Commit Graph

6174 Commits

Author SHA1 Message Date
Patric Mueller
9372b35c46 Demons summoning other demons only when near hero
Commit 2fbf9573d5 dropped erroneously the range condition for demons summoning
other demons.
2020-05-20 16:40:40 +02:00
PatR
82ccfaa3ac fix github issue #346 - duplicate 'head_engr' defs
Post-3.6.x issue.  head_engr has been defined in engrave.c for ages
but the definition was relatively recently duplicated in decl.c.
gcc 10 defaults to more rigorous checking (-fno-common) and complained
about the duplicate.  Remove the original definition from engrave.c.

Fixes #346
2020-05-18 11:46:23 -07:00
PatR
62ff82b8c3 sysconf parsing
Treat most sysconf problems as warnings and revert to conservative
default value instead of as errors that prevent the game from running
since an individual player might not be able to fix things.

Allow a user's config file to include SEDUCE=1 as long as sysconf
hasn't set SEDUCE=0.  Not much point since it only works when it's a
no-op but there's even less point to issue a warning for that no-op.

If PORTABLE_DEVICE_PATHS is encountered in sysconf for a non-Windows
configuration, report it as "not supported" rather than "unknown".

Many sysconf error messages ended with redundant ".." because the
message strings had final "." and the delivery routine uses "%s."
to format those strings.
2020-05-15 15:14:22 -07:00
PatR
c7dba5fbc4 encumbrance feedback fix
Wishing for an item uses hold_another_object to put it into inventory
and hold_another_object wasn't reporting changes in encumbrance.  That
feedback would happen at start of next turn so its lack usually wasn't
noticeable, but encumbrance could be off for remainder of the current
turn which might include additional move(s).  Report indicated that
dropping something seemed to increase encumbrance instead of decrease
it, but it was dropped on an extra move and actually a delayed report
of the increase that hold_another_object failed to show.

I fixed a couple of other things with hold_another_object:  it would
add an item to inventory, which triggered an update of persistent
inventory if that was enabled, then remove it from inventory in order
to drop it if fumbling or inventory had too many items or encumbrance
was going to become too high, triggering a second update of persistent
inventory to reverse the first one.  Also, "encumbrance becoming too
high" was using hardcoded Stressed instead of the 'pickup_burden'
option that manages the same situation during pickup.  Not because
hold_another_object isn't pickup, but because its use of hardcoded
Stressed predated implementation of that option.

There was another fix for hold_another_object recently and I've moved
the fixes entry for that one to group it with the new ones.

Also, update an obsolete (from !GOLDOBJ config) comment in makewish().
2020-05-14 14:27:49 -07:00
PatR
41ae223585 hyphenated Unix user names
Fix for $USER, $LOGNAME, getlogin() values that have dashes in them:
keep dash and whatever follows as part of the name instead of stripping
it off for role/race/gender/alignment.

Before:
% USER=test-bar-fem ./nethack
|Shall I pick your female Barbarian's race and alignment for you?
and character ended up named 'test'.

After:
% USER=test-bar-fem ./nethack
|Shall I pick character's race, role, gender and alignment for you?
and character ends up named 'test-bar-fem'.  However,
% ./nethack -u test-bar-fem
still behaves like the 'before' case.
|Shall I pick your female Barbarian's race and alignment for you?

Dash handling is only changed when the dash comes from user name (or
from envionment overriding user name), not from direct player input
or run-time config file.
2020-05-12 16:38:12 -07:00
PatR
1afa961416 fix github issue #343 - scattered objects
landing on water or lava without being affected.

Reported for exploding bag of holding but has been a latent issue
for scatter() for ages.

Fixes #343
2020-05-12 15:26:28 -07:00
PatR
3165dd942e fix #K965 - dropped fragile items don't break
when the drop is being caused by encumbrance or punishment triggering
a fall while going down stairs.

Also, remove a couple instances of 'if (obj==GOLD) contexl.botl=TRUE'
when dropping gold.  They were held over from the obsolete !GOLDOBJ
configuration.  Both are immediately followed by freeinv() which
calls freeinv_core() whichs starts off by setting the botl flag when
taking gold out of inventory.
2020-05-11 17:51:25 -07:00
Alex Smith
0968d06248 Make prayer timeouts longer in very long games
This is a security fix, intended to avoid a DoS attack (that has
been used in practice against public servers) in which a situation
is created in which the same short loop of commands can be run
over and over indefinitely; this causes a lot of CPU usage on the
public server as it simulates the game turns, and requires hardly
any network or CPU usage for an attacker.

Once the turn counter goes above 100000, the average prayer timeout
increases by 1 for every additional 100 turns spent. Thus, even
with a ring of slow digestion, nutrition prayers will no longer
be possible after turn 2 million or so. This is unlikely to have
any noticeable effect on any strategy that does not rely heavily
on prayer for nutrition; even in an implausible 200000-turn game,
prayer timeout will only be increased by 1000 or so, which should
be easily manageable for a character that powerful.
2020-05-12 00:27:13 +01:00
PatR
e0745db09f comment typo 2020-05-11 13:42:25 -07:00
Patric Mueller
6fcb3fc0c7 Only generate shop items on solid floor squares
This commit addresses one issue raised in #338 that shop items were generated
on lava squares.
2020-05-10 14:23:34 +02:00
PatR
6ad4b48ceb add more alternate wish matching
Allow "esp helmet" to find "helm of telepathy" and "power gloves"
to find "gauntlets of power".  Plus add a few item names used in
other games that have a close enough match in nethack.
2020-05-09 16:14:52 -07:00
nhmall
26ac20503c fixup build for platforms without curses after drawing.c split
An Undefined reference to decgraphics_mode_callback was possible
if built for tty only.

drawing.c had an #include "tcap.h" which is what actually defined
TERMLIB. It isn't needed in drawing.c anymore, but it is needed
in symbols.c, in order to get the define for TERMLIB so that
decgraphics_mode_callback variable gets defined.

The undefined reference was from win/tty/termcap.h in code that
was #ifdef TERMLIB, but win/tty/termcap.h has the #include "tcap.h"
2020-05-09 18:07:56 -04:00
PatR
7b4f5ce1c0 temporary light fix
Don't replace a monster that's been temporarily seen via camera
flash or thrown/kicked lit candle/lamp with "unseen, remembered
monster" glyph if it can be sensed via telepathy, warning, or
extended monster detection.
2020-05-09 13:36:22 -07:00
PatR
59818fb6ab implement #986 - camera flash 'tweak'
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.)
2020-05-09 13:07:35 -07:00
nhmall
e2ccebb0cf move some text strings from drawing.c over to the file that uses them 2020-05-06 11:15:25 -04:00
nhmall
cdf280628c split symbols bits from drawing.c; new file src/symbols.c 2020-05-06 10:55:54 -04:00
PatR
a51e44e532 move lua context out of dungeons[]
and out of save files so restore doesn't need to clear stale data.
Behavior should be the same as before, except that when entering
the endgame branch and discarding the main dungeon and its other
branches, lua theme context is now discarded for those too.
2020-05-05 18:06:00 -07:00
nhmall
f1d7676bfb more CROSSCOMPILE fixes 2020-05-05 14:04:29 -04:00
PatR
116642ce1e track eight more achievements
Record reaching experience level 3, 6, 10, 14, 18, 22, 26, and 30,
the levels where the character gets a new rank title, and report
those as achievements at end of game.  These achievements persist
even if enough levels to lose a rank are lost, and if lost ranks
are regained the original achievement is the one that gets tracked
and disclosed.
2020-05-04 16:35:40 -07:00
PatR
16562b2892 displacer beast as food
Make eating a displacer beast corpse or a tin of displacer beast
meat confer temporary Displacement lasting 6d6 turns.
2020-05-04 09:50:11 -07:00
PatR
88461e1923 makemon and goodpos flags
I added another goodpos flag to simplify handling displacer beast
and that pushed the total number of makemon and goodpos flags past
16.  'int' and 'unsigned' might be too small, so change the flags
and several function arguments to 'long'.
2020-05-04 09:19:37 -07:00
nhmall
e440e9569d change is_safepet macro name
Leaving the word "pet" in the macro name, when it applied to non-pets
seemed too contradictory, even for NetHack.
2020-05-03 21:52:41 -04:00
PatR
b8da4e9294 amulet tiles
Replace the octagonal amulet placeholder for the two new tiles.
Give the "cubical amulet" a hint of being cube shaped and rename
"pentagonal amulet" to "perforated amulet" because it's easier to
draw that way.

Bump EDITLEVEL now for the extra objects and monsters because I
forgot to do so earlier.
2020-05-03 16:34:54 -07:00
PatR
7817e69c41 two new monsters from slash'em
Adds two monsters originally from slash'em.  I used the slash'em
tiles this time, also its code as a starting point but made various
revisions.  Both the tiles could benefit from some touch-ups.

displacer beast:  blue 'f'.  Attempting a melee hit (ie, trying to
  move to its spot) has a 50:50 chance for it to swap places with you.
  Fairly tough monster to begin with, then half your ordinary attacks
  effectively miss and if you try to face a mob by retreating to a
  corridor or backing into a corner you can end up being drawn back
  into the open.  I added bargethrough capability, and also it won't
  be fooled about hero's location by Displacement.  [It only swaps
  places during combat when contact is initiated by the hero, not
  when attacked by another monster or when attacking.]

genetic engineer:  green 'Q'.  Its attack causes the target to be
  polymorphed unless that target resists.  Hero will almost always
  have magic resistance by the time this monster is encountered, but
  it can make conflict become risky by hitting and polymorphing other
  monsters.  Slash'em flagged it hell-only but I took that flag off;
  I also took away its ability to teleport.  Slash'em polymorphs the
  hero if a genetic engineer corpse is eaten; that's included and I
  introduced that for monsters too.

I added both of these to the list of candidates for monster spell
'summon nasties' and for post-Wizard harassment.

I also gave all the 'f's infravision.  Probably only matters if the
hero polymorphs into a feline.

Displacer beast is originally from AD&D which depicts it as a six-
legged cougar with a pair of tentacles; it has Displacement rather
be able to affect an attacker's location.  I think genetic engineer
is original to slash'em where it expands Q class but seems mainly to
be the base monster for Dr.Frankenstein (a unique monster with a
one-level side-branch lair in slash'em's incarnation of Gehennom).
2020-05-03 14:13:08 -07:00
PatR
4d52332dda add two new types of amulet: flying and guarding
We haven't added any new objects or monsters in a really long time.
This adds two new useful amulets, putting more pressure on the
decision over which type of amulet to wear.

amulet of flying:  idea from slash'em, implemented from scratch.
  Should be self-explanatory.  Polymorphing into a form capable of
  eating amulets and then eating one does not confer intrinsic
  flight.  (I've no idea how slash'em behaves is in that regard.)

amulet of guarding:  adds +2 AC, which is fairly negligible, also
  +2 MC, which is not.  Initially called amulet of protection but MC
  of 2 is referred to as 'guarded' by enlightenment so I changed it.
  (By that reasoning, rings of protection ought to be called rings of
  warding; oh, well.)  Successfully eating one confers +2 AC without
  any MC benefit.  When wearing one of these, rings of protection
  only confer AC, their +1 MC gets superseded rather than combined.

Monsters will wear an amulet of guarding and gain both the AC and
MC benefit, but if not cursed and they acquire one of life-saving or
reflection, they'll swap.  They won't wear an amulet of flying.

I cloned two extra copies of the tile for one of the existing amulets
and ran sys/share/objects.txt through renumtiles.pl.  The result
appears to be ok but on X11 the tiles map ends up looking psychedelic
so something beyond the tile art itself needs to be fixed here.
2020-05-02 02:07:33 -07:00
PatR
488e045156 Double Trouble trouble
From the newsgroup:  if cloned Wizard arrives out of view of the
hero (and vice versa), it will sit and wait until hero moves into
his view or until suffering some damage (usually via pet).  So if a
mob causes the clone to arrive on the far side of a wall, he might
not come into play until the hero goes to another level and some
future harassment action pulls him off the migrating monsters list.
Treat clones like the resurrected Wizard:  don't start out waiting.
2020-05-01 12:12:47 -07:00
PatR
5457cbe0e3 liquid_flow when digging pit
Part of github issue #338 that isn't about shops:  objects at the
spot where a dug pit fills with lava (or water) weren't being
effected by that.

While fixing it, I noticed that hero's steed wasn't affected either.
Also, when conjoined pits are filled in, monsters other than the
steed are at risk but weren't being handled.  Presumably they fell
in on their next move.
2020-05-01 00:42:18 -07:00
PatR
49df1e184e monster eating (2 of 2)
Some instances of monsters eating nurse corpses or tins of nurse
caused blindness to be cured, others didn't.  Always do that to
match the effect on the hero.

Also, fix a couple more obsolete references to green slime corpses.
2020-04-29 13:24:31 -07:00
PatR
e726cc22c6 monster eating (1 of 2)
Move the recently adopted swallower-eats-dropped-corpse code into
a separate routine to unclutter dropz().  Eat all corpses (also
globs and meatball/meat ring/meat stick/huge chunk of meat) rather
than just the few types which trigger special effects (polymorph,
turn to stone, etc).

Also guard against using a freed pointer if somehow a dropped edible
item merges with an existing inventory item (something carried prior
to shape change perhaps?) before having the worm eat it.
2020-04-29 13:22:27 -07:00
nhmall
dfcccfcf54 x64 64 bit pointers, 32 bit longs
../src/sp_lev.c: In function 'flip_level':
../src/sp_lev.c:816:24: warning: cast from pointer to integer of different size [-Wpointer-to-int-cast]
             long ty = ((long) timer->arg.a_void) & 0xffff;
                        ^
../src/sp_lev.c:817:25: warning: cast from pointer to integer of different size [-Wpointer-to-int-cast]
             long tx = (((long) timer->arg.a_void) >> 16) & 0xffff;
                         ^
../src/sp_lev.c:823:33: warning: cast to pointer from integer of different size [-Wint-to-pointer-cast]
             timer->arg.a_void = (genericptr_t) ((tx << 16) | ty);
2020-04-29 15:58:55 -04:00
PatR
696858346a failure to hold another object when swallowed
If hold_another_object() decides that the object must be droped, drop
it into u.ustuck's minvent when swallowed instead of magically through
the engulfer direct to the floor.
2020-04-29 12:43:54 -07:00
nhmall
d87675c94c get rid of unused variable warnings in topten.c 2020-04-29 10:18:46 -04:00
PatR
fe230d84ad comment tidbit 2020-04-28 13:26:41 -07:00
PatR
b2b8d508dd comment typo 2020-04-27 11:54:52 -07:00
PatR
54cfb86936 fix pull request #340 - untrap steed sanity
When a failed #untrap attempt while mounted caused hero to be moved
onto the trap, it neglected to set the steed's coordinates to match.
If 'sanity_check' was On, that would trigger warnings about steed's
anomalous position.  Eventually a normal move would put steed's
coordinates back in sync with the hero's.

The pull request code set u.usteed->{mx,my} directly.  I've used
u_on_newpos() instead.  I also replaced some direct manipulations of
u.{ux,uy} with u_on_newpos() so that if clipping is in effect it will
be updated.

Fixes #340
2020-04-27 11:48:55 -07:00
PatR
c17301a75c Sting vs level teleport revisted
This reverses all of c67f1dd710
except for the fixes37.0 entry and does a better job in a cleaner
fashion.  If Sting is going to start glowing and "you materialize
on a different level" is pending, give the materialize message
before the glowing message.  Otherwise handle both stop-glowing
and/or you-materialize in the normal fashion.
2020-04-27 10:49:34 -07:00
PatR
c67f1dd710 Sting vs level teleport's "materialize" message
When level teleporting, Sting/Orcrish/Grimtooth would start or stop
glowing based on occupants of the new level before "you materialize
on another level".  That wasn't necessarily incorrect for the glow
stopping but was clearly wrong for it starting.  This fix uses a flag
as a hack to avoid finding and changing all the calls to docrt() and
see_monsters().  It ought to be fixed properly....
2020-04-27 05:09:19 -07:00
PatR
09f9b3598f fix issue #339 - duplicate feature messages
while 'mention_decor' is enabled.  When stepping onto different
terrain and one or more objects remained on the new spot after
autopickup, describe_decor() was issuing its new-terrain message
right before look_here()'s similar under-the-objects message.  If
autopickup grabbed everything or there weren't any objects to begin
with, look_here() doesn't issue any dfeature (terrain) message.
describe_decor() isn't smart enought to know whether that is going
to happen.  Give look_here() a new flag argument so that its caller
can ask for the dfeature message to be skipped for the case where a
similar message has already been given.
2020-04-27 04:25:26 -07:00
PatR
42ffce0e5d fix previous #332 fix
Add missing visibility check.
2020-04-25 19:17:46 -07:00
PatR
7b9ce40388 fix issue #332 - mon vs mon double hit message
One monster hitting another with an artifact within the hero's view
gave "<Mon1> swings his <Artifact> at <Mon2>." followed either by
"<Mon1> misses <Mon2>." _or_ the two messages "<Mon1> hits <Mon2>."
and "The <Artifact> hits <Mon2>."  Defer the <Mon1> hits <Mon2> one
when Mon1 is using an artifact and only deliver it if there is no
artifact hit message.

Tested but not exhaustively so....

Fixes #332
2020-04-25 19:06:18 -07:00
copperwater
14b4515927 Candle light radius is now square root, not logarithmic
After some discussion with Alex Smith, it seems like a good change for
both gameplay and realism that candles' light radius should decay
quadratically instead of exponentially. Now a light radius of 4 from
candles can be accomplished by burning 9 candles, and players who find a
lot of candles might even be able to get up to 5 (16 candles) or 6 (25
candles).

The main impetus for this change is that with the existing formula, the
more candles -> more light mechanic was more or less useless outside of
wizard mode, because you needed 49 candles to do better than a lamp.
2020-04-25 19:17:21 +03:00
Patric Mueller
c00c307d57 Record amount of gold in hero's possession in xlogfile 2020-04-24 23:53:25 +02:00
Patric Mueller
0e4ff07cef Extended achievement and conduct fields for xlogfile
Introducing two new xlogfile fields "achieveX" and "conductX" which encode
achievements and conducts as a series of comma-separated strings which are
more easily parseable and also somewhat interpretable independent from knowing
the source code.

Example for a player that died shortly after picking up the luckstone from the
gnomisch mines:
achieveX=entered_the_gnomish_mines,entered_mine_town,entered_a_shop,entered_a_temple,obtained_the_luckstone_from_the_mines
conductX=polyless,polyselfless,wishless,artiwishless,genocideless
2020-04-24 23:41:25 +02:00
PatR
e63fed627c obj->oextra->{omid,olong}
Change obj->oextra->omid from a usually-Null pointer field in
oextra to a simple 'unsigned' that doesn't need any allocation
beyond obj->oextra itself.  Value 0 means that it is not in use;
it is used to hold a monst.m_id and those are always non-zero.

Delete unused obj->oextra->olong.  'olong' used to be the last
field in struct obj, put there to force alignment of anything
which followed it back when obj structures were over-allocated to
append extra information.  It had a comment about being used for
temporary gold but whatever that was, temporary gold was gone long
before obj->oextra got introduced.

Bump EDITLEVEL since this invalidates existing 3.7 save files.

Remove a bunch of tabs from obj.h and save.c.
2020-04-24 09:29:52 -07:00
PatR
6677003c8f fix issue #333 - obsolete "green slime corpse"
Issue was for dropping glob of green slime while swallowed by a
purple worm but also applied to pet eating habits.  Green slime
corpse doesn't exist any more; check for glob instead.

Fixes #333
2020-04-23 17:31:21 -07:00
PatR
ff483694af fix issue #319 - whip can fetch underwater items
Applying a bullwhip down while levitating or riding gives a chance
to pick up items from the unreachable floor.  Doing so over water
yields "you wrap your bullwhip around <item> on the water" when
that item is actually on the bottom.  Same for lava.  Don't fetch
items from beneath the surface.  Also, for the lava case subject
the whip to fire damage.

This has actually broken the seal on a can of worms.  Every item
at a water location sinks to the bottom even if it should float.
I'm not opening that can....

Fixes #319
2020-04-23 16:54:51 -07:00
PatR
3468129f5a fix issue #337 - crash on start with armhf arch
Fix "objects[0] class #1 not in order!" panic.  The new check to
make sure that the elements of objects[] were in ascending order
by object class uses a plain 'char' index so -1 to indicate 'no
previous value' didn't work on a system using unsigned chars.

Verfied by temporarily adding '-funsigned-char' to CFLAGS before
and after the revision.  Before: panic, after: no panic.

Fixes #337
2020-04-23 11:47:29 -07:00
PatR
33cb2142e6 couple more missing prototypes 2020-04-22 15:32:32 -07:00
PatR
0ae84411a0 option fixes and missing prototypes
I added -Wmissing-prototypes to my CFLAGS and got a bunch of warnings.
This fixes the core ones (there are more for X11 that I haven't looked
at yet).  While fixing these, I discovered a few option processing
issues:  the non-Amiga 'altmeta' should be settable while the game is
in progress (not sure about the Amiga variation so left that as-is),
'altmeta' and 'menucolor' are booleans so shouldn't have had optfn_XXX
functions; 'MACgraphics' and 'subkeyvalue' were conditionally defined
differently in options.c than in optlist.h.
2020-04-22 13:39:38 -07:00
Patric Mueller
f9f423b385 Allow nurses heal attack when wielding a non-weapon/weaptool
This matches the nurses' hitting behavior with their chatting messages.

Chatting to them suggested that the heal attack would happen but the check in
mhitu.c was just for wielding anything.

This opens up the possibility of a YAFM in MS_NURSE when wielding something
that allos the heal attack to proceed.  But I couldn't come up with a good
one.
2020-04-22 12:00:06 +02:00