Have monster spells
| "shower of missiles" (AT_MAGC+AD_MAGM: Angels, Yeenoghu)
scuff an engraving at the hero's spot if there is one,
| "frost" (AT_MAGC+AD_COLD: only Asmodeus)
freeze water and lava terrain,
| "flames" (AT_MAGC+AD_FIRE: moot, no monster has this attack)
burn items on the floor at the hero's spot and melt ice terrain,
| "pillar of flame" (AT_MAGC+AD_CLRC+randomly chosen clerical spell)
which already burns floor items, melt ice too, and
| "lightning" (same casters as pillar of flame)
give a tiny chance of destroying iron bars. The chance to hit bars
is low and the hero has to be targeted while located on an iron bars
spot so probably won't happen before the sun burns out, but only
needed one extra line of code.
Only the first two have been thoroughly tested.
Adds a new boolean option, spot_monsters. If on, every time
the hero notices a monster which was out of sight before,
a message is given. Combine with accessiblemsg to get the
monster location:
(3north): You see a newt.
Breaks saves and bones.
A helmet psychically reaching inside your head and twiddling knobs in
your brain must be a confusing experience. And the instant rejection of
your god (not to mention the vow that you made to find the amulet for
them), perhaps on the very cusp of their ascendance over the other gods,
is sort of the ultimate oathbreaking, so it interests the erinyes.
Consistent with their mythological role of punishing those who had
violated societal taboos -- oathbreakers, hosts who attacked their
guests, etc -- erinyes scale with the cumulative amount of alignment
abuse the hero has committed over the course of the game. This is
tracked separately from the alignment record, and cannot be cleared by
the hero improving her favor with her god via "good deeds" as the normal
alignment record can. Erinyes will gain abilities, levels, and attacks
as the hero's alignment abuse worsens. They will also aggravate
monsters when near the hero.
- 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
Issue reported by AmyBSOD: several actions change the object type of
a potion rather than force creation of a replacement one, and if/when
the type was changed to oil, the age wasn't converted from absolute
to relative. Relative age is the amount available and/or the number
of turns it will burn if applied. The later in a game a potion got
converted into oil, the longer it would burn. Not mentioned: reverse
situation was also the case, although that didn't have any noticeable
effect since incorrect absolute age of former oil doesn't matter.
Not thoroughly tested. I got a potion of oil from a horn of plenty
and it burned for 400 turns, but it might have been created directly
rather than be a rejected magic potion that was converted into oil.
Closes#1191
Adds a new boolean option, accessiblemsg. If on, some game messages
are prefixed with direction or location information, for example:
(west): The newt bites!
(northwest): You find a hidden door.
I added the info to the most common messages, but several are
still missing it.
src/artifact.c(1589): warning C6011: Dereferencing NULL pointer 'magr'.
The 'struct monst *magr' parameter to artifact_hit() can be Null
if 'mdef' is youmonst. mdef is nonnull.
and having temporary stoning resistance timeout before finishing.
Issue reported by Umbire: hero was able to finish eating Medusa's
corpse safely after getting the message about no longer being
protected against stoning that is given when temporary resistance
times out.
The eating code was extending temporary resistance--when eating
something protected by such--to avoid just that. I thought this
was probably a message sequencing situation but it turns out that
the code was using touch_petrifies() to test the meal. It should
use flesh_petrifies() instead; Medusa doesn't pass touch_petrifies().
I didn't figure that out until after rewriting how the duration is
extended. The old way probably would have worked as desired with
the revised petrify test but I'm checking in the new version anyway.
Fixes#1186
Some functions are passed an obj or monst chain,
and the callers typically don't check them
against 0, so mark them explicitly as NO_NONNULLS
(NO_NONNULLS expands to nothing, but it flags that
some null arg analysis has been done)
Update several places where lazy lastseentyp[] might be an issue.
I think it isn't updated in a timely fashion when newsym() shows
a spot covered by an object or trap, but didn't manage to find any
cases where that caused a problem. This is more in the nature of
a precaution.
Callgrind showed recalc_mapseen was three times more expensive (in terms
of instructions read) than anything else in our codebase. It was being
called in every vision change, re-evaluating the last seen map terrain
type for every map location in sight.
Remove updating the lastseen info in the vision code, and make a small
change so newsym() uses update_lastseentyp.
From my short tests, this seems to work correctly ...
Fix some of the extreme verbosity for null vs non-null triggered
by mklev.c. dungeon_branch() never returns Null.
'#include <assert.h>' should probably be moved out of multiple .c
files and into cstd.h or some such but this doesn't do that.
Define some macros in include/tradstdc.h, for compilers that support
__attribute__((nonnull)), to assist in identifying which parameters
on functions are not supposed to be null pointers.
Next, for the majority of functions declared in include/extern.h, this
adds the appropriate macro that matches the actual use of each function's
parameters. The additions were done after performing some analysis.
These were the rules that were followed when determining which function
parameters should be nonnul, and which are nullable:
1. If the first use of, or reference to, the pointer parameter in the
function is a dereference, then the parameter will be considered
nonnull.
2. If there is code in the function that tests for the pointer parameter
being null, and adjusts the code-path accordingly so that no segfault
will occur, then the parameter will not be considered nonnull (it can
be null).
The use of the nonnull attributes allows the compiler to detect code in
callers of the function where a null parameter could get passed to the function.
If a warning is received the developer will have to do one of the following:
- If the null being passed to the function is now appropriate,
and the function should be able to expect a null parameter, then the
NONNULLxxx macro will have to be removed from the function's prototype.
or
- If the null being passed to the function is not appropriate,
correct the caller so it is not passing null.
or
- If the warning is about comparing to null, it may indicate an
unnecessary null check in the code involved. If it is deemed to be
unnecessary, it can then be removed.
Some static analysis tools apparently can work with the attribute, as well.
Following this, it was discovered that some functions were using one of the
(now) nonnull parameters in the first argument to the 'is_art(obj, ART)'
macro, which is defined like so:
=> #define is_art(o,art) ((o) && (o)->oartifact == (art))
That macro expansion inline resulted in a diagnostic warning because of the
'(o)' portion of the expanded macro, anywhere the macro was used with one of
the nonnull parameters. A test against null for a 'nonnull parameter' causes
a diagnostic warning.
To work around that, I replaced the is_art() macro with a function in
artifact.c, that accomplishes the same thing as the macro.
=> boolean
is_art(struct obj *obj, int art)
{
if (obj && obj->oartifact == art)
return TRUE;
return FALSE;
}
Some documentation...
These are the macros that have been defined for use when specifying the nonnull
parameters in a function prototype:
----------------------------------------------------------------------------
| Macro | Purpose |
+----------------+---------------------------------------------------------+
| NONULL | The function return value is never NULL. |
+----------------+---------------------------------------------------------+
| NONNULLPTRS | Every pointer argument is declared nonnull. |
+----------------+---------------------------------------------------------+
| NONNULLARG1 | The 1st argument is declared nonnull. |
+----------------+---------------------------------------------------------+
| NONNULLARG2 | The 2nd argument is declared nonnull. |
+----------------+---------------------------------------------------------+
| NONNULLARG3 | The 3rd argument is declared nonnull. |
+----------------+---------------------------------------------------------+
| NONNULLARG4 | The 4th argument is declared nonnull (not used). |
+----------------+---------------------------------------------------------+
| NONNULLARG5 | The 5th argument is declared nonnull. |
+----------------+---------------------------------------------------------+
| NONNULLARG7 | The 7th argument is declared nonnull (bhit). |
+----------------+---------------------------------------------------------+
| NONNULLARG12 | The 1st and 2nd arguments are declared nonnull. |
+----------------+---------------------------------------------------------+
| NONNULLARG13 | The 1st and 3rd arguments are declared nonnull. |
+----------------+---------------------------------------------------------+
| NONNULLARG123 | The 1st, 2nd and 3rd arguments are declared nonnull. |
+----------------+---------------------------------------------------------+
| NONNULLARG14 | The 1st and 4th arguments are declared nonnull. |
+----------------+---------------------------------------------------------+
| NONNULLARG134 | The 1st, 3rd and 4th arguments are declared nonnull. |
+----------------+---------------------------------------------------------+
| NONNULLARG17 | The 1st and 7th arguments are declared nonnull (this |
| | was a special-case added for askchain(), where the |
| | arguments are spread out that way. This macro |
| | could be removed if the askchain arguments in the |
| | prototype and callers were changed to make the |
| | nonnull arguments side-by-side). |
+----------------+---------------------------------------------------------+
| NONNULLARG145 | The 1st, 4th and 5th arguments are declared nonnull |
| | (this was a special-case added for find_roll_to_hit(), |
| | in uhitm.c, where the arguments are spread out that way.|
| | We can't just use NONNULLPTRS there because the 3rd |
| | argument 'weapon' can be NULL). |
+----------------+---------------------------------------------------------+
| NONNULLARG24 | The 2nd and 4th arguments are declared nonnull (this |
| | was a special-case added for query_objlist() |
| | in invent.c). |
+----------------+---------------------------------------------------------+
| NONNULLARG45 | The 4th and 5th arguments are declared nonnull (this |
| | was a special-case added for do_screen_description(), |
| | in pager.c, where the arguments are spread out that |
| | way. We can't just use NONNULLPTRS there because the |
| | 6th argument can be NULL). |
+----------------+---------------------------------------------------------+
| NO_NONNULLS | This macro expands to nothing. It is just used to |
| | mark that analysis has been done on the function, |
| | and concluded that none of the arguments could be |
| | marked nonnull.That distinguishes a function that has |
| | not been analyzed (yet), from one that has. |
+----------------+---------------------------------------------------------+
The NO_NONNULLS macro is meant to place a flag on the prototype to
make people aware that an assessed function was determined to not
be eligible for nonnull parameters. It expands to nothing.
Unfortunately, that macro was added partway through this exercise, so there
aren't many instances of it in the upper parts of include/extern.h, even though
the functions there were likely assessed and categorized as not having any
eligible nonnull parameters. It just never got any macro at all, in that case.
Following the parameter usage analysis that was done, the following was
noted:
Some NetHack functions have added a test to catch a passed null
parameter, and exit the function early as a result, or call
impossible(), and then exit. While that approach prevents segfaults
from dereferencing a null parameter, the early return is silent
(when impossible is not called anyway), and the function's true
purpose is not fulfilled. Also, the calling function may have no
awareness that the function did not complete its intended purpose,
in many instances.
Functions with such a test and early return, cannot have the parameter
declared 'nonnull', because the code to test for 'null' will cause a
diagnostic to be issued if the parameter is nonnull.
It might be good to revisit some of those functions and consider,
on a case by case basis, declaring the parameter nonnull in the
prototype, and the test/code-path commented out.
The following were listed in extern.h as residing in makemon.c,
but they are actually in mon.c:
copy_mextra(struct monst *, struct monst *);
dealloc_mextra(struct monst *);
usmellmon(struct permonst *);
When trying to reproduce the wand of striking "interesting effect (0)"
report, I tried wishing for lava under the castle drawbridge. That
wasn't handling drawbridges properly. This fixes wishing for moat,
lava, ice, or floor at a drawbridge span location whether the bridge
is currently open of closed. It also allows wishing for room or floor
or ground at room spots; that hasn't had much testing.
Wishing for furniture, pool|moat|water, or lava at an ice location
wasn't cancelling any pending melt timer.
ice_descr() was declared as returning const but returns its non-const
output buffer argument. Change to 'char *' so that wizterrainwish()
can capitilize that output without jumping through any hoops.
Hide some of the details about new Stealth.
Streamline mon_break_armor(). Move replicated bypass handling into
m_lose_armor(). Also, eliminate a 'goto'.
Donning elven boots while riding and not already stealthy, you'd get
the message "you walk quietly" when not walking at all. Instead of
just changing the message, make riding a non-flying steed block
stealth. Riding a flying steed (or one you take aloft with an amulet
of flying) does not. It would have been quite a bit simpler to have
made riding anything block stealth, but the hard part is done.
During very early startup, Windows may not have loaded
the tty window procs yet, and it is running with safeprocs.
It will eventually load the tty stuff. If the currently
operating window port fails in can_set_perm_invent(),
try the check for WC_PERM_INVENT again explicitly on
the tty windowport.
The same checks were being repeated for every damage type; this
sends them through two centralised functions (one for checking
whether an extrinsic blocks a specific instance of item destruction
and one for the enlightenment message), so that new mechanisms of
item destruction prevention will need to change only one point in
the code.
The tracks left by hero were cleared when player saved and
restored the game, or changed levels. Now the tracks are
saved in the dungeon level, so changing levels keeps the tracks
left by hero in that level.
Also increased the length of tracks from 50 to 100, and
simplify the tracking function.
Thing not done: fade out old tracks when returning to a level.
Breaks saves and bones.
Previously, Wizards got a boost to the chance of writing unknown
spellbooks based purely on being a Wizard (with the chance still
luck-based), leading to a very large power spike when the Wizard
gained access to a luckstone and the ability to max out luck.
This had two main issues: this power spike came *after* the major
early-game difficulty spike, often leaving Wizards forced to deal
with it without having appropriate spells; and it promotes
grinding (for Luck and for Magicbane) at an early point in the
game, meaning that the Wizard early game effectively followed a
sequence of extreme difficulty -> grinding -> minimal difficulty,
which isn't very good balance-wise.
With this commit, Wizards lose their advantage to writing unknown
spellbooks by guessing, and instead learn spellbook IDs based on
their spell skills (advancing a skill gives knowledge of higher-
level spellbooks). This means that writing unknown spellbooks
becomes guaranteed with sufficient skill, but has no advantage
over non-Wizards in schools where the Wixard does not have
sufficient skill.
Due to Wizards' skill caps, there are two spells which they can't
ever write guaranteed: create familiar and charm monster. Create
familiar is a fairly niche spell (that doesn't match the Wizard
playstyle that well) and being unable to write it is not a major
problem. The inability to easily write charm monster is
intentional.
This is for completely destroying an altar with extra-powerful magical
digging -- the normal altar_wrath() punishment didn't seem sufficient
for such an outrage to me, so skip straight to slinging the lightning
bolts. Destroying an altar is unlikely to happen by accident (though
it's possible with poorly timed usage of a drum of earthquake).