Pasi Kallinen [Sat, 21 Jan 2023 14:52:17 +0000 (16:52 +0200)]
Hit and wake sleeping monster makes it growl
Unless you kill the monster with one hit, it'll wake up
cranky and make noise - waking up other sleeping monsters.
This was a bit tricky with all the message sequencing; I tested
all the hit/throw/fire/zap combos I could think of, and it took
a while to get things looking right.
PatR [Sat, 21 Jan 2023 09:52:04 +0000 (01:52 -0800)]
analyzer vs eat.c
scan-build from llvm-14 (clang) doesn't complain about bite() or
maybe_finished_meal() so this is unlikely to fix those. But this
does fix one bogus complaint it has for doeat(). Testing whether
the result from touchfood() is Null was fooling it into thinking
that that was a possibility when it's not.
Also, use plain 1 and 0 instead of TRUE and FALSE when assigning
to the victual bit-fields. The analyzer doesn't care but the type
was mismatched due to the cast to (boolean) hidden in their macro
definitions.
Pasi Kallinen [Sat, 21 Jan 2023 08:05:44 +0000 (10:05 +0200)]
Unify monster-consumes-object
This code was in three different places; pet eating,
monster eating metal, and monster eating other objects.
Other than very minor changes (eg. rustproofing completely
protects pets from bad effects, rustproof items are no longer
giving apport, and monsters eating corpses are healed), it
should behave the same as before... But I haven't exhaustively
gone through every iteration.
nhmall [Sat, 21 Jan 2023 01:51:31 +0000 (20:51 -0500)]
fix misplaced brace; also relocate Soundeffect()
The brace added to dokick was misplaced - it should have included
the You_hear() as well.
The puts the code back the way it was, and relocates the Soundeffect().
The Soundeffect should play whether the hero is Blind or not, and the
Soundeffect() macro already includes a Deaf guard.
PatR [Sat, 21 Jan 2023 01:18:27 +0000 (17:18 -0800)]
new static analyzer fix - nhlua.c
Cope with get_nh_lua_variable() possibly returning Null.
Either or both of the DISABLE_WARNING_UNREACHABLE_CODE and
RESTORE_WARNING_UNREACHABLE_CODE in the vicinity looked misplaced so
I took them out. They may need to be added back in.
That macro definition checks for the hero not being Deaf; it checks
to ensure that the active soundlib interface has a non-null
sound_soundeffect() function pointer; and it checks to ensure
that the active soundlib interface has declared that it supports
soundeffects by setting the SNDCAP_SOUNDEFFECTS bit in its sndcap
entry. That just means that the interface routines are prepared to
accept and deal with the calls from the core, whether or not it
actually produces the desired soundeffect.
Pasi Kallinen [Fri, 20 Jan 2023 12:35:30 +0000 (14:35 +0200)]
Fix mouse menu movement
When using mouse to move to a location next to the hero,
the test_move result was reversed, causing the click to fall
in to the travel case instead of normal movement.
nhmall [Thu, 19 Jan 2023 23:51:42 +0000 (18:51 -0500)]
add an interface for sound libraries
Groundwork for a more versatile interface for using
sound libraries. A lot of sound libraries work across
multiple platforms.
The current NetHack sound stuff is quite limited.
Binaries can have a variety of window ports linked into
them, and it makes sense to have something similar for
sound.
This tries to set things up in a more soundlib-centric way,
rather than inserting things in a platform-centric way.
It establishes a new top-level directory sound (akin to win
for the window interface routines, or "window-port") where
sound-related additions and sndprocs and support files can be
added and used across platforms.
The default interface is nosound and the 'nosound' interface
is in src/sounds.c
The interface for 'windsound', which contains the same minimal
USER_SOUNDS support using built-in routines that has been in the
windows port for a long time is added to
sound/windsound/windsound.c.
For now, the sound interface support for 'qtsound' has been added
to the existing Qt files win/Qt/qt_bind.h and win/Qt/qt_bind.cpp,
and a note has been placed in sound/qtsound/README.md to avoid
confusion.
PatR [Thu, 19 Jan 2023 06:00:57 +0000 (22:00 -0800)]
add Japanese item names to discoveries list
When playing as a Samurai, add things like "osaku" to the discoveries
list even though they don't have separate descriptions to be used
when not yet discovered. Non-magic ones are pre-discovered and
players can now use the '\' command to figure out what things like
"tanko" mean without resorting to '/?'.
"wooden harp" has been getting changed to "koto (harp)"; make that be
| koto [wooden harp] (koto)
"magic harp" has been staying as "magic harp (harp)"; add it to the
list of Japanese item names. Since it's magic it isn't pre-discovered.
Once discovered it becomes
| magic koto [magic harp] (koto)
Those two needed special case handling, none of the other items did
aside from forcing them to be discoverable when lacking descriptions.
The discoveries list now has things like
| wakizashi [short sword]
| naginata [glaive] (single-edged polearm)
| gunyoki [food ration]
if--and only if--the hero is a Samurai.
PatR [Wed, 18 Jan 2023 19:57:49 +0000 (11:57 -0800)]
pacify static analyzer - vision.c
Include some assertions to convince the analyzer that some pointers
can't be Null. They're Null if 'vis_func' is non-Null but only used
when that function pointer is Null and they have values.
If there's a macro that's defined when the analyzer is running and
undefined when not--or vice versa--it could be used to control NDEBUG
and avoid the assertion code when not analyzing. That's a bit like
using fake code to pacify 'lint'; however, since the assertions should
never fail, suppressing them isn't really switching to fake code.
I reordered a couple of macros so that the set of them matches the
comment which precedes them and refers to "the last three". It is
referring to the three within the block comment rather than the macro
defintions but putting those in the same order removes any ambiguity.
PatR [Wed, 18 Jan 2023 00:31:59 +0000 (16:31 -0800)]
maybe pacify static analyzer - eat.c
The complaint is that victual.canchoke might be used without having
been initialized. I'm fairly sure that that isn't correct but get
dizzy trying to trace through the eating code.
PatR [Tue, 17 Jan 2023 18:42:00 +0000 (10:42 -0800)]
pacify static analyzer - dog.c
This is similar to the earlier potential fix that I didn't like,
but I think think one is better.
The analyzer claimed that 'fptr' might be Null inside the switch
case for
|struct permonst *fptr = NULL;
|if (obj->otyp == CORPSE || ...) fptr = &mons[obj->corpsenm];
|switch (obj->otyp) { case CORPSE: ... /* dereference 'fptr' */ }
even though it will always have a non-Null value for otyp==CORPSE.
Make the assignment of 'fptr' unconditional. mons[NUMMONS] is
valid and won't match any actual monster. In this case it will
only be used when initializing fptr, never when fptr gets used.
Pasi Kallinen [Tue, 17 Jan 2023 18:07:24 +0000 (20:07 +0200)]
Level temperature
Allow setting a per-level "temperature": hot, cold, or temperate
via special level flags. Currently it only affects some messages
in Gehennom, but it could be expanded to ice melting, water freezing,
or monster generation, for example.
Pasi Kallinen [Mon, 16 Jan 2023 07:40:05 +0000 (09:40 +0200)]
Fix deleting worn object
When going down stairs while punished, if you had quivered a mirror
and the mirror was dropped because you fell down the stairs, it would
not have been unequiped.
PatR [Sun, 15 Jan 2023 19:04:35 +0000 (11:04 -0800)]
generic object fix
When hallucinating, random object selection for objects was including
the new generic objects. It was already excluding 'strange object'
by using 'rn2(NUM_OBJECTS - 1) + 1' to skip objects[0]; changing that
to be 'rn2(NUM_OBJECTS - MAXOCLASSES) + MAXOCLASSES' will skip the
first 18 objects, 'strange object' plus the 17 generic objects.
(I'm trying to convince myself that there's no off-by-1 or off-by-N
error and think I've succeeded.)
PatR [Sun, 15 Jan 2023 09:45:14 +0000 (01:45 -0800)]
strange object vs generic objects
Try to fix a fuzzer issue. I wasn't able to reproduce it so am not
sure whether this actually fixes it. A mimic seemed to be mimicking
object #1 (generic ILLOBJ_CLASS object which shouldn't occur) rather
than #0 (strange object). Strange object always has dknown==1 and
generic objects should always have dknown==0 but farlook of mystery
object #1 had its dknown flag set.
An earlier fix to force non-Null oc_name when formatting objects in
order to pacify the static analyzer might have been the reason that
the problem couldn't be reproduced.
This includes a few miscellaneous changes made while unsuccessfully
hunting for the problem.
PatR [Sat, 14 Jan 2023 07:55:37 +0000 (23:55 -0800)]
another static analyzer bit - cast_protection()
The code tested u.uswallow and then accessed u.ustuck. Under normal
circumstances that works fine but it could be a problem if the two
fields got out of synch. This ought to fix the analyzer complaint
and avoid any trouble with mondata access.
PatR [Sat, 14 Jan 2023 07:41:23 +0000 (23:41 -0800)]
another static analyzer bit - Japanese_item_name()
The analyzer complained that the second call to Japanese_item_name()
might return Null after the first one didn't.
| if (Role_if(PM_SAMURAI) && Japanese_item_name(otyp))
| actualnm = Japanese_item_name(otyp);
even though the code involved is self-contained and deterministic.
Then later in obj_typename() 'actualnm' gets passed to strcat() or
strcpy() where Null isn't acceptable.
Could probably fix that by caching and reusing the first return value:
| if (Role_if(PM_SAMURAI) && (jname = Japanese_item_name(otyp)) != 0)
| actualnm = jname;
but I went a different route, revising that routine to take a second
argument:
| if (Role_if(PM_SAMURAI))
| actualnm = Japanese_item_name(otyp, actualnm);
It now passes back 'actualnm' instead of Null when no substitution
takes place.
The recent introduction of generic objects without names meant that
'actualnm' could actually be Null, but generic objects only occur
for map glyphs and only when dknown is 0, so the actual-name field
shouldn't ever be get used for them. Give actualnm a fallback value
just in case.
Wishing is a place that loops over all of objects[] so have it skip
the generic objects. They're all flagged no-wish so weren't being
chosen, but explicitly skipping them makes the intention clear.
Redo the restore_waterlevel() code a bit to eliminate a static
analyzer complaint. The previous code would not have done the right
thing if 'gb.bbubbles' was already non-Null, but that should not be
possible. I didn't backtrack to make sure that it was always Null
at the time restore_waterlevel() gets called.
Pasi Kallinen [Thu, 12 Jan 2023 21:15:51 +0000 (23:15 +0200)]
Deadly afflictions and resistances for safe_wait
Amend the safe_wait so it still waits if you have a deadly property,
even if you have a resistance to it.
External resistances do not protect against already existing
deadly properties, for example becoming deadly ill is not cured
even if you wear a green dragon scale mail.
nhmall [Thu, 12 Jan 2023 21:04:40 +0000 (16:04 -0500)]
yn()
A number of C compiler suites have a math.h library that includes a yn()
function name that conflicts with NetHack's yn() macro:
"The y0(), y1(), and yn() functions are Bessel functions of the second kind,
for orders 0, 1, and n, respectively. The argument x must be positive. The
argument n should be greater than or equal to zero. If n is less than zero,
there will be a negative exponent in the result."
At one point, isaac64.h included math.h, although that has since been removed.
Some libraries used in NetHack (Qt for one) do include math.h and that required
build work-arounds to avoid the conflict.
Rename the NetHack macro from yn() to y_n() and avoid the math.h conflict
altogether, eliminating the need for that particular work-around.
nhmall [Thu, 12 Jan 2023 20:38:15 +0000 (15:38 -0500)]
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.
nhmall [Thu, 12 Jan 2023 18:10:33 +0000 (13:10 -0500)]
add some tile credit where it is due
Since tile files can now contain comments, incorporate the comments
that accompanied some contributions that were adopted back when
male and female tile differentiation became possible.
If the original contributing artist wants to alter their name or handle
that was used in any of the credits, or wants to change any comment text,
please send your corrections to devteam@nethack.org.
Or, better yet, do a pull request with your desired alterations.
Alternatively, if they are fine as they are, a note to devteam@nethack.org
acknowledging that would be welcome, but certainly not required.
PatR [Thu, 12 Jan 2023 11:12:56 +0000 (03:12 -0800)]
fix github issue #955 - tile2bmp bounds failure
Issue reported by argrath: building with 'address sanitizing'
reported tile2bmp writing out of array bounds after the addition
of the generic object tiles.
'MAGICTILENO' in tile2bmp.c is extremely fragile. It was already
inaccurate before the generic tiles, but had a big enough value to
handle the final row of tiles prior to that.
PatR [Tue, 10 Jan 2023 22:33:21 +0000 (14:33 -0800)]
displaying generic objects
Add 17 fake objects to objects[], one for each object class. All
specific color as gray. They're grouped at the start--actually near
the start since "strange object" is still objects[0]--rather than
being among the objects for each class. init_object() knows to start
at [MAXOCLASSES] instead of [0]; other code that loops through every
object might need adjusting.
For potions, non-stone gems, and non-novel/non-Book_of_the_Dead
spellbooks that don't have obj->dknown set, display the corresponding
generic object rather the object itself. Fixes the longstanding bug
of seeing color for not-yet-seen objects whose primary distinguishing
characteristic is their color. Walking next to a generic object
while able to see its spot will set dknown and redraw as specific.
It's slightly disconcerting to have objects change as you reach them;
I hope it's just a matter of becoming used to that. (If there is any
code still changing the hero's location manually instead of using
u_on_newpos(), it should be changed to use that routine.)
Most of the new tiles are just a big rendering of punctuation
characters. The potion, gem, and spellbook ones could be cloned from
a specific object in their class and then have the color removed. I
started out that way but wasn't happy with the result. I'm not
artisticly inclined; hopefully someone else will do better. Each of
them is preceded by a comment beginning with "#_"; the underscore
isn't required, just being used to make the comments stand out a bit.
Pasi Kallinen [Mon, 9 Jan 2023 20:25:23 +0000 (22:25 +0200)]
More interesting Gehennom levels
Instead of just plain old boring mazes, spice up Gehennom by
occasionally adding lava, iron bars, or even mines-style levels
(with lava, of course).
Of the fixed Gehennom levels, only Asmodeus' lair has been changed
to add some random lava pools.
Also some lua fixes and changes:
- Fixed a selection negation bounding box being wrong.
- Fixed a selection negated and ORed returning wrong results.
- des.map now returns a selection of the map grids it touched.
- When using des.map contents-function the commands following the
map are not relative to it.
PatR [Tue, 10 Jan 2023 07:34:32 +0000 (23:34 -0800)]
identifying via menu
From the newsgroup: identifying by menu pops up multiple menus in
succession if the player picks fewer invent entries than are being
granted, but the second and subsequent ones could cover up the
message window and hide the feedback from prior ones.
If multiple popup menus are needed when identifying, issue --More--
before each menu after the first. The code seemed to be trying to
do this already, but it should have used wait_synch() rather than
mark_synch(), or perhaps used display_nhwindow(WIN_MESSAGE, TRUE)
instead of either one of those. For curses, both mark_synch() and
wait_synch() were no-ops. Now they do something. X11's behavior
wasn't right either; it seemed to be lagging one message behind
(something I had noticed recently and then forgotten about; I still
don't remember the context then so don't know whether this fixes
that earlier situation).
PatR [Sun, 8 Jan 2023 09:33:18 +0000 (01:33 -0800)]
allow full-line comments in tiles source files
Accept
<start of line><optional whitespace>#<anything>
as a comment in win/share/{monsters,objects,other}.txt. Existing
<start of line><optional whitespace># tile <rest of line>
is grandfathered in as data.
It wouldn't take much more to accept
<data><optional whitespace>#<rest of line>
comments too but this hasn't gone that far.
Reading the colormap at the beginning of each of the three files
used "%[A-Za-z0-i]" to read one characer into a two-character array.
Change that to "%1[A-Za-z0-9]" so that it can't overflow the buffer
if the input data gets accidentally or maliciously mangled. (Not a
security issue.)
Remove a spurious blank line from objects.txt.
Also, clean up some warnings when compiling gifread.c for gif2txt
although I ultimately didn't do anything with that.
PatR [Sat, 7 Jan 2023 20:48:10 +0000 (12:48 -0800)]
fix for onefile FITSint, FITSuint
I assumed that the complaint about macro refinition was for the two
in alloc.c replacing two from hack.h from another file, but it could
be that those being defined by alloc.c were interferring with the
regular hack.h ones. alloc.c doesn't need them, and was also skipping
an opportunity to use one of them.
PatR [Tue, 3 Jan 2023 07:40:06 +0000 (23:40 -0800)]
show_glyph() impossible
After glyph expansion a while back, a few 'if's had tests of
| else if ((offset = (foo - bar)))
which should be
| else if ((offset = (foo - bar)) >= 0)
Only used if show_glyph() has been passed invalid map coordinates
so never seen.
PatR [Tue, 3 Jan 2023 07:25:38 +0000 (23:25 -0800)]
score feedback punctuation
"Killed by Ms. Manlobbi, the shopkeeper" has the comma changed to
a semi-colon prior to being stored in 'record'. That's intentional,
but "Killed by Ms. Manlobbi; the shopkeeper" looks strange when shown
to the player. Change semi-colon back to comma when writing scores
for display.
nhmall [Mon, 2 Jan 2023 21:06:11 +0000 (16:06 -0500)]
static analyzer bit display.c
A static analyzer pointed out that the 'if' was checking
for null pointer, but the 'else' was not, yet they were
both then dereferencing the same variable.
PatR [Mon, 2 Jan 2023 01:35:06 +0000 (17:35 -0800)]
nethack --windowtype=badchoice
If you used the commandline to ask for an interface that doesn't exist
or isn't available, you'd get complaints about it not being recognized
twice. First before any other options, then again after regular
option processing has taken place. Clear the command line setting if
the first attempt gets rejected so that it won't be retried later and
be rejected again. Probably the game should just quit if setting the
interface fails.
PatR [Sun, 1 Jan 2023 08:21:51 +0000 (00:21 -0800)]
comment fix in display.c
A comment in front of unmap_object() was missing the end of a
sentence in the middle of a short paragraph. That has been the case
as far back as 3.3.0. I found the sentence's full text in 3.2.0
(without checking 3.2.[123]). The rest of the paragraph got changed,
presumably at the same time as the missing part got lost.
While in there, change "any more" to "anymore". According to a
dictionary, the one-word form is the more commonly usage.
PatR [Sat, 31 Dec 2022 21:35:17 +0000 (13:35 -0800)]
fix tilemap - no panic()
tilemap isn't linked with util/panic.o so doesn't have access to
panic(). Despite that, linking on OSX found panic() somewhere.
(It doesn't do format argument substitution, just prints out the
argument we pass as format string, then aborts.)
Instead of calling panic(), print a message to stderr, delete the
incomplete tile.c whose construction has failed, and exit with
failure status. Linking with panic.o wouldn't handle the message
and final failure but not help with the incomplete output file part,
so this hasn't done that.
PatR [Sat, 31 Dec 2022 20:42:52 +0000 (12:42 -0800)]
pull request #942 - shopkeeper chat changes
Pull request from entrez: change some pline() messages to verbalize()
and re-enable some chat feedback given when a shopkeeper is poly'd
into some form that can't speak.
Michael Meyer [Fri, 2 Dec 2022 17:45:00 +0000 (12:45 -0500)]
Use verbalize for shopkeeper price-check #chatting
The shopkeeper is speaking out loud, so use verbalize for consistency
with other types of speech.
I couldn't figure out a way to wrap the multiline version in quotes in a
way that actually worked and looked good, so I restricted this to the
pline responses.
Michael Meyer [Fri, 2 Dec 2022 17:32:35 +0000 (12:32 -0500)]
Tweaks to chatting with mute shopkeeper
A mute shopkeeper shouldn't be able to verbally tell you the prices of
objects. For normal chatting, on the other hand, shk_chat can handle a
mute shopkeeper (by changing from speech to "indications" -- hand signs,
body language, etc), so allow execution to reach that even if the
shopkeeper is mute (in a silent polyform).
Also more generally allow a shopkeeper to continue chatting with normal
shopkeeper responses if polymorphed into another creature, since they
apparently retain their minds (are able to tell you prices, can
transact, etc).
This is mostly inspired by the fact shk_chat has extensive handling for
mute shopkeepers, but it was unreachable as far as I can tell. It is
also funny to think of a newt or something wriggling around to indicate
it's been making a lot of money lately.
PatR [Sat, 31 Dec 2022 20:13:41 +0000 (12:13 -0800)]
pull request #939 - revise #wizsmell command
Pull request from entrez: add a funny message if player targets hero
with #wizsmell command.
I've modified it to put a "remembered, unseen monster" symbol on the
map if sniffing a non-monster location reports a monster's smell and
to remove that symbol if sniffing it reports "no monster there".