-NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.323 $ $NHDT-Date: 1602022805 2020/10/06 22:20:05 $
+NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.325 $ $NHDT-Date: 1602270140 2020/10/09 19:02:20 $
General Fixes and Modified Features
-----------------------------------
for multiple drop ('D') with menustyle traditional or combination, if the only
object class player picked was '$' then it operated on all classes
small monsters could seep through their shirt
+don't snuff brass lantern when it's hit by water unless it is submerged
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
-/* NetHack 3.7 extern.h $NHDT-Date: 1600933440 2020/09/24 07:44:00 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.859 $ */
+/* NetHack 3.7 extern.h $NHDT-Date: 1602270114 2020/10/09 19:01:54 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.867 $ */
/* Copyright (c) Steve Creps, 1988. */
/* NetHack may be freely redistributed. See license for details. */
E boolean FDECL(um_dist, (XCHAR_P, XCHAR_P, XCHAR_P));
E boolean FDECL(snuff_candle, (struct obj *));
E boolean FDECL(snuff_lit, (struct obj *));
+E boolean FDECL(splash_lit, (struct obj *));
E boolean FDECL(catch_lit, (struct obj *));
E void FDECL(use_unicorn_horn, (struct obj **));
E boolean FDECL(tinnable, (struct obj *));
-/* NetHack 3.7 apply.c $NHDT-Date: 1597090815 2020/08/10 20:20:15 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.327 $ */
+/* NetHack 3.7 apply.c $NHDT-Date: 1602270122 2020/10/09 19:02:02 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.328 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
return FALSE;
}
+/* called when lit object is hit by water */
+boolean
+splash_lit(obj)
+struct obj *obj;
+{
+ boolean result, dunk = FALSE;
+
+ /* lantern won't be extinguished by a rust trap or rust monster attack
+ but will be if submerged or placed into a container or swallowed by
+ a monster (for mobile light source handling, not because it ought
+ to stop being lit in all those situations...) */
+ if (obj->lamplit && obj->otyp == BRASS_LANTERN) {
+ struct monst *mtmp;
+ boolean useeit = FALSE, uhearit = FALSE, snuff = TRUE;
+
+ if (obj->where == OBJ_INVENT) {
+ useeit = !Blind;
+ uhearit = !Deaf;
+ /* underwater light sources aren't allowed but if hero
+ is just entering water, Underwater won't be set yet */
+ dunk = (is_pool(u.ux, u.uy)
+ && ((!Levitation && !Flying && !Wwalking)
+ || Is_waterlevel(&u.uz)));
+ snuff = FALSE;
+ } else if (obj->where == OBJ_MINVENT
+ /* don't assume that lit lantern has been swallowed;
+ a nymph might have stolen it or picked it up */
+ && ((mtmp = obj->ocarry), humanoid(mtmp->data))) {
+ xchar x, y;
+
+ useeit = get_obj_location(obj, &x, &y, 0) && cansee(x, y);
+ uhearit = couldsee(x, y) && distu(x, y) < 5 * 5;
+ dunk = (is_pool(mtmp->mx, mtmp->my)
+ && ((!is_flyer(mtmp->data) && !is_floater(mtmp->data))
+ || Is_waterlevel(&u.uz)));
+ snuff = FALSE;
+ }
+
+ if (useeit || uhearit)
+ pline("%s %s%s%s.", Yname2(obj),
+ uhearit ? "crackles" : "",
+ (uhearit && useeit) ? " and " : "",
+ useeit ? "flickers" : "");
+ if (!dunk && !snuff)
+ return FALSE;
+ }
+
+ result = snuff_lit(obj);
+
+ /* this is simpler when we wait until after lantern has been snuffed */
+ if (dunk) {
+ /* drain some of the battery but don't short it out entirely */
+ obj->age -= (obj->age > 200L) ? 100L : (obj->age / 2L);
+ }
+ return result;
+}
+
/* Called when potentially lightable object is affected by fire_damage().
Return TRUE if object was lit and FALSE otherwise --ALI */
boolean
-/* 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. */
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));
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)
(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)
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);
if (!obj)
return ER_NOTHING;
- if (snuff_lit(obj))
+ if (splash_lit(obj))
return ER_DAMAGED;
if (!ostr)