Erik Lunna eb22a81088 Refactor, unify, and nerf item destruction
Note: Original change is from xNetHack by copperwater <aosdict@gmail.com>,
      but this commit comes from HACKEM-MUCHE by Erik Lunna, with
      some minor code formatting.

From xNetHack commit a0a6103bea:

'The original goal: nerf item destruction using a method I initially
 proposed for SpliceHack, in which the number of items subject to
 damage from any single source is limited by the amount of damage the
 effect caused. The intent was to be more fair all around and prevent
 aggravating situations where, for instance, a chest shock trap zaps
 you for 4 damage and immediately ten of your rings and wands blow up.

 Problem 1: no easy way to limit the items destroyed without biasing
 heavily towards the start of the invent chain. The old code was able
 to get away without bias by just indiscriminately destroying
 everything eligible with a 1/3 chance. Here, I had to introduce
 reservoir sampling in a somewhat more complex form than I've applied
 it elsewhere, since there are a pool of potential items.

 Problem 2: destroy_item no longer worked remotely like destroy_mitem,
 which still destroyed 1/3 of items indiscriminately. Commence the
 process of squishing them into one function that handles both the
 player and monsters. (Which required making a lot of adjustments to
 destroy_one_item, now named maybe_destroy_item, on nits such as
 messaging and when to negate damage. An annoying consequence of the
 merge is that in the player case, their HP is deducted and they can
 be killed directly, but for monsters they need to add up the
 destruction damage and return it.)

 Unifying destroy_item and destroy_mitem has some advantages: in
 addition to the obvious code duplication removal, it ensures monsters
 now take the same damage as players for destruction (previously they
 took a piddly 1 damage per destroyed item). Now when you hit
 something with Mjollnir and their coveted wand of death breaks apart
 and explodes, you at least get the satisfaction of knowing they took
 the standard amount of damage from it.  Monsters also now get
 symmetry with players in having extrinsic elemental resistance
 protect them from item destruction, and damage negation from item
 destruction if they were appropriately resistant.

 Problem 3: a lot of callers didn't preserve the "amount of incoming
 damage" that this refactor relies on. E.g. if the defender resisted
 that element, the local dmg variable would be set to 0. So I had to
 do some wrangling with callers to save that original damage
 value. The rule of thumb is: all *incoming* damage counts. So that
 includes the player's spellcasting bonus if applicable, but not
 things like half damage, negation due to resistance, or extra damage
 due to being vulnerable to cold/fire.

 Then I figured, while I'm here let's get rid of all those silly cases
 where destroy_items is called multiple times for various different
 object classes, and cut the object class parameter out of it. This
 has a few minor effects:

 - Places where different object classes previously rolled
   independently for destruction to happen at all now roll
   once. (Which, by my calculation, generally means less incidences of
   destruction - a fire attack now won't have three separate chances
   to hit your scrolls, potions, and spellbooks. On the flip side, a
   lucky roll will no longer save an entire object class in your
   inventory.)

 - Callers can no longer specify different probabilities for
   destroying different object classes. The only place this was really
   used was to call destroy_item with a slightly lower probability on
   SPBOOK_CLASS.  With the nerf in this commit, less of them ought to
   be destroyed anyway.

 - A very edge case of where explosion-vs-monster damage was totted up
   differently for golems, which could result in differences of a hit
   point here or there.

 - All object classes being processed in one go means that less items
   are destroyed than would be if they were still processed
   independently.  This is not really visible compared to the old
   baseline of just destroying 33% of everything, but would be a
   marked difference versus a copy of the game that still called
   destroy_items separately for different object classes. To
   compensate, I adjusted my planned damage-to-destruction-limit
   scaling factor down from 8 to 5.

 Not done: merging in ignite_items(), though that would probably be
 really easy now.'

Notes from porting from xNetHack:

- It might be necessary to reexamine at all the conditional checks for
calling destroy_items. Because item destruction is much more
restrained and uses the actual damage from an effect, we might now
need to check 'if (!rn2(3))' and similar in all the places item
destruction occurs.
2024-02-20 22:03:54 +02:00
2023-09-16 11:59:55 -07:00
2023-01-30 17:10:39 +02:00
2024-02-20 13:04:32 -05:00
2024-02-20 13:04:32 -05:00
2015-05-25 09:21:31 +09:00
2023-02-12 01:19:05 -05:00
2022-10-02 20:41:02 -04:00
2023-05-28 22:58:47 -04:00
2023-05-28 22:58:47 -04:00

         NetHack 3.7.0 work-in-progress -- General information

NetHack 3.7 is an enhancement to the dungeon exploration game NetHack,
which is a distant descendent of Rogue and Hack, and a direct descendent of
NetHack 3.6.

NetHack 3.7.0 work-in-progress is not a release of NetHack. As a .0 version,
and still very early in its development cycle, there has already been changes
made, and there will continue to be many more prior to an eventual release.
The file doc/fixes3-7-0.txt in the source distribution will be updated with
a list of fixes as they are committed.

In short -- there are likely to be bugs. Don't treat NetHack-3.7 branch as
released code, and if stability is paramount, then the most recent
NetHack 3.6.7 release is safest for you.

We're making the .0 work-in-progress available so that you can observe, test
out, and contribute to its development. Constructive suggestions, GitHub pull
requests, and bug reports are all welcome and encouraged.

The file doc/fixes3-7-0.txt in the source distribution has a full list of
bug-fixes included so far, as well as brief mentions of some of the other code
changes. The text in there was written for the development team's own use and is
provided  "as is", so please do not ask us to further explain the entries in
that file. Some entries might be considered "spoilers", particularly in the
"new features" section.

Along with the game improvements and bug fixes, NetHack 3.7 strives to make
some general architectural improvements to the game or to its building
process. Among them:

 *  Remove barriers to building NetHack on one platform and operating system,
    for later execution on another (possibly quite different) platform and/or
    operating system. That capability is generally known as "cross-compiling."
    See the file "Cross-compiling" in the top-level folder for more information
    on that.

 *  Replace the build-time "yacc and lex"-based level compiler, the "yacc and
    lex"-based dungeon compiler, and the quest text file processing done
    by NetHack's "makedefs" utility, with Lua text alternatives that are
    loaded and processed by the game during play.

 *  Write game savefiles and bonesfiles in a more portable and consistent way
    to open up the possibility of utilizing them between different platforms,
    such as between your desktop computer and your hand-held device.

 *  Add support to make the game restartable without exit (a.k.a. "play again"
    support). Toward that end, many previously scattered and separate variables
    have been gathered into central 'ga' through 'gz' structures in
    decl.h/decl.c. That central ability to reinitialize the variables will
    benefit the porting effort to some platforms that are under consideration
    where "play again" is typical.

Here are some other general notes on the changes in NetHack 3.7 that were not
considered spoilers:
 -  automatic annotation "gateway to Moloch's Sanctum" for vibrating square
        level once that square's location becomes known (found or magic
        mapped); goes away once sanctum temple is found (entered or high altar
        mapped)
 -  savefile: add support to deconstruct internal data structures down into
        their individual fields and save those fields instead of the entire
        struct
 -  savefile: use little-endian format for fields where that makes a difference

                        - - - - - - - - - - -

Please read items (1), (2) and (3) BEFORE doing anything with your new code.

1.  Unpack the code in a dedicated new directory.  We will refer to that
    directory as the 'Top' directory.  It makes no difference what you
    call it.

2.  Having unpacked, you should have a file called 'Files' in your Top
    directory.

    This file contains the list of all the files you now SHOULD
    have in each directory.  Please check the files in each directory
    against this list to make sure that you have a complete set.

    This file also contains a list of what files are created during
    the build process.

    The names of the directories listed should not be changed unless you
    are ready to go through the makefiles and the makedefs program and change
    all the directory references in them.

3.  Before you do anything else, please read carefully the file called
    "license" in the 'dat' subdirectory.  It is expected that you comply
    with the terms of that license, and we are very serious about it.

4.  If you are attempting to build NetHack on one platform/processor, to
    produce a game on a different platform/processor it may behoove you to
    read the file "Cross-compiling" in your Top directory.

5.  If everything is in order, you can now turn to trying to get the program
    to compile and run on your particular system.  It is worth mentioning
    that the default configuration is SysV/Sun/Solaris2.x (simply because
    the code was housed on such a system).

    The files sys/*/Install.* were written to guide you in configuring the
    program for your operating system.  The files win/*/Install.* are
    available, where necessary, to help you in configuring the program
    for particular windowing environments.  Reading them, and the man pages,
    should answer most of your questions.


    At the time of the most recent official release, NetHack 3.6, it had
    been tested to run/compile on:

        Intel Pentium or better running Linux, BSDI
        Intel Pentium or better running Windows 10 or 11
        Intel-based, or Apple M1 or M2 Macs running macOS 10.11 (El Capitan) to
            13 (Ventura) (follow the instructions in sys/unix/NewInstall.unx)
        Intel 80386 or greater running MS-DOS with DPMI
            built via djgpp compiler (native or Linux-hosted cross-compiler)
        OpenVMS (aka VMS) V8.4 on Alpha and on Integrity/Itanium/IA64

    Previous versions of NetHack were tested and known to run on the
    following systems, but it is unknown if they can still build and
    execute NetHack 3.6 or NetHack 3.7:

        Apple Macintosh running MacOS 7.5 or higher, LinuxPPC, BeOS 4.0
        Atari ST/TT/Falcon running TOS (or MultiTOS) with GCC
        AT&T 3B1 running System V (3.51)
        AT&T 3B2/600 & 3B2/622 running System V R3.2.1
        AT&T 3B2/1000 Model 80 running System V R3.2.2
        AT&T 3B4000 running System V
        AT&T 6386 running System V R3.2
        Commodore Amiga running AmigaDOS 3.0 or higher with SAS/C 6.x
                (but see Makefile.ami about DICE and Manx)
        Data General AViiON systems running DG/UX
        DEC Alpha/VMS (aka OpenVMS AXP), running V1.x through V7.1
        DEC VAX/VMS, running V4.6 through V7.1
        DEC vaxen running BSD, Ultrix
        Decstations running Ultrix 3.1, 4.x
        Encore Multimax running UMAX 4.2
        Gould NP1 running UTX 3/2
        HP 9000s300 running HP-UX
        HP 9000s700 running HP-UX 9.x, 10.x, 11.x
        H/PC Pro devices running Windows CE 2.11 and higher.
        IBM PC/RT and RS/6000 running AIX 3.x
        IBM PS/2 and AT compatibles running OS/2 - 2.0 and up with GCC emx
        IBM PS/2 and AT compatibles running OS/2 1.1 - 2.0 (and probably
           Warp) with Microsoft 6.0, and OS/2 2.0 and up with IBM CSet++ 2.0.
        Intel 80386 or greater (or clone) running 386BSD
        Intel x86 running a version of Windows 7 or 8 or prior to XP.
        Mips M2000 running RiscOS 4.1
        NeXT running Mach (using BSD configuration)
        Palm Size PC 1.1 devices running Windows CE 2.11
        Pocket PC devices running Windows CE 3.0 and higher
        Pyramid 9820x running OSx 4.4c
        SGI Iris running IRIX
        Stardent Vistra 800 running SysV R4.0
        Stride 460 running UniStride 2.1
        Sun-3s, -4s, and -386is running SunOS 3.x
        Sun-3s and -386is running SunOS 4.x
        "Sun SPARC"-based machine running SunOS 4.x, Solaris 2.x, or Solaris 7
        Valid Logic Systems SCALD-System

    Previous versions, using a cross-compiler hosted on another platform,
    such as  win32, could also build the following from source:
        Pocket PC devices running Windows CE 3.0 and higher
        H/PC Pro devices running Windows CE 2.11 and higher
        Palm Size PC 1.1 devices running Windows CE 2.11

    Unless otherwise mentioned, the compiler used was the OS-vendor's
    C compiler.

                        - - - - - - - - - - -

If you have problems building the game, or you find bugs in it, we recommend
filing a bug report from our "Contact Us" web page at:
    https://www.nethack.org/common/contact.html
Please include the version information from #version or the command line
option --version in the appropriate field.

A public repository of the latest NetHack code that we've made
available can be obtained via git here:
    https://github.com/NetHack/NetHack
      or
    https://sourceforge.net/p/nethack/NetHack/

When sending correspondence, please observe the following:
o Please be sure to include your machine type, OS, and patchlevel.
o Please avoid sending us binary files (e.g. save files or bones files).
  If you have found a bug and think that your save file would aid in solving
  the problem, send us a description in words of the problem, your machine
  type, your operating system, and the version of NetHack.  Tell us that you
  have a save file, but do not actually send it.
  You may then be contacted by a member of the development team with the
  address of a specific person to send the save file to.
o Though we make an effort to reply to each bug report, it may take some
  time before you receive feedback.  This is especially true during the
  period immediately after a new release, when we get the most bug reports.
o We don't give hints for playing the game.
o Don't bother to ask when the next version will be out or you can expect
  to receive a stock answer.

If you want to submit a patch for the NetHack source code via email directly,
you can direct it to this address:
    nethack-bugs (at) nethack.org

If a feature is not accepted you are free, of course, to post the patches
to the net yourself and let the marketplace decide their worth.

All of this amounts to the following:  If you decide to apply a free-lanced
patch to your 3.6 code, you are welcome to do so, of course, but we won't
be able to provide support or receive bug reports for it.

In our own patches, we will assume that your code is synchronized with ours.

                  -- Good luck, and happy Hacking --

# $NHDT-Date: 1652133501 2022/05/09 21:58:21 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.97 $
# Copyright (c) 2012 by Michael Allison
# NetHack may be freely redistributed.  See license for details.
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