fix #K2393 - brass lantern hit by water

Don't extinguish a brass lantern when hit by water unless it is
being submerged.
This commit is contained in:
PatR
2020-10-09 12:02:26 -07:00
parent d20394c4bc
commit c154dd2609
4 changed files with 71 additions and 12 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 apply.c $NHDT-Date: 1597090815 2020/08/10 20:20:15 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.327 $ */
/* NetHack 3.7 apply.c $NHDT-Date: 1602270122 2020/10/09 19:02:02 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.328 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1346,6 +1346,63 @@ struct obj *obj;
return FALSE;
}
/* called when lit object is hit by water */
boolean
splash_lit(obj)
struct obj *obj;
{
boolean result, dunk = FALSE;
/* lantern won't be extinguished by a rust trap or rust monster attack
but will be if submerged or placed into a container or swallowed by
a monster (for mobile light source handling, not because it ought
to stop being lit in all those situations...) */
if (obj->lamplit && obj->otyp == BRASS_LANTERN) {
struct monst *mtmp;
boolean useeit = FALSE, uhearit = FALSE, snuff = TRUE;
if (obj->where == OBJ_INVENT) {
useeit = !Blind;
uhearit = !Deaf;
/* underwater light sources aren't allowed but if hero
is just entering water, Underwater won't be set yet */
dunk = (is_pool(u.ux, u.uy)
&& ((!Levitation && !Flying && !Wwalking)
|| Is_waterlevel(&u.uz)));
snuff = FALSE;
} else if (obj->where == OBJ_MINVENT
/* don't assume that lit lantern has been swallowed;
a nymph might have stolen it or picked it up */
&& ((mtmp = obj->ocarry), humanoid(mtmp->data))) {
xchar x, y;
useeit = get_obj_location(obj, &x, &y, 0) && cansee(x, y);
uhearit = couldsee(x, y) && distu(x, y) < 5 * 5;
dunk = (is_pool(mtmp->mx, mtmp->my)
&& ((!is_flyer(mtmp->data) && !is_floater(mtmp->data))
|| Is_waterlevel(&u.uz)));
snuff = FALSE;
}
if (useeit || uhearit)
pline("%s %s%s%s.", Yname2(obj),
uhearit ? "crackles" : "",
(uhearit && useeit) ? " and " : "",
useeit ? "flickers" : "");
if (!dunk && !snuff)
return FALSE;
}
result = snuff_lit(obj);
/* this is simpler when we wait until after lantern has been snuffed */
if (dunk) {
/* drain some of the battery but don't short it out entirely */
obj->age -= (obj->age > 200L) ? 100L : (obj->age / 2L);
}
return result;
}
/* Called when potentially lightable object is affected by fire_damage().
Return TRUE if object was lit and FALSE otherwise --ALI */
boolean