Commit Graph

15190 Commits

Author SHA1 Message Date
nhmall
b26ec2f677 attempt to quiet some onefile complaints 2023-04-21 10:42:36 -04:00
nhmall
826ce951e7 get rid of NetHack macro conflict with curses routine delay_output() 2023-04-21 08:25:53 -04:00
PatR
71decafefd Qt menu fix
Noticed when working on the add_menu() crash earlier, using a mouse
rather than the keyboard to pick an entry in the sub-sub menus for
'm O' -> 'disclose' -> {any disclosure category} didn't work properly.
The problem was in post-3.6.x menu code for the Qt interface.
2023-04-21 00:44:50 -07:00
PatR
889b437775 Qt add_menu() w/o start_menu()
I temporarily reverted the fix for end-of-game disclosure of overview
in order to trigger the add_menu() crash under Qt.  It came down to

if (!actual) impossible("AddMenu called before we know if Menu or Text");
actual->AddMenu(glyph,identifier,ch,gch,attr,str,itemflags);

where 'actual' happens to be Null.  impossible() gets called, goes
through pline() calling putmesg() and putstr(WIN_MESSAGE), then the
output never shows up anywhere.  I haven't figured our what's going
on with that, but changing the above to

if (!actual)
    impossible("AddMenu called before we know if Menu or Text");
else
    actual->AddMenu(glyph, identifier, ch, gch, attr, str, itemflags);

at least prevents the crash.  The main window ends up becoming
minimized/iconified but the final popups which occur after disclosure
appear and accept responses and then a clean exit takes place.

Presumably it used panic() rather than impossible() at some point,
otherwise that code makes no sense:  test for Null then deference it
regardless of the result of the test?
2023-04-20 13:15:31 -07:00
Pasi Kallinen
a725447d65 Corpse-eating monsters will home in on corpses
Also allow non-tame ghouls to eat corpses.
2023-04-20 18:56:26 +03:00
PatR
8293251224 \#overview fix
The revised #overview (displaying info in a menu instead of text
window), works as intended for tty and curses, during play and also
during end of game disclosure.

For X11 it worked during play but during disclosure it issued a
call to impossible() for every line of overview output and there
was no overview shown.  ("add_menu:  called before start_menu",
sent to stdout where the player may not have a chance to see it.)

For Qt things were worse, working during play but with indentation
that isn't what is intended, and during disclosure it crashed in
add_menu().

This avoids the impossible and the crash, by changing how the core
treats the menu rather than by updating how FOO_add_menu() deals
with the offending previous usage.

I suspect that to fix the Qt indentation, #overview might need to
be changed to behave like #attributes:  use a menu during play but
a text window during disclosure.  It has a hack for text windows
to switch from the default font to a fixed-width one if any line
in the text contains four consecutive spaces.  Either menu windows
aren't doing the same thing, or the two-column layout they use to
render their text is messing that up.  (I haven't looked.)
2023-04-20 00:18:05 -07:00
Pasi Kallinen
200cc21fb3 Allow some monsters to break boulders
... if the boulder is in a position they want to move to.
Shopkeepers, priests, and the quest leader can break one boulder
and then need to take several turns before being able to break
another.  Riders can break a boulder every turn.
2023-04-19 14:37:55 +03:00
PatR
4d681eed46 new #overview menu
Require the 'm' prefix to treat #overview as a menu with selectable
entries.  During end-of-game disclosure it shows every level that was
visited, but during play it only shows levels which have annotations
(typically automatically generated ones).  The menu wasn't offering
any chance to add an annotation to levels without such, so force
'm #overview' to show every visited level.  Continue to avoid that
(and also avoid the clutter introduced by menu entry selector letters)
for normal #overview.
2023-04-19 02:30:32 -07:00
Pasi Kallinen
b04ab80cad Allow annotating other levels via #overview
Change the #overview to use a menu, so the player can change
the annotations on levels other than where they currently are.
2023-04-18 09:40:12 +03:00
Pasi Kallinen
cfe60aed8d Dismounting a trapped steed
Riding a steed into a trap and dismounting also untrapped
the steed. Try to keep the steed in the trap.
2023-04-17 18:47:05 +03:00
Pasi Kallinen
945e65a19f Move bgcolors option to the map section 2023-04-17 17:07:23 +03:00
Pasi Kallinen
0ac9309e1e Simple options menu shows help for each entry 2023-04-17 15:47:50 +03:00
Pasi Kallinen
6fcce6e135 Redo the portal breakage for the fuzzer 2023-04-17 11:09:58 +03:00
Pasi Kallinen
d3e48dfad1 Tutorial: going down and up stairs
Adds the second tutorial level, tut-2.lua
2023-04-16 10:46:03 +03:00
copperwater
dad1c3f8b7 Fix: breathless monsters always generate in water in special levels
... unless explicitly specified to generate at a specific point or
within a specific area. But if they are permitted to generate anywhere
on the level, and it contains water, they always end up in the water. I
noticed this when trying to explicitly specify ghouls to generate
anywhere on a level with a minimal amount of water.

This was due to the definition of "amphibious" being conflated with
"breathless", such that all breathless monsters counted as amphibious.
There are plenty of breathless monsters in the game that decidedly don't
normally inhabit water, such as undead, but they would pass the
amphibious() check in pm_to_humidity and thus the game decides that they
must generate in wet terrain if there is any available.

This fix takes the approach of changing amphibious() so that it no
longer checks the M1_BREATHLESS flag and only considers M1_AMPHIBIOUS,
then updating the places where amphibious() and Amphibious are used
accordingly. I also added a new macro cant_drown() which wraps up
swimming, amphibiousness, and breathlessness because these three things
are frequently checked together in the context of whether something
should drown.

Places where amphibious() or Amphibious did NOT have an extra
breathless() or Breathless check added on, and thus where behavior has
been changed:
- The pm_to_humidity function (to fix the bug).
- Player vs water in goodpos; it didn't seem like being polymorphed into
  a breathless non-amphibious monster should make it fair game to
  randomly teleport into water even though it's technically safe.
- Awarding extra experience when killing an eel. (So the hero will get
  the extra experience if they are polymorphed into a breathless
  non-amphibious monster and don't have magical breathing. Very much an
  edge case.)
2023-04-16 09:57:41 +03:00
copperwater
fe39a2b08d Don't drop aklys on the floor due to slippery fingers
Aklyses uniquely have a tether attached to one's wrist, which would stay
secure even when one's fingers are slippery. Therefore, it doesn't make
for the weapon to be dropped completely, tether and all, when Glib.

However, the game doesn't have a way to model a weapon that's on the
floor at your feet but still attached to your arm. (Technically the
uball and uchain code does do this sort of thing already, but it can't
be used here - what if you have an aklys slipping out of your grasp and
are punished at the same time?) So the next best thing is to give
aklyses immunity to slipping from one's hand.
2023-04-16 09:48:42 +03:00
Pasi Kallinen
83ed647a3e Fixes entry 2023-04-16 09:46:37 +03:00
copperwater
95972d7147 Wand of speed gives player temporary speed and potion gives intrinsic
This aims to fix the issue in which there are way more wands of speed
monster in the game than the player has any use for. Usually, one is
enough for the whole game (unless a player has a lot of pets they want
to speed up) but since they're an item monsters can generate with, it's
typical to see eight to twelve of them, useless for anything besides
polypiling into other wands since they just grant an intrinsic that's
usually obtained early in the game.

By making the wand effect (on the player) temporary very fast speed, it
becomes desirable to keep the wand around again. By adding a lightweight
source of very fast speed, it also helps diversify character builds away
from always relying on speed boots. And importantly, it becomes an item
the player can use situationally early in the game to enhance their odds
in a fight or run away from danger.

Meanwhile, the speed-intrinsic-granting has been moved to the potion,
and the potion is still superior to the wand in the duration of very
fast speed it grants (100 + d10 turns for an uncursed potion or 160 +
d10 turns for a blessed one, versus 50 + d25 turns for the wand).

Since monsters don't have a concept of very fast speed, this doesn't
change the wand or potion effects on them. They will still gain
permanent intrinsic speed by either method.
2023-04-16 09:33:56 +03:00
PatR
a93ee09d1a fix github issue #1011 - monster imagination
Issue reported by AndrioCelos:  if hero was killed by a wand zapped
by a monster, the cause of death was "killed by <wand damage>
imagined by <the monster>" instead of intended "killed by <wand
damage> zapped by <the monster>".  Report mentioned that the monster
was unseen but that wasn't relevant.

This worked when monster wand zaps were briefly changed to use
-9..-0 but got broken when that was reverted to using -39..-30 (due
to -0 being the same as 0 so making zapper of wands of magic missile
ambiguous).

Fixes #1011
2023-04-15 12:34:27 -07:00
Pasi Kallinen
36f1596c02 Shop door entrance placement
If for some reason a shop room has multiple doors, try all of them
to find a good shop door, instead of just the first one, and failing
if it wasn't a good one.

This only matters for wizard-mode with SHOPTYPE environment var.
2023-04-15 14:25:52 +03:00
Pasi Kallinen
51ebfb2f0b Fix tutorial breaking other portals 2023-04-15 13:25:43 +03:00
PatR
1a2d844a22 fix #K3902 - hug attacks against unsolid targets
Prevent hug attacks (owlbear, python, pit fiend, several others),
attacks for wrap damage (eel and kraken, trapper and lurker above),
attacks for stick-to damage (mimic, lichen), and attacks for digestion
damage (purple worm) from succeeding against unsolid monsters (ghosts,
lights, vortices, most elementals).

Polymorph of an engulf or hold target into unsolid form has been
addressed by a couple of previous updates.
2023-04-14 13:27:33 -07:00
PatR
ced75cb88e polyself u.ustuck fixes
More towards not being able to swallow or hold an non-solid creature.
When engulfed, expel hero if the new form is unsolid or too big.
Give a message if hero is being held (rather than engulfed) and has
to be released.

Adding a call to expels() required some code reordering because it
calls spoteffects().

Give the hint about using '#monster' at the very end of polymon().
2023-04-13 16:47:42 -07:00
Pasi Kallinen
25bf9d2a49 Prevent conflicted shopkeeper moving on top of hero
Peaceful, but conflicted, shopkeeper could move on top
of the hero, if hero was standing on the free spot inside shop.
2023-04-13 21:20:29 +03:00
Pasi Kallinen
ad4c71fab3 Avoid placing random niches into subroom walls
Wizmode testing shop generation, I encountered impossible
"Where is shopdoor" - the room that was being turned into
a shop had a subroom sharing the outer south wall with
the parent room, with a random niche placed such that it was
actually in the subroom wall. The niche door was still added
to the parent room, and the shop generation was trying to use
that door as the shop entrance.

As random niches are only used in room-and-corridor style
levels, subrooms aren't that common, so I just opted to
skip the niche generation if it was going to be placed
without being directly attached to the room it wanted.

The niche generation could be changed at a later date to actually
add the niche door to the correct room instead, if we ever feel
it's necessary to have random niches in subrooms.

As an interesting side note, I had no idea random niches were
only placed in the south or north walls of rooms, never to
east or west.
2023-04-13 18:50:31 +03:00
PatR
9718181322 shapechanger dropping boulders
Something I noticed while looking over the recent report about hug
attacks.  If a monster carrying one or more boulders (picked up while
in giant form) polymorphs into a non-giant, it will drop them.  If
that happens while it's trapped, it could be killed.  newcham() would
use a stale pointer to continue traversing its inventory after it was
dead and its possessions had been dropped.

I managed to get a chameleon-as-giant carrying boulders and some other
stuff trapped in a bear trap and then transform, but the few attempts
I made never killed off its next form so I wasn't able to induce a
crash to verify that a problem would actually occur.
2023-04-12 03:03:17 -07:00
Pasi Kallinen
8b32ae98e9 Add petless conduct
Breaks saves.
2023-04-11 14:21:06 +03:00
Pasi Kallinen
ffb61612e3 Option to create the character deaf
Allows creating your character permanently deaf,
for that added challenge.

Breaks saves.
2023-04-11 13:23:30 +03:00
Pasi Kallinen
699473e03f Moving to water is not dangerous if already underwater 2023-04-10 12:23:43 +03:00
SHIRAKATA Kentaro
c543ff1f6b Split bestowing artifact into separete function 2023-04-10 09:09:27 +03:00
Pasi Kallinen
cb73cbedb7 Tutorial: backup and restore struct you 2023-04-09 18:15:31 +03:00
Pasi Kallinen
79bdab1f03 Tutorial: puton and remove 2023-04-09 18:00:08 +03:00
Pasi Kallinen
3a3be46624 Bigrm-5 may have patches of ice or cloud 2023-04-09 11:56:35 +03:00
Pasi Kallinen
23ef6e558e Make bigrm-4 terrain symmetrical 2023-04-09 11:12:02 +03:00
Pasi Kallinen
82bb61532c Bigrm-4 fix and variation
The "butterfly" shaped bigroom was missing the four fountains
in the corners of the room - this was due to my copy-paste error
when converting the bigrooms from des to lua.

Also add some variation to the bigroom.
2023-04-09 11:09:53 +03:00
PatR
bbd76562b0 redo fix for issue #1003 - energy drain
The fix in commit 14d003c4ba prevented
current energy from ending up 1 point above maximum energy but it
didn't preserve the intent of splitting the drain with up to half
coming out of maximum and the remainder out of current.  This restores
that intent but now only does so when maximum is more than the full
drain amount rather than when it is more than the up-to-half portion,
becoming less harsh when hero's max energy is very low.  If current
is also very low then max energy will be reduced anyway, but by less.

Some unrelated formatting of invent.c has gotten mixed in.

Revises #1003
2023-04-08 16:40:21 -07:00
Pasi Kallinen
b61aa235c7 Items thrown by monsters landing on an altar 2023-04-08 21:24:10 +03:00
Pasi Kallinen
ce1f4788cd Angering monsters hit by items from exploding bag of holding 2023-04-08 18:25:45 +03:00
Pasi Kallinen
3296fc729e cmd_from_func prefers printable key over ctrl combination
If command is bound to multiple keys (like #kick), cmd_from_func
prefers to return the key in the printable range over a ctrl-key
combo.
2023-04-08 11:25:07 +03:00
PatR
14d003c4ba fix github issue #1003 - anti-magic field energy
Issue reported by vultur-cadens:  when trap effect of an anti-magic
field reduced maximum energy, the result might end up with current
energy being one point higher than new maximum.

Fixes #1003
2023-04-07 23:34:19 -07:00
Pasi Kallinen
6c2d7c3695 Tutorial: twoweapon and swap weapons 2023-04-06 19:30:54 +03:00
Pasi Kallinen
a39716ae13 Hellfill: multiple prefabs per level 2023-04-06 13:54:40 +03:00
Pasi Kallinen
916aefc78c Hellfill: vertical breaks 2023-04-06 13:30:48 +03:00
PatR
c82c50a57b pull request #1007 - avoid free(emptystr)
Pull request from argrath:  save_luadata() sets 'lua_data' to
'emptystr' if the fetch variables routine returns Null, and later
passes 'lua_data' to free() unconditionally.  Freeing 'emptystr'
won't work and might crash (if the fetch routine ever returned Null,
which might never happen).

Fixes #1007
2023-04-06 02:18:08 -07:00
SHIRAKATA Kentaro
3b567dd74e prevent free()ing static buffer on save_luadata() 2023-04-06 02:17:31 -07:00
PatR
0d31bb8c88 change program_state.getting_a_command
to program_state.input_state

Rename program_state.getting_a_command and give it an int value
instead of treating it as boolean.  Start using to it for Qt to
suppress commands initiated from the drop down menus in the title bar
if nethack isn't expecting to get a command from the user.  Those menu
choices inject extended command text into the input stream and should
be avoided when entering text or waiting for a menu to be dismissed.

These menus would be better if they grayed out unavailable choices
when pulled down instead of accepting any choice and then treating
that no good.  I'm not going to try to figure out to do that with Qt.
And this workaround for the menus doesn't have any affect on the
toolbar buttons below the title bar.  Those execute core commands
directly and when I tried to use jacket routines instead, the tool bar
stopped showing up so I've given up.

This won't fix the reported problem of getting stuck in a loop.
2023-04-06 01:56:08 -07:00
PatR
4927527493 get rid of warnings when building tty interface
My guess about NCURSES_CONST was right; it expands to nothing in the
/usr/include/term.h on my old OSX system.  There aren't any levers or
knobs available to avoid that so this adds casts of string literals
to avoid warnings about passing a literal to something that expects
non-const.

There's a lot of conditional code in termcap.c and the nhStr("foo")
(hidden cast) changes only got tested for my default configuraiton.
I tried to avoid typos but I attempt such all the time and we know
how that tends to go.

Are we sure that systems which need to install a curses development
package have term.h without that?  A tty-only build shouldn't require
that.
2023-04-06 01:18:39 -07:00
Pasi Kallinen
697ef9760c Curses: partial stack unselecting
In curses, selecting a partial stack, then unselecting the entry,
and then selecting it normally, the entry still kept the quantity
from the partial selection. Make it behave like all the other
windowports by resetting the quantity when the entry is unselected.
2023-04-05 19:50:43 +03:00
nhw_cron
5ac4221d6a This is cron-daily v1-May-8-2022. 000files updated: Files 2023-04-05 12:28:41 -04:00
nhmall
2185d325c4 header file changes hack.h, decl.h/.c, system.h, wintty.h
- Move secondary preprocessor defines down further in config.h
so that they can be overridden via [platform]conf.h which is
included from global.h, specifically:
    LIVELOGFILE when LIVELOG is defined
    DUMPLOG_FILE when DUMPLOG is defined

- Minimize platform-specific, or compiler-specific code in hack.h and decl.h.

- reorganize src/decl.c to align with include/decl.h.

- a new header file cstd.h added, containing calls to C99
standard header files.

- hack.h, decl.h, and decl.c have been cleaned up and had code
moved so that things line up as follows:

     hack.h     defines values that are available to all
                NetHack source files, contains enums for use in all
                NetHack source files, and contains a number of
                struct definitions for use in all NetHack source files.
                It does not contain variable declarations or variable
                definitions.

     decl.h     contains the extern declarations for variables that
                are defined in decl.c. These variables are global and
                available to all NetHack source files. The location of
                the variables within decl.h was random, so give it some
                order for now.

     decl.c     contains the definition of the variables declared in
                decl.h, and initializes them where appropriate. The
                variable definitions are laid out in much the
                same order as their declarations in decl.h.

- wintty.h: There were some varying terminal-related prototypes in
system.h, and that was the only thing left that demanded that
system.h be included. Those have been replaced by an #include
<term.h> in include/wintty.h to get the more current (and hopefully
more correct) prototypes, rather than hardcoding them in NetHack
sources.

For edge-case platform compatiblity, there is no #include <term.h>
if the build defines NO_TERMCAP_HEADERS. In that case one set of
hardcoded prototypes is still used in include/wintty.h.

The added #include "term.h" is also bypassed for NO_TERMS builds (builds
that don't link to terminfo/termcap at all, but still present a tty
interface using platform or window-port specific functions to fulfill
the same role as that of terminfo/termcap).

- some scattered, unnecessary #include "integer.h" were removed from
various files, since that's always included in current NetHack-3.7
sources, either directly from config.h or indirectly from #include
"hack.h".

- system.h references removed.

- new cstd.h added; the #include "system.h" references in Makefiles
and project files (Xcode, visual studio), were replaced
with #include "cstd.h" references. A "make depends" is probably
warranted.

Also:

 - Use of <term.h>, which defines clear_screen() as a macro, conflicts
with an actual function with that name in win/tty/termcap.c. The most
straight-forward course of action was to rename the NetHack function,
and change the references to it, from clear_screen() to
term_clear_screen(), so that was done.
2023-04-05 11:49:09 -04:00