Commit Graph

130 Commits

Author SHA1 Message Date
nhmall
c26914bb55 Merge branch 'NetHack-3.6' 2019-09-28 20:23:05 -04:00
nhmall
da6c393e43 fix errant verb tense in some messages if pet or mon name ends in 's'
Report stated:
"Poes deliberately slither onto a polymorph trap!" ... it's only one cat, er,
black naga. Why does the parser treat the name as plural? There are lots of
singular words and names that end in -s or -es!

H9249 1780
2019-09-26 11:49:15 -04:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
7054e06e42 NetHack minor release checklist items - savefiles
Make some progress on a couple of next minor release checklist
items, hopefully without introducing too many new bugs. This
is just the initial commit, and work continues.

Checklist items:

Savefiles compatible between Windows versions, whether 64-bit
or 32-bit in little-endian field format.

Selection of file formats:
 historical (structlevel saves),
 lendian (little-endian, fieldlevel saves),
 and just for proof-of-concept, ascii fieldlevel saves
 (the ascii is huge! 10x bigger than little-endian).

For the fieldlevel save, all complex data structures recursively
get broken down until until it is one of the simple types that
can't be broken down any further, and that gets when it gets
written to the output file.

New files needed for this build:

hand-coded:
include/sfprocs.h
src/sfbase.c      - really a dispatcher to one of the
                    output/input format routines.
src/sflendian.c   - little-endian output writer/reader.
src/sfascii.c     - ascii text output writer/reader.

auto-coded (generated):
include/sfproto.h
src/sfdata.c

This is just one approach. I'm sure there are countless others
and they have different pros and cons.

For producing the auto-coded files a utility called
universal-ctags, that is actively maintained and evolving,
was used to do all the heavy-lifting of parsing the
NetHack C sources to tabulate the data fields, and store
them in an intermediate file called util/nethack.tags
(not required for building NetHack if you already have a
generated include/sfproto.h and src/sfdata.c)

util/readtags (also not required for building NetHack
itself) will decipher the nethack.tags file and produce
the functions that can deal with the NetHack struct data
fields.

You can obtain the source for universal-ctags by cloning it
from here:
https://github.com/universal-ctags/ctags.git

The combination universal-ctags + util/readtags has been
tried and tested under both Windows and Linux, so it is
not tied to a particular platform.

Note: util/readtags will work only with universal-ctags
output, so other ctags are unlikely to work as-is.
Universal-ctags can be build from source very easily
under Linux, or under Windows using visual studio.
2019-06-23 00:11:46 -04:00
nhmall
23c1217e18 Merge branch 'NetHack-3.6.2' 2019-03-23 17:17:42 -04:00
PatR
c57b32f5fe status updating: a*.c
I went through the places that set context.botl/botlx in src/a*.c to
see whether I could find any unnecessary status updates.  I didn't
find anything interesting, mostly some minor sequencing issues plus
a couple of redundant sets (call foo() which includes setting botl,
then explicitly set botl after it returns).  If you issue pline first
and then set context.botl, bottom lines won't be updated until the
next message or next pass through moveloop.  If you order those the
other way around, status will be updated as the message describing
the reason for the update is being delivered.
2019-03-23 10:50:26 -07:00
nhmall
58f2218c4e Merge branch 'NetHack-3.6.2' 2019-01-09 07:24:18 -05:00
Bart House
769ad91cc3 mthrowu, nhlan, options, regions, rip and role globals moved to g. 2018-12-25 16:26:27 -08:00
Bart House
0763046c38 zeroX, tc_gbl_data and fqn_prefix moved to instance globals. 2018-12-25 08:09:37 -08:00
Bart House
1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House
90547edb83 moves, monstermoves, wailmsg, migrating_objs and billobjs moved to g. 2018-12-24 20:22:33 -08:00
Bart House
be5cdcf77a killer, level and rooms move to instance globals. 2018-12-24 19:50:08 -08:00
Bart House
572ee347b9 Another round of instance globals changes. 2018-12-24 16:43:50 -08:00
Bart House
62e1a45b60 Merge branch 'win-wip3.7' into win-wip3.7-bart
Conflicts:
	src/end.c
2018-12-24 12:09:42 -08:00
nhmall
a229a8a56d Merge branch 'NetHack-3.6.2' 2018-12-24 06:44:27 -05:00
PatR
7bc36ddef4 fix #H6942 - dropx vs hold_another_object
Dropping an existing fragile item while levitating will usually
break it.  Getting a new wished-for fragile item and dropping it
because of fumbling or overfull inventory never would.

Some callers of hold_another_object() held on to its return value,
others discarded that.  That return value was unsafe if the item
was dropped and fell down a hole (or broke [after this change]).
Return Null if we can't be sure of the value, and make sure all
callers are prepared to deal with Null.
2018-12-23 12:37:26 -08:00
Bart House
74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
Bart House
576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Bart House
ff5fe26e72 More globals moved to instance_globals. 2018-12-19 20:01:55 -08:00
Bart House
3645e415e3 Moved more globals to instance_globals. 2018-12-19 20:01:55 -08:00
Bart House
f1e48cddfe artifact.c, cmd.c and makemon.c globals moved to instance_globals. 2018-12-19 20:01:55 -08:00
Bart House
912886a73f First set of changes to move globals to instance_globals. 2018-12-19 20:00:35 -08:00
PatR
26a3a53786 Sting revisited
Replace recent "(light blue aura)" with
"(flickering light blue)" if there are 1..4 orcs,
"(glimmering light blue)" if 5..12, or
"(gleaming light blue)" if there are 13 or more, and move its place
in the formatted name.
_3.6.1_: Sting (weapon in hand) (glowing light blue)
_recent: Sting (weapon in hand) (light blue aura)
_now___: Sting (weapon in hand, flickering light blue)

The thresholds for intensity may need to be tweaked.  The start
message has been changed from "glows" to "flickers/glimmers/gleams"
and is given when the intensity changes (up or down) as well as when
first glowing.  Stop message will usually be "stops flickering" but
some form of mass kill (genocide for sure, maybe explosion, probably
not wand zap) might result in stopping directly from higher intensity.

It still "quivers" if hero is blind when there are orcs on the level,
but no name augmentation shows in inventory for that situation;
describing it as "(weapon in hand, quivering)" would be too silly.
Also, the quiver or glow intermediate message if blindness is toggled
while Sting is active only worked for make_blinded(), not for putting
on and taking off a blindfold.  Now fixed.  I think becoming blind due
to polymorphing into an eyeless form is still not handled, but there
are no eyeless creatures capable of wielding weapons so that can wait.
Polymorphing from eyeless to sighted is handled but moot for Sting.
2018-12-02 02:09:22 -08:00
Pasi Kallinen
d7c042eb80 Make Mjollnir lightning noisy 2018-11-02 20:49:11 +02:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
Pasi Kallinen
9b7e146807 Use more enums 2018-03-31 08:57:22 +03:00
PatR
c59b7bf11b fix #H6391 - artifact #invoke for charging
Latent bug:  if a non-role-specific artifact which could be invoked
for charging existed, it would never work as if blessed because the
test for no-role was wrong.  Caused when 3.3.0 changed the Role_if()
predicate and artilist[] array to use monster index numbers (PM_foo)
instead of role letters; the non-role value changed from '\0' to
NON_PM (-1) but the test for non-role didn't.

No fixes36.1 entry; there aren't any artifacts which were affected.
2017-11-04 16:04:46 -07:00
PatR
5c77360023 still more Master Key of Thievery
Make #untrap while carrying the non-cursed (for rogues) or blessed
(for non-rogues) Key work the same as #invoke has been doing (without
regard to its bless/curse state):  when used on trapped door or chest,
that trap will always be found and disarming it will always succeed.

It should work when carried by monsters too:  if they try to open a
trapped door while carrying the Key (must be blessed since they're
not rogues) the trap will be automatically disarmed.  (Caveat:  that
hasn't been adequately tested.)

TODO (maybe...):  change the #invoke property to detect unseen/secret
door detection instead of #untrap.  The latter isn't completely
redundant; it works when the Key is cursed.  But quest artifacts
strongly resist becoming cursed so that isn't a particularly useful
distinction.

Also, trap hints when wielding the Key without gloves didn't notice
adjacent door and chest traps.  Now it does.  And the behavior is
slightly different:  known traps covered by objects or monsters are
treated like unknown traps as far as the hot/cold hints go.
2017-10-08 03:29:16 -07:00
Pasi Kallinen
22ad104318 Master Key of Thievery warns about undetected traps
If the key is wielded and touching skin (that is, you're not
wearing gloves), it will give heat-related messages like
minesweeper, counting the undetected traps around player.
2017-10-06 01:21:06 +03:00
Pasi Kallinen
b4e4d70008 Fix couple static code analyzer warnings 2017-08-02 19:48:44 +03:00
PatR
fe4583fc88 some artifact.c formatting
I managed to separate these bits from the touch/retouch fix.
I almost threw then away, but one's a spelling fix in a comment.
2017-07-12 18:02:52 -07:00
PatR
c0bb25b388 fix commit ebd6bb62f5 : #H4383 - blasted twice
by Excalibur.  Noticed on Reddit by Alex, the attempt to fix being
blasted twice by wielded artifact weapon when changing alignment
ended up preventing wielding other role's quest weapons.  At the
moment I can't even see how it prevented the double-blast....

This backs out that change and fixes the double-blasting correctly.
When uwep and uswapwep are tested in advance of the rest of invent,
mark them as already processed before entering the loop that checks
all not-yet-processed inventory.
2017-07-12 17:53:04 -07:00
PatR
ebd6bb62f5 fix #H4383 - blasted twice by Excalibur
...when alignment was toggled by helm of opposite alignment.  The
touch/retouch code is quite convoluted, but I think this simple
change is the right fix.
2016-06-09 11:42:34 -07:00
PatR
6f595dabcc fix #H4142 - resistance from Excalibur
Enlightenment and end of game disclosure didn't report level-drain
resistance if that was obtained via wielding Excalibur (or Stormbringer
or Staff of Aesculapius).  Drain_resistance wasn't one of the attributes
set for intrinsics/extrinsics when wielding or unwielding weapon or
wearing/unwearing other equipment.  loseexp() checks resists_drli()
which does check for items in use, so level drain would be aborted,
possibly after messages claimed that it was taming place.  I didn't try
to untangle any of that, just changed set_artifact_intrinsic to include
a test for DRAIN_RES.
2015-12-25 14:13:05 -08:00
Pasi Kallinen
dc09a991fe Fix some warnings from clang's static code analyzer 2015-11-18 22:54:28 +02:00
Pasi Kallinen
9181f06dab Fix crystal ball use after being destroyed
Crystal ball can be destroyed when used, so pass the object parameter
back as null in that case.
2015-11-01 18:49:43 +02:00
PatR
a9eb5b2ca8 yet more formatting
Reformat some trailing &&, || operators followed by end-of-line comment,
missed by the earlier continuation formating.

An
  #if 0
    something {
  #else
    something_else {
  #endif
construct in rhack(cmd.c) confused the automated reformatter, resulting
in some code from inside a function ending up in column 1.
2015-11-01 01:17:54 -08:00
PatR
3986546325 formatting: src/a*.c - d*.c continuation lines
Mostly && and || at end of the first half of a continued line rather
than at the start of the second half.  The automated reformat got
confused by comments in the midst of such lines.
  foo ||
  bar
was converted to
  foo
  || bar
but
  foo ||
  /* comment */
  bar
stayed as is.

Some excluded code [#if 0] was also manually reformatted, but this is
mainly stuff that can be found via regexp '[&|?:][ \t]*$' (with a lot
of false hits for labels whose colon ends their line).
2015-10-19 17:32:21 -07:00
Pasi Kallinen
66dd87454b Comment typofixes, pt 3 2015-10-17 13:47:25 +03:00
Pasi Kallinen
f8b48490aa Comment typofixes 2015-10-17 12:28:52 +03:00
PatR
791c41e6b4 branch traversal via W quest artifact
Require the hero to pass the next_to_u() check when using the Eye of the
Aethiopica to portal to another dungeon branch.  Even though the reported
exploit of having a steed which is carrying the Amulet bring it along had
already been prevented, this changes the temporary portal behavior to be
like level teleport.  A steed carrying the Amulet or a non-adjacent pet
on a cursed leash will inhibit the attempted change of location.
2015-08-14 19:18:12 -07:00
PatR
3a5304c49e last? Sting
If Sting is glowing when blindness gets toggled, give a new "glowing"
message.

So instead of
  Sting glows blue! [...] You can't see! [...] Sting stops quivering.
if you're still blind when the last orc goes away, or
  Sting quivers slightly. [...] You can see again. [...] Sting stops
  glowing.
if you were blind when the first orc arrived, now you'll get an
intermediate message between the second and third ones.  'Sting is
quivering' for the first case, 'Sting is glowing' for the second.
No matter how many times blindness toggles back and forth, the final
"stops glowing" or "stops quivering" will be consistent with the most
recent "is glowing" or "is quivering".
2015-05-31 01:24:19 -07:00
PatR
0171345aad more Sting,&c
Add "(glowing light blue)" to the formatted object description when
Sting or Orcrist is glowing due to presence of orcs or "(glowing red)"
if Grimtooth is glowing due to elves.  Use "(glowing)" if blind;
assumes that some aspect of the glow (perhaps warmth or vibration) can
be noticed via touch.

Make enlightenment's "you are warned about <monster class> because of
<artifact>" catch up with Orcrist and Grimtooth.  It was attributing
Orcrist's warning against orcs to Sting, and Grimtooth's warning was
against "something" rather than elves.

The glow color is now a new field in artilist[], so the biggest part
of this patch is adding an extra value to each artifact's definition.
2015-05-30 22:41:30 -07:00
PatR
37763d030e add warning glow for Orcrist & Grimtooth
Make Orcrist glow light blue when orcs are present, just like Sting.
(Sting supposedly glowed because it was made by the elves of Gondolin
rather than any particular attribute built into it, and Orcrist was
made there too.  I think it also glowed in the Hobbit; that was how
Bilbo recognized what the situation was when he first saw Sting glow.
Maybe it was the other sword rather than Orcrist, but they were treated
as being functionally equivalent.)

Also make Grimtooth glow red when elves are present.  That's from thin
air, to give it some novelty.  Unlike Sting, whose double-damage bonus
is restricted to orc targets, Grimtooth's weak 1d6 bonus still applies
to all targets.
2015-05-29 17:42:15 -07:00
PatR
29617ada12 Sting's glow while blind
Give an alternate message if Sting starts or stops glowing while the
hero can't see.  It probably ought to give an immediate message when
blindness toggles but that looks like it could get messy.

Having an 'o' die or migrate off level should probably also redo the
Sting message immediately, otherwise we see things like:
  The little dog kills the goblin.
  The little dog eats a goblin corpse.
  Sting stops glowing.
(There could be lots of additional intervening messages depending on
other monster activity at the time.)  Calling see_monsters() in the
relevant places--probably m_detach() and migrate_to_level()--would
address this but won't do because that could result in hallucinating
monsters changing appearance mid-turn.
2015-05-28 18:36:51 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
Sean Hunt
97d6fade74 Reformat all C files.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
2015-05-09 13:43:16 -04:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
Pasi Kallinen
411ee58593 Add more explicit helpless reasons
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless.  For example:
"while frozen by a monster's gaze"
2015-03-29 22:12:19 +03:00