bag of tricks, horn of plenty, #tip (trunk only)

<Someone> reported that he applied an unID'd bag and it became
discovered as a bag of tricks even though a spellbook appeared on the floor
next to him rather than having a monster show up (the monster was a mimic).
Suppress the bag discovery unless you can see or sense a monster appear.
(This doesn't really achieve much for most players, who'll recognize the
bag because they know that only one type of container doesn't prompt to
take things out and/or put things in, but I think it does make sense.)

     While mucking with bag of tricks I decided that to be consistent with
the behavior of other containers, the #tip command should release all the
monsters in the bag instead of just one.

     And after doing that, I realized that horn of plenty ought to behave
much the same, so #tip will operate on it now.  However, it won't be listed
as a likely candidate in the "which item?" prompt unless/until it has been
discovered.  (Attempting to empty any other type of horn yields "nothing
happens", same as for a horn of plenty with no charges left.)  Emptying a
horn of plenty in a shop can be extremely verbose, but I don't think that
qualifies as a bug and don't currently have any plans to alter it.
This commit is contained in:
nethack.rankin
2006-06-18 05:20:36 +00:00
parent e79a41ccb6
commit 58137a608a
8 changed files with 138 additions and 62 deletions

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)mkobj.c 3.5 2006/05/09 */
/* SCCS Id: @(#)mkobj.c 3.5 2006/06/17 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1768,6 +1768,67 @@ dealloc_obj(obj)
free((genericptr_t) obj);
}
/* create an object from a horn of plenty; mirrors bagotricks(makemon.c) */
int
hornoplenty(horn, tipping)
struct obj *horn;
boolean tipping; /* caller emptying entire contents; affects shop handling */
{
int objcount = 0;
if (!horn || horn->otyp != HORN_OF_PLENTY) {
impossible("bad horn o' plenty");
} else if (horn->spe < 1) {
pline(nothing_happens);
} else {
struct obj *obj;
const char *what;
consume_obj_charge(horn, !tipping);
if (!rn2(13)) {
obj = mkobj(POTION_CLASS, FALSE);
if (objects[obj->otyp].oc_magic) do {
obj->otyp = rnd_class(POT_BOOZE, POT_WATER);
} while (obj->otyp == POT_SICKNESS);
what = (obj->quan > 1L) ? "Some potions" : "A potion";
} else {
obj = mkobj(FOOD_CLASS, FALSE);
if (obj->otyp == FOOD_RATION && !rn2(7))
obj->otyp = LUMP_OF_ROYAL_JELLY;
what = "Some food";
}
++objcount;
pline("%s %s out.", what, vtense(what, "spill"));
obj->blessed = horn->blessed;
obj->cursed = horn->cursed;
obj->owt = weight(obj);
if (!tipping) {
obj = hold_another_object(obj, u.uswallow ?
"Oops! %s out of your reach!" :
(Is_airlevel(&u.uz) ||
Is_waterlevel(&u.uz) ||
levl[u.ux][u.uy].typ < IRONBARS ||
levl[u.ux][u.uy].typ >= ICE) ?
"Oops! %s away from you!" :
"Oops! %s to the floor!",
The(aobjnam(obj, "slip")),
(const char *)0);
} else {
/* assumes this is taking place at hero's location */
if (!can_reach_floor(TRUE))
hitfloor(obj);
else if (IS_ALTAR(levl[u.ux][u.uy].typ))
doaltarobj(obj);
else
pline("%s %s to the %s.", Doname2(obj),
otense(obj, "drop"), surface(u.ux, u.uy));
dropy(obj);
}
if (horn->dknown) makeknown(HORN_OF_PLENTY);
}
return objcount;
}
#ifdef WIZARD
/* Check all object lists for consistency. */
void