... 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.
... 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.)
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().
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.
Making the zeroing out of memory used by an object that is about to
be freed unconditional, and do the same for monsters. Should never
matter aside from an undetectable amount of extra overhead.
Consolidate a couple of makemon() calls. I thought that this would
end up being clearer but it isn't actually much of an improvement.
Should be no change in behavior.
A monster may be unhidden if it's caught in a trap, but maybe_unhide_at
was checking mtmp->mtrapped across the board, which wouldn't work for
the hero. Use u.utrap instead under those circumstances. Also refactor
a bit so it shouldn't need the repeated guards against mtmp being null.
maybe_unhide_at tried to handle both a monster and hero, but
hero being hidden is in u.uundetected flag, and the code was
only checking the monster mundetected field.
The code should probably be changed, either to change all uses
of the u.uundetected to gy.youmonster.mundetected, or perhaps
use a macro ... but these changes are all too big for me
to tackle for now.
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.
Add "walls of lava", basically lava which blocks vision and
require a bit more than just levitation or flight to move through.
No levels use this yet, as testing isn't thorough enough.
sanity_check feedback which occurred after using locking magic to
set off a bear trap at the location of a monster hiding under an
object.
Trivial bit: a recent change made stunning via knockback only occur
when not already stunned but was still adding the current stun time
to the new stun time even though current stun is now always zero.
Several formatting bits included.
While fuzzing, I saw a sanity checking error complaining about
a ceiling hider being on top of a pool; the rock piercer was
teleported on top of the pool while it was hiding in the ceiling.
Try to be a bit more consistent when a monster is hiding in ceiling,
and if it's valid for it to be on a pool.
Clean up some of the code for monster deciding what objects
to pick up, removing duplicate code. There should be no real
difference in behaviour, other than monsters now can pick up
one stack of items at a time; previously monster could pick up
gold, then a practical item, followed by a magical item all
in a single turn, although this very rarely mattered.
Not extensively tested.
Code originally from NetHack4.
My recent change to hit and wake monsters caused a recursive
ghod_hitsu -> wakeup -> dobuzz -> buzz -> ghod_hitsu loop.
Don't call the ghod_hitsu again if the priest is already angry.
Unless you kill the monster with one hit, it'll wake up
cranky and make noise - waking up other sleeping monsters.
This was a bit tricky with all the message sequencing; I tested
all the hit/throw/fire/zap combos I could think of, and it took
a while to get things looking right.
This code was in three different places; pet eating,
monster eating metal, and monster eating other objects.
Other than very minor changes (eg. rustproofing completely
protects pets from bad effects, rustproof items are no longer
giving apport, and monsters eating corpses are healed), it
should behave the same as before... But I haven't exhaustively
gone through every iteration.
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.
Replace FIRST_GEM and LAST_GEM with FIRST_REAL_GEM, LAST_REAL_GEM,
FIRST_GLASS_GEM, and LAST_GLASS_GEM and define those along with
objects[] rather than separately. Do the latter for FIRST_AMULET
and LAST_AMULET too. Also new FIRST_SPELL and LAST_SPELL used to
compute MAXSPELLS. (That value looks wrong to me, but this defines
it with the same value as before. If it gets fixed, EDITLEVEL will
need to be incremented.)
This started as just proof of concept that extra information could
be collected as objects[] gets initialized at compile time.
Reported by entrez: if a trap killed hero's steed and dismounting
was fatal for the hero (probably by falling onto the same trap),
impossible "dmonsfree: 1 removed doesn't match 0 pending" warning
occurred during game-over cleanup.
Move the dismount calls in mondead() and mongone() from before their
m_detach() call to the end of m_detach() itself. This led to a
cascade of problems and attempted fixes until finally zeroing in on
place_monster()'s sanity checks and dismount_steed()'s attempts to
work-around one of them.
This reverts the convoluted hack from four years ago in commit
be327d9822 and deals with the issue in
a simpler way. After that, the new dismount_steed() placement at
end of m_detach() works cleanly.
If you were on a level teleporter, the spoteffects() call after
the hero gets expelled could end up going to a new level and
freeing all the monst chains from the level you were originally
engulfed on.
#0 0xba0507 in free
#1 0x87feda in dealloc_monst src/mon.c:2369
#2 0x880a02 in dmonsfree src/mon.c:2194
#3 0x9a7aa2 in savelev_core src/save.c:507
#4 0x9a7a21 in savelev src/save.c:466
#5 0x71eb9d in goto_level src/do.c:1483
#6 0x71833f in deferred_goto src/do.c:1903
#7 0xa2533f in level_tele src/teleport.c:1117
#8 0xa2567b in level_tele_trap src/teleport.c:1198
#9 0xa5c007 in trapeffect_level_telep src/trap.c:1861
#10 0xa5f856 in trapeffect_selector src/trap.c:2497
#11 0xa47497 in dotrap src/trap.c:2586
#12 0x7d669b in spoteffects src/hack.c:2859
#13 0x89d495 in xkilled src/mon.c:3187
The latter parts of xkilled() after the spoteffects() call would
then attempt to dereference the free'd monst pointer.
Save a copy of the monst struct prior to spoteffects() if you were
expelled, then point at the reference copy afterwards.
Resolves#938
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
^ ^
Short for distu(mtmp->mx, mtmp->my) (i.e. the distance between the hero
and the specified monster), which is a very common use of distu(). The
idea is that this would be a convenient shorthand for it; I actually
thought it (or something very similar) existed already, but couldn't
find it when I tried to use it earlier. Based on the number of uses of
fully-spelled-out 'distu(mtmp->mx, mtmp->my)' replaced in this commit
I'm guessing I just imagined it.
Instead of using index() macro defined to strchr, use C99 strchr.
Instead of using rindex() macro defined to strrchr, use C99 strrchr.
If you want to try building on a platform that doesn't offer those
two functions, these are available:
define NOT_C99 /* to make some non-C99 code available */
define NEED_INDEX /* to define a macro for index() */
define NEED_RINDX /* to define a macro for rindex() */
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
The pull request included some changes that were neither accidental nor
unintentional, so only a subset of the changes from pull request #869
submitted by klorpa were manually applied.
behaviour -> behavior
speach -> speech
knowlege -> knowledge
incrments -> increments
stethscope -> stethoscope
staiway -> stairway
arifact -> artifact
extracing -> extracting
The uses of "iff" were left alone.
Close#869
Apply the patch from entrez that makes pet gelatinous cubes who eat
containers engulf rather than digest the contents, like non-tame
g.cubes. Unlike the latter, tame ones will immediately drop the
stuff they just engulfed and might subsequently eat it all anyway.
Make sure u.uswallow is cleared when u.ustuck gets set to Null so
that they won't be out of sync with each other. Having u.uswallow
be non-zero does imply that u.ustuck is non-Null.
Running #panic while swallowed didn't produce any anomalies for me,
either before or after this change.
Change trappers and lurkers above to remove digestion damage. They
fold themselves around rather than swallow the victim. There were
are lot of places that assumed that an engulfer which is an animal
would swallow and digest the victim. In hindsight, it might have
been simpler to take the M1_ANIMAL flag off of trappers and lurkers
above.
This adds a new digests() predicate for creatures with AT_ENGL+AD_DGST
(purple worm) and also enfolds() for AT_ENGL+AD_WRAP (both 't'-class
critters).
There are several minor fixes mixed in with this. I didn't record
them as I went along but the two I remember are
1) if poly'd into a holder and holding on to a monster, the '<' and
'>' commands refursed to work; release the held creature first
and then treat those commands as normal;
2) throwing a non-weapon while engulfed by an ochre jelly reported
"the <item> vanishes into the ochre jelly's /currents/".
This needs a lot more testing. I found and fixed multiple minor
details before my own testing burned out.
The monster knockback could mess with the monster linked list while
the code was going through it for monster movements. (For example,
a monster knocked back another into a level teleport trap)
Add iter_mons_safe, which first grabs all the monster pointers in
the list into an array, and goes over that array instead of relying
on the "next monster" pointer. This is possible because dead monsters
are not removed from the linked list until after all the monsters
have moved.
Testing is very minimal, and I'm not sure the vault guard check
for migration is correct - it should probably check for more states?
Also the iterator could be improved by not continually allocating
and freeing the monster pointer array.