Previously, the code for monster healing was repeated every time it
was needed; this commit sends it all through a common function, which
will make it easier to make changes to how monster healing works in
the future.
This is just a code reorganisation and won't have any gameplay
effect unless I made a mistake.
- 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
GitHub 1343 report by @ars3niy:
"When you are blind and see with telepathy a monster whom you then hear read
a scroll, said monster turns into an "I". While it reveals which one exactly
read the scroll, it is strange that you can no longer see it with telepathy
until it moves to another square."
Fixes#1343
gcc has recognized various "magic comments" for white-listing
occurrences of implicit fallthrough in switch statements for
a long time:
The range and shape of "falls through" comments accepted are
contingent upon the level of the warning. (The default level is =3.)
-Wimplicit-fallthrough=0 disables the warning altogether.
-Wimplicit-fallthrough=1 treats any kind of comment as a "falls through" comment.
-Wimplicit-fallthrough=2 essentially accepts any comment that contains something
that matches (case insensitively) "falls?[ \t-]*thr(ough|u)" regular expression.
-Wimplicit-fallthrough=3 case sensitively matches a wide range of regular
expressions, listed in the GCC manual. E.g., all of these are accepted:
/* Falls through. */
/* fall-thru */
/* Else falls through. */
/* FALLTHRU */
/* ... falls through ... */
etc.
-Wimplicit-fallthrough=4 also, case sensitively matches a range of regular
expressions but is much more strict than level =3.
-Wimplicit-fallthrough=5 doesn't recognize any comments.
Plenty of other compilers did not recognize the gcc comment convention,
and up until now the compiler warning for detecting unintended
fallthrough had to be suppressed on other compilers. That's because the code
in NetHack has been relying on the gcc approach, and only the gcc approach.
The C23 standard introduces an attribute [[fallthrough]] for the
functionality, when implicit fallthrough warnings have been enabled.
Several popular compilers already support that, or a very similar attribute
style approach, today, even ahead of their C23 support:
C compiler whitelist approach
--------------------------- -------------------------------------
C23 conforming compilers [[fallthrough]]
clang versions supporting
standards prior to
C23 __attribute__((__fallthrough__))
Microsoft Visual Studio
since VS 2022 17.4.
The warning C5262 controls
whether the implict
fallthrough is detected and
warned about with
/std:clatest. [[fallthrough]]
This adds support to NetHack for the attribute approach by inserting a
macro FALLTHROUGH to the existing cases that require white-listing, so
other compilers can analyze things too.
The definition of the FALLTHROUGH macro is controlled in include/tradstdc.h.
The gcc comment approach has also been left in place at this time.
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
Some code to stop a monster's zap of a wand of striking short if it
gets destroyed by hitting and destroying a drawbridge is no longer
needed with the new deferred obj deletion.
A monster zapped a wand of striking, hitting a burning potion
of oil, which destroyed items in the same square, and the ray was
checking destroyed item. Similar thing with a ray done by hero.
The code currently stops checking the objects in the location
if a next object in the chain was destroyed - an improvement
would be to gather all the objects into an array and iterate
over that instead of relying on the nexthere pointer.
Pull request by elunna with assistance by entrez tried to fix up
wand of striking discovery when the wand is zapped by a monster.
The fix didn't match the intended behavior (which may or may not be
the desired behavior...), so this skips the code in the pull request.
[I can't post comments on github anymore since I declined to switch
to their 2-factor authentication. But I can still read submissions
without logging in.]
This also tries to fix a couple of inconsistencies between zapping
by the hero versus by a monster. If the zap "boinged" :-) due to
target's magic resistance, zap by hero didn't discover the wand but
zap by monster did. Conversely, a zap by the hero that reached a
target and missed did discover it but one by a monster did not.
Now a zap of not-yet-discovered wand of striking by the hero which
hits, whether or not the hit gets resisted, will become discovered
provided that the spot where target is hit can be seen (the target
itself need not be), and one which misses or which can't be seen
hitting something will no longer be.
Supersedes #1223Closes#1223
Monsters were using escape items when they couldn't move due to
being surrounded by other monsters. This was most evident in
Fort Ludios, where the alarm woke up all the monsters and they
would then read all the teleport scrolls.
Usually this doesn't matter, as special rooms full of monsters
are asleep.
Hardcode this fix for the Ludios only, otherwise you could trap
two monsters next to each other in a boulder fort, and they
would be happy to stay in there...
Reverse part of commit 8b5e9eadb1.
Shouldn't use get_obj_location(obj,...) to try to figure out if obj
has been deleted. That routine uses obj->where rather than scanning
the various object lists and doing that when obj has been deleted
would access stale memory.
A zap from a wand of striking shouldn't hit a drawbridge if it is
just passing over the span's spot when the bridge is closed. This
change matches the 3.7 behavior when the zap is performed by the hero.
It does hit if passing over that same spot when the bridge is open or
if it hits the portcullis spot whether open or closed.
Also, simplify the handling for the wand's destruction. It still
ends the zap early if that happens even though logically the rest of
the zap range should still be targetted.
Report was for an impossible "What an interesting effect (%d)" which
the fuzzer turned into a panic. Monster on the drawbridge zapped
toward the open portcullis, destroying the bridge and killing itself.
Wand was made of wood and burned up in lava under the fallen span.
Freeing the object zeroed it rather than leaving stale data, and the
zap continued while referencing freed memory that looked like it had
type STRANGE_OBJECT, triggering the impossible.
This will make a monster-induced zap stop early if a drawbridge
incident destroys the wand. That isn't the best possible fix
because the zap should continue despite the wand's destruction, but
at least it will now avoid triggering "intestsing effect".
If a monster fled from the hero by intentionally jumping into a vault
teleporter located in a niche which was still hidden and the hero
saw it happen, the trap would be mapped but the niche would remain as
a secret corridor spot. The hero couldn't move onto the trap until
searching or wall kicking or other map disclosing activity converted
the spot into regular corridor.
Trap doors in hidden niches did already change the secret corridor
into normal corridor to unhide the trap's spot, but only if the hero
saw it happen. Now the terrain change occurs even if hero doesn't
see it; only mapping the trap depends on that.
While testing the fix, I noticed that a monster jumping onto a vault
teleporter was teleporting randomly rather than being sent to the
vault, unlike when triggering such a trap by accident. The code has
changed for 3.7 but this bug was already present in earlier versions.
Issue reported by elunna: hero witnessing a wand of striking being
zapped by a monster didn't have that type of wand become discovered.
Monsters observing hero resisting--or failing to resist--the effect
on hero didn't learn about target's current resistance capability.
Barely tested.
Fixes#1157
cg.zeroobj was originally added (under its previous unprefixed name)
for providing a one-line way to zero out the fields of a struct obj.
struct obj tempobj;
tempobj = cg.zeroobj;
initfn(struct obj *otmp)
{
if (otmp)
*otmp = cg.zeroobj;
}
More recently, the address of cg.zeroobj began to be used as a return
flag to indicate some things, but the 'const struct obj zeroobj' wasn't
an ideal fit for the purpose and required a number of casts, including
casting away const.
Provide a better fitting variable (gi.invalid_obj) and eliminate a
number of casts.
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
Redo the check for whether a monster is Vlad when deciding whether to
keep it out of a bones file. Use the new check in find_defensive()
where Vlad won't waste a turn attempting to use a wand of digging when
in his undiggable own tower. (Failing to check for vampshifted Vlad
in the latter case wasn't actually a bug because if/when shifted,
he's unable to use items so couldn't attempt to use wand of digging.
Switch to the new check anyway.)
Reported by copperwater "on behalf of Maud": when hero hears an
unseen monster read a not-yet-discovered scroll of create monster
and doesn't see any new monster appear, the player is given a chance
to call the scroll something. When hearing an unseen monster read
a not-yet-discovered scroll of teleportation, the label is revealed
but no such 'call it' opportunity is offered, so the player could
deduce which of the two scroll types it was for either case.
Provide an opportunity to supply a 'called' name for scrolls of
teleportation when heard being read, same as with create monster.
Surprisingly complicated to achieve.
Eliminated a couple of goto's in the process.
Fixes#1046
I was working on this at the time 3.6.0 was released and set it aside
until later. Later has finally arrived. Redo the Blind, Blinded,
Blindfolded,&c macros to make more complete use of intrinsic property
handling. Blinded was being treated as a number which could be added
to or subtracted from; now that has to be done via TIMEOUT mask
because it has FROMOUTSIDE (OPTIONS:blind) and FROMFORM (poly'd into
!haseyes() form) bits included. Object definitions for blindfold and
towel now specify the BLINDED property; overriding blindness via the
Eyes of the Overworld is accomplished via props[BLINDED].blocked.
Code generated for the scores of Blind and !Blind tests throughout
the program should be smaller.
One bug that has been fixed is that putting on the Eyes of the
Overworld cured permanent blindness (from OPTIONS:blind). The
u.uroleplay.blind flag was cleared and stayed so after taking them
off. Putting the Eyes on still breaks blind-from-birth conduct but
now blindness will resume when they are removed.
This was untested at the time it was set aside and is only lightly
tested now. A large number of the changes here are just to switch
from Blinded to BlindedTimeout for current timed value and to call
set_itimeout() for setting a new value.
Heroes recognized unseen same-race monsters by voice, but it yielded
an unexpected result if the monster was unique. Change it so that
hero will recognize any type of monster by its voice if that monster
has been seen and limit unseen same-race ones to non-unique monsters.
Treats shopkeepers as unique since they have distinct names.
This adds a new flag to struct monst in order to track whether each
specific monster has ever been seen or sensed.
Extend "killed by the touch of death inflicted by <monster>" to buzz().
"Killed by a bolt of cold" becomes "killed by a bolt of cold zapped by
<monster>" or "killed by a blast of cold" becomes "killed by a blast
of cold exhaled by <monster>" and so forth.
More work than expected; the zap code isn't passed enough context.
BZ_M_WAND() was producing the wrong value for wands zapped by monsters.