Commit Graph

160 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
PatR
993c3b303f some reformatting (4 of 4) 2024-09-05 16:49:42 -07:00
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
nhmall
118a82c9a0 staticfn bit in sounds.c 2024-03-16 20:45:25 -04:00
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
nhkeni
acf60063d5 Add missing prototypes for static functions to avoid warnings. 2024-02-29 10:49:53 -05:00
RainRat
a3658f85ac fix typos 2024-02-28 20:15:56 -08:00
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
nhmall
81b45f92c8 static analyzer bit in sounds.c 2024-01-21 14:09:46 -05:00
nhmall
e9e05db113 add a pair of shorthand macros to validate an index into an array
Two variations:

IndexOk(idx, array)       validate that idx is a valid index into the array

IndexOkT(idx, array)      validate that idx is a valid index into the
                          array, excluding the final Terminator element
2023-12-23 13:46:54 -05:00
Pasi Kallinen
5dc94f3d83 Macro for picking random entry from array 2023-12-05 10:06:27 +02:00
nhmall
d7f581d8ad fix compiler complaint
a check for baselen being less than or equal to zero drew a compiler
complaint because the variable is unsigned
2023-05-15 23:14:26 -04:00
nhmall
9168e1f30b remove a maintenance/synchronization requirement
adds a file include/seffects.h
2023-02-25 16:05:27 -05:00
nhmall
945241c3b2 add comment prior to soundeffect_automapping table 2023-02-25 14:38:53 -05:00
nhmall
536cc9aaf6 include the two new sounds to list of sought files 2023-02-25 14:26:15 -05:00
PatR
4fd7d51cb2 fix #H2694 - egg hatching feedback
A bug report from ten and half years ago...
If a carried egg hatches, the message is
|<foo> drops from your pack.
and if tame, is followed by
|Its cries sound like {mommy,daddy}.
The latter was issued even when <foo> has no speech capability.

Replace "its cries sound like" with "its <vocalize>ing sounds like"
for suitable value of <vocalize>.

This adds two new monster sounds, MS_BELLOW and MS_CHIRP, also two
new sound effect codes, se_chirp and se_croc_bellow.

We had MS_SILENT for crocodile.  On wikipedia, crocodile is described
as the most vocal reptile.  Adult males make a load bellowing noise
and hatchlings make a chirping noise.

This changes crocodile, titanothere, and baluchitherium from MS_SILENT
to MS_BELLOW and baby crocodile from MS_SILENT to MS_CHIRP.  Chirp
might be appropriate for lizards and lizard-like amphibians but I've
left those as MS_SILENT.

[Noticed but not changed:  lizards and lizard-like amphibians aren't
flagged as oviparous.  Shouldn't they be?]
2023-02-25 07:02:19 -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
nhmall
2acd8e7b29 update soundlib interface
Add SOUND_TRIGGER_AMBIENCE
2023-02-03 13:32:44 -05:00
nhmall
8ee42f5644 further work on soundlib support code
move some inline code into functions
replace some magic numbers

The mingw code is not tested yet.
2023-01-31 22:19:29 -05:00
nhmall
ce0a4f60ca more windows Makefile tinkering
It looks like the Windows API call for PlaySound using SND_RESOURCE, from a
mingw32 built program, cannot find the resources that are
embeded into the .exe by the mingw32 resource compiler. That works fine
from visual studio.

For now, fall back to not using the SND_RESOURCE flag, use an ordinary
wav file name in the filesystem. Makefile.mingw32 has been modified
to copy the wav files to the binary directory along with the exe.

This probably won't be the final approach, but it will get things
working for now.
2023-01-31 00:45:27 -05:00
nhmall
5b3a8b5774 more Soundeffects tinkering 2023-01-27 23:41:54 -05:00
nhmall
5401983d76 suppress "set but not used" warning if no soundlib 2023-01-27 09:57:54 -05:00
nhmall
aee2ff57e8 additional Soundeffect, additional SoundAchievement
Also adds a macro SoundeffectEvenIfDeaf for a couple of proposed
special cases where Deafness shouldn't factor in.
2023-01-27 01:25:05 -05:00
nhmall
24c99e005a add a sounds.c comment in two places 2023-01-25 15:14:27 -05:00
nhmall
1b8edf852f more Soundeffects fiddling 2023-01-25 14:23:22 -05:00
nhmall
5171fcdc1d some macsound instrument play refinements
Also some better core placement of some of the Hero_playnotes calls.
2023-01-24 13:02:29 -05:00
PatR
cc287ebc0c fix sounds warning
Avoid a warning issued when 'nosound' is the only entry in the array
of sound libraries.  Also, panic() if soundlib index is out of bounds.
2023-01-24 00:17:25 -08:00
nhmall
3d908c49ef take initial stab at macsound interface
Use macOS AppKit framework routines for a first cut at a
macsound soundlib interface.

Requires WANT_MACSOUND=1 on build.

Nothing has been done to move the stock sounds into the resources
of a bundle, so after building, if you want to try the stock sounds
out:
	cp sound/wav/*.wav ~/Library/Sounds

Because the NSSound macOS routines always do the search, supposedly
the following locations are searched in this order:
   1. the application’s main bundle
   2. ~/Library/Sounds
   3. /Library/Sounds
   4. /Network/Library/Sounds
   5. /System/Library/Sounds

Although not specifically implemented as of yet, it may be pretty
close to being able to put soundeffects wav files (by se_ name)
into ~/Library/Sounds working for the SND_SOUNDEFFECTS_AUTOMAP feature.

Feedback is welcome. Contributions for improving it are even more
welcome.

The new soundlib supporting file is named
sound/macsound/macsound.m since it's got objective C in it.

Known bugs and glitches:

The Hero_playnotes on a set of 5 notes goes too fast, so there
needs to be a slight delay added between the note of a multi-note
play.
2023-01-23 23:50:43 -05:00
nhmall
595d425d73 make a small change to sound interface
add a const
2023-01-22 13:49:38 -05:00
nhmall
5e0fea186c further utilize sound interface - part 2
Expand windsound to support SNDCAP_USERSOUNDS (existing),
SNDCAP_SOUNDEFFECTS, SNDCAP_HEROMUSIC.

Place a small number of wav files into sound/wav that are considered
more specific to some game stuff in the core, namely: playing
instruments by the hero, squeaky board traps. The intention is that
those ones can be integrated into the game without requiring user
file deposits or mappings. Building soundlib support for sound/windsound
searches for them as resources, so they should "just work."

No actual instrument playback is available in the base sound/windsound
soundlib implementation (yet, at least), so it works around that in
a cheap way by using the note-variant wav sounds to concoct the
notes. There are better ways of doing music generation than that,
of course, but this will do in the early going. Any other soundlib
port (such as Qt) can probably easily do the exact same thing. If it
can play USER_SOUNDS, it can almost certainly use the
sound/wav/se_squeak*.wav and sound/wav/sound_*.wav files for
SND_HEROMUSIC and squeaky board sounds soundeffects.

A few of the se_ sounds in sound/wav are free yet licensed, and
there is a file called attributions.txt to meticulously attempt
to comply with the two license variations involved.

SND_SOUNDEFFECTS_AUTOMAP

If SND_SOUNDEFFECTS_AUTOMAP is defined, and a SND_LIB_ interface
that supports SNDPROC_SOUNDEFFECTS is also defined to integrate
soundlib support, the following gets added:

  o If sounddir is defined (existing longstanding feature that's
    been used with USER_SOUNDS for many, many years) any wav file
    present in SOUNDDIR with a name that matches one of the defined
    sound effects in include/sndproc.h will get played each time
    that soundeffect comes up. So, just drop appropriate wav files
    into sounddir and rename it to match.

    No tedious config file entries are required to get soundeffects.

    [ The only config file change required is to
      set SOUNDDIR to point to your directory with the wav files.
      Note: SOUNDDIR only works in your config file if NetHack
      was built with USER_SOUNDS defined. ]

    This is new so there may certainly be some bugs in here.
    Please kindly report them if you encounter any.

    For those that don't read C very well, these are the file names
    that should trigger the SOUNDEFFECTS_AUTOMAP, assuming it is working.

        se_faint_splashing.wav
        se_crackling_of_hellfire.wav
        se_heart_beat.wav
        se_typing_noise.wav
        se_hollow_sound.wav
        se_rustling_paper.wav
        se_crushing_sound.wav
        se_splash.wav
        se_chains_rattling_gears_turning.wav
        se_smashing_and_crushing.wav
        se_gears_turning_chains_rattling.wav
        se_loud_splash.wav
        se_lound_crash.wav
        se_crashing_rock.wav
        se_sizzling.wav
        se_crashing_boulder.wav
        se_boulder_drop.wav
        se_item_tumble_downwards.wav
        se_drain_noises.wav
        se_ring_in_drain.wav
        se_groans_and_moans.wav
        se_scratching.wav
        se_glass_shattering.wav
        se_egg_cracking.wav
        se_gushing_sound.wav
        se_glass_crashing.wav
        se_egg_splatting.wav
        se_sinister_laughter.wav
        se_blast.wav
        se_stone_breaking.wav
        se_stone_crumbling.wav
        se_snakes_hissing.wav
        se_loud_pop.wav
        se_clanking_pipe.wav
        se_sewer_song.wav
        se_monster_behind_boulder.wav
        se_wailing_of_the_banshee.wav
        se_swoosh.wav
        se_explosion.wav
        se_crashing_sound.wav
        se_someone_summoning.wav
        se_rushing_wind_noise.wav
        se_splat_from_engulf.wav
        se_faint_sloshing.wav
        se_crunching_sound.wav
        se_slurping_sound.wav
        se_masticating_sound.wav
        se_distant_thunder.wav
        se_applause.wav
        se_shrill_whistle.wav
        se_someone_yells.wav
        se_door_unlock_and_open.wav
        se_door_open.wav
        se_door_crash_open.wav
        se_dry_throat_rattle.wav
        se_cough.wav
        se_angry_snakes.wav
        se_zap_then_explosion.wav
        se_zap.wav
        se_horn_being_played.wav
        se_mon_chugging_potion.wav
        se_bugle_playing_reveille.wav
        se_crash_through_floor.wav
        se_thump.wav
        se_scream.wav
        se_tumbler_click.wav
        se_gear_turn.wav
        se_divine_music.wav
        se_thunderclap.wav
        se_sad_wailing.wav
        se_maniacal_laughter.wav
        se_rumbling_of_earth.wav
        se_clanging_sound.wav
        se_mutter_imprecations.wav
        se_mutter_incantation.wav
        se_angry_voice.wav
        se_sceptor_pounding.wav
        se_courtly_conversation.wav
        se_low_buzzing.wav
        se_angry_drone.wav
        se_bees.wav
        se_someone_searching.wav
        se_guards_footsteps.wav
        se_faint_chime.wav
        se_loud_click.wav
        se_soft_click.wav
        se_squeak.wav
        se_squeak_C.wav
        se_squeak_D_flat.wav
        se_squeak_D.wav
        se_squeak_E_flat.wav
        se_squeak_E.wav
        se_squeak_F.wav
        se_squeak_F_sharp.wav
        se_squeak_G.wav
        se_squeak_G_sharp.wav
        se_squeak_A.wav
        se_squeak_B_flat.wav
        se_squeak_B.wav
        se_someone_bowling.wav
        se_rumbling.wav
        se_loud_crash.wav
        se_deafening_roar_atmospheric.wav
        se_low_hum.wav
        se_laughter.wav
        se_cockatrice_hiss.wav
        se_chant.wav
        se_cracking_sound.wav
        se_ripping_sound.wav
        se_thud.wav
        se_clank.wav
        se_crumbling_sound.wav
        se_soft_crackling.wav
        se_crackling.wav
        se_sharp_crack.wav
        se_wall_of_force.wav
        se_alarm.wav
        se_kick_door_it_shatters.wav
        se_kick_door_it_crashes_open.wav
        se_bubble_rising.wav
        se_bolt_of_lightning.wav
        se_board_squeak.wav
        se_board_squeaks_loudly.wav
        se_boing.wav
        se_crashed_ceiling.wav
        se_clash.wav
        se_crash_door.wav
        se_crash.wav
        se_crash_throne_destroyed.wav
        se_crash_something_broke.wav
        se_kadoom_boulder_falls_in.wav
        se_klunk_pipe.wav
        se_kerplunk_boulder_gone.wav
        se_klunk.wav
        se_klick.wav
        se_kaboom_door_explodes.wav
        se_kaboom_boom_boom.wav
        se_kaablamm_of_mine.wav
        se_kaboom.wav
        se_splat_egg.wav
        se_destroy_web.wav
        se_iron_ball_dragging_you.wav
        se_iron_ball_hits_you.wav
        se_lid_slams_open_falls_shut.wav
        se_chain_shatters.wav
        se_furious_bubbling.wav
        se_air_crackles.wav
        se_potion_crash_and_break.wav
        se_hiss.wav
        se_growl.wav
        se_canine_bark.wav
        se_canine_growl.wav
        se_canine_whine.wav
        se_canine_yip.wav
        se_canine_howl.wav
        se_feline_yowl.wav
        se_feline_meow.wav
        se_feline_purr.wav
        se_feline_yip.wav
        se_feline_mew.wav
        se_roar.wav
        se_snarl.wav
        se_buzz.wav
        se_squeek.wav
        se_squawk.wav
        se_squeal.wav
        se_screech.wav
        se_equine_neigh.wav
        se_equine_whinny.wav
        se_equine_whicker.wav
        se_bovine_moo.wav
        se_bovine_bellow.wav
        se_wail.wav
        se_groan.wav
        se_grunt.wav
        se_gurgle.wav
        se_elephant_trumpet.wav
        se_snake_rattle.wav
        se_hallu_growl.wav

This needs further testing. At the moment only windsound has
this.

If nobody else looks into it for Qt, I'll take a look in a
few days.
2023-01-22 13:29:44 -05:00
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
nhmall
ea4a81901d add an interface for sound libraries
Groundwork for a more versatile interface for using
sound libraries. A lot of sound libraries work across
multiple platforms.

The current NetHack sound stuff is quite limited.

Binaries can have a variety of window ports linked into
them, and it makes sense to have something similar for
sound.

This tries to set things up in a more soundlib-centric way,
rather than inserting things in a platform-centric way.

It establishes a new top-level directory sound (akin to win
for the window interface routines, or "window-port") where
sound-related additions and sndprocs and support files can be
added and used across platforms.

The default interface is nosound and the 'nosound' interface
is in src/sounds.c

The interface for 'windsound', which contains the same minimal
USER_SOUNDS support using built-in routines that has been in the
windows port for a long time is added to
sound/windsound/windsound.c.

For now, the sound interface support for 'qtsound' has been added
to the existing Qt files win/Qt/qt_bind.h and win/Qt/qt_bind.cpp,
and a note has been placed in sound/qtsound/README.md to avoid
confusion.

New header file added: include/sndprocs.h.
2023-01-19 18:51:42 -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
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
nhmall
215808abd1 clear up a few gcc warnings 2022-12-05 23:19:38 -05:00
nhmall
02a48aa8cf split g into multiple structures
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
     ^ ^
2022-11-29 21:53:21 -05:00
nhmall
99a93fe50b some C99 changes
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() */
2022-10-29 10:54:25 -04:00
PatR
5902acef64 github issue #890 - hobbit #chat feedback
Issue reported by eakaye:  the alternate hobbit chat message is a
complaint about dungeon conditions, given if its current HP is 10
or more less than its maximum HP.  But since hobbits are level 1,
they will almost never have 10 HP so won't be alive to chat when
at max minus 10.

Keep the old behavior if maximum happens to be more than 10, but
give alternate feedback when less than max if max is 10 or less.

Fixes #890
2022-10-04 15:03:35 -07:00
nhmall
c548fff9e4 some spelling corrections
The pull request included some changes that were neither accidental nor
unintentional, so only a subset of the changes from pull request #869
submitted by klorpa were manually applied.

behaviour  -> behavior
speach     -> speech
knowlege   -> knowledge
incrments  -> increments
stethscope -> stethoscope
staiway    -> stairway
arifact    -> artifact
extracing  -> extracting

The uses of "iff" were left alone.

Close #869
2022-09-08 10:54:11 -04:00
PatR
dda4cd0530 regex handling
Change the regex_error_desc() interface.  Have the caller pass in
a pointer to a buffer of at least BUFSZ characters and have
regex_error_desc() populate that.  No need for static buffers or
extra dynamic alloction.

Also, change it to never return Null.  None of its callers were
checking for that and could have passed Null to config_error_add()
or raw_print().  printf("%s", NULL) produces "null" on OSX but other
systems would probably crash if a Null result ever actually occurred.

The error explanation returned by cppregex included a trailing period.
config_error_add() adds one, so the message ended up with two.  Have
regex_error_desc() check for final period and strip it off if found.
(My test case used a menucolor pattern of "[" which triggers an error
about mismatched brackets.)

Reformat cppregex.cpp; treat 'extern "C" {' as if it isn't introducing
a nested block.  Fix the '#include <hack.h>' that 'make depend' was
ignoring.
2022-07-01 13:08:43 -07:00
nhmall
a518d82c54 no quotes in WINDOWPORT macro invocation 2022-06-29 22:13:28 -04:00
nhmall
a8f0e91ddf replace leading tabs in several files 2022-05-30 12:09:35 -04:00
Pasi Kallinen
c3c60b0b2c When setting user sounds, allow also setting a MSGTYPE
The SOUND lines now have an optional msgtype parameter:

   SOUND=MESG hide "^You miss the " "swing.wav" 75

Fixes #571
2022-04-27 13:32:34 +03:00
Pasi Kallinen
4a01c8fbd7 Monster list iterator
Add some basic functions to iterate through the monster list,
ignoring dead monsters. Mainly just to allow splitting up code
into discrete functions.

Not quite happy with the get_iter_mons_xy - should probably have
a pointer to iterator data struct, which gets passed through instead,
but this works for now.
2022-04-24 13:03:47 +03:00
Pasi Kallinen
39acd095b2 Add helpless monster macro 2022-03-18 10:19:04 +02:00
Pasi Kallinen
b25138e6d9 Zombies groan 2022-02-16 23:04:02 +02:00
Pasi Kallinen
91e2d3633e Use macro for a location next to hero 2022-02-12 11:05:10 +02:00