Commit Graph

223 Commits

Author SHA1 Message Date
nhmall
bf1af7c471 Merge branch 'NetHack-3.7' of https://github.com/klorpa/NetHack into NetHack-3.7 2024-09-14 09:17:48 -04:00
PatR
50412ba53b some reformatting (1 of 4)
I recently realized that I've been editing sources in a terminal
window that was widened in order to fit curses borders for testing
something or other.  That has resulted in some new wide lines in the
source.  There were lots of old ones too.

This updates some source files to try to achieve the goal of 78
characters or less.  As in the past, I've been inconsistent about
lines with 79 characters.  Lines with 80 or more have been wrapped
or shortened (usually by trimming an end of line comment or removing
redundant parantheses, sometimes just by reducing the indentation
of the continuation portion of an already wrapped line).

I eliminated one instance of warning manipulation for non-constant
format string, and simplified stone_luck() where Ken had a silly
comment about the function argument's name.
2024-09-05 13:12:11 -07:00
klorpa
02c4147893 Typos 2024-08-31 15:28:42 -05:00
nhmall
0eb7f109e0 follow-up, program_state 2024-07-13 16:31:35 -04:00
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
SHIRAKATA Kentaro
c68f870819 split 'nothing_special' of arti_invoke() into separate function 2024-05-31 10:15:25 -07:00
PatR
6aa42750ad Sunsword vs <u.ux,u.uy>
Using #invoke on wielded or carried Sunsword and picking direction
'>' or '<' lights the hero's spot.  But setting levl[u.ux][u.uy].lit
was too simplistic.  Lighting on the Rogue Level operates on full
rooms when done inside a room and doesn't to anything with done in a
corridor.

litroom() gave inappropriate messages in a couple of special cases.
2024-05-16 13:26:46 -07:00
PatR
9d71c8e1f4 Sunsword #invoke, directed at self
Give a resistance animation if you #invoke Sunsword while it's
wielded and direct its blinding ray at yourself.  Flashing a camera
at a monster who is wielding it will also produce the animation.
2024-04-19 10:50:46 -07:00
Pasi Kallinen
969c87c0a1 Unblind telepathy range and carried artifacts 2024-04-05 09:44:52 +03:00
PatR
6aaab97044 Sunsword's #invoke for blinding ray
Support aiming at self (to become blinded) and aiming up/down (to
light the hero's current map spot only, persistently rather than
temporarily).  Also, recognize cancel at the "direction?" prompt to
not leave the #invoke cooldown count set when aborted.

Aiming at self was a little trickier than expected to test because
you're blindness-resistant when wielding Sunsword.  But it doesn't
have to be wielded to be invoked.
2024-04-02 19:56:39 -07:00
Pasi Kallinen
44575ab347 Prevent blinding ray at yourself
The code doesn't handle zapping blinding ray at yourself;
maybe it should be changed to handle it, but for now just
prevent Sunsword blinding the hero.
2024-03-31 20:24:02 +03:00
Pasi Kallinen
c71e8ec8d4 Sunsword can be invoked to create a blinding ray 2024-03-31 19:43:33 +03:00
nhkeni
22d64456a6 staticfn followup 2024-03-29 13:45:27 -04:00
nhkeni
9c0ed8ae63 NOSTATICFN for src/* 2024-03-14 17:41:51 -04:00
Erik Lunna
eb22a81088 Refactor, unify, and nerf item destruction
Note: Original change is from xNetHack by copperwater <aosdict@gmail.com>,
      but this commit comes from HACKEM-MUCHE by Erik Lunna, with
      some minor code formatting.

From xNetHack commit a0a6103bea:

'The original goal: nerf item destruction using a method I initially
 proposed for SpliceHack, in which the number of items subject to
 damage from any single source is limited by the amount of damage the
 effect caused. The intent was to be more fair all around and prevent
 aggravating situations where, for instance, a chest shock trap zaps
 you for 4 damage and immediately ten of your rings and wands blow up.

 Problem 1: no easy way to limit the items destroyed without biasing
 heavily towards the start of the invent chain. The old code was able
 to get away without bias by just indiscriminately destroying
 everything eligible with a 1/3 chance. Here, I had to introduce
 reservoir sampling in a somewhat more complex form than I've applied
 it elsewhere, since there are a pool of potential items.

 Problem 2: destroy_item no longer worked remotely like destroy_mitem,
 which still destroyed 1/3 of items indiscriminately. Commence the
 process of squishing them into one function that handles both the
 player and monsters. (Which required making a lot of adjustments to
 destroy_one_item, now named maybe_destroy_item, on nits such as
 messaging and when to negate damage. An annoying consequence of the
 merge is that in the player case, their HP is deducted and they can
 be killed directly, but for monsters they need to add up the
 destruction damage and return it.)

 Unifying destroy_item and destroy_mitem has some advantages: in
 addition to the obvious code duplication removal, it ensures monsters
 now take the same damage as players for destruction (previously they
 took a piddly 1 damage per destroyed item). Now when you hit
 something with Mjollnir and their coveted wand of death breaks apart
 and explodes, you at least get the satisfaction of knowing they took
 the standard amount of damage from it.  Monsters also now get
 symmetry with players in having extrinsic elemental resistance
 protect them from item destruction, and damage negation from item
 destruction if they were appropriately resistant.

 Problem 3: a lot of callers didn't preserve the "amount of incoming
 damage" that this refactor relies on. E.g. if the defender resisted
 that element, the local dmg variable would be set to 0. So I had to
 do some wrangling with callers to save that original damage
 value. The rule of thumb is: all *incoming* damage counts. So that
 includes the player's spellcasting bonus if applicable, but not
 things like half damage, negation due to resistance, or extra damage
 due to being vulnerable to cold/fire.

 Then I figured, while I'm here let's get rid of all those silly cases
 where destroy_items is called multiple times for various different
 object classes, and cut the object class parameter out of it. This
 has a few minor effects:

 - Places where different object classes previously rolled
   independently for destruction to happen at all now roll
   once. (Which, by my calculation, generally means less incidences of
   destruction - a fire attack now won't have three separate chances
   to hit your scrolls, potions, and spellbooks. On the flip side, a
   lucky roll will no longer save an entire object class in your
   inventory.)

 - Callers can no longer specify different probabilities for
   destroying different object classes. The only place this was really
   used was to call destroy_item with a slightly lower probability on
   SPBOOK_CLASS.  With the nerf in this commit, less of them ought to
   be destroyed anyway.

 - A very edge case of where explosion-vs-monster damage was totted up
   differently for golems, which could result in differences of a hit
   point here or there.

 - All object classes being processed in one go means that less items
   are destroyed than would be if they were still processed
   independently.  This is not really visible compared to the old
   baseline of just destroying 33% of everything, but would be a
   marked difference versus a copy of the game that still called
   destroy_items separately for different object classes. To
   compensate, I adjusted my planned damage-to-destruction-limit
   scaling factor down from 8 to 5.

 Not done: merging in ignite_items(), though that would probably be
 really easy now.'

Notes from porting from xNetHack:

- It might be necessary to reexamine at all the conditional checks for
calling destroy_items. Because item destruction is much more
restrained and uses the actual damage from an effect, we might now
need to check 'if (!rn2(3))' and similar in all the places item
destruction occurs.
2024-02-20 22:03:54 +02:00
nhmall
688ac6ffbe remove register from variable declarations 2024-02-19 16:30:07 -05:00
PatR
13ff565a67 github issue #1201 - Forcefighting webs
Issue reported by Umbire:  suggestion to always destroy adjacent webs
via 'F'<dir> if wielding Sting or Fire Brand.

Sting already did that; this adds Fire Brand.

This also augments the #untrap command when wielding either of those,
or any other blade.  And rephrases successful untrap message
"You remove {the or your} {bear trap or webbing} from Fido." to
"You extract Fido from {the or your} {bear trap or web}." since the
trap remains intact.

Forcefight and #untrap against webs ought to be reconciled to remove
[some of] their differences and/or share code.  But not by me...

Closes #1201
2024-01-21 11:58:44 -08:00
nhmall
25a8c258e6 replace x >= LOW_PM with ismnum(x) shorthand macro 2024-01-11 14:01:10 -05:00
nhmall
4e19221e55 variable 'display' causes shadow variable warnings in X11 build
display.botl      -> disp.botl
display.botlx     -> disp.botlx
display.time_botl -> disp.time_botl
2024-01-05 05:58:51 -05:00
nhmall
22e52ee905 bundle the display-related hints, that tell bot() and others
that an update is required, into a struct. Remove it from
context since there is no reason to save those.
2024-01-04 23:16:27 -05:00
nhmall
93bcfeac29 static analyzer bit for artifact.c
src/artifact.c(1589): warning C6011: Dereferencing NULL pointer 'magr'.

The 'struct monst *magr' parameter to artifact_hit() can be Null
if 'mdef' is youmonst. mdef is nonnull.
2023-12-23 22:56:21 -05:00
nhmall
516d428c40 update commented-out macro in artifact.c 2023-12-16 10:32:25 -05:00
nhmall
3eed55471b another artifact.c tweak
Use 'AFTER_LAST_ARTIFACT instead of SIZE(artilist)
2023-12-16 08:34:09 -05:00
nhmall
70dcab833d remove obj guard from stone_missile(obj) macro
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
2023-12-16 07:58:44 -05:00
nhmall
603fd18a1e update commented-out macro in artifact.c 2023-12-16 06:39:26 -05:00
nhmall
2138841e63 artifact.c tweak
get_artifact() returns the address of the existing unused first
element of artilist[] as the distinct address to check for
&artilist[ART_NONARTIFACT]
2023-12-16 06:16:51 -05:00
nhmall
6da27c7013 rework artifact.c to not use null pointers at all 2023-12-15 23:52:57 -05:00
nhmall
978ec6a3a7 augment include/extern.h with nonnull arg info
Define some macros in include/tradstdc.h, for compilers that support
__attribute__((nonnull)), to assist in identifying which parameters
on functions are not supposed to be null pointers.

Next, for the majority of functions declared in include/extern.h, this
adds the appropriate macro that matches the actual use of each function's
parameters. The additions were done after performing some analysis.

These were the rules that were followed when determining which function
parameters should be nonnul, and which are nullable:

    1. If the first use of, or reference to, the pointer parameter in the
       function is a dereference, then the parameter will be considered
       nonnull.

    2. If there is code in the function that tests for the pointer parameter
       being null, and adjusts the code-path accordingly so that no segfault
       will occur, then the parameter will not be considered nonnull (it can
       be null).

The use of the nonnull attributes allows the compiler to detect code in
callers of the function where a null parameter could get passed to the function.

If a warning is received the developer will have to do one of the following:

     - If the null being passed to the function is now appropriate,
       and the function should be able to expect a null parameter, then the
       NONNULLxxx macro will have to be removed from the function's prototype.

    or

     - If the null being passed to the function is not appropriate,
       correct the caller so it is not passing null.

    or

     - If the warning is about comparing to null, it may indicate an
       unnecessary null check in the code involved. If it is deemed to be
       unnecessary, it can then be removed.

Some static analysis tools apparently can work with the attribute, as well.

Following this, it was discovered that some functions were using one of the
(now) nonnull parameters in the first argument to the 'is_art(obj, ART)'
macro, which is defined like so:
 =>   #define is_art(o,art) ((o) && (o)->oartifact == (art))

That macro expansion inline resulted in a diagnostic warning because of the
'(o)' portion of the expanded macro, anywhere the macro was used with one of
the nonnull parameters. A test against null for a 'nonnull parameter' causes
a diagnostic warning.

To work around that, I replaced the is_art() macro with a function in
artifact.c, that accomplishes the same thing as the macro.

 =>   boolean
      is_art(struct obj *obj, int art)
      {
          if (obj && obj->oartifact == art)
              return TRUE;
          return FALSE;
      }

Some documentation...

These are the macros that have been defined for use when specifying the nonnull
parameters in a function prototype:

   ----------------------------------------------------------------------------
   |      Macro     |              Purpose                                    |
   +----------------+---------------------------------------------------------+
   | NONULL         | The function return value is never NULL.                |
   +----------------+---------------------------------------------------------+
   | NONNULLPTRS    | Every pointer argument is declared nonnull.             |
   +----------------+---------------------------------------------------------+
   | NONNULLARG1    | The 1st argument is declared nonnull.                   |
   +----------------+---------------------------------------------------------+
   | NONNULLARG2    | The 2nd argument is declared nonnull.                   |
   +----------------+---------------------------------------------------------+
   | NONNULLARG3    | The 3rd argument is declared nonnull.                   |
   +----------------+---------------------------------------------------------+
   | NONNULLARG4    | The 4th argument is declared nonnull (not used).        |
   +----------------+---------------------------------------------------------+
   | NONNULLARG5    | The 5th argument is declared nonnull.                   |
   +----------------+---------------------------------------------------------+
   | NONNULLARG7    | The 7th argument is declared nonnull (bhit).            |
   +----------------+---------------------------------------------------------+
   | NONNULLARG12   | The 1st and 2nd arguments are declared nonnull.         |
   +----------------+---------------------------------------------------------+
   | NONNULLARG13   | The 1st and 3rd arguments are declared nonnull.         |
   +----------------+---------------------------------------------------------+
   | NONNULLARG123  | The 1st, 2nd and 3rd arguments are declared nonnull.    |
   +----------------+---------------------------------------------------------+
   | NONNULLARG14   | The 1st and 4th arguments are declared nonnull.         |
   +----------------+---------------------------------------------------------+
   | NONNULLARG134  | The 1st, 3rd and 4th arguments are declared nonnull.    |
   +----------------+---------------------------------------------------------+
   | NONNULLARG17   | The 1st and 7th arguments are declared nonnull (this    |
   |                | was a special-case added for askchain(), where the      |
   |                | arguments are spread out that way. This macro           |
   |                | could be removed if the askchain arguments in the       |
   |                | prototype and callers were changed to make the          |
   |                | nonnull arguments side-by-side).                        |
   +----------------+---------------------------------------------------------+
   | NONNULLARG145  | The 1st, 4th and 5th arguments are declared nonnull     |
   |                | (this was a special-case added for find_roll_to_hit(),  |
   |                | in uhitm.c, where the arguments are spread out that way.|
   |                | We can't just use NONNULLPTRS there because the 3rd     |
   |                | argument 'weapon' can be NULL).                         |
   +----------------+---------------------------------------------------------+
   | NONNULLARG24   | The 2nd and 4th arguments are declared nonnull (this    |
   |                | was a special-case added for query_objlist()            |
   |                | in invent.c).                                           |
   +----------------+---------------------------------------------------------+
   | NONNULLARG45   | The 4th and 5th arguments are declared nonnull (this    |
   |                | was a special-case added for do_screen_description(),   |
   |                | in pager.c, where the arguments are spread out that     |
   |                | way. We can't just use NONNULLPTRS there because the    |
   |                | 6th argument can be NULL).                              |
   +----------------+---------------------------------------------------------+
   | NO_NONNULLS    | This macro expands to nothing. It is just used to       |
   |                | mark that analysis has been done on the function,       |
   |                | and concluded that none of the arguments could be       |
   |                | marked nonnull.That distinguishes a function that has   |
   |                | not been analyzed (yet), from one that has.             |
   +----------------+---------------------------------------------------------+

The NO_NONNULLS macro is meant to place a flag on the prototype to
make people aware that an assessed function was determined to not
be eligible for nonnull parameters. It expands to nothing.

Unfortunately, that macro was added partway through this exercise, so there
aren't many instances of it in the upper parts of include/extern.h, even though
the functions there were likely assessed and categorized as not having any
eligible nonnull parameters. It just never got any macro at all, in that case.

Following the parameter usage analysis that was done, the following was
noted:

       Some NetHack functions have added a test to catch a passed null
       parameter, and exit the function early as a result, or call
       impossible(), and then exit. While that approach prevents segfaults
       from dereferencing a null parameter, the early return is silent
       (when impossible is not called anyway), and the function's true
       purpose is not fulfilled. Also, the calling function may have no
       awareness that the function did not complete its intended purpose,
       in many instances.

       Functions with such a test and early return, cannot have the parameter
       declared 'nonnull', because the code to test for 'null' will cause a
       diagnostic to be issued if the parameter is nonnull.

       It might be good to revisit some of those functions and consider,
       on a case by case basis, declaring the parameter nonnull in the
       prototype, and the test/code-path commented out.
2023-12-14 20:06:03 -05:00
PatR
9ea2894448 fix discovered artifact panic
When known discoveries was displayed on a window of type NHW_MENU,
header lines sent to it via menu_add_heading() disappeared into the
bit bucket.  Switching back to putstr() made them show up.  But I also
changed the type to NHW_TEXT.  A menu_add_heading() in artifact.c was
overlooked, and after the window type change that started triggering
a panic when '\' or '`a' was used while any artifacts were discovered.

Not sure how other interfaces were dealing with this.
2023-12-08 11:41:53 -08:00
Pasi Kallinen
5dc94f3d83 Macro for picking random entry from array 2023-12-05 10:06:27 +02:00
nhmall
a7242760f7 consistent cast syntax 2023-11-13 19:28:19 -05:00
Pasi Kallinen
dd5ca5b058 Change menu_headings to accept color and attribute
Instead of just accepting an attribute, it's now possible to
use a color, or both color and attribute, for example:

OPTIONS=menu_headings:inverse
OPTIONS=menu_headings:red
OPTIONS=menu_headings:red&underline

Default is still just inverse.
This lets the player change the menu heading color without
needing to use menu colors for them.

Also makes it so the core uses NO_COLOR instead of 0, for all
the menu lines which don't have any prefedefined color.

Tested for tty, curses, x11, qt, and win32
2023-11-13 07:33:56 +02:00
PatR
ac57c070be simplified menu_headings fix
Reported by entrez, some putstr() to text window got changed to
add_menu_str().  I didn't test with curses; with tty some headers
ended up in limbo:  "Artifacts" header for '` a y' (wizard mode show
artifacts, something I had forgotten even existed) and also monster
class headers for 'm #vanquished by-class' (available to everyone).
Qt lost them too, but at least it didn't panic.

Not due to over-simplification:  end of game disclosure suppresses
header line highlighting, except when disclosing final inventory.
Change it to do so, although it would be simpler overall to just not
bother with any menu_headings highlight suppression.
2023-11-05 23:50:12 -08:00
Pasi Kallinen
a6051dae81 Simplify adding menu headings 2023-11-03 19:07:15 +02:00
nhmall
6cbefc7c2d Revert "granular verbose message suppression mechanics"
This reverts commit be76727265.
2023-10-29 20:39:07 -04:00
Michael Meyer
9a5b6e8e77 Fix: name confusion after MB cancels shapeshifter
The cancellation effect of Magicbane can cause shapeshifters to change
to their base forms.  Since the name of the monster being attacked is
cached earlier, the name used for subsequent messages from Mb_hit would
be outdated after this happened.  For example, as encountered in a
recent game: "The magic-absorbing blade cancels the vampire bat! The
vampire bat turns into a vampire lord! The vampire bat is confused."
Insert the new name into hittee[] if cancellation caused the targeted
monster to change form.
2023-08-25 12:03:32 -07:00
PatR
e44a2a9738 gcc -fanalyze vs artifact.c
This should pacify the analyzer.  get_artifact(obj) expands to code
which checks whether obj is Null.  untouchable() knows that it will
always be non-Null so didn't perform any comparable test and the
analyzer complained.

Using get_artifact() before the 'beingworn' assignment instead of
after would just have shifted the complaint to the assignment's use
of obj->owornmask.  Adding a test for Null to that expression should
eliminate the complaint but I haven't verified that.
2023-06-28 07:56:34 -07:00
PatR
2bbfed2183 fix github issue #1046 - tutorial anomalies
Reported by Noisytoot:  going from level tut-1 to tut-2 returned the
hero's starting equipment too soon, and exiting the tutorial from
tut-2 let the hero keep any equipment acquired within the tutorial.

Entering and leaving the tutorial was being handled by lua code in
the level description of tut-1 and adding a second level messed that
up.  I didn't see any way of handing that with level-specific lua
code so I made it become the core's responsibility.  gotolevel()
knows when the hero is moving from one dungeon branch to another so
it can recognize entry to or exit from the tutorial easily.

While fixing this, prevent #invoke of the Eye of the Aethiopica from
offering the tutorial as a candidate destination (was feasible if it
had been entered at start of game).

Not fixed:  levels visited in the tutorial become part of #overview.

Show location as "Tutorial:1" instead of "Dlvl:1" on status lines.
Only tested with tty; some interfaces handle location themselves and
may need their own fixup for this.

Fixes #1046
2023-06-03 16:39:12 -07:00
PatR
1c94bdac89 blindness overhaul
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.
2023-04-27 14:53:28 -07:00
PatR
0e761c3e30 talking artifact inconsistency
To get the Magic Mirror of Merlin to speak, you could apply it in
any direction (or wield it).  To get the Master Key of Thievery to
speak, you had to apply it toward an adjacent doorway or down while
on a container (or wield it).  Make the key behave like the mirror.
2023-03-18 21:47:34 -07:00
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
Pasi Kallinen
d3430bed9f Prevent certain items from random erosion
Prevent wished for items (unless specified), artifacts,
armor and weapons of NPC heroes, and ammo from Longbow of Diana
being generated eroded.
2023-02-05 16:46:54 +02:00
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
88f6df2d8b some tabs to spaces
cd src
    grep -P -n '\t' *.c | grep -v "1:"
    cd ../include
    grep -P -n '\t' *.h | grep -v "1:"
    cd ..

side note: win/Qt/*.cpp are full of tabs
2022-10-26 14:21:23 -04:00
PatR
e3acbcab31 'fix' #K3676 - artifact_hit()'s magr
Someone asked whether the 'magr' argument to artifact_hit() can be
Null or not since the code sometimes checks whether it is Null and
other times uses it unconditonally.  The answer is "it depends."
Can't reply to asker due to forced anonymity when the contact form
was submitted.
2022-09-22 15:34:16 -07:00
Pasi Kallinen
9be2e581b7 Macros for checking is object artifact 2022-08-12 19:37:34 +03:00
Pasi Kallinen
ced920df54 Adjust Demonbane invoke ability
Demon lords and princes have a chance to resist the effect.
Demons in quest when nemesis is alive have a very high chance
of resisting.
When invoked in Gehennom, teleports the demons within the same
level.
2022-07-20 09:42:28 +03:00
Pasi Kallinen
b1a5a9c390 Demonbane changes
Demonbane is now a mace, the first sac gift for priests,
and gets an invoke ability to banish demons.
2022-07-19 21:23:26 +03:00
nhmall
3004cf2d34 be more consistent with coordinates 2022-07-02 09:10:03 -04:00
nhmall
30b557f7d5 change xchar to other typedefs
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
2022-06-30 23:48:18 -04:00