touchstone again

Recent patches broke rubbing gold coins on touchstones; for the
!GOLDOBJ configuration, the character's money would be lost and the
program leaked memory.  That problem was already present for rubbing
gold on other gray stones.

     This also gives a gem advantage back to archeologists:  they
can comprehend touchstone results when the stone is uncursed rather
than require it to be blessed.  (I gave gnome characters that benefit
too.  Why gnomes and not dwarves?  I don't have a reasonable answer
for that....)  To go along with that, make A's initial touchstone
start uncursed rather than blessed, so that other characters finding
them in bones won't get an immediate benefit from them for the 20%
of the time that they're not cursed when saving bones.

     Much of this is whitespace cleanup.  I reformatted use_stone()
completely.
This commit is contained in:
nethack.rankin
2002-03-17 08:19:21 +00:00
parent 5811dbbcd5
commit fafbb60725
2 changed files with 147 additions and 141 deletions

View File

@@ -1272,7 +1272,7 @@ int magic; /* 0=Physical, otherwise skill level */
if (wl == BOTH_SIDES) bp = makeplural(bp);
#ifdef STEED
if (u.usteed)
pline("%s is in no shape for jumping.", Monnam(u.usteed));
pline("%s is in no shape for jumping.", Monnam(u.usteed));
else
#endif
Your("%s%s %s in no shape for jumping.",
@@ -1614,17 +1614,17 @@ long timeout;
silent = (timeout != monstermoves); /* happened while away */
okay_spot = get_obj_location(figurine, &cc.x, &cc.y, 0);
if (figurine->where == OBJ_INVENT ||
figurine->where == OBJ_MINVENT)
okay_spot = enexto(&cc, cc.x, cc.y,
figurine->where == OBJ_MINVENT)
okay_spot = enexto(&cc, cc.x, cc.y,
&mons[figurine->corpsenm]);
if (!okay_spot ||
!figurine_location_checks(figurine,&cc, TRUE)) {
/* reset the timer to try again later */
/* reset the timer to try again later */
(void) start_timer((long)rnd(5000), TIMER_OBJECT,
FIG_TRANSFORM, (genericptr_t)figurine);
return;
}
cansee_spot = cansee(cc.x, cc.y);
mtmp = make_familiar(figurine, cc.x, cc.y, TRUE);
if (mtmp) {
@@ -1650,8 +1650,8 @@ long timeout;
case OBJ_MINVENT:
if (cansee_spot && !silent) {
struct monst *mon;
mon = figurine->ocarry;
struct monst *mon;
mon = figurine->ocarry;
/* figurine carring monster might be invisible */
if (canseemon(figurine->ocarry)) {
Sprintf(carriedby, "%s pack",
@@ -1689,7 +1689,7 @@ coord *cc;
boolean quietly;
{
xchar x,y;
x = cc->x; y = cc->y;
if (!isok(x,y)) {
if (!quietly)
@@ -1718,7 +1718,7 @@ register struct obj *obj;
{
xchar x, y;
coord cc;
if(!getdir((char *)0)) {
flags.move = multi = 0;
return;
@@ -1821,126 +1821,131 @@ reset_trapset()
/* touchstones - by Ken Arnold */
STATIC_OVL void
use_stone(otmp)
struct obj *otmp;
use_stone(tstone)
struct obj *tstone;
{
struct obj *obj;
char allowall[3];
const char *color = 0;
static const char *ambiguous_scratch = "You make scratch marks on the stone.";
const char *scritch = "\"scritch, scritch\"";
unsigned material;
allowall[0] = GOLD_CLASS;
allowall[1] = ALL_CLASSES;
allowall[2] = '\0';
if (!(obj = getobj(allowall, "rub on the stone")))
return;
if (otmp == obj) {
You_cant("rub %s on itself.", the(xname(obj)));
return;
}
material = objects[obj->otyp].oc_material;
if (otmp->cursed &&
obj->oclass == GEM_CLASS && !is_graystone(obj) && !rn2(5)) {
pline(
(Blind ? "You feel something shatter." :
(Hallucination ? "Oh, wow, look at the pretty shards." :
"A sharp crack shatters %s %s.")),
(obj->quan == 1 ? "the" : "a"),
lcase(makesingular(let_to_name(obj->oclass, FALSE))));
useup(obj);
return;
}
if (Blind) {
pline(scritch);
return;
}
if (Hallucination) {
pline("Oh wow, man: Fractals!");
return;
}
if (material == LIQUID || material == WAX ||
material == CLOTH || material == WOOD || material == GOLD) {
switch(material) {
case LIQUID:
if (!obj->known)
You("must think this is a wetstone, do you?");
else
pline("%s a little wetter now.", Tobjnam(otmp, "are"));
break;
case WAX:
color = "waxy";
goto see_streaks; /* okay even if not touchstone */
/*NOTREACHED*/
break;
case CLOTH:
pline_The("stone looks a little more polished now.");
break;
case WOOD:
color = "wooden";
goto see_streaks; /* okay even if not touchstone */
/*NOTREACHED*/
break;
}
return;
}
if (is_flimsy(obj)) {
/* Objects passing the is_flimsy() test will not
scratch a stone. They will leave streaks on
non-touchstones and touchstones alike */
color = c_obj_colors[objects[obj->otyp].oc_color];
goto see_streaks;
}
if (otmp->otyp != TOUCHSTONE) {
pline(ambiguous_scratch);
return;
}
if (material == GOLD) {
color = "golden";
goto see_streaks;
}
switch (obj->oclass) {
case GOLD_CLASS:
color = "golden";
struct obj *obj;
const char *streak_color = 0;
static const char scritch[] = "\"scritch, scritch\"",
ambiguous_scratch[] = "You make scratch marks on the stone.";
static char allowall[3] = { GOLD_CLASS, ALL_CLASSES, 0 };
#ifndef GOLDOBJ
/* goldobj back to u.ugold */
u.ugold = obj->quan;
obj->quan = 0L;
dealloc_obj(obj);
obj = (struct obj *)0;
struct obj goldobj;
#endif
if ((obj = getobj(allowall, "rub on the stone")) == 0)
return;
#ifndef GOLDOBJ
if (obj->oclass == GOLD_CLASS) {
u.ugold += obj->quan; /* keep botl up to date */
goldobj = *obj;
dealloc_obj(obj);
obj = &goldobj;
}
#endif
if (obj == tstone) {
You_cant("rub %s on itself.", the(xname(obj)));
return;
}
if (tstone->cursed &&
obj->oclass == GEM_CLASS && !is_graystone(obj) &&
!obj_resists(obj, 80, 100)) {
if (Blind)
pline("You feel something shatter.");
else if (Hallucination)
pline("Oh, wow, look at the pretty shards.");
else
pline("A sharp crack shatters %s%s.",
(obj->quan > 1) ? "one of " : "", the(xname(obj)));
#ifndef GOLDOBJ
/* assert(obj != &goldobj); */
#endif
useup(obj);
return;
}
if (Blind) {
pline(scritch);
return;
} else if (Hallucination) {
pline("Oh wow, man: Fractals!");
return;
}
switch (obj->oclass) {
case GEM_CLASS: /* these have class-specific handling below */
case RING_CLASS:
break;
default:
switch (objects[obj->otyp].oc_material) {
case CLOTH:
pline_The("stone looks a little more polished now.");
return;
case LIQUID:
if (!obj->known) /* note: not "whetstone" */
You("must think this is a wetstone, do you?");
else
pline("%s a little wetter now.", Tobjnam(tstone, "are"));
return;
case WAX:
streak_color = "waxy";
goto see_streaks; /* okay even if not touchstone */
case WOOD:
streak_color = "wooden";
goto see_streaks; /* okay even if not touchstone */
case GOLD:
streak_color = "golden";
goto see_streaks;
case SILVER:
streak_color = "silvery";
goto see_streaks;
default:
break;
case GEM_CLASS:
if (otmp->blessed) {
makeknown(TOUCHSTONE);
makeknown(obj->otyp);
prinv((char *)0, obj, 0L);
return;
}
/* FALLTHROUGH */
case RING_CLASS:
if (objects[obj->otyp].oc_material == GLASS) {
pline(ambiguous_scratch); /* yet not ambiguous if a known touchstone */
return;
}
color = c_obj_colors[objects[obj->otyp].oc_color];
break;
default:
pline(scritch);
}
break; /* default oclass */
}
if (is_flimsy(obj)) {
/* Objects passing the is_flimsy() test will not
scratch a stone. They will leave streaks on
non-touchstones and touchstones alike. */
streak_color = c_obj_colors[objects[obj->otyp].oc_color];
goto see_streaks;
}
if (tstone->otyp != TOUCHSTONE) {
pline(ambiguous_scratch);
return;
}
switch (obj->oclass) {
case GEM_CLASS:
if (tstone->blessed || (!tstone->cursed &&
(Role_if(PM_ARCHEOLOGIST) || Race_if(PM_GNOME)))) {
makeknown(TOUCHSTONE);
makeknown(obj->otyp);
prinv((char *)0, obj, 0L);
return;
}
see_streaks:
pline("You see %s streaks on the stone.", color);
/* FALLTHROUGH */
case RING_CLASS:
if (objects[obj->otyp].oc_material == GLASS) {
pline(ambiguous_scratch); /* yet not ambiguous if a known touchstone */
return;
}
streak_color = c_obj_colors[objects[obj->otyp].oc_color];
break;
default:
pline(scritch);
return;
}
see_streaks:
pline("You see %s streaks on the stone.", streak_color);
return;
}
/* Place a landmine/bear trap. Helge Hafting */
@@ -2255,7 +2260,7 @@ struct obj *obj;
char kbuf[BUFSZ];
Sprintf(kbuf, "%s corpse",
an(mons[otmp->corpsenm].mname));
an(mons[otmp->corpsenm].mname));
pline("Snatching %s is a fatal mistake.", kbuf);
instapetrify(kbuf);
}
@@ -2635,7 +2640,7 @@ doapply()
} else if (!ublindf)
Blindf_on(obj);
else You("are already %s.",
ublindf->otyp == TOWEL ? "covered by a towel" :
ublindf->otyp == TOWEL ? "covered by a towel" :
ublindf->otyp == BLINDFOLD ? "wearing a blindfold" :
"wearing lenses");
break;

View File

@@ -33,7 +33,7 @@ static struct trobj Archeologist[] = {
{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
{ PICK_AXE, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ TINNING_KIT, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ TOUCHSTONE, 0, GEM_CLASS, 1, 1 },
{ TOUCHSTONE, 0, GEM_CLASS, 1, 0 },
{ SACK, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
@@ -81,7 +81,7 @@ static struct trobj Knight[] = {
{ 0, 0, 0, 0, 0 }
};
static struct trobj Monk[] = {
#define M_BOOK 2
#define M_BOOK 2
{ LEATHER_GLOVES, 2, ARMOR_CLASS, 1, UNDEF_BLESS },
{ ROBE, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
@@ -215,10 +215,11 @@ static struct trobj Wishing[] = {
};
#ifdef GOLDOBJ
static struct trobj Money[] = {
{ GOLD_PIECE, 0 , GOLD_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
{ GOLD_PIECE, 0 , GOLD_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
#endif
/* race-based substitutions for initial inventory;
the weaker cloak for elven rangers is intentional--they shoot better */
static struct inv_sub { short race_pm, item_otyp, subs_otyp; } inv_subs[] = {
@@ -275,7 +276,7 @@ static struct def_skill Skill_B[] = {
{ P_TWO_HANDED_SWORD, P_EXPERT }, { P_SCIMITAR, P_SKILLED },
{ P_SABER, P_BASIC }, { P_CLUB, P_SKILLED },
{ P_MACE, P_SKILLED }, { P_MORNING_STAR, P_SKILLED },
{ P_FLAIL, P_BASIC }, { P_HAMMER, P_EXPERT },
{ P_FLAIL, P_BASIC }, { P_HAMMER, P_EXPERT },
{ P_QUARTERSTAFF, P_BASIC }, { P_SPEAR, P_SKILLED },
{ P_TRIDENT, P_SKILLED }, { P_BOW, P_BASIC },
{ P_ATTACK_SPELL, P_SKILLED },
@@ -388,15 +389,15 @@ static struct def_skill Skill_R[] = {
static struct def_skill Skill_Ran[] = {
{ P_DAGGER, P_EXPERT }, { P_KNIFE, P_SKILLED },
{ P_AXE, P_SKILLED }, { P_PICK_AXE, P_BASIC },
{ P_SHORT_SWORD, P_BASIC }, { P_MORNING_STAR, P_BASIC },
{ P_FLAIL, P_SKILLED }, { P_HAMMER, P_BASIC },
{ P_AXE, P_SKILLED }, { P_PICK_AXE, P_BASIC },
{ P_SHORT_SWORD, P_BASIC }, { P_MORNING_STAR, P_BASIC },
{ P_FLAIL, P_SKILLED }, { P_HAMMER, P_BASIC },
{ P_QUARTERSTAFF, P_BASIC }, { P_POLEARMS, P_SKILLED },
{ P_SPEAR, P_SKILLED }, { P_JAVELIN, P_EXPERT },
{ P_TRIDENT, P_BASIC }, { P_BOW, P_EXPERT },
{ P_SLING, P_EXPERT }, { P_CROSSBOW, P_EXPERT },
{ P_DART, P_EXPERT }, { P_SHURIKEN, P_SKILLED },
{ P_BOOMERANG, P_EXPERT }, { P_WHIP, P_BASIC },
{ P_SPEAR, P_SKILLED }, { P_JAVELIN, P_EXPERT },
{ P_TRIDENT, P_BASIC }, { P_BOW, P_EXPERT },
{ P_SLING, P_EXPERT }, { P_CROSSBOW, P_EXPERT },
{ P_DART, P_EXPERT }, { P_SHURIKEN, P_SKILLED },
{ P_BOOMERANG, P_EXPERT }, { P_WHIP, P_BASIC },
{ P_HEALING_SPELL, P_BASIC },
{ P_DIVINATION_SPELL, P_EXPERT },
{ P_ESCAPE_SPELL, P_BASIC },
@@ -804,7 +805,7 @@ u_init()
default: /* impossible */
break;
}
if (discover)
ini_inv(Wishing);
@@ -816,7 +817,7 @@ u_init()
#ifndef GOLDOBJ
u.ugold0 += hidden_gold(); /* in case sack has gold in it */
#else
if (u.umoney0) ini_inv(Money);
if (u.umoney0) ini_inv(Money);
u.umoney0 += hidden_gold(); /* in case sack has gold in it */
#endif
@@ -980,8 +981,8 @@ register struct trobj *trop;
#ifdef GOLDOBJ
if (trop->trclass == GOLD_CLASS) {
/* no "blessed" or "identified" money */
obj->quan = u.umoney0;
/* no "blessed" or "identified" money */
obj->quan = u.umoney0;
} else {
#endif
obj->dknown = obj->bknown = obj->rknown = 1;