- 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
We can't just unconditionally unblock vision for a location when a boulder
falls into a pool, because the location may also have a (poison) cloud on it.
do_clear_area() runs a callback over each point in a square around
a center point. When executed near the edge of the map, it clips
the square to avoid going over that edge. But on the left side,
it was clipping to column 0 rather than 1, so running the callback
routine on column 0 even though that isn't part of the level. This
bug doesn't seem to have caused any problems though.
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
Prevent glyph change messages while loading a level file.
Otherwise a monster hiding under an item triggered a vision recalc
before light sources were linked to their sources, leading into
strange errors looking like pointer corruption.
getlev -> hide_monst -> hideunder -> newsym -> show_glyph ->
pline_xy -> vision_recalc -> do_light_sources -> get_obj_location
Add in_getlev program state variable, analogous to in_mklev
Reported yesterday as issue #1207 by elunna and over four years ago
in #H9430: monsters in gas clouds that should be shown by Warning
aren't. And in some discussion of #H9430 back then: monsters
adjacent to the hero while in gas clouds aren't shown on the map,
but combat and other interaction describes them as if they were.
There have been changes since then--to prevent seeing things on the
far side of gas clouds as if there were no clouds in the way--but
the basic problems with warning and adjacency weren't addressed.
This is a band-aid (tm) that probably makes things livable. Don't
allow gas region display to override monsters that are sensed via
warning or when the hero is next to them. That part doesn't work
correctly if the hero isn't blind and is inside the cloud while the
monster is adjacent but outside. I think it will take more than a
band-aid to deal with that sensibly.
Closes#1207
Adds a new boolean option, spot_monsters. If on, every time
the hero notices a monster which was out of sight before,
a message is given. Combine with accessiblemsg to get the
monster location:
(3north): You see a newt.
Breaks saves and bones.
Callgrind showed recalc_mapseen was three times more expensive (in terms
of instructions read) than anything else in our codebase. It was being
called in every vision change, re-evaluating the last seen map terrain
type for every map location in sight.
Remove updating the lastseen info in the vision code, and make a small
change so newsym() uses update_lastseentyp.
From my short tests, this seems to work correctly ...
Checking the callers:
newsym() the use of see_with_infrared() is guarded by
} else if ((mon = m_at(x, y)) != 0 [...]
do_mgivenname() the use of see_with_infrared is guarded by !mtmp:
&& (!mtmp
|| (!sensemon(mtmp)
&& (!(cansee(cx, cy) || see_with_infrared(mtmp))
howmonseen(mon) dereferences mon in other places, so it would
segfault if mon were NULL; howmonseen has NONNULLARG1.
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.
Include some assertions to convince the analyzer that some pointers
can't be Null. They're Null if 'vis_func' is non-Null but only used
when that function pointer is Null and they have values.
If there's a macro that's defined when the analyzer is running and
undefined when not--or vice versa--it could be used to control NDEBUG
and avoid the assertion code when not analyzing. That's a bit like
using fake code to pacify 'lint'; however, since the assertions should
never fail, suppressing them isn't really switching to fake code.
I reordered a couple of macros so that the set of them matches the
comment which precedes them and refers to "the last three". It is
referring to the three within the block comment rather than the macro
defintions but putting those in the same order removes any ambiguity.
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.
viz_array[][] is indexed by coordinates but the data it contains has
nothing to do with them so it shouldn't have been changed to coordxy.
'char' was sufficient; 'uchar' would have been better; this invents
'seenV' instead. This led to a cascade of required changes. The
result is warning free and seems to be working but my fingers are
crosssed....
One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
|
-----------------------
| | |
coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
The air bubbles on the Plane of Water and the clouds on the Plane of
Air were being saved and restored as part of the current level's state
(which is the 'u' struct and invent and such) rather than with the
current level itself. That was ok for normal play, but for wizard
mode's ^V allowing you to return to a previously visited endgame level
after moving to a different one it meant a new set of bubbles for
Water and new set of clouds for Air. Even that was ok since it only
applied to wizard mode, but using #wizmakemap to recreate Water or Air
while you were on it added a new set of bubbles or clouds to the
existing ones. If repeated, eventually there wouldn't be much water
or air left.
Instead of just adding a hack to #wizmakemap, change save/restore to
keep the bubbles/clouds with the level rather than with the state.
That wasn't trivial and now I know why the old odd arrangement was
chosen. Saving hides u.uz by zeroing it out for levels that the hero
isn't on and it is zero during restore so simple checks for whether a
given level is water or air won't work.
This also adds another non-file/non-debugpline() use of DEBUGFILES:
DEBUGFILES=seethru nethack -D
will make water and clouds be transparent instead of opaque. It also
makes fumaroles and other light-blocking gas clouds be transparent
which wasn't really intended, but avoiding it would be extra work that
doesn't accomplish much.
Increments EDITLEVEL for the third time this week....
... you will also get a message when a seen stinking cloud
or the one surrounding the hero dissipates.
Original feature comes from Fourk, but this version (with some
minor changes) comes from xnethack by copperwater <aosdict@gmail.com>
Indent all labels one space. Having uniform placement makes spotting
them much easier. (Having no indent at all would impact the change
bars of 'git diff'. Those display the last unindented line--which
doesn't start with punctuation--occuring before each band of changes,
so usually the name of the function being changed now that we no
longer have unindented K&R-style function argument declarations.)
While in there, shorten or split various wide lines and replace a few
tabs with spaces.
Remove all references to the unused vision tables in the main source
and unix build. Leave makedefs able to generate the vision tables.
makdefs will be cleaned up in a different commit, once all ports
are clear of dependencies.
If we ever want huge maps with COLNO or ROWNO larger than signed char,
this will at least allow the game to compile and start when typedef'ing
xchar to int. Trying to use huge maps exposes more bugs.
Implement the suggested feature that a camera's flash actually update
hero's memory of the map as it traverses across the level. Turned
out to be more work than anticipated despite having the code for a
thrown or kicked lit candle or lamp to build upon.
Among other things it needed to update the circle code to handle
previously unused radius 0 to operate on the center point only. I've
never touched that before and hope this hasn't introduced any bugs.
Also removes several instances of vision code operating on column #0.
(At least one is still present.)
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).
I think the only code change was in the function for the help command.
This should avoid two of the three bogus clang complaints about
retaining the address of a stack variable after it has gone out of
scope.
Plus a recreation of some formatting I did a while back and then
accidentally clobbered before committing.