Armor is now slightly more likely to generate outside Gehennom (at
the expense of gems that generate via random generation rather than
mineralisation or level rules).
Basic nonmagical armor (especially body armor) has had its generation
probabilities reduced *relative to other armor*, but outside
Gehennom, it is no less likely to generate (because armor in general
is now more likely to generate outside Gehennom). It is slightly less
likely to generate in Gehennom (but isn't typically needed in
quantity there).
Armor that has extrinsics is more likely to generate, both due to
having increased probability relative to other armor, and due to the
increased proportion of generated items being armor: this is the
primary goal of this change.
The intention behind this change is to increase the chance that
players naturally find useful armor (especially armor that they might
not have been planning to use, but that they can adapt their strategy
to make use of), rather than needing to wish for it: the chance of
finding useful armor is higher both in the Dungeons (due to the
increased probability) and in Gehennom (because it is more biased
towards armor that might be useful at that stage of the game). In
practice, in 3.6.x (prior to this change and to wishing changes), it
was quite common for players to wish up an entire set of armor at the
Castle, ignoring almost everything they'd found so far that game; I'm
hoping this change encourages more wish variety rather than spending
the majority of wishes on armor.
A wand of stasis prevents teleportation (even in some cases where
it would normally not be prevented, e.g. the hero teleporting a
monster, or covetous monsters teleporting). This is intended to
provide an alternative tactic against covetous monsters (and their
AI has been adjusted to handle being under a stasis effect), but
might also be useful in other situations. It does not prevent
teleportation of objects, only the hero / monsters, and does not
at present prevent level teleportation (although I'm not sure about
this and it might well change in the future).
This breaks save compatibility, but is being pushed together with
other save-breaking changes to avoid the need for multiple bumps to
EDITLEVEL.
Dragon corpses are capable of rotting, so it's plausible that the
skin of a dead dragon might also be possible to rot.
This is unlikely to come up in actual play at present (unless
wishing for rotten DSM, it can only end up rotting as a consequence
of brown pudding attacks): the primary motivation is to open up new
possibilities for armor-damaging attacks, which in current NetHack
aren't very relevant in the late game because everyone is wearing
dragon scale mail.
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.
Issue reported by chappg: on arboreal levels, when an object was
located at a stone location treated as a tree location, examining
the object would report it as embedded in stone.
The Ranger quest has arboreal levels where STONE becomes TREE, and
items that would become embedded in stone will be in trees instead.
(Sometimes kicking a tree would drop fruit onto an adjacent tree,
effectively embedding it. For testing, it's easier just to poly
into a xorn, walk onto the tree spot, and drop something.) The item
description code for farlook and quicklook wasn't checking for that.
The fix also corrects another bug: an item located at a normal tree
location would just be described as itself with no mention of the
tree at all. Attempting to walk onto it would report the terrain
and not let you move there (assuming not in xorn form), like trying
to walk into a wall.
Fixes#1462
There was only one point in the code at which this caching was
being done, and it was incorrect: it's possible for the result of
near_capacity to change during a monster turn because monster
actions can change either inventory weight or carry capacity.
The bug was particularly relevant in cases where a character
polymorphed into a slow weak monster gets attacked by a monster
that moves at normal speed: due to the polyform being slow, the
normal-speed monster gets in a lot of attacks and causes a
rehumanization, but due to the polyform being weak, it was
burdened at the start of the monster turn, and so when that
penalty is (due to the bug) applied to the next turn it can
mean that the character misses the next turn too, and may end up
dying as a result.
In the context of sanity checking, an extra pass though the inventory
of every monster wielding a weapon is completely negligible, but it
is trivial to avoid so take it out.
Have save_mtraits() clear wielded weapon when attaching monster
attributes to a corpse object.
And have monster sanity check verify that wielded weapon is in the
monster's inventory.
Not sure why my earlier attempt was unsuccessful. This one isn't as
comprehensive but is simpler and better yet, works as intended.
When saving a level or exiting the program, objects can be deleted
directly rather than having to pass though the objs_deleted list.
Grimtooth is now permanently poisoned, protects the wielder from
poison, and can be invoked to throw poison.
Permapoison code comes from xNetHack by copperwater <aosdict@gmail.com>.
Clear "next" boulder so that when pushing a pile of boulders, only
the first message for each of the 2nd, 3rd, &c will be formatted as
"next boulder". If any of them trigger additional messages, those
messages will use normal "boulder".
remove_object cleared the vision when the last boulder was removed
from a location, without considering temporary [poison] clouds.
This particular case happened when pushing a boulder.
The tin-eating context was pointing to a non-existent object,
causing an error when the fuzzer somehow managed to continue eating
the freed tin object.
Clear the pointer when the tin leaves inventory or the object
is deleted.
After finding a trap on a chest or a large box, remember it
as trapped: "You see here a trapped large box."
Randomly generated chests and boxes can be obviously trapped.
Allow defining obviously trapped containers via lua.
Invalidates saves and bones.
In 3.6, artifact gifts are often either a) entirely useless or
b) gamebreaking, neither of which is really ideal from a balance
perspective.
This commit aims to make artifact gifts more useful in the early
game by greatly increasing the chance for situational artifacts to
generate positively enchanted. However, the most powerful
artifacts will now only be gifted if you offer a high-value corpse,
meaning that they are only likely to be accessible later in the
game. The selection of which artifact to gift has become more
complicated in order to a) increase the chance that it fits the
character and b) reduce cheese strategies (e.g. it is no longer
possible for elves to force the gifting of Stormbringer as the
first sacrifice gift).
I don't think this solves the recent light source reports,
but it changes a couple of things in an attempt to get more
information.
1. Having gy.youmonst.m_id field always be zero makes it tough
to distinguish it from uninitialized memory, or a random memory
value. This changes the m_id for the hero's gy.youmonst.m_id
to always hold the identifier 1, instead of 0.
2. write_ls was taking the stashed pointer in the light source,
and using it to immediately extract the m_id field and search
for that m_id. This changes the approach slightly, to actually
try and locate the stashed pointer itself in one of the monster
chains. Only if the monster pointer is located, do we dereference
it to obtain the m_id field.
3. For the interim, mark the saved ls with another set bit when
there has been a failure to locate the monst. At this time,
no code is acting on that bit, but it can be seen in a debug
session.
Hopefully, the next report will provide enough information to
understand the scenario a little better.
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.
Caught by 'sanity_check': hides-under monster hiding under nothing
after the glob it was under coalesced with an adjacent one. Tricky
to test because dropped, thrown, or kicked globs will always merge
with the one being hidden under. Needed to kill the type of monster
that drops the type of glob since it gets created on the floor so
is eligible to draw in the existing one.
Reported by ars3niy, the curses interface could behave strangely on
the first turn if the 'pauper' option/conduct was specified.
There isn't any definitive flag indicating whether or not the game
has started. Since 'moves' has traditionally been initialized to 1
rather than to 0, there were several instances of
| if (moves <= 1 && invent != NULL)
being used to determine the starting state on the assumption that
once hero has inventory, the game has begun. Introduction of the
'pauper' option made the test for non-Null invent become unreliable.
For paupers, the program would behave as if the game hadn't started
yet until the player finally made a time-consuming move.
This changes compile-time initialization of 'moves' from 1 to 0,
then sets it to 1 when initial inventory would be bestowed (even
when 'pauper' inhibits that). That's probably not the best place
for it, but testing for 'moves==0' now should produce an identical
effect as 'moves<=1 && invent!=NULL' used to accomplish.
It would have been much simpler just to give paupers 1 gold piece,
or perhaps one rock, in place of usual starting gear so that their
initial inventory wouldn't be empty, but the moves+invent way of
checking for start-of-play has always bothered me.
Should 'pauper' be preventing 'nethack -X' from giving its starting
wand of wishing? Conducts and explore mode don't really overlap so
maybe it doesn't matter.
Fixes#1275
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 list of possible object locations used when formatting obj->where
wasn't updated when the objs_deleted list was introduced. If object
sanity checking ever tried to report it for something, it would have
been described as "unknown[9]" rather than as the intended "deleted".
Give a different message from "obj not free" if attempting to delete
an already deleted object. Also, skip sanity checking of in_use/
bypass/nomerge bits for deleted objects instead of clearing them when
going onto the objs_deleted list.
Teach obj_sanity_check() and clear_bypasses() about the new obj list.
It should always be empty when sanity checks are performed. That
might not be the case when obj bypasses are cleared, although failing
to clear bypasses for deleted objects wouldn't make any difference,
so this is mainly cosmetic.
Make object deletion work similarly to monster deletion:
it's marked for deletion (by setting the where-field to OBJ_DELETED
and moved to specific deleted-objects chain), but they're actually
freed at the beginning of turn.
This may need some more tweaking, especially in places that iterate
over object chains, but fuzzing did not find any obvious problems.
Fix a case of accessing freed memory: a monster breathed at hero,
destroying some items. The code stored the next item in the chain
(a cloak), but a ring of levitation was destroyed, causing hero to
plop down into lava, destroying the cloak. The item destruction
code then tried to access the destroyed cloak object.
Make the code check the object where-field - which will be different
if the object was marked for deletion. Also removed an extra loop
going through the whole object chain looking for the items to
destroy.
I still haven't found any explanation for the report by a hardfought
player recently that going down some stairs with a pair of leashed
pets got one into a confused state where it was flagged as leashed
but the corresponding leash was no longer in use.
This adds some new object and monster sanity checks regarding leashes,
and it changes o_unleash(obj) to clear obj->leashmon even if/when the
monster can't be found.
It also changes behavior for dipping an attached leash into a potion
of polymorph when that happens to yield another leash--now the new
one will end up being pre-attached.
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
Update some potential weight issues. Eggs won't hatch when in
containers so they weren't affected but add some bulletproofing.
Corpse revival from inside containers was already ok too, so
effectively there's no change except for making container_weight() be
global instead of local to mkobj.c.
Changing the quantity to 2 (50:50 chance) when creating a potion of
healing (also 50:50 chance for each attempt) to place inside a supply
chest wasn't updating the potion stack's weight, resulting in the odd
encumbrance behavior that was reported last December.
Taking the stack out of the container doesn't fix the weight but
drinking one of the potions splits the stack of 2 into two stacks
of 1 and does update the weight for both. That gives the hero higher
encumbrance when the formerly weightless one has its proper weight.
Finishing drinking the potion uses it up, removing second potion's
weight again. When below an encumbrance threshold by the weight of
one potion or less, player will see encumbrance increase and then
decrease, with healing message given before both due to sequencing.
Supply chests weren't having their own weight updated when they were
populated, so would behave as if empty if hero carried them around.
Removing something, breaking something by kicking the chest, or adding
something would update its weight to match its contents.
I also noticed a refutation (or should that be rebuttable?) to my own
remarks in this:
| commit cd91d0630b
| Author: PatR <rankin@nethack.org>
| Date: Sat Dec 30 17:10:39 2023 -0800
|
| github issue #1180 - humans and murder
|
| Issue reported by Umbire: reviving a human corpse into a human
| monster and then killing it entails murder penalty even when it is
| hostile.
|
| This is probably a non-issue. Human monsters tend to not leave
| human corpses, they leave shopkeeper corpses or sergeant corpses
[...]
Dead fake hero corpses placed at trap locations on early levels are
leaving plain human|dwarf|elf|gnome|orc corpses rather than fake
player monster ones (which are always human but resurrect as player
monsters rather than as plain humans), so there are more plain human
corpses now than there were in 3.6.x or early to-be-3.7. I've added
a comment about the situation.
Issue reported by AmyBSOD: several actions change the object type of
a potion rather than force creation of a replacement one, and if/when
the type was changed to oil, the age wasn't converted from absolute
to relative. Relative age is the amount available and/or the number
of turns it will burn if applied. The later in a game a potion got
converted into oil, the longer it would burn. Not mentioned: reverse
situation was also the case, although that didn't have any noticeable
effect since incorrect absolute age of former oil doesn't matter.
Not thoroughly tested. I got a potion of oil from a horn of plenty
and it burned for 400 turns, but it might have been created directly
rather than be a rejected magic potion that was converted into oil.
Closes#1191
src/mkobj.c(419): warning: '((obj2))->oextra->omonst' could be '0'
: this does not adhere to the specification for the
function 'memcpy'.
src/mkobj.c(421): warning: Dereferencing NULL pointer
'((obj2))->oextra->omonst'.
See line 419 for an earlier location where this can occur
The analyzer was not aware that newoextra() sets up an oextra block:
if (!obj2->oextra)
obj2->oextra = newoextra();
The analyzer was also not aware that newomonst() was setting up a valid
OMONST pointer.
if (!OMONST(obj2))
newomonst(obj2);
Add an assert(has_omonst(obj2)) before copying the content from
OMONST(obj1) into OMONST(obj2).