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.
Allow setting a per-level "temperature": hot, cold, or temperate
via special level flags. Currently it only affects some messages
in Gehennom, but it could be expanded to ice melting, water freezing,
or monster generation, for example.
Invalidates saves and bones.
Amend the safe_wait so it still waits if you have a deadly property,
even if you have a resistance to it.
External resistances do not protect against already existing
deadly properties, for example becoming deadly ill is not cured
even if you wear a green dragon scale mail.
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.
If punished and the attached iron ball was both cursed and wielded,
falling while going down stairs would drop it instead of leaving it
welded to hero's hand. ( Didn't happen for iron ball that wasn't
chained to hero's leg.)
I thought that this was going to be a one or two line fix but ball
and chain stuff is never that simple.
Fixes#949
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
^ ^
Pushing a shop-owned boulder out of the shop wouldn't charge the hero
anything. Remedy this (and remove the boulder from the bill if the hero
then pushes it back in). Also tried to handle a couple other uncharged
boulder "theft" scenarios: pushing a boulder into lava or water, into a
trapdoor or hole, or into a level teleporter (various other traps
already charged for the boulder -- it was pretty inconsistent).
I externified onbill() for this, since relying on otmp->unpaid by itself
impossibles if you push a boulder through a gap in a wall between two
adjoining shops.
Short for distu(mtmp->mx, mtmp->my) (i.e. the distance between the hero
and the specified monster), which is a very common use of distu(). The
idea is that this would be a convenient shorthand for it; I actually
thought it (or something very similar) existed already, but couldn't
find it when I tried to use it earlier. Based on the number of uses of
fully-spelled-out 'distu(mtmp->mx, mtmp->my)' replaced in this commit
I'm guessing I just imagined it.
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() */
Some routines return ECMD_TIME|ECMD_CANCEL (for instance when 'a'pply
wields an item and player cancels the attempt to use it) so change
drop_menu() to test that properly. I don't think drop() ever returns
that combined mask value but be prepared to handle time passage if it
ever does.
Pull request #607 by Vivit-R proposed renaming "huge chunk of meat"
to "giant meatball" to better reflect the similarity to meatball.
But an object name that contains a monster name prefix requires extra
work in the wishing code. I considered "huge meatball" which retains
more of the original name but decided to go with "enormous meatball"
becaues it seems more evocative.
Supersedes #607Closes#607
The way hole destinations work now theoretically allows for a
cross-branch hole or trap door to move you across branches in a way that
decreases your overall depth. If this happened, it would cause an
impossible when the negative result of (depth(new) - depth(old)) was
used to calculate fall damage. Limit fall damage to 1d6 if dist <= 0.
Missed this way to use the trap door (in a block added in 05761ba) in
previous commits, though I'm a little confused about whether that block
in dodown is even reachable given how various trap scenarios are handled
with dotrap earlier in the function.
Pull requet from entrez: give better feedback than "it" when hero
observes a corpse reviving into a monster that can't be seen.
Tweak reviving from a container which was coded as if the container
was optional. That can lead to confusion when someone reads the
code so make the situation more explicit.
Fixes#871
An invisible monster reviving would be called "it" (as in, "It rises
from the dead!"). Improve on this a bit by instead saying that "the
troll corpse disappears!" (similar to the messaging used when undead
turning is used on an invisible monster's corpse), or calling the
revived monster "something" (as in "something escapes from a sack!")
instead of "it". Distinguish between the original location of the
corpse and the location of the revived monster when describing seeing
things that have happened to the corpse, since revival may not place it
on the corpse's location.
delivered across level change checkpointing
Reported by entrez. Simplest test case: give level 1 a short
annotatation, level teleport to level 2, and level teleport back to
level 1. The message window will show
|You materialize on another level. You remember this level as <note>.
but ^P message history will show
|You materialize on another level.
| You remember this level as <note>.
Spaces inserted to separate two messages that fit together on the
top line become part of the second message when saving a checkpoint
during level change flushes the top line into message history.
Change insurance checkpointing to record the full message history
without flushing the current top line so that toggling 'checkpoint'
doesn't affect what shows up on the screen or in message recall.
Make sure u.uswallow is cleared when u.ustuck gets set to Null so
that they won't be out of sync with each other. Having u.uswallow
be non-zero does imply that u.ustuck is non-Null.
Running #panic while swallowed didn't produce any anomalies for me,
either before or after this change.
Change trappers and lurkers above to remove digestion damage. They
fold themselves around rather than swallow the victim. There were
are lot of places that assumed that an engulfer which is an animal
would swallow and digest the victim. In hindsight, it might have
been simpler to take the M1_ANIMAL flag off of trappers and lurkers
above.
This adds a new digests() predicate for creatures with AT_ENGL+AD_DGST
(purple worm) and also enfolds() for AT_ENGL+AD_WRAP (both 't'-class
critters).
There are several minor fixes mixed in with this. I didn't record
them as I went along but the two I remember are
1) if poly'd into a holder and holding on to a monster, the '<' and
'>' commands refursed to work; release the held creature first
and then treat those commands as normal;
2) throwing a non-weapon while engulfed by an ochre jelly reported
"the <item> vanishes into the ochre jelly's /currents/".
This needs a lot more testing. I found and fixed multiple minor
details before my own testing burned out.
This replaces the old pushq/saveq arrays (which were used to save
the keys pressed by the user for repeating a previous command)
with a new command queue. This means there's no hard-coded limit
to the saved keys, and it can repeat extended commands which are
not bound to any key.
The earlier commit just removed monsters from migrating_mons and left
them orphaned. Also it ignored migrating objects.
Actually release the monsters that can no longer arrive at their
migration destinations. Release their inventories too.
Release objects that can no longer arrive at migration destinations.
When the hero enters the planes branch, all the rest of the dungeon
gets discarded since it can no longer be reached. At the time that
that takes place, throw away any migrating monsters waiting to arrive
on any of those levels.
Too many negations for my brain to cope with. I've tested travel
properly this time, but not re-tested running (which shouldn't be
affected by this code).
From entrez, pushing a boulder into the water on Plane of Water
resulted in a sanity check warning about a boulder at water location
(every turn until bubble movement eventually pushed it back out of
the water). Make boulders in that situation always fail to plug the
water and vanish rather not attempt to plug and remain intact.
This also changes the chance to plugging water from 90% to 50% when
dealing with a wall of water somewhere other than Plane of Water.
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
Switch to using a macro invocation Verbos(n, s) in place of the
flags.verbose checks.
Provide the mechanics for individual suppression of any of the
existing messages that were considered verbose.
Mechanics only - this code update does not provide any means of
setting the suppression bits.
iflags.verbose = 0
is still a master suppression of all the verbose messages.
iflags.verbose = 1
turns on the verbose messages only for those whose suppression
bit is 0 (not set).
When a game is restored while hero is Gehennom, give the "It is hot
here. You smell smoke..." message after the welcome back message.
For both entering Gehennom and restoring there, switch from "smell" to
"sense" in the second part of that message if poly'd into a form that
doesn't have sense of smell.
Some unrelated stuff that got caught up in this diff:
1) move welcome()'s call to l_nhcore_call() to the start of the routine
instead of placing that after a potential early return;
2) remove a redundant glyphmap flags reset line; the routine being
called starts by setting its flags field to 0 for level change so
caller doesn't need to do that;
3) look_here() is just a formatting bit.
A new feature, enabled by default to maximize testing, but one which can
be disabled by commenting it out in config.h
With this, some additional information is added to the glyphmap entries
in a new optional substructure called u with these fields:
ucolor RGB color for use with truecolor terminals/platforms.
A ucolor value of zero means "not set." The actual
rgb value of 0 has the 0x1000000 bit set.
u256coloridx 256 color index value for use with 256 color
terminals, the closest color match to ucolor.
utf8str Custom representation via utf-8 string (can be null).
There is a new symset included in the symbols file, called enhanced1.
Some initial code has been added to parse individual
OPTIONS=glyph:glyphid/R-G-B entries in the config file.
The glyphid can, in theory, either be an individual glyph (G_* glyphid)
for a single glyph, or it can be an existing symbol S_ value
(monster, object, or cmap symbol) to store the custom representation for
all the glyphs that match that symbol.
Examples:
OPTIONS=glyph:G_fountain/U+03A8/0-150-255
(Your platform/terminal font needs to be able to include/display the
character, of course.)
The NetHack core code does parsing and storing the customized
entries, and adding them to the glyphmap data structure.
Any window port can utilize the additional information in the glyphinfo
that is passed to them, once code is added to do so.
Also, consolidate some symbol-related code into symbols.c, and remove it from
files.c and options.c
The air bubbles on the Plane of Water and the clouds on the Plane of
Air were being saved and restored as part of the current level's state
(which is the 'u' struct and invent and such) rather than with the
current level itself. That was ok for normal play, but for wizard
mode's ^V allowing you to return to a previously visited endgame level
after moving to a different one it meant a new set of bubbles for
Water and new set of clouds for Air. Even that was ok since it only
applied to wizard mode, but using #wizmakemap to recreate Water or Air
while you were on it added a new set of bubbles or clouds to the
existing ones. If repeated, eventually there wouldn't be much water
or air left.
Instead of just adding a hack to #wizmakemap, change save/restore to
keep the bubbles/clouds with the level rather than with the state.
That wasn't trivial and now I know why the old odd arrangement was
chosen. Saving hides u.uz by zeroing it out for levels that the hero
isn't on and it is zero during restore so simple checks for whether a
given level is water or air won't work.
This also adds another non-file/non-debugpline() use of DEBUGFILES:
DEBUGFILES=seethru nethack -D
will make water and clouds be transparent instead of opaque. It also
makes fumaroles and other light-blocking gas clouds be transparent
which wasn't really intended, but avoiding it would be extra work that
doesn't accomplish much.
Increments EDITLEVEL for the third time this week....
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.
Stop attempting to catch up for lost time for shop damage repair
when getlev() loads a previousl visited level. Normal shopkeeper
behavior will take care of that.
Also, fixes the display related aspects of shop damage repair
interacting with ball and chain. They don't happen when its done
while the map is being shown.
I polymorphed into something wimpy and became overloaded or even
overtaxed so I dropped everything. The status line still showed
overloaded or overtaxed until my next move. That didn't happen in
3.6.x or 3.4.3 but I didn't pursue trying to figure out what caused
this misbehavior.
I wanted to add an encumber_msg() call to freeinv() but that would
cause message sequencing issues. Instead, add a call to it in a
few places where items are leaving hero's inventory, particularly
for the chain of calls for dropping stuff. I've left it off in a
bunch of other potential places.
Also add a few missing (void) casts where the return value of
existing encumber_msg() calls is being ignored.
trycall() is a short docall() wrapper that is a no-op if the item is
already identified or the player has called the object type already. For
some reason, many calls to docall() did those same exact checks
beforehand.
This commit eliminates that redundancy by converting those calls into
trycall(), which is now made extern rather than local to do.c. No
behavior should be changed by this commit; I've checked that none of the
affected places could take a different code path now that the
oc_name_known and oc_uname checks are removed.
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.
Reported by k21971, the dumplog section labeled "major events" showed
all logged events rather than just the ones classified as major.
Filter out the non-major ones when writing dumplog.
At the moment only a couple of ones other than achievements are major.
Probably various other types should be too.
The #chronicle command still lists all logged events unless they're
flagged as 'spoiler'. So far the mines' end luckstone is the only
one flagged that way. Unfortunately a player with access to live
logging could still learn whether or not the gray stone that has just
been picked up on the last mines level is the target luckstone by
viewing the log from outside of the game.
The #chronicle command would be more useful if it gathered all the
categories of events present and put up a menu allowing the player to
choose which ones to view. I haven't attempted to implement that.
Closes#687
Some changes to fix things I noticed in the dumplog referenced by
github issue #687 about showing all logged events under the header
"major events". (This doesn't address that. I figured it was
intentional while #chronicle is having any bugs worked out.)
Sequencing: show the event corresponding to an achievement for
entering a dungeon branch before the livelog-specific event of
entering a level for the first time. You enter the branch before
arriving at the new level.
Missing feedback: the you-won achievement didn't produce any
"ascended" event. That turned out to be a side-effect to suppressing
achievements that take place after the gameover flag has been set
(so blind-from-birth and/or nudist when applicable plus duplicate
obtained-amulet and ascended due to manipulation to reposition the
amulet achievement to be right before ascended so that the alternate
wording it has in the achievements listing looks better). Instead of
just forcing the ascended achievement to produce an ascended event,
this adds a more general game-over event.
While in there, change the classification of attaining level 14 from
minor livelog event to major since questing keys off of it.
Log game events, such as entering a new dungeon level, breaking
a conduct, or killing a unique monster, in a new "Major events"
chronicle. The entries record the turn when the event happened.
The log can be viewed with #chronicle -command, and the entries
also show up in the end-of-game dump, if that is available.
This feature is on by default, but can be disabled by
defining NO_CHRONICLE compile-time option.
This also contains "live logging", writing the events as they
happen into a single livelog-file. This is mostly useful for
public servers. The livelog is off by default, and must be
compiled in with LIVELOG, and then turned on in sysconf.
Mostly this a version of livelogging from the Hardfought server,
with some changes.
My earlier change resulted in rejecting all commands entered after
a movement prefix key, rather than just ones that aren't supposed to
take any prefix.
This fixes that and also restores the ability to use 'm>' or 'm<' on
stairs to change levels without auto-pickup at the destination.