Commit Graph

141 Commits

Author SHA1 Message Date
Bart House
ff5fe26e72 More globals moved to instance_globals. 2018-12-19 20:01:55 -08:00
Bart House
3645e415e3 Moved more globals to instance_globals. 2018-12-19 20:01:55 -08:00
nhmall
ca84486133 clean master after moving of newer content to feature branch 2018-12-10 22:16:08 -05:00
nhmall
1ac28dd6de Merge branch 'NetHack-3.6.2' 2018-11-20 22:50:52 -05:00
Bart House
c987a3dc2f Added initialization of locals in create_room() to quite compiler warnings. 2018-11-20 10:30:11 -08:00
nhmall
079782ac55 Merge branch 'NetHack-3.6.2' 2018-11-18 14:21:33 -05:00
PatR
27fe555bc1 src/ formatting
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).

I think the only code change was in the function for the help command.
2018-11-17 16:40:53 -08:00
nhmall
adbe567ba1 Merge branch 'NetHack-3.6.2' 2018-11-10 15:09:41 -05:00
Pasi Kallinen
c6ade9c715 Prevent out of array index 2018-11-07 18:39:00 +02:00
nhmall
3c25703576 Merge branch 'NetHack-3.6.2' 2018-09-26 17:39:20 -04:00
PatR
3a62075070 fix #H7136 - iron bars vs non-diggable walls
Iron bars can be destroyed in some circumstances (hit by yellow
dragon breath or thrown potion of acid, being eaten by rust monser
or black pudding, or by poly'd hero in those forms) and should act
like walls for diggable/non-diggable purposes.  But they aren't
walls, so the non-diggable flag was not being set for them by the
special level loader.  Even once that was changed, they weren't
being handled consistently.  Some places checked for non-diggable
directly (zap_over_floor of acid breath, potion of acid hitting bars)
and started working as intended, others used may_dig() to check
non-diggable (poly'd hero attempting to eat iron bars) but it doesn't
handle iron bars, and still others didn't check at all (bars-eating
monster who moved onto bars location in expectation of eating those
next).
2018-09-25 16:43:06 -07:00
nhmall
b286ed510a Merge branch 'NetHack-3.6.2' 2018-09-20 18:45:37 -04:00
PatR
49e4330cb2 special levels 'grow selection'
Fixes #132

This is based on the commit for github pull request #132, which
indicates that the 'grow' pattern is reversed from what the .des
file specifies.  I don't understand how this is really supposed
to work and the only place nethack uses it is on the Valkyrie Home
level, which seems to be created roughly the same both before and
after this change.
2018-09-20 15:19:50 -07:00
Pasi Kallinen
e031800880 Use is_hole macro to check for trapdoors and holes 2018-09-15 17:57:57 +03:00
Pasi Kallinen
adf070eb04 Use is_pit macro to check for (spiked) pit 2018-09-15 17:19:26 +03:00
nhmall
772d352652 resolve a merge conflict that got by into master 2018-08-16 08:09:40 -04:00
nhmall
6f4b2ffbad Merge branch 'NetHack-3.6.2' 2018-08-16 08:01:22 -04:00
PatR
854155dfa9 git pull request #123 - wallification vs map edge
Fixes #123

Make sure wallification doesn't go out of bounds when operating
near the map edge.  The top and left edges were ok (although the
left edge could uselessly try to wallify unused column 0) but the
right and bottom ones weren't validating the map boundary.  None
of the 3.6.x levels were affected.

I've done this a little differently from the suggested commit in
the pull request.
2018-08-14 18:06:59 -07:00
PatR
34c1d30370 fix #H7352 - panic when floodfilling large areas
Special levels with FLAGS:inaccessibles could trigger a panic if
a large enough area was subjected to floodfill handling.  The buffer
intended to be enough to hold an entire level wasn't big enough when
individual coordinates were being added multiple times.  I don't
really understand what this code is doing but the recommended fix
does work to prevent the panic.

None of the levels included with 3.6.x were affected.
2018-08-13 18:33:15 -07:00
nhmall
81a96ee609 Merge branch 'NetHack-3.6.2' 2018-07-07 12:10:44 -04:00
PatR
a7daa522a4 fix github pull request #114 - ant holes in *.des
Fixes #114

Report and contributed fix described lack of support for room type
"ant hole" in the code that loads special levels (and mentioned that
none of our des files attempted to use that room type so it isn't
noticeable in unmodified version of the game).  The fix overlooked
a couple of other missing room types (leprechaun hall and cockatrice
nest) so I didn't use the pull-request's commit (so not sure what
github's automated updating will make of 'Fixes #114').
2018-07-03 15:49:44 -07:00
nhmall
df7d10bec8 Merge branch 'NetHack-3.6.0' 2018-04-23 21:41:06 -04:00
nhmall
13fc83a6a2 VS debugger couldn't handle a naming collision appropriately 2018-04-21 01:07:20 -04:00
keni
6cf611cbc7 Merge remote-tracking branch 'origin/NetHack-3.6.0'
(required manual merge in include/config.h)
2018-04-15 13:50:59 -04:00
PatR
6faff71a17 fix another 'wonky secret door'
The cavemen quest description includes an 'S' in the lower right
corner of the MAP...ENDMAP section of the locate level.  It produced
a secret door as intended but did not have horizontal vs vertical set
because the latter was only being done for DOOR directives.  Instead
of adding an explicit directive, make the loading code set horizontal
vs vertical for all doors.

This fixes the orientation of that secret door in the Cav locate
level, but I noticed that it showed up an a visible horizontal wall
when the spots on either side were still blank.  It's behaving as
if the door is on a lit spot and the adjacent walls are unlit (this
misbehavior was already present before the current change; it was
just shown incorrectly as a visible vertical wall before).
2018-04-02 13:35:41 -07:00
keni
6afb3ead34 Merge remote-tracking branch 'origin/NetHack-3.6.0' 2018-03-10 19:14:11 -05:00
PatR
7a3ff2be54 fix "wonky secret door" in Cav quest
The earlier fix for hoizontal vs vertical doors would have worked for
the Cav quest (lower left in leader's chamber) where door handling
occurs before wallification, but it wasn't working for minend-3 (east
wall of entry room) which already had walls.  The more recent fix
solved the second case but broke the first one.  I think this actually
solves both modes of door classification.  I hope....
2018-02-23 07:25:37 -08:00
keni
d540b285d0 Merge remote-tracking branch 'origin/NetHack-3.6.0' 2018-01-15 14:18:53 -05:00
PatR
bb9738ff0e special level mimics
The special level loader would allow the level description to specify
an alternate monster appearance for any type of monster, and if one
was specified for a mimic then that mimic would be polymorphed into
the appearance instead of masquerading as it.  This changes it to
only use an appearance for mimics, the Wizard, vampires, and general
shapeshifters (chameleons, doppelgangers, sandestins).  The mimic
case doesn't work as expected:  map display shows the symbol for the
specified shape but farlook describes it as a mimic.  The Wizard case
hasn't been tested.  The chameleon and vampshifter cases seem to work.

It also allowed shapechangers (including vampires) to be given an
object or furniture appearance.  I didn't try things out to find out
what what their behavior would be if/when that happened.

I'm not sure whether the farlook issue for mimics-as-monsters is with
the pager code or the monster name formatting code.  (Possibly the
mimic just needs to be flagged has 'hidden' as well has having an
alternate appearance.)  I'm not going to worry about it since none of
our special levels attempt to give mimics a monster shape.  Mimicking
a monster is a feature for clones of the Wizard, not for mimics,
although it might be nice if the latter worked correctly someday.
2017-12-31 17:19:38 -08:00
PatR
46da4b5e90 fix #H6704 - appearance of mimic's replacement
If mimics were genocided before loading a special level which
contained mimics with specific appearances, whatever random monsters
took their place also end up having their intended appearance.
monst->cham uses NON_PM rather than 0 to mean "not a shapechanger".
2017-12-31 03:38:29 -08:00
keni
3bcf6a0c95 Merge remote-tracking branch 'origin/NetHack-3.6.0' 2017-12-24 15:28:18 -05:00
PatR
f296c6605d fix #H6628 - secret doors display as wrong wall
A relatively recent change to make secret doors within horizontal walls
become horizontal doors after discovery was making some secret doors
that should have remained vertical become horizontal too.  While still
hidden, they got displayed as horizontal wall segments in the midst
of vertical walls.  Example was the "Catacombs" (minend-3) variant of
mines' end.  The hidden door on the east wall of the entry room was
shown as horizontal, while another one on the west wall of that same
room was correctly vertical.  This fix uses different criteria to
decide horizontal vs vertical, partly because I couldn't understand
how the previous code was supposed to work.

Hidden doors now seem to display as correctly oriented walls and once
discovered seem to become correctly oriented doors.  I tested by
checking quite a few special levels (and some regular ones)--but not
all--with '#terrain d'.  Plus some searching to unhide secret doors
while using a custom symbol set that displayed closed horizontal doors
(S_hcdoor) as '=' and vertical ones (S_vcdoor) as '"'.
2017-12-21 10:04:18 -08:00
keni
575fbb5ae8 Merge remote-tracking branch 'origin/NetHack-3.6.0' 2017-11-19 20:41:52 -05:00
Pasi Kallinen
b87db2dd3f Init variables to random 2017-11-05 14:17:22 +02:00
keni
e1743da677 Merge remote-tracking branch 'origin/NetHack-3.6.0' 2017-11-04 16:31:11 -04:00
Pasi Kallinen
bf0223fd9f Fix door orientation in des-files
Doors in des-files were always generated vertically.
This wasn't visible unless you had separate symbols for
closed vertical and horizontal doors, or used tiles.
2017-10-26 22:00:50 +03:00
PatR
5a50bb6445 more achievement tracking
The code that checked for and complained about having more than one
'prize' object on the mines' end or sokoban end level uses static
counters and would complain if you used #wizmakemap to recreate the
level.  (Or if a game got far enough that either of those levels was
created and then started over--I'm not sure what state support for
that has reached.)  So re-init those counters each time any special
level gets created; that's sufficient for what they track.

I also changed several variables in sp_lev.c from global to file
scope since they aren't used anywhere else.
2017-10-24 14:17:25 -07:00
PatR
58477b33f4 more fix for #H5056 - achievement tracking
The followup message about the fix for #5056 was trapped by the spam
filter so didn't reach us for a while.

xlogfile has an extra field to track various achievements made during
the game it logs, two of which are fully exploring the gnomish mines
and fully exploring sokoban.  Those are accomplished by finding the
special 'prize' item on the final level of their branch:  luckstone
for mines and bag of holding or amulet of reflecition for sokoban.
3.6.0 had a bug where any item of the target type found anywhere in
the dungeon resulted in achieving the relevant goal.  A post-3.6.1 fix
for that required that the item be found on the end level of the branch
and attempted to require that it an item explicitly placed there by the
special level loader, but the latter aspect had a bug which meant that
random items of the appropriate type placed on final level would count
as the prize.  Chance of extra luckstones on mines' end is fairly high,
so potential for false completion of the achievement was also high.

The second complaint was that since the achievement was only recorded
if the special prize item was found on final level, then if a monster
took it to another level then the achievement became impossible.  (Not
true, the player could take it back, drop it, and pick it up again, but
that is admittedly a pretty silly hoop to jump through.)  On the other
hand, if a monster removed the item before the hero found it, then a
case could be made that the hero hadn't really fully explored the
level.  However, this fix records the achievement no matter where the
hero picks up the item.  The final level must be entered--otherwise no
monster could possibly acquire and transport the item--but it isn't
guaranteed to have been fully explored.  Big deal....

The prize could also be acquired in bones data.  Before the second
portion of this fix, that wouldn't have mattered.  But now it does, so
clear the prize indicator when saving bones unless it happens to be the
same level where that item is created (impossible for sokoban, where no
bones are left; not sure offhand about mines' end).  The former prize
stone or bag or amulet becomes an ordinary one of its type.

This can all be done in a much cleaner fashion once we give up on the
current save file compatability.  Putting obj->o_id values into new
context.mines_prize and context.soko_prize, plus a hack to mkobj() to
not reuse those two values if the o_id counter ever wraps back to 0,
would cover most of the details.  Adding an achievement tracking flag
to lev_comp's object handling for use by the special level loader
would cover most of the rest.
2017-10-24 00:37:21 -07:00
keni
88ed50523d Merge remote-tracking branch 'origin/NetHack-3.6.0' 2017-08-15 07:59:38 -04:00
Pasi Kallinen
439028dcae Add whatis_filter option to filter eligible map locations for travel
Compound option whatis_filter, filters the eligible map locations
when getting a cursor location for targeting. Accepts 'n' (none),
'v' (map locations in view), or 'a' (map locations in the same area,
eg. room or corridor).
2017-07-31 16:58:23 +03:00
PatR
27f9a83a0b mons[0]
Alex mentioned that loops over mons[] were starting at [0], which
should be [LOW_PM] instead.  I only found two, and the mvitals[] one
was benign.  The special level one might have been too, depending
upon spec_lev's thoroughness--I didn't attempt to check.

Once upon a time there was a possibility of moving 'playermon' from
a separate variable to mons[0], so LOW_PM became the index of the
first valid monster.  Instead, 'playermon' went away altogether.
LOW_PM (and NON_PM) could go away too, but I don't see how reverting
to hardcoded 0 and -1 would be an improvement.  We have enough
problems as it is with "giant ant" turning up in unexpected places
because someone used 0 instead of NON_PM to mean "none of the above".
2017-07-16 15:28:44 -07:00
keni
9d2afb7086 Merge remote-tracking branch 'origin/NetHack-3.6.0' 2017-03-13 18:50:47 -04:00
Pasi Kallinen
76d7044872 Fix #H5056/bz1086: Bug in Achievement Recording
Bug report was:

> "Completed sokoban" achievement was logged when picking up
> a randomly generated bag of holding in the gnomish mines.

The picking-up code was missing checks for the branches, so
you could get the achievements outside the correct branches.
2017-02-06 16:52:40 +02:00
keni
83a0c37d13 Conway 2016-06-16 13:32:50 -04:00
Pasi Kallinen
caafec1bc7 Separate permonst valid location humidity function 2016-05-23 22:19:43 +03:00
Sean Hunt
ef621d2e6c Merge remote-tracking branch 'github/tung/randline-rng-fix' into NetHack-3.6.0 2016-04-12 21:08:31 -04:00
PatR
cb66774430 couple of formatting tweaks 2016-04-04 14:05:31 -07:00
Tung Nguyen
24bd638356 Use rn2() instead of Rand() for selection_do_randline()
That is, use NetHack's RNG instead of the direct system RNG.  This fixes
maps generated with randlines to interact correctly with potential
future RNG system changes e.g. switching PRNG algorithms, supporting
NAO343's RNG reseeding, and even supporting replays like NetHack 4.

Based on DynaHack commit e464f63 (lev_comp: Fix system RNG use in
randline) by me.
2016-04-02 12:41:35 +11:00
Pasi Kallinen
89809bf71e Very tiny typofix 2016-02-01 13:43:43 +02:00
Pasi Kallinen
0a25502593 Fix weight of containers in lev_comp 2016-01-06 18:25:50 +02:00