Remove the conduct-specific aspect of receiving spells as prayer boon.
Anyone now has a 25% chance of having the spell directly implanted
into their head, not just characters who have maintained illiterate
conduct. It can now also restore a forgotten spell or refresh one
that is nearly forgotten. It still tries to choose a spell which
isn't already known (new: or was known but has been forgotten) but if
it picks one that is known and doesn't need refreshing, a redundant
book will be given, same as the behavior in earlier versions.
The chance for receiving a blank spellbook is higher when that item
is undiscovered. When given as a prayer reward, make it become
discovered even if hero doesn't read it so that it will be less likely
to be given again. There's a 1% chance for that auto-discovery to
happen with other bestowed books. Unlike blank boots, having the book
be discovered doesn't lessen their chance of being repeat gifts.
Minor bug fix: for a spell implanted from scratch, the book remains
unknown. That's ok; it's actually more interesting than discovering
a book you haven't seen yet. But after acquiring and reading the book
you could get "you know <spell> quite well already" and the book would
stay undiscovered even though you were just told what spell it's for.
-/* NetHack 3.7 extern.h $NHDT-Date: 1646255373 2022/03/02 21:09:33 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1064 $ */
+/* NetHack 3.7 extern.h $NHDT-Date: 1646838387 2022/03/09 15:06:27 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1068 $ */
/* Copyright (c) Steve Creps, 1988. */
/* NetHack may be freely redistributed. See license for details. */
extern void losespells(void);
extern int dovspell(void);
extern void initialspell(struct obj *);
-extern boolean known_spell(short);
+extern int known_spell(short);
extern int spell_idx(short);
-extern boolean force_learn_spell(short);
+extern char force_learn_spell(short);
extern int num_spells(void);
/* ### steal.c ### */
-/* NetHack 3.7 spell.h $NHDT-Date: 1596498560 2020/08/03 23:49:20 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.11 $ */
+/* NetHack 3.7 spell.h $NHDT-Date: 1646838388 2022/03/09 15:06:28 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.14 $ */
/* Copyright 1986, M. Stephenson */
/* NetHack may be freely redistributed. See license for details. */
int sp_know; /* knowlege of spell */
};
+enum spellknowledge {
+ spe_Forgotten = -1, /* known but no longer castable */
+ spe_Unknown = 0, /* not yet known */
+ spe_Fresh = 1, /* castable if various casting criteria are met */
+ spe_GoingStale = 2 /* still castable but nearly forgotten */
+};
+
/* levels of memory destruction with a scroll of amnesia */
#define ALL_MAP 0x1
#define ALL_SPELLS 0x2
-/* NetHack 3.7 apply.c $NHDT-Date: 1629242800 2021/08/17 23:26:40 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.347 $ */
+/* NetHack 3.7 apply.c $NHDT-Date: 1646838388 2022/03/09 15:06:28 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.369 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
coord cc;
/* attempt "jumping" spell if hero has no innate jumping ability */
- if (!magic && !Jumping && known_spell(SPE_JUMPING))
+ if (!magic && !Jumping && known_spell(SPE_JUMPING) >= spe_Fresh)
return spelleffects(SPE_JUMPING, FALSE);
if (!magic && (nolimbs(g.youmonst.data) || slithy(g.youmonst.data))) {
} else if (!magic && !Jumping) {
You_cant("jump very far.");
return ECMD_OK;
+
/* if steed is immobile, can't do physical jump but can do spell one */
} else if (!magic && u.usteed && stucksteed(FALSE)) {
/* stucksteed gave "<steed> won't move" message */
-/* NetHack 3.7 pray.c $NHDT-Date: 1621208529 2021/05/16 23:42:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.147 $ */
+/* NetHack 3.7 pray.c $NHDT-Date: 1646838389 2022/03/09 15:06:29 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.163 $ */
/* Copyright (c) Benson I. Margulies, Mike Stephenson, Steve Linhart, 1989. */
/* NetHack may be freely redistributed. See license for details. */
static void angrygods(aligntyp);
static void at_your_feet(const char *);
static void gcrownu(void);
+static void give_spell(void);
static void pleased(aligntyp);
static void godvoice(aligntyp, const char *);
static void god_zaps_you(aligntyp);
/* when getting a new book for known spell, enhance
currently wielded weapon rather than the book */
- if (known_spell(class_gift) && ok_wep(uwep))
+ if (known_spell(class_gift) != spe_Unknown && ok_wep(uwep))
obj = uwep; /* to be blessed,&c */
}
return;
}
+static void
+give_spell(void)
+{
+ struct obj *otmp;
+ char spe_let;
+ int spe_knowledge, trycnt = u.ulevel + 1;
+
+ /* not yet known spells and forgotten spells are given preference over
+ usable ones; also, try to grant spell that hero could gain skill in
+ (even though being restricted doesn't prevent learning and casting) */
+ otmp = mkobj(SPBOOK_no_NOVEL, TRUE);
+ while (--trycnt > 0) {
+ if (otmp->otyp != SPE_BLANK_PAPER) {
+ if (known_spell(otmp->otyp) <= spe_Unknown
+ && !P_RESTRICTED(spell_skilltype(otmp->otyp)))
+ break; /* forgotten or not yet known */
+ } else {
+ /* blank paper is acceptable if not discovered yet or
+ if hero has a magic marker to write something on it
+ (doesn't matter if marker is out of charges); it will
+ become discovered (below) without needing to be read */
+ if (!objects[SPE_BLANK_PAPER].oc_name_known
+ || carrying(MAGIC_MARKER))
+ break;
+ }
+ otmp->otyp = rnd_class(g.bases[SPBOOK_CLASS], SPE_BLANK_PAPER);
+ }
+ /*
+ * 25% chance of learning the spell directly instead of
+ * receiving the book for it, unless it's already well known.
+ * The chance is not influenced by whether hero is illiterate.
+ */
+ if (otmp->otyp != SPE_BLANK_PAPER && !rn2(4)
+ && (spe_knowledge = known_spell(otmp->otyp)) != spe_Fresh) {
+ /* force_learn_spell() should only return '\0' if the book
+ is blank paper or the spell is known and has retention
+ of spe_Fresh, so no 'else' case is needed here */
+ if ((spe_let = force_learn_spell(otmp->otyp)) != '\0') {
+ /* for spellbook class, OBJ_NAME() yields the name of
+ the spell rather than "spellbook of <spell-name>" */
+ const char *spe_name = OBJ_NAME(objects[otmp->otyp]);
+
+ if (spe_knowledge == spe_Unknown) /* prior to learning */
+ /* appending "spell 'a'" seems slightly silly but
+ is similar to "added to your repertoire, as 'a'"
+ and without any spellbook on hand a novice player
+ might not recognize that 'spe_name' is a spell */
+ pline("Divine knowledge of %s fills your mind! Spell '%c'.",
+ spe_name, spe_let);
+ else
+ Your("knowledge of spell '%c' - %s is %s.",
+ spe_let, spe_name,
+ (spe_knowledge == spe_Forgotten) ? "restored"
+ : "refreshed");
+ }
+ obfree(otmp, (struct obj *) 0); /* discard the book */
+ } else {
+ otmp->dknown = 1; /* not bknown */
+ /* discovering blank paper will make it less likely to
+ be given again; small chance to arbitrarily discover
+ some other book type without having to read it first */
+ if (otmp->otyp == SPE_BLANK_PAPER || !rn2(100))
+ makeknown(otmp->otyp);
+ bless(otmp);
+ /* note: Hallucination case can't happen because we only get
+ called for a boon and boons are only bestowed if all troubles
+ (including hallucination) have been cured/repaired; might
+ apply in variants that offer "always high" as a play option
+ and classify hallucinating as not trouble or not fixable */
+ at_your_feet(Hallucination ? "A thesarus"
+ : Blind ? "A spellbook"
+ /* "An orange spellbook" or "A spellbook of knock"
+ depending on discoveries */
+ : upstart(ansimpleoname(otmp)));
+ place_object(otmp, u.ux, u.uy);
+ newsym(u.ux, u.uy);
+ }
+ return;
+}
+
static void
pleased(aligntyp g_align)
{
break;
}
/*FALLTHRU*/
- case 6: {
- struct obj *otmp;
- int trycnt = u.ulevel + 1;
-
- /* not yet known spells given preference over already known ones;
- also, try to grant a spell for which there is a skill slot */
- otmp = mkobj(SPBOOK_no_NOVEL, TRUE);
- while (--trycnt > 0) {
- if (otmp->otyp != SPE_BLANK_PAPER) {
- if (!known_spell(otmp->otyp)
- && !P_RESTRICTED(spell_skilltype(otmp->otyp)))
- break; /* usable, but not yet known */
- } else {
- if ((!objects[SPE_BLANK_PAPER].oc_name_known
- || carrying(MAGIC_MARKER)) && u.uconduct.literate)
- break;
- }
- otmp->otyp = rnd_class(g.bases[SPBOOK_CLASS], SPE_BLANK_PAPER);
- }
- if (!u.uconduct.literate && (otmp->otyp != SPE_BLANK_PAPER)
- && !known_spell(otmp->otyp)) {
- if (force_learn_spell(otmp->otyp))
- pline("Divine knowledge of %s fills your mind!",
- OBJ_NAME(objects[otmp->otyp]));
- obfree(otmp, (struct obj *) 0);
- } else {
- bless(otmp);
- at_your_feet("A spellbook");
- place_object(otmp, u.ux, u.uy);
- newsym(u.ux, u.uy);
- }
+ case 6:
+ give_spell();
break;
- }
default:
impossible("Confused deity!");
break;
-/* NetHack 3.7 spell.c $NHDT-Date: 1638499998 2021/12/03 02:53:18 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.120 $ */
+/* NetHack 3.7 spell.c $NHDT-Date: 1646838390 2022/03/09 15:06:30 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.131 $ */
/* Copyright (c) M. Stephenson 1988 */
/* NetHack may be freely redistributed. See license for details. */
if (spellid(i) == booktype || spellid(i) == NO_SPELL)
break;
if (spellid(i) == booktype && spellknow(i) > KEEN / 10) {
- You("know \"%s\" quite well already.", OBJ_NAME(objects[booktype]));
+ You("know \"%s\" quite well already.",
+ OBJ_NAME(objects[booktype]));
+ /* hero has just been told what spell this book is for; it may
+ have been undiscovered if spell was learned via divine gift */
+ makeknown(booktype);
if (yn("Refresh your memory anyway?") == 'n')
return 0;
}
{
winid tmpwin;
int i, n, how, splnum;
- char buf[BUFSZ], retentionbuf[24];
+ char buf[BUFSZ], retentionbuf[24], sep;
const char *fmt;
menu_item *selected;
anything any;
* given string and are of the form "a - ".
*/
if (!iflags.menu_tab_sep) {
- Sprintf(buf, "%-20s Level %-12s Fail Retention", " Name",
- "Category");
+ Sprintf(buf, "%-20s Level %-12s Fail Retention",
+ " Name", "Category");
fmt = "%-20s %2d %-12s %3d%% %9s";
+ sep = ' ';
} else {
Sprintf(buf, "Name\tLevel\tCategory\tFail\tRetention");
fmt = "%s\t%-d\t%s\t%-d%%\t%s";
+ sep = '\t';
}
+ if (wizard)
+ Sprintf(eos(buf), "%c%6s", sep, "turns");
+
add_menu(tmpwin, &nul_glyphinfo, &any, 0, 0,
iflags.menu_headings, buf, MENU_ITEMFLAGS_NONE);
for (i = 0; i < MAXSPELL && spellid(i) != NO_SPELL; i++) {
spelltypemnemonic(spell_skilltype(spellid(splnum))),
100 - percent_success(splnum),
spellretention(splnum, retentionbuf));
+ if (wizard)
+ Sprintf(eos(buf), "%c%6d", sep, spellknow(i));
any.a_int = splnum + 1; /* must be non-zero */
add_menu(tmpwin, &nul_glyphinfo, &any, spellet(splnum), 0,
* KEEN is a multiple of 100; KEEN/100 loses no precision.
*/
percent = (turnsleft - 1L) / ((long) KEEN / 100L) + 1L;
- accuracy =
- (skill == P_EXPERT) ? 2L : (skill == P_SKILLED)
- ? 5L
- : (skill == P_BASIC) ? 10L : 25L;
+ accuracy = (skill == P_EXPERT) ? 2L
+ : (skill == P_SKILLED) ? 5L
+ : (skill == P_BASIC) ? 10L
+ : 25L;
/* round up to the high end of this range */
percent = accuracy * ((percent - 1L) / accuracy + 1L);
Sprintf(outbuf, "%ld%%-%ld%%", percent - accuracy + 1L, percent);
return;
}
-/* return TRUE if hero knows spell otyp, FALSE otherwise */
-boolean
+/* returns one of spe_Unknown, spe_Fresh, spe_GoingStale, spe_Forgotten */
+int
known_spell(short otyp)
{
- int i;
+ int i, k;
for (i = 0; (i < MAXSPELL) && (spellid(i) != NO_SPELL); i++)
- if (spellid(i) == otyp)
- return TRUE;
- return FALSE;
+ if (spellid(i) == otyp) {
+ k = spellknow(i);
+ return (k > KEEN / 10) ? spe_Fresh
+ : (k > 0) ? spe_GoingStale
+ : spe_Forgotten;
+ }
+ return spe_Unknown;
}
/* return index for spell otyp, or UNKNOWN_SPELL if not found */
return UNKNOWN_SPELL;
}
-/* forcibly learn spell otyp, if possible */
-boolean
+/* learn or refresh spell otyp, if feasible; return casting letter or '\0' */
+char
force_learn_spell(short otyp)
{
int i;
- if (known_spell(otyp))
- return FALSE;
+ if (otyp == SPE_BLANK_PAPER || otyp == SPE_BOOK_OF_THE_DEAD
+ || known_spell(otyp) == spe_Fresh)
+ return '\0';
for (i = 0; i < MAXSPELL; i++)
- if (spellid(i) == NO_SPELL)
+ if (spellid(i) == NO_SPELL || spellid(i) == otyp)
break;
- if (i == MAXSPELL)
+ if (i == MAXSPELL) {
impossible("Too many spells memorized");
- else {
- g.spl_book[i].sp_id = otyp;
- g.spl_book[i].sp_lev = objects[otyp].oc_level;
- incrnknow(i, 1);
- return TRUE;
+ return '\0';
}
- return FALSE;
+ /* for a going-stale or forgotten spell the sp_id and sp_lev assignments
+ are redundant but harmless; for an unknown spell, they're essential */
+ g.spl_book[i].sp_id = otyp;
+ g.spl_book[i].sp_lev = objects[otyp].oc_level;
+ incrnknow(i, 0); /* set spl_book[i].sp_know to KEEN; unlike when learning
+ * a spell by reading its book, we don't need to add 1 */
+ return spellet(i);
}
/* number of spells hero knows */
-/* NetHack 3.7 teleport.c $NHDT-Date: 1605305493 2020/11/13 22:11:33 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.134 $ */
+/* NetHack 3.7 teleport.c $NHDT-Date: 1646838392 2022/03/09 15:06:32 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.163 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2011. */
/* NetHack may be freely redistributed. See license for details. */
if (!Teleportation || (u.ulevel < (Role_if(PM_WIZARD) ? 8 : 12)
&& !can_teleport(g.youmonst.data))) {
/* Try to use teleport away spell. */
- boolean knownsp = known_spell(SPE_TELEPORT_AWAY);
+ int knownsp = known_spell(SPE_TELEPORT_AWAY);
/* casting isn't inhibited by being Stunned (...it ought to be) */
- castit = (knownsp && !Confusion);
+ castit = (knownsp >= spe_Fresh && !Confusion);
if (!castit && !break_the_rules) {
- You("%s.",
- !Teleportation ? (knownsp
- ? "can't cast that spell"
- : "don't know that spell")
- : "are not able to teleport at will");
+ You("%s.", (!Teleportation ? ((knownsp != spe_Unknown)
+ ? "can't cast that spell"
+ : "don't know that spell")
+ : "are not able to teleport at will"));
return 0;
}
}