Add two new themeroom functions that are called when generating
the level: pre_themerooms_generate and post_themerooms_generate,
calles before and after themerooms_generate.
Allow the buried treasure -themeroom to put down an engraving
anywhere on the level, hinting at the location of the treasure.
des.object contents function now gets the generated object passed
to it as a parameter.
Previously, the tetris-shaped rooms were always either
normal rooms, or turned into shops or other special rooms
in NetHack core. Now, the themed room lua code first picks
the themed room (which can be a themed or shaped), and some
of those will then pick a random filling (eg. ice floor,
traps, corpses, 3 altars).
Adds a new lua binding to create a selection picking locations
in current room.
The content-function in special level regions now get passed
the room data as a parameter.
mkmap creates mines-style full-level maps, so it should wipe
out all the room numbers in the level away. Also, it uses
temporary rooms for making sure the map is fully joined together;
those temporary rooms were left on the map, but should've
been cleared away.
When putting down map-parts on the level, don't remove the room
data which would be under that map; the map may have holes in them
(using the "x" map char), so a room may still exist there.
I don't think it matters if there is any room data which doesn't
have any room numbers referring to it in the level.
(Usually the special levels use map right after level_init anyway,
so there wouldn't be any rooms in the level)
Calling des.mineralize() with no arguments was equivalent to calling it
and manually specifying gem_prob = 0, gold_prob = 0, etc. Which meant
that no mineralization would actually happen.
Instead, make this match the intuitive behavior, and pass in -1
probabilities as defaults -- which the mineralize() function interprets
as the caller wanting to use the standard probabilities for a level of
that depth, as if it were not a special level.
This change does not affect any special level files since des.mineralize
is not currently used in any of them.
This is a large iteration on a previous implementation of making
nh.getmap() parse its coordinates as relative to the last defined map or
room rather than absolute to the entire level. Now, everything in the
nh.* and obj.* functions interprets coords as relative rather than
absolute. (By default; if no map or room has been defined, or if the lua
code is executing after level creation is done, they will interpret the
coordinates as absolute).
The general motivation is basically the same - routines that use
absolute coordinates are difficult to use in level creation routines,
because then the designer has to remember to convert the relative
coordinate to an absolute one (and that was impossible before
nh.abscoord was added, particularly in themed rooms). And once
nh.getmap() takes relative coordinates, it would be very strange to have
all the other functions (setting timers, burying objects, etc) remain
with absolute ones.
In a couple places, code is changed to account for coordinates that are
relative to a *room* (which uses g.coder->croom->[lx,ly] as an offset,
instead of relative to a *map*, which uses [xstart,ystart].
Specifically, selection.iterate did not account for this, and without
this the ice themed room timer was not being started in the proper
place.
All tests are updated to respect the new behavior. Most of the modified
functions are not actually used anywhere in level files; the one
exception is starting a timer in a themed room, and that has been
adjusted.
Documentation updated as well to clarify when various things are tossing
around relative and absolute coordinates, both in comments and in
lua.adoc.
- Add bounds, so that we don't process any locations outside
as those locations are known to be unset
- The bounds are only recalculated if needed
- Replace instances of selection_not where we actually want
a new selection with all locations set
By temporarily changing the type definition for each of xint16 and
coordxy to int32_t, the compiler was able to find several places where
the type definitions were wrong.
Fix wizard mode issues pointed out by the #wizmakemap fix. If a
shopkeeper or temple priest is on a different level and its home
level gets flipped, monst eshk or epri data became invalid and would
cause trouble if the shk or priest ever made it back to home level.
If a vault guard is maintaining a temporary corridor and the level
gets flipped, the data became invalid. If you used #wizfliplevel
while the guard was leading you out, the corridor spots would be
flipped along with the rest of the map but the guards's temporary
corridor data didn't match. Breaches in the vault walls would be
sealed, then the guard would just mill around, never finishing
leading the hero out.
One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
|
-----------------------
| | |
coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
selection_new() returns an address of malloc()'ed buffer.
If ov is null, this value is discarded without freeing the buffer.
To avoid this, move null-checks before calling selection_new().
Also, remove null-check of the return value of selection_new()
because it always returns non-null.
High altars and normal temple altars had identical altarmasks, so
there was no way to distinguish between the two based on the altarmask
alone. Instead, anywhere it was necessary to determine whether an altar
was a high altar included a check whether the hero was currently the
Astral Plane or Moloch's Sanctum, and assumed any temple altar was the
high altar.
Since there's an extra, unused bit in altarmask anyway, use it to
explicitly mark high altars -- the lua level files already distinguish
between normal temple altars and so-called 'sanctum' altars anyway, so
rather than throwing away this distinction when generating the level,
keep it in the altarmask and use it in place of various u.uz checks.
I think this would require incrementing EDITLEVEL again...
This is enough to prevent abuse by denying access to functions and
denial of service (RAM and instruction step limits), but not enough
to allow restricted use of things that require finer control (e.g.
filesystem access).
If something goes wrong, the whole thing can be turned off, for
now, in config.h (see NHL_SANDBOX).
None of the current functionality requires changes to build systems;
some of the possible future functionality may require some #defines
- TBD. There is lots of dead code (#ifdef notyet) for bits of that
additional functionality; we can rip it out if we don't want those
additions or we can complete (parts of) it depending on our needs.
All current uses of Lua are connected to sandboxes and guarded with
nhl_pcall (sandbox and lua_pcall wrapper); options and limits can
be set at the callsites in the passed nhl_sandbox_info. Some of
the error handling may be wrong - panic() vs. impossible() vs
silence.
Memory and instruction step limits should be tuned prior to release;
there's no point tuning them now.
Like the commit message for #743, the followup to it was misIDed
as #744. This one is for #744. There's no need to check a name
against all the "<class> of typename" unless it contains " of ".
and actually do so in the lua files.
Before this, it was not possible to specify (for example) "scroll of
teleportation" in des.object() because there is actually no object
defined in objects.h named "scroll of teleportation", so
find_objtype() failed to find it. Instead, one had to request
"teleportation", but that is ambiguous, and find_objtype() would find
the first defined item with that name instead (ring of teleportation).
In cases of ambiguity, I referred to the des files from 3.6.6 (before
the lua conversion).
Instead of hardcoding the lava terrain change in core, if the stairs
are created in a fixed location, force the terrain to room floor first.
Move the surrounding lava changing to room floor to the Val-goal lua
file.
placed on lava spot on Valkyrie goal level
Reported by k2, arriving at the final level of the Valkyrie quest
can issue a recently added impossible
| mkstairs: placing stairs up on molten lava at <68,13>
The report said it was easy to reproduce, but it took me multiple
tries (so not hard to do, but not a sure thing on any given attempt).
The stairs on that level are placed at specific coordinates that
are outside the pre-mapped area, so there's no guarantee that their
spot will be suitable for stairs. The underlying terrian changes
from lava to stair, but only after the warning about molten lava.
This hack solves that particular level but is not a general solution
for this type of thing. When about to make stairs on a lava spot,
change that spot to normal floor first. Plus 50:50 chance to change
each adjacent lava spot to floor too so that there's decent chance
for some elbow room upon arrival.
Also, turn the no-flip attribute off for that level so that 'fixed'
location of the stairs can occur in four different places.
Fixes#730
Noticed when I tried to create a male monster of a species that permits
both males and females (i.e. not a single-gender or neuter species),
half the time the monster ended up female anyway. This was because
get_table_montype picks a random monster gender for such species, and
lspo_monster just sets it to that, making it impossible to deliberately
have a monster of a certain gender.
This fixes that by defaulting the "female" table argument to random
instead of false, and then checking to see whether the level file set it
to something other than random. If so, it uses that value.
I debated whether this should allow a level designer to make a monster
of a gender that conflicts with their species, such as a male nymph, but
erred on the side of respecting the species. So attempting to specify a
male nymph, etc. will still result in a female one.
When creating stairs in a random location in a special level lua file,
there was a chance it overwrote eg. other stairs. Make randomly placed
stairs pick locations with room, corridor, or ice terrain.
Fixes github issue #702
Make selection rndcoord return a table with x and y keys.
Allow (most) coordinate parameters accept such a table.
Fix selection and des lua tests broken by the above changes and
an earlier change, because selections tried to set terrain
at column 0, and it now causes a complaint.
Noticed that when I set a selection to grow in a random direction, it
instead grew in all directions, which is not what I wanted. Turns out
the -1 random dir ended up being passed straight to the code which
checks bitmasks, without any form of randomizing among directions.
So this adds code to do that, and defines W_RANDOM as -1 rather than
using a magic number. In the process I also noticed that specifying
"random" as the wall for a door in a room made it rerandomize the
direction every iteration of its loop, essentially rolling two rn2(4)s
and only proceeding if they matched. That was pointless so I cleaned it
up a bit.
Also added safety checks in the form of an impossible for des.corridor()
being called with "random" as either walldir, because this is not
implemented currently.
And lastly, I noticed that create_secret_door was entirely unused
(secret door creation is handled in create_door), so I deleted it.
The only behavior change caused by this is that the Valkyrie quest lava
pools will be a little smaller, which is the only place grow is
currently used. If it's desired to keep them the same, that should be
changed to "all".
Redo the recent artifact creation stuff by replacing several nearly
identical routines with one more general one. Also adds a tracking
bit for one or two more creation methods. That changed artiexist[]
from an array of structs holding 8 or less bits to one holding 9, so
bump EDITLEVEL in case the total size changed.
Allow defining rolling boulder launching location in special level
lua scripts:
des.trap({ type="rolling boulder", coord={7, 5}, launchfrom={-2, -2} });
launchfrom is relative to the trap coord.
Lay groundwork for generating a log event when finding an artifact
on the floor or carried by a monster. This part should not produce
any change in behavior.
Move g.artidisco[] and g.artiexist[] out of the instance_globals
struct back to local within artifact.c. They are both initialized
at the start of a game (and only used in that file) so don't need
to be part of any bulk reinitialization if restart-instead-of-exit
ever gets implemented.
Convert artiexist[] from an array of booleans to an array of structs
containing a pair of bitfields. artiexist[].exists is a direct
replacement for the boolean; artiexist[].found is new but not put to
any significant use yet. If will be used to suppress the future
found-an-artifact event for cases where a more specific event (like
crowning or divine gift as #offer reward) is already produced.
Remove g.via_naming altogether and add an extra argument to oname()
calls to replace it.
Add an extra argument to artifact_exists() calls.
Demote "completed sokoban {1,2,3,4}" from major achievement to minor
at the request of hardfought. OR on the 'dump' flag so that those
entries appear in dumplog.
Change "completed Sokoban" (for the whole branch) to "acquired the
Sokoban <prize object>" since that's what triggers the event and it
is possible to pass through the first level without completing that.
This event is still classified as a major achievement. It has has
the 'spoiler' flag added to prevent #chronicle from showing that event
which now discloses the type of item the prize is. (Note: suppression
of spoiler events is ignored in wizard mode.)
The "attained rank N" achievements are classified as minor for ranks
1..3 (gaining levels 3, 6, 10); OR the 'dump' flag for those. [Rank 0
for levels 1 and 2 isn't an achievement and 4..8 for Xp levels 14, 18,
22, 26, and 30 are classified as 'major' achievements so don't need
that flag to make it into dumplog.]
Fix up the level descriptions used when logging an "entered new level"
event. Most of the change is for adding an extra argument to calls
to describe_level(). The curses portion is in a big chunk of old code
suppressed by #if 0.
I didn't notice that the level entry events are classified as LL_DEBUG
until all the work was done. This promotes the entry events for the
four Plane of <Element> levels from debug events to major ones instead.
It doesn't do that for the Astral Plane because the entered-the-Astral-
Plane achievement already produces a major event for that. Most other
key level entry events are in a similar situation--or will become that
way once another set of achievements eventually gets added--so there
aren't any other event classification promotions.