fix issue #949 - dropping welded iron ball
If punished and the attached iron ball was both cursed and wielded, falling while going down stairs would drop it instead of leaving it welded to hero's hand. ( Didn't happen for iron ball that wasn't chained to hero's leg.) I thought that this was going to be a one or two line fix but ball and chain stuff is never that simple. Fixes #949
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@@ -1068,6 +1068,8 @@ if hero's action caused engulfer to expel swallowed hero, it might do so onto
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throwing recoil while levitating could send hero out of shop while carrying
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unpaid items, triggering sanity check warnings; once outside, taking
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a step other than back into the shop was treated as a robbery
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if punished and iron ball was cursed and wielded--so welded to hand--falling
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when doors would drop it instead of keeping it welded
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -22,7 +22,7 @@ static struct breadcrumbs bcpbreadcrumbs = {0}, bcubreadcrumbs = {0};
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void
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ballrelease(boolean showmsg)
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{
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if (carried(uball)) {
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if (carried(uball) && !welded(uball)) {
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if (showmsg)
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pline("Startled, you drop the iron ball.");
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if (uwep == uball)
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@@ -44,6 +44,9 @@ ballfall(void)
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{
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boolean gets_hit;
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if (uball && carried(uball) && welded(uball))
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return;
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gets_hit = (((uball->ox != u.ux) || (uball->oy != u.uy))
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&& ((uwep == uball) ? FALSE : (boolean) rn2(5)));
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ballrelease(TRUE);
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@@ -996,7 +999,7 @@ drag_down(void)
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*/
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forward = carried(uball) && (uwep == uball || !uwep || !rn2(3));
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if (carried(uball))
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if (carried(uball) && !welded(uball))
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You("lose your grip on the iron ball.");
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cls(); /* previous level is still displayed although you
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18
src/do.c
18
src/do.c
@@ -595,6 +595,19 @@ canletgo(struct obj *obj, const char *word)
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Norep("You cannot %s %s you are wearing.", word, something);
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return FALSE;
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}
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if (obj == uwep && welded(uwep)) {
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/* no weldmsg(), so uwep->bknown might become set silently
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if word is "" */
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if (*word) {
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const char *hand = body_part(HAND);
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if (bimanual(uwep))
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hand = makeplural(hand);
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Norep("You cannot %s %s welded to your %s.", word, something,
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hand);
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}
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return FALSE;
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}
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if (obj->otyp == LOADSTONE && obj->cursed) {
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/* getobj() kludge sets corpsenm to user's specified count
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when refusing to split a stack of cursed loadstones */
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@@ -1612,7 +1625,8 @@ goto_level(
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You("fall down the %s.", ga.at_ladder ? "ladder" : "stairs");
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if (Punished) {
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drag_down();
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ballrelease(FALSE);
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if (!welded(uball))
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ballrelease(FALSE);
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}
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/* falling off steed has its own losehp() call */
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if (u.usteed)
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@@ -1632,7 +1646,7 @@ goto_level(
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} else { /* trap door or level_tele or In_endgame */
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u_on_rndspot((up ? 1 : 0) | (was_in_W_tower ? 2 : 0));
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if (falling) {
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if (Punished)
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if (Punished && !welded(uball))
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ballfall();
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selftouch("Falling, you");
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do_fall_dmg = TRUE;
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10
src/wield.c
10
src/wield.c
@@ -1030,11 +1030,15 @@ void
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weldmsg(struct obj *obj)
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{
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long savewornmask;
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const char *hand = body_part(HAND);
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if (bimanual(obj))
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hand = makeplural(hand);
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savewornmask = obj->owornmask;
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pline("%s welded to your %s!", Yobjnam2(obj, "are"),
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bimanual(obj) ? (const char *) makeplural(body_part(HAND))
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: body_part(HAND));
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obj->owornmask = 0L; /* suppress doname()'s "(weapon in hand)";
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* Yobjnam2() doesn't actually need this because
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* it is based on xname() rather than doname() */
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pline("%s welded to your %s!", Yobjnam2(obj, "are"), hand);
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obj->owornmask = savewornmask;
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}
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