This one is more interesting that most....
|sp_lev.c:3745:9: warning: declaration shadows a variable in the
| global scope [-Wshadow]
|boolean ladder;
| ^
|../include/rm.h:538:20: note: expanded from macro 'ladder'
|#define ladder flags /* up or down */
| ^
|../include/flag.h:428:29: note: previous declaration is here
|extern NEARDATA struct flag flags;
| ^
In wizard mode, freezing some water on the ground, then
flipping the level did not flip the coordinate of the ice
thawing timed effect. This could cause an impossible complaint.
In a rare case, a random room's width can be 2 tiles, and if
that room was converted into a temple, the priest ended up
inside the wall. Try to put the priest on a random valid position
around the altar, or on it.
When making a random door into a random wall or random position
in a room, keep trying harder to find a location that doesn't
have solid wall behind it.
Fixes the Wizard tower door.
If a special level explicitly requests eg. a statue with a genocided
monster class, allow generating it.
Rationale is that those objects were generated before the monsters
became extinct. Also fixes a lua error.
If the stair or ladder x coord is 0, it doesn't exist.
Flipping it, caused "u_on_newpos: trying to place hero off map <80,0>"
when coming back up from the valley into the castle, and the
castle was flipped.
Fixes#331
Give wizard mode player control over how a level gets transposed by
prompting for the desired outcome.
Refreshing the screen showed that remembered, no longer in view wall
corners and T walls were shown with their old orientation instead of
being transposed along with the level. This fixes that, but does so
by adding a chunk of code that will be irrelevant for normal play.
When a special level is created, there's a chance it gets flipped
horizontally and/or vertically.
Add new level flags "noflip", "noflipx", and "noflipy" to prevent
flipping the level. Add a wiz-mode command #wizlevelflip to test
the flipping on current level - although this doesn't flip everything,
as level flipping is meant to happen during level creation.
[...]
| Change selection_free(foo) to also free(foo) after freeing foo's
| fields. Every use was already
| selection_free(foo);
| free(foo);
| except for the two instances of memory leak.
And except for the three which aren't in sp_lev.c, one of which was
dealing with memory managed by Lua. This time it seems to be working
as intended.
This reverts commit 1b7ac93930.
I just got a crash from within Lua when loading mine town and it
appears to be memory related, so back out the "plug leaks" commit
for the time being.
selection_floodfill() would free the contents of its temporary
selection structure when the check function was Null but neglected
to free the allocated structure itself. I don't know whether that
was ever triggered.
generate_way_out_method() did likewise when trying to make a hole
or trapdoor. It reused the 'ov3' pointer without freeing it first.
'heaputil' reported instances of non-freed memory that were
allocated at line 3612 by selection_clone(), only called within
generate_way_out_method().
Change selection_free(foo) to also free(foo) after freeing foo's
fields. Every use was already
selection_free(foo);
free(foo);
except for the two instances of memory leak.
Some cleanup when chasing a memory leak. get_table_str() and
get_table_str_opt() return a value from dupstr() and it wasn't always
being freed. I'm not sure that I found the problem--maybe it involved
pointers turned over to Lua garbage collection--but did find a couple
of suspicious things in dungeon setup.
Instead of hardcoding the "prize" type and then watching for that
to be created, specify it in the level description.
Also, instead of giving both Sokoban end levels 50:50 chance for
either prize, bias the one that used to always have the bag of
holding to now have 75% chance for that and 25% chance for amulet
of reflection, with the other one having those chances reversed.
So still 50:50 overall.
Also change a bunch of automatic arrays with initializers to static
so that they won't be reinitialized every time their block is entered.
get_table_buc() is changed to support bless/curse specifiers for
"not-cursed", "not-uncursed", and "not-blessed" but they aren't used
yet.
This turned out to be a lot more work than I anticipated, but it is
definitely simpler (other than having #wizmakemap take achievements
away if you replace the level that contains the 'prize', which wasn't
handled before).
I cheated and made Mine's End into a no-bones level because the new
flagging scheme for luckstone, bag, and amulet can't carry over from
one game to another. It probably should have been no-bones all along.
Sokoban didn't have this issue because it's already no-bones.
Existing save files are invalidated.
Unix Makefile.utl wasn't aware of the dependency of makedefs.o on
src/mdlib.c so didn't rebuild makedefs when it should have.
Eliminate several warnings:
mdlib.c - #if inside the arguments to macro Sprintf();
nhlua.c - nhl_error() ends with a call to lua_error() which doesn't
return, but neither of them were declared that way;
nhlsel.c - because of the previous, the 'else error' case of
l_selection_ellipse() led to complaints about uninitialized
variables;
sp_lev.c - missing 'const'.
I did minimal testing which went ok, but revisiting a couple of levels
gave me un-freed memory allocated by restore.c line 1337. (I haven't
looked at that at all.)
Game is playable, and should compile on linux and Windows.
Assumes you have a lua 5.3 library available.
Removes level compiler and associated files.
Replaces special level des-files with lua scripts.
Exposes some NetHack internals to lua:
- des-table with commands to create special levels
- nh-table with NetHack core commands
- nhc-table with some constants
- u-table with some player-specific data (u-struct)
- selection userdata
Adds some rudimentary tests.
Adds new extended command #wizloadlua to run a specific script,
and #wizloaddes to run a specific level-creation script.
nhlib.lua is loaded for every lua script.
Download and untar lua:
mkdir lib
cd lib
curl -R -O http://www.lua.org/ftp/lua-5.3.5.tar.gz
tar zxf lua-5.3.5.tar.gz
Then make nethack normally.
Fixes#210
Subject was 'Bad loop condition in sp_lev.c'. Some object creation
code had handling for something that couldn't happen due to the logic
leading up to it. I couldn't figure out any way to make it useful so
just remove the dead code.