PatR [Sat, 11 Jun 2022 22:32:37 +0000 (15:32 -0700)]
fixes entry for pull request #770 - wizard splbook
Pull request from matteverett: for generating starting equipment,
mark a wizard as having received a level 1 spellbook when getting
guaranteed force bolt so that the random second spellbook can be
level 1, 2, or 3 as intended rather than unintentionally be forced
to be level 1.
PatR [Sat, 11 Jun 2022 22:13:30 +0000 (15:13 -0700)]
pull request #798 - fix typo in disclosure \
of vanquired monsters.
Pull request from janne-hmp: the test for how many spaces to insert
in front of "the <unique monster>" couldn't match prefix "the "
because it was specifying a length of 3 instead of the 4 required to
include the trailing space.
Despite that clear error, the code worked as intended because the
default value of 0 is the same as an explicit value of 0 it would
have gotten if it had matched "the ". So there is no change in the
resulting vanquished monsters display.
PatR [Sat, 11 Jun 2022 18:38:52 +0000 (11:38 -0700)]
monsters less likely to dig in Sokoban
Make monsters being created in Sokoban that are given a random
defensive item be less likely to receive a wand of digging. Should
result in fewer extra holes needing to be plugged.
Resurrected from an old stash entry. I have no recollection of why
I didn't consider it to be ready for prime time way back then.
nhmall [Sat, 11 Jun 2022 17:52:58 +0000 (13:52 -0400)]
g++-12 bits, mostly Qt5 related
I forced a test compile to -std=c++20 mostly to see what we would
be up against. There was only a small number of things and they
are corrected in this commit.
c++20 has some issues with comparisons and bit twiddling between
different enums.
The vendor-supplied Qt5 header files triggered some of those issues as
well, so the qt_pre.h and qt_post.h NetHack header files were adjusted
to make those new warnings go away. I have not tested Qt6 under the
new compiler and c++ version yet.
Because there are multiple pragmas in qt_pre.h now, the conditional
ifdef structure in there was modified a little to make maintenance
simpler and have a single pragma push at the top. The pragma pop
comes after the Qt vendor-supplied header files, and is done
in qt_post.h.
The display.h macro cmap_to_glyph() was used in
a Qt c++ file and triggered a series of warnings because of that.
Rather than write c++20-friendly versions of those macros, the
simple fix is to provide a function on the C side of things
to front the cmap_to_glyph() macro, so fn_cmap_to_glyph()
was added.
Also thrown into this commit, PatR picked up on the fact that for
yesterday's new warning in qt_menu.cpp, the compiler had correctly
picked up on the fact that the format range of the variable 'cash'
had been correctly upper-capped at 999999999L in the warning message
because of an assignment prior. He suggested that perhaps by also adding
if (cash < 0)
cash = 0;
the warning might be eliminated altogether.
After a test, that was proven to be correct, so yesterday's
more-kludgy change is reverted and replaced with that variable
variable restriction ahead of the snprintf().
PatR [Sat, 11 Jun 2022 07:11:48 +0000 (00:11 -0700)]
simplify unpunish()
unpunish() duplicated much of delobj() in order to use dealloc_obj().
Switch to delobj(). That required a fix to feel_location() when it
was called by savebones() after vision is turned disabled.
PatR [Sat, 11 Jun 2022 07:08:17 +0000 (00:08 -0700)]
saving/freeing ball and chain
Reported by entrez: fix memory being accessed after having been
freed by trying to keep ball&chain data up to date when they're
processed by the save code. This fix is a little more elaborate
than this suggested one. I'm crossing my fingers on this one....
nhmall [Sat, 11 Jun 2022 04:18:27 +0000 (00:18 -0400)]
new warnings showed up in old code
A test build with gcc-12 cause two new warnings to appear.
mkmaze.c: In function ‘makemaz’:
mkmaze.c:983:44: warning: ‘sprintf’ may write a terminating nul past the end of the destination [-Wformat-overflow=]
983 | Sprintf(protofile, "%s%d-%d", g.dungeons[u.uz.dnum].proto,
| ^
In file included from ../include/config.h:665,
from ../include/hack.h:10,
from mkmaze.c:6:
../include/global.h:262:24: note: ‘sprintf’ output between 4 and 31 bytes into a destination of size 20
262 | #define Sprintf (void) sprintf
mkmaze.c:983:17: note: in expansion of macro ‘Sprintf’
983 | Sprintf(protofile, "%s%d-%d", g.dungeons[u.uz.dnum].proto,
| ^~~~~~~-+
As usual, that one can easily be rectified by replacing it with an Snprintf() call.
There were several Sprintf calls in the vicinity, targeting the same destination
buffer, so I figured that I might as well replace the several.
../win/Qt/qt_menu.cpp: In member function
‘virtual void nethack_qt_::NetHackQtTextWindow::UseRIP(int, time_t)’:
../win/Qt/qt_menu.cpp:1082:63: warning:
‘%ld’ directive output may be truncated writing between 1 and 20 bytes into a region
of size 17 [-Wformat-truncation=]
1082 | (void) snprintf(rip_line[GOLD_LINE], STONE_LINE_LEN + 1, "%ld Au", cash);
| ^~~
../win/Qt/qt_menu.cpp:1082:62: note: directive argument in the range [-9223372036854775808, 999999999]
1082 | (void) snprintf(rip_line[GOLD_LINE], STONE_LINE_LEN + 1, "%ld Au", cash);
| ^~~~~~~~
../win/Qt/qt_menu.cpp:1082:20: note: ‘snprintf’ output between 5 and 24 bytes into a destination of size 17
1082 | (void) snprintf(rip_line[GOLD_LINE], STONE_LINE_LEN + 1, "%ld Au", cash);
| ~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That one was a little different. It wasn't complaining about the destination buffer
size in the way -Wformat-overflow was on the previous warning from gcc, and it
was already using snprintf().
It looks like what the C++ compiler was warning about there, was that snprintf()
informs you after-the-call that the destination buffer was too small for the
result string to be fully written. It informs the developer of that by returning
the number of characters that would have been written if the buffer had been big
enough. Presumably, the C++ compiler picked up on the fact that the return value
was being cast to void, thus throwing away that truncation information from the
return value.
Worked around it by putting the return value into a variable, and flagging the
variable with nhUse(variable) so as not to exchange the -Wformat-truncation
warning with a variable-set-but-not-used warning.
PatR [Fri, 10 Jun 2022 22:19:01 +0000 (15:19 -0700)]
\#wizkill while engulfed
Targetting any of the eight surrounding spots while swallowed will
kill the engulfer. Picking a spot farther away reports "no monster
there" even if there does happen to be one at the chosen spot.
PatR [Fri, 10 Jun 2022 18:35:07 +0000 (11:35 -0700)]
fix github issue #769 - revive panic
Issue #769, reported by k2 and diagnosed by entrez: eating a troll
corpse that revives on the last turn of the meal was using up the
corpse while the revival was in progress (unless the hero couldn't
observe the resulting monster), leading to a panic when trying to
use it up at the end of revival. Brought on by a recent change to
interrupt an occupied hero who can observe a hostile monster being
created nearby.
The fix isn't perfect. If revival fails because there's no place
to put the revived troll, the meal will be interrupted with one bite
left instead of finishing. If that happens, the interruption will
include a "you stop eating" message, just with no explanation why.
The partly eaten--almost completely eaten--corpse will remain.
nhmall [Fri, 10 Jun 2022 00:02:19 +0000 (20:02 -0400)]
suppress warnings during vs 3rd party x64 builds
These warning are in 3rd party library builds (one
in Lua relating to padding due to alignment), and
a few in pdcurses. We won't be addressing the code
in those.
nhmall [Thu, 9 Jun 2022 03:41:45 +0000 (23:41 -0400)]
Re: [NetHack/NetHack] Prompts can overwrite copyright notice on the
starting screen (Issue #783)
On 2022-06-01 12:22 p.m., NetSysFire wrote:
> Steps to reproduce:
>
>1. Get any prompt and answer it. In my case it was a horribly old
> save I forgot about or when I wiztested something and forgot
> about that save, too.
>2. See that the copyright information got overwritten by the prompt:
>
>There is already a game in progress under your name. Destroy old game? [yn] (n)
> By Stichting Mathematisch Centrum and M. Stephenson.
> Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31.
> See license for details.
>
>
> Shall I pick character's race, role, gender and alignment for you? [ynaq]
>
> Expected behavior:
>
> Redraw after a prompt was answered, so the prompt vanishes and the
> entirety of the starting screen will be shown.
>
> NetHack, Copyright 1985-2022
> By Stichting Mathematisch Centrum and M. Stephenson.
> Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31.
> See license for details.
>
>
> Shall I pick character's race, role, gender and alignment for you? [ynaq]
>
> Proposed severity: low. Not gamebreaking, it is cosmetic only and does
> not have any other consequences.
>
The Copyright notice is placed by tty internal routines writing onto
the BASE_WINDOW fairly early in the startup sequence.
The prompt to "Destroy old game? [yn] (n)" is using the in-game
routine to write to the message window at the top of the screen and
prompt there, just like in-game prompts and messages.
If the player answered 'y' to that, the prompt for
"Shall I pick character's race, role, gender and alignment..."
appeared immediately after. That one, however, is written using
the BASE_WINDOW routines in tty, like the copyright notice.
This change does the following:
It moves the copyright lines down a little bit leaving room for the
"Destroy.." prompts.
It places the "Shall I pick characters's..." prompt further down the
screen by default, leaving some room for about 3 raw_print startup
messages after the copyright notice, just in case there are any.
The "Shall I pick character's..." prompt will still appear immediately
if there is a prompt such as "Destroy old game?..."
There were a couple of other issues around raw_print startup messages
too. Those are delivered using a raw_print mechanism to ensure they
are written even if the window-port is not fully operational. However,
they were only on the screen for the blink of an eye. This call
sequence in restore.c made them disappear almost immediately:
docrt() -> cls()
Put in a mechanism to detect the presence of raw_print messages
from the early startup, and if there were some, wait for a
keypress before obliterating the unread notifications.
Michael Meyer [Wed, 8 Jun 2022 23:50:48 +0000 (19:50 -0400)]
Fix: vampire shapeshifting in a door
Someone mentioned in #nethack today that a vampire had turned into a fog
cloud, moved under a door, then turned back into a vampire while still
sharing a space with a closed door. There already existed some code
intended to prevent this in cases where the vampire is killed in one
form and revives in another, but voluntary transformations (from
decide_to_shapeshift) weren't included. The existing code in mondead
and vamp_stone also apparently missed a minor edge case: because the
code between the definition of in_door and its use included an expels
call, it would be outdated/incorrect in cases where expels() placed the
fog cloud onto a closed door.
PatR [Wed, 8 Jun 2022 19:50:49 +0000 (12:50 -0700)]
death from touching silver ring or wand
From a reddit thread: NAO's list of causes of death shows
|killed by handling a(n) ring of shock resistance
|killed by handling a(n) wand of fire
along with various other rings and wands and the poster wondered how
that could have killed characters. Someone quickly figured out that
the heroes involved had lycanthropy and the items listed happened
to be silver in those games.
Avoid that sort of confusion in future by specifying "handling a
silver ring" or "handling a silver wand" instead of the specific
type of item when inflicting silver damage. It still uses specific
item for other classes of objects where silver isn't shuffled among
potential items at start of game.
PatR [Wed, 8 Jun 2022 17:46:51 +0000 (10:46 -0700)]
magic portal traversal feedback
Replace the old message "you feel dizzy for a moment, but the sensation
passes" when going through a magic portal. The sensation doesn't just
pass anymore; you arrived stunned these days. Suggested by entrez.
PatR [Mon, 6 Jun 2022 23:15:07 +0000 (16:15 -0700)]
artifact name formatting bit
All the quest artifacts are named "The <something> of <someone>".
Change xname() to force "the" instead of "The" when that occurs in
the middle of "a skeleton key named The Master Key of Thievery" or
"a pair of lenses named The Eyes of the Overworld".
This change isn't applied to user-assigned names; they're used as-is.
PatR [Sun, 5 Jun 2022 21:39:48 +0000 (14:39 -0700)]
monpolycontrol bit
I tried to polymorph a shopkeeper into a long worm (which isn't
allowed) and EDIT_GETLIN preserved "long worm" for default input
on the first retry. I just pressed <return> without modifying the
preloaded input, so a cycle of repitition occurred until eventually
it returned Null. But then the outer caller also retried, starting
it all over (at least without preserving the old failed input this
time).
Change it so that if the same unacceptible input is given twice in
a row, or empty input even once, preload the buffer for the next
retry with "random". Player can still edit that but if <return> is
used then an acceptable random choice gets made.
Only applies to the "what type of monster?" for polymorph target
when monpolycontrol is On since that's where two levels of retrying
happens.
PatR [Fri, 3 Jun 2022 19:31:00 +0000 (12:31 -0700)]
fixes entry for PR #784 - reset just-picked-up
Pull request from entrez: the just-picked-up flag on recently
picked up items was being reset when you stepped on other items
without picking anything else up.
Michael Meyer [Thu, 2 Jun 2022 19:23:04 +0000 (15:23 -0400)]
Reset justpicked only when picking up items
With reset_justpicked called unconditionally near the top of pickup, it
was impossible to pick up some items, walk over to a chest, and use 'P'
to deposit the items with autopickup on: pickup is called with every
move, and autopickup allowed execution to reach the reset_justpicked
call whenever the hero stepped on a square with an item in it. As a
result, stepping onto a square with a container would clear all the
justpicked flags in inventory (pressing ',' and then declining to pick
anything up would have a similar effect).
Instead, call reset_justpicked only when the hero (or autopickup) has
actually selected an item to pick up. This makes the code a bit more
complicated than before -- I don't think there's a way to do it with
just one reset_justpicked call any more, due to the structure of pickup
and the need to call reset_justpicked before actually putting any items
into inventory -- but it means that justpicked info will be much less
ephemeral and more useful when managing stashes, etc.
Michael Meyer [Fri, 3 Jun 2022 19:12:16 +0000 (15:12 -0400)]
Fix: wished-for doors in wizmode always vertical
Wishing for a door is intended to retain the existing 'horizontal' value
of the surrounding wall or door (see comment in the wizterrainwish
'door' case). However, the field was being reset by mistake, causing
all door wishes to create vertical doors. Preserve it as intended.
PatR [Fri, 3 Jun 2022 19:10:55 +0000 (12:10 -0700)]
github PR #787 - segfault for wizterrain wish
Pull request from entrez: the change to show the result of a wish in
its gamelog/livelog event resulted in a segfault if that result was
&zeroobj. It occurs for wizard mode wishes producing terrain changes
instead of objects.
Michael Meyer [Fri, 3 Jun 2022 18:34:40 +0000 (14:34 -0400)]
Fix: segfault on wizmode terrain wish
The new livelogging of wish results caused a segfault when attempting to
handle the results of a wizard mode terrain wish, since a successful
terrain wish returns a nonzero obj which nonetheless is just a dummy
object. Move the existing check for that further up to skip all the
livelogging stuff entirely, since such wishes will never happen in a
real game and exist purely for debugging purposes.
nhmall [Thu, 2 Jun 2022 23:20:21 +0000 (19:20 -0400)]
fix message when monster's two-handed weapon welds
K3610 reported to devteam:
When you see a monster wield a cursed two-handed weapon,
the weapon "welds itself to the foo's hand" instead of its "hands."
Observed on hill orcs wielding a cursed two-handed sword.
PatR [Thu, 2 Jun 2022 21:44:30 +0000 (14:44 -0700)]
fix #K3603 - multiple stacks of gold in container
When taking stuff out of a container, specifying a subset count for
an item and getting the pickup_burden prompt, answering 'q' undid the
subset split but answering 'n' did not. If the item in question was
a stack of gold, the container would end up with two stacks. That
action could be repeated as long as any of the stacks was big enough
to trigger pickup_burden confirmation so an arbitrary number of gold
stacks could be produced. (Eventually they would be too small for a
subset to cause an increase in encumbrance, or possibly all reduced
to just one gold piece, then no more stacks could be created.)
Situation occurred for all menustyles; traditional and via-menu needed
separate fixes. It didn't occur for pickup off the floor.
Report was for 3.6.6 but the bug was still present in dev version.
PatR [Thu, 2 Jun 2022 20:02:45 +0000 (13:02 -0700)]
fix #K3608 - glob quantity
Wishing for "N <size> globs [of pudding type]" produces 1 glob
starting at <size> and then multiples weight by N (so possibly
increasing <size>). When not it wizard mode, N can be replaced by
a random amount to prevent the total weight from being huge. When
N was less than 6, it was possible for that random amount to be
larger than what the player asked for.
Change the way the random amount is calculated so that it won't
ever be larger than what player specified. Also for wizard mode
prompt whether to make the substitution so that the player can
choose to abide by the limit or to obtain a huge glob for whatever
testing is being conducted.
PatR [Thu, 2 Jun 2022 14:51:54 +0000 (07:51 -0700)]
more wish logging - show the result
Extend the log event for a wish to include what was produced. It
would be better to show the item as fully ID'd but then #chronicle
gives away information.
The backslash+newline pairs were inserted for this log message. In
the game and in dumplog those two lines are each one wide line. The
turn numbers shown are actually arbitrary since ^W takes no time.
|Logged events:
| Turn
| 1: wizard the chaotic male orcish Wizard entered the dungeon
| 2: made his first wish - "protection", got "a tattered cape"
| 3: made his first artifact wish - "blessed +2 rustproof magicbane",\
got "an athame named Magicbane"
| 4: wished for "master key of thievery", got "a key named The Master\
Key of Thievery"
PatR [Thu, 2 Jun 2022 13:58:19 +0000 (06:58 -0700)]
pull request #768 - log declined wish or genocide
Pull request from vultur-cadens: if a wish is declined by asking
for "nothing" or "none" or "nil", log that for gamelog/livelog as a
declined wish. Likewise when specifying monster species or class to
genocide as "none" or "nothing" or ESC, log it as declined genocide.
PatR [Wed, 1 Jun 2022 20:45:57 +0000 (13:45 -0700)]
another lua warning bit
I forgot to do this with yesterday's post garbage collection fix
update. Record lua warnings in paniclog during normal play too, not
just when in wizard mode.
selection_new() returns an address of malloc()'ed buffer.
If ov is null, this value is discarded without freeing the buffer.
To avoid this, move null-checks before calling selection_new().
Also, remove null-check of the return value of selection_new()
because it always returns non-null.
PatR [Wed, 1 Jun 2022 08:03:11 +0000 (01:03 -0700)]
send lua warnings to paniclog instead to player
Now that the garbage collection problem has been fixed, record lua
warnings in the paniclog file rather than showing them on the screen.
Move nhl_warn()'s warnbuf[] to struct g in case restart ever gets
implemented so that it can be cleared if the restart occurred while
a warning message was under construction.
PatR [Wed, 1 Jun 2022 07:37:52 +0000 (00:37 -0700)]
paniclog fix
Writing lua warnings to paniclog (coming soon; tested without the
garbage collection fix in order to have test data) could crash on
the last pair. Those are written after the 'nomakedefs' structure
had been freed so version_string was Null.
The NAO PANICLOG_FMT2 code triggered a warning about the test for
g.plname; it is array so will never be Null.
PatR [Tue, 31 May 2022 17:36:12 +0000 (10:36 -0700)]
another re_alloc() bit
realloc(NULL, size) is legitimate usage and nhrealloc() shouldn't
log a "< 0x00000000 __FILE__ __LINE__" entry for it. heaputil
would complain about freeing Null.
PatR [Tue, 31 May 2022 06:19:35 +0000 (23:19 -0700)]
implement realloc() for MONITOR_HEAP or vice versa
Add new routine 're_alloc()' that functions as MONITOR_HEAP-aware
libc realloc(). 'nhrealloc()' is the version that passes source
file and line info if built with MONITOR_HEAP enabled. The heaplog
data might now contain '<' (freed by realloc), '>' (replacement
allocation by realloc), and '*' (resized by realloc) entries in
addition to the previous '+' (allocated) and '-' (freed) entries.
heaputil has already been updated in the NHinternal repository.
Move FITSint_() and FITSuint_() from hacklib.c to alloc.c so that
they can be accessed by miscellaneous utility programs.
Remove three or four copies of FITSint_() that were duplicated in
utility programs like dlb and tile2bmp due to those not having
access to src/hacklib.o. They do have access to src/alloc.o (and
util/panic.o).
PatR [Sat, 28 May 2022 23:49:30 +0000 (16:49 -0700)]
pull request #774 - 'just-picked' pseudo obj class
Pull request from entrez: fixes the combination of A and P for
menustyle:Full. For menustyle:Traditional, it fixes selecting P for
putting stuff into a container. Using P for multi-drop (D) already
worked and I haven't tried to figure out why the two commands behave
differently with just-picked.
Michael Meyer [Fri, 27 May 2022 23:36:26 +0000 (19:36 -0400)]
Fix: loot regression, auto-select with justpicked
When using 'A'/autopick with the 'items you just picked up' category,
instead of autoselecting all items within that category, it selected
every item in your inventory (like it used to work before 3.7). Just
blew up a bag of holding because of this.
While testing the fix for that, I noticed 'P' wasn't working at all
with menustyle:traditional -- you could select it as a filter, but it
didn't actually get applied to anything, so it would end up prompting
you for every item in inventory. Fix both those things.
PatR [Sat, 28 May 2022 21:09:31 +0000 (14:09 -0700)]
more PR #771 - blast vs spell
Add the patch from entrez to describe the tower of flame effect from
a scroll of fire as "the blast" rather than "your spell" if it reveals
a secret door.
PatR [Sat, 28 May 2022 19:49:08 +0000 (12:49 -0700)]
display lua warnings instead of ignoring them
This will be an annoyance for wizard mode until someone actually
figures out and fixes the problem. The complaints from lua during
garbage collection aren't new, they were just being ignored before.
copperwater [Sat, 28 May 2022 14:42:14 +0000 (10:42 -0400)]
Remove unused "mazeflag" parameter from mkfount()
This parameter appears to have been in the code for a very long time,
but never used, since no version of NetHack I can find had mazes with
randomly placed fountains in them. Certainly isn't used now, so this can
be reduced to the same call to find_okay_roompos used by similar
functions such as mksink.