new prayer trouble
3.4.1 included a change which requires you to be able to use hands
in order to manipulate containers; that makes sense but has introduced
an unintended side-effect. It has become much harder to uncurse a
two-handed weapon or combination of a one-handed weapon and a shield
because you can't get scrolls or potions out of your bag. This adds a
new major trouble for prayer to address that, escalating it above the
normal minor cursed item trouble. It also removes a nonsensical check
for combination of two-handed weapon and shield that I added long ago.
Not related, but same file: add the missing artifact touch checks
for putting on accessories (quest amulets and lenses). I can't remember
if this was From a bug report.
This commit is contained in:
@@ -13,6 +13,8 @@ include a hint about expected input when prompting for musical notes
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don't report "program initialization failed" if a panic occurs after the
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game is over
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include statue contents in end of game inventory disclosure
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treat handlessness as a major problem when deciding prayer outcome
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perform artifact touch checks when putting on accessories
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Platform- and/or Interface-Specific Fixes
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)extern.h 3.4 2003/01/02 */
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/* SCCS Id: @(#)extern.h 3.4 2003/03/10 */
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/* Copyright (c) Steve Creps, 1988. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -385,6 +385,7 @@ E void NDECL(glibr);
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E struct obj *FDECL(some_armor,(struct monst *));
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E void FDECL(erode_armor, (struct monst *,BOOLEAN_P));
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E struct obj *FDECL(stuck_ring, (struct obj *,int));
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E struct obj *NDECL(unchanger);
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E void NDECL(reset_remarm);
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E int NDECL(doddoremarm);
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E int FDECL(destroy_arm, (struct obj *));
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)do_wear.c 3.4 2003/01/08 */
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/* SCCS Id: @(#)do_wear.c 3.4 2003/03/10 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1447,6 +1447,8 @@ doputon()
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You("cannot free your weapon hand to put on the ring.");
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return(0);
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}
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if (otmp->oartifact && !touch_artifact(otmp, &youmonst))
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return 1; /* costs a turn even though it didn't get worn */
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setworn(otmp, mask);
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Ring_on(otmp);
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} else if (otmp->oclass == AMULET_CLASS) {
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@@ -1454,6 +1456,8 @@ doputon()
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already_wearing("an amulet");
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return(0);
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}
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if (otmp->oartifact && !touch_artifact(otmp, &youmonst))
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return 1;
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setworn(otmp, W_AMUL);
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if (otmp->otyp == AMULET_OF_CHANGE) {
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Amulet_on();
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@@ -1484,6 +1488,8 @@ doputon()
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You_cant("wear that!");
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return(0);
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}
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if (otmp->oartifact && !touch_artifact(otmp, &youmonst))
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return 1;
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Blindf_on(otmp);
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return(1);
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}
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@@ -1651,6 +1657,14 @@ int otyp;
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return (struct obj *)0;
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}
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/* also for praying; find worn item that confers "Unchanging" attribute */
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struct obj *
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unchanger()
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{
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if (uamul && uamul->otyp == AMULET_OF_UNCHANGING) return uamul;
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return 0;
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}
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STATIC_PTR
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int
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select_off(otmp)
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89
src/pray.c
89
src/pray.c
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)pray.c 3.4 2002/10/06 */
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/* SCCS Id: @(#)pray.c 3.4 2003/03/10 */
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/* Copyright (c) Benson I. Margulies, Mike Stephenson, Steve Linhart, 1989. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -70,33 +70,37 @@ static int p_type; /* (-1)-3: (-1)=really naughty, 3=really good */
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* order to have the values be meaningful.
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*/
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#define TROUBLE_STONED 12
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#define TROUBLE_SLIMED 11
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#define TROUBLE_STRANGLED 10
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#define TROUBLE_LAVA 9
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#define TROUBLE_SICK 8
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#define TROUBLE_STARVING 7
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#define TROUBLE_HIT 6
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#define TROUBLE_LYCANTHROPE 5
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#define TROUBLE_COLLAPSING 4
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#define TROUBLE_STUCK_IN_WALL 3
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#define TROUBLE_CURSED_LEVITATION 2
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#define TROUBLE_CURSED_BLINDFOLD 1
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#define TROUBLE_STONED 13
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#define TROUBLE_SLIMED 12
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#define TROUBLE_STRANGLED 11
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#define TROUBLE_LAVA 10
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#define TROUBLE_SICK 9
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#define TROUBLE_STARVING 8
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#define TROUBLE_HIT 7
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#define TROUBLE_LYCANTHROPE 6
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#define TROUBLE_COLLAPSING 5
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#define TROUBLE_STUCK_IN_WALL 4
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#define TROUBLE_CURSED_LEVITATION 3
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#define TROUBLE_UNUSEABLE_HANDS 2
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#define TROUBLE_CURSED_BLINDFOLD 1
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#define TROUBLE_PUNISHED (-1)
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#define TROUBLE_FUMBLING (-2)
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#define TROUBLE_CURSED_ITEMS (-3)
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#define TROUBLE_SADDLE (-4)
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#define TROUBLE_BLIND (-5)
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#define TROUBLE_POISONED (-6)
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#define TROUBLE_WOUNDED_LEGS (-7)
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#define TROUBLE_HUNGRY (-8)
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#define TROUBLE_STUNNED (-9)
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#define TROUBLE_CONFUSED (-10)
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#define TROUBLE_HALLUCINATION (-11)
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#define TROUBLE_PUNISHED (-1)
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#define TROUBLE_FUMBLING (-2)
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#define TROUBLE_CURSED_ITEMS (-3)
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#define TROUBLE_SADDLE (-4)
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#define TROUBLE_BLIND (-5)
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#define TROUBLE_POISONED (-6)
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#define TROUBLE_WOUNDED_LEGS (-7)
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#define TROUBLE_HUNGRY (-8)
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#define TROUBLE_STUNNED (-9)
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#define TROUBLE_CONFUSED (-10)
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#define TROUBLE_HALLUCINATION (-11)
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/* We could force rehumanize of polyselfed people, but we can't tell
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unintentional shape changes from the other kind. Oh well. */
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unintentional shape changes from the other kind. Oh well.
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3.4.2: make an exception if polymorphed into a form which lacks
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hands; that's a case where the ramifications override this doubt.
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*/
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/* Return 0 if nothing particular seems wrong, positive numbers for
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serious trouble, and negative numbers for comparative annoyances. This
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@@ -115,9 +119,7 @@ but that's really hard.
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STATIC_OVL int
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in_trouble()
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{
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#ifdef STEED
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register struct obj *otmp;
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#endif
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struct obj *otmp;
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int i, j, count=0;
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/* Borrowed from eat.c */
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@@ -158,6 +160,15 @@ in_trouble()
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stuck_ring(uleft, RIN_LEVITATION) ||
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stuck_ring(uright, RIN_LEVITATION))
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return(TROUBLE_CURSED_LEVITATION);
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if (nohands(youmonst.data) || !freehand()) {
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/* for bag/box access [cf use_container()]...
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make sure it's a case that we know how to handle;
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otherwise "fix all troubles" would get stuck in a loop */
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if (welded(uwep)) return TROUBLE_UNUSEABLE_HANDS;
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if (Upolyd && nohands(youmonst.data) && (!Unchanging ||
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((otmp = unchanger()) != 0 && otmp->cursed)))
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return TROUBLE_UNUSEABLE_HANDS;
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}
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if(Blindfolded && ublindf->cursed) return(TROUBLE_CURSED_BLINDFOLD);
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/*
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@@ -202,9 +213,8 @@ worst_cursed_item()
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if (Cursed_obj(otmp, LOADSTONE)) return otmp;
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}
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/* weapon takes precedence if it is interfering
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with taking off a ring or shield */
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if (welded(uwep) && /* weapon */
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(uright || (bimanual(uwep) && (uleft || uarms)))) {
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with taking off a ring or putting on a shield */
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if (welded(uwep) && (uright || bimanual(uwep))) { /* weapon */
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otmp = uwep;
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/* gloves come next, due to rings */
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} else if (uarmg && uarmg->cursed) { /* gloves */
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@@ -335,6 +345,23 @@ register int trouble;
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if (otmp == uright) what = rightglow;
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}
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goto decurse;
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case TROUBLE_UNUSEABLE_HANDS:
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if (welded(uwep)) {
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otmp = uwep;
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goto decurse;
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}
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if (Upolyd && nohands(youmonst.data)) {
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if (!Unchanging) {
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Your("shape becomes uncertain.");
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rehumanize(); /* "You return to {normal} form." */
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} else if ((otmp = unchanger()) != 0 && otmp->cursed) {
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/* otmp is an amulet of unchanging */
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goto decurse;
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}
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}
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if (nohands(youmonst.data) || !freehand())
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impossible("fix_worst_trouble: couldn't cure hands.");
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break;
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case TROUBLE_CURSED_BLINDFOLD:
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otmp = ublindf;
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goto decurse;
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