fix #8924 - demonic bribery while hero is deaf
Even though it isn't using verbalize() to make a specific statement, don't let a demon ask the hero for a bribe when the hero is deaf. Also, give alternate setup messages in a couple of places where a divine voice is overriding deafness.
This commit is contained in:
@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.60 $ $NHDT-Date: 1561053256 2019/06/20 17:54:16 $
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.61 $ $NHDT-Date: 1561061319 2019/06/20 20:08:39 $
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This fixes36.3 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.2 in May 2019. Please note, however,
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@@ -77,6 +77,7 @@ for wizard mode 'monpolycontrol', allow usually disallowed type 'chameleon',
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'doppelganger', or 'sandestin' as answer to "change <monster> @ <x,y>
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into what?" prompt when <monster> is really that type of creature
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add Space, Return, and Escape to '? k' (help for menu control keys)
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hero can no longer negotiate a bribe with a demon lord when deaf
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Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
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51
src/minion.c
51
src/minion.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 minion.c $NHDT-Date: 1544998886 2018/12/16 22:21:26 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.40 $ */
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/* NetHack 3.6 minion.c $NHDT-Date: 1561061319 2019/06/20 20:08:39 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.42 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2008. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -204,9 +204,13 @@ boolean talk;
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}
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if (mon) {
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if (talk) {
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pline_The("voice of %s booms:", align_gname(alignment));
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if (!Deaf)
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pline_The("voice of %s booms:", align_gname(alignment));
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else
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You_feel("%s booming voice:",
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s_suffix(align_gname(alignment)));
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verbalize("Thou shalt pay for thine indiscretion!");
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if (!Blind)
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if (canspotmon(mon))
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pline("%s appears before you.", Amonnam(mon));
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mon->mstrategy &= ~STRAT_APPEARMSG;
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}
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@@ -254,16 +258,18 @@ register struct monst *mtmp;
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newsym(mtmp->mx, mtmp->my);
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}
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if (youmonst.data->mlet == S_DEMON) { /* Won't blackmail their own. */
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pline("%s says, \"Good hunting, %s.\"", Amonnam(mtmp),
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flags.female ? "Sister" : "Brother");
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if (!Deaf)
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pline("%s says, \"Good hunting, %s.\"", Amonnam(mtmp),
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flags.female ? "Sister" : "Brother");
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else if (canseemon(mtmp))
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pline("%s says something.", Amonnam(mtmp));
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if (!tele_restrict(mtmp))
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(void) rloc(mtmp, TRUE);
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return 1;
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}
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cash = money_cnt(invent);
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demand =
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(cash * (rnd(80) + 20 * Athome))
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/ (100 * (1 + (sgn(u.ualign.type) == sgn(mtmp->data->maligntyp))));
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demand = (cash * (rnd(80) + 20 * Athome))
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/ (100 * (1 + (sgn(u.ualign.type) == sgn(mtmp->data->maligntyp))));
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if (!demand || multi < 0) { /* you have no gold or can't move */
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mtmp->mpeaceful = 0;
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@@ -273,13 +279,22 @@ register struct monst *mtmp;
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/* make sure that the demand is unmeetable if the monster
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has the Amulet, preventing monster from being satisfied
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and removed from the game (along with said Amulet...) */
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if (mon_has_amulet(mtmp))
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demand = cash + (long) rn1(1000, 40);
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/* [actually the Amulet is safe; it would be dropped when
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mongone() gets rid of the monster; force combat anyway;
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also make it unmeetable if the player is Deaf, to simplify
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handling that case as player-won't-pay] */
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if (mon_has_amulet(mtmp) || Deaf)
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/* 125: 5*25 in case hero has maximum possible charisma */
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demand = cash + (long) rn1(1000, 125);
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pline("%s demands %ld %s for safe passage.", Amonnam(mtmp), demand,
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currency(demand));
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if (!Deaf)
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pline("%s demands %ld %s for safe passage.",
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Amonnam(mtmp), demand, currency(demand));
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else if (canseemon(mtmp))
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pline("%s seems to be demanding something.", Amonnam(mtmp));
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if ((offer = bribe(mtmp)) >= demand) {
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offer = 0L;
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if (!Deaf && ((offer = bribe(mtmp)) >= demand)) {
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pline("%s vanishes, laughing about cowardly mortals.",
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Amonnam(mtmp));
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} else if (offer > 0L
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@@ -447,12 +462,18 @@ gain_guardian_angel()
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Hear_again(); /* attempt to cure any deafness now (divine
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message will be heard even if that fails) */
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if (Conflict) {
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pline("A voice booms:");
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if (!Deaf)
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pline("A voice booms:");
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else
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You_feel("a booming voice:");
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verbalize("Thy desire for conflict shall be fulfilled!");
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/* send in some hostile angels instead */
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lose_guardian_angel((struct monst *) 0);
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} else if (u.ualign.record > 8) { /* fervent */
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pline("A voice whispers:");
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if (!Deaf)
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pline("A voice whispers:");
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else
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You_feel("a soft voice:");
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verbalize("Thou hast been worthy of me!");
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mm.x = u.ux;
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mm.y = u.uy;
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13
src/pray.c
13
src/pray.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 pray.c $NHDT-Date: 1559853037 2019/06/06 20:30:37 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.114 $ */
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/* NetHack 3.6 pray.c $NHDT-Date: 1561061321 2019/06/20 20:08:41 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.115 $ */
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/* Copyright (c) Benson I. Margulies, Mike Stephenson, Steve Linhart, 1989. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -489,7 +489,7 @@ int trouble;
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what = rightglow;
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else if (otmp == uleft)
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what = leftglow;
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decurse:
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decurse:
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if (!otmp) {
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impossible("fix_worst_trouble: nothing to uncurse.");
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return;
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@@ -721,8 +721,9 @@ aligntyp resp_god;
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(on_altar() && (a_align(u.ux, u.uy) != resp_god))
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? "scorn"
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: "call upon");
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/* [why isn't this using verbalize()?] */
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pline("\"Then die, %s!\"",
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youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
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(youmonst.data->mlet == S_HUMAN) ? "mortal" : "creature");
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summon_minion(resp_god, FALSE);
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break;
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@@ -802,7 +803,7 @@ gcrownu()
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&& uwep->oartifact != ART_STORMBRINGER))
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&& !carrying(SPE_FINGER_OF_DEATH)) {
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class_gift = SPE_FINGER_OF_DEATH;
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make_splbk:
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make_splbk:
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obj = mksobj(class_gift, TRUE, FALSE);
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bless(obj);
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obj->bknown = 1; /* ok to skip set_bknown() */
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@@ -1488,7 +1489,7 @@ dosacrifice()
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if (otmp->otyp == AMULET_OF_YENDOR) {
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if (!highaltar) {
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too_soon:
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too_soon:
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if (altaralign == A_NONE && Inhell)
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/* hero has left Moloch's Sanctum so is in the process
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of getting away with the Amulet (outside of Gehennom,
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@@ -1584,7 +1585,7 @@ dosacrifice()
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}
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if (altaralign != u.ualign.type && highaltar) {
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desecrate_high_altar:
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desecrate_high_altar:
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/*
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* REAL BAD NEWS!!! High altars cannot be converted. Even an attempt
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* gets the god who owns it truly pissed off.
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