bones bit: crysknife vs green slime

Being turned into green slime never drops hero's inventory so invent
objects shouldn't be subject to obj_not_held() handling.

obj_not_held() does apply to undead.  Arising as a mummy or vampire
doesn't go through the trouble of dropping everything and picking it
back up, but there is a point in the die...arise sequence where the
hero is implicitly a corpse so nobody is holding his/her stuff.
This commit is contained in:
PatR
2019-05-05 14:48:43 -07:00
parent fcd38bdbef
commit e2eeca2ed0
2 changed files with 19 additions and 13 deletions

View File

@@ -1,4 +1,4 @@
$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.312 $ $NHDT-Date: 1556649298 2019/04/30 18:34:58 $
$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.315 $ $NHDT-Date: 1557091781 2019/05/05 21:29:41 $
This fixes36.2 file is here to capture information about updates in the 3.6.x
lineage following the release of 3.6.1 in April 2018. Please note, however,
@@ -424,6 +424,8 @@ poly'd hero capable of spitting venom would leave intact venom object if it
avoid impossible if monster cannot be relocated from teleport region
fix cloned monster trapped and hiding states
split monster could be placed on trap without triggering it
turning into green slime would make wielded or carried crysknives revert to
worm teeth in bones data even though they remained carried
Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 bones.c $NHDT-Date: 1539653203 2018/10/16 01:26:43 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.73 $ */
/* NetHack 3.6 bones.c $NHDT-Date: 1557092711 2019/05/05 21:45:11 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.75 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
@@ -214,8 +214,8 @@ char *namebuf;
/* called by savebones(); also by finish_paybill(shk.c) */
void
drop_upon_death(mtmp, cont, x, y)
struct monst *mtmp;
struct obj *cont;
struct monst *mtmp; /* monster if hero turned into one (other than ghost) */
struct obj *cont; /* container if hero is turned into a statue */
int x, y;
{
struct obj *otmp;
@@ -223,9 +223,13 @@ int x, y;
u.twoweap = 0; /* ensure curse() won't cause swapwep to drop twice */
while ((otmp = invent) != 0) {
obj_extract_self(otmp);
obj_no_longer_held(otmp);
/* when turning into green slime, all gear remains held;
other types "arise from the dead" do aren't holding
equipment during their brief interval as a corpse */
if (!mtmp || is_undead(mtmp->data))
obj_no_longer_held(otmp);
otmp->owornmask = 0;
otmp->owornmask = 0L;
/* lamps don't go out when dropped */
if ((cont || artifact_light(otmp)) && obj_is_burning(otmp))
end_burn(otmp, TRUE); /* smother in statue */
@@ -365,7 +369,7 @@ struct obj *corpse;
return;
}
make_bones:
make_bones:
unleash_all();
/* in case these characters are not in their home bases */
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
@@ -390,7 +394,7 @@ make_bones:
/* check iron balls separately--maybe they're not carrying it */
if (uball)
uball->owornmask = uchain->owornmask = 0;
uball->owornmask = uchain->owornmask = 0L;
/* dispose of your possessions, usually cursed */
if (u.ugrave_arise == (NON_PM - 1)) {
@@ -422,21 +426,21 @@ make_bones:
in_mklev = TRUE; /* use <u.ux,u.uy> as-is */
mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MINVENT);
in_mklev = FALSE;
if (!mtmp) {
if (!mtmp) { /* arise-type might have been genocided */
drop_upon_death((struct monst *) 0, (struct obj *) 0, u.ux, u.uy);
u.ugrave_arise = NON_PM; /* in case caller cares */
return;
}
/* give mummy-from-hero a wrapping unless hero already
carries one; don't bother forcing it to become worn */
if (mtmp->data->mlet == S_MUMMY && !carrying(MUMMY_WRAPPING))
(void) mongets(mtmp, MUMMY_WRAPPING);
mtmp = christen_monst(mtmp, plname);
newsym(u.ux, u.uy);
/* ["Your body rises from the dead as an <mname>..." used
to be given here, but it has been moved to done() so that
it gets delivered even when savebones() isn't called] */
drop_upon_death(mtmp, (struct obj *) 0, u.ux, u.uy);
/* 'mtmp' now has hero's inventory; if 'mtmp' is a mummy, give it
a wrapping unless already carrying one */
if (mtmp->data->mlet == S_MUMMY && !m_carrying(mtmp, MUMMY_WRAPPING))
(void) mongets(mtmp, MUMMY_WRAPPING);
m_dowear(mtmp, TRUE);
}
if (mtmp) {