Commit Graph

276 Commits

Author SHA1 Message Date
nhmall
df35f7282a Merge branch 'NetHack-3.6' 2019-06-23 21:11:28 -04:00
PatR
83410a3d4f \#wizidentify bug - 'Not carrying anything.'
when carrying things.  The fuzzer toggled on 'perm_invent' and after
interrupting it I used ^I.  Having 'perm_invent' enabled makes the
inventory code avoid having a totally empty inventory display (by
supplying "Not carrying anything" instead--in the menu rather than
via normal pline) so that interface code will see a change and know
that an update is needed.  But to decide whether the menu was empty,
the inventory code was testing union 'any' field 'a_char' to check
whether some item had used the union (implying that something had
been passed to add_menu()), but wizidentify (^I) uses field 'a_obj'
instead.  Apparently the a_char bits stayed 0 because the menu ended
up with "Not carrying anything" after a list of inventory items.
Switch to a separate variable to track whether anything has been put
into the menu instead of trying to rely on the union.

Unrelated but noticed when checking other "Not carrying anything"
instances, the #adjust command ends early when there's no inventory
but it was asking for a letter to adjust even when the only thing in
inventory was gold in '$' slot, which isn't allowed to be adjusted
away from that slot.  Treat gold-only like no-invent.
2019-06-23 11:31:21 -07:00
nhmall
4be2f98063 Merge branch 'NetHack-3.6' 2019-05-19 10:12:39 -04:00
nhmall
8aac36c073 don't merge globs with differing BUC status 2019-05-18 22:56:27 -04:00
nhmall
8e972874b2 Merge branch 'NetHack-3.6' 2019-05-18 16:30:43 -04:00
nhmall
670fc9ca34 further improve additional glob interaction scenarios within a shop
Scenarios:
1. shop_owned glob merging into shop_owned glob
2. player_owned glob merging into shop_owned glob
3. shop_owned glob merging into player_owned glob
4. player_owned glob merging into player_owned glob
2019-05-18 16:24:48 -04:00
nhmall
c5fbae0a4c Merge branch 'NetHack-3.6' 2019-05-17 12:06:58 -04:00
nhmall
2aee73642d fix some billing and pricing issues when globs coalesce
payment issue caused by glob coalescing
glob pricing did not consider coalesced weight
2019-05-17 12:04:01 -04:00
nhmall
c4465c35ed Merge branch 'NetHack-3.6.2' 2019-04-13 22:40:44 -04:00
PatR
5534eab514 probing fix
For the inventory of a probed monster, if the probing took place in
a shop the inventory display would have selling price appended to
all the items.  That wouldn't really be a problem if it was just for
a pet who was carrying one shop item, but it applied to every item
being carried by any probed monster (including shopkeeper) with no
regard for whether the shop actually claimed ownership.
2019-04-13 15:57:16 -07:00
nhmall
c32ed0689c Merge branch 'NetHack-3.6.2' 2019-02-02 21:15:37 -05:00
PatR
b43b3f617c object classes for wizard mode identify
When ^I was changed to allow picking more than one item to make
its temporary identification become persistent, group accelators got
left out.  So to pick all potions, you needed to select them letter
by letter (or via '.' to select everything, then deselect non-potions
letter by letter).  Now you can use '!' to select all potions.
2019-02-01 18:40:45 -08:00
nhmall
fd410148c5 Merge branch 'NetHack-3.6.2' 2019-01-29 07:27:56 -05:00
Alex Smith
ce5184c3da Don't advance the main RNG during hallucination
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
2019-01-28 04:45:26 +00:00
nhmall
58f2218c4e Merge branch 'NetHack-3.6.2' 2019-01-09 07:24:18 -05:00
PatR
dd13b10cf2 make zeroany, zeromonst, zeroobj 'const'
They're never modified.  Minor complication:  &zeroobj is used as
a special not-Null-but-not-an-object value in multiple places and
needs to have 'const' removed with a cast in that situation.
2019-01-09 01:13:01 -08:00
nhmall
269c9a2696 Merge branch 'NetHack-3.6.2' 2019-01-06 10:56:06 -05:00
PatR
a1fd4622f2 get_cost_of_shop_item() crash
More shop price determination fallout.  After the most recent change
to get_cost_of_shop_item(), using ':' inside an engulfer carrying at
least one item while inside a shop would try to follow the item's
obj->ocontainer back-link and crash when that led to the engulfing
monster rather than to a container.
2019-01-06 02:36:41 -08:00
nhmall
68920fdff0 Merge branch 'NetHack-3.6.2' 2019-01-03 11:18:02 -05:00
PatR
b2ad4651f3 sortloot vs gems
Some object classes (such as armor and weapons) are split into
"subclasses" when sortloot applies an ordering (for armor, all helms,
then all gloves, then all boots, and so on).  Give gem class subsets.
Simple (1) valueable gem, (2) worthless glass, (3) gray stone, (4) rock
would give away information; instead, factor in discovery state and use
(1) unseen gems and glass ("gem")
(2) seen but undiscovered gems and glass ("blue gem"),
(3) discovered gems ("sapphire"),
(4) discovered glass ("worthless pieced of blue glass"),
(5) unseen gray stones and rocks ("stone"),
(6) seen but undiscovered gray stones ("gray stone"),
(7) discovered gray stones ("touchstone"),
(8) seen rocks ("rock").
If everything happens to be identified, the simpler ordering happens
(via 3, 4, 7, and 8) because the other subsets will be empty.
2019-01-02 14:20:53 -08:00
nhmall
0a2b6fb53f Merge branch 'NetHack-3.6.2' 2018-12-27 17:33:05 -05:00
PatR
f8b4ad3fdc mines luckstone as achievement marker
It was possible to have the guaranteed luckstone at Mines' End become
merged with a random one and lose its specialness for achievement
tracking.  Mark it 'nomerge' when created and clear that if/when the
achievement is recorded.
2018-12-27 13:31:42 -08:00
nhmall
656e18786e Merge branch 'NetHack-3.6.2' 2018-12-25 22:12:44 -05:00
PatR
5f5f7f63f1 stolen_value() vs containers
stolen_value() treated hero-owned container holding shop-owned goods
as free for the taking.

The fix I'm working on which led to discovering this first added
stolen_value() then eventually stopped using it so I don't have an
example of where it is giving the wrong result.
2018-12-25 16:45:41 -08:00
Bart House
b1ab64db43 program_state moved to g. 2018-12-25 10:09:04 -08:00
Bart House
0763046c38 zeroX, tc_gbl_data and fqn_prefix moved to instance globals. 2018-12-25 08:09:37 -08:00
Bart House
1c65e6afe0 context to g.context 2018-12-25 07:29:38 -08:00
Bart House
8c1a4d9a97 invent, youmonst, hackdir moved to g. 2018-12-24 21:04:15 -08:00
Bart House
be5cdcf77a killer, level and rooms move to instance globals. 2018-12-24 19:50:08 -08:00
Bart House
62e1a45b60 Merge branch 'win-wip3.7' into win-wip3.7-bart
Conflicts:
	src/end.c
2018-12-24 12:09:42 -08:00
nhmall
a229a8a56d Merge branch 'NetHack-3.6.2' 2018-12-24 06:44:27 -05:00
PatR
7bc36ddef4 fix #H6942 - dropx vs hold_another_object
Dropping an existing fragile item while levitating will usually
break it.  Getting a new wished-for fragile item and dropping it
because of fumbling or overfull inventory never would.

Some callers of hold_another_object() held on to its return value,
others discarded that.  That return value was unsafe if the item
was dropped and fell down a hole (or broke [after this change]).
Return Null if we can't be sure of the value, and make sure all
callers are prepared to deal with Null.
2018-12-23 12:37:26 -08:00
Bart House
74edf42f1c Moved decl.c globals into instance globals. 2018-12-22 18:44:22 -08:00
Bart House
576eece500 More globals moved to instance_globals. 2018-12-19 21:26:35 -08:00
Bart House
f312b8cfe6 Even more globals moved to instance_globals. 2018-12-19 20:01:56 -08:00
Bart House
3645e415e3 Moved more globals to instance_globals. 2018-12-19 20:01:55 -08:00
PatR
f9cef53758 yet more dropping while inside engulfer
I don't know why we have two different functions which do exactly
the same thing (checking whether an item is unpaid or is a container
that holds at least one unpaid item), but switch the #H2504 fix to
use 'the other one' and reverse one of the changes made when using
the inventory one.
2018-12-17 02:49:38 -08:00
PatR
a3a676a6bd more dropping unpaid shop items inside engulfer
I thought that the earlier fix for #H2504 was too easy for anything
shop related.  It didn't deal sensibly with containers owned by hero
but holding unpaid shop goods.
2018-12-17 00:45:00 -08:00
Bart House
d1cd20998f Added initialization if ilet to quite compiler warnings. 2018-11-20 10:27:35 -08:00
PatR
89a3f4a3fd ^X again
Add a new line for one last missing status field:  gold.
Also add one for proficiency with current weapon.

Move a few lines from 'characteristics' to 'background' and a few
more from 'characteristics' to new 'basics', leaving characteristics
with the six original characteristics:  Str, Con, Dec, &c.
2018-11-02 00:59:01 -07:00
PatR
14bef9a02d formatting cleanup src/*.c
Remove trailing spaces, and remove tabs from the files that had
trailing spaces.

Also, rndorcname() was using a random value to terminate a loop
and was recalculating a new one each iteration.
2018-10-02 16:53:22 -07:00
PatR
d119eca297 simplify #wizidentify
Get rid of bold/non-bold distinction in #wizidentify inventory menu
by only showing items which aren't yet fully identified instead of
full inventory with bold for unID'd.  Support for bold text might
be lacking.

I was considering this even before the report that X11 menus ignore
attribute.  The "_ - (use ^I for all)" menu entry is still present,
but it could be discarded in favor of '.' to pick everything via
ordinary menu selection.
2018-09-24 17:06:04 -07:00
PatR
3eded06669 fix #H7156 - perm_invent
Bug report #H7156 listed three items, all relating to perm_invent:
1) it shouldn't persist across save/restore since restore might be
   on a system which doesn't have enough room to display it (report
   actually complained that config file setting was ignored when
   restoring old games, which is an expected side-effect for options
   that persist across save/restore);
2) permanent inventory wasn't updated when using scroll of charging;
3) attempts to update permanent inventory during restore could lead
   to crash if it tries to access shop cost for unpaid items.
Items (2) and (3) have already been fixed.  This fixes (1).

Replace 'flags.perm_invent' with a dummy flag, preserving save files
while removing it from flags.  Add 'iflags.perm_invent' to hold the
value of the perm_invent option.

The win32 files that are updated here haven't been tested.  Whichever
branch contains the curses interface needs to be updated; ditto for
any other pending/potential interfaces which support perm_invent.
2018-09-14 17:34:33 -07:00
nhmall
cd9c0e880a adjust wizidentify title and prompt 2018-09-01 11:16:08 -04:00
nhmall
5a44a34420 wizidentify suppress unnecessary prompt; allow individual items for perm ID
Don't display the selection to identify all items if there are none.

Complete an item marked ToDo in cmd.c: allow selection of one or more
particular items to permanently identify rather than just all or nothing.
2018-09-01 10:43:26 -04:00
PatR
f1d0636ba0 fix wiz identify bugs
Fixes #124

Fix github pull request #124 which was also reported directly (but not
through the contact form so #Hxxx number).  Using ^I or #wizidentify
displays inventory with everything ID'd for that command only and adds
a menu entry "_ - use '^I' to identify" that can be chosen to make
those ID's persistent.  Picking underscore would work but picking the
alternate '^I' wouldn't work if the platform had unsigned characters
for plain 'char'.  Switch the return value from magic number -1 to
magic number ^I which isn't a valid inventory letter and isn't subject
to sign conversion.  Casting -1 to '(char) -1' would have worked too
despite some confusion expressed in discussion of the pull request.

If ^I has been bound to some other command and #wizidentify hasn't
been bound to any keystroke, temporary ID didn't disclose any extra
information (ie, acted like ordinary inventory display) and the extra
menu entry to make temporary ID become persistent wasn't available.
This fixes that too.
2018-08-29 19:19:49 -07:00
PatR
8c2bd75ce4 fix github issue #110 - sortloot segfault
Fixes #110

NetHack dumped core while qsort was executing for sortloot.  Fix a
logic error introduced by adding filtering capability to sortloot()
which could result in a sparsely populated array instead of having
the number of elements be less than the list size.

I don't know why this didn't show up sooner.
2018-06-21 12:09:12 -07:00
nhmall
78fca9bef0 build fix, avoid use of 'class'
Build fix, avoid use of 'class'

include\hack.h(199): error C2236: unexpected token 'class'. Did you forget a ';'?
include\hack.h(199): error C2332: 'class': missing tag name
include\hack.h(199): error C2027: use of undefined type 'sortloot_item::<unnamed-tag>'
2018-06-15 22:35:32 -04:00
PatR
3eb452ad94 another sortloot tweak
The code that formats an object for use in alphabetic comparisons
during sorting is forcing off wizard mode to avoid any alternate
formatting that might produce.  Add a guarantee that doing this can't
be used as a backdoor to create a normal mode panic file if someone
figures out a way to make xname() panic.
2018-06-14 17:29:59 -07:00
PatR
0b93d26269 sortloot - enhanced sorting [re-revamp anyone?]
When objects are in the same class, sortloot orders them by their
formatted name.  It was reformatting each object every time it got
compared to another object.  Change that to remember the formatted
name so that any given object is formatted at most once (during the
current sort; future sorts will need to format it again).

Armor and weapon classes are subdivided into smaller subclasses
and the formatting plus alpha compare is only done for items in
the same subclass, so helms come out before cloaks and don't get
their names compared, for instance.  [That was from my 'revamp'
rather than the original implementation.]  This adds a couple more
subclass sets:  food (named fruit, 'other' food, tins, eggs, corpses,
globs) and tools (containers, pseudo-containers [bag of tricks and
horn of plenty once those have become discovered; prior to discovery,
bag of tricks is classified as a container and horn of plenty as an
instrument], instruments, 'other' tools).

The main difference, aside from the formatting efficiency improvement,
is to change the previous sort order
| pink potion
| potion of enlightenment
| purple-red potion
to be
| pink potion
| purple-red potion
| potion of enlightenment
by grouping undiscovered items before discovered items when class and
subclass match.  So discovery state is essentially a sub-subclass and
formatting plus string comparison is only done for members of the
same sub-subclass.  There are actually four state values:  unseen
(which applies to particular objects rather than to their type),
unknown (not discovered and not named), named (not discovered but has
player-assigned type name), and discovered (either fully discovered
or considered not interesting to discover [no alternate description,
not nameable]).

My testing was primarily done with pickup ('m,' with menustyle:T)
and sortloot:Loot (the default) plus !sortpack (not the default and
not a setting I ordinarily use, but less verbose without the class
separators).  It won't astonish me if oddities crop up with other
usage combinations.
2018-06-12 16:33:35 -07:00