Commit Graph

9052 Commits

Author SHA1 Message Date
nhmall
6e91482be0 hands_obj follow-up 2023-11-13 14:20:54 -05:00
nhmall
5b2ec5d6ee minor optomization - explicity avoid menucolors 2023-11-13 14:00:02 -05:00
Pasi Kallinen
d2ca1794df Move other add_menu routines to windows.c 2023-11-13 20:12:47 +02:00
nhmall
4b79baa55b add_menu follow-up, part 2 of interface adjustment
Remove menu_color support from the window port side of the interface.
The window port just has to honor the color parameter that was added
to the add_menu() interface definition in June 2022 commit
2770223d10, and let the core-side of
the interface handle things.

To that end, this does the following:

Removes the #define of add_menu() from include/winprocs.h and add a
real core-side add_menu() function to windows.c which acts as a
trampoline to the window port win_add_menu() function, while providing
a single location to adjust the parameters passed to the window port
function. get_menu_coloring() is now called in there.

Moves get_menu_coloring() from options.c into windows.c and makes it
static.

Removes all the calls to get_menu_coloring() from the tty, Qt, X11,
curses, and win32 interfaces and adjusts their code to simply honor
the color parameter in add_menu, similar to what the menu_headings
change from earlier today did.
2023-11-13 12:56:38 -05:00
SHIRAKATA Kentaro
4250dd91d8 split wand explosion into separate function 2023-11-13 07:24:15 -08:00
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
dd6c249a8c remove obsolete comment 2023-11-12 10:26:59 -08:00
PatR
fcf1a42cac fix for two empty-handed hits
When using bare-handed combat or martial arts at better than 'basic'
skill, don't attempt a second hit if wearing a shield.
2023-11-12 10:21:51 -08:00
nhmall
76d328d86a gi.invalid_obj -> hands_obj 2023-11-11 19:49:38 -05:00
nhmall
e0e60cb97e remove a cast from assignment to same type 2023-11-11 08:12:17 -05:00
Michael Meyer
d42564bacd Better align drop_throw with hero ammo breakage
There is a comment above the function indicating that it should be
aligned with hero ammo breakage, but this wasn't the case.  One big
difference is that any monster-thrown or -shot object would be deleted
unconditionally if it hit another monster trapped in a pit.  I don't
know why that was in there, but it's not present in hero ammo breakage
chances, and it meant that a monster could sling the Mines luckstone at
the hero, hit a monster in the pit, and permanently lock the hero out of
getting the luckstone (as just happened to a player during the current
tournament).  This pulls the hero breakage rules out into their own
function and uses that for monster breakage as well, to make sure they
are aligned.  I also refactored drop_throw a bit to reduce the number of
separate variables tracking whether the object was deleted (was create,
objgone, and retvalu), and changed its (and ohitmon's) type to boolean.
2023-11-11 01:17:54 -08:00
nhmall
ee0247ac5f follow-up u.uswallow 2023-11-10 19:01:16 -05:00
PatR
b03e5c1ad7 ^G of unseen monster
I used ^G to create a monster and specified "invisible owlbear".  I
then got "An owlbear appears next to you."  Except it didn't; it was
invisible and I lacked see-invisible.  I imagine that newsym() was
called for the new-yet-invisible monster, but that remained buffered
and was gone overridden by the time pending map update got flushed
at some point after the monster was made invisible.

Add a new makemon() flag to turn a newly created monster invisible
during its creation, before "monster appears" message is delivered.
Since that message will now be suppressed in this situation, use the
cursor-flash hack that indicates where the new, unseen monster got
placed.  Creating "1000 invisible <mon>" is something you probably
won't do twice.
2023-11-10 15:43:02 -08:00
nhmall
088c15b3cd improve x_monnam results when swallowed
This addresses one of the scenarios that had previously been discussed
in the comments under pull request #979.
2023-11-10 17:01:46 -05:00
nhmall
f360cb24b1 allow monster that has swallowed hero to be named 2023-11-10 16:35:43 -05:00
PatR
4512ae5bbe warning fix
Adding U suffixe to ELF_WT lead indirectly to comparing signed rn2()
with macro specifying an unsigned magic constant.
2023-11-10 10:33:50 -08:00
PatR
a758e88246 PR #1125 - more disturbing buried zombies
Pull request from entrez:  hero walking over a zombie's burial site
will only disturb it if meeting a minimum weight threshold.

Update several weight macros to be 'unsigned', matching mons[].cwt.
[I'm not sure about this one.  'unsigned short' promotes to 'signed
int' these days on most platforms.]

Closes #1125
2023-11-10 10:33:11 -08:00
nhmall
f97ff175de bring a couple of comments up to date 2023-11-10 13:17:09 -05:00
Pasi Kallinen
c44906b28e Put random room engravings on room locations only
Another case of engraving going on a cloud.
2023-11-10 20:08:45 +02:00
Michael Meyer
392295d770 Require min body weight for step to wake zombies
A newt or something probably isn't disturbing anything buried 6 feet
below the ground.  WT_ELF/2 is the size of a dingo or goblin.
2023-11-10 10:04:07 -08:00
PatR
069855eefc yet more #1112 - slippery hands vs sink
Fake object used for 'hands' has an address, so checking for a Null
pointer won't recognize it.
2023-11-10 09:38:40 -08:00
nhmall
27e727d7d7 another missed cast removal 2023-11-10 11:31:24 -05:00
nhmall
24b6f6a03e follow-up cast removal in eat.c 2023-11-10 11:28:08 -05:00
nhmall
314a2a9489 use gi.invalid_obj instead of cg.zeroobj
cg.zeroobj was originally added (under its previous unprefixed name)
for providing a one-line way to zero out the fields of a struct obj.

    struct obj tempobj;
    tempobj = cg.zeroobj;

    initfn(struct obj *otmp)
    {
        if (otmp)
            *otmp = cg.zeroobj;
    }

More recently, the address of cg.zeroobj began to be used as a return
flag to indicate some things, but the 'const struct obj zeroobj' wasn't
an ideal fit for the purpose and required a number of casts, including
casting away const.

Provide a better fitting variable (gi.invalid_obj) and eliminate a
number of casts.
2023-11-10 11:07:49 -05:00
nhmall
17dd51d922 Merge branch 'discard-broken-wand' of https://github.com/argrath/NetHack into NetHack-3.7 2023-11-10 09:14:20 -05:00
nhmall
b63c2ecc2b Merge branch 'fix-options' of https://github.com/argrath/NetHack into NetHack-3.7 2023-11-10 09:13:45 -05:00
PatR
915da30c9d more PR #1112 - dipping in sinks
Suggestion from entrez:  If dipping something in a sink while hands
are slippery happens to cause that sink to break, only remind player
about still being Glib if the item was '-' or uarmg.

Redo one of the fixes entries:  dipping a potion into a sink does not
dilute it.  The potion is used up and gives a hint about what it does
so player might discover it.
2023-11-10 01:14:24 -08:00
SHIRAKATA Kentaro
3db06f4c6d split discarding broken wand into separate function 2023-11-10 16:46:06 +09:00
PatR
d0ade3b085 streamline PR #1124
Get rid of an extra 'if'.
2023-11-09 21:58:58 -08:00
SHIRAKATA Kentaro
637db78cea streamline dosacrifice(): early return when offering other than corpse 2023-11-09 21:32:32 -08:00
PatR
394fa24666 refine PR #1112 - washing, dipping in sinks
If hero has slippery hands, include '-' among likely candidates for
item to #dip when dipping at a pool, fountain, or sink location.

When dipping an item (including hands), have a modest chance for the
sink to be destroyed--which turns it into a fountain--each time so
that it can't be used to blank scrolls an unlimited number of items.
(Pools can already be used for that, but you need to obtain water
walking ability or else drop most of your stuff and enter the water;
sinks weren't imposing any such requirements or risks.)
2023-11-09 18:22:06 -08:00
Michael Meyer
674b8c6b07 Add additional sink potion #dipping effects
Also put "Nothing seems to happen." into c_common_strings, since it's
used all over several files.
2023-11-09 16:41:05 -08:00
Michael Meyer
3fac63749a Add basic sink #dipping effects
This is largely taken from xNetHack with a few minor changes.  Dipping a
potion into a sink can help with item identification by producing the
potionbreathe effect (or a sink-specific effect, for a couple potions).
Dipping other items will just run water over them.  I also added the
capability to wash your hands at a sink.
2023-11-09 16:41:05 -08:00
Michael Meyer
5af1fad398 Enable hero to wash hands in fountains and pools
Dipping hands (with '-') or currently-worn gloves in a fountain or pool
will cause the hero to wash her hands, washing away any oil and clearing
the Glib intrinsic timeout.  This does mean bare hands can be used to
fish for fountain effects, without having to pick up a stray arrow and
carry it around as a dipping item, but having your hands be the only
thing that does not activate those effects felt weird.  If that would be
too unbalancing this could be scrapped.
2023-11-09 16:41:04 -08:00
Pasi Kallinen
2e8adda028 Clouds cannot have engravings in them
... so delete the existing engraving if a cloud is put on the map.
2023-11-09 18:08:00 +02:00
SHIRAKATA Kentaro
eb03b1a6db remove unnecessary condition on parseoptions()
`opts` here is always non-null, otherwise it leads segv at earlier code.
2023-11-09 12:37:25 +09:00
Michael Meyer
a69ff06e85 Make mstate flag checks more mutually consistent
Various places checking for whether a monster was on the map based on
mstate flags were inconsistent about which ones they checked (and then
place_monster() was additionally inconsistent with all of them about
which bits were cleared when placing a monster onto the map).  I think
some places were also more convoluted than is now necessary because they
date back to mstate being an alias for mspare1, which it shared with
migflags before those became two separate dedicated fields (MSTATE_MASK
also dates back to this and is no longer used, so I removed it).

I tried to go through all the MON_foo mstate bits, understand when/why
they are set, and make the various functions I noticed more consistent
(with each other, and with my understanding of how the bits work) about
how they are treated.  I don't know for a fact that I understood
everything right -- some diagnostic bits that aren't used for much of
anything, like MON_OBLITERATE, had me mystified until I read the 5ee78c5
commit message -- but this patch hasn't caused any new problems (sanity
check or otherwise) with the fuzzer in my testing so far.  All the same,
it could probably use review by someone who has a good sense of what the
mstate bits mean.
2023-11-08 10:41:40 -08:00
SHIRAKATA Kentaro
7d007ea365 null-check argument bl before using it 2023-11-09 00:10:23 +09:00
SHIRAKATA Kentaro
7e735d9386 remove unused assignments 2023-11-07 16:26:12 -08:00
Michael Meyer
a1b1f3b250 Try to unify "back on solid ground" messaging
Put everything through a single function that can handle all the
complicated parts of using the correct proposition for different terrain
types, and will not just call things "solid ground" indiscriminately.
This got complicated but I'm not sure if it's possible to do it much
simpler while still using the distinct names for each type of terrain
(unless you are OK with the sentences sounding sort of wonky).
2023-11-07 16:13:55 -08:00
Michael Meyer
53be8be3e9 Fix: mention_decor preposition vs unusual terrain
When moving off a body of water with mention_decor on, describe_decor()
would produce messages like "You are back on cloud", "You are back on
wall", and "You are back on air bubble."  For those types of terrain
that were producing odd sentences like this, change the format to "You
are back in a cloud", "You are back in a wall", "You are back in an air
bubble", and "You are back in the air."
2023-11-07 16:13:54 -08:00
Michael Meyer
702f914306 pooleffects messaging vs mention_decor
With mention_decor enabled, exiting the water on the Plane of Water
would produce the series of messages "You pop into an air bubble.  You
are back on air bubble."  Suppress the second message.  The lack of
article there seems like a problem too...

Also, acknowledge flight/levitation and use ice_descr in the pooleffects
"solid land" message.  This should make it more consistent with how
mention_decor does a similar message, especially changes to how it
describes ice based on its melt timer.
2023-11-07 16:13:54 -08:00
Michael Meyer
346cd9e35b Revert part of "Fix: hurtling into wall of water"
Turns out this change to more accurately describe the wall of water in a
situation that shouldn't come up in-game messed up some uses of
dfeature_at which do a string comparison between the result and "pool of
water" to determine how to behave.
2023-11-07 16:13:54 -08:00
Michael Meyer
b993edca74 Follow-ups on EXPLORERS authorization
I realized that failed explore-mode authorization on a special-mode
saved game cannot downgrade the game mode further down to a normal game,
because this would dump the player back into a state where she has
completed some part of the game in explore mode but is eligible for the
topten list.  This is even more true when the game was formerly a
wizard-mode game.  Unforunately, that was the state my previous commits
left the game in.

Instead, if restoring an explore-mode or wizard-mode savegame, and the
player is authorized via sysconf for neither of those modes, fail
restoration entirely and start a new game instead.  That's sort of
clunky and there could probably be more explanation provided, but it
should be an exceedingly rare occurance and I'm not sure what
alternative exists that would still honor the EXPLORERS and WIZARDS
restrictions.  This shouldn't affect the way they default 'down a mode'
in other circumstances, i.e. the overwhelming majority of situations in
which EXPLORERS authorization is needed/checked.

For the same reason, I realized that the player can't be prompted
whether or not to enter explore mode, if being downgraded from a
no-longer-authorized wizmode save while explore mode is authorized.  The
change from wizard mode to explore mode must be mandatory.  I have also
switched that up so that it will force the change -- unfortunately, this
has the side effect of allowing the preservation of the save, but it's
more important to make sure a wizard mode game doesn't get reverted to
normal mode.  They won't be able to load the save into wizard mode
anyway.
2023-11-07 15:38:10 -08:00
Michael Meyer
1e237e4b8f Fix: shunt to explore mode after wizmode auth fail
If an unauthorized player requests the game launch in wizard mode, it
will try to put her in explore mode instead.  If this happened during
restoration of a previous (normal) saved game, the setting of discover
in wd_message() would bypass iflags.deferred_X, allowing the player to
select to keep the non-explore-mode save file.  [Actually, when I tested
it I always got an error when answering yes to the "keep the save file?"
prompt, but that's a problem too...]  Because deferred_X was still 1
after this, the pline "You are already in explore mode" would also be
printed following the prompt (when moveloop_preamble() attempted to set
explore mode).

Fix this so that loading a normal game with -D, then failing the
authorization, boots into explore mode via iflags.deferred_X and the
"really enter explore mode?" prompt, as it would have if -X were
specified on the command line to begin with.
2023-11-07 15:38:10 -08:00
Michael Meyer
85b727c92c Apply sysconf EXPLORERS restriction on startup
The sysconf EXPLORERS list restricting access to explore mode was being
evaluated and used when a player used the #exploremode command in-game,
or when specifying -X or OPTIONS=playmode:explore on the command line
when resuming a normal game, but not when starting an entirely new game.
When SYSCF is avilable, check for authorization early, similar to debug
mode authorization, to restrict access to explore mode to EXPLORERS
under (hopefully) all circumstances.
2023-11-07 15:38:08 -08:00
nhmall
1538b401e9 quiet a new warning after pull request #1119
hack.c
.\hack.c(1607): warning C4018: '<': signed/unsigned mismatch
2023-11-06 07:37:34 -05:00
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
Michael Meyer
98d2b0ecb3 Follow up on disturbing buried zombies
Change 852f8e4 by requiring a minimum impact before a buried zombie
nearby will be disturbed: light, but still excluding things like
scrolls, if it's a violent impact (dropped while levitating, thrown, or
kicked), and fairly heavy if the hero is just placing the item on the
ground normally.

Moving the call out of flooreffects meant it no longer applied to
pushing boulders around, so have moverock disturb nearby zombies.  I
additionally had wake_nearby do the same thing.

Finally, I renamed check_buried_zombies (which doesn't really reflect
what it does) to disturb_buried_zombies.
2023-11-05 21:51:45 -08:00
PatR
e384e3a5a1 suppress 'variable not used' warning
My compiler didn't warn about this.  The value conditionally gets set
but then isn't used anywhere besides that.  For the time being, give
'skipped_noninuse' a fake use rather than eliminate it altogether.
2023-11-05 17:23:46 -08:00