GitHub issue #1315 points out that it is possible for
a downstream function to change an object's nobj field
to point to a completely different chain.
The cited example by @vultur-cadens was:
for (obj = gi.invent; obj; obj = obj->nobj)
if (obj->oclass != COIN_CLASS && !obj->cursed && !rn2(5)) {
curse(obj);
++buc_changed;
}
curse() drops the weapon with drop_uswapwep(),
which calls dropx(),
which calls dropy(),
which calls dropz(),
which calls place_object().
place_object alters the nobj pointer, to point to the floor chain:
otmp->nobj = fobj;
fobj = otmp;
The result was that the next loop iteration was then using floor
objects from the floor chain.
This alters several for-loops to use a more consistent approach,
particularly when the obj is being handed off to a function,
where a downstream function might, or might not, alter the nobj
field.
References:
https://github.com/NetHack/NetHack/issues/1315https://www.reddit.com/r/nethack/comments/1gkc9ub/even_if_you_drop_an_item_before_drinking_from_the/
The g? structs had a mix of variables that were written to
the savefile, and those that were not.
For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.
This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.
Details:
gb.bases -> svb.bases
gb.bbubbles -> svb.bbubbles
gb.branches -> svb.branches
gc.context -> svc.context
gd.disco -> svd.disco
gd.dndest -> svd.dndest
gd.doors -> svd.doors
gd.doors_alloc -> svd.doors_alloc
gd.dungeon_topology -> svd.dungeon_topology
gd.dungeons -> svd.dungeons
ge.exclusion_zones -> sve.exclusion_zones
gh.hackpid -> svh.hackpid
gi.inv_pos -> svi.inv_pos
gk.killer -> svk.killer
gl.lastseentyp -> svl.lastseentyp
gl.level -> svl.level
gl.level_info -> svl.level_info
gm.mapseenchn -> svm.mapseenchn
gm.moves -> svm.moves
gm.mvitals -> svm.mvitals
gn.n_dgns -> svn.n_dgns
gn.n_regions -> svn.n_regions
gn.nroom -> svn.nroom
go.oracle_cnt -> svo.oracle_cnt
gp.pl_character -> svp.pl_character
gp.pl_fruit -> svp.pl_fruit
gp.plname -> svp.plname
gp.program_state -> svp.program_state
gq.quest_status -> svq.quest_status
gr.rooms -> svr.rooms
gs.sp_levchn -> svs.sp_levchn
gs.spl_book -> svs.spl_book
gt.timer_id -> svt.timer_id
gt.tune -> svt.tune
gu.updest -> svu.updest
gx.xmax -> svx.xmax
gx.xmin -> svx.xmin
gy.ymax -> svy.ymax
gy.ymin -> svy.ymin
Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
gf.ftrap, gl.light_base, gt.timer_base
Using #invoke on wielded or carried Sunsword and picking direction
'>' or '<' lights the hero's spot. But setting levl[u.ux][u.uy].lit
was too simplistic. Lighting on the Rogue Level operates on full
rooms when done inside a room and doesn't to anything with done in a
corridor.
litroom() gave inappropriate messages in a couple of special cases.
read.c:148:13: warning: suspicious concatenation of string literals in an array initialization; did you mean to separate the elements with a comma? [-Wstring-concatenation]
147 | "Ms. Palm's House of Negotiable Affection--A Very Reputable"
|
| ,
148 | " House Of Disrepute",
| ^
read.c:147:9: note: place parentheses around the string literal to silence warning
147 | "Ms. Palm's House of Negotiable Affection--A Very Reputable"
| ^
1 warning generated.
Adds a new extended command #lookaround, which will describe
the map around the hero they can see or remember.
Adds a new boolean option mention_map, which will give a message
when an interesting map location in sight changes.
Simplify the valid-position highlighting via '$' by combining the
tmp_at(start) and tmp_at(populate) steps.
Add highlighting for a couple of targetting operations that would
give valid/invalid feedback via autodescribe but weren't displaying
highlight markers for $.
I made several jumping changes, most of them dealing with picking
hero's own spot.
src/read.c(2889): warning: Dereferencing NULL pointer 'sobj'.
The analyzer doesn't know that the one caller that passes a NULL
sobj argument, angrygods(), checks !Punished before doing so.
Use a NULL guard before dereferencing sobj so that it doesn't
matter anyway.
I didn't like "your hands begin to glow red even more" very much (the
hero's hands aren't really 'beginning' to glow if they already have an
active confuse monster effect, and "glow red even more" was an awkward
turn of phrase on top of that). Rephrase it to "The red glow of your
hands intensifies."
I used ^G to create a monster and specified "invisible owlbear". I
then got "An owlbear appears next to you." Except it didn't; it was
invisible and I lacked see-invisible. I imagine that newsym() was
called for the new-yet-invisible monster, but that remained buffered
and was gone overridden by the time pending map update got flushed
at some point after the monster was made invisible.
Add a new makemon() flag to turn a newly created monster invisible
during its creation, before "monster appears" message is delivered.
Since that message will now be suppressed in this situation, use the
cursor-flash hack that indicates where the new, unseen monster got
placed. Creating "1000 invisible <mon>" is something you probably
won't do twice.
At either of the genocide prompts,
|What type of monster do you want to genocide?
or
|What class of monsters do you want to genocide?
answering "?<return>" will show the list of monster types that have
already been genocided, then re-prompt.
Issue reported by vultur-cadens: changing helm of brilliance to
crystal made it stop being classified as "hard helmet" so it gave
less protection against things falling onto the hero's head.
Change the is_metallic() tests used on helmets to new hard_helmet().
Unlike when thrown, crystal helmets don't break when objects fall
on them.
Fixes#1060
Heroes recognized unseen same-race monsters by voice, but it yielded
an unexpected result if the monster was unique. Change it so that
hero will recognize any type of monster by its voice if that monster
has been seen and limit unseen same-race ones to non-unique monsters.
Treats shopkeepers as unique since they have distinct names.
This adds a new flag to struct monst in order to track whether each
specific monster has ever been seen or sensed.
relocate surface(), ceiling(), and avoid_ceiling() to dungeon.c
adjacent to has_ceiling() etc.
astral and fire, like airlevel and waterlevel return FALSE
for has_ceiling()
if a caller does happen to call ceiling() on fire level,
return "flames above"
if a caller does happen to call ceiling() on quest level,
return a more-generic "expanse above", instead of the
word "ceiling"
add "stairs" return to surface()
remove recent update to engrave.c to special-case "stairs"
since surface() will return that now
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.
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.
A number of C compiler suites have a math.h library that includes a yn()
function name that conflicts with NetHack's yn() macro:
"The y0(), y1(), and yn() functions are Bessel functions of the second kind,
for orders 0, 1, and n, respectively. The argument x must be positive. The
argument n should be greater than or equal to zero. If n is less than zero,
there will be a negative exponent in the result."
At one point, isaac64.h included math.h, although that has since been removed.
Some libraries used in NetHack (Qt for one) do include math.h and that required
build work-arounds to avoid the conflict.
Rename the NetHack macro from yn() to y_n() and avoid the math.h conflict
altogether, eliminating the need for that particular work-around.
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
^ ^
The getobj prompt for charging was presenting any chargeable tool in the
hero's inventory as a suggested charging target, even tools which were
unidentified and undistinguishable from their mundane counterparts
(e.g. bag of tricks, magic harp, horn of plenty...). This leaked
information about the identity of these items and made it possible to
determine whether a generic 'harp' was magic or not.
When suggesting chargeable tools, include only those which are actually
known to be chargeable (unidentified or unseen chargeable tools can
still be selected, they just won't be suggested targets). Basically the
same as what's done for a potion of oil in the apply prompt.
Instead of using index() macro defined to strchr, use C99 strchr.
Instead of using rindex() macro defined to strrchr, use C99 strrchr.
If you want to try building on a platform that doesn't offer those
two functions, these are available:
define NOT_C99 /* to make some non-C99 code available */
define NEED_INDEX /* to define a macro for index() */
define NEED_RINDX /* to define a macro for rindex() */
More PR #882; give a different message for empty input than "such
creatures do not exist".
The new message mentions 'none' (with single quotes) as a potential
choice so recognize "'none'" as well as "none" to decline.
Make the prompt for single genocide be more precise
from: What monster do you want to genocide?
_to_: What type of monster do you want to genocide?
and the re-prompt for it be slightly more verbose
from: What... [type the name of a monster]
_to_: What... [enter the name of a type of monster]
Also, make the already verbose re-prompt for class genocide even
more verbose
from: What class... [type the symbol representing a class]
_to_: What class... [type the symbol or name representing a class]
Possibly should have changed 'type' to 'enter' on the last one to
keep them consistent but I left that as-is.
The "[type the name]" prompt seems appropriate for handling via
cmdassist, so experienced players who don't need the help can hide it.
I also added a corresponding help note for the class genocide prompt.
So that a blank line wouldn't use up one of the player's "tries" for
class genocide, the game would continue to prompt until the input was
non-blank (or the user hit <esc>), with a tight loop around the getlin
call that only exited when it got some non-empty input. This apparently
risked leaving the game endlessly looping under some worst-case-scenario
hangup conditions. It was also inconsistent with normal genocide, which
doesn't have special handling of blank lines. Make the class genocide
prompt behave like the normal genocide prompt by removing the "blank
input" loop (and consequently treating a blank line the same way as any
other attempt to write a name).