wet towel enhancements

Flesh out wet towels a bit:
1) wielding a wet towel--or a dry one which becomes wet--won't give a
   "you begin bashing with your wet towel" message when attacking;
2) if a formerly wet towel dries out completely while wielded, *do* give
   "you begin bashing with your towel" on the next attack;
3) successfully hitting with a wet towel no longer always loses wetness;
4) water damage to dry towel always confers at least 1 point of wetness;
5) taking fire damage (via burnarmor() which is used for most types of
   fire damage) has a chance to partially or fully dry a wet towel
   (regardless of whether it's wielded at the time; applies to monsters
   as well as hero; each towel being carried is checked until one is
   affected, then any others escape drying.

Not done:
-) attacking with a wielded wet towel perhaps ought to be treated as a
   weapon attack using whip skill rather than an augmented arbitrary-
   junk-by-weight attack;
-) throwing a wet towel should probably ignore wetness--it's just a wet
   piece of cloth when not finishing with a whip snap; right now, it
   loses a point of wetness when thrown and usually--#3 above--another
   point if it hits...;
-) hitting burning creatures is no different than hitting anything else;
-) likewise for hitting wet creatures.
This commit is contained in:
PatR
2015-10-17 17:00:53 -07:00
parent af1c77808b
commit 4b8db661dd
8 changed files with 163 additions and 67 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 weapon.c $NHDT-Date: 1436753527 2015/07/13 02:12:07 $ $NHDT-Branch: master $:$NHDT-Revision: 1.51 $ */
/* NetHack 3.6 weapon.c $NHDT-Date: 1445126431 2015/10/18 00:00:31 $ $NHDT-Branch: master $:$NHDT-Revision: 1.54 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -79,8 +79,9 @@ STATIC_DCL void FDECL(skill_advance, (int));
static NEARDATA const char kebabable[] = { S_XORN, S_DRAGON, S_JABBERWOCK,
S_NAGA, S_GIANT, '\0' };
/* weapon's skill category name for use as generalized description of weapon
*/
/* weapon's skill category name for use as generalized description of weapon;
mostly used to shorten "you drop your <weapon>" messages when slippery
fingers or polymorph causes hero to involuntarily drop wielded weapon(s) */
const char *
weapon_descr(obj)
struct obj *obj;
@@ -91,10 +92,12 @@ struct obj *obj;
/* assorted special cases */
switch (skill) {
case P_NONE:
/* not a weapon: use item class name; override "food" for corpses,
tins, and eggs and "large rock" for statues and boulders */
/* not a weapon or weptool: use item class name;
override class name "food" for corpses, tins, and eggs,
"large rock" for statues and boulders, and "tool" for towels */
descr = (obj->otyp == CORPSE || obj->otyp == TIN || obj->otyp == EGG
|| obj->otyp == STATUE || obj->otyp == BOULDER)
|| obj->otyp == STATUE || obj->otyp == BOULDER
|| obj->otyp == TOWEL)
? OBJ_NAME(objects[obj->otyp])
: def_oc_syms[(int) obj->oclass].name;
break;
@@ -102,13 +105,11 @@ struct obj *obj;
if (is_ammo(obj))
descr = (obj->otyp == ROCK || is_graystone(obj))
? "stone"
:
/* avoid "rock"; what about known glass? */
(obj->oclass == GEM_CLASS)
: (obj->oclass == GEM_CLASS)
? "gem"
:
/* in case somebody adds odd sling ammo */
def_oc_syms[(int) obj->oclass].name;
: def_oc_syms[(int) obj->oclass].name;
break;
case P_BOW:
if (is_ammo(obj))
@@ -738,7 +739,9 @@ struct monst *mon;
}
}
int abon() /* attack bonus for strength & dexterity */
/* attack bonus for strength & dexterity */
int
abon()
{
int sbon;
int str = ACURR(A_STR), dex = ACURR(A_DEX);
@@ -774,7 +777,9 @@ int abon() /* attack bonus for strength & dexterity */
return (sbon + dex - 14);
}
int dbon() /* damage bonus for strength */
/* damage bonus for strength */
int
dbon()
{
int str = ACURR(A_STR);
@@ -799,6 +804,67 @@ int dbon() /* damage bonus for strength */
return (6);
}
/* increase a towel's wetness */
void
wet_a_towel(obj, amt, verbose)
struct obj *obj;
int amt; /* positive: new value; negative: increment by -amt; zero: no-op */
boolean verbose;
{
int newspe = (amt <= 0) ? obj->spe - amt : amt;
/* new state is only reported if it's an increase */
if (newspe > obj->spe) {
if (verbose) {
const char *wetness = (newspe < 3)
? (!obj->spe ? "damp" : "damper")
: (!obj->spe ? "wet" : "wetter");
if (carried(obj))
pline("%s gets %s.", Yobjnam2(obj, (const char *) 0),
wetness);
else if (mcarried(obj) && canseemon(obj->ocarry))
pline("%s %s gets %s.", s_suffix(Monnam(obj->ocarry)),
xname(obj), wetness);
}
}
obj->spe = min(newspe, 7);
/* if hero is wielding this towel, don't give "you begin bashing
with your wet towel" message on next attack with it */
if (obj == uwep)
unweapon = !is_wet_towel(obj);
}
/* decrease a towel's wetness */
void
dry_a_towel(obj, amt, verbose)
struct obj *obj;
int amt; /* positive: new value; negative: decrement by -amt; zero: no-op */
boolean verbose;
{
int newspe = (amt <= 0) ? obj->spe + amt : amt;
/* new state is only reported if it's a decrease */
if (newspe < obj->spe) {
if (verbose) {
if (carried(obj))
pline("%s dries%s.", Yobjnam2(obj, (const char *) 0),
!newspe ? " out" : "");
else if (mcarried(obj) && canseemon(obj->ocarry))
pline("%s %s drie%s.", s_suffix(Monnam(obj->ocarry)),
xname(obj), !newspe ? " out" : "");
}
}
newspe = min(newspe, 7);
obj->spe = max(newspe, 0);
/* if hero is wielding this towel and it is now dry, give "you begin
bashing with your towel" message on next attack with it */
if (obj == uwep)
unweapon = !is_wet_towel(obj);
}
/* copy the skill level name into the given buffer */
STATIC_OVL char *
skill_level_name(skill, buf)