adjust wish for cockatrice corpse

Wishing is powerful, so if you cannot safely handle a cockatrice
corpse, then have a wish for one result in the corpse materializing
on the floor rather than in your inventory.

Resolves #1320
This commit is contained in:
nhmall
2024-11-09 14:06:43 -05:00
parent 36d8998edb
commit 9c554895b1
5 changed files with 28 additions and 4 deletions

View File

@@ -2363,6 +2363,7 @@ extern int loot_mon(struct monst *, int *, boolean *) NO_NNARGS;
extern int dotip(void);
extern struct autopickup_exception *check_autopickup_exceptions(struct obj *) NONNULLARG1;
extern boolean autopick_testobj(struct obj *, boolean) NONNULLARG1;
extern boolean u_safe_from_fatal_corpse(struct obj *obj) NONNULLARG1;
/* ### pline.c ### */

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@@ -162,6 +162,7 @@ struct obj {
* 1 for others (format as "next boulder") */
int usecount; /* overloaded for various things that tally */
#define spestudied usecount /* # of times a spellbook has been studied */
#define wishedfor usecount /* flag for hold_another_object() if from wish */
unsigned oeaten; /* nutrition left in food, if partly eaten */
long age; /* creation date */
long owornmask; /* bit mask indicating which equipment slot(s) an

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@@ -1230,6 +1230,12 @@ hold_another_object(
dropped, avoid perminv update when temporarily adding it */
obj = addinv_core0(obj, (struct obj *) 0, FALSE);
goto drop_it;
} else if (obj->otyp == CORPSE
&& !u_safe_from_fatal_corpse(obj)
&& obj->wishedfor) {
obj->wishedfor = 0;
obj = addinv_core0(obj, (struct obj *) 0, FALSE);
goto drop_it;
} else {
long oquan = obj->quan;
int prev_encumbr = near_capacity(); /* before addinv() */

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@@ -261,12 +261,20 @@ query_classes(
return TRUE;
}
boolean
u_safe_from_fatal_corpse(struct obj *obj)
{
if (uarmg || obj->otyp != CORPSE
|| !touch_petrifies(&mons[obj->corpsenm]) || Stone_resistance)
return TRUE;
return FALSE;
}
/* check whether hero is bare-handedly touching a cockatrice corpse */
staticfn boolean
fatal_corpse_mistake(struct obj *obj, boolean remotely)
{
if (uarmg || remotely || obj->otyp != CORPSE
|| !touch_petrifies(&mons[obj->corpsenm]) || Stone_resistance)
if (u_safe_from_fatal_corpse(obj) || remotely)
return FALSE;
if (poly_when_stoned(gy.youmonst.data) && polymon(PM_STONE_GOLEM)) {

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@@ -6189,14 +6189,22 @@ makewish(void)
/* TODO? maybe generate a second event describing what was received since
these just echo player's request rather than show actual result */
const char *verb = ((Is_airlevel(&u.uz) || u.uinwater) ? "slip" : "drop"),
if (otmp->otyp == CORPSE && !u_safe_from_fatal_corpse(otmp))
otmp->wishedfor = 1;
const char *verb = ((Is_airlevel(&u.uz) || u.uinwater)
? "slip"
: (otmp->otyp == CORPSE && otmp->wishedfor)
? "materialize" : "drop"),
*oops_msg = (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!");
: !(otmp->otyp == CORPSE && otmp->wishedfor)
? "Oops! %s to the floor!"
: "Careful! %s on the floor!");
/* The(aobjnam()) is safe since otmp is unidentified -dlc */
(void) hold_another_object(otmp, oops_msg, The(aobjnam(otmp, verb)),