Sunsword vs <u.ux,u.uy>
Using #invoke on wielded or carried Sunsword and picking direction '>' or '<' lights the hero's spot. But setting levl[u.ux][u.uy].lit was too simplistic. Lighting on the Rogue Level operates on full rooms when done inside a room and doesn't to anything with done in a corridor. litroom() gave inappropriate messages in a couple of special cases.
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@@ -1,4 +1,4 @@
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/* NetHack 3.7 artifact.c $NHDT-Date: 1711734229 2024/03/29 17:43:49 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.230 $ */
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/* NetHack 3.7 artifact.c $NHDT-Date: 1715889721 2024/05/16 20:02:01 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.236 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2013. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1930,11 +1930,14 @@ arti_invoke(struct obj *obj)
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if (u.dx || u.dy) {
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do_blinding_ray(obj);
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} else if (u.dz) {
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/* up or down; light this map spot */
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levl[u.ux][u.uy].lit = 1;
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pline("%s", ((Blind || levl[u.ux][u.uy].waslit)
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? nothing_seems_to_happen
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: "It is lit here now."));
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/* up or down => light this map spot; litroom() uses
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radius 0 for Sunsword, except on Rogue level where
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whole room gets lit and corridor spots remain unlit */
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litroom(TRUE, obj);
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pline("%s", ((!Blind && levl[u.ux][u.uy].lit
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&& !levl[u.ux][u.uy].waslit)
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? "It is lit here now."
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: nothing_seems_to_happen));
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} else { /* zapyourself() */
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boolean vulnerable = (u.umonnum == PM_GREMLIN);
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int damg = obj->blessed ? 15 : !obj->cursed ? 10 : 5;
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18
src/read.c
18
src/read.c
@@ -1,4 +1,4 @@
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/* NetHack 3.7 read.c $NHDT-Date: 1708126537 2024/02/16 23:35:37 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.300 $ */
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/* NetHack 3.7 read.c $NHDT-Date: 1715889745 2024/05/16 20:02:25 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.308 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2012. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -2385,6 +2385,7 @@ litroom(
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struct obj *otmp;
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boolean blessed_effect = (obj && obj->oclass == SCROLL_CLASS
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&& obj->blessed);
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boolean no_op = (u.uswallow || Underwater || Is_waterlevel(&u.uz));
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char is_lit = 0; /* value is irrelevant but assign something anyway; its
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* address is used as a 'not null' flag for set_lit() */
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@@ -2447,12 +2448,14 @@ litroom(
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pline("%s shines briefly.", Monnam(u.ustuck));
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else
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pline("%s glistens.", Monnam(u.ustuck));
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} else if (!Blind)
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pline("A lit field surrounds you!");
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} else if (!Blind && (!Is_rogue_level(&u.uz)
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|| levl[u.ux][u.uy].typ != CORR)) {
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pline("A lit field %ssurrounds you!", no_op ? "briefly " : "");
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}
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}
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/* No-op when swallowed or in water */
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if (u.uswallow || Underwater || Is_waterlevel(&u.uz))
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if (no_op)
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return;
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/*
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* If we are darkening the room and the hero is punished but not
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@@ -2477,9 +2480,14 @@ litroom(
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gr.rooms[rnum].rlit = on;
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}
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/* hallways remain dark on the rogue level */
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} else
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} else if (is_art(obj, ART_SUNSWORD)) {
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/* Sunsword's #invoke power directed up or down lights hero's spot
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(do_clear_area() rejects radius 0 so call set_lit() directly) */
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set_lit(u.ux, u.uy, (genericptr_t) &is_lit);
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} else {
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do_clear_area(u.ux, u.uy, blessed_effect ? 9 : 5,
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set_lit, (genericptr_t) (on ? &is_lit : (char *) 0));
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}
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/*
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* If we are not blind, then force a redraw on all positions in sight
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