Later on, when reset_glyphmap()
is run, the other fields of each element will get populated.

- The glyph-to-tile mapping is an added field available to a window
port via the glyphinfo struct passed in the documented interface. The
old glyph2tile[] array is gone. The various active window ports that
had been using glyph2tile[] have been updated to use the new interface
mechanism. Disclaimer: There may be some bug fixing or tidying
required in the window port code.

- reset_glyphmap() is called after config file options parsing
has finished, because some config file settings can impact the results
produced by reset_glyphmap().

- Everything that passes the glyph_is_cmap(glyph) test must
return a valid cmap value from glyph_to_cmap(glyph).

- An 'extern glyph_info glyphmap[MAX_GLYPH];' is inserted into the
top of only the files which need awareness of it, not inserted into
display.h. Presently, the only files that actually need to directly
reference the glyphmap[] array are display.c, o_init.c (for shuffling
the tiles), and the generated tile.c (if USE_TILES is defined).

- Added an MG_MALE glyphflag to complement the MG_FEMALE glyphflag.

- Provide an array for wall colorizations. reset_glyphmap() will draw
the colors from this array: int array wallcolors[sokoban_walls + 1];
The indices of the wallcolors array are main_walls (0), mines_walls
(1), gehennom_walls (2), knox_walls (3), and sokoban_walls (4).
In future, a config file option for adjusting the wall colors and/or
an 'O' option menu to do the same could be added. Right now, the
initializaton of the wallcolors[] array entries in display.c leaves the
walls at CLR_GRAY, matching the defsym color.

- Most of the display-level kludges for some of the on-the-fly
interface features have been removed from map_glyphinfo() as they
aren't needed any longer. These glyph expansions adhere more closely to
the original glyph mechanics of the game.

- Because the glyphs are re-ordered and expanded, an update to
editlevel will be required upon merge of these changes.
2021-09-18 19:51:04 -04:00
Pasi Kallinen
12800bf84b Walking near buried zombifying corpses wakes them up
Moving without stealth will reduce the zombifying timeout
of buried corpses under and around hero's location.
2021-09-18 21:24:52 +03:00
Pasi Kallinen
2dce29e965 Move Pw regen into separate routine 2021-09-18 20:23:20 +03:00
nhw_cron
74a0ede6d9 This is cron-daily v1-Jan-20-2020. guidebook updated: doc/Guidebook.txt 2021-09-18 11:02:33 -04:00
nhmall
9b57784348 rename explosion symbols
Use a slightly more meaningful name for each one rather than
a sequential numerical name.

S_explode1 to S_expl_tl
S_explode2 to S_expl_tc
S_explode3 to S_expl_tr
S_explode4 to S_expl_ml
S_explode5 to S_expl_mc
S_explode6 to S_expl_mr
S_explode7 to S_expl_bl
S_explode8 to S_expl_bc
S_explode9 to S_expl_br
2021-09-18 10:04:25 -04:00
nhmall
22b2ef8f2b Guidebook.tex update from cron daily 2021-09-18 07:32:25 -04:00
nhmall
b6e882d79d fix error in Guidebook.tex and Guidebook date bump 2021-09-17 22:44:16 -04:00
nhmall
0973743e83 build warning compiling with visual studio 2019 2021-09-17 22:32:06 -04:00
Pasi Kallinen
b30061b5ad Allow dropping just picked up items
When using a menu to drop or put in items into a container,
allow putting in the item (or items) you picked up previously,
by selecting the 'P' entry from the item class menu

Inspired by the itemcat patch by Stanislav Traykov.

Invalidates saves and bones.
2021-09-17 21:00:06 +03:00
PatR
e43ec0cef1 fix odd messages caused by buffer re-use
Reported and diagnosed by entrez:
"The <mon> yanks <two-handed weapon> from your corpses!"

It became unwielded and that triggered a perm_invent update and
such updates reformat entire inventory, so if that contains a dozen
or more items it will use all the obuf[] static buffers as least
once.  In this case, the bullwhip code had plural of "hand" in one
of those buffers and by the time it delivered the message which
used that, the value had been clobbered.

As the diagnosis mentioned, it can be tricky to reproduce since
either &obuf[0] or &obuf[PREFIX] might be used and if the value
being clobbered didn't overlap, the effect wasn't noticeable.

Instead of fixing the bullwhip message, this changes inventory
display so that it should no longer churn through all the buffers.

It also adds a fixes entry for #K3401, which was already fixed for
3.7 but I hadn't been able to reproduce it for 3.6.x (which I now
blame on the PREFIX trickiness).
2021-09-15 20:56:06 -07:00
nhmall
fde51720f4 Windows Makefile.msc updates
Recognize latest version of Visual Studio Community 2017 version 15.9.39
Recognize latest version of Visual Studio Community 2019 version 16.11.3
The removal of the generated $(SRC)\tile.c file moved from
    nmake spotless
to
    nmake clean
2021-09-15 21:45:50 -04:00
nhmall
8ca0ce4b12 Makefile.gcc follow-up
Errors in the CI after dependency update
2021-09-14 23:39:22 -04:00
nhmall
3a5ba5a81a msdos Makefile.gcc dependency update
Copy the recently updated dependencies from sys/unix/Makefile.src
over to sys/msdos/Makefile.gcc.
2021-09-14 12:48:42 -04:00
nhmall
db9059f735 Windows Makefile.gcc dependency update
Copy the recently updated dependencies from sys/unix/Makefile.src
over to sys/windows/Makefile.gcc.
2021-09-14 12:36:29 -04:00
nhmall
ef1af7c951 Windows Makefile.msc dependency update
Copy the recently updated dependencies from sys/unix/Makefile.src
over to sys/windows/Makefile.msc.
2021-09-14 10:25:49 -04:00
PatR
84b4eb9888 Unix 'make depend'
I recently changed a comment in objclass.h and that should have
triggered a full or nearly full rebuild but only resulted in a
couple of files being recompiled.  Instead of trying to figure out
why, I just ran Makefile.src through 'make depend' to force it to
be up to date.

A side-effect is that version.c won't be unnecessarily recompiled
every time nethack gets relinked.  The reason for that (date.h
being regenerated with new data) is handled by date.c now.
2021-09-14 02:06:14 -07:00
nhmall
15ec24a524 windows visual studio project build tweaks 2021-09-13 11:32:59 -04:00
Pasi Kallinen
408aa4b3cb remove sp_lev execute bits 2021-09-12 22:34:19 +03:00
Pasi Kallinen
e3a2dd7f40 Reveal the monster your strike moved
When you hit a small hidden monster (by eg. force-fighting)
that got moved by the strike, the monster stayed hidden, possibly
causing a sanity checking error.

Reveal the monster before hurtling it.
2021-09-12 19:44:39 +03:00
PatR
583fb60835 fix github issue #587 - incompatible save files
Save files from before the 'disambiguate WHACK' patch were not
necessarily compatible with ones after it, leading to potential
restore problems.

Comments in objclass.h (from before the patch) suggested that
inappropriate assumptions were being made about field layout.
This deliberately introduces new incompatibility and increments
EDITLEVEL to caused earlier save and bones files to be thrown
away.

Fixes #587
2021-09-12 05:31:01 -07:00
PatR
d118ac52af fix github issue #589 - gremlin crash
when fleeing hero who was wearing gold dragon scales/mail and not
wielding any weapon.

When a gremlin was made to flee "artifact light", code originally
intended for Sunsword attempted to format 'uwep' as an artifact.  For
gold scales/mail instead of that, it gave a sane but inappropriate
value if wielding something or segfaulted if not wielding anything.

Fixes #589
2021-09-11 03:04:04 -07:00
PatR
dc3f1447c7 fix #K3440/github issue #586 - losing object info
when an unseen monster picks up an item that the hero knows some
things about.  That's intentional, but vision is turned off while
engulfed so throwing or dropping something while swallowed always
treated it as being handled by an unseen monster.

If hero is swallowed or held by a monster or poly'd and holding a
monster, behave as it the monster can 'seen' by touch when items are
added to its inventory.

Closes #586
2021-09-07 17:50:50 -07:00
PatR
56dfa5a749 obj->spe doc: scroll of scare monster 2021-09-06 17:36:52 -07:00
Pasi Kallinen
e7e7bca2a3 fixes entry 2021-09-06 21:02:48 +03:00
Guillaume Clemens
67295bc706 Non-metallic gloves protect worn rings from shock 2021-09-06 21:01:53 +03:00
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
PatR
c97e3e1db7 Fixes entry for "Disambiguate blunt weapons"
and additional comments.  Pull request #584 expands the oc_dir field
of objects[] from 2 bits to 3 in order to hold the weapon strike-
type bit mask.

Closes #584
2021-09-04 14:46:24 -07:00
copperwater
52585b00ab Disambiguate blunt weapons
Currently weapons are set up as piercing, slashing, or whacking, using
their object's oc_dir field, with the intention that certain weapons
can classify as both. However, since oc_dir is only 2 bits and WHACK is
0, there's no way to unambiguously express some of these combinations.
Certain weapons such as the lucern hammer are defined as combination
piercing/blunt weapons, but the game just sees it as a piercing weapon.

This commit adds a third bit to oc_dir and promotes the WHACK constant
to its own bit. Nothing should be affected by this (wand directions and
the like should remain working as usual) other than the
blunt-and-something-else weapons being defined properly.
2021-09-04 14:46:11 -07:00
PatR
dd7b9f2a8a fixes entry for "Suddenly you cannot see it"
Pull request #585 fixes incorrect XOR logic caused by changes
accompanying introduction of gold dragons 5 or 6 weeks ago.

Closes #585
2021-09-04 14:29:15 -07:00
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
Pasi Kallinen
c0dc72b3d2 Test for replace_terrain coordinates 2021-09-03 08:27:17 +03:00
PatR
3a99a5e388 fixes entry for pull request #565 - booze
Drinking booze has more impact on hero with an empty stomach.

Closes #565
2021-09-02 15:54:17 -07:00
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