costly_alteration() tweaking (trunk only)

For cancellation I accidentally used terrain type WATER when I meant
object type POT_WATER, so being charged for cancelling holy or unholy water
wasn't working.  When I first put in COST_UNHOLY the name made some sense
based on its usage, but after later adding COST_UNBLSS it didn't any more;
change it to COST_UNCURS.

     A shopkeeper's complaint that you're uncursing or unblessing his wares
(only applies to water) now sets bknown flag since you know that the object
has become uncursed.  I hadn't realized that confused remove curse only
affects uncursed objects; this greatly simplifies extra code I added there
for costly_alteration().

[No fixes entry needed.]
This commit is contained in:
nethack.rankin
2005-04-15 02:41:53 +00:00
parent 1a2ebd1ce9
commit 4e9c26fc28
5 changed files with 28 additions and 37 deletions

View File

@@ -64,7 +64,7 @@
#define COST_DRAIN 1 /* drain life upon an object */
#define COST_UNCHRG 2 /* cursed charging */
#define COST_UNBLSS 3 /* unbless (devalues holy water) */
#define COST_UNHOLY 4 /* uncurse (devalues unholy water) */
#define COST_UNCURS 4 /* uncurse (devalues unholy water) */
#define COST_DECHNT 5 /* disenchant weapons or armor */
#define COST_DEGRD 6 /* removal of rustproofing, dulling via engraving */
#define COST_DILUTE 7 /* potion dilution */

View File

@@ -369,6 +369,7 @@ int alter_type;
{
xchar ox, oy;
char objroom;
boolean set_bknown;
const char *those, *them, *what;
struct monst *shkp = 0;
@@ -401,9 +402,15 @@ int alter_type;
else
those = "those", them = "them";
/* when shopkeeper describes the object as being uncursed or unblessed
hero will know that it is now uncursed; will also make the feedback
from `I x' after bill_dummy_object() be more specific for this item */
set_bknown = (alter_type == COST_UNCURS || alter_type == COST_UNBLSS);
switch (obj->where) {
case OBJ_FREE: /* obj_no_longer_held() */
case OBJ_INVENT:
if (set_bknown) obj->bknown = 1;
what = simple_typename(obj->otyp);
if (obj->quan != 1L) what = makeplural(what);
verbalize("You %s %s %s, you pay for %s!",
@@ -411,6 +418,7 @@ int alter_type;
bill_dummy_object(obj);
break;
case OBJ_FLOOR:
if (set_bknown) obj->bknown = 1;
if (costly_spot(u.ux, u.uy) && objroom == *u.ushops) {
verbalize("You %s %s, you pay for %s!",
alteration_verbs[alter_type], those, them);

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@@ -1693,7 +1693,7 @@ dodip()
hcolor(NH_AMBER));
obj->bknown = 1;
if (obj->otyp == POT_WATER && obj->unpaid)
costly_alteration(obj, COST_UNHOLY);
costly_alteration(obj, COST_UNCURS);
uncurse(obj);
poof:
if(!(objects[potion->otyp].oc_name_known) &&

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@@ -964,39 +964,22 @@ struct obj *sobj;
if (sobj->blessed || wornmask ||
obj->otyp == LOADSTONE ||
(obj->otyp == LEASH && obj->leashmon)) {
unsigned save_bknown, save_cursed, save_blessed;
boolean was_cursed = !!obj->cursed,
was_blessed = !!obj->blessed,
was_normal = !(was_cursed || was_blessed);
if(confused) blessorcurse(obj, 2);
else uncurse(obj);
/* water price varies by curse/bless status */
if (obj->unpaid && obj->otyp == POT_WATER) {
if ((was_cursed && !obj->cursed) ||
(was_blessed && !obj->blessed)) {
/* make `Ix' more specific for this item */
save_bknown = obj->bknown;
obj->bknown = 1;
/* temporarily restore curse/bless to
obtain the right shop price (if potion
went from cursed directly to blessed
or vice versa its price didn't change
but hero will have to buy it anyway) */
save_cursed = obj->cursed;
obj->cursed = was_cursed ? 1 : 0;
save_blessed = obj->blessed;
obj->blessed = was_blessed ? 1 : 0;
costly_alteration(obj, was_cursed ?
COST_UNHOLY : COST_UNBLSS);
obj->bknown = save_bknown;
obj->cursed = save_cursed;
obj->blessed = save_blessed;
} else if (was_normal &&
(obj->blessed || obj->cursed)) {
alter_cost(obj, 0L);
}
} /* unpaid water */
boolean shop_h2o = (obj->unpaid &&
obj->otyp == POT_WATER);
if (confused) {
blessorcurse(obj, 2);
/* blessorcurse() only affects uncursed items
so no need to worry about price of water
going down (hence no costly_alteration) */
if (shop_h2o && (obj->cursed || obj->blessed))
alter_cost(obj, 0L); /* price goes up */
} else if (obj->cursed) {
if (shop_h2o)
costly_alteration(obj, COST_UNCURS);
uncurse(obj);
}
}
}
}

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@@ -855,7 +855,7 @@ register struct obj *obj;
(obj->spe && (obj->oclass == ARMOR_CLASS ||
obj->oclass == WEAPON_CLASS || is_weptool(obj))) ||
otyp == POT_ACID || otyp == POT_SICKNESS ||
(otyp == WATER && (obj->blessed || obj->cursed))) {
(otyp == POT_WATER && (obj->blessed || obj->cursed))) {
if (obj->spe != ((obj->oclass == WAND_CLASS) ? -1 : 0) &&
otyp != WAN_CANCELLATION && /* can't cancel cancellation */
otyp != MAGIC_LAMP && /* cancelling doesn't remove djini */
@@ -876,8 +876,8 @@ register struct obj *obj;
}
break;
case POTION_CLASS:
costly_alteration(obj, (otyp == WATER && obj->cursed) ?
COST_UNHOLY : COST_CANCEL);
costly_alteration(obj, (otyp != POT_WATER) ? COST_CANCEL :
obj->cursed ? COST_UNCURS : COST_UNBLSS);
if (otyp == POT_SICKNESS || otyp == POT_SEE_INVISIBLE) {
/* sickness is "biologically contaminated" fruit juice;
cancel it and it just becomes fruit juice...