armorstatus, and terrainstatus
This adds three special status items to show at a glance what the hero
is wielding, wearing, and standing on.
Each of the three items has its own boolean option rather than try to
fix them in with the existing opttional status conditions. After a
lot of testing, I think the weapon and armor ones will prove useful
but the terrain one probably won't be.
Presently it is implemented for tty and curses. When I developed it
six years ago, it was also working for X11 but I'm not able to test
the resurrection of that part so have left it out.
Rolling boulder traps now react to having boulders pushed onto them;
the boulder will roll until reaching the trap's launch spot
(resetting the trap if the boulder was removed), or until it hits a
wall otherwise.
Because they can now be reset, they aren't removed when stepping on
them with a misplaced boulder (although no boulder moves unless
there's one on the appropriate spot).
Return a couple of variables that actually held a direction back
to int from coordxy.
bhit() takes int params instead of coordxy.
boomhit() takes int params instead of coordxy.
xytod() renamed to xytodir(), and takes int params (promotion will handle
coordxy params).
dtoxy(coord *, int) renamed to dirtocoord(coord *, int).
For example, being hit by the bounce of a wand of fire means that
the main character could take damage twice in a turn, which would
kill even through saving grace; and scrolls and potions could burn
up after that and finish off the last HP, even if the wand only hit
once. This commit changes it to track all damage done during the
turn, and prevent HP dropping below 1 from damage until the next
player action or the next turn boundary, whichever comes first.
Targeting '~' when vibrating square has been discovered would report
"Can't find dungeon feature '~'" if it was covered by an object or a
monster.
That's normal behavior for a trap but the vibrating square is only
one of those for display purposes.
After updating the --dumpweights code in hack.c to insert "pair of"
for gloves and boots and "set of" for dragon scales, I've switched
it to use simple_typename() instead.
Turns out that that routine also lacked handling for 'pair|set of'.
And it was generating "coin of gold piece". Fix those.
Roughly half of the gems are "<gem>" and the others "<gem> stone",
so the --dumpweights output is different by more than just pair/set.
Issue reported by elunna: Using the 'F' prefix against a displacer
beast prevented swapping places.
This doesn't use the suggested fix. It is quite short but there is
a large diff due to change in indentation and reformatting several
comments because of that.
Attacking a displacer beast either with or without 'F' might miss,
hit, or swap places. It won't "harmlessly attack thin air."
Fixes#1377
Initially diagnosed in an xnethack fuzzer crash - unblock_point
shouldn't be called when a closed door becomes non-closed, because it's
possible that there's a gas cloud on the space which means it still
blocks vision. These always need to be recalc_block_point. A number of
them were fixed, but when I went through all the xnethack ones, I found
some that were unchanged from upstream NetHack. I reproduced the sanity
check impossibles usually by breathing gas at a door as an iron golem
and then opening or destroying the door to trigger the unblock_point
call.
The use of recalc_block_point in wizterrainwish was not triggering this
bug, but the previous code there basically duplicated
recalc_block_point.
Issue reported by ostrosablin: having Kick enabled as one of the
values for the 'autounlock' option succeeded it prompting "kick it?"
when walking into a locked closed door, but answering "yes" behaved
the same as answering "no".
There's bound to be a better way of fixing this, but this works.
Fixes#1360
We can't rely on doopen_indir return value to
check whether hero moved and opened a door.
Instead, explicitly check whether the door is still
closed, and whether hero moved.
Issue reported by loggersviii: attempting #untrap from an adjacent
doorway can move the hero diagonally out of the doorway.
A followup comment by elunna pointed out that a monster's attack that
results in knockback can produce similar result.
Fixes#1305
gcc has recognized various "magic comments" for white-listing
occurrences of implicit fallthrough in switch statements for
a long time:
The range and shape of "falls through" comments accepted are
contingent upon the level of the warning. (The default level is =3.)
-Wimplicit-fallthrough=0 disables the warning altogether.
-Wimplicit-fallthrough=1 treats any kind of comment as a "falls through" comment.
-Wimplicit-fallthrough=2 essentially accepts any comment that contains something
that matches (case insensitively) "falls?[ \t-]*thr(ough|u)" regular expression.
-Wimplicit-fallthrough=3 case sensitively matches a wide range of regular
expressions, listed in the GCC manual. E.g., all of these are accepted:
/* Falls through. */
/* fall-thru */
/* Else falls through. */
/* FALLTHRU */
/* ... falls through ... */
etc.
-Wimplicit-fallthrough=4 also, case sensitively matches a range of regular
expressions but is much more strict than level =3.
-Wimplicit-fallthrough=5 doesn't recognize any comments.
Plenty of other compilers did not recognize the gcc comment convention,
and up until now the compiler warning for detecting unintended
fallthrough had to be suppressed on other compilers. That's because the code
in NetHack has been relying on the gcc approach, and only the gcc approach.
The C23 standard introduces an attribute [[fallthrough]] for the
functionality, when implicit fallthrough warnings have been enabled.
Several popular compilers already support that, or a very similar attribute
style approach, today, even ahead of their C23 support:
C compiler whitelist approach
--------------------------- -------------------------------------
C23 conforming compilers [[fallthrough]]
clang versions supporting
standards prior to
C23 __attribute__((__fallthrough__))
Microsoft Visual Studio
since VS 2022 17.4.
The warning C5262 controls
whether the implict
fallthrough is detected and
warned about with
/std:clatest. [[fallthrough]]
This adds support to NetHack for the attribute approach by inserting a
macro FALLTHROUGH to the existing cases that require white-listing, so
other compilers can analyze things too.
The definition of the FALLTHROUGH macro is controlled in include/tradstdc.h.
The gcc comment approach has also been left in place at this time.
When 'tips' are enabled, the farlook tip displays some text at the
start of getpos(). But it clobbered the initial prompt, leaving
the screen in an ambiguous state (seemingly a normal map display,
but it is actually waiting for player to move the cursor) after
removing the tip's popup window.
Reissue the prompt. farlook's short but misleading prompt of
"Pick an object" is changed to "Pick a monster, object or location".
I would normally include a comma before "or" but omitting it makes
the longer text seem slightly less cluttered.
The other tips are all one-line, delivered via pline(). Prefix
all of their messages with "Tip:" (which the farlook one already
uses) as a hint for using OPTIONS=!tips to shut them off.
If hero survives a killing blow via saving-grace, report that to
livelog but hide it from player's own #chronicle.
Only reveal whether saving-grace was used up during end-of-game
disclosure. Omit that during enlightenment unless running in
explore mode (or wizard mode).
Issue a livelog/#chronicle message if saving-grace saves the hero.
Right now it's classified as conduct for livelog filtering, because
I didn't want to implement a new category (needs update of global.h
and also the template 'sysconf') and conduct felt like the best fit
of the existing classifications.
Report whether saving-grace is available or already used, among
the attributes of magical enlightenment or end-of-game disclosure.
And move the fixes entry for it from the fixes section to the new
features section of fixes3-7-0.txt.
It seems likely that someone will want to turn not using saving-
grace into a tracked conduct. That seems like overkill to me, not
to mention inflating the N for "N conduct games".
I've been investigating issue #1252 (while the fuzzer was running,
sanity_check complained that hero's current health was greater
than maximum health) off and on for three months and haven't found
the cause.
I've checked all the places that lower maximum HP that I've managed
to find, but not spent much time looking for places that raise
current HP.
These changes might provide some more information. They don't rely
on sanity_check being enabled.
Issue #1252 is still open.
The report is for 3.6.7: pushing a boulder into a general store adds
it to shop's inventory, but pushing it back out lets player remove it
for free. 3.7 has already fixed this; update its comments though.