Commit Graph

396 Commits

Author SHA1 Message Date
nhmall
295d6e257c used, unused variables
some variables marked as unused, are now actually used
some unused variables are eliminated or commented out
2024-03-16 12:53:58 -04:00
nhkeni
9c0ed8ae63 NOSTATICFN for src/* 2024-03-14 17:41:51 -04:00
PatR
1922dd96eb theme room vampire fix
From a reddit thread:  a 'mausoleum' theme room picked a vampire for
its occupant and applied the wait-for-you strategy to it.  Hero's ESP
or monster detection showed a meditating vampire bat.  Change monster
creation by the special level loader (which also handles theme rooms)
to force such a creature into its normal vampire form.

That revealed an older bug which wouldn't have been exercized prior
to theme rooms:  a meditating vampire could and would shape change
without ceasing meditation.  Make it not shape change rather come out
of its trance.
2024-03-11 17:40:01 -07:00
PatR
76826744d7 fix analyzer complaint about get_mkroom_name()
Force the result to be non-Null.
2024-03-08 10:08:11 -08:00
nhmall
50811037f3 split some code into separate files
new .h files: hacklib.h selvar.h stairs.h

new .c files: calendar.c, getpos.c, report.c, selvar.c, stairs.c,
              strutil.c, wizcmds.c

cleanup of hacklib.c and mdlib.c

hacklib contains functions that do not have to link with the core

relocate wiz commands from cmd.c to wizcmds.c

relocate CRASHREPORT stuff to report.c

relocate getpos stuff from do_name.c to getpos.c

remove temporary struct definition from extern.h

cross-compile PRE-section split into cross-pre1.370 and cross-pre2.370

Windows sys/windows/Makefile.nmake and sys/windows/Makefile.mingw32 and
visual studio project file updates

Unix sys/unix/Makefile.src, sys/unix/Makefile.utl

populate selvar.c and selvar.h

build on MS-DOS (not cross-compile) Makefile updates
for sys/msdos/Makefile.GCC (untested)

vms updates for above (untested)
2024-03-07 11:01:04 -05:00
nhkeni
acf60063d5 Add missing prototypes for static functions to avoid warnings. 2024-02-29 10:49:53 -05:00
RainRat
a3658f85ac fix typos 2024-02-28 20:15:56 -08:00
nhmall
688ac6ffbe remove register from variable declarations 2024-02-19 16:30:07 -05:00
Pasi Kallinen
2952bdab63 No secret doors or corridors on the early levels
New players often get stuck on the first level when they can't
find the secret door or corridor.  Make the first two levels
have no such features.
2024-02-18 11:47:02 +02:00
Pasi Kallinen
70d8d9e0d1 Unify getting coords or region from lua table 2024-01-23 13:37:16 +02:00
Pasi Kallinen
2212cf27ec Lua: Allow creating gas clouds
Use the gas clouds in the Clouds themeroom.
Use the existing visible_region_at() in the vision code.
2024-01-19 17:59:43 +02:00
nhmall
25a8c258e6 replace x >= LOW_PM with ismnum(x) shorthand macro 2024-01-11 14:01:10 -05:00
PatR
3f3d5b7bda mktrap() flags
This started out as a fix for a comment typo, then morphed a bit....
2024-01-09 17:17:19 -08:00
PatR
86f4afa780 sp_lev.c lava tweaks
Some bits I noticed while looking for something else.
2024-01-09 00:04:43 -08:00
nhkeni
c7ab9a0565 Some lua catchup and cleanup
- add nhl_pcall_handle() to wrap all nhl_pcall calls that didn't check
  return value and either panic() or impossible()
- add --loglua (unix only) to dump Lua memory and steps info to livelog
- remove old logging
- set memory and step limits on all Lua VMs
2024-01-04 10:37:38 -05:00
Mika Kuoppala
e6c4838161 sp_lvl: fix memory leak on lspo_region
If tutorial is entered, we get following leak on exit:

=================================================================
==81358==ERROR: LeakSanitizer: detected memory leaks

Direct leak of 96 byte(s) in 3 object(s) allocated from:
    #0 0x7f6996edefdf in __interceptor_malloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:69
        #1 0x5601c255bcbb in alloc /home/miku/src/NetHack/src/alloc.c:71

Indirect leak of 5064 byte(s) in 3 object(s) allocated from:
    #0 0x7f6996edefdf in __interceptor_malloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:69
        #1 0x5601c255be1e in alloc /home/miku/src/NetHack/src/alloc.c:71
	    #2 0x5601c255be1e in dupstr /home/miku/src/NetHack/src/alloc.c:236

SUMMARY: AddressSanitizer: 5160 byte(s) leaked in 6 allocation(s).

Fix this by freeing the cloned selection before returning.
2023-12-17 11:47:26 +02:00
nhmall
3cfd579d37 init NhRect, before passing to selection_getbounds
selection_getbounds() has a check and early return.
Initialization will ensure a known state if that early return
were ever taken.

This is an alternative approach to pr #1163.
2023-12-13 00:21:32 -05:00
nhmall
ee3ebcc10d fix bug in mon.c reported by paxed
Also adds a shorthand macro
    monsym(&mons[n])
for getting the default symbol, used in the bugfix.
2023-12-06 22:18:11 -05:00
Pasi Kallinen
5dc94f3d83 Macro for picking random entry from array 2023-12-05 10:06:27 +02:00
nhmall
d064ac2cda more cast style consistency 2023-11-13 20:31:02 -05:00
nhmall
a7242760f7 consistent cast syntax 2023-11-13 19:28:19 -05:00
Pasi Kallinen
2e8adda028 Clouds cannot have engravings in them
... so delete the existing engraving if a cloud is put on the map.
2023-11-09 18:08:00 +02:00
Pasi Kallinen
16ed7e49c3 Separate level flags for premapped and sokoban 2023-10-29 12:35:32 +02:00
PatR
dd05f5183e addinv_nomerge()
Replace several instances of
 obj->nomerge = 1;
 addinv(obj);
 obj->nomerge = 0;
with new
 addinv_nomerge(obj);
and add various related comments.
2023-09-19 14:40:33 -07:00
Pasi Kallinen
e407af4477 Allow defining random-teleport exclusion zones in lua
Adds a new lua command

  des.exclusion({ type = "teleport", region = { x1,y1, x2,y2 } });

which allows defining "exclusion zones" in the level, areas where
random teleports (or falling into the level) will never place the hero.
Does not prevent targeted teleportation into the area.

Breaks saves and bones.
2023-08-24 18:38:39 +03:00
nhmall
1c8a5d62bc suppress four new warnings
src/sp_lev.c(5348) : warning C4702: unreachable code
src/sp_lev.c(5608) : warning C4702: unreachable code
src/sp_lev.c(6281) : warning C4702: unreachable code
src/sp_lev.c(6334) : warning C4702: unreachable code
2023-07-04 23:44:36 -04:00
copperwater
0e01828ed8 Fix: when a themeroom failed, xstart/ystart weren't reset
Revealed this bug when testing the previous commit:

Themed room generation with a randomly placed map involves picking a
single random point on the map at which to plop it down, and then
declaring the themed room failed and exiting if it would go beyond the
map bounds or overlaps with an existing room. In the process,
xstart/ystart/xsize/ysize have been modified, but weren't getting reset.
(They would get reset if the map successfully got placed and it had a
contents function, as of commit 4af086b, but there wasn't handling for
the failure to place it.)
2023-07-04 16:19:28 -07:00
copperwater
2ae5ce8ab3 Fix and guard against out-of-bounds writes in splev code
I traced a memory corruption bug in xNetHack to a themed room that
looked something like this:

    function()
       des.room({ type="themed", contents = function()
          des.feature({ type='sink' })
          ...
       end })
    end

Placing a feature at a random spot within a room or region is a
reasonable thing for the parser to handle, but the code was not equipped
to handle it, and so the unspecified x and y set as -1 got passed
directly to SP_COORD_PACK, ending up as coordinates way off the map.
Since sel_set_feature does not do an isok() check, this ended up writing
data to unrelated memory.

This commit does the following things:

- Enables des.feature() with no coordinates specified, both via a table
  with 'type' set, and as the single string argument. When no
  coordinates are specified, it will pick a random normal-floor spot
  within the enclosing room or region if there is one, or anywhere
  on the level if there isn't.
- Prevents sel_set_feature from corrupting memory outside
  g.level.locations. Additionally, if EXTRA_SANITY_CHECKS is defined and
  this gets attempted, it causes an impossible.
- Guards the existing "door coord not ok" Lua error with an immediate
  return from lspo_door.
- Adds similar "coord not ok" errors to all the other locations in
  sp_lev.c which did not already check for a unspecified/invalid
  coordinate and for which a random coordinate is nonsensical:
  des.terrain(), des.drawbridge(), and des.mazewalk().
2023-07-04 16:19:27 -07:00
copperwater
cba85d2314 Allow des.object "trapped" field to be a boolean
I thought there were more object fields that currently only accept ints
but ought to accept booleans, but when I checked I found that most of
them do already, and the ones that take ints are the ones that the
number carries meaning (spe, recharged, etc).

Except for trapped. In struct obj, otrapped is a 1-bit flag, so there's no
good reason for the level parser to treat it as a type error if someone
intuitively makes a des.object call with trapped=true or trapped=false.
Change it to an optional boolean argument, like the other boolean flags
(locked, greased, etc).

Note that get_table_boolean_opt still accepts ints, so existing uses of
trapped=0 or trapped=1 won't be affected.
2023-07-04 15:38:26 -07:00
copperwater
c6fa9c3099 Fix chained selection xor and subtraction operations
Something that's reasonable to expect to see in Lua files is something
like:

    local sel4 = sel1 - sel2 - sel3

or more generally, producing a selection from subtraction that will then
be used in subsequent selection math.

I discovered this wasn't actually working correctly, and that it also
applied to the xor operation. The reason behind this is that
l_selection_sub and l_selection_xor create a new selection from nothing,
which by default has "lower" bounds of COLNO, ROWNO and "upper" bounds
of 0,0. Iterating across the intersecting rectangle of both selections
does not reliably set the bounds of the resulting selection properly,
since the first selection_setpoint with a value of 0 will cause the
selection's bounds_dirty flag to be set, at which point they will cease
to change as more points are added.

Then this selection with its incorrect boundaries is pushed back onto
the Lua stack, and becomes the first operand of the next subtraction
(i.e. selr in the first l_selection_sub becomes sela in the second
l_selection_sub). Depending on how broken the bounding box is, results
may vary, but if the bounding box is still (COLNO,ROWNO,0,0), the
resulting selection will have no points selected at all.

This fixes this problem by forcibly recalculating the bounds of the
result selection, so any subsequent operations on it will be valid.
2023-07-04 14:53:16 -07:00
PatR
bf47cc878e fountain and sink bookkeeping
This replaces most of commit 0ca2af4d8b
from a couple of days ago with something more robust.  That change
actually introduced redundant code that caused fountain and/or sink
count to be off instead of preventing it.

Revise set_levltyp() to update level.flags.nfountains and
level.flags.nsinks if setting the type to or from fountain or sink.
A bunch of places that were setting levl[x][y].typ directly needed
to be revised to use set_levltyp() instead.  set_levltyp() itself
hadn't been updated to handle LAVAWALL (to force such to be lit).
2023-06-12 15:07:34 -07:00
PatR
b48cb5bcd9 sp_lev.c reformatting typo 2023-05-28 15:24:44 -07:00
PatR
3ccbfc4d6c sp_lev.c formatting 2023-05-28 00:49:53 -07:00
Pasi Kallinen
ba60bfac25 Themeroom: buried zombies
- add a themeroom with random buried zombifying corpses
- disturbing buried zombies makes them revive much faster
- lua des.object() now returns the object it created
2023-04-01 14:05:18 +03:00
Pasi Kallinen
fa0ae08f94 Lua object generation didn't obey locked state
Defining des.object({ id="large box", locked=false })
was the same as random locked state. Make it actually mean unlocked,
and not defining locked at all means random.
2023-03-19 20:13:47 +02:00
Pasi Kallinen
f360dee4dd Engraving sanity checking 2023-03-18 07:30:25 +02:00
Pasi Kallinen
aa83dadc1e Add stormy level flag
Which makes clouds create lightning bolts at random.
This flag is used on the plane of air.

Breaks saves and bones.
2023-03-17 20:13:32 +02:00
Pasi Kallinen
4799fc937a Add level flag for plane of fire fumaroles
Also reduce the size of the gas clouds.

Breaks saves and bones.
2023-03-17 19:36:00 +02:00
Pasi Kallinen
da0a681688 Make lua map and terrain commands use same routine 2023-03-17 13:25:43 +02:00
Pasi Kallinen
a5934470dd Fix boulder-on-lava sanity error
Special level creation could make levels with boulders on top
of lava or water; this was caused by mazewalk populating the maze
before the rest of the level was created.

Add a post-level-creation map cleanup routine, where boulders
and traps on liquid terrain are removed.
2023-03-17 13:13:24 +02:00
Pasi Kallinen
8e6cf385b1 Fix subroom doors
Doors weren't getting added to the correct subrooms in certain cases.

Also fix one of the themerooms, because doors have to be added
after subrooms; there was a possibility of no door to the subroom(s)
in that themeroom, because the subrooms overwrote the doors in
the parent room.

Test case for the subroom doors:

Large room, with a medium subroom, with a tiny subroom inside that.
The doors go from outermost room <-> tiny innermost room <-> middle room.

des.room({ type = "ordinary", x = 1, y = 1, w = 10, h = 10,
   contents = function()
      des.room({ type = "ordinary", w = 6, h = 6, x = 2, y = 2,
         contents = function()
            des.room({ type = "ordinary", w = 2, h = 2, x = 0, y = 0,
               contents = function()
                  des.door({ state="random", wall="south", pos = 1 });
               end
            });
            des.door({ state="random", wall="north", pos = 1 });
         end
      });
   end
});

Before this fix:

ROOM: ndoors:1, subrooms:1
  SUBROOM: ndoors:1, subrooms:1
    SUBROOM: ndoors:1, subrooms:0

after this fix:

ROOM: ndoors:1, subrooms:1
  SUBROOM: ndoors:1, subrooms:1
    SUBROOM: ndoors:2, subrooms:0
2023-03-07 09:43:44 +02:00
copperwater
69d37be878 Fix: using a selection in a lit des.region modified it
The intuitive behavior when passing a selection to des.region, e.g.

    local foo = selection.area(07,02,10,24)
    des.region(foo, "lit")

is that foo will remain unmodified for further use. However, this wasn't
the case whenever making a lit region from it, because in order to light
walls adjacent to the lit area, the selection was having a grow
transformation applied as well. (This also seems like a problem - it
grows the selection even if what is being lit is not surrounded by
walls. I added a note in lua.adoc about this behavior.)

This fixes the selection mutation by cloning the passed-in selection and
growing the clone which leaves the original one unaffected.

This should not affect any special levels currently because the only
instance of des.region being used with a selection appears to be in
bigrm-2, which specifies *unlit* areas, which did not get grown.
2023-03-01 17:32:15 +02:00
Pasi Kallinen
fc7a32b86e Tutorial level
Add a tutorial level to teach commands to new players.
Very much a WIP.

Breaks save and bones compat.
2023-03-01 14:00:29 +02:00
Pasi Kallinen
00c756ba75 Lua: Traps without victims
Traps may get corpses generated on them on early dungeon levels,
to warn off fragile starting heroes. Allow creating traps in lua
without the corpse.
2023-02-25 18:05:09 +02:00
copperwater
f9fd56b5dc Fix: Change gradient math to avoid isqrt
isqrt adds some noticeable distortion artifacts to gradients (test case
I used is to draw a line from 10,10 to 20,15 with mindist = maxdist = 2
and see how the gradient is biased towards the upper right); changing
the distance calculations to use the square of the distance rather than
the raw distance avoids this. This makes radial gradients more radial,
and square gradients more square.

There still appears to be a bit of bias, but I think this is due to the
line algorithm not lining up perfectly with the tiles.
2023-02-14 09:13:59 +02:00
copperwater
9d0df0c9f0 Invert the behavior of selection.gradient
selection.gradient has some pretty unintuitive behavior, in that it
selects points that are NOT close to the defined center. I've used
gradient selections several times and so far all of them have had to be
negated, because I wanted to select points close to the center with a
decreasing probability further out.

This implements that behavior, and also fixes a bug in which the x,y
coordinates of the gradient center(s) were not converted properly when
used within a des.room or des.map. Also updated the lua documentation
for gradient.

I removed the "limited" argument, as it was previously used to control
whether the rest of the map outside the max given distance would be
included in the selection; now that the area beyond maxdist is naturally
never in the selection, it doesn't have much use. (And I can't think of
a reasonable use case for the inverse: wanting to select points close to
the center, with decreasing chance towards maxdist, but then select the
entire map beyond maxdist.)

Currently this does not affect any special levels or themed rooms
because none of them use selection.gradient.
2023-02-14 09:13:59 +02:00
copperwater
50b18b1324 Fix: default lregion exclusion area occupied real space on the map
The intuitive behavior of des.levregion or des.teleport_region when
"exclude" is left unspecified is that there is no exclusion area.
However, this wasn't actually the case: since l_get_lregion defaulted
the exclusion area to (0,0,0,0) and exclude_islev to 0, this meant that
the 0,0 space on the map would always be excluded from regions. In cases
where a region was specified with its inclusion area constrained to the
0,0 space of the map, this would create a "Couldn't place lregion"
impossible message.

This fixes that issue by defaulting the exclusion area to (-1,-1,-1,-1),
and if the exclusion area is left unspecified, forces exclude_islev=1.
This means that the exclusion zone will be outside the walkable space of
the level where it can't cause any problems.

If a level designer puts negative coordinates in their inclusion or
exclusion parameters, this might not work correctly, but negative region
coordinates aren't currently used anywhere and probably shouldn't be
supported anyway.
2023-02-05 07:49:19 +02:00
Pasi Kallinen
7c2c692ee5 Generate random eroded, erodeproof, or greased items
Items in initial hero inventory, or generated via lua in
special levels or themed rooms are not subject to this.

Code via xnethack by copperwater <aosdict@gmail.com>,
with some modifications.
2023-01-29 11:20:03 +02:00
Pasi Kallinen
83eaa85dd8 Fix ancient subroom location bug
Randomly placed subrooms were never generated touching
the right or bottom walls of the parent room.

This bug has been present since at least 3.1.0
2023-01-23 19:50:37 +02:00
Pasi Kallinen
1113373892 Fix vibrating square
The Gehennom changes broke the vibrating square, allowing hero to go
down into the Sanctum via stairs without performing the invocation.

Fix this by making the hellfill lua check for invocation level, and
placing down the vibrating square trap, instead of stairs.
2023-01-19 12:15:46 +02:00