Heart of Ahriman hack (trunk only)
From a four year old news posting: hero was levitating via #invoke
on the Heart of Ahriman, then dropping that artifact yielded:
You drop a gray stone named The Heart of Ahriman.
You float gently to the floor.
A gray stone named The Heart of Ahriman hits the floor.
That might be strictly correct, assuming that both hero and stone fall at
the same speed; if the stone was dropped from perhaps waist height then
the hero's feet would touch first. But it looks strange, like a cartoon
where something hangs in midair until someone notices that it should fall.
Removing the artifact from inventory causes the #invoke property to
toggle off. Unfortunately it has to be done here before the object can
be placed at its destination. Modifying message order seemed unviable;
this fix fiddles with the Levitation property in order to defer hero's
descent until after object handling is finished. Now same setup gives:
You drop a gray stone named The Heart of Ahriman.
A gray stone named The Heart of Ahriman hits the floor.
You float gently to the floor.
You see here a gray stone named The Heart of Ahriman.
This commit is contained in:
@@ -241,6 +241,7 @@ engulfer under influence of conflict or confusion could swallow monster at
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unicorn horn restoration no longer overrides sustain ability characteristic
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hider monster revived from corpse would start out hidden (even if own corpse
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was only object around to hide under)
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fix sequencing issues with dropping #invoked Heart of Ahriman
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Platform- and/or Interface-Specific Fixes
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@@ -78,6 +78,7 @@ E int FDECL(disp_artifact_discoveries, (winid));
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E boolean FDECL(artifact_hit, (struct monst *,struct monst *,
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struct obj *,int *,int));
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E int NDECL(doinvoke);
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E boolean FDECL(finesse_ahriman, (struct obj *));
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E void FDECL(arti_speak, (struct obj *));
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E boolean FDECL(artifact_light, (struct obj *));
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E long FDECL(spec_m2, (struct obj *));
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@@ -1475,6 +1475,33 @@ nothing_special:
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return 1;
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}
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/* will freeing this object from inventory cause levitation to end? */
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boolean
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finesse_ahriman(obj)
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struct obj *obj;
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{
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const struct artifact *oart;
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struct prop save_Lev;
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boolean result;
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/* if we aren't levitating or this isn't an artifact which confers
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levitation via #invoke then freeinv() won't toggle levitation */
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if (!Levitation || (oart = get_artifact(obj)) == 0 ||
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oart->inv_prop != LEVITATION || !(ELevitation & W_ARTI))
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return FALSE;
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/* arti_invoke(off) -> float_down() clears I_SPECIAL|TIMEOUT & W_ARTI;
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probe ahead to see whether that actually results in floating down;
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(this assumes that there aren't two simultaneously invoked artifacts
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both conferring levitation--safe, since if there were two of them,
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invoking the 2nd would negate the 1st rather than stack with it) */
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save_Lev = u.uprops[LEVITATION];
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HLevitation &= ~(I_SPECIAL|TIMEOUT);
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ELevitation &= ~W_ARTI;
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result = (boolean)!Levitation;
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u.uprops[LEVITATION] = save_Lev;
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return result;
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}
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/* WAC return TRUE if artifact is always lit */
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boolean
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7
src/do.c
7
src/do.c
@@ -484,6 +484,12 @@ register struct obj *obj;
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}
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#endif
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if (!can_reach_floor(TRUE)) {
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/* we might be levitating due to #invoke Heart of Ahriman;
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if so, levitation would end during call to freeinv()
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and we want hitfloor() to happen before float_down() */
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boolean levhack = finesse_ahriman(obj);
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if (levhack) ELevitation = W_ART; /* other than W_ARTI */
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if(flags.verbose) You("drop %s.", doname(obj));
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#ifndef GOLDOBJ
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if (obj->oclass != COIN_CLASS || obj == invent) freeinv(obj);
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@@ -493,6 +499,7 @@ register struct obj *obj;
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freeinv(obj);
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#endif
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hitfloor(obj);
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if (levhack) float_down(I_SPECIAL|TIMEOUT, W_ARTI|W_ART);
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return(1);
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}
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if (!IS_ALTAR(levl[u.ux][u.uy].typ) && flags.verbose)
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