breaking empty wands

I found a copy of a news posting from 1996 which suggested that
using a[pply] to break a wand which has 0 charges should have a chance of
wresting out one extra charge, like zapping.  That way the player can't
destroy spent wands with impunity, and it makes the two wand actions be
more consistent.  Also, it's trivial to implement.  :-)
This commit is contained in:
nethack.rankin
2007-05-08 02:02:22 +00:00
parent 6df91448c1
commit 49d0204fc4
2 changed files with 12 additions and 2 deletions

View File

@@ -390,6 +390,7 @@ give feedback when a nearby monster grows into a stronger form
familiars are now created without any starting inventory
using the 'f' command when quiver is empty will fill quiver if player selects
a stack of 2 or more items in response to the "what to throw?" prompt
breaking a wand with the apply command has a chance to wrest an extra charge
Platform- and/or Interface-Specific New Features

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)apply.c 3.5 2007/03/07 */
/* SCCS Id: @(#)apply.c 3.5 2007/05/05 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -2808,10 +2808,19 @@ do_break_wand(obj)
freeinv(obj); /* hide it from destroy_item instead... */
setnotworn(obj); /* so we need to do this ourselves */
if (obj->spe <= 0) {
if (!zappable(obj)) {
pline(nothing_else_happens);
goto discard_broken_wand;
}
/* successful call to zappable() consumes a charge; put it back */
obj->spe++;
/* might have "wrested" a final charge, taking it from 0 to -1;
if so, we just brought it back up to 0, which wouldn't do much
below so give it 1..3 charges now, usually making it stronger
than an ordinary last charge (the wand is already gone from
inventory, so perm_invent can't accidentally reveal this) */
if (!obj->spe) obj->spe = rnd(3);
obj->ox = u.ux;
obj->oy = u.uy;
dmg = obj->spe * 4;