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 trap.c $NHDT-Date: 1596498220 2020/08/03 23:43:40 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.362 $ */
/* NetHack 3.7 trap.c $NHDT-Date: 1602270123 2020/10/09 19:02:03 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.364 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2013. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1149,10 +1149,7 @@ unsigned trflags;
if (u.twoweap || (uwep && bimanual(uwep)))
(void) water_damage(u.twoweap ? uswapwep : uwep, 0, TRUE);
glovecheck:
(void) water_damage(uarmg, "gauntlets", TRUE);
/* Not "metal gauntlets" since it gets called
* even if it's leather for the message
*/
(void) water_damage(uarmg, gloves_simple_name(uarmg), TRUE);
break;
case 2:
pline("%s your right %s!", A_gush_of_water_hits, body_part(ARM));
@@ -1160,10 +1157,12 @@ unsigned trflags;
goto glovecheck;
default:
pline("%s you!", A_gush_of_water_hits);
/* note: exclude primary and seconary weapons from splashing
because cases 1 and 2 target them [via water_damage()] */
for (otmp = g.invent; otmp; otmp = otmp->nobj)
if (otmp->lamplit && otmp != uwep
&& (otmp != uswapwep || !u.twoweap))
(void) snuff_lit(otmp);
(void) splash_lit(otmp);
if (uarmc)
(void) water_damage(uarmc, cloak_simple_name(uarmc), TRUE);
else if (uarm)
@@ -2344,7 +2343,7 @@ register struct monst *mtmp;
(void) water_damage(target, 0, TRUE);
glovecheck:
target = which_armor(mtmp, W_ARMG);
(void) water_damage(target, "gauntlets", TRUE);
(void) water_damage(target, gloves_simple_name(target), TRUE);
break;
case 2:
if (in_sight)
@@ -2357,8 +2356,9 @@ register struct monst *mtmp;
pline("%s %s!", A_gush_of_water_hits, mon_nam(mtmp));
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
if (otmp->lamplit
/* exclude weapon(s) because cases 1 and 2 do them */
&& (otmp->owornmask & (W_WEP | W_SWAPWEP)) == 0)
(void) snuff_lit(otmp);
(void) splash_lit(otmp);
if ((target = which_armor(mtmp, W_ARMC)) != 0)
(void) water_damage(target, cloak_simple_name(target),
TRUE);
@@ -3538,7 +3538,7 @@ boolean force;
if (!obj)
return ER_NOTHING;
if (snuff_lit(obj))
if (splash_lit(obj))
return ER_DAMAGED;
if (!ostr)