uncursing prayer vs helm of opposite alignment
Implement the suggestion that hero's current god not uncurse a worn helm of opposite alignment when prayer result is fix-worst-cursed-item or uncurse-all-cursed-items since doing so makes it easy for hero to switch to another god. The second boon will still uncurse non-worn helms of opposite alignment since that has no effect on how easy or hard it is for the hero to change alignments. (The first boon only applies to worn items plus luckstones and loadstones; non-worn helms aren't applicable.)
This commit is contained in:
30
src/pray.c
30
src/pray.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 pray.c $NHDT-Date: 1450577672 2015/12/20 02:14:32 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.89 $ */
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/* NetHack 3.6 pray.c $NHDT-Date: 1514593198 2017/12/30 00:19:58 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.95 $ */
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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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@@ -265,18 +265,21 @@ worst_cursed_item()
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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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/* gloves come next, due to rings */
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} else if (uarmg && uarmg->cursed) { /* gloves */
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otmp = uarmg;
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/* then shield due to two handed weapons and spells */
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/* then shield due to two handed weapons and spells */
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} else if (uarms && uarms->cursed) { /* shield */
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otmp = uarms;
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/* then cloak due to body armor */
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/* then cloak due to body armor */
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} else if (uarmc && uarmc->cursed) { /* cloak */
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otmp = uarmc;
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} else if (uarm && uarm->cursed) { /* suit */
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otmp = uarm;
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} else if (uarmh && uarmh->cursed) { /* helmet */
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/* if worn helmet of opposite alignment is making you an adherent
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of the current god, he/she/it won't uncurse that for you */
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} else if (uarmh && uarmh->cursed /* helmet */
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&& uarmh->otyp != HELM_OF_OPPOSITE_ALIGNMENT) {
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otmp = uarmh;
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} else if (uarmf && uarmf->cursed) { /* boots */
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otmp = uarmf;
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@@ -290,13 +293,13 @@ worst_cursed_item()
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otmp = uright;
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} else if (ublindf && ublindf->cursed) { /* eyewear */
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otmp = ublindf; /* must be non-blinding lenses */
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/* if weapon wasn't handled above, do it now */
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/* if weapon wasn't handled above, do it now */
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} else if (welded(uwep)) { /* weapon */
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otmp = uwep;
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/* active secondary weapon even though it isn't welded */
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/* active secondary weapon even though it isn't welded */
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} else if (uswapwep && uswapwep->cursed && u.twoweap) {
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otmp = uswapwep;
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/* all worn items ought to be handled by now */
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/* all worn items ought to be handled by now */
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} else {
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for (otmp = invent; otmp; otmp = otmp->nobj) {
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if (!otmp->cursed)
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@@ -336,9 +339,7 @@ int trouble;
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break;
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case TROUBLE_LAVA:
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You("are back on solid ground.");
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/* teleport should always succeed, but if not,
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* just untrap them.
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*/
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/* teleport should always succeed, but if not, just untrap them */
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if (!safe_teleds(FALSE))
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u.utrap = 0;
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break;
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@@ -386,8 +387,7 @@ int trouble;
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if ((otmp = stuck_ring(uleft, RIN_SUSTAIN_ABILITY)) != 0) {
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if (otmp == uleft)
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what = leftglow;
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} else if ((otmp = stuck_ring(uright, RIN_SUSTAIN_ABILITY))
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!= 0) {
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} else if ((otmp = stuck_ring(uright, RIN_SUSTAIN_ABILITY)) != 0) {
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if (otmp == uright)
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what = rightglow;
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}
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@@ -1070,7 +1070,9 @@ aligntyp g_align;
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else
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You("are surrounded by %s aura.", an(hcolor(NH_LIGHT_BLUE)));
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for (otmp = invent; otmp; otmp = otmp->nobj) {
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if (otmp->cursed) {
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if (otmp->cursed
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&& (otmp != uarmh /* [see worst_cursed_item()] */
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|| uarmh->otyp != HELM_OF_OPPOSITE_ALIGNMENT)) {
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if (!Blind) {
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pline("%s %s.", Yobjnam2(otmp, "softly glow"),
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hcolor(NH_AMBER));
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