more PR #1112 - dipping in sinks

Suggestion from entrez:  If dipping something in a sink while hands
are slippery happens to cause that sink to break, only remind player
about still being Glib if the item was '-' or uarmg.

Redo one of the fixes entries:  dipping a potion into a sink does not
dilute it.  The potion is used up and gives a hint about what it does
so player might discover it.
This commit is contained in:
PatR
2023-11-10 01:14:24 -08:00
parent d0ade3b085
commit 915da30c9d
2 changed files with 4 additions and 2 deletions

View File

@@ -2321,7 +2321,9 @@ during enlightenment and end-of-game disclosure, use contraction "<verb>n't"
for "<verb> not"
give feedback about the thaw status of ice terrain
allow #dip '-' in a fountain, pool, or sink to clean slippery fingers/gloves
allow #dip into a sink to dilute potions or blank out scrolls and books
allow #dip potions into a sink to get a hint about what they are, similar to
dropping rings into a sink; dipping other stuff causes water damage
so could be used to blank out scrolls and books
Platform- and/or Interface-Specific New Features

View File

@@ -710,7 +710,7 @@ dipsink(struct obj *obj)
/* can't rely on using sink for unlimited scroll blanking; however,
since sink will be converted into a fountain, hero can dip again */
breaksink(u.ux, u.uy); /* "The pipes break! Water spurts out!" */
if (Glib)
if (Glib && (!obj || obj == uarmg))
Your("%s are still slippery.", fingers_or_gloves(TRUE));
return;
} else if (obj == &cg.zeroobj || obj == uarmg) {