Commit Graph

9699 Commits

Author SHA1 Message Date
nhkeni
f8830e69e2 Merge branch 'NetHack-3.7' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.7 2022-03-17 16:57:31 -04:00
nhkeni
e260403f3b Guard variable used only with SYSCF_FILE. 2022-03-17 16:56:59 -04:00
nhkeni
9f3063df01 Make pointer differenace a long. 2022-03-17 16:56:25 -04:00
nhkeni
7a790c2a30 Use lua_Integer when interfacing with lua. 2022-03-17 16:30:16 -04:00
PatR
f24a12dfa1 choosing 'menustyle'
When using 'O' to set the menustyle option, include a description of
each of the styles.  Makes the menu entries two lines of two columns
each:  first line contains the setting value and the first half of
its description; second line has blank left column and second half
of description in the right one.  Value on first line and single-line
description on second would have been simpler but this seems easier
to read--the four possible values don't have any clutter between them.

Also, mark the current value as pre-selected.
2022-03-17 11:33:29 -07:00
nhkeni
1151d54500 Add and use Strlen(), like strlen() but panics on unreasonably long strings. 2022-03-16 21:42:00 -04:00
nhkeni
ff1289e828 Add Strlen(), a strlen(3) that panics if string is stupid long and returns unsigned.
First batch of changes to use it to suppress warnings.
2022-03-16 21:34:21 -04:00
nhkeni
1e31fee0df Don't infringe on POSIX typedef namespace. 2022-03-16 21:31:26 -04:00
PatR
5db6dac863 menuinvertmode
Change the 'menuinvertmode' default from 0 to 1 so that it gets more
exercise.  It can be changed back to 0 via option settings but it's
doubtful that anyone will care enough to bother.

Some pickup/take-off actions have been using it to avoid setting
their 'all' choice when bulk toggling for current-page or whole-menu
takes place; 'O' specifies it for its '?' help choice.  This adds
the skipinvert flag to the 'all' choice of #wizidentify.

The comments describing it now state that menuinvertmode applies to
bulk set-on operations as well as to toggle-on/off operations but
that will only be true if/when interfaces call menuitem_invert_test()
for set as well as for invert.  tty is about to start doing that.
2022-03-16 16:19:30 -07:00
nhkeni
7f484815e5 Add streq() and start finding places it fixes warnings.
Some type fixes from Michael Allison.
2022-03-16 18:50:17 -04:00
nhkeni
dc72e07a2b Make readLenType generally available. Fix some warnings around read(2). 2022-03-16 18:41:45 -04:00
nhkeni
a64a666f78 Various type and cast bits. 2022-03-16 18:18:52 -04:00
nhkeni
e51026aee1 LIMIT_TO_RANGE_INT macro and various casts. 2022-03-16 17:59:23 -04:00
nhkeni
81b014977d Some easy loss-of-precision fixes. 2022-03-16 17:49:29 -04:00
nhkeni
16ea5e7fa6 cmdcount_t
Add a type to force g.{command_count,last_command_count,multi} to have the
same type (because cmd.c: g.multi = g.command_count;) and some resulting
cleanup.
2022-03-16 17:33:44 -04:00
Pasi Kallinen
074476758c Change map terrain changing from macro to function
The function handles setting lava lit, and removing ice melt timers.
2022-03-16 20:59:58 +02:00
Pasi Kallinen
811299edaf Lua: allow calling impossible 2022-03-16 16:58:42 +02:00
Pasi Kallinen
d1ca594d1c Remove melting ice timeouts when terrain changes
If special level lua code creates a melting ice timeout, but
later in the code places stairs, or a trap which might change
the ice to room floor, the timer sanity checking doesn't
like that.
2022-03-16 16:51:53 +02:00
Pasi Kallinen
49b26dbe99 Simplify abscoord code
No need to call get_location_coord, as we're never dealing with
random coordinates or rooms.
2022-03-16 16:46:10 +02:00
Pasi Kallinen
d76cf9377d Unhide monster when rolling boulder explodes 2022-03-16 16:43:42 +02:00
Michael Meyer
c6363d74a7 Fix: levitating/flying monsters moving over liquid
Commit c1a6dd4 was meant to prevent flying, levitating, and clinging
monsters from considering walls of water as acceptable movement
destinations, even outside of the Plane of Water.  However, it was
evaluating the monster's starting position instead of possible places to
move to, and the evaluation was 'backwards' (the equivalent of
IS_WATERWALL, instead of !IS_WATERWALL).

The result was that non-swimming monsters could only move onto any kind
of water or lava square if the position they were moving from was a
WATER square.  Change this so that instead of the starting position,
each potential destination spot's status as a wall of water is evaluated
in turn, and reverse the effect of the test so that it blocks walls of
water instead of allowing them.
2022-03-16 07:39:52 +02:00
Pasi Kallinen
38924002e0 Lua: ice theme room and melting ice
Allow the ice theme room to occasionally have melting ice.
Add nh.abscoord() to convert room-relative to map-absolute coords.
2022-03-15 22:05:36 +02:00
Pasi Kallinen
bdc81ab389 Lua: allow obj chain iteration 2022-03-15 18:24:49 +02:00
Pasi Kallinen
957c0fbee0 Lua: location-specific timers
Expose map-location specific timers to lua scripts. For example:

  nh.start_timer_at(x,y, "melt-ice", 10);

Currently only available timer type is "melt-ice".
2022-03-15 13:46:56 +02:00
Pasi Kallinen
006ae67029 Fix autowielding tools taking no time
When applying some tools (whips, polearms, grapples), or rubbing
a lamp, or when fireassist is on and you fire something without
wielded launcher, the automatic wielding should take as much time
as wielding the item normally does.

Fixes #696
2022-03-15 11:34:48 +02:00
copperwater
cc04bf9d8f Fix selection "random" grow direction, and other code cleanup
Noticed that when I set a selection to grow in a random direction, it
instead grew in all directions, which is not what I wanted. Turns out
the -1 random dir ended up being passed straight to the code which
checks bitmasks, without any form of randomizing among directions.

So this adds code to do that, and defines W_RANDOM as -1 rather than
using a magic number. In the process I also noticed that specifying
"random" as the wall for a door in a room made it rerandomize the
direction every iteration of its loop, essentially rolling two rn2(4)s
and only proceeding if they matched. That was pointless so I cleaned it
up a bit.

Also added safety checks in the form of an impossible for des.corridor()
being called with "random" as either walldir, because this is not
implemented currently.

And lastly, I noticed that create_secret_door was entirely unused
(secret door creation is handled in create_door), so I deleted it.

The only behavior change caused by this is that the Valkyrie quest lava
pools will be a little smaller, which is the only place grow is
currently used. If it's desired to keep them the same, that should be
changed to "all".
2022-03-15 07:44:56 +02:00
copperwater
b4a460f81b Implement selection addition and difference
Selection difference is something I have found myself wanting a lot when
working on levels, and have had to defer to a clunkier xor-then-and
approach. This commit implements the TODO-ed addition and subtraction
operators on two sets.

I don't see how the addition operator would be any different from
logical or, so it just calls l_selection_or rather than implement a new
function.
2022-03-14 18:42:28 +02:00
copperwater
a61a97856b Externify trycall() and replace many docall() calls with it
trycall() is a short docall() wrapper that is a no-op if the item is
already identified or the player has called the object type already. For
some reason, many calls to docall() did those same exact checks
beforehand.

This commit eliminates that redundancy by converting those calls into
trycall(), which is now made extern rather than local to do.c. No
behavior should be changed by this commit; I've checked that none of the
affected places could take a different code path now that the
oc_name_known and oc_uname checks are removed.
2022-03-14 09:48:19 -04:00
Pasi Kallinen
9dd69f4b88 Fix potentially uninitialized variables 2022-03-14 10:06:23 +02:00
Pasi Kallinen
39f3988f76 Lua: object bury method 2022-03-13 18:38:23 +02:00
Pasi Kallinen
20f214592a Lua: object timers
Expose object timers to lua scripts. For example:

   local o = obj.new("cockatrice egg");
   o:placeobj(5, 5);
   o:start_timer("hatch-egg", 3);

Available methods are:

- obj.has_timer("rot-corpse")
    returns true if object has attached timer, false otherwise.

- obj.peek_timer("hatch-egg")
    returns an integer value, which is the turn when the timer
    attached to the object would trigger. returns 0 if no such timer.

- obj.stop_timer("shrink-glob")
    stops attached timer, or if no timer type is given, stops all
    timers attached to the object.

- obj.start_timer("zombify-mon", 15)
    starts a timer with a trigger time in that many turns in the future.
    replaces any previous timer of the same type.

Valid timers are "rot-organic", "rot-corpse", "revive-mon",
"zombify-mon", "burn-obj", "hatch-egg", "fig-transform",
and "shrink-glob". Also "melt-ice" is recognized, but does nothing
to objects.
2022-03-13 14:50:07 +02:00
nhmall
9e6bddac10 warning fix artifact.c
artifact.c: In function 'dump_artifact_info':
artifact.c:1088:37: warning: '%s' directive writing up to 255 bytes into a region of size 218 [-Wformat-overflow=]
 1088 |             Sprintf(buf, "  %-36.36s%s", artiname(m), buf2);
      |                                     ^~                ~~~~
In file included from ../include/config.h:652,
                 from ../include/hack.h:10,
                 from artifact.c:6:
../include/global.h:255:24: note: 'sprintf' output between 39 and 294 bytes into a destination of size 256
  255 | #define Sprintf (void) sprintf
artifact.c:1088:13: note: in expansion of macro 'Sprintf'
 1088 |             Sprintf(buf, "  %-36.36s%s", artiname(m), buf2);
      |             ^~~~~~~
2022-03-12 21:49:32 -05:00
PatR
77dc522a62 artifact tracking again
Redo the recent artifact creation stuff by replacing several nearly
identical routines with one more general one.  Also adds a tracking
bit for one or two more creation methods.  That changed artiexist[]
from an array of structs holding 8 or less bits to one holding 9, so
bump EDITLEVEL in case the total size changed.
2022-03-12 17:25:54 -08:00
PatR
294365f707 livelog of breaking food conducts
Shorten the livelog messages for food conduct a little by changing a
bunch of "the first time" to just "first time".  Will result in fewer
instances of tty condensing whitespace for a too-wide line written
into a text window.  That includes stripping off indentation, which
messes up the alignment of #chronicle output.

Also, eliminate one redundant livelog printf.  Breaking vegan conduct
by eating wax when poly'd can be folded into same message for eating
leather/bones/dragon hide.  [The breaking vegetarian conduct for those
says "eating meat" which seems wrong but hasn't been changed.]
2022-03-12 17:07:28 -08:00
Pasi Kallinen
4be6fb0df9 Rolling boulder launch coordinates
Allow defining rolling boulder launching location in special level
lua scripts:

 des.trap({ type="rolling boulder", coord={7, 5}, launchfrom={-2, -2} });

launchfrom is relative to the trap coord.
2022-03-12 18:34:44 +02:00
Pasi Kallinen
625571062e Separate function for finding random launch coordinate 2022-03-12 18:04:29 +02:00
PatR
7a335eb030 more artifact tracking
This should have been broken up into multiple pieces but they're
all lumped together.  I did ultimately throw away a fourth change.

Implement artiexist[].bones and artiexist[].rndm artifact creation
tracking bits that were added recently.  Doesn't need to increment
EDITLEVEL this time.

Add a new wizard mode feature:  if you use `a to show discovered
artifacts, it will prompt about whether to show the tracking bits
for all artifacts instead.  If not using menustyle traditional,
you need at least one artifact to have been discovered in order to
have 'a' choice available when selecting what class of discovered
objects to show for the '`' command.

artifact_gift(), aritfact_wish(), and so forth return a value that
none of the existing callers use, so cast their calls to (void).
2022-03-11 11:00:44 -08:00
PatR
0fab87500e github PR #694 - redundant null check
Pull request from argrath:  a check for null trap in untrap_prob()
comes after an unconditional use of that trap so doesn't server any
useful purpose.

Redo a couple of comments too.  No fixes entry necessary.

Closes #694
2022-03-11 09:58:40 -08:00
SHIRAKATA Kentaro
b82f5fa28f remove redundant null-check on untrap_prob()
`ttmp` should not be NULL here, otherwise this function will crash at earlier code.
2022-03-11 09:56:35 -08:00
Pasi Kallinen
ea52bacfce Unhide monster hiding under shrinking glob 2022-03-11 17:34:26 +02:00
PatR
d4cec7d947 discovered objects within class for a and u
If any artifacts are discovered and menustyle traditional is in use,
the player can type `a to get the artifact subset of discovered items.
Likewise with `u to for unique items (the invocation tools and the
real Amulet).  For normal object classes, `<class> works for every
class, even when there aren't any discoveries for it (where you get
told "you haven't discovered any yet" if you pick such).  But `a
and `u were only allowed if at least one thing in the corresponding
category had been discovered.  Change to allow it even when none have
been.  The feedback of "you haven't discovered any {unique items,
artifacts} yet" was already in place.

Doesn't apply for picking the class via menu.  Menus don't have any
concept of "allowed as a response even though not listed as a choice".
2022-03-10 14:57:15 -08:00
nhmall
274984480c warning fix artifact.c
src/artifact.c(65): warning C4132: 'zero_artiexist': const object
should be initialized
2022-03-10 09:15:04 -05:00
nhmall
3780bb7030 Merge branch 'fix-splev' of https://github.com/argrath/NetHack into pr693 2022-03-10 09:09:33 -05:00
PatR
2d977a5d48 keep track of how artifacts got created
Since the struct used for elements of artiexist[] has a lot of unused
bits, add some new ones to extend it to indicate how artifacts have
been created.  It had
| .exists (has been created) and
| .found (hero is aware that it has been created)
introduce
| .gift (divine gift),
| .wish (player wish),
| .named (naming elven weapon Sting or Orcrist)
| .viadip (made Excalibur by dipping long sword into fountain)
| .rndm (randomly created), and
| .bones (from bones file--how it got created in earlier game isn't
tracked).  The first four are implemented, fifth and sixth aren't.

Some of the feedback when receiving an artifact or spellbook has been
revised.

When artiexist[] was changed from an array of booleans to an array of
structs a couple of days ago, EDITLEVEL should have been incremented
but I overlooked that at the time.  This commit does so now.
2022-03-09 16:11:14 -08:00
SHIRAKATA Kentaro
467777539e add explicit cast on somexy() call
All other somexy() calls not using a return value have a cast.
2022-03-10 06:12:01 +09:00
PatR
e3490743e0 divine gift of spell knowledge
Remove the conduct-specific aspect of receiving spells as prayer boon.
Anyone now has a 25% chance of having the spell directly implanted
into their head, not just characters who have maintained illiterate
conduct.  It can now also restore a forgotten spell or refresh one
that is nearly forgotten.  It still tries to choose a spell which
isn't already known (new: or was known but has been forgotten) but if
it picks one that is known and doesn't need refreshing, a redundant
book will be given, same as the behavior in earlier versions.

The chance for receiving a blank spellbook is higher when that item
is undiscovered.  When given as a prayer reward, make it become
discovered even if hero doesn't read it so that it will be less likely
to be given again.  There's a 1% chance for that auto-discovery to
happen with other bestowed books.  Unlike blank boots, having the book
be discovered doesn't lessen their chance of being repeat gifts.

Minor bug fix:  for a spell implanted from scratch, the book remains
unknown.  That's ok; it's actually more interesting than discovering
a book you haven't seen yet.  But after acquiring and reading the book
you could get "you know <spell> quite well already" and the book would
stay undiscovered even though you were just told what spell it's for.
2022-03-09 07:06:37 -08:00
PatR
0effaf529a fix github issue #691 - non-lawful Angels \
get lawful artifacts

Reported by vultur-cadens, Angels can be given Sunsword or Demonbane
for starting equipment even when they aren't lawful so won't attempt
to use those.

This should fix it but it's a pain to test.

Closes #691
2022-03-07 15:12:12 -08:00
PatR
809232914e more artifact tracking
Move some code that was used to decide whether to call distant_name
or doname into distant_name so that the places which were doing that
don't need to anymore and fewer places can care about whether an
artifact is being found.  There were two or three instances of
distant_name maybe being called, based on distance from hero, and
yesterday's artifact livelog change added two or three more and made
all of them override the distance limit for artifacts.

After that change to distant_name, make sure that conditional calls
to it become unconditional--just not displayed for the cases where
!flags.verbose had been excluding them.  That way distant_name can
decide whether an item is up close and arrange for xname to find it
if it as an artifact.

Also, implement an old TODO.  Wearing the Eyes of the Overworld
extends the distance that an item can be from the hero and still be
considered near anough to be seen "up close" when monsters pick it
up or drop it.  The explicit cases were using distu(x,y) <= 5, the
distance of a knight's jump.  Each quadrant around the hero is a 2x2
square with the diagonal corner chopped off.  The replacement code in
distant_name calculates a value of 6, which is functionally equivalent
since the next value of interest beyond 5 is 8.  Wearing the Eyes
(deduced by having Xray vision) extends that threshold an extra step
in addition to overriding blindness and seeing through walls:  15,
a 3x3 square in each quadrant, still with the far diagonal corner (16)
treated as out of range.
2022-03-07 13:21:17 -08:00
PatR
f65e652e2e livelog event for finding artifacts
Log artifacts found on the floor, or carried by monsters if hero sees
those monsters do something with them.  Shown to player via #chronicle
and included in dumplog.

For most cases, finding is based on having the artifact object be
formatted for display.  So walking across one won't notice it if pile
size inhibits showing items at its location, even if the artifact is
on top.  Taking stuff out of a container won't notice an artifact if a
subset of the contents chosen by class or BUCX filter doesn't include
it unless player has used ':' to look inside.  Seeing an artifact be
picked up by a monster (even if the monster itself is unseen) or being
dropped (possibly upon death) will find an artifact even if beyond the
normal range of having it be treated as seen up close.  Random treasure
drop items are excluded since they are placed directly on the floor
rather than going into a dying monster's inventory and then dropped
with its other stuff.
2022-03-07 03:33:01 -08:00
PatR
d37fa4138a found_artifact() groundwork
Lay groundwork for generating a log event when finding an artifact
on the floor or carried by a monster.  This part should not produce
any change in behavior.

Move g.artidisco[] and g.artiexist[] out of the instance_globals
struct back to local within artifact.c.  They are both initialized
at the start of a game (and only used in that file) so don't need
to be part of any bulk reinitialization if restart-instead-of-exit
ever gets implemented.

Convert artiexist[] from an array of booleans to an array of structs
containing a pair of bitfields.  artiexist[].exists is a direct
replacement for the boolean; artiexist[].found is new but not put to
any significant use yet.  If will be used to suppress the future
found-an-artifact event for cases where a more specific event (like
crowning or divine gift as #offer reward) is already produced.

Remove g.via_naming altogether and add an extra argument to oname()
calls to replace it.

Add an extra argument to artifact_exists() calls.
2022-03-07 02:06:55 -08:00