Sting revisited

Replace recent "(light blue aura)" with
"(flickering light blue)" if there are 1..4 orcs,
"(glimmering light blue)" if 5..12, or
"(gleaming light blue)" if there are 13 or more, and move its place
in the formatted name.
_3.6.1_: Sting (weapon in hand) (glowing light blue)
_recent: Sting (weapon in hand) (light blue aura)
_now___: Sting (weapon in hand, flickering light blue)

The thresholds for intensity may need to be tweaked.  The start
message has been changed from "glows" to "flickers/glimmers/gleams"
and is given when the intensity changes (up or down) as well as when
first glowing.  Stop message will usually be "stops flickering" but
some form of mass kill (genocide for sure, maybe explosion, probably
not wand zap) might result in stopping directly from higher intensity.

It still "quivers" if hero is blind when there are orcs on the level,
but no name augmentation shows in inventory for that situation;
describing it as "(weapon in hand, quivering)" would be too silly.
Also, the quiver or glow intermediate message if blindness is toggled
while Sting is active only worked for make_blinded(), not for putting
on and taking off a blindfold.  Now fixed.  I think becoming blind due
to polymorphing into an eyeless form is still not handled, but there
are no eyeless creatures capable of wielding weapons so that can wait.
Polymorphing from eyeless to sighted is handled but moot for Sting.
This commit is contained in:
PatR
2018-12-02 02:09:22 -08:00
parent 9e047f871b
commit 26a3a53786
6 changed files with 100 additions and 55 deletions

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@@ -234,6 +234,8 @@ dismount that kills steed because there is no room to put it on map blamed the
to emphasize that it's not a light source, change description of wielded Sting
from "(glowing light blue)" to "(light blue aura)" when sighted and
from "(glowing)" to nothing (not warm enough to feel) when blind
glowing Sting quivers if hero becomes blind and quivering Sting glows if
blindness ends; it worked for timed blindness but not for blindfold
Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository
@@ -253,6 +255,9 @@ life-saving while poly'd and Unchanging wasn't restoring u.mh (HP as monster)
change in searching stopped finding unseen monsters except hiders and eels
buliding with EXTRA_SANITY_CHECKS enabled would issue "no monster to remove"
warning if steed was killed out from under the hero
changing Sting's description to be "(weapon in hand) (light blue aura)" was
too close to feedback when objects become blessed; change it again,
to "(weapon in hand, flickering/glimmering/gleaming light blue)"
tty: turn off an optimization that is the suspected cause of Windows reported
partial status lines following level changes
tty: ensure that current status fields are always copied to prior status

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@@ -1,4 +1,4 @@
/* NetHack 3.6 extern.h $NHDT-Date: 1543185068 2018/11/25 22:31:08 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.663 $ */
/* NetHack 3.6 extern.h $NHDT-Date: 1543745352 2018/12/02 10:09:12 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.664 $ */
/* Copyright (c) Steve Creps, 1988. */
/* NetHack may be freely redistributed. See license for details. */
@@ -90,6 +90,7 @@ 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 const char *FDECL(glow_verb, (int, BOOLEAN_P));
E void FDECL(Sting_effects, (int));
E int FDECL(retouch_object, (struct obj **, BOOLEAN_P));
E void FDECL(retouch_equipment, (int));
@@ -1912,11 +1913,12 @@ E void FDECL(set_itimeout, (long *, long));
E void FDECL(incr_itimeout, (long *, int));
E void FDECL(make_confused, (long, BOOLEAN_P));
E void FDECL(make_stunned, (long, BOOLEAN_P));
E void FDECL(make_blinded, (long, BOOLEAN_P));
E void FDECL(make_sick, (long, const char *, BOOLEAN_P, int));
E void FDECL(make_slimed, (long, const char *));
E void FDECL(make_stoned, (long, const char *, int, const char *));
E void FDECL(make_vomiting, (long, BOOLEAN_P));
E void FDECL(make_blinded, (long, BOOLEAN_P));
E void NDECL(toggle_blindness);
E boolean FDECL(make_hallucinated, (long, BOOLEAN_P, long));
E void FDECL(make_deaf, (long, BOOLEAN_P));
E void NDECL(self_invis_message);

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@@ -1,4 +1,4 @@
/* NetHack 3.6 artifact.c $NHDT-Date: 1509836679 2017/11/04 23:04:39 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.106 $ */
/* NetHack 3.6 artifact.c $NHDT-Date: 1543745353 2018/12/02 10:09:13 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.127 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2013. */
/* NetHack may be freely redistributed. See license for details. */
@@ -27,6 +27,7 @@ STATIC_DCL boolean FDECL(Mb_hit, (struct monst * magr, struct monst *mdef,
struct obj *, int *, int, BOOLEAN_P, char *));
STATIC_DCL unsigned long FDECL(abil_to_spfx, (long *));
STATIC_DCL uchar FDECL(abil_to_adtyp, (long *));
STATIC_DCL int FDECL(glow_strength, (int));
STATIC_DCL boolean FDECL(untouchable, (struct obj *, BOOLEAN_P));
STATIC_DCL int FDECL(count_surround_traps, (int, int));
@@ -1852,6 +1853,37 @@ int arti_indx;
return hcolor(colorstr);
}
/* glow verb; [0] holds the value used when blind */
static const char *glow_verbs[] = {
"quiver", "flicker", "glimmer", "gleam"
};
/* relative strength that Sting is glowing (0..3), to select verb */
STATIC_OVL int
glow_strength(count)
int count;
{
/* glow strength should also be proportional to proximity and
probably difficulty, but we don't have that information and
gathering it is more trouble than this would be worth */
return (count > 12) ? 3 : (count > 4) ? 2 : (count > 0);
}
const char *
glow_verb(count, ingsfx)
int count; /* 0 means blind rather than no applicable creatures */
boolean ingsfx;
{
static char resbuf[20];
Strcpy(resbuf, glow_verbs[glow_strength(count)]);
/* ing_suffix() will double the last consonant for all the words
we're using and none of them should have that, so bypass it */
if (ingsfx)
Strcat(resbuf, "ing");
return resbuf;
}
/* use for warning "glow" for Sting, Orcrist, and Grimtooth */
void
Sting_effects(orc_count)
@@ -1861,22 +1893,28 @@ int orc_count; /* new count (warn_obj_cnt is old count); -1 is a flag value */
&& (uwep->oartifact == ART_STING
|| uwep->oartifact == ART_ORCRIST
|| uwep->oartifact == ART_GRIMTOOTH)) {
int oldstr = glow_strength(warn_obj_cnt),
newstr = glow_strength(orc_count);
if (orc_count == -1 && warn_obj_cnt > 0) {
/* -1 means that blindness has just been toggled; give a
'continue' message that eventual 'stop' message will match */
pline("%s is %s.", bare_artifactname(uwep),
!Blind ? "glowing" : "quivering");
} else if (orc_count > 0 && warn_obj_cnt == 0) {
glow_verb(Blind ? 0 : warn_obj_cnt, TRUE));
} else if (newstr > 0 && newstr != oldstr) {
/* 'start' message */
if (!Blind)
pline("%s %s %s!", bare_artifactname(uwep),
otense(uwep, "glow"), glow_color(uwep->oartifact));
else
pline("%s quivers slightly.", bare_artifactname(uwep));
pline("%s %s %s%c", bare_artifactname(uwep),
otense(uwep, glow_verb(orc_count, FALSE)),
glow_color(uwep->oartifact),
(newstr > oldstr) ? '!' : '.');
else if (oldstr == 0) /* quivers */
pline("%s %s slightly.", bare_artifactname(uwep),
otense(uwep, glow_verb(0, FALSE)));
} else if (orc_count == 0 && warn_obj_cnt > 0) {
/* 'stop' message */
pline("%s stops %s.", bare_artifactname(uwep),
!Blind ? "glowing" : "quivering");
glow_verb(Blind ? 0 : warn_obj_cnt, TRUE));
}
}
}

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@@ -1,4 +1,4 @@
/* NetHack 3.6 do_wear.c $NHDT-Date: 1514072526 2017/12/23 23:42:06 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.100 $ */
/* NetHack 3.6 do_wear.c $NHDT-Date: 1543745354 2018/12/02 10:09:14 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.103 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1112,13 +1112,7 @@ register struct obj *otmp;
You("can see!");
}
if (changed) {
/* blindness has just been toggled */
if (Blind_telepat || Infravision)
see_monsters();
vision_full_recalc = 1; /* recalc vision limits */
if (!Blind)
learn_unseen_invent();
context.botl = 1;
toggle_blindness(); /* potion.c */
}
}
@@ -1157,13 +1151,7 @@ register struct obj *otmp;
}
}
if (changed) {
/* blindness has just been toggled */
if (Blind_telepat || Infravision)
see_monsters();
vision_full_recalc = 1; /* recalc vision limits */
if (!Blind)
learn_unseen_invent();
context.botl = 1;
toggle_blindness(); /* potion.c */
}
}

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@@ -1,4 +1,4 @@
/* NetHack 3.6 objnam.c $NHDT-Date: 1543544340 2018/11/30 02:19:00 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.226 $ */
/* NetHack 3.6 objnam.c $NHDT-Date: 1543745355 2018/12/02 10:09:15 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.227 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2011. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1150,15 +1150,16 @@ unsigned doname_flags;
if (bimanual(obj))
hand_s = makeplural(hand_s);
/* note: Sting's glow message, if added, will insert text
in front of "(weapon in hand)"'s closing paren */
Sprintf(eos(bp), " (%sweapon in %s)",
(obj->otyp == AKLYS) ? "tethered " : "", hand_s);
if (warn_obj_cnt && obj == uwep && (EWarn_of_mon & W_WEP) != 0L) {
/* this used to be "(glowing <color>)" when sighted or
"(glowing)" when blind (via feeling warmth), but it
isn't a light source so describe something fainter */
if (!Blind)
Sprintf(eos(bp), " (%s aura)", glow_color(obj->oartifact));
if (!Blind) /* we know bp[] ends with ')'; overwrite that */
Sprintf(eos(bp) - 1, ", %s %s)",
glow_verb(warn_obj_cnt, TRUE),
glow_color(obj->oartifact));
}
}
}

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@@ -1,4 +1,4 @@
/* NetHack 3.6 potion.c $NHDT-Date: 1520797133 2018/03/11 19:38:53 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.144 $ */
/* 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 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2013. */
/* NetHack may be freely redistributed. See license for details. */
@@ -306,32 +306,43 @@ boolean talk;
set_itimeout(&Blinded, xtime);
if (u_could_see ^ can_see_now) { /* one or the other but not both */
context.botl = TRUE;
vision_full_recalc = 1; /* blindness just got toggled */
/* this vision recalculation used to be deferred until
moveloop(), but that made it possible for vision
irregularities to occur (cited case was force bolt
hitting adjacent potion of blindness and then a
secret door; hero was blinded by vapors but then
got the message "a door appears in the wall") */
vision_recalc(0);
if (Blind_telepat || Infravision)
see_monsters();
/* avoid either of the sequences
"Sting starts glowing", [become blind], "Sting stops quivering" or
"Sting starts quivering", [regain sight], "Sting stops glowing"
by giving "Sting is quivering" when becoming blind or
"Sting is glowing" when regaining sight so that the eventual
"stops" message matches */
if (warn_obj_cnt && uwep && (EWarn_of_mon & W_WEP) != 0L)
Sting_effects(-1);
/* update dknown flag for inventory picked up while blind */
if (can_see_now)
learn_unseen_invent();
toggle_blindness();
}
}
/* blindness has just started or just ended--caller enforces that;
called by Blindf_on(), Blindf_off(), and make_blinded() */
void
toggle_blindness()
{
boolean Stinging = (uwep && (EWarn_of_mon & W_WEP) != 0L);
/* blindness has just been toggled */
context.botl = TRUE; /* status conditions need update */
vision_full_recalc = 1; /* vision has changed */
/* this vision recalculation used to be deferred until moveloop(),
but that made it possible for vision irregularities to occur
(cited case was force bolt hitting an adjacent potion of blindness
and then a secret door; hero was blinded by vapors but then got the
message "a door appears in the wall" because wall spot was IN_SIGHT) */
vision_recalc(0);
if (Blind_telepat || Infravision || Stinging)
see_monsters(); /* also counts EWarn_of_mon monsters */
/*
* Avoid either of the sequences
* "Sting starts glowing", [become blind], "Sting stops quivering" or
* "Sting starts quivering", [regain sight], "Sting stops glowing"
* by giving "Sting is quivering" when becoming blind or
* "Sting is glowing" when regaining sight so that the eventual
* "stops" message matches the most recent "Sting is ..." one.
*/
if (Stinging)
Sting_effects(-1);
/* update dknown flag for inventory picked up while blind */
if (!Blind)
learn_unseen_invent();
}
boolean
make_hallucinated(xtime, talk, mask)
long xtime; /* nonzero if this is an attempt to turn on hallucination */