fix github issue #493 - hero item knowledge
Issue was about being asked what to call a previously seen potion which has been picked up and thrown by an unseen monster. Hero shouldn't remember what the item description was. This is a much more general change than just fixing that. Any item picked up by an unseen non-tame monster will have all its *known flags cleared since the hero can't see what that monster does to it. Same if an item is picked up while seen but then used when unseen. Unseen pets are excluded from the pick up case--but not the use case--because they pick up and drop stuff continually and players would just slaughter them if they caused item information to be forgotten. Fixes #493
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src/invent.c
15
src/invent.c
@@ -1,4 +1,4 @@
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/* NetHack 3.7 invent.c $NHDT-Date: 1615794750 2021/03/15 07:52:30 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.324 $ */
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/* NetHack 3.7 invent.c $NHDT-Date: 1620329776 2021/05/06 19:36:16 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.330 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Derek S. Ray, 2015. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -2150,6 +2150,19 @@ askchain(struct obj **objchn, /* *objchn might change */
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return cnt;
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}
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/* hero is losing access to previously known info about an object
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(called when an unseen monster picks up or uses the object) */
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void
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unknow_object(struct obj *obj)
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{
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obj->dknown = 0;
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obj->bknown = obj->rknown = 0;
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obj->cknown = obj->lknown = 0;
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/* awareness of charges or enchantment has gone poof... */
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if (objects[obj->otyp].oc_uses_known)
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obj->known = 0;
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}
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/*
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* Object identification routines:
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*/
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