fix #H5245 - levitation boots message sequencing
Report was for You finish taking off your boots. You float gently to the altar. [destination was a red herring] [take some action to run through moveloop() for next turn] Your movements are slowed slightly because of your load. Having float_down() do the next encumbrance check instead of waiting for moveloop() to do so was straightforward. However, while testing I noticed the reverse situation (not due to the fix for the above) when putting on levitation boots Your movements are now unencumbered. You finish your dressing maneuver. You start to float in the air! Having float_up() do the encumbrance check isn't adequate to fix this, because it takes multiple turns to put on boots but the properties they confer are enabled immediately, so moveloop() runs while hero is already levitating even though the game hasn't told the player about it yet. Fix is a hack to defer the effect of levitation on encumbrance until the boots are fully worn, which might lead to strangeness somewhere. It's also boot-specific so will need to be updated if some other multi-turn armor that confers levitation ever gets added.
This commit is contained in:
12
src/trap.c
12
src/trap.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 trap.c $NHDT-Date: 1489745987 2017/03/17 10:19:47 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.277 $ */
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/* NetHack 3.6 trap.c $NHDT-Date: 1494107206 2017/05/06 21:46:46 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.278 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -2794,6 +2794,9 @@ float_up()
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if (Flying)
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You("are no longer able to control your flight.");
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BFlying |= I_SPECIAL;
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/* levitation gives maximum carrying capacity, so encumbrance
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state might be reduced */
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(void) encumber_msg();
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return;
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}
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@@ -2837,12 +2840,14 @@ long hmask, emask; /* might cancel timeout */
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BFlying &= ~I_SPECIAL;
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if (Flying) {
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You("have stopped levitating and are now flying.");
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(void) encumber_msg(); /* carrying capacity might have changed */
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return 1;
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}
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}
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if (u.uswallow) {
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You("float down, but you are still %s.",
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is_animal(u.ustuck->data) ? "swallowed" : "engulfed");
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(void) encumber_msg();
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return 1;
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}
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@@ -2924,6 +2929,11 @@ long hmask, emask; /* might cancel timeout */
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}
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}
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/* levitation gives maximum carrying capacity, so having it end
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potentially triggers greater encumbrance; do this after
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'come down' messages, before trap activation or autopickup */
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(void) encumber_msg();
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/* can't rely on u.uz0 for detecting trap door-induced level change;
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it gets changed to reflect the new level before we can check it */
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assign_level(¤t_dungeon_level, &u.uz);
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