Commit Graph

2139 Commits

Author SHA1 Message Date
Pasi Kallinen
f18b5bb59b Make special levels generate objects with genocided monster classes
If a special level explicitly requests eg. a statue with a genocided
monster class, allow generating it.

Rationale is that those objects were generated before the monsters
became extinct. Also fixes a lua error.
2020-03-08 14:08:32 +02:00
Pasi Kallinen
f5d9324f28 Fix wizmakemap to consider monster birth counts and uniques
Also add a new wizmode command #wizborn to show those.
2020-03-07 21:35:26 +02:00
PatR
2a37fe5a3b remove mhitm.c's 'otmp'
Get rid of a couple of variables that were file scope and then
incorporated into 'g'.  This should prevent the situation where
attacking a shade gave bogus feedback about glorkum although I
never did reproduce that.

This eliminates g.otmp and g.dieroll but leaves a couple of others.
g.vis really should go away....
2020-03-07 11:20:45 -08:00
nhmall
2af37f44d4 Merge March 2020 changes into NetHack 3.7 2020-03-06 10:59:50 -05:00
nhmall
e20024e42b March 2020 updates 2020-03-06 10:31:51 -05:00
nhmall
abdd3254ae updates for 3.6 March 2020 2020-03-04 10:41:57 -05:00
Pasi Kallinen
c9b21e36a7 Add lua selection match method
Also improve the replace_terrain command parameters.
2020-03-02 16:17:53 +02:00
nhmall
058fbc1cd5 more duplicate detect; also copy-and-paste for vt_tiledata entry left it enabled by default 2020-03-01 10:48:46 -05:00
PatR
99035e72ee throw-and-return vs !fixinv
Implement the request that a wielded+thrown aklys be given the same
inventory letter when it returns and is caught and rewielded, even for
the !fixinv setting where inventory letters don't stick.  Works for
Valkyrie-thrown Mjollnir and returning (ie, didn't hit) boomerangs as
well as for aklys.

I'm not sure how useful this really is, because on the rare occasions
that it either doesn't return or fails to be caught, it won't be given
the same letter when subsequently picked up.  So the player who relies
on it will still be vulnerable to using the wrong letter next time a
throw is attempted.  But at least picking it up explicitly displays
the new inventory letter, unlike catching it upon return.
2020-03-01 06:46:37 -08:00
nhmall
2f1be94bfa since sole argument to set_duplicate_opt_detection was unused, eliminate it altogether 2020-02-29 18:47:34 -05:00
nhmall
5d310d815d options follow-up: fix up duplicate_option_detection and !pet 2020-02-29 17:54:41 -05:00
nhmall
cca2bcaa84 minor flavor bit of the day 2020-02-29 13:57:31 -05:00
nhmall
d609314d64 transpose error in comments bit 2020-02-26 15:03:58 -05:00
nhmall
1115402c14 Merge branch 'options-overhaul' into NetHack-3.7 2020-02-26 14:36:20 -05:00
nhmall
96a559e392 fix the menu_* options which had valok set to No 2020-02-26 14:23:26 -05:00
Pasi Kallinen
d86b7e8e7c Demon lords and princes suppress teleporting in Gehennom
Instead of having the demon lair levels unconditionally no-teleport,
grant demon lords and princes the ability to suppress teleportation
in Gehennom on the level they are on.
2020-02-26 20:03:00 +02:00
nhmall
68fdc3bbcb February 2020 options.c overhaul
combine boolean and compound options into a single allopt[] array for
processing in options.c.

move the definitions of the options into new include/optlist.h file which
uses a set of macros to define them appropriately.

during compile of options.c each option described in include/optlist.h:
   1. automatically results in a function prototype for an optfn called
      optfn_xxxx (xxxx is the option name).
   2. automatically results in an opt_xxxx enum value for referencing
      its index throughout options.c (xxxx is the option name).
   3. is used to initialize an element of the allopt[] array at index
      opt_xxxx (xxxx is the option name) based on the settings in the
      NHOPTB, NHOPTC, NHOPTP macros. Those macros only live during the
      compilation of include/optlist.h.

each optfn_xxxx() function can be called with a req id of: do_init, do_set,
get_val or do_handler.

req do_init is called from options_init, and if initialization or memory
allocation or other initialization for that particular option is needed,
it can be done in response to the init req.

req do_set is called from parseoptions() for each option it encounters
and the optfn_xxxx() function is expected to react and set the option
based on the string values that parseoptions() passes to it.

req get_val expects each optfn_xxxx() function to write the current
option value into the buffer it is passed.

req do_handler is called during doset() operations in response to player
selections most likely from the 'O' option-setting menu, but only if the
option is identified as having do_handler support in the allopts[]
'has_handler' boolean flag. Not every optfn_xxxx() does.

function special_handling() is eliminated. It's code has been redistributed
to individual handler functions for the option or purpose that they serve.

moved reglyph_darkroom() function from options.c to display.c
2020-02-26 00:24:37 -05:00
PatR
cff63b5b4c fix curses' create_nhmenu() warning
The extra flags argument to create_nhmenu() wasn't propagated to
anywhere useful.  It still doesn't do anything yet.
2020-02-25 16:18:58 -08:00
Pasi Kallinen
ccb00f59bc Add new level init type, swamp
Creates a "relaxed blockwise maze".
Make Juiblex's swamp use it.
2020-02-25 19:24:58 +02:00
PatR
194b174bbc flipping current level with #wizlevelflip
Give wizard mode player control over how a level gets transposed by
prompting for the desired outcome.

Refreshing the screen showed that remembered, no longer in view wall
corners and T walls were shown with their old orientation instead of
being transposed along with the level.  This fixes that, but does so
by adding a chunk of code that will be irrelevant for normal play.
2020-02-24 17:07:01 -08:00
Pasi Kallinen
509576a8b7 Minor tweaks to level flipping 2020-02-23 15:06:44 +02:00
PatR
cbdda9dc9d adopt github pull request #286 - rndmonst()
Eliminate the cache that was supporting rndmonst() and pick a random
monster in a single pass through mons[] via "weighted reservoir
sampling", a term I'm not familiar with.

It had a couple of bugs:  if the first monster examined happened to
be given a weighting of 0, rn2() would divide by 0.  I didn't try
to figure out how to trigger that.  But the second one was easy to
trigger:  if all eligible monsters were extinct or genocided, it
would issue a warning even though the situation isn't impossible.

Aside from fixing those, the rest is mostly as-is.  I included a bit
of formatting in decl.c, moved some declarations to not require C99,
and changed a couple of macros to not hide and duplicate a call to
level_difficulty().

Fixes #286
2020-02-22 17:40:55 -08:00
PatR
9366307210 extra ^X info (mon's location) for u.ustuck 2020-02-21 13:46:03 -08:00
Pasi Kallinen
88aa0793dc Allow flipping levels horizontally or vertically
When a special level is created, there's a chance it gets flipped
horizontally and/or vertically.

Add new level flags "noflip", "noflipx", and "noflipy" to prevent
flipping the level. Add a wiz-mode command #wizlevelflip to test
the flipping on current level - although this doesn't flip everything,
as level flipping is meant to happen during level creation.
2020-02-21 18:16:14 +02:00
nhmall
86f5e73ef3 ensure condition menu always starts the same way even under "play again" 2020-02-20 20:36:37 -05:00
nhmall
d81c096ce6 window port interface change - add mbehavior flags to start_menu()
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.

This is foundation work for changes to follow at a future date.
2020-02-20 20:12:51 -05:00
nhmall
d50c3577e9 some more status condition follow-up
- Don't display 'Held' when swallowed.
- Don't display 'Held' when the hero is doing the holding; add a condition display
  entry "UHold" for that (the opt_in option is "holding")
- Allow resorting of the 'O' menu for status condition fields. Default is alphabetical, but you
  can sort by condition field ranking now.
2020-02-20 01:22:27 -05:00
PatR
cfd425d5db Wounded_legs condition
Mounting a steed while legs are wounded would offer to cure them
but wasn't going through the heal_legs() routine so didn't update
the status line when Wounded_legs condition is enabled.

Move some common code for describing left/right/both legs into a
new routine used for feedback by jumping, kicking, and ridiing.

For ^X, distinguish between one wounded leg and both but don't
bother with left vs right when it is just one.
2020-02-19 15:47:55 -08:00
PatR
8659dcd7bc monster sound changes
MS_MOO was placed among the humanoid sounds, resulting in a minotaur
being able to articulate "I'm hungry".  Move it to the animal sounds,
which causes almost all the sounds to be renumbered.

Give MS_MOO to rothes.

Change mumak from MS_ROAR to new sound MS_TRUMPET and mastodon from
silent to that.

I changed MS_ORC from a synonym for MS_GRUNT into a distinct type
which also just grunts.  Grunt is in the animal group of sounds and
orc is now in the 'other' group (neither animal nor understandable
humanoid).  [There are a bunch of other humanoid monsters (gnomes and
ogres, for example) that still use MS_GRUNT.  They aren't animals so
that's not right.]

Have pets who beg for food but happen to have 'other' sounds between
animal and humanoid be described as looking hungry instead of being
skipped.

Hat tipped to a peaceful humanoid will behave as non-peaceful if
Conflict is active (without giving the monster a resistance check).

Despite mons[].msound getting new values, save files should be ok.
2020-02-18 13:33:00 -08:00
PatR
814adb41b8 fix #K376 - tipping cap
Allow #tip to do something if you pick your worn helmet instead of
a container.  It's mostly just a variation of #chat but probably adds
several new bugs....
2020-02-18 03:14:22 -08:00
PatR
3981e3e6e5 controlling u.ustuck
Setting or clearing u.ustuck now requires that context.botl be set,
so make a new routine to take care of both instead of manipulating
that pointer directly.
2020-02-16 13:04:12 -08:00
nhmall
751f1f47ab Windows options dynamically
There are two executables int the windows binary, each of which
have different options and capabilities. Sharing of one dat/options
file hasn't really been an accurate approach.

Produce that information dynamically for the Windows exe files.

This impacts alt-v results.
2020-02-13 21:24:24 -05:00
PatR
cbe27c7702 unseen pet drowning
The "you have a sad feeling for a moment" message was only given when
one monster kills another (and the latter is an unseen pet).  Give it
for drowning too.  There are probably a bunch of other circumstances
which warrant it as well but I've settled for handling minliquid().
2020-02-13 15:38:59 -08:00
nhmall
a213811975 stone/unexplored glyph follow-up
typo
2020-02-13 17:37:55 -05:00
PatR
75e9055b89 plug a couple of memory leaks in sp_lev.c, take II
[...]
| Change selection_free(foo) to also free(foo) after freeing foo's
| fields.  Every use was already
|   selection_free(foo);
|   free(foo);
| except for the two instances of memory leak.

And except for the three which aren't in sp_lev.c, one of which was
dealing with memory managed by Lua.  This time it seems to be working
as intended.
2020-02-12 18:56:41 -08:00
PatR
804499d9be add some new, easier achievements
Introduce eight achievements that can be attained by more players.
 Entered Gnomish Mines  - self explanatory
 Entered Mine Town      - the town portion, not just the level
 Entered a shop         - any tended shop on any level
 Entered a temple       - likewise for temple
 Consulted the Oracle   - bought at least one major or minor oracle
 Read a Discworld Novel - read at least one passage
 Entered Sokoban        - like mines
 Entered the Big Room   - not always possible since not always present

The novel and bigroom ones aren't always achieveable since novels are
only guaranteed if a book or scroll shop gets created and bigroom is
only guaranteed in wizard mode.  No one ever claimed that every
possible achievement can be attained in a single game.  (If one for
entering the Fort Ludios level--or perhaps entering the Fort itself--
eventually gets add, that won't be possible in every game either.)

The mine town one probably needs some tweaking.  Two of the town's
seven variants have no town boundary (despite a rectangular area of
pre-defined map) and at present simply arriving on either of those
levels is enough to be credited with the entered-town achievement.

Bump EDITLEVEL because u.uachieved[] has increased in size.  This
time it has been expanded to the maximum that xlogfile's bitmask of
achievements can handle, enough for up to 9 more achievements without
another EDITLEVEL increment.
2020-02-12 14:35:37 -08:00
nhmall
1566063b4c bump editlevel
the code in pr298 altered the sound bit for one existing monster
2020-02-10 22:12:38 -05:00
nhmall
0b15b99b12 Merge branch 'NullCGT-minotaurs-pr298' into NetHack-3.7 2020-02-10 22:02:26 -05:00
PatR
d462bdffca redo achievement tracking
Instead of an assortment of bits, assign numeric indices to the
potential achievements and keep an array of those in the order they
were attained.  So disclosure might show the same subset occurring
differently in different games depending on the player's actions.
The encoded field in xlogfile doesn't care about that and remains
the same.

Modifies 'struct u', so EDITLEVEL has been incremented and existing
save files are invalidated.
2020-02-10 00:17:54 -08:00
nhmall
9b0ded6ff6 Merge branch 'feature/sounds' of https://github.com/NullCGT/NetHack into NullCGT-minotaurs-pr298 2020-02-09 20:38:22 -05:00
nhmall
c7c0c87859 move status condition field selection to its own menu 2020-02-09 14:56:37 -05:00
nhmall
2da95e4dc0 eliminate the uses of the manually maintained BL_MASK_BITS
Use CONDITION_SIZE which does not require manual updating.

Also attempts to adjust win32 graphics window port for
the new fields.

That port has its own field names and should be adjusted
to using the following which are declared extern in
include/botl.h.

   struct conditions[CONDITION_COUNT];
   int cond_idx[CONDITION_COUNT];

The former contains the fields that were port-specifically
added to the win32 graphical port and more, plus it is
centrally maintained and currently utilized by tty and curses.

The cond_idx[] array contains the ranked ordering of the
condition fields from highest ranking to lowest. Instead
of indexing like this:
	int i;
	for (i = 0; i < CONDITION_COUNT; ++i) {
	    ...conditons[i].enabled;
 	    ...condtions[i].text[0];
	}

you can use the ranked ordering like this:
	int i, ci;
	for (i = 0; i < CONDITION_COUNT; ++i) {
	    ci = cond_idx[i];
	    ...conditons[ci].enabled;
 	    ...condtions[ci].text[0];
	}
2020-02-08 20:40:38 -05:00
nhmall
67cc0183b0 ranking of new status conditions 2020-02-08 19:51:04 -05:00
Pasi Kallinen
7eb20c9e7a Unify multishot class bonus code 2020-02-08 18:04:54 +02:00
Pasi Kallinen
0323eecbfe Unify finding a queen bee 2020-02-08 17:35:52 +02:00
Pasi Kallinen
c585c65042 Add some stair helper functions 2020-02-08 17:08:26 +02:00
nhmall
4f2375ffe5 Merge branch 'new-status-conditions' into NetHack-3.7 2020-02-08 01:24:51 -05:00
nhmall
07a9a67fb2 expand the pool of status condition fields
Most of the additional ones are "opt-in" meaning that unless you add them
to your config file to enable them, they won't show up.

Two that aren't "opt-in", but can be "opted-out" (as can they all) are
cond_grab (for an eel grabbing you and drowing being imminent) and
cond_lava which leads to a fatality.

All the ones that already existed are "opt-out" options, meaning that
they will still show if you do nothing.

Here's the complete list of status conditions following this patch:
 config option     internal     default mask id            mask        text1    tex2   text3
"cond_barehanded"  bl_bareh     opt_in  BL_MASK_BAREH      0x00000001L Bare     Bar    Bh
"cond_blind"       bl_blind     opt_out BL_MASK_BLIND      0x00000002L Blind    Blnd   Bl
"cond_busy"        bl_busy      opt_in  BL_MASK_BUSY       0x00000004L Busy     Bsy    By
"cond_conf"        bl_conf      opt_out BL_MASK_CONF       0x00000008L Conf     Cnf    Cf
"cond_deaf"        bl_deaf      opt_out BL_MASK_DEAF       0x00000010L Deaf     Def    Df
"cond_iron"        bl_elf_iron  opt_out BL_MASK_ELF_IRON   0x00000020L Iron     Irn    Fe
"cond_fly"         bl_fly       opt_out BL_MASK_FLY        0x00000040L Fly      Fly    Fl
"cond_foodPois"    bl_foodpois  opt_out BL_MASK_FOODPOIS   0x00000080L FoodPois Fpois  Poi
"cond_glowhands"   bl_glowhands opt_in  BL_MASK_GLOWHANDS  0x00000100L Glow     Glo    Gl
"cond_grab"        bl_grab      opt_out BL_MASK_GRAB       0x00000200L Grab     Grb    Gr
"cond_hallu"       bl_hallu     opt_out BL_MASK_HALLU      0x00000400L Hallu    Hal    Hl
"cond_held"        bl_held      opt_in  BL_MASK_HELD       0x00000800L Held     Hld    Hd
"cond_ice"         bl_icy       opt_in  BL_MASK_ICY        0x00001000L Icy      Icy    Ic
"cond_lava"        bl_inlava    opt_out BL_MASK_INLAVA     0x00002000L Lava     Lav    La
"cond_lev"         bl_lev       opt_out BL_MASK_LEV        0x00004000L Lev      Lev    Lv
"cond_paralyze"    bl_parlyz    opt_in  BL_MASK_PARLYZ     0x00008000L Parlyz   Para   Par
"cond_ride"        bl_ride      opt_out BL_MASK_RIDE       0x00010000L Ride     Rid    Rd
"cond_sleep"       bl_sleeping  opt_in  BL_MASK_SLEEPING   0x00020000L Zzz      Zzz    Zz
"cond_slime"       bl_slime     opt_out BL_MASK_SLIME      0x00040000L Slime    Slim   Slm
"cond_slip"        bl_slippery  opt_in  BL_MASK_SLIPPERY   0x00080000L Slip     Sli    Sl
"cond_stone"       bl_stone     opt_out BL_MASK_STONE      0x00100000L Stone    Ston   Sto
"cond_strngl"      bl_strngl    opt_out BL_MASK_STRNGL     0x00200000L Strngl   Stngl  Str
"cond_stun"        bl_stun      opt_out BL_MASK_STUN       0x00400000L Stun     Stun   St
"cond_submerged"   bl_submerged opt_in  BL_MASK_SUBMERGED  0x00800000L Sub      Sub    Sw
"cond_termIll"     bl_termill   opt_out BL_MASK_TERMILL    0x01000000L TermIll  Ill    Ill
"cond_tethered"    bl_tethered  opt_in  BL_MASK_TETHERED   0x02000000L Teth     Tth    Te
"cond_trap"        bl_trapped   opt_in  BL_MASK_TRAPPED    0x04000000L Trap     Trp    Tr
"cond_unconscious" bl_unconsc   opt_in  BL_MASK_UNCONSC    0x08000000L Out      Out    KO
"cond_woundedl"    bl_woundedl  opt_in  BL_MASK_WOUNDEDL   0x10000000L Legs     Leg    Lg
2020-02-08 01:03:25 -05:00
nhmall
d37fa196b2 make a distinction between rock and unexplored area
This adds a pair of new glyphs: GLYPH_UNEXPLORED and GLYPH_NOTHING

GLYPH_UNEXPLORED is meant to be the glyph for areas of the map that
haven't been explored yet.

GLYPH_NOTHING is a glyph that represents that which cannot be seen,
for instance the dark part of a room when the dark_room option is
not set.  Since the symbol for stone can now be overridden to
a players choice, it no longer made sense using S_stone for the
dark areas of the room with dark_room off. This allows the same
intended result even if S_stone symbol is mapped to something visible.

GLYPH_UNEXPLORED is what areas of the map get initialized to now
instead of STONE.

This adds a pair of new symbols: S_unexplored and S_nothing.

S_nothing is meant to be left as an unseen character (space) in
order to achieve the intended effect on the display.

S_unexplored is the symbol that is mapped to GLYPH_UNEXPLORED, and
is a distinct symbol from S_stone, even if they are set to the same
character. They don't have to be set to the same character.

Hopefully there are minimal bugs, but it is a deviation from a
fairly long-standing approach so there could be some unintended
glitches that will need repair.
2020-02-08 00:48:03 -05:00
PatR
b4d8475b95 populate insight.c
Move enlightenment and conduct from cmd.c to insight.c.  Also move
vanquished monsters plus genocided and/or extinct monsters from end.c
to there.  And move the one-line stethoscope/probing feedback for
self and for monsters from priest.c to there.

Achievement feedback has been overhauled a bit.  When no achievements
have been recorded, the header for them (after conducts) won't be
shown, and when at least one has been recorded, make the prompt for
asking whether to disclose conduct be about disclosing conduct and
achievements.  Also, describe achievements in the Guidebook.

I ran out of gas before updating Guidebook.tex; it will catch up to
Guidebook.mn eventually.

Some of the MS-DOS Makefiles haven't been updated yet so linking
without insight.{o,obj} will break there.
2020-02-06 17:42:15 -08:00