Commit Graph

205 Commits

Author SHA1 Message Date
Pasi Kallinen
78289a7f83 Archeologists' fedora is lucky 2024-12-08 16:17:35 +02:00
nhmall
0792e5fe9e expand implicit fallthrough detection to non-gcc compilers
gcc has recognized various "magic comments" for white-listing
occurrences of implicit fallthrough in switch statements for
a long time:

    The range and shape of "falls through" comments accepted are
    contingent upon the level of the warning. (The default level is =3.)

    -Wimplicit-fallthrough=0 disables the warning altogether.
    -Wimplicit-fallthrough=1 treats any kind of comment as a "falls through" comment.
    -Wimplicit-fallthrough=2 essentially accepts any comment that contains something
     that matches (case insensitively) "falls?[ \t-]*thr(ough|u)" regular expression.
    -Wimplicit-fallthrough=3 case sensitively matches a wide range of regular
     expressions, listed in the GCC manual. E.g., all of these are accepted:
        /* Falls through. */
        /* fall-thru */
        /* Else falls through. */
        /* FALLTHRU */
        /* ... falls through ... */
       etc.
    -Wimplicit-fallthrough=4 also, case sensitively matches a range of regular
     expressions but is much more strict than level =3.
    -Wimplicit-fallthrough=5 doesn't recognize any comments.

Plenty of other compilers did not recognize the gcc comment convention,
and up until now the compiler warning for detecting unintended
fallthrough had to be suppressed on other compilers. That's because the code
in NetHack has been relying on the gcc approach, and only the gcc approach.

The C23 standard introduces an attribute [[fallthrough]] for the
functionality, when implicit fallthrough warnings have been enabled.

Several popular compilers already support that, or a very similar attribute
style approach, today, even ahead of their C23 support:

       C compiler                       whitelist approach
       ---------------------------   -------------------------------------
       C23 conforming compilers         [[fallthrough]]

       clang versions supporting
       standards prior to
       C23                              __attribute__((__fallthrough__))

       Microsoft Visual Studio
       since VS 2022 17.4.
       The warning C5262 controls
       whether the implict
       fallthrough is detected and
       warned about with
       /std:clatest.                    [[fallthrough]]

This adds support to NetHack for the attribute approach by inserting a
macro FALLTHROUGH to the existing cases that require white-listing, so
other compilers can analyze things too.

The definition of the FALLTHROUGH macro is controlled in include/tradstdc.h.

The gcc comment approach has also been left in place at this time.
2024-11-30 14:16:27 -05:00
PatR
cbc93a0555 github issue #1312 - prot from shape changers
Issue reported by youkan700:  shape change anomalies.  Shapechangers
could change shape despite active protection-from-shape-changers if
hero wore two rings of protection from shape changers and took one
off.  Shapechangers who migrated to a not-yet-visited level that
eventually got visited with protection from shape changers in effect
would be stuck in their current shape, even if the PfSC attribute
got toggled off and back on.

The issue included suggested fixes and those are what I've used.  I
noticed a third case that only applies to wizard mode:  if player
used #wizintrinsic to set a timed value for PfSC, monsters wouldn't
resume changing shape after it timed out, unless/until it got toggled
on and back off via a PfSC ring or hero left the level and returned.

Fixes #1312
2024-11-28 11:33:26 -08:00
PatR
d32ab55b84 new property: BLND_RES
Add enlightenment feedback for Sunsword's blocking of becoming blind
from light flashes.  It uses an extra property so that wizard mode
can report the reason.

EDITLEVEL is being incremented, so existing save and bones files are
invalidated.
2024-11-26 20:57:11 -08:00
PatR
01a6e4e1d1 breathless vs breathless()
Avoid having a variable with the same name as a function-like macro
in case the latter eventually gets turned into an actual function.
2024-09-26 22:19:17 -07:00
nhmall
63294536f6 eliminate gcc 13.2.0 warnings that recently appeared
timeout.c:550:1: warning: no previous prototype for ‘region_dialogue’ [-Wmissing-prototypes]
  550 | region_dialogue(void)
      | ^~~~~~~~~~~~~~~

../win/curses/curswins.c: In function ‘curses_destroy_win’:
../win/curses/curswins.c:202:33: warning: variable ‘dummyht’ set but not used [-Wunused-but-set-variable]
  202 |     int mapwidth = 0, winwidth, dummyht;
      |                                 ^~~~~~~
2024-09-26 09:49:42 -04:00
PatR
2471306112 prayer fix for being in poison gas cloud region
Like stuck-in-wall, there might not be any place to move the hero
in order to escape a poison gas cloud.  That could result in "fix
all troubles" becoming stuck in a loop.  3.6.something fixed the
stuck-in-wall case by temporarily conferring Passes_walls.  Fix the
in-poison-region case by temporarily conferring Magical_breathing.

Not adequately tested...

I don't think that this fixes "#K4252: NH 3.7 Prayer Bug" where the
game hung during a couple out of scores of prayers.  I didn't see
any other fix-trouble cases that seemed likely to remain unfixed
and end up with repair attempts retrying.
2024-09-25 01:01:17 -07:00
nhmall
bf1af7c471 Merge branch 'NetHack-3.7' of https://github.com/klorpa/NetHack into NetHack-3.7 2024-09-14 09:17:48 -04:00
PatR
993c3b303f some reformatting (4 of 4) 2024-09-05 16:49:42 -07:00
klorpa
02c4147893 Typos 2024-08-31 15:28:42 -05:00
PatR
fd57c9ca83 wizard mode #timeout command vs gas regions
Show visible regions among the other timed events.  Turn number is
relative rather than absolute.  Location is the internal bounding box
which tends to cover more area than just the gas cloud spots.

When multiple regions are present (common on Plane of Fire), they're
listed in arbitrary order.  It would be better to order them by
timeout or by location or both, but the extra effort to do that seems
unjustified.
2024-08-13 13:28:24 -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
Pasi Kallinen
7139ee7446 Move light source and timer types so zero means none
Breaks saves and bones.
2024-05-06 19:58:21 +03:00
Pasi Kallinen
dba37fa768 Zero out freed timers and light sources 2024-05-06 19:17:07 +03:00
Pasi Kallinen
defb5d5f80 Pets considered any noise made by hero as whistling
In 3.6.2 parts of the wakeup code were merged together, and this
caused pets consider any noise made by the hero - such as hitting
iron bars or digging - as whistling for them to come to the hero.

Change it to only consider actual whistling and ringing a bell.
2024-04-03 12:46:15 +03:00
Pasi Kallinen
f131942dd2 Another tamedog message
Give a different message when a peaceful creature was tamed.
Allow suppressing this and the previous message, when the caller
handles messaging.
2024-03-24 10:48:29 +02:00
nhkeni
54c3dd35ac Merge branch 'keni-staticfn' into NetHack-3.7 2024-03-16 09:38:21 -04:00
nhkeni
9c0ed8ae63 NOSTATICFN for src/* 2024-03-14 17:41:51 -04:00
PatR
ff82541b74 comment typo fix... 2024-03-13 13:04:05 -07:00
PatR
3e2999d3e6 refine walking on ice might slip in random dirctn
If moving on ice causes the hero to hurtle an extra step in a random
direction, don't allow that to be backward to where hero started.

Also, if hero is in grid bug form, only allow hurtling forward.
It was allowing slips in a diagonal direction, which seems wrong
for grid bug, and even when it slipped in an orthogonal direction,
buffered screen updating made the combined step+hurtle appear to be
a single diagonal step.

I'm not a fan of this seemingly simple change.  The hurtle/second
step comes after the "you slip on the ice" vs "you slip off the ice"
messaging and might put the hero in a location which contradicts it.
2024-03-09 16:05:11 -08:00
Pasi Kallinen
8cd8759e04 Walking on ice can make you slide in a random direction 2024-03-07 19:29:09 +02:00
RainRat
a3658f85ac fix typos 2024-02-28 20:15:56 -08:00
nhmall
0a985459f0 make style consistent for function ptr arguments 2024-02-19 17:21:04 -05:00
nhmall
688ac6ffbe remove register from variable declarations 2024-02-19 16:30:07 -05:00
PatR
9cd1a571ae more weight tweaks
Update some potential weight issues.  Eggs won't hatch when in
containers so they weren't affected but add some bulletproofing.
Corpse revival from inside containers was already ok too, so
effectively there's no change except for making container_weight() be
global instead of local to mkobj.c.
2024-01-25 23:09:12 -08:00
Pasi Kallinen
c2ddd2a7c2 Fix some object weight problems
There were few places where the object weight was not updated:

- container when the contents were broken by impact
- starting to eat but getting stopped by rotten food
- using lua, container when putting an object inside it
- when a single egg of a larger stack hatched
2024-01-24 17:58:54 +02:00
nhmall
4e19221e55 variable 'display' causes shadow variable warnings in X11 build
display.botl      -> disp.botl
display.botlx     -> disp.botlx
display.time_botl -> disp.time_botl
2024-01-05 05:58:51 -05:00
nhmall
49a5d043c0 consistent use of TRUE vs 1 with botl and botlx 2024-01-04 23:48:38 -05:00
nhmall
22e52ee905 bundle the display-related hints, that tell bot() and others
that an update is required, into a struct. Remove it from
context since there is no reason to save those.
2024-01-04 23:16:27 -05:00
nhmall
caf436934e NONNULLxxx for several files
src/date.c
src/mdlib.c
src/timeout.c
src/u_init.c
src/vault.c
src/version.c
src/windows.c
2023-12-27 20:11:59 -05:00
PatR
0a10fcbb43 fix #4071 - new timer sanity false positive
New timed sanity checking trying to validate a timer's map location
can't locate a timed object (in this case, an egg with a hatch timer)
inside a container carried by a migrating monster.

The case of the object being carried directly by a migrating monster
was handled, but one inside a container wasn't.
2023-12-26 05:49:33 -08:00
PatR
036d2a929f Fumbling while riding
Being stuck on a cursed saddle overrides Fumbling if hero would have
fallen off steed.
2023-12-24 00:54:48 -08:00
PatR
05cf948007 fix github issue #1186 - eating Medusa's corpse
and having temporary stoning resistance timeout before finishing.

Issue reported by Umbire:  hero was able to finish eating Medusa's
corpse safely after getting the message about no longer being
protected against stoning that is given when temporary resistance
times out.

The eating code was extending temporary resistance--when eating
something protected by such--to avoid just that.  I thought this
was probably a message sequencing situation but it turns out that
the code was using touch_petrifies() to test the meal.  It should
use flesh_petrifies() instead; Medusa doesn't pass touch_petrifies().

I didn't figure that out until after rewriting how the duration is
extended.  The old way probably would have worked as desired with
the revised petrify test but I'm checking in the new version anyway.

Fixes #1186
2023-12-23 17:38:05 -08:00
nhmall
e9e05db113 add a pair of shorthand macros to validate an index into an array
Two variations:

IndexOk(idx, array)       validate that idx is a valid index into the array

IndexOkT(idx, array)      validate that idx is a valid index into the
                          array, excluding the final Terminator element
2023-12-23 13:46:54 -05:00
PatR
7a533a911c enhance timer sanity checks a bit
Four kinds of timers are defined but only two have ever been used.
Have sanity checking complain if the other two occur or if 'kind'
doesn't match any of the four.

Also, replacing a perfectly normal use of isok() with an inline test
just to pacify static analysis feels like a slippery slope, so handle
that a little differently.

I reordered the shrink_glob timer to put all object timers together.
Unfortunately that warrants incrementing EDITLEVEL which invalidates
existing save files.
2023-12-22 17:48:51 -08:00
nhmall
d6f036f329 static analyzer bit in timeout.c
src/timeout.c(2033): warning: Reading invalid data from 'gl.level.locations'.

Analyzer couldn't tell that isok(x, y) had validated x and y to be
safe indexes into gl.level.locations[x][y].

Code it a bit differently, so that the static analyzer becomes perfectly
aware that the indexes are, indeed, in range.
2023-12-22 17:18:40 -05:00
Pasi Kallinen
5b5e547791 Restful sleep gives a warning message 2023-12-21 09:41:47 +02:00
PatR
9d3710163e fix #K4063 - "back on ground" given at odd time
Moving over at item that's resting on ice gives a message about there
being ice present and then about the item, whether mention_decor is On
or Off.  With it On, you'll get a message about being back on solid
ground as soon as you leave the ice.  With it Off you wouldn't get
that at all if not levitating; that's the basic no-mention_decor
behavior for ice.  However, if you were levitating, you would get a
delayed "back on solid ground" message when moving over some other
object, which might occur quite a bit later.  Autopickup handling is
calling describe_decor() when the hero is levitating and some of that
wasn't appropriate for no-mention_decor.

This issue has been present since I first implemented mention_decor,
not introduced by recent back_on_ground() changes.
2023-12-13 13:15:18 -08:00
Michael Meyer
a15d517326 Refine ice fumbling effects vs mounted hero
Fumbling makes the hero fall from the saddle, but the justification was
weak if the only fumbling source is riding over ice (the messages were
things like "you drop the reins" which made more sense from magical
fumbling).  Make all fumbling from ice alone go into the ice-specific
"slip on the ice" block and add a chance to fall from your mount there.
If fumbling from another source while riding on ice, the hero will
always fall from his steed, since that's what happens on normal floor --
ice had actually been reducing this chance.
2023-12-04 14:40:16 -05:00
nhmall
d064ac2cda more cast style consistency 2023-11-13 20:31:02 -05:00
Pasi Kallinen
b1e3863b43 Stop occupation when timed levitation or choking issues a message 2023-09-30 21:15:20 +03:00
PatR
dd7d7f2eae fuzzer vs lava, take III
Change dying in lava to attempt life-saving at most twice.  The first
time might be via amulet or via declining to die.  The second time
can only be via declining to die after failing to teleport to safety
the first time, but could happen in explore mode as well as in wizard
mode, either interactive or fuzzer.

If the hero dies twice without ending the game, confer temporary fire
resistance and water walking so that other actions can be attempted.
After 5 turns without getting away from the lava or doing something
to acquire those capabilities, the hero will be subject to falling in
again.

Then the whole cycle might repeat, even many times, but the fuzzer
will eventually choose ^V or #wizmakemap and escape.  Players in
explore mode will either figure out a way to get out of it or
eventually have to give up but can try as many times as they like,
not that much different than being cornered by a deadly monster.
2023-05-08 15:21:03 -07:00
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
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
aa83dadc1e Add stormy level flag
Which makes clouds create lightning bolts at random.
This flag is used on the plane of air.

Breaks saves and bones.
2023-03-17 20:13:32 +02:00
nhmall
de79240dea some comment spelling fixes 2023-03-16 22:27:01 -04:00
PatR
4021a63bcf wand/spell/breath killer reason
Extend "killed by the touch of death inflicted by <monster>" to buzz().
"Killed by a bolt of cold" becomes "killed by a bolt of cold zapped by
<monster>" or "killed by a blast of cold" becomes "killed by a blast
of cold exhaled by <monster>" and so forth.

More work than expected; the zap code isn't passed enough context.

BZ_M_WAND() was producing the wrong value for wands zapped by monsters.
2023-03-07 02:47:42 -08:00
PatR
4fd7d51cb2 fix #H2694 - egg hatching feedback
A bug report from ten and half years ago...
If a carried egg hatches, the message is
|<foo> drops from your pack.
and if tame, is followed by
|Its cries sound like {mommy,daddy}.
The latter was issued even when <foo> has no speech capability.

Replace "its cries sound like" with "its <vocalize>ing sounds like"
for suitable value of <vocalize>.

This adds two new monster sounds, MS_BELLOW and MS_CHIRP, also two
new sound effect codes, se_chirp and se_croc_bellow.

We had MS_SILENT for crocodile.  On wikipedia, crocodile is described
as the most vocal reptile.  Adult males make a load bellowing noise
and hatchlings make a chirping noise.

This changes crocodile, titanothere, and baluchitherium from MS_SILENT
to MS_BELLOW and baby crocodile from MS_SILENT to MS_CHIRP.  Chirp
might be appropriate for lizards and lizard-like amphibians but I've
left those as MS_SILENT.

[Noticed but not changed:  lizards and lizard-like amphibians aren't
flagged as oviparous.  Shouldn't they be?]
2023-02-25 07:02:19 -08:00
nhmall
fbd9a7bae8 another update to the soundlib interface
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.
2023-02-07 00:44:36 -05:00
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