It takes time for an early-game monster to acclimatize itself to the
power of an attack wand: in much the same way as a nervous human may
quite possibly miss with their first attempt to use a gun in combat,
an early-game monster will always miss on its first use of an attack
wand (but from then on will understand how they work and get over
their nerves, and will hit as normal).
This is a balance change based on observed results from tournaments:
guarding against deaths to early-game attack wands requires an
unusually cautious playstyle which isn't much fun (and might not
always be possible even for the best players), so it is quite common
for them to be the cause of random deaths that it wasn't worth trying
to avoid. Although trying to dodge a monster who found an attack wand
is fun, you only actually get that fun if something makes you aware
of the danger: the monster missing with the wand is a clear way to
demonstrate the danger and let the player know that now is the right
time to take precautions.
This change could theoretically have broken saves, but probably
doesn't due to there having been a spare bit in struct monst. Just
in case, it is being pushed together with other save-breaking changes
to avoid the need for multiple bumps to EDITLEVEL.
Issue reported by Tomsod: monster elves were intended to get a small
bonus to to-hit and damage when shooting arrows with bows, but the
check for that tested the arrows for skill P_BOW which never matches.
It should be -P_BOW.
[Pretty minor: +1 to-hit for any bow, another +1 to-hit if elven bow;
+1 damage for elven arrow; against hero and against other monsters.]
Fixes#1472
This fixes a couple of bugs: a long-standing bug in which writing a
scroll by label could fail even if you've already seen a scroll with
that label (due to the game not tracking whether or not you've seen a
scroll if it doesn't have a name); and a somewhat newer bug in which
spellbooks auto-identified by Wizard knowledge were marked as having
been encountered (rather than as known but not encountered).
Breaks save file compatibility, but not bones files.
Fix up a few comments in the monster throwing code. And change a
couple 'if (!Blind)' checks to use 'if (canseemon(magr))' instead
of that the player won't be told about a returning aklys hitting an
invisible monster ("it") on the arm.
Issue reported by k21971: a gnome throwing a wielded aklys at the
hero was killed when failing to catch its return. Bookkeeping for
dead monsters got messed up, then a crash occurred.
This fixes things. Instead of a comment stating that the thrower
might be dead, kill it off.
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.
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
The same routine handles both monster-vs-hero and monster-vs-monster
breath attacks, but the code was considering what the attacker knows
about hero's resistances even when attacking another monster.
Also unconditionally prevent the monster breath attack if the monster
knows about hero reflecting - previously the monster could use the breath
if it were just far enough from hero, even when hero had reflection.
Adds a new boolean option, accessiblemsg. If on, some game messages
are prefixed with direction or location information, for example:
(west): The newt bites!
(northwest): You find a hidden door.
I added the info to the most common messages, but several are
still missing it.
Checking the callers:
toss_up() would have segfaulted prior to use of stone_missile() if obj were NULL.
thitu() now has a guard prior to use of stone_missile()
ohitmon() would have crashed from earlier dereference otmp->dknown if it were NULL,
otmp arg is declared nonnull
thitm() now has a guard prior to use of stone_missile().
hmon_hitmon_do_hit() null obj takes a different code path than the code path
using stone_missile(); comment asserting that added
There is a comment above the function indicating that it should be
aligned with hero ammo breakage, but this wasn't the case. One big
difference is that any monster-thrown or -shot object would be deleted
unconditionally if it hit another monster trapped in a pit. I don't
know why that was in there, but it's not present in hero ammo breakage
chances, and it meant that a monster could sling the Mines luckstone at
the hero, hit a monster in the pit, and permanently lock the hero out of
getting the luckstone (as just happened to a player during the current
tournament). This pulls the hero breakage rules out into their own
function and uses that for monster breakage as well, to make sure they
are aligned. I also refactored drop_throw a bit to reduce the number of
separate variables tracking whether the object was deleted (was create,
objgone, and retvalu), and changed its (and ohitmon's) type to boolean.
I was working on this at the time 3.6.0 was released and set it aside
until later. Later has finally arrived. Redo the Blind, Blinded,
Blindfolded,&c macros to make more complete use of intrinsic property
handling. Blinded was being treated as a number which could be added
to or subtracted from; now that has to be done via TIMEOUT mask
because it has FROMOUTSIDE (OPTIONS:blind) and FROMFORM (poly'd into
!haseyes() form) bits included. Object definitions for blindfold and
towel now specify the BLINDED property; overriding blindness via the
Eyes of the Overworld is accomplished via props[BLINDED].blocked.
Code generated for the scores of Blind and !Blind tests throughout
the program should be smaller.
One bug that has been fixed is that putting on the Eyes of the
Overworld cured permanent blindness (from OPTIONS:blind). The
u.uroleplay.blind flag was cleared and stayed so after taking them
off. Putting the Eyes on still breaks blind-from-birth conduct but
now blindness will resume when they are removed.
This was untested at the time it was set aside and is only lightly
tested now. A large number of the changes here are just to switch
from Blinded to BlindedTimeout for current timed value and to call
set_itimeout() for setting a new value.
Extend "killed by the touch of death inflicted by <monster>" to buzz().
"Killed by a bolt of cold" becomes "killed by a bolt of cold zapped by
<monster>" or "killed by a blast of cold" becomes "killed by a blast
of cold exhaled by <monster>" and so forth.
More work than expected; the zap code isn't passed enough context.
BZ_M_WAND() was producing the wrong value for wands zapped by monsters.
For strength over 18, A_CURR(A_STR) can return up to 125, giving
the chance to break bars by hitting them with a warhammer a 50:50
chance. Switch to acurrstr() which returns at most 25.
Allow heavy iron balls (wielded or thrown, regardless of whether
they're chained to hero) to have a chance to break bars too. They
are slightly more complicated because they don't use obj->spe like
a weapon but are otherwise straightfoward.
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.
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.
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
^ ^
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.
"A dry rattle comes from its throat" would be printed whenever a
canceled monster tried to spit at you or another monster while not in
the hero's line of sight. That seemed weird to me: you can't see the
monster and don't know what it is, but you can tell the sound is
definitely coming from "its throat".
Change the message if the monster isn't visible, and make sure it's
printed it only if the monster is nearby (within reasonable hearing
range for a "dry rattle").
Make changes similar to the suggested patch from entrez: support
for 'youmonst' as the monster passed to m_carrying(). This doesn't
change carrying(otyp) to call m_carrying(&g.youmonst,otyp) though.
Also, treat being on the Plane of Air or in an air bubble on the
Plane of Water similar to flying or levitating: wielded Giantslayer
(or carried loadstone) doesn't prevent knockback there.