make diluted oil less effective than normal oil
Suggested 6.5 years ago...
This commit is contained in:
@@ -284,6 +284,8 @@ while levitating inside a shop, throwing an unpaid item and having recoil move
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leave the item unpaid on shop floor and also on the shop's bill but
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not visible via 'Iu' or 'Ix'; leaving the shop after that would anger
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the shopkeeper and summon kops
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diluted potion of oil is less effective when filling lamps (adds less fuel)
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or burning (lasts less long) or exploding (inflicts less damage)
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Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 extern.h $NHDT-Date: 1545043771 2018/12/17 10:49:31 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.673 $ */
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/* NetHack 3.6 extern.h $NHDT-Date: 1545182146 2018/12/19 01:15:46 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.674 $ */
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/* Copyright (c) Steve Creps, 1988. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -739,7 +739,7 @@ E long FDECL(rndexp, (BOOLEAN_P));
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E void FDECL(explode, (int, int, int, int, CHAR_P, int));
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E long FDECL(scatter, (int, int, int, unsigned int, struct obj *));
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E void FDECL(splatter_burning_oil, (int, int));
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E void FDECL(splatter_burning_oil, (int, int, BOOLEAN_P));
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E void FDECL(explode_oil, (struct obj *, int, int));
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/* ### extralev.c ### */
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 explode.c $NHDT-Date: 1543101719 2018/11/24 23:21:59 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.59 $ */
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/* NetHack 3.6 explode.c $NHDT-Date: 1545182146 2018/12/19 01:15:46 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.60 $ */
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/* Copyright (C) 1990 by Ken Arromdee */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -780,12 +780,15 @@ struct obj *obj; /* only scatter this obj */
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* For now, just perform a "regular" explosion.
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*/
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void
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splatter_burning_oil(x, y)
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splatter_burning_oil(x, y, diluted_oil)
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int x, y;
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boolean diluted_oil;
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{
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int dmg = d(diluted_oil ? 3 : 4, 4);
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/* ZT_SPELL(ZT_FIRE) = ZT_SPELL(AD_FIRE-1) = 10+(2-1) = 11 */
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#define ZT_SPELL_O_FIRE 11 /* value kludge, see zap.c */
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explode(x, y, ZT_SPELL_O_FIRE, d(4, 4), BURNING_OIL, EXPL_FIERY);
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explode(x, y, ZT_SPELL_O_FIRE, dmg, BURNING_OIL, EXPL_FIERY);
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}
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/* lit potion of oil is exploding; extinguish it as a light source before
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@@ -795,10 +798,12 @@ explode_oil(obj, x, y)
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struct obj *obj;
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int x, y;
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{
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boolean diluted_oil = obj->odiluted;
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if (!obj->lamplit)
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impossible("exploding unlit oil");
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end_burn(obj, TRUE);
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splatter_burning_oil(x, y);
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splatter_burning_oil(x, y, diluted_oil);
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}
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/*explode.c*/
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 potion.c $NHDT-Date: 1543745356 2018/12/02 10:09:16 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.155 $ */
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/* NetHack 3.6 potion.c $NHDT-Date: 1545182147 2018/12/19 01:15:47 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.156 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2013. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -2169,7 +2169,10 @@ more_dips:
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} else {
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You("fill %s with oil.", yname(obj));
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check_unpaid(potion); /* Yendorian Fuel Tax */
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obj->age += 2 * potion->age; /* burns more efficiently */
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/* burns more efficiently in a lamp than in a bottle;
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diluted potion provides less benefit but we don't attempt
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to track that the lamp now also has some non-oil in it */
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obj->age += (!potion->odiluted ? 4L : 3L) * potion->age / 2L;
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if (obj->age > 1500L)
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obj->age = 1500L;
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useup(potion);
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 timeout.c $NHDT-Date: 1544050558 2018/12/05 22:55:58 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.88 $ */
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/* NetHack 3.6 timeout.c $NHDT-Date: 1545182148 2018/12/19 01:15:48 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.89 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2018. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1423,6 +1423,8 @@ boolean already_lit;
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case POT_OIL:
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turns = obj->age;
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if (obj->odiluted)
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turns = (3L * turns + 2L) / 4L;
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radius = 1; /* very dim light */
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break;
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