fix github issue #1233 - egraving with stacks

Issue reported by NetSysFire:  engraving with a stack of multiple
weapons dulls the whole stack where it ought to only dull one of them.

This was actually trickier than it ought to have been, and will need
a lot more testing.  When engraving with a stack, split one off and
use just that one.  If inventory is full, it will be dropped (after
writing the first 2 characters and becoming duller).  I've avoided
moving it into the overflow slot, otherwise engraving repeatedly with
an arbitrarily large stack could be used to produce an arbitrary
number of overflow items.

Engraving with a weapon of known enchantment us somewhat more verbose
than it used to be.

From the report:
" It would be a great quality of life change if only one item of the
" specified stack was used, as with #forceing open chests.

One person's improved quality of life is another's outrage.  Players
who want to dull a stack of +6 daggers down to +5 in order to have
another try of enchanting to +7 are not going to like this....

Closes #1233
This commit is contained in:
PatR
2024-04-20 17:00:04 -07:00
parent 2afca0fc56
commit a49444ea39
2 changed files with 42 additions and 7 deletions

View File

@@ -1,4 +1,4 @@
NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1427 $ $NHDT-Date: 1713334798 2024/04/17 06:19:58 $
NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1428 $ $NHDT-Date: 1713657038 2024/04/20 23:50:38 $
General Fixes and Modified Features
-----------------------------------
@@ -1400,6 +1400,8 @@ gold thrown or kicked at a sleeping monster with the 'greedy' attribute gets
hero movement affects the water bubble movement direction
pets and peacefuls avoid a location hero just kicked
shopkeepers bill you for using their bear trap or land mine
when engraving with a stack of eligible weapons, split one off the stack and
dull it rather than dull the whole stack
Fixes to 3.7.0-x General Problems Exposed Via git Repository

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 engrave.c $NHDT-Date: 1713657038 2024/04/20 23:50:38 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.156 $ */
/* NetHack 3.7 engrave.c $NHDT-Date: 1713657576 2024/04/20 23:59:36 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.157 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1100,7 +1100,9 @@ doengrave(void)
/* Tell adventurer what is going on */
if (de->otmp != &hands_obj)
You("%s the %s with %s.", de->everb, de->eloc, doname(de->otmp));
You("%s the %s with %s%s.", de->everb, de->eloc,
(de->type == ENGRAVE && de->otmp->quan > 1L) ? "one of " : "",
doname(de->otmp));
else
You("%s the %s with your %s.",
de->everb, de->eloc, body_part(FINGERTIP));
@@ -1260,6 +1262,28 @@ engrave(void)
/* Step 3: affect stylus from engraving - it might wear out. */
if (dulling_wep) {
boolean splitstack = FALSE, dulled = FALSE;
/* 'stylus' is guaranteed to be a weapon */
if (stylus->quan > 1L) {
if (firsttime)
pline("One of %s gets dull.", yname(stylus));
/*
* FIXME?
* If 'stylus' is a stack that's welded to hero's hand,
* ordinarily it couldn't be split. This allows the player
* to unweld one at a time (dulling in the process) until
* there is only one left. Is that what we really want?
* [Perhaps caller should reject welded stack, or set type
* to DUST instead of ENGRAVE?]
*/
stylus = gc.context.engraving.stylus = splitobj(stylus, 1L);
splitstack = TRUE;
} else {
/* normal case: stylus->quan==1 */
if (firsttime)
pline("%s gets dull.", Yname2(stylus));
}
/* Dull the weapon at a rate of -1 enchantment per 2 characters,
* rounding down.
* The number of characters obtainable given starting enchantment:
@@ -1268,9 +1292,6 @@ engrave(void)
* engrave "Elbereth" all at once.
* However, you can engrave "Elb", then "ere", then "th", by taking
* advantage of the rounding down. */
if (firsttime) {
pline("%s dull.", Yobjnam2(stylus, "get"));
}
if (gc.context.engraving.actionct % 2 == 1) { /* 1st,3rd,... action */
/* deduct a point on 1st, 3rd, 5th, ... turns, unless this is the
* last character being engraved (a rather convoluted way to round
@@ -1286,9 +1307,21 @@ engrave(void)
truncate = TRUE;
} else if (*endc || gc.context.engraving.actionct == 1) {
stylus->spe -= 1;
update_inventory();
dulled = TRUE;
}
}
if (splitstack) {
/* 'stylus' has been split off; remainder might still be worn */
stylus->owornmask = 0L;
obj_extract_self(stylus);
stylus = hold_another_object(stylus, "You drop one %s!",
doname(stylus), (char *) NULL);
} else if (dulled && stylus->known) {
/* reflect change in stylus->spe; not needed for splitstack
since hold_another_object() does this */
prinv((char *) NULL, stylus, 1L);
update_inventory();
}
} else if (marker) {
int ink_cost = max(rate / 2, 1); /* Prevent infinite graffiti */