Commit Graph

4904 Commits

Author SHA1 Message Date
nhmall
6cf233f6b5 Merge branch 'NetHack-3.6.2' 2019-02-05 21:53:43 -05:00
PatR
8c1e499f8b armor comments
I don't see the #H8124 bug getting fixed any time soon, so add a
comment about it since the relevant place is unambiguous.

No change in code except removing a couple instances of 'register'.
2019-02-05 14:49:43 -08:00
PatR
423cf77a37 more message history
Noticed while investigating the issue with DECgraphics characters in
msg_window:full/combination/reverse output for tty which got fixed
by the previous commit.  There was a discrepancy in DUMPLOG because
the pager code bypasses pline() in order to use putmixed().  tty
puts strings from the latter into ^P recall history (although they'll
only render correctly if nothing after the first character needs
special handling), but nothing was putting that same info into
DUMPLOG.  This fix is pretty clumsy but eliminates the discrepancy.
2019-02-04 18:40:55 -08:00
nhmall
d2ed79e1d1 merge conflict fix part 3 2019-02-04 20:52:21 -05:00
nhmall
339072e8df merge conflict fix 2019-02-04 20:14:50 -05:00
nhmall
44e13885be Merge branch 'NetHack-3.6.2' 2019-02-04 20:08:30 -05:00
PatR
190c90e95e tty ^P message recall
Extend 'putstr(WIN_MESSAGE, attribute, string)'s attribute so that
'custompline(SUPPRESS_HISTORY, ...)' can work with ^P's message
history like DUMPLOG history, in order to keep autodescribe feedback
and intermediate prompts for multi-digit count ('Count: 12', 'Count:
123') prompts out of recall history.  The old autodescribe behavior
could easily push all real messages out of the recall buffer when
moving the cursor around for getpos, and the count behavior looked
silly for a four or five digit gold count if you set the msg_window
option to 'full' or 'combination' and viewed them all at once.

Other interfaces may want to follow suit, but this doesn't force them
to make any changes.  I added a hook for "urgent messages" that might
be rendered in bold or red or some such and/or override the use of
ESC at --More-- from suppressing further messages, but there aren't
any custompline(URGENT_MESSAGE, ...) calls (potentially "You die...",
for instance) to exercise it.  Other people have implemented similar
feature it different ways and I'm not sure whether this one is really
the way to go since the core needs to categorize each message that it
deems to be urgent.  MSG_TYPE:stop may be sufficent, although MSG_TYPE
matching can entail a lot of regexp execution overhead at run-time.
2019-02-04 16:46:04 -08:00
nhmall
560ffd711a Merge branch 'NetHack-3.6.2' 2019-02-04 18:37:38 -05:00
PatR
3896fcff8b function call through pointer
There be others of these.  Don't for ANSI C for something this simple.
2019-02-04 15:01:36 -08:00
nhmall
420629ac3d Merge branch 'NetHack-3.6.2' 2019-02-03 17:38:19 -05:00
PatR
cb7f873733 goodtype() reversal
Reverse an erroneous part of the vault guard commit.
2019-02-03 14:08:29 -08:00
nhmall
c32ed0689c Merge branch 'NetHack-3.6.2' 2019-02-02 21:15:37 -05:00
PatR
7cc718ea0e fix #H7173 / github #101 - vault exit
Fixes #101

If you tell the vault guard your name, drop carried gold, wait one
turn, then pick up the gold again, the guard will move a step away
during the wait.  If you teleport away, the guard will seal vault
walls and then park himself on the one-square (so far) temporary
corridor adjacent to the vault wall.  Periodically he'll say "Move
along!" and the hero will hear it, regardless of location on the
level.  Unless you dig a corridor to rescue him, or one or more of
the vault's walls get breached again, he will never move.

The report emphasized that you could use this to steal the vault's
gold, but it relies on being able to teleport beyond the gaurd's
reach and if you can do that, you might as well do so before the
guard comes.  The stranded guard, and him saying "Move along!" when
no longer leading hero out of the vault, are more significant bugs.

Bonus fix:  if the game ends and the guard seals up the vault while
the hero is in a spot that gets fixed up (vault wall or temporary
corridor) don't give the "You are encased in the rock" message if
game end was due to death rather than quit.
2019-02-02 17:37:06 -08:00
PatR
b43b3f617c object classes for wizard mode identify
When ^I was changed to allow picking more than one item to make
its temporary identification become persistent, group accelators got
left out.  So to pick all potions, you needed to select them letter
by letter (or via '.' to select everything, then deselect non-potions
letter by letter).  Now you can use '!' to select all potions.
2019-02-01 18:40:45 -08:00
PatR
6daa6e2de9 curing deafness
Make healing magic which cures blindness also cure deafness.  So,
drinking non-cursed potion of healing or any extra healing or full
healing; breathing fumes from blessed potion of healing or non-cursed
potion of extra healing or any potion of full healing; prayer reward
to cure blindness as a minor trouble.  (Doesn't affect unicorn horns
which already treat deafness and blindness as two distinct troubles
that are eligible to be cured.)

More of a missing feature than a bug fix, so I listed it in the new
features section of the fixes file.
2019-02-01 18:24:23 -08:00
nhmall
04ca13862c Merge branch 'NetHack-3.6.2' 2019-02-01 21:12:33 -05:00
Pasi Kallinen
9f1ae0fe74 Fix making fake leash object with leashmon set
When farlooking at a leash glyph on a map, the fake object should never
have leashmon set. This happened when a mimic was on the same spot
and was mimicing a corpse or statue, due to leashmon and corpsenm
using the same field.
2019-02-01 18:19:04 +02:00
Pasi Kallinen
adacde80e7 Fix logic error in stuck_in_wall 2019-02-01 13:38:21 +02:00
nhmall
16d5d3f2e5 Merge branch 'NetHack-3.6.2' 2019-01-31 19:48:51 -05:00
PatR
8bf16b940e stale lock picking context
Lock context wasn't being cleared if it was for a container and that
container got destroyed.  Case discovered was forcelock() ->
breakchestlock() -> delobj() (sometimes the container is destroyed
rather than just breaking its lock) followed by #wizmakemap (replace
current level) and maybe_reset_pick() trying to check whether
xlock.box was being carried.  But being interrupted, destroying the
container or dropping it down a hole to ship it to another level, then
attempting to resume picking the lock would also find a stale pointer.
2019-01-31 15:50:12 -08:00
Pasi Kallinen
7bbc1f0130 Fix warning
Fix "using integer constants in boolean context"
2019-01-31 21:31:29 +02:00
PatR
48e7643739 fix monstone() ... dealloc_obj() panic
Fuzzer feebdack.  When turning a monster into a statue, monstone()
builds a linked list of mon->minvent items to put into that statue.
It doesn't use obj_extract_self() to take them off again, leaving
obj->nobj non-Null.  Not noticed for the normal case where each item
gets linked into the container's contents, but triggers panic if an
item merges with something already put inside so gets removed.

Suddenly, the dungeon collapses.
dealloc_obj with nobj
[2] 0x01000c4193 panic + 995
[3] 0x0100155427 dealloc_obj + 71
[4] 0x010021d4de obfree + 686
[5] 0x01000f2f92 merged + 834
[6] 0x010015356e add_to_container + 126
[7] 0x01001628ac monstone + 636

I don't know why the petrified monster's mergeable inventory wasn't
already merged while in inventory.
2019-01-31 04:22:04 -08:00
Pasi Kallinen
8736141f68 Option handling return values and errors
Fix some options not stopping when encountering an error,
some didn't show up any errors, and other minor fixes.
2019-01-31 10:46:44 +02:00
nhmall
d36eaf8f99 Merge branch 'NetHack-3.6.2' 2019-01-30 23:12:15 -05:00
PatR
409343e8eb another warning fix
Only appeared when ISAAC64 was disabled.
2019-01-30 16:25:31 -08:00
nhmall
6e0d55dfbc rng bit 2019-01-30 11:08:11 -05:00
nhmall
05ec7f36a8 Merge branch 'NetHack-3.6.2' 2019-01-29 22:34:07 -05:00
PatR
39b6a7e515 another warning fix
Comparison between signed and unsigned.  Compiler stupidity since
the range of possible values that signed 'i' can take is limited and
never negative.
2019-01-29 15:18:17 -08:00
PatR
1b49f60ded warning fix
The new code provoked several warnings; this fixes one of them.
Moving the declaration of 'rolecount' would have been sufficient,
but I've gone another way.
2019-01-29 15:00:07 -08:00
nhmall
fd410148c5 Merge branch 'NetHack-3.6.2' 2019-01-29 07:27:56 -05:00
nhmall
57f03eca1b Merge branch 'alex-and-isaac' into NetHack-3.6.2-beta01 2019-01-29 07:20:17 -05:00
Alex Smith
0c96dd6a22 Consistently use rn2 in trap detection
It's a gameplay-affecting action (it updates the character's
memory of the map), and there's no way to spam it without using
resources, so rn2 is safe.
2019-01-29 03:37:08 +00:00
nhmall
54062e0ad6 include the rnd.c bits 2019-01-28 19:54:18 -05:00
nhmall
457e4b68aa merge Alex's dual rng proposal with the isaac64 rng code and adjust
This is branched from Alex's hallu-rng-stability branch,
with two build corrections (detect.c, zap.c), and merged
with  the isaac64 branch that we have ready to go.

Alex's dual rng is supported by setting up the array
of multiple isaac64 contexts.

I stuck with Alex's approach of passing the rng function
name around as the parameter (rng or rn2_on_display_rng)
for the new additional parameter needed for
set_random(), init_random(), reseed_random(),
and init_isaac64().
2019-01-28 19:43:55 -05:00
nhmall
819ee796f2 Merge branch 'countermeasures' into alex-and-isaac 2019-01-28 18:37:50 -05:00
nhmall
b84ff772cc Merge branch 'NetHack-3.6.2' 2019-01-28 16:36:46 -05:00
PatR
30237c73ec fix #H8072 - failing wish segfaults
Having an artifact wish be refused uses zeroobj and code which
followed was attempting to update its weight, triggering a segfault
now that zeroobj is 'const'.
2019-01-28 09:10:52 -08:00
Patric Mueller
bd730dbcaa workaround for C89 not supporting inline 2019-01-28 15:00:04 +01:00
nhmall
0aa4d62a2c detect rng seed strength at runtime based on algorithm not compile time based on platform features 2019-01-28 10:32:57 +01:00
nhmall
0a430cab11 every platform provides sys_random_seed() and SYS_RANDOM_SEED goes away 2019-01-28 10:32:57 +01:00
Patric Mueller
97b8d0a50b Don't define Rand() if isaac64 is used 2019-01-28 10:02:09 +01:00
nhmall
6c114640f5 some system-specific adjustments for RNG routines
move some system-specific seed-related stuff from hacklib.c to
a system-specific source file and #define SYS_RANDOM_SEED to
utilize it during build.

Windows changes for random seed generation using
crypto next gen (CNG) api routines.

Corresponding vms changes due to disentangling of VMS and
unix when the unix seed bits got moved (untested).
2019-01-28 10:02:08 +01:00
Patric Mueller
f9433b2a87 integrate isaac64 into nethack
Also removed the float code from isaac64 as they are not used in
NetHack.
2019-01-28 10:02:08 +01:00
Patric Mueller
c81db872fd add file for the isaac64 random number generator
This is the version from the Comprehensive C Archive Network, licensed
under the CC0 "No Rights Reserved" Creative Common License.
http://ccodearchive.net/info/isaac.html
2019-01-28 10:02:08 +01:00
Patric Mueller
52d4b1a1aa reseed during level change to prevent deduction of rng state
For platforms that read from the system's random number generator,
reseed during level change, before the map of a new level is created and
after level creation has finished.
2019-01-28 10:02:00 +01:00
Patric Mueller
86d694c61b read rng seed from random number source device
Linux and BSD system have random number source devices that can be used
as source for a unguessable seed source.

Other platforms fall back to generate the seed with gettime().
2019-01-28 10:01:45 +01:00
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
nhmall
d9b11e791c domove_ variables did not need to be in saved context 2019-01-27 15:12:55 -05:00
nhmall
96f1d0e207 Merge branch 'NetHack-3.6.2' 2019-01-27 12:39:52 -05:00
nhmall
55fdfb9200 domove_core() out of domove(); assess domove_core() results
new domove_core() assessment results

potentially smudge engravings

Proceed to wipe engraving after domove_core() now, but only under
all of the following conditions:
    - you can reach the floor
    - preceding domove_core() move attempt was marked as
      having succeeded in domove_core()
    - there is actually an engraving there to impact at
      your original spot, or your new spot, or both
2019-01-27 11:55:23 -05:00