Commit Graph

112 Commits

Author SHA1 Message Date
PatR
10498b1535 monster swapping armor simplification
Slightly simplify yesterday's message adjustment made when a monster
takes off a piece of armor and puts on a different instance of the
same type of armor.  ("a|an <something>" -> "another <something>")
2024-10-12 11:09:50 -07:00
PatR
e1dbad9194 monster swapping armor
While testing the Demonbane change, I saw
| The Angel of Crom removes a robe and puts on a robe.

which looks a bit silly.  Change that to be
| The Angel of Crom removes a robe and puts on another robe.

when the two items have the same formatted description.  (The second
robe evidently has a better enchantment than the first one.)
2024-10-12 00:17:58 -07:00
PatR
993c3b303f some reformatting (4 of 4) 2024-09-05 16:49:42 -07:00
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
Michael Meyer
4ac8241917 Use a macro for all foo_RES to MR_foo conversions
This makes it easier to understand what is happening in each of those
places, and also much easier to find the places that conversion between
hero and monster resistances happens (since you can now just grep for
"res_to_mr").  I think I got all the instances where the macro should be
used but I'm not 100% sure since there wasn't a single unique term to
search for to find them all.

I replaced the modifications to give_u_to_m_resistances made in the
previous commit, so that it now uses the same macro as other
conversions, since otherwise it would be much harder to find the
complete list of places where conversions between hero and monster
properties happen.
2024-05-31 09:23:20 -07:00
PatR
8d9b26e26d sanity check of objs_deleted
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.
2024-05-07 12:19:43 -07:00
Pasi Kallinen
969c87c0a1 Unblind telepathy range and carried artifacts 2024-04-05 09:44:52 +03:00
Pasi Kallinen
28ed8e7962 Unblind telepathy range
Unblind telepathy range depends on the number of telepathy granting
items worn.

Breaks saves.
2024-04-04 23:22:28 +03:00
nhkeni
54c3dd35ac Merge branch 'keni-staticfn' into NetHack-3.7 2024-03-16 09:38:21 -04:00
nhmall
79648c6ce2 some variables not referenced in another translation unit made static
Also adds some cross-refence comments for some variables that are
referenced in another translation unit.
2024-03-15 16:00:14 -04:00
nhkeni
9c0ed8ae63 NOSTATICFN for src/* 2024-03-14 17:41:51 -04:00
nhmall
688ac6ffbe remove register from variable declarations 2024-02-19 16:30:07 -05:00
PatR
4c7259a1d4 another comment typo 2024-02-19 00:42:27 -08:00
Pasi Kallinen
d511944dda Add missing initializer for field w_what 2024-02-12 12:57:50 +02:00
PatR
2d82528920 uskin sanity check
'uskin' isn't part of worn[] so wasn't being checked with the other
slot pointers.  Add that, although it'll be excluded by default and
need to have EXTRA_SANITY_CHECKS defined to include it.
2024-02-10 18:04:10 -08:00
PatR
e2a3c98aac worn/wielded pointer sanity checks
Check the various uarm, uwep, and so forth pointers to make sure that
they point to items in hero's inventory and that those items have the
corresponding W_ARM, W_WEP, &c bit set in their owornmask field.
Also check whether any other items in inventory have the same bit set.
[Some of this is already handled by sanity_check_worn() in mkobj.c.]

Also validate two-weapon combat mode.  I don't recall ever seeing any
problems reported about it though.

Does not validate ball and chain.  Those should have their own sanity
checks that validate a bunch of other stuff besides just worn slots.
They already get some checking by the normal object tests.

This works ok with 'sanity_check' set and items worn and wielded
normally.  The only insane situation tested was by reverting the
confused-looting-with-quivered-gold fix from earlier today.  I haven't
used a debugger to force other such problems so this isn't very
thoroughly tested.
2024-02-09 23:32:16 -08:00
nhmall
741d2929b4 assess worn.c static functions for nonnull 2023-12-22 13:10:39 -05:00
nhmall
0dafde4079 more nonnull follow-up 2023-12-20 15:53:51 -05:00
nhmall
6467b983eb part2: remediate some nonnull-related compiler warnings
do.c:296:16: warning: nonnull parameter 'obj' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  296 |         while (obj && (otmp = obj_nexto_xy(obj, x, y, TRUE)) != 0) {
      |                ^~~ ~~
../include/extern.h:538:43: note: declared 'nonnull' here
  538 |                             const char *) NONNULLPTRS;
      |                                           ^
../include/tradstdc.h:378:36: note: expanded from macro 'NONNULLPTRS'
  378 | #define NONNULLPTRS __attribute__((nonnull))
      |                                    ^
1 warning generated.

invent.c:807:12: warning: nonnull parameter 'objlist' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  807 |     while (objlist) {
      |     ~~~~~  ^~~~~~~
../include/extern.h:1230:61: note: declared 'nonnull' here
 1230 | extern struct obj *merge_choice(struct obj *, struct obj *) NONNULLPTRS;
      |                                                             ^
../include/tradstdc.h:378:36: note: expanded from macro 'NONNULLPTRS'
  378 | #define NONNULLPTRS __attribute__((nonnull))
      |                                    ^
1 warning generated.

monmove.c:2091:23: warning: nonnull parameter 'mtmp' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
 2091 |     boolean is_pet = (mtmp && mtmp->mtame && !mtmp->isminion);
      |                       ^~~~ ~~
../include/extern.h:1844:67: note: declared 'nonnull' here
 1844 | extern boolean undesirable_disp(struct monst *, coordxy, coordxy) NONNULLARG1;
      |                                                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
1 warning generated.

nhlua.c:2095:9: warning: nonnull parameter 'L' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
 2095 |     if (L)
      |     ~~  ^
../include/extern.h:1985:35: note: declared 'nonnull' here
 1985 | extern void nhl_done(lua_State *) NONNULLARG1;
      |                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
1 warning generated.

steal.c:59:12: warning: nonnull parameter 'chain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
   59 |     while (chain && chain->otyp != GOLD_PIECE)
      |            ^~~~~ ~~
../include/extern.h:2910:43: note: declared 'nonnull' here
 2910 | extern struct obj *findgold(struct obj *) NONNULLARG1;
      |                                           ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
1 warning generated.

utf8map.c:232:9: warning: nonnull parameter 'gmap' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  232 |     if (gmap) {
      |     ~~  ^~~~
../include/extern.h:3318:28: note: declared 'nonnull' here
 3318 |               long ucolor) NONNULLPTRS;
      |                            ^
../include/tradstdc.h:378:36: note: expanded from macro 'NONNULLPTRS'
  378 | #define NONNULLPTRS __attribute__((nonnull))
      |                                    ^
1 warning generated.

worn.c:895:15: warning: nonnull parameter 'objchain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  895 |     if (on && objchain)
      |            ~~ ^~~~~~~~
../include/extern.h:3664:51: note: declared 'nonnull' here
 3664 | extern void bypass_objlist(struct obj *, boolean) NONNULLARG1;
      |                                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
worn.c:897:12: warning: nonnull parameter 'objchain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  897 |     while (objchain) {
      |     ~~~~~  ^~~~~~~~
../include/extern.h:3664:51: note: declared 'nonnull' here
 3664 | extern void bypass_objlist(struct obj *, boolean) NONNULLARG1;
      |                                                   ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
worn.c:908:12: warning: nonnull parameter 'objchain' will evaluate to 'true' on first encounter [-Wpointer-bool-conversion]
  908 |     while (objchain) {
      |     ~~~~~  ^~~~~~~~
../include/extern.h:3665:53: note: declared 'nonnull' here
 3665 | extern struct obj *nxt_unbypassed_obj(struct obj *) NONNULLARG1;
      |                                                     ^
../include/tradstdc.h:379:36: note: expanded from macro 'NONNULLARG1'
  379 | #define NONNULLARG1 __attribute__((nonnull (1)))
      |                                    ^
3 warnings generated.
2023-12-14 20:06:57 -05:00
PatR
8e99df14ae refine #K4060 fix - affect of riding on stealth
Hide some of the details about new Stealth.

Streamline mon_break_armor().  Move replicated bypass handling into
m_lose_armor().  Also, eliminate a 'goto'.
2023-12-11 13:55:35 -08:00
nhmall
6cbefc7c2d Revert "granular verbose message suppression mechanics"
This reverts commit be76727265.
2023-10-29 20:39:07 -04:00
Michael Meyer
38cda5ad52 Adjust seenres on visible gear removal
If a monster sees you remove some piece of gear that grants a
resistance, it will remove that resistance from its list of remembered
resistances and be willing to try attacking you with that adtyp again.
This avoids the situation where you put on a ring of cold, get hit with
one cold attack, and then can remove it because all the monsters nearby
will permanently remember you as being cold resistant (but even after
this change a wily hero could still step into a niche and do it without
any monsters seeing, so trick them into thinking she's still cold
resistant...).  The hero could still be resistant if there were multiple
sources to begin with, of course, but the monsters will test it and
learn that again if necessary.

It's a little weird that the monsters can recognize the intrinsic
granted by the item being removed, but they display knowledge of
unidentified (by the hero) objects in many other circumstances too, so I
hope it's forgivable in the pursuit of having them act more cleverly
about resuming previously-resisted attacks like this.  Another approach
that avoids the gear recognition, blanking seenres on any gear change,
can result in odd situations like orcs treating their own cloaks as
potential sources of many different resistances, which also seems silly.
2023-08-26 14:13:03 +03:00
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
nhmall
de79240dea some comment spelling fixes 2023-03-16 22:27:01 -04:00
nhmall
8bbe9282aa add soundeffects hooks to core
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.
2023-01-20 14:20:08 -05:00
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
PatR
8034a0d60e w_blocks()
Add the fix that silences whatever extra warning was enabled for the
onefile testing.  The original already worked as intended.
2022-10-28 16:27:41 -07:00
Michael Meyer
05f004403e Rename update_mon_intrinsics to ...extrinsics
There was a TODO about this; not exactly a great challenge but it feels
like a worthwhile change since the name was misleading.  I also updated
the name of the do_intrinsics parameter of extract_from_minvent(worn.c),
since it was in a similar situation (and directly related, since it
controls whether to call update_mon_{in/ex}trinsics).
2022-10-23 00:21:44 -07:00
PatR
84fabf764a allow big humanoids to wear mummy wrappings
A giant mummy starts out with a mummy wrapping but couldn't wear it.
Allow humanoids who are bigger than human size (including poly'd hero
when applicable) to wear such cloaks.  They won't do so if they are
invisible and the cloak would let hero start seeing them.
2022-10-22 17:14:22 -07:00
PatR
2b04cc9f5b fix issue #843 - vampire revival sequencing
Reported by Umbire:
|You kill SpaceMannSpiff!  SpaceMannSpiff puts on a dwarvish cloak.
|SpaceMannSpiff puts on a dwarvish iron helm.
|The seemingly dead SpaceMannSpiff suddenly transforms and rises as
| a Vampire.

This was tough to reproduce but I finally managed it.  The issue
text mentions that it was fixed by copperwater in xNetHack with
commit 8c4af50f0aa3e72522f3eb98df039ff25c2a1ea0 to the repository
for that variant.  My attempt to cherry-pick that failed--I'm not
even sure whether it should have been expected to work--and some of
the code has been impinged upon by changes, so I ended up applying
the contents of that commit manually.

The commit changes how/when monsters put on new armor rather than
anything directly related to vampires.  Circumstances similar to
the example above now yield:
|You kill SpaceMannSpiff!
|The seemingly dead SpaceMannSpiff suddenly transforms and rises as
| a Vampire.
on one turn, then on the next turn the revived vampire produces:
|SpaceMannSpiff puts on a dwarvish cloak.

My test case only had one item of interest; I assume that the second
item of armor gets worn on a subsequent turn rather than at the same
time as the first one.

Fixes #843
2022-09-15 18:02:07 -07:00
nhmall
be76727265 granular verbose message suppression mechanics
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).
2022-06-09 13:53:20 -04:00
PatR
3a0a92764a more wormgone
When wormgone() takes a long worm off the map, clear its stale mx,my
coordinates.  None of its callers need those anymore.

Also a bit of potential long worm clean up that occurred to me when
I looked at object bypass handling.  Expected to be a no-op here.
2022-05-14 18:10:42 -07:00
PatR
fbbcd7c9cb object bypass bit sanity for container contents
Noticed when adding a 'tip container' choice to item-actions for
context sensitive inventory (update pending).  Putting items into a
container with menustyle traditional and then takiing them out with
the #tip command while 'sanity_check' is On would produce warnings
once they were on the floor.

askchain() uses object bypassing to be able to cope with multi-drop
potentially changing invent, and it tried to reset that when done.
But it did so with the original object list (invent in this case)
and that doesn't reset individual objects that have been moved to
any other list.  The between-turn resetting of bypass bits wasn't
doing so for container contents.  The sanity check wasn't--still
isn't--checking those either, so it wasn't noticeable while items
were still inside the container.  But taking them out with #tip
doesn't touch any bypass bits, so between-turn reset isn't triggered
and the items that came out of the container with bypass set
continued to have it set while on floor.  sanity_check complained.

Change clear_bypasses() to handle container contents, and change
askchain() to call it instead of just clearing bypasses for whatever
is left of its input chain.  (The latter probably isn't necessary
now that the between-turn cleanup deals with contents.)
2022-04-11 02:16:22 -07:00
PatR
daadb53ec0 refine setworn()'s impossible()
If setworn() issues "Setworn: mask = 1234.", format the number in
hexadecimal so that the high bits are easier to decipher.  Noticed
when experimenting with ball and chain where the decimal values of
their worn-masks are beyond the range of powers of 2 I recognize.
2022-04-09 11:40:47 -07:00
PatR
e6f1b5c0ce clear_bypasses() should operate on buried objects
Fix an object sanity check failure:  a buried object with its bypass
bit set.

clear_bypasses() was supposed to be clearing the bypass bit on every
object but was neglecting the buried objects list and the billed
objects list (and inventory of the mydogs list, but that is expected
to always be empty at the time when clear_bypasses() gets called).

We already had an issue with billed objects, revealed by the fuzzer
soon after sanity checking was extended to test bypass/in_use/nomerge
bits.  That one was fixed by clearing the bypass bit of specific
objects as they are being added to a shop bill.  This fix should make
that earlier one become obsolete, but isn't removing it.
2022-03-02 14:43:12 -08:00
PatR
439b6b7779 dragon armor properties
Special abilities conferred by wearing dragon armor was implemented in
a somewhat half-assed fashion; extend it to 3/4-assed.  Abilities came
from wearing dragon armor but not from being poly'd into a dragon or
for monsters that were wearing dragon armor or actually were dragons.
This covers much of that.

There are umpteen calls of 'resists_foo(mon)' and some are now
'resists_foo(mon) || defended(mon, AD_FOO)' but the second part ought
to be incorporated into update_mon_intrinics() so that the extra
'|| defended()' doesn't have to be spread all over the place and the
ones being put in now could/should be removed.

While testing, I noticed that a monster wielding Fire Brand did not
resist being hit by a wand of fire.  This fixes that and should also
fix various comparable situations for other artifacts.  But so far it
has only been done for zapping (and any other actions which use the
zapping code).  Folding defended() checks into update_mon_intrinsics()
matters more than that probably sounds.
2021-12-25 10:26:44 -08:00
Michael Meyer
1b6dddc281 Fix: 'Suddenly you cannot see it'
Updates to m_dowear_type(worn.c) in 5a09a01a13 inadvertently reversed
the effect of an xor near the end of the function, causing it to go from
testing whether a monster's status as 'seen' or 'unseen' changed over
the course of the function to testing whether it remained the same.

As a result, whenever an unseen, invisible monster donned a piece of
armor anywhere on the map, the message 'suddenly you cannot see it'
would be printed.  Fix the xor so that it goes back to testing whether
visibility changed since the start of the function.
2021-09-04 14:21:41 -07:00
Pasi Kallinen
2aaee76c5c Fix ball bypass sanity complaint
Be punished, get swallowed, drop the ball inside the monster
via the 'D' drop, kill the swallower - this issued a sanity
check complaint about the ball bypass flag.

In this case, the ball was "floating", not on any object chain,
when dropped inside the monster, so clear_bypasses didn't
clear the flag.
2021-08-26 18:46:25 +03:00
PatR
0891ef4e22 fix #K2154 - monster wearing alchemy smock
For the hero, a worn alchemy smock confers both poison resistance
and acid resistance.  For monsters, it was only conferring poison
resistance.  Change ut to add acid resistance too.
2021-07-28 13:45:56 -07:00
PatR
5a09a01a13 gold dragon and scales
Add two new monsters and two new objects:
 gold dragon
 baby gold dragon
 gold dragon scale mail
 set of gold dragon scales

A couple of variants seem to have added these already, but this came
off my ancient list of monsters to add and was done from scratch.
It's a clone of silver dragon, but instead of having reflection and
breathing cold, a gold dragon emits light and breathes fire; because
of the latter it can be seen with infravision like a red dragon.
Adult gold dragons are lawful as in the AD&D Monster Manual rather
than chaotic as the wiki pages show for the variant versions.

Worn gold dragon scales operate similar to wielded Sunsword:  when
blessed, radius is 3 (same as a lamp), if uncursed, radius is 2, and
if cursed, radius is 1 (but functions as 2 when worn by the hero,
otherwise there would be no tangible effect).  Gold dragon scale mail
gets an extra +1, making blessed gold DSM have a bigger radius than
lamps.  Embedded scales have radius 1 regardless of BUC state; light
for that case comes from the gold dragon monster form the hero is in.
When not worn, gold scales and scale-mail don't emit any light.

The tiles use a mix of yellow (for gold) and red.  The two object
tiles seem reasonable variations of the corresponding silver dragon
ones.  The two monster tiles definitely need work since the silver
ones were mostly cyan and changing that to red did not produce very
good result; subsequent attempt at a mixture was haphazard at best.
2021-07-23 10:41:57 -07:00
PatR
0cca010ff1 fix pull request #470 - two riding fixes
Post-3.6 change to monster inventory handling could result in hero
remaining mounted on an unsaddled steed (if saddle was removed via
opening magic).

Hero falling out of saddle would fall to the ground and take damage
even if levitating or flying without steed's help after dismount.

Fixes #470
2021-03-16 11:01:43 -07:00
copperwater
ee7664684a Unify code for extracting an object from a monster's inventory
The code for doing this (basically an obj_extract_self() call plus
handling if the object was worn or wielded) was duplicated all over, and
inconsistent - for instance, though all of them updated the monster's
misc_worn_check to indicate it was no longer wearing something in
whatever slot, only one call also set the bit that flags the monster to
consider putting on other gear afterwards.

Under a new function, extract_from_minvent, all this extra handling is
checked in one function, which can simply replace the obj_extract_self
call.

A few callers (such as stealing) have some common code *after* the
object is extracted and some other things happen such as message
printing, such as calling mselftouch if the object was worn
gloves. extract_from_minvent does not handle these cases.
2021-01-29 19:19:03 -05:00
nhmall
f963c5aca7 switch source tree from k&r to c99 2021-01-26 21:06:16 -05:00
nhmall
0c3b9642e4 pmnames mons gender naming plus a window port interface change
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.

replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.

consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)

consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).

related function or macro additions:
    pmname(pm, gender) to get the gender variation of the permonst name. It
    guards against monsters that haven't got anything except NEUTRAL naming
    and falls back to the NEUTRAL version if FEMALE and MALE versions are
    missing.

    Ugender to obtain the current hero gender.
    Mgender(mtmp) to obtain the gender of a monster

While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
    pmname(ptr, gidx)
      where -ptr is a permonst *
            -gidx is an index into the pmnames array field of the
             permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.

Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.

male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.

tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.

statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.

I expect some refinement will be required after broad play-testing puts it to
the test.

    consolidate caveman,cavewoman and priest,priestess monst.c entries etc

This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.

Window Port Interface Change

Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.

The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.

win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.

Interface change additional info:

    print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
            -- Print the glyph at (x,y) on the given window.  Glyphs are
               integers at the interface, mapped to whatever the window-
               port wants (symbol, font, color, attributes, ...there's
               a 1-1 map between glyphs and distinct things on the map).
            -- bkglyph is a background glyph for potential use by some
               graphical or tiled environments to allow the depiction
               to fall against a background consistent with the grid
               around x,y. If bkglyph is NO_GLYPH, then the parameter
               should be ignored (do nothing with it).
                -- glyphmod provides extended information about the glyph
               that window ports can use to enhance the display in
               various ways.
                    unsigned int glyphmod[NUM_GLYPHMOD]
               where:
                    glyphmod[GM_TTYCHAR]  is the text characters associated
                                          with the original NetHack display.

                    glyphmod[GM_FLAGS]    are the special flags that denote
                                          additional information that window
                                          ports can use.

                    glyphmod[GM_COLOR] is the text character
                                       color associated with the original
                                       NetHack display.

Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
2020-12-26 11:23:23 -05:00
PatR
ae23330adc AC and obj->spe limits: +127/-128 -> +99/-99
Cap overall AC at -99 instead of -128.  Put the same limit of 99
on enchantment and charge count of individual objects.

^X now reports if/when AC has reached its limit since players
could see that reaching that limit and then enchanting worn items
will change the worn items but not the total.  (Same thing would
have happened with -128, just without any explanation and less
likely to accomplish.)

Won't affect normal play for any reasonable definition of normal.
2020-12-21 14:09:17 -08:00
PatR
4d6a140d34 saving vs ball&chain
I started activating new program_state.saving and discovered that
saving of ball and chain could access freed memory.  The change
for the former and fix for the latter are mixed together here (but
easily distinguishable).

The saving flag inhibits status updating and perm_invent updating,
also map updating that goes through flush_screen().  That should
fix the exception triggered after an impossible warning was issued
during a save operation.  impossible() goes through pline() which
tries to bring the screen up to date before issuing a message.
During save, data for that update can be in an inconsistent state.

The code to save ball and/or chain when not on floor or in invent
(I think swallowed is the only expected case) was examining the
memory pointed to by uball and uchain even if saving the level had
just freed floor objects and saving invent had just freed carried
objects.  So for the usual cases, stale pointer values for uball
and uchain would be present and checking their obj->where field
was not reliable.
2020-12-02 06:29:58 -08:00
nhmall
1b0a9f8e31 follow-up to previous 2020-10-07 09:23:41 -04:00
nhmall
b0e71f68bc small monsters seeping through their shirt
The code is slightly different than in the PR which left out the noncorporeal case.

Closes #397
2020-10-07 09:09:51 -04:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR
afbcf3f9a9 monk's to-hit penalty for wearing a suit
If hero is a monk who is wearing a suit, have ^X mention the to-hit
penalty for that in the status section even though it isn't a normal
status line item.  Combat feedback makes it annoyingly obvious, but
player might forget if MSGTYPE=hide is used to suppress the "Your
armor is rather cumbersome..." message.
2020-07-20 03:00:28 -07:00