Commit Graph

282 Commits

Author SHA1 Message Date
nhmall
de79240dea some comment spelling fixes 2023-03-16 22:27:01 -04:00
PatR
b3d5158e64 git issue #994 - killed by a touch of death
Issue reported by vultur-cadens:  cause of death reason for touch
of death and death due to loss of strength only showed the cause,
not the monster spellcaster who was responsible.

This changes
|Killed by a touch of death.
to
|Killed by the touch of death inflicted by the Wizard of Yendor.
and
|Killed by terminal fraility.
to
|Killed by strength loss inflicted by a chameleon imitating an arch-lich.
(The 'imitating' part doesn't fit on the tombstone but will be present
in logfile/xlogfile.)

Noticed while implemented this:  touch of death was modifying u.uhpmax
and basing death vs damage on that even when hero was polymorphed.
It now rehumanizes the hero in that situation.

Closes #994
2023-03-05 15:11:25 -08:00
nhmall
fd3057483f fix an issue when HANGUPHANDLING isn't defined
This is a contrived issue since HANGUPHANDLING is probably
defined for UNIX
2023-03-01 10:54:04 -05:00
PatR
0e761836ca fix misplaced parenthesis in end.c 2023-01-23 23:45:19 -08:00
PatR
c5aad9fe56 reimplement pull request #944 - grave contents
Pull request from entrez:  if bones left dead hero's corpse on top
of a new grave, don't find a corpse or summon a zombie when digging
the grave up.  It also removed the chance that a ghoul might be
summoned when engraving on a headstone, switching to zombie or mummy
instead.

Rather than adopting the pull request, this retains summoning a
ghoul via engraving and adds the possibly of doing so when kicking
a headstone.  Having a ghoul prowl around the grave is independent
of whether there is a corpse or zombie inside the grave.  To achieve
this, another flag in 'struct rm' is needed; the single bit for
'disturbed' isn't sufficient.  The bigger 'flags' field wasn't in
use for graves so commandeer that for new 'emptygrave'.  'disturbed'
still uses the 'horizontal' bit in order to have engraving and/or
kicking summon at most one ghoul.

Closes #944
2023-01-23 11:38:15 -08:00
nhmall
3803a711bd place the sound_exit_nhsound() calls 2023-01-22 19:02:37 -05:00
PatR
9dca76bb50 end.c bit - unnecessary 'else' 2023-01-21 01:56:07 -08:00
nhmall
6e136c6f7d more ATTNORETURN
A recent commit to alloc.c by Keni drew attention to the fact that
there are extern prototypes scattered around in various .c files.
Those can make use of ATTRNORETURN (non-gcc compilers and C23) the
same way the prototypes in extern.h can, and they were overlooked
when ATTRNORETURN was first added.
2023-01-12 15:38:15 -05:00
Pasi Kallinen
030fc0036a Remove NO_VSNPRINTF
Affects only ancient VMS where vsnprintf wasn't available.
2023-01-06 15:53:06 +02:00
PatR
ddd358aa03 miscellaneous objects[] macros
Replace FIRST_GEM and LAST_GEM with FIRST_REAL_GEM, LAST_REAL_GEM,
FIRST_GLASS_GEM, and LAST_GLASS_GEM and define those along with
objects[] rather than separately.  Do the latter for FIRST_AMULET
and LAST_AMULET too.  Also new FIRST_SPELL and LAST_SPELL used to
compute MAXSPELLS.  (That value looks wrong to me, but this defines
it with the same value as before.  If it gets fixed, EDITLEVEL will
need to be incremented.)

This started as just proof of concept that extra information could
be collected as objects[] gets initialized at compile time.
2022-12-28 01:50:24 -08:00
nhmall
02a48aa8cf split g into multiple structures
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
     ^ ^
2022-11-29 21:53:21 -05:00
nhmall
4b04b1e6ac expand support for noreturn declarations
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)
2022-11-24 00:51:42 -05:00
SHIRAKATA Kentaro
0d441b0c2f remove the code to silence lint
Warning facilities on recent compilers are incredibly improved,
so the code to silence "good-old" lint is much less sense.
2022-11-19 00:49:11 -08:00
nhmall
99a93fe50b some C99 changes
Instead of using index() macro defined to strchr, use C99 strchr.
Instead of using rindex() macro defined to strrchr, use C99 strrchr.

If you want to try building on a platform that doesn't offer those
two functions, these are available:
    define NOT_C99       /* to make some non-C99 code available */
    define NEED_INDEX    /* to define a macro for index()  */
    define NEED_RINDX    /* to define a macro for rindex() */
2022-10-29 10:54:25 -04:00
PatR
e121eee867 end-of-game disclosure for gold in invent on tty
Reported by entrez:  disclosing inventory at end of game did not show
gold.  Not mentioned:  only for tty.

It was using the same window as gets used for perm_invent (although
not shown _as_ perm_invent because end of game turns that off) and the
default for whether to show gold is different for tty than for other
interfaces due use of experimental TTYINV from player's environment.

Force the end of game inventory disclosure to work the same as the
dumplog inventory listing and use a different window, by falsely
telling display_inventory() that a response is requested.  Works but
the whole inventory mechanism has become quite convoluted.
2022-10-27 17:25:14 -07:00
nhmall
6151623cce Revert "NEED_VARARGS bit for end.c and files.c"
This reverts commit af71163d99.
2022-09-17 15:58:05 -04:00
nhmall
af71163d99 NEED_VARARGS bit for end.c and files.c
avoid build failure in the event that NEED_VARARGS is already defined
on the compiler command line.
2022-09-17 12:31:26 -04:00
Michael Meyer
fe04b4a632 Move 'major events' section in dumplog
The sections of the dumplog can be broadly organized into two
categories: 'current state' and 'game overview'.  Current state includes
information about what exactly was happening when the game ended: the
map, recent messages, current inventory, and current attributes.  Game
overview is more like a history of the game up to that point: vanquished
monsters, extinct species, conducts, and dungeon overview.

All the current state sections are listed first, followed by the game
overview sections -- I'm not sure if this was a deliberate move to break
the dumplog into two distinct 'chapters', but it's convenient for
readers who may only want to know the circumstances of a death without
seeing the nitty-gritty details of the entire game up to that point.

The one section that wasn't ordered with its category was major events,
which was positioned near the top of the 'current state' group, above
the inventory listing.  This commit moves it into the 'game overview'
group.  I put it at the top, since it can serve as a sort of summary of
the game for those who are interested but don't care about some of the
details of monsters killed, etc.
2022-08-28 14:32:47 -07:00
Pasi Kallinen
fd9745f9c6 Command repeating by using cmd queues
This replaces the old pushq/saveq arrays (which were used to save
the keys pressed by the user for repeating a previous command)
with a new command queue.  This means there's no hard-coded limit
to the saved keys, and it can repeat extended commands which are
not bound to any key.
2022-08-09 11:54:45 +03:00
Pasi Kallinen
09cf464816 Potions of healing, extra healing, and lifesaved heal amount
Make potions of healing and extra healing more useful in the early
game, by upping the average amount of health restored.

Make amulet of life saving restore between 60 and 170 health,
depending on constitution. Previously life saving was the best way
to heal back up to full, even if you had thousands of hp.
2022-08-02 01:11:14 +03:00
nhmall
a518d82c54 no quotes in WINDOWPORT macro invocation 2022-06-29 22:13:28 -04:00
nhmall
a8f0e91ddf replace leading tabs in several files 2022-05-30 12:09:35 -04:00
nhmall
fe5cb1011f buf sizes in version.c
there were some 'sizeof buf' on a passed pointer variable buf.
pass the actual buffer size in a second argument.
2022-05-12 19:38:50 -04:00
PatR
47cef18a9b life-saved, while helpless
Implement the suggestion by entrez to avoid "while helpless" in the
reason for the second death if hero gets killed, life-saved, and
killed again at the same time.  Life saving sets 'multi' to -1 which
prevents the hero from moving again until next turn and is intended
to make the sequencing of "you survived that attempt on your life"
work if you're being interrupted during some multi-turn activity.

It used to behave differently when the first death occurred while
engaged in some voluntary multi-turn activity.  I've removed that
because I couldn't figure out why; it might need to be put back.
2022-04-04 10:20:28 -07:00
PatR
eea362249c wishing for artifacts
Use 'fuzzymatch(,," -",)' when checking whether the name specified
in a player's wish text matches an artifact name so that extra or
omitted spaces and dashes are ignored.  Wishing for "firebrand" will
yield "Fire Brand" and "demon bane" will yield "Demonbane".
2022-04-02 00:28:48 -07:00
PatR
d53c1a7a67 max HP manipulation
Life-saving has been setting u.uhpmax to max(2 * u.ulevel, 10)
and if it took place during level drain that could make u.uhpmax
increase instead of decrease, confusing healing which gets applied
to a monster who has drained the hero with Stormbringer or the
Staff of Aesculapius.  Change the setting to be max(u.ulevel, 10)
(removing the times two part) and also have level drain force it
to be set back to previous value if/when it gets increased.

Max HP loss due to strength trying to drop below 3 or to fire trap
or to being hit by Death now uses a mininum max HP of u.ulevel
rather than 1.  They don't have the alternate minimum of 10; I'm
uneasy that there are still two different minimum values.

I changed adjattrib() to set the flag to request a status update
before it gave its optional message rather than after so that the
new characteristic value would be visible during the message.  That
resulted in not updating status when eating royal jelly changed HP
or max HP after boosting strength.  But the same missing update
would have occurred--or rather, failed to occur--without the change
in sequencing if the strength boost causes a change in encumbrance.
2022-03-21 12:32:07 -07:00
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
81b014977d Some easy loss-of-precision fixes. 2022-03-16 17:49:29 -04:00
PatR
93928640c6 github issue #688 - end of game livelog event
Requested by k21971 (hardfought admin):  classify the gameover event
as something other than achievement so that live-logging can exclude
it in order to use the xlogfile end-of-game entry instead.

It had been classified as an achievement because that was the only
category being treated as 'major' so written to final dumplog.  Give
is a new classification 'dump' which is distinct from achievement
and intended to explicitly request that an event go into dumplog.
The gameover event is the only one in that category, at least for now.

Add a bunch of other classifications besides achievement and dump to
be treated as 'major' for dumplog.  The new list is
  wish, achieve, umonst (death of unique monster), divinegift,
  lifesave (via amulet, not explore-/wizard-mode decline to die),
  artifact, genocide, dump
and may still need further tuning.  Currently excluded are
  conduct (first violation of any conduct), killedpet, alignment
  (changed, either via helmet or conversion), minorac (minor
  achievement such as level gain or entering the mines), and spoiler
  (currently only applies to finding Mines' End luckstone which is
  also 'achieve' so will be in dumplog).

This doesn't remove the reference to unimplemented LLC_TURNS that is
mentioned in the template sysconf.

Closes #688
2022-03-03 07:47:56 -08:00
PatR
77bd50fd77 fix github issue #687 - logging of major events
Reported by k21971, the dumplog section labeled "major events" showed
all logged events rather than just the ones classified as major.
Filter out the non-major ones when writing dumplog.

At the moment only a couple of ones other than achievements are major.
Probably various other types should be too.

The #chronicle command still lists all logged events unless they're
flagged as 'spoiler'.  So far the mines' end luckstone is the only
one flagged that way.  Unfortunately a player with access to live
logging could still learn whether or not the gray stone that has just
been picked up on the last mines level is the target luckstone by
viewing the log from outside of the game.

The #chronicle command would be more useful if it gathered all the
categories of events present and put up a menu allowing the player to
choose which ones to view.  I haven't attempted to implement that.

Closes #687
2022-03-01 04:15:55 -08:00
PatR
0ac3b08825 livelog revisions
Some changes to fix things I noticed in the dumplog referenced by
github issue #687 about showing all logged events under the header
"major events".  (This doesn't address that.  I figured it was
intentional while #chronicle is having any bugs worked out.)

Sequencing:  show the event corresponding to an achievement for
entering a dungeon branch before the livelog-specific event of
entering a level for the first time.  You enter the branch before
arriving at the new level.

Missing feedback:  the you-won achievement didn't produce any
"ascended" event.  That turned out to be a side-effect to suppressing
achievements that take place after the gameover flag has been set
(so blind-from-birth and/or nudist when applicable plus duplicate
obtained-amulet and ascended due to manipulation to reposition the
amulet achievement to be right before ascended so that the alternate
wording it has in the achievements listing looks better).  Instead of
just forcing the ascended achievement to produce an ascended event,
this adds a more general game-over event.

While in there, change the classification of attaining level 14 from
minor livelog event to major since questing keys off of it.
2022-02-28 13:46:59 -08:00
PatR
8c447e6ad5 formatting bits in end.c 2022-02-26 00:24:17 -08:00
PatR
ca97f4f3dd more thrown object cleanup
Handle thrown or kicked object that's in transit for hangup save and
panic save in addition to normal end of game.  Affects ball and chain
placement too, if they've been temporarily taken off the map.
2022-02-25 07:10:30 -08:00
PatR
3ea4b00879 memory management
MONITOR_HEAP+heaputil pointed out some unreleased memory.  The livelog
stuff wasn't being freed.  Not surpringly the data used for collecting
and formatting build-options that just got changed from strdup() to
dupstr() wasn't being freed.  And a couple of date/version bits.
2022-02-10 12:14:27 -08:00
Pasi Kallinen
1e90f89203 Chronicle of major events, and livelog
Log game events, such as entering a new dungeon level, breaking
a conduct, or killing a unique monster, in a new "Major events"
chronicle. The entries record the turn when the event happened.
The log can be viewed with #chronicle -command, and the entries
also show up in the end-of-game dump, if that is available.

This feature is on by default, but can be disabled by
defining NO_CHRONICLE compile-time option.

This also contains "live logging", writing the events as they
happen into a single livelog-file. This is mostly useful for
public servers. The livelog is off by default, and must be
compiled in with LIVELOG, and then turned on in sysconf.

Mostly this a version of livelogging from the Hardfought server,
with some changes.
2022-02-09 22:49:25 +02:00
PatR
532cddbd35 topten's so (standout) handling
This fixes the broken code that was using a boolean as an integer.
I didn't try to track down when it changed or what it looked like
before the change.  The intended effect is fairly straightforward;
just padding a bold line with spaces.  I've no idea why someone
deciced that that was useful though.

It also fixes something I broke six years ago:  tty_exit_nhwindows()
releases the termcap data needed for turning bold on and off, so
raw_print_bold() used by topten() stopped working on tty then.

Not fixed:  the code in really_done() for dealing with topten() vs
the 'toptenwin' option really ought to be redone.
2022-01-31 18:20:34 -08:00
Michael Meyer
f5e3bc3d96 Remove gendered mons indices from roles, races
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.
2022-01-14 13:51:26 -08:00
Pasi Kallinen
d53cd28d46 Make extended commands return defined flags
Instead of returning 0 or 1, we'll now use ECMD_OK or ECMD_TURN.
These have the same meaning as the hardcoded numbers; ECMD_TURN
means the command uses a turn.

In future, could add eg. a flag denoting "user cancelled command"
or "command failed", and should clear eg. the cmdq.

Mostly this was simply replacing return values with the defines
in the extended commands, so hopefully I didn't break anything.
2021-12-30 19:16:33 +02:00
nhmall
39713783d1 some trailing whitespace in src, include 2021-10-16 12:12:21 -04:00
PatR
b1f3d1f864 elapsed time handling
The code has been assuming that time_t is some number of seconds.
That's valid for traditional Unix systems and for Posix compliant
systems but is not something guaranteed by the C standard.  (We ran
into a long time ago when trying out an alternate way to calculate
phase of moon.  That code made a similar assumption and broke one
of the ports.)

'ubirthday' also warrants being re-done but I've run out of energy.
2021-08-25 14:14:23 -07:00
nhmall
9bb96322a8 compile NetHack-3.7 without makedefs-generated .h files
This evolves and hopefully eases the game-build requirements by
removing game-compile dependencies on any header files generated
by the makedefs utility, including:

date.h dependency and its inclusion is removed and comparable functionality
is produced at runtime via new file src/date.c.

pm.h dependency and its inclusion is removed and comparable functionality is
produced by moving the monster definitions from monst.c into new header
file called monsters.h and altering them slightly. The former pm.h header
file #define PM_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.

onames.h dependency and	its inclusion is removed and comparable functionality
is produced by moving the object definitions from objects.c into new header
file called objects.h and altering them slightly. The former onames.h header
file #define values are now replaced with appropriate emitted enum entries
during the compiler preprocessing.

artilist.h has been slightly altered, and the former onames.h artifact-related
header file #define ART_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.

makedefs can still produce date.h (makedefs -v), pm.h (makedefs -p), and
onames.h (makedefs -o) for reference purposes. They won't be used during
the compiler.

The other uses for makedefs remain. They are used to prepare external
file content that the game utilizes, not prerequisite code for the
compile:
    makedefs -d    (database)
    makedefs -r    (rumors)
    makedefs -h    (oracles)
    makedefs -s    (epitaphs, engravings, bogusmons)

date.c

Pull the code for date/time stamping from mdlib.c into date.c.
Set date.o to be dependent on source files, header files, and .o files
so that date.o is rebuilt from date.c when any of those changes, thus
ensuring an accurate date/time stamp. It also includes git sha
functionality formerly done by makedefs writing #define directives
into include/date.h. For unix it passes the git info on
the compile line for date.c (via sys/unix/hints/linux.2020, macOS.2020)

nethack --dumpenums (optional, but on by default)

Allow developer to obtain some internal enum values from NetHack
without having to resort to an external utility such as
makedefs.

Uncomment #define NODUMPENUMS in config.h to disable this.

The updates to sys/windows/Makefile.gcc have not been tested yet.
2021-08-21 07:59:18 -04:00
Pasi Kallinen
491adc6a69 Mark some extended commands as no-fuzzer
... instead of checking the fuzzer being on in the commands themselves.
2021-07-08 11:35:43 +03:00
Pasi Kallinen
29868036f1 Lua: nhcore script with function callbacks
Adds possible callbacks for "start_new_game", "restore_old_game",
"moveloop_turn", and "game_exit" which when defined, will be called
from core code at the appropriate time.

Adds lua hooks for dump_fmtstr (only if DUMPLOG), dnum_name, u.moves,
u.uhave_amulet, and u.depth.
2021-05-21 21:24:59 +03:00
PatR
09ec492dd8 fix github issue #511 - no death message when
level-drained below level 1.  No "you die" or equivalent, just
straight to being life-saved or to "do you want your possessions
identifed?".  Change it to issue "Goodbye level 1."  The fact
that it is has been fatal will become obvious.  An issue comment
on github pointed out where the fix was needed.

Fixes #511
2021-05-18 16:26:38 -07:00
PatR
b4ae19ed0c fix "Killed by foo, while paralyzed by a monster"
If the killer and the paralyzer are the same monster, truncate
that to "Killed by a foo, while paralyzed".  When not the same,
spell out the paralyzer's monster type instead of using generic
"monster".  "Killed by a fox, while paralyzed by a ghoul", or
"Killed by a ghoul, while paralyzed by a ghoul" *if* they were
two different ghouls.
2021-04-22 16:13:41 -07:00
PatR
0479625c94 cancelled zombification
Don't let cancelled zombies or cancelled liches create new zombies.
2021-03-30 17:33:31 -07:00
PatR
cc855d6973 signal induced panictrace under curses
When panictrace feedback occurs due to catching a signal rather
than controlled panic, the backtrace is useless when running the
curses interface unless the terminal gets reset first.  Let's
just hope that the signal triggering a panictrace doesn't occur
while resetting the terminal.
2021-03-09 07:45:58 -08:00
keni
4c16f74b7f Merge branch 'NetHack-3.7' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.7 2021-02-02 20:46:54 -05:00
keni
97141cd421 src/end.c: improve backtrace text spacing (see #K3259) 2021-02-02 20:45:45 -05:00
nhmall
9684b75f54 whitelist some macOS clang format-nonliteral warnings 2021-02-02 19:50:07 -05:00