Reported by k21971: applying an axe toward a location that contained
both a tree and a boulder (or statue) would use the axe to break the
boulder/statue rather than chop down the tree.
Different code is used to finish the dig/chop than is used to decide
whether the tool is appropriate for its target.
Fixes#1383
- Add a vision sanity checking routine
- Recalc block point when digging a door for temporary clouds
- Add recalc_block_point after cvt_sdoor_to_door, because doorways
on the Rogue level have no doors, and otherwise the sanity checking
would complain. This doesn't actually change how the Rogue level
vision works, as it uses a different vision system
- Monster using a trap in a secret corridor revealed the corridor,
but didn't unblock the vision unless you saw the location
I recently realized that I've been editing sources in a terminal
window that was widened in order to fit curses borders for testing
something or other. That has resulted in some new wide lines in the
source. There were lots of old ones too.
This updates some source files to try to achieve the goal of 78
characters or less. As in the past, I've been inconsistent about
lines with 79 characters. Lines with 80 or more have been wrapped
or shortened (usually by trimming an end of line comment or removing
redundant parantheses, sometimes just by reducing the indentation
of the continuation portion of an already wrapped line).
I eliminated one instance of warning manipulation for non-constant
format string, and simplified stone_luck() where Ken had a silly
comment about the function argument's name.
> If there's a trap on a no-dig level, the floor beneath it will always be "too hard to dig into", making it impossible to remove the trap.
>
> As you can still dig pits in these levels (just not holes), the floor under the trap itself resisting to become a pit seems inconsistent.
>
> Steps to reproduce:
>
> Go to no-dig level like Mine's End
> Make a trap
> Dig a pit next to it -> works
> Dig on the trap -> does not work
Return more information about the dig_check() results to caller (was
just a boolean).
Move the messaging that was in dig_check() into a separate
digcheck_fail_message() function that uses the expanded return
information.
Resolves#1254
.
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
Noticed when trying all the extended commands. #wizbury didn't have
any feedback (other than clearing the adjacent floor if any objects
were present).
Also, prevent #wizbury from burying boulders.
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.
Reported almost 9 years ago: if an adjacent statue was in a pit,
you could use a pick-axe to break it even though if you managed to
move to the pit location without falling in, you wouldn't be able
to reach objects there including the statue.
Allow a pick to reach if hero is in a conjoined pit, or if it is a
mattock rather than an ordinary pick-axe. Otherwise you'll get the
"you swing at thin air" result. Similarly when hero is in a pit and
and adjacent statue or boulder is on the floor: mattock will work
but pick-axe now yields "you can't reach".
Issue reported by mkuoppal: drum of earthquake triggers a sanity
check warning which the fuzzer escalated to panic.
Analysis by entrez. If a pit gets created next to a pool or moat or
lava, liquid might flow there and replace the pit. But the drum of
earthquake code assumed that the pit was still there. If there was a
monster there and it wasn't levitating or flying and it wasn't killed
by the liquid, it got marked as trapped even though the pit was gone.
'sanity_check' noticed.
With difficulty I was able to reproduce the impossible warning before
the fix, but the are a bunch of random factors at play. After the
fix I can't reproduce it again, but that's not a guarantee that it's
actually fixed. The analysis seems correct though and the fix is
based on dealing with that.
Closes#1170
Merge some nearly-duplicate code for the two trap types. Also include
alignment name when referring to an altar's destruction, since it
provides some context for the immediate follow-up by its god.
This is for completely destroying an altar with extra-powerful magical
digging -- the normal altar_wrath() punishment didn't seem sufficient
for such an outrage to me, so skip straight to slinging the lightning
bolts. Destroying an altar is unlikely to happen by accident (though
it's possible with poorly timed usage of a drum of earthquake).
b_trapped was treating 0 as a null value for its bodypart parameter, but
0 is actually the value of ARM, so b_trapped(..., ARM) would be treated
as intending no A_CON abuse. Add NO_PART = -1 to the bodypart_types
enum, and use that instead of 0 as the "no body part" value in
b_trapped, so that ARM can be passed to it without any ambiguity.
aosdict identified this issue in xNetHack and handled it differently; he
added NO_PART with a value of 0, incremented the existing bodypart_types
values, and padded the body part arrays so the actual body parts would
start at index 1. I think using NO_PART = -1 is simpler, but that's an
alternative approach that can be used instead -- it is advantageous in
that it automatically fixes any other places where 0 is assumed to be a
non-body-part value that I may have overlooked.
Especially powerful magic is meant to be able to destroy altars
(breaking a wand of digging or using a drum of earthquake), but it was
being blocked by a check added to maketrap() in a7f6460 designed to
prevent wizard-mode trap wishing from overwriting stairs. The check was
refined in 6a3d82c to add an exception for digging up graves, but
continued to prevent the destruction of other types of
previously-destructible terrain.
Since this block was a side effect of an attempt to add some guard rails
to wizmode terrain wishes, and the code to explicitly permit the
destruction of other furniture with especially powerful magic is still
present, it doesn't seem like it was actually intended. Open up terrain
destruction by digging magic a bit more by excluding only
non-destructible terrain, not all furniture other than graves, from
being overwritten by pits and holes.
Also, use AM_SANCTUM to more precisely identify non-destructible high
altars in dig_check() rather than checking whether the hero is on the
Astral or Sanctum levels.
Issue reported by vultur-cadens: changing helm of brilliance to
crystal made it stop being classified as "hard helmet" so it gave
less protection against things falling onto the hero's head.
Change the is_metallic() tests used on helmets to new hard_helmet().
Unlike when thrown, crystal helmets don't break when objects fall
on them.
Fixes#1060
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.
When a monster triggered a rolling boulder trap which buried
a shop item in a pit, the shopkeeper would bill the hero.
(Or get mad at hero, if they were out of the shop)
The fix might not be quite right - should the shopkeeper get
mad at hero when monster triggers a trap created by hero?
Or when an item is buried in a pit created by a hero?
Pull request from entrez: if bones left dead hero's corpse on top
of a new grave, don't find a corpse or summon a zombie when digging
the grave up. It also removed the chance that a ghoul might be
summoned when engraving on a headstone, switching to zombie or mummy
instead.
Rather than adopting the pull request, this retains summoning a
ghoul via engraving and adds the possibly of doing so when kicking
a headstone. Having a ghoul prowl around the grave is independent
of whether there is a corpse or zombie inside the grave. To achieve
this, another flag in 'struct rm' is needed; the single bit for
'disturbed' isn't sufficient. The bigger 'flags' field wasn't in
use for graves so commandeer that for new 'emptygrave'. 'disturbed'
still uses the 'horizontal' bit in order to have engraving and/or
kicking summon at most one ghoul.
Closes#944
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.
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
^ ^
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.
This replaces the old pushq/saveq arrays (which were used to save
the keys pressed by the user for repeating a previous command)
with a new command queue. This means there's no hard-coded limit
to the saved keys, and it can repeat extended commands which are
not bound to any key.