The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
Although gcc specifies support for declaring a function as
noreturn after the function name and parameters, other compilers
do so via an attribute at the start of the declaration. Add some
macro support for the attribute-at-the-beginning method:
o MS Visual Studio compiler
o Upcoming C23 standard (untested at this point)
Change trappers and lurkers above to remove digestion damage. They
fold themselves around rather than swallow the victim. There were
are lot of places that assumed that an engulfer which is an animal
would swallow and digest the victim. In hindsight, it might have
been simpler to take the M1_ANIMAL flag off of trappers and lurkers
above.
This adds a new digests() predicate for creatures with AT_ENGL+AD_DGST
(purple worm) and also enfolds() for AT_ENGL+AD_WRAP (both 't'-class
critters).
There are several minor fixes mixed in with this. I didn't record
them as I went along but the two I remember are
1) if poly'd into a holder and holding on to a monster, the '<' and
'>' commands refursed to work; release the held creature first
and then treat those commands as normal;
2) throwing a non-weapon while engulfed by an ochre jelly reported
"the <item> vanishes into the ochre jelly's /currents/".
This needs a lot more testing. I found and fixed multiple minor
details before my own testing burned out.
Make monsters with magic and gaze attacks avoid hero,
just like spitters and breathers already did.
Some small code cleanup related to the ranged attacks.
If you want to declare a pointer which the address pointed to is constant,
you should declare it as like `static const char *const var = "...";`.
This commit supplies missing `const` and prevents some programming
error in the future.
There are no longer distinct gendered versions of monsters, so femalenum
is unused (i.e. set to NON_PM) for all roles and races. Take a pass at
removing all uses of/references to femalenum, and rename 'malenum' to
'mnum' since it no longer has any particular association with
gender or sex.
Special abilities conferred by wearing dragon armor was implemented in
a somewhat half-assed fashion; extend it to 3/4-assed. Abilities came
from wearing dragon armor but not from being poly'd into a dragon or
for monsters that were wearing dragon armor or actually were dragons.
This covers much of that.
There are umpteen calls of 'resists_foo(mon)' and some are now
'resists_foo(mon) || defended(mon, AD_FOO)' but the second part ought
to be incorporated into update_mon_intrinics() so that the extra
'|| defended()' doesn't have to be spread all over the place and the
ones being put in now could/should be removed.
While testing, I noticed that a monster wielding Fire Brand did not
resist being hit by a wand of fire. This fixes that and should also
fix various comparable situations for other artifacts. But so far it
has only been done for zapping (and any other actions which use the
zapping code). Folding defended() checks into update_mon_intrinsics()
matters more than that probably sounds.
For Angels who appear in a flash of light, temporarily light the
spot where they arrive. If not previously visible, it will go back
to dark and change the angel to the remembered, unseen monster glyph,
usually before the player even notices.
Add more monsters to msummon_environ() so that it has latent support
for various light, fire, and lava creatures from mondata.h even
though these extra ones, like previous vortices, don't get summoned
by msummon().
Now that the appear message isn't limited to summoning by demon,
seeing "the Angel of <foo> appears in a cloud of smoke" seems
strange. Angels weren't covered by the vapor/dust/&c change for
elementals. Make angels appear in a flash of light.
Have water demons appear in a cloud of vapor rather than a cloud of
smoke. This adds a few other alternatives but they'll never happen.
Elementals could only be summoned by Angels but Angels never call
msummon() as far as I can tell. Vortices aren't summoned at all
but the smoke/vapor/&c routine has provisions for them.
The cloud of smoke message used to be given only when the summoner
is a demon. Now it will be given if the last--or only--summoned
creature can be seen to arrive, no matter whether summoned by a
demon, a non-demon (which I think isn't possible), or post-Wizard
harassment.
Use (obj->spe & CORPSTAT_GENDER) for figurines as well as for
statues and corpses.
Support wishing for
"{female,male,neuter} {corpse,statue,figurine} [of <monster>]".
and
"{female,male,neuter} <monster> {corpse,statue,figurine}".
Also
"{corpse,statue,figurine} of {female,male,neuter} <monster>"
where the qualifier might be in the middle instead of a prefix.
Wishing for "{corpse,statue} of gnome queen" would produce a corpse or
statue of a gnome queen, but wishing for "gnome queen {corpse,statue}"
would produce corpse or statue of a gnome king. The matching for
gender-specific monster name was only passing back the corresponding
gender when an exact match occurred (which happens for "foo of pmname"
but not for "pmname foo" since 'pmname' through end of string is what
the name_to_mon() matching code is looking at).
Dead monsters that had traits saved with the corpse would revive as
the same gender, but ordinary corpses revived with random gender so
could be different from before they got killed.
Since corpses of monsters lacked gender, those for monsters with
gender-specific names were described by the neuter name.
This is a fairly big change for a fairly minor problem and needs a
lot more testing.
Fixes#531
Higher charisma will make it more likely for monsters to be affected.
Conflict will also now require the monster to see the hero.
Originally from SporkHack by Derek Ray.
If monsters see you resist something, generally elemental or magical
attack, or if they see you reflect an attack, they learn that and
will adjust their attack accordingly.
Originally from SporkHack, but this version comes via EvilHack with
some minor changes.
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.
replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.
consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)
consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).
related function or macro additions:
pmname(pm, gender) to get the gender variation of the permonst name. It
guards against monsters that haven't got anything except NEUTRAL naming
and falls back to the NEUTRAL version if FEMALE and MALE versions are
missing.
Ugender to obtain the current hero gender.
Mgender(mtmp) to obtain the gender of a monster
While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
pmname(ptr, gidx)
where -ptr is a permonst *
-gidx is an index into the pmnames array field of the
permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.
Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.
male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.
tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.
statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.
I expect some refinement will be required after broad play-testing puts it to
the test.
consolidate caveman,cavewoman and priest,priestess monst.c entries etc
This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.
Window Port Interface Change
Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.
The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.
win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.
Interface change additional info:
print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
-- Print the glyph at (x,y) on the given window. Glyphs are
integers at the interface, mapped to whatever the window-
port wants (symbol, font, color, attributes, ...there's
a 1-1 map between glyphs and distinct things on the map).
-- bkglyph is a background glyph for potential use by some
graphical or tiled environments to allow the depiction
to fall against a background consistent with the grid
around x,y. If bkglyph is NO_GLYPH, then the parameter
should be ignored (do nothing with it).
-- glyphmod provides extended information about the glyph
that window ports can use to enhance the display in
various ways.
unsigned int glyphmod[NUM_GLYPHMOD]
where:
glyphmod[GM_TTYCHAR] is the text characters associated
with the original NetHack display.
glyphmod[GM_FLAGS] are the special flags that denote
additional information that window
ports can use.
glyphmod[GM_COLOR] is the text character
color associated with the original
NetHack display.
Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
This tries to fix the problem of the extra message when a tame
golem is completely destroyed (paper or straw golem burned, iron
golem rusted, wood or leather golem rotted) being issued at odd
times. I basically punted on the visibility aspect since the
original logic was strange: you had to be able to see both the
attacker's and defender's spots and at least one of those two
monsters. Now mon-attacks-mon visibility requires that you be
able to see one of the two and if you don't see both, the unseen
one will be referred to as "it". The "may the iron golem rust
in peace" message is independent of that and may be displayed
after "you have a sad feeling", but now that's intentional and
will refer to an unseen pet by name or monster type, not "it".
This needs a lot of testing and hasn't attempted to address
issue #402: only some attacks that should compeletely destroy
a golem actually do so. (So a hit by fire elemental against a
paper golem does, but passive fire counterattack when a paper
golem hits a fire elemental doesn't, nor does a wand of fire
or being hit by Firebrand.)
Fixes#401
Monsters with rust attacks (rust monster) and corrosion attacks
(black pudding, gray ooze) can eat or otherwise destroy iron bars
but xorns could only move through the iron bars spot without being
able to eat the metal there. Change xorn to eat bars instead of
phazing through them. Lets rock moles eat bars too.
Hero polymorphed into a rust monster would eat bars if trying to
move to their location but couldn't do so if already there (maybe
was in xorn form and now in rust monster form). Xorns could pass
through them but not eat them. Allow hero metallivores to eat
bars at the current location via 'e', similar to eating food off
the floor. Hero as rock mole behaves like rust monster.
After 05403182eb (I think, possibly the
change to objnam.c which followed that one) from a couple of days ago,
wishing for a monster name dereferenced a Null pointer and crashed.
"were{rat,jackal,wolf}" each occur twice in mons[], once for the
beast form and second time among '@' for the human form. Wishing
for werecreature corpse or tin always matches the first entry so
yields the beast form, but all their beast forms are flagged as
no-corpse so the wish would fallback to a corpse with random monster
type. Wishing for werecreature figurine worked but always produced
one that created its beast form if/when activated.
This fix allows specifying "human werecreature" to match the second
entry. It's optional for corpse and tin; the wish code will now
switch to that implicitly if it gets a no-corpse were-form for
those. It has to be specified explicitly to get a figurine that
will activate as the human form. It works for ^G too.
Fixes#326
name_to_mon() has a bunch of alternate monster names, such as
"gray-elf" to match "grey-elf" and "ki rin" to match "ki-rin". Those
worked as intended when they occurred at the end of a wish, but only
worked in the middle if their length was the same or one character
less than the canonical name in mons[].mname.
djinni figurine -> h - a figurine of a djinni
genie figurine -> i - a figurine of a djinni
figurine of mumak -> j - a figurine of a mumak
mumak figurine -> k - a figurine of a mumak
figurine of mumakil -> l - a figurine of a mumak
mumakil figurine -> nothing fitting that description exists
(The one-less case worked because its following space ended up being
implicitly removed when skipping ahead by the length of mons[].mname;
subsequent explicit removal didn't find a space so was a no-op.)
The saying /corvus oculum corvi non eruit/ (Latin) means "a crow
doesn't pluck out the eye of another crow" (roughly). Something
along the lines of "like-minded people stick together". Honor the
literal meaning by preventing a raven's blinding attack that gets
directed at another raven from being able to cause blindness.
Fixes#293
Developed for 3.6 but deferred to 3.7. Most of the testing was with
the earlier incarnation.
Report was that pronouns were accurate for the underlying monsters
when hallucination was describing something random, and also that the
gender prefix flag from bogusmon.txt wasn't being used. The latter
is still the case, but pronouns are now chosen at random while under
the influence of hallucination. One of the choices is plural and an
attempt is made to make the monster name and verb fit that usage.
|The homunculus picks up a wand of speed monster.
|The large cats zap themselves with a wand of speed monster!
|The blue dragon is suddenly moving faster.
There is no attempt to match gender for the singular cases; you might
get
|The succubus zaps himself [...]
or
|The incubus zaps herself [...]
Noticed while fixing the 'monster intrinsics from worn gear' bug(s):
set_uasmon() calls set_mon_data(&youmonst,...) which updates movement
when the monster polymorphs into something slower, then it did the
same thing to youmonst.movement itself, hitting the hero with a double
dose of reduction for any movement points not yet spent on current
turn. Remove the set_uasmon() side of that, and change set_mon_data()
side to add a redundant non-zero test to prevent static analysis from
warning that it might be dividing by 0.
Fixes#177
The monst struct has 'mintrinsics' field which attempts to handle
both mon->data->mresists and extrinsics supplied by worn armor, but
polymorph/shape-change was clobbering the extrinsics side of things.
Potentially fixing that by changing newcham() to use set_mon_data(...,1)
instead of (...,0) solved that but exposed two other bugs. Intrinsics
from the old form carried over to the new form along with extrinsics
from worn armor, and update_mon_intrinsics() for armor being destroyed
or dropped only worked as intended if the armor->owornmask was cleared
beforehand--some places were clearing it after, so extrinsics from worn
gear could persist even after that gear was gone.
So, fixing the set_mon_data() call in newcham() was a no go. This
fixes update_mon_intrinsics() and adopts the suggested code from
github pull request #177 to have mon->mintrinsics only handle worn
gear instead of trying to overload innate intrinsics with that. This
is a superset of that; the flag argument to set_mon_data() is gone
and mon->mintrinsics has been renamed mon->mextrinsics. (The routine
update_mon_intrinsics() ought to be renamed too, but I didn't do that.)
Similar to ^G of 'I' triggering impossible "mkclass found no class 35
monsters", using a leading substring of "long worm tail" (other than
"l" and "long worm") would trigger impossible "mkclass found no class
59 monsters and kill the fuzzer when it escalates impossible to panic.
Tighten up the substring matching.
^G of '~' wasn't affected; it deliberately creates a long worm rather
than the tail of one. But it was possible to ask for "long worm tail"
as a specific monster type and then override the switch to long worm
when prompted about whether to force the originally specified critter.
I've added a check to prevent that opportunity to override even though
a tail without a head seemed to be harmless.