Commit Graph

7610 Commits

Author SHA1 Message Date
SHIRAKATA Kentaro
d6079b4ccb Separate some codes for desecratintg high altar
... and remove one goto.
2022-04-29 23:22:19 -07:00
PatR
140077b163 avoid new "where are we?" panic
savelev() gets run to clean up memory even if the player quits before
level 1 is created, and a change made yesterday panicked if it couldn't
figure out what level the hero is on.  Caught by entrez, again....

If not actually writing a level's file, don't panic if both u.uz and
g.uz_save are 0.  Having one of those be non-zero is only essential
when the level being processed is the Plane of Water or Plane of Air.
2022-04-29 23:00:51 -07:00
PatR
0efa1d60b7 fix compatability checking for development
It is astounding that after all this time no one noticed that
incrementing EDITLEVEL wasn't doing the job it's intended to do.
Diagnosed by entrez:  since VERSION_COMPATIBILITY was defined as
3.7.0-0 and up, increasing the fourth component wasn't resulting in
old 3.7.0-x files being rejected.

This increments EDITLEVEL yet again, because my testing after
commenting out VERSION_COMPATIBILITY still wasn't rejecting older
files.  Proably because the oldest I had available already had the
verison info with the preceding EDITLEVEL so weren't actually out
of date yet.

Once I had old files be rejected, I discovered that the rejection
message was invisible (for tty on OSX).  The message line showed
spaces, matching the length of the intended message, followed by
--More--.  This fixes that too.
2022-04-29 22:37:13 -07:00
nhkeni
b8ee09b843 Merge branch 'NetHack-3.7' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.7 2022-04-29 21:11:10 -04:00
PatR
2e1555a0be command result handling
It's possible to get a strange command result of ECMD_CANCEL+ECMD_TIME.
If/when that happens don't just treat it as cancel, make sure that time
elapses.

If an invalid command is provided, clear the do-again queue so that ^A
won't attempt to try the same invalid command again.
2022-04-29 17:50:26 -07:00
nhkeni
6bd2172ba7 Lua sandbox
This is enough to prevent abuse by denying access to functions and
    denial of service (RAM and instruction step limits), but not enough
    to allow restricted use of things that require finer control (e.g.
    filesystem access).

    If something goes wrong, the whole thing can be turned off, for
    now, in config.h (see NHL_SANDBOX).

    None of the current functionality requires changes to build systems;
    some of the possible future functionality may require some #defines
    - TBD.  There is lots of dead code (#ifdef notyet) for bits of that
    additional functionality; we can rip it out if we don't want those
    additions or we can complete (parts of) it depending on our needs.

    All current uses of Lua are connected to sandboxes and guarded with
    nhl_pcall (sandbox and lua_pcall wrapper); options and limits can
    be set at the callsites in the passed nhl_sandbox_info.  Some of
    the error handling may be wrong - panic() vs.  impossible() vs
    silence.

    Memory and instruction step limits should be tuned prior to release;
    there's no point tuning them now.
2022-04-29 19:46:33 -04:00
PatR
5d56da3d32 bubble/cloud save/restore overhaul
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....
2022-04-29 12:44:26 -07:00
PatR
5e1fba6e29 forcefight against edge of map
Noticed when testing the forcefight against obscured furniture fix:
if you attempted forcefight against the edge of the map, you got
feedback about having already moved as far in <direction> as possible
rather than about forcefight failing to attack anything.  Have the
can't move out bounds test check for forcefight before deciding to
give to its normal feedback.
2022-04-28 02:21:46 -07:00
Michael Meyer
d3d5f7f88b Fix: force-fight 'unknown obstacle' descriptions
This is intended to address a couple quirks with force-fighting an
unoccupied spot that I noticed:

 * Now that furniture is considered 'solid', an object is much more
   likely to be sitting on the square, obscuring the terrain glyph.  As
   a result, the current glyph is no longer sufficient to accurately
   describe the contents of the spot -- e.g., an altar with a corpse on
   top of it was being described as "an unknown obstacle", even when the
   hero knew exactly what furniture was there.

 * When blind and attacking an unexplored 'solid' square, the attacked
   position would always be described as 'the stone', even something
   like a fountain or sink which didn't seem likely to be confused with
   a stone wall.

 * The feedback for attacking stone was previously changed from 'solid
   rock' to 'stone' in order to be consistent with the feedback for
   attacking an unseen wall, but they still weren't quite the same
   ("stone" vs "the stone").

 * The 'stone' feedback for all STONE/SCORR spots was incorrect on
   levels flagged as arboreal, where stone is rendered and described as
   trees.

This relies on back_to_glyph for positions where the hero is aware of
the terrain and certain other spots (like stone, walls, etc) for which
back_to_glyph produces good results even if they're unseen, and falls
back to the generic "unknown terrain" in other cases.

Pretty long commit message for such a small commit, but oh well...
2022-04-28 01:10:46 -07:00
PatR
4ab68767bf show trapped doors,chests as themselves \
instead of as fake bear traps

Use the new traps and their tiles when confused gold detection finds
trapped doors and trapped chests.  (Large boxes can be trapped too;
they use the trapped chest trap and corresponding tile rather than
have their own.)

Usually these pseudo-traps go away when as soon as they are within
line of sight.  (While testing, I noticed that seeing a trapped door
from outside its room rather than inside didn't behave that way.
The door was created by wizard mode wishing; I don't know whether
that was a factor.)

I also discovered that secret doors weren't being handled correctly.
They can't be trapped because of their use of both the doormask and
wall_info overlays of levl[][].flags, but I had a secret door be
falsely displayed as a trap.  This fixes that.

We should have obj->tknown and rm->D_TRAPKNOWN so that the hero won't
forget about these traps after declining to attempt to untrap them.
But that's more work than I care to tackle.
2022-04-27 17:16:23 -07:00
PatR
d1217b9f25 add glyphs+tiles for door+chest traps
When trap detection finds trapped doors and trapped chests, it shows
those as bear traps.  When the hero comes within view, they revert to
normal and the detected trap is forgotten.  This doesn't change that,
it is just groundwork to be able to show them distinctly.  Like the
TT_BEARTRAP patch, it increments EDITLEVEL so this seemed like a good
time to put the groudwork in place.

There shouldn't be any visible changes even though internal glyph and
tile values have been renumbered after inserting two new entries.
Adding traps after S_vibrating_square was quite a hassle and suffered
though a couple of off-by-one errors that weren't trivial to find and
fix.
2022-04-27 11:22:12 -07:00
PatR
d194459c7d u.utraptype, TT_BEARTRAP
Add 'FIXME' fix by entrez to change TT_BEARTRAP to non-zero.

Increments EDITLEVEL, invalidating existing save and bones files.
2022-04-27 11:04:12 -07:00
Pasi Kallinen
c3c60b0b2c When setting user sounds, allow also setting a MSGTYPE
The SOUND lines now have an optional msgtype parameter:

   SOUND=MESG hide "^You miss the " "swing.wav" 75

Fixes #571
2022-04-27 13:32:34 +03:00
Pasi Kallinen
4cffa9700e Split trap statue creation into separate function 2022-04-26 18:09:36 +03:00
Pasi Kallinen
99efeafec7 Split trap note choosing into separate function 2022-04-26 14:00:09 +03:00
PatR
36af5a9a63 fix github issue #745 - two-weapon paralysis
Issue #745 by k2:  when using two-weapon combat, the second attack
would still take place even if the first attack caused the hero to
become paralyzed (hitting a floating eye or g.cube).

Cleaver's up-to-three attacks had the same problem but did stop if
the hero underwent life-saving after some fatally damaging counter-
attack.  Two-weapons didn't.  Make them both stop early if either
paralysis or life-save occurs.

Multiple attacking monster against monster and against poly'd hero
already deal with paralysis; life-saving doesn't apply.

Fixes #745
2022-04-26 02:02:31 -07:00
Pasi Kallinen
f10cdc2d9c Use get_mleash to find the leash attached to monster 2022-04-26 08:46:55 +03:00
Pasi Kallinen
9c2ca1577f Unify probing an object chain 2022-04-25 18:11:32 +03:00
nhmall
9334086506 compiler warning
src/do_wear.c(2884): warning C4389: '!=': signed/unsigned mismatch
2022-04-25 09:45:10 -04:00
Pasi Kallinen
9b1872ba05 Couple more monster iterator uses 2022-04-25 12:53:04 +03:00
PatR
9abec79df8 "empty handed" vs "bare handed"
When not wielding anything, ^X reports "you are empty handed" if
wearing gloves or "you are bare handed" if no gloves.  The ')',
'w-', and 'A)' commands were using "empty handed" unconditionally.
Make them be consisitent with ^X.

After this, body part HANDED is no longer used anywhere except in
body_part().
2022-04-25 01:31:34 -07:00
PatR
aaace54816 fix Rider revival without corpse removal
Reported directly to devteam:  when a Rider revived, its corpse
didn't get used up.

The change to have delobj() never destroy Rider corpses, like it
won't destroy the Amulet or invocation items, didn't take into
account that they should be destroyed when Riders revive from them.
Add delobj_core() to be able to do that without changing existing
delobj() usage.

I'm surprised hardfought players haven't been all over this one.
2022-04-24 15:20:45 -07:00
PatR
2708d3b330 fix mon_leaving_level
Reported directly to devteam:  changing levels while riding gave an
impossible warning, "no monster to remove".

mon_leaving_level() was trying to take hero's steed off the map but
that isn't on the map in the first place.  Only noticable if built
with EXTRA_SANITY_CHECKS enabled.  Normally remove_monster(x,y) just
sets level.monsters[x,y] to Null but with extra checks enabled it
first checks whether that is already Null.
2022-04-24 14:44:40 -07:00
PatR
238fa9f694 more shop wall repair
Commit 593c3532fc took the 'catchup'
argument away from repair_damage() and calculated it in the routine.
Commit 699a25c00b put the argument
back but neglected to remove calculating and assigning it, making
the passed value be ignored.  Take that away, finishing 699a25c00b.

That affected shop repair messages but wasn't enough to prevent a
shop wall repair display glitch.  This seems to make things work
properly but is little iffy.
2022-04-24 14:22:05 -07:00
Pasi Kallinen
4a01c8fbd7 Monster list iterator
Add some basic functions to iterate through the monster list,
ignoring dead monsters. Mainly just to allow splitting up code
into discrete functions.

Not quite happy with the get_iter_mons_xy - should probably have
a pointer to iterator data struct, which gets passed through instead,
but this works for now.
2022-04-24 13:03:47 +03:00
PatR
f886e0d6ce followup to PR #744 (really this time)
Like the commit message for #743, the followup to it was misIDed
as #744.  This one is for #744.  There's no need to check a name
against all the "<class> of typename" unless it contains " of ".
2022-04-24 01:01:00 -07:00
vultur-cadens
3571934c59 Allow specifying object classes in the object name given to des.object()
and actually do so in the lua files.

Before this, it was not possible to specify (for example) "scroll of
teleportation" in des.object() because there is actually no object
defined in objects.h named "scroll of teleportation", so
find_objtype() failed to find it.  Instead, one had to request
"teleportation", but that is ambiguous, and find_objtype() would find
the first defined item with that name instead (ring of teleportation).

In cases of ambiguity, I referred to the des files from 3.6.6 (before
the lua conversion).
2022-04-24 00:35:25 -07:00
PatR
9054f97b41 followup to PR #744
Pull some pointer assignments in wc_set_window_colors() out of
if-else-endif so that it is more obvious that they can't be Null.
2022-04-24 00:26:50 -07:00
SHIRAKATA Kentaro
4a79d4195a remove unnecessary null-check on wc_set_window_colors()
mungspaces() returns its argument itself, so `newop` is assigned to `buf`, and always non-null.
`tfg` and `tbg` is assigned to (some addition of) `newop`, so these are also always non-null.
2022-04-24 00:08:52 -07:00
PatR
6bc52ebb77 fix to #adjust for '!fixinv' config
If you have 'fixinv' set to Off and and an inventory of three items,
they'll always be a and b and c.  #adjust had you pick 'from' slot
among [abc] and the prompt for 'to' was supposed to show the letter
you picked plus 'd' for 'move to last'.  But it was only showing
the 'from' letter itself as likely candidate, omitting the last+1
choice.  (Anything after the last letter in use could be picked and
yield the right result, only the list of likely candidate slots in
the prompt wrong.)

Fixed more by trial and error than by understanding why the old code
didn't do what was intended.
2022-04-23 14:52:36 -07:00
PatR
c2ac36f0c9 inventory item-action: add '-' for uswapwep
There's no 'w-' or 'Q-' for alternate weapon, but context-sensitive
inventory is starting from the object rather than the command so can
finesse that.  'A' does allow alternate weapon to be directly unset
(aka reset to bare/gloved hands) but is not friendly to being passed
queued input.

This adds an extra internal command which only handles unset uswapwep,
even though that is something which is awfully specialized to get it's
own command.  Users don't see this command so that shouldn't matter.
2022-04-23 11:58:52 -07:00
PatR
dce05d487a item-action 'Q-' for for uquiver
For context-sensitve inventory, if player picks the item occupying
the quiver slot, offer '-' as a choice.  Like for wielded weapon,
picking that will clear the slot.  Also, don't include the 'Q' for
quivering it choice since it is already quivered.

Unlike nethack4, we don't currently have a way to explicitly clear
uswapwep.  The sequence #swap, #wield '-', #swap won't work if
primary weapon is cursed and isn't safe to use if alternate one is.
It would be simple enough to just directly call setuswapwep(NULL)
and untwoweapon() in the item-action routine instead of queuing up
some command to do it but that feels a bit unclean.  Adding yet
another internal command for it would work too but this one wouldn't
be for variant user-interaction of an existing command.
2022-04-23 03:03:50 -07:00
PatR
40d0caa157 'f'ire revamp
The fire command could claim that time passed when it hadn't (fill
quiver with ammo, which takes no time, then queue commands to switch
to matching launcher, which should also take no time while queueing,
only during subsequent execution).

If quiver is empty or has ammo in it, give wielded thrown-and-return
weapon (aklys) priority over filling quiver or switching to ammo's
launcher.  Don't do that if quiver has non-ammo in it, otherwise
players running Valks who wield Mjollnir with super strength but
want to throw quivered daggers would complain.

When player is being asked what to fill the quiver with, use the
\#quiver command to do that.  Using it honors a count to split a
stack, handles switching uwep or uswapwep to uquiver, and gives
feedback.  This is actually a fairly substantial change.

For 'fireassist', when switching to a launcher that isn't already
uswapwep pick one known to be blessed or uncursed over one having
unknown BUC status.  But use the latter as last resort.
2022-04-23 02:12:21 -07:00
PatR
e8374b36a1 fix github issue #742 - suit of no digestion
Reported by vultur-cadens:  slow digestion from wearing white dragon
scales/mail blocked per-turn hunger and didn't cause any hunger,
unlike ring of slow digestion which blocks per-turn hunger but still
causes some hunger as a worn ring itself.  If no rings or amulet
were worn, wearing the suit prevented the hero from ever burning any
nutrition.

Change to treat wearing the suit to be quite a bit like wearing a
ring, unless hero is also wearing an actual ring of slow digestion
(then the hunger cost of the suit is 'free').

Wearing a ring of slow digestion and another ring consumes two units
of nutrition every 20 turns, no matter what suit.  Wearing white
dragon scales/mail and two non-slow digestion rings now consumes three
units of nutrition every 20 turns.  Using the suit to effectively get
an extra ring finger isn't free.

Fixes #742
2022-04-22 06:11:12 -07:00
PatR
e584f718a8 fix github issue #729 - edibility_prompts()
Issue #729 by argrath points out that one of the checks in
edibility_prompts() couldn't work.

For the next-meal effect after reading a blessed scroll of food
detection, the check whether a corpse was tainted but not dangerous
because the hero had sickness resistance could never be evaluated.
An earlier condition would cause the routine to return before
reaching that check.

Move it sooner, even though doing so violates the "order by most
to least dangerous" guideline.  It was either that or eliminate it
altogether.

edibility_prompts() had a lot of repetitive code that has now been
condensed.

Simplify acid blob corpse handling--for all of eating, not just for
edibility_prompts()--by treating that as "never rots" so that the
'rotted' variable always stays 0.  Now checks for that variable
being greater than some threshold don't need to include "and not an
acid blob corpse" as an exception.  A side-effect of this change is
that not only do they never become tainted, they'll no longer yield
the "you feel sick" outcome when they're old but not old enough to
exceed the tainted threshold.

Bug fix:  edibility testing stopped warning about green slimes.
That worked in 3.6.x, but 3.7 changed the 'cadaver' variable to
exclude them so the check for eating a glob of green slime could no
longer be reached.

Fixes #729
2022-04-21 16:40:43 -07:00
PatR
98eebb97d2 corpse gender
Reported by entrez.  Don't make 50% of neuter monsters be flagged as
female.  It doesn't matter for live monsters but gets inherited by
their corpses, where female and non-female corpses stack separately.
2022-04-21 03:31:32 -07:00
PatR
bbbf5f6bcc duplicate status highlight rules
Noticed earlier when testing the status_hilite_menu_fld() changes:
if you enter a duplicate rule (with different highlighting), it didn't
replace the previous one and the old rule continued to be used.

This still doesn't do replacement, but by adding the new rule at the
end of the list of rules for the specified field instead of inserting
it at the beginning, the new rule gets used.
2022-04-21 02:39:54 -07:00
PatR
844fcbc16c item-actions for 'I'
Support context-sensitive inventory item-actions from the class
inventory display ('I' command) as well as from regular inventory.
2022-04-20 23:27:45 -07:00
PatR
fea939899d wishing fix (obj->dknown)
A change made 5 or 6 weeks ago that was meant to enhance tracking of
artifact creation had an unintended side-effect of making every object
obtained via wishing have its dknown flag be set.  That made them
behave differenly from items picked up off the floor, so revert to the
old behavior.
2022-04-20 23:08:29 -07:00
PatR
0f1674a262 redo status_hilite_menu_fld() [pull request #740]
Pull request #740 by argrath removes some redundant code.  Instead
of adopting that, this rewrites the section of code in question.

The menu involved allows the user to select both "delete hilites"
and "add new hilite" but if both are selected it would only do
deletion.  It also falsely claimed to have done something if delete
was chosen but no highlights were selected to be deleted.  And it
only added one new highlight for the specified field when adding.
This supports both add and delete on the same menu invocation, for
addition it keeps adding until no new highlight is specified, and
has caller do the highlight updating if any changes are made.

Supersedes #740
2022-04-20 22:22:36 -07:00
PatR
a9a9d19038 item-action 'I' - use #adjust to split a stack
More context-sensitive inventory support.  While examining inventory,
if you pick an item other than gold and it has a quantity of more
than 1, "I - Adjust inventory by splitting this stack" will be one
of the menu choices.

Breaking doorganize() into two parts was much easier than expected,
but the new internal command added to be an alternate for the first
part had more niggling details than anticipated.

Message history only shows the first digit with "Split off how many?"
if the player enters more than that.
2022-04-20 13:38:09 -07:00
PatR
627fa5efad another item-action: 'i' to #adjust inventory
Add context-sensitive inventory item-action 'i' to run the #adjust
command.  Groundwork for item-action 'I' to use #adjust to split a
stack is included but non-functional.

Also reorders some of the enums and switch cases to be alphabetical
by their menu selection letter, dip moves from 'd' (which is drop)
to 'a' and offer/sacrifice moves from last to 'O'.
2022-04-20 00:55:19 -07:00
Michael Meyer
a384f0353b Fix: "in the the purple worm's entrails"
The message printed if the hero threw gold while swallowed by an animal
used "the <mon_nam>'s entrails", which produced a doubled 'the'.  It
could also use the wrong possessive form, since it doesn't take
advantage of any of the special case handling in s_suffix.  I think the
only way that could ever be a problem with the current cast of engulfers
is if the hero was swallowed by a purple worm while hallucinating, but I
changed it to use s_suffix anyway.
2022-04-20 00:09:02 -07:00
SHIRAKATA Kentaro
949c30dffa remove redundant condition on adj_pit_checks()
supporting is never null, as outer if statement checks it.
2022-04-20 00:00:46 -07:00
PatR
d6ab241b8c part of pull request #737 - pets approach \
hero when hero is [impatiently waiting...] on stairs

My attempts to cherry-pick this failed, so this was done manually.
It is a reimplementation of
NullCGT:feature/monster-item-use:dc2cef0562542fece1732dd2d4c4f0775308faff

] Pets approach the player if they are standing on the stairs.
]
] One of the most frequent complaints I have seen is that pets refuse
] to follow their owners down the stairs. While this can be resolved by
] waiting, most players, especially new ones, are not willing to spend
] multiple dozens of turns waiting for their pets to approach closely
] enough to follow them. This simple commit makes pets react to a player
] standing on stairs as if the player is holding a tripe ration. Simple,
] non-disruptive, and should solve many headaches.
2022-04-19 18:21:26 -07:00
PatR
49b046f2e5 disallow assigning type name to Amulet of Yendor
Something I noticed when testing the item-action handling for name and
call; applies to the C/#name command too.  You were allowed to call the
real Amulet something and allowed to call fake ones something [else].
If you did that, xname/doname didn't show it but the discoveries list
did, giving away information when the player had access to more than
one unID'd Amulet of Yendor.  Rather than messing about with discovery
handling, make real and fake Amulet be ineligible from being given a
type name.  (They can still be given individual names.)
2022-04-19 14:19:48 -07:00
PatR
5489b3ebd9 command queue handling in getobj, yn_function
Mostly attempting to clean up potential error handling but I don't
have any error cases to test with.  Doesn't seem to break anything
when there aren't any errors....
2022-04-19 13:53:40 -07:00
PatR
2356690054 mon_leaving_level followup 2022-04-19 12:30:23 -07:00
PatR
be3d9bcd1a item-action refinements for name/call and read
Switch the verb from "name" to "call" for type-naming.  Format menu
choices for name or call of unique items more carefully.

Read actions got some extra details so move them out of the main
item-action routine to avoid cluttering it up.

Avoid "r - Study the spellbook" for novels.  It's changed for known
Book of the Dead too, but I'm not sure "r - Examine the tome" conveys
"read" sufficiently.  ("Read" and "peruse" seem too mundane for it;
perhaps it should revert to "study" even though the hero isn't
attempting to learn a spell from it.)

Change "r - cast the spell on this scroll" to "r - read this scroll
to activate its magic".  Leave off the last phrase if it's a known
scroll of blank paper or scroll of mail.
2022-04-19 12:26:54 -07:00
Pasi Kallinen
af7db2f8f1 Fix panic on thrown potion of acid when swallowed
When you're swallowed and throw a missile that kills the swallower,
the thrown missile is picked up by the swallower before death.
This caused a panic when you threw a potion, which was first picked up
by the swallower, which upon death dropped the potion on the floor,
but then throw code was trying to destroy the potion ...
2022-04-19 15:00:00 +03:00