Commit Graph

326 Commits

Author SHA1 Message Date
nhmall
0792e5fe9e expand implicit fallthrough detection to non-gcc compilers
gcc has recognized various "magic comments" for white-listing
occurrences of implicit fallthrough in switch statements for
a long time:

    The range and shape of "falls through" comments accepted are
    contingent upon the level of the warning. (The default level is =3.)

    -Wimplicit-fallthrough=0 disables the warning altogether.
    -Wimplicit-fallthrough=1 treats any kind of comment as a "falls through" comment.
    -Wimplicit-fallthrough=2 essentially accepts any comment that contains something
     that matches (case insensitively) "falls?[ \t-]*thr(ough|u)" regular expression.
    -Wimplicit-fallthrough=3 case sensitively matches a wide range of regular
     expressions, listed in the GCC manual. E.g., all of these are accepted:
        /* Falls through. */
        /* fall-thru */
        /* Else falls through. */
        /* FALLTHRU */
        /* ... falls through ... */
       etc.
    -Wimplicit-fallthrough=4 also, case sensitively matches a range of regular
     expressions but is much more strict than level =3.
    -Wimplicit-fallthrough=5 doesn't recognize any comments.

Plenty of other compilers did not recognize the gcc comment convention,
and up until now the compiler warning for detecting unintended
fallthrough had to be suppressed on other compilers. That's because the code
in NetHack has been relying on the gcc approach, and only the gcc approach.

The C23 standard introduces an attribute [[fallthrough]] for the
functionality, when implicit fallthrough warnings have been enabled.

Several popular compilers already support that, or a very similar attribute
style approach, today, even ahead of their C23 support:

       C compiler                       whitelist approach
       ---------------------------   -------------------------------------
       C23 conforming compilers         [[fallthrough]]

       clang versions supporting
       standards prior to
       C23                              __attribute__((__fallthrough__))

       Microsoft Visual Studio
       since VS 2022 17.4.
       The warning C5262 controls
       whether the implict
       fallthrough is detected and
       warned about with
       /std:clatest.                    [[fallthrough]]

This adds support to NetHack for the attribute approach by inserting a
macro FALLTHROUGH to the existing cases that require white-listing, so
other compilers can analyze things too.

The definition of the FALLTHROUGH macro is controlled in include/tradstdc.h.

The gcc comment approach has also been left in place at this time.
2024-11-30 14:16:27 -05:00
SHIRAKATA Kentaro
39665ba017 split "getcad" into a separate function 2024-08-17 18:07:51 -07:00
nhmall
0eb7f109e0 follow-up, program_state 2024-07-13 16:31:35 -04:00
nhmall
6c0ae092c6 distinguish global variables that get written to savefile
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
2024-07-13 14:57:50 -04:00
PatR
0e4083153c another EDITLEVEL increment
Since save and bones files just got clobbered, make another clobbering
change.  The 'queuedpay' field added to shop's ESHK(shkp)->bill[] was
replaced last week by a similar field in the transient itemizing bill.
At the time, the old field was left in place to avoid incrementing
EDITLEVEL.

shkp->mextra->bill[] is saved and restored, so its queuedpay field was
too.  Eliminate that no longer used field.

Unrelated:  bill[]->useup is declared as boolean but being assigned 1
or 0.  Change the assignments to use TRUE or FALSE.
2024-07-11 10:22:40 -07:00
PatR
0598880bb5 minor shk.c comment fix 2024-07-08 02:52:40 -07:00
PatR
0e46439814 fix add_one_tobill() 'fixme'
Not exhaustively tested.
2024-07-04 14:19:40 -07:00
PatR
7fa328fda3 redo itemized shop billing for containers
Finish shop changes begun in 2674a9904d.

Fix the longstanding bug where shop paying with itemized buying would
reveal container contents if any unpaid items were inside containers,
regardless of whether the containers' contents were known yet, even
when the container was a locked box/chest or a cursed bag of holding.
Paying by menu made that be more noticeable but it has been present
ever since itemized paying was introduced.  I can't find any old bug
reports for it though.  I did find an old message of mine that claims
it's in bugzilla with a "#Hnnnn" tag.

This changes how buying containers and their contained items behaves.
It's now an all or nothing operation.  Itemized billing will list
the container but not contents, and to buy what is inside you need
to pay for the whole thing as a single unit.  If the container itself
is unpaid then its price is part of that item's total cost.  If it is
hero-owned than it is listed as an item to buy but doesn't increase
the cost derived from its unpaid contents.  (If you decline to pay,
hero will still own the container and still owe for unpaid contents.)
2024-07-02 14:52:49 -07:00
PatR
02ddbf001b shk.c menu-pay comments 2024-06-28 09:04:55 -07:00
PatR
17e0385f0e shk.c and priest.c vs 'onefile' 2024-06-28 08:31:49 -07:00
PatR
2674a9904d github issue #1249 - menu pay of contained items
Issue reported by ars3niy:  unpaid containers containing one or
more other unpaid items appear on the menu for 'p' along with
separate menu entries for those other items.  Buying the container
buys the contents too, then if any of the contents were also picked
in the menu, an attempt will be made to pay for them separately.
Since they are no longer on the bill by that point, that triggers
an impossible warning.

This fixes that by paying for the container but not its contents.
(Temporarily, until more extensive changes get implemented.)  Then
those contents will still be on the bill.  It they've been chosen
in the 'p' menu, paying for them will work as expected.

This also fixes the pay menu for the case where the bill contains
any instances of a partly used up portion of some stack and also
the unpaid intact portion of the same stack.  With itemized billing,
you are allowed to buy the used up portion separately, then maybe
drop the unpaid portion.  (If you try to pay for the intact portion,
the shk won't accept the payment and will tell you to pay for the
used up portion first.)  With the recently added menu for billing,
they were lumped together as a single item and you had to pay for
their whole stack.

And it fixes a much older bug dealing with the cheapest item on
the shop bill.  If you don't have enough to pay for that, the rest
of buying gets skipped.  But stacks that had used up and intact
portions were lumping those together instead of separately checking
the two portions for possibly being the cheapest, so it was possible
to have enough gold to pay for one portion but be told that you
couldn't affort to pay for anything.  If it was the intact portion,
you wouldn't be able to buy it anyway, but if the cheapest item was
used up portion, being told you didn't have enough gold was wrong.

This commit does not fix the longstanding bug that itemized billing
reveals the contents of containers which haven't been opened.  It
was intended to do so but I've run out of steam.

(There is groundwork for that, where buying a container would
include payment for its unpaid contents without revealing what those
are, and they couldn't be purchased separately unless they get taken
out of the container.  Uncommenting '#define CONTAINED_BUYING' will
enable it, with updated pay menu handling but without being able to
pay for non-empty containers.)

Fixes #1249
2024-06-27 14:13:39 -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
Pasi Kallinen
3086f16386 Shopkeepers bill you for using their bear trap or land mine 2024-04-13 15:10:15 +03:00
nhkeni
54c3dd35ac Merge branch 'keni-staticfn' into NetHack-3.7 2024-03-16 09:38:21 -04:00
nhmall
79648c6ce2 some variables not referenced in another translation unit made static
Also adds some cross-refence comments for some variables that are
referenced in another translation unit.
2024-03-15 16:00:14 -04:00
nhkeni
9c0ed8ae63 NOSTATICFN for src/* 2024-03-14 17:41:51 -04:00
RainRat
a3658f85ac fix typos 2024-02-28 20:15:56 -08:00
Erik Lunna
eb22a81088 Refactor, unify, and nerf item destruction
Note: Original change is from xNetHack by copperwater <aosdict@gmail.com>,
      but this commit comes from HACKEM-MUCHE by Erik Lunna, with
      some minor code formatting.

From xNetHack commit a0a6103bea:

'The original goal: nerf item destruction using a method I initially
 proposed for SpliceHack, in which the number of items subject to
 damage from any single source is limited by the amount of damage the
 effect caused. The intent was to be more fair all around and prevent
 aggravating situations where, for instance, a chest shock trap zaps
 you for 4 damage and immediately ten of your rings and wands blow up.

 Problem 1: no easy way to limit the items destroyed without biasing
 heavily towards the start of the invent chain. The old code was able
 to get away without bias by just indiscriminately destroying
 everything eligible with a 1/3 chance. Here, I had to introduce
 reservoir sampling in a somewhat more complex form than I've applied
 it elsewhere, since there are a pool of potential items.

 Problem 2: destroy_item no longer worked remotely like destroy_mitem,
 which still destroyed 1/3 of items indiscriminately. Commence the
 process of squishing them into one function that handles both the
 player and monsters. (Which required making a lot of adjustments to
 destroy_one_item, now named maybe_destroy_item, on nits such as
 messaging and when to negate damage. An annoying consequence of the
 merge is that in the player case, their HP is deducted and they can
 be killed directly, but for monsters they need to add up the
 destruction damage and return it.)

 Unifying destroy_item and destroy_mitem has some advantages: in
 addition to the obvious code duplication removal, it ensures monsters
 now take the same damage as players for destruction (previously they
 took a piddly 1 damage per destroyed item). Now when you hit
 something with Mjollnir and their coveted wand of death breaks apart
 and explodes, you at least get the satisfaction of knowing they took
 the standard amount of damage from it.  Monsters also now get
 symmetry with players in having extrinsic elemental resistance
 protect them from item destruction, and damage negation from item
 destruction if they were appropriately resistant.

 Problem 3: a lot of callers didn't preserve the "amount of incoming
 damage" that this refactor relies on. E.g. if the defender resisted
 that element, the local dmg variable would be set to 0. So I had to
 do some wrangling with callers to save that original damage
 value. The rule of thumb is: all *incoming* damage counts. So that
 includes the player's spellcasting bonus if applicable, but not
 things like half damage, negation due to resistance, or extra damage
 due to being vulnerable to cold/fire.

 Then I figured, while I'm here let's get rid of all those silly cases
 where destroy_items is called multiple times for various different
 object classes, and cut the object class parameter out of it. This
 has a few minor effects:

 - Places where different object classes previously rolled
   independently for destruction to happen at all now roll
   once. (Which, by my calculation, generally means less incidences of
   destruction - a fire attack now won't have three separate chances
   to hit your scrolls, potions, and spellbooks. On the flip side, a
   lucky roll will no longer save an entire object class in your
   inventory.)

 - Callers can no longer specify different probabilities for
   destroying different object classes. The only place this was really
   used was to call destroy_item with a slightly lower probability on
   SPBOOK_CLASS.  With the nerf in this commit, less of them ought to
   be destroyed anyway.

 - A very edge case of where explosion-vs-monster damage was totted up
   differently for golems, which could result in differences of a hit
   point here or there.

 - All object classes being processed in one go means that less items
   are destroyed than would be if they were still processed
   independently.  This is not really visible compared to the old
   baseline of just destroying 33% of everything, but would be a
   marked difference versus a copy of the game that still called
   destroy_items separately for different object classes. To
   compensate, I adjusted my planned damage-to-destruction-limit
   scaling factor down from 8 to 5.

 Not done: merging in ignite_items(), though that would probably be
 really easy now.'

Notes from porting from xNetHack:

- It might be necessary to reexamine at all the conditional checks for
calling destroy_items. Because item destruction is much more
restrained and uses the actual damage from an effect, we might now
need to check 'if (!rn2(3))' and similar in all the places item
destruction occurs.
2024-02-20 22:03:54 +02:00
nhmall
b4f578495c more pointer style consistency 2024-02-20 13:04:32 -05:00
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
16f4bdb5a6 Revert "fix crash on NULL gi.invent"
This reverts commit 378648bd9c.

The problem was triggered by marking the 'objlist' argument in
merge_choice() prototype with __attribute__((nonnull)) when it
shouldn't have been, then a followup which relied on that.  The
'objlist' argument might be Null.  Instead of passing its address to
force it to be non-Null, remove the attribute.
2024-02-01 14:25:23 -08:00
nhmall
378648bd9c fix crash on NULL gi.invent 2024-01-31 12:51:33 -05:00
Pasi Kallinen
57747535af Add m_next2u, analogous to m_next2m and next2u 2024-01-19 21:53:25 +02:00
nhmall
25a8c258e6 replace x >= LOW_PM with ismnum(x) shorthand macro 2024-01-11 14:01:10 -05:00
nhmall
4e19221e55 variable 'display' causes shadow variable warnings in X11 build
display.botl      -> disp.botl
display.botlx     -> disp.botlx
display.time_botl -> disp.time_botl
2024-01-05 05:58:51 -05:00
nhmall
49a5d043c0 consistent use of TRUE vs 1 with botl and botlx 2024-01-04 23:48:38 -05:00
nhmall
22e52ee905 bundle the display-related hints, that tell bot() and others
that an update is required, into a struct. Remove it from
context since there is no reason to save those.
2024-01-04 23:16:27 -05:00
Pasi Kallinen
2996e42b79 Redo my clobbered commit 2023-12-09 16:06:07 +02:00
PatR
9529e3f592 augment paying shk via menu
Allow 'm p' to pay via menu when menustyle is traditional and to pay
via the old sequence when it's combination, full, or partial.  Also
revise the "Itemized billing?" prompt to accept 'm' as well as 'ynq'.
Answering 'm' will switch from the old sequence to the menu (whether
you got to that prompt via m-less 'p' for traditional or 'm p' for
other styles).
2023-12-09 04:21:25 -08:00
Pasi Kallinen
252e661b72 Prioritize paying shopkeeper next to you even if multiple are detected 2023-12-09 13:24:50 +02:00
Pasi Kallinen
1ceb9d2d91 Show menu when paying items
... and have more than 1 billed item, and using non-traditional
menustyle.

I opted to add an extra field to the bill struct, because
that made the code cleaner.

Breaks saves and bones.
2023-12-09 12:43:41 +02:00
Pasi Kallinen
5dc94f3d83 Macro for picking random entry from array 2023-12-05 10:06:27 +02:00
nhmall
d7fef5f194 avoid another magic number
Some of the hardcoded +1 scattered about are likely
invlet_gold or invlet_overflow, but I didn't hunt those down.
2023-11-30 11:15:32 -05:00
Michael Meyer
392f300fa6 Blame hero for broken digging wand shop damage 2023-11-29 11:36:57 -08:00
nhmall
6cbefc7c2d Revert "granular verbose message suppression mechanics"
This reverts commit be76727265.
2023-10-29 20:39:07 -04:00
Pasi Kallinen
7bf3888118 Shopkeepers consider monster type for some items
Tins, eggs, and corpses will now cost different amounts
based on what intrinsics the monster type could give
2023-10-25 18:45:16 +03:00
PatR
180042434e more engraving sanity feedback
Delete engravings made in a breach of a shop's wall or of a vault's
wall or in the guard's temporary corridor when the wall is repaired
or the corridor removed.  If 'sanity_check' was On, those would
trigger impossible warning "engraving sanity: illegal surface (x)"
where x was the terrain type code for solid rock or relevant walls.

Adding del_engr_at() calls to the shop code was straightforward.
The vault code is very complicated and I'm not sure that all the
calls I added were actually necessary.
2023-05-04 06:02:23 -07:00
nhmall
826ce951e7 get rid of NetHack macro conflict with curses routine delay_output() 2023-04-21 08:25:53 -04:00
PatR
0196300682 still more shop shared wall
Neither my fix for #969 nor the followup by entrez dealt with this:
if you were in one shop and dug the wall it shared with another shop,
sometimes the shopkeeper for the room your were in would teleport to
you and demand payment--or attack if you lacked funds--other times the
one from the far room would do so.  For the latter, if you maneuvered
to the gap in the wall (possibly declining to die if angry shopkeeper
managed to kill you) you would get "this shop is deserted" (which is
accurate) but if you subsequently died there, you could get "Welcome
to so-and-so's shop" when the shopkeeper who abandoned her shop was
returned to occupancy after one of them took possession of invent.
And the welcome message might come from the shop that hadn't been
deserted and that you had never left.  (Perhaps always from that one;
I'm not sure.)

Possibly the shopkeeper for the room you're in should get priority
when demanding payment for repairs so that the other one won't
abandon the far shop, but I didn't attempt to tackle that.  This
just suppresses room entry messages when returning the shopkeeper to
her shop if the game is ending.

Not fixed, but amusing:  in one of the tests, the 'far' shopkeeper
who had teleported into the near shop to demand payment for the dug
wall picked up an item from the near shop (in the case I noticed, a
hardware store shk picked up a food ration; just an ordinary item
owned by the stop) while pursuing me to the wall gap.  One shk was
stealing from the other.  :-)
2023-02-07 14:02:06 -08:00
Michael Meyer
a5c0090bac More #969: handle shared walls in inherits()
inherits() only examined the first item in u.ushops, so some shopkeepers
that should have had first dibs were ignoring the hero, one of the
causes of #969.  Examine the entire u.ushops array instead of just the
first item so that the hero's position within the shop will be correctly
identified (and do the same in set_repo_loc, though it's probably not
really necessary there).
2023-02-07 13:48:23 -08:00
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
PatR
47efcd90c7 shop object sanity - buried objects
This fixes the reported sanity check warning about a buried object
within shop boundary staying flagged no_charge after the shopkeeper
leaves the shop.  Leaving the shop to pursue the hero moves unpaid
items off the bill to owed-as-robbery and changes no_charge items
to shop-owned but it wasn't doing the latter for buried objects.

I haven't attempted to test on a level with multiple shopkeepers.
If that was working correctly for unpaid items than I think it
ought to work correctly for no_charge items now.  I'm not sure how
thoroughly the handling for unpaid items was tested though.
2023-01-27 11:01:24 -08:00
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
9df4a38d65 static analyzer - shk.c
Add a couple of redundant tests for 'shkp = shop_keeper()' yielding
Null to pacify the static analyzer.

Make the paired calls to shkp = shop_keeper() and inhishop(shkp) look
more consistent.  Barring typos, the behavior hasn't been changed.
2023-01-16 17:15:26 -08:00
nhmall
ba5356603a yn()
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.
2023-01-12 16:04:40 -05:00
Michael Meyer
ee270bfbe0 Use verbalize for shopkeeper price-check #chatting
The shopkeeper is speaking out loud, so use verbalize for consistency
with other types of speech.

I couldn't figure out a way to wrap the multiline version in quotes in a
way that actually worked and looked good, so I restricted this to the
pline responses.
2022-12-31 12:22:13 -08:00
Michael Meyer
f38a40fafd Tweaks to chatting with mute shopkeeper
A mute shopkeeper shouldn't be able to verbally tell you the prices of
objects.  For normal chatting, on the other hand, shk_chat can handle a
mute shopkeeper (by changing from speech to "indications" -- hand signs,
body language, etc), so allow execution to reach that even if the
shopkeeper is mute (in a silent polyform).

Also more generally allow a shopkeeper to continue chatting with normal
shopkeeper responses if polymorphed into another creature, since they
apparently retain their minds (are able to tell you prices, can
transact, etc).

This is mostly inspired by the fact shk_chat has extensive handling for
mute shopkeepers, but it was unreachable as far as I can tell.  It is
also funny to think of a newt or something wriggling around to indicate
it's been making a lot of money lately.
2022-12-31 12:22:13 -08:00
PatR
ddd358aa03 miscellaneous objects[] macros
Replace FIRST_GEM and LAST_GEM with FIRST_REAL_GEM, LAST_REAL_GEM,
FIRST_GLASS_GEM, and LAST_GLASS_GEM and define those along with
objects[] rather than separately.  Do the latter for FIRST_AMULET
and LAST_AMULET too.  Also new FIRST_SPELL and LAST_SPELL used to
compute MAXSPELLS.  (That value looks wrong to me, but this defines
it with the same value as before.  If it gets fixed, EDITLEVEL will
need to be incremented.)

This started as just proof of concept that extra information could
be collected as objects[] gets initialized at compile time.
2022-12-28 01:50:24 -08:00