more Sting,&c

Add "(glowing light blue)" to the formatted object description when
Sting or Orcrist is glowing due to presence of orcs or "(glowing red)"
if Grimtooth is glowing due to elves.  Use "(glowing)" if blind;
assumes that some aspect of the glow (perhaps warmth or vibration) can
be noticed via touch.

Make enlightenment's "you are warned about <monster class> because of
<artifact>" catch up with Orcrist and Grimtooth.  It was attributing
Orcrist's warning against orcs to Sting, and Grimtooth's warning was
against "something" rather than elves.

The glow color is now a new field in artilist[], so the biggest part
of this patch is adding an extra value to each artifact's definition.
This commit is contained in:
PatR
2015-05-30 22:41:30 -07:00
parent 69596a58b3
commit 0171345aad
7 changed files with 110 additions and 69 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 extern.h $NHDT-Date: 1432890461 2015/05/29 09:07:41 $ $NHDT-Branch: master $:$NHDT-Revision: 1.498 $ */
/* NetHack 3.6 extern.h $NHDT-Date: 1433050874 2015/05/31 05:41:14 $ $NHDT-Branch: master $:$NHDT-Revision: 1.499 $ */
/* Copyright (c) Steve Creps, 1988. */
/* NetHack may be freely redistributed. See license for details. */
@@ -88,6 +88,7 @@ E long FDECL(spec_m2, (struct obj *));
E boolean FDECL(artifact_has_invprop, (struct obj *, UCHAR_P));
E long FDECL(arti_cost, (struct obj *));
E struct obj *FDECL(what_gives, (long *));
E const char *FDECL(glow_color, (int));
E void FDECL(Sting_effects, (int));
E int FDECL(retouch_object, (struct obj **, BOOLEAN_P));
E void FDECL(retouch_equipment, (int));
@@ -1636,6 +1637,7 @@ E void FDECL(parsesymbols, (char *));
E struct symparse *FDECL(match_sym, (char *));
E void NDECL(set_playmode);
E int FDECL(sym_val, (char *));
E const char *FDECL(clr2colorname, (int));
E boolean FDECL(add_menu_coloring, (char *));
E boolean FDECL(get_menu_coloring, (char *, int *, int *));
E void NDECL(free_menu_coloring);