Thread View: net.games.hack
4 messages
4 total messages
Started by Latitudinarian Lobster
Mon, 24 Jun 1985 18:32
Initial inventory unknown items bug fixed...
Author: Latitudinarian Lobster
Date: Mon, 24 Jun 1985 18:32
Date: Mon, 24 Jun 1985 18:32
26 lines
1609 bytes
1609 bytes
A bug that has annoyed me for awhile concerns those items in a character's
initial inventory which is unknown (potions, scrolls, wands, rings). Notice
that if you quaff, say, a healing potion that is in your initial inventory,
and then do a `\', it will indicate that you have not yet discovered
anything! The problem is that a field was not getting initialized to 0.
A context diff follows:
*** hack.u_init.c.old Mon Jun 24 13:09:11 1985
--- hack.u_init.c Mon Jun 24 13:20:27 1985
***************
*** 255,260
while(trop->trolet) {
obj = mkobj(trop->trolet);
obj->known = trop->trknown;
/* not obj->dknown = 1; - let him look at it at least once */
obj->cursed = 0;
if(obj->olet == WEAPON_SYM){
--- 255,261 -----
while(trop->trolet) {
obj = mkobj(trop->trolet);
obj->known = trop->trknown;
+ obj->dknown = 0;
/* not obj->dknown = 1; - let him look at it at least once */
obj->cursed = 0;
if(obj->olet == WEAPON_SYM){
Re: Initial inventory unknown items bug fixed...
Author: Latitudinarian Lobster
Date: Mon, 24 Jun 1985 19:05
Date: Mon, 24 Jun 1985 19:05
13 lines
1399 bytes
1399 bytes
> A bug that has annoyed me for awhile concerns those items in a character's > initial inventory which is unknown (potions, scrolls, wands, rings). Notice > that if you quaff, say, a healing potion that is in your initial inventory, > and then do a `\', it will indicate that you have not yet discovered > anything! The problem is that a field was not getting initialized to 0. Oops, let me put my foot in my mouth. It turns out that you must LOOK at the item before you use it up in order to get credit for a discovery. The initialization to zero is unneccesary if you like things this way. If you wish to assume that the character looked at the damn things before entering the dungeon, initialize the dknown field to 1. jeff m
Re: Initial inventory unknown items bug fixed...
Author: Andries Brouwer
Date: Wed, 26 Jun 1985 03:42
Date: Wed, 26 Jun 1985 03:42
23 lines
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In article <1242@uwmacc.UUCP> myers@uwmacc.UUCP (Latitudinarian Lobster) writes: >A bug that has annoyed me for awhile concerns those items in a character's >initial inventory which is unknown (potions, scrolls, wands, rings). Notice >that if you quaff, say, a healing potion that is in your initial inventory, >and then do a `\', it will indicate that you have not yet discovered >anything! The problem is that a field was not getting initialized to 0. >A context diff follows: >+ obj->dknown = 0; > /* not obj->dknown = 1; - let him look at it at least once */ Again someone who doesnt understand the source. The suggested fix doesnt change anything, and besides, nothing is broken or in need of a fix. Let me explain what happens. If you have a backpack containing some bottles with potions and you grab one at random and drink its contents then you do not discover anything - indeed, as the comment in the source says, you have to look at the color at least once in order to be able to make the connection "purple potion" = "potion of gain level". Thus, you might start with the 'i' command; or, if you start with the 'q' command, reply with '?' to the question "quaff what?". When you are blind and pickup a flask it is listed as "a potion" and you will not discover anything by drinking it either.
Re: Initial inventory unknown items bug fixed...
Author: the absurdist
Date: Wed, 10 Jul 1985 22:04
Date: Wed, 10 Jul 1985 22:04
30 lines
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2120 bytes
In article <722@mcvax.UUCP> aeb@mcvax.UUCP (Andries Brouwer) writes:
>
>Again someone who doesnt understand the source. The suggested fix
>doesnt change anything, and besides, nothing is broken or in need
>of a fix.
> ... If you have a backpack containing
>some bottles with potions and you grab one at random and drink its
>contents then you do not discover anything - indeed, as the comment
>in the source says, you have to look at the color at least once
>in order to be able to make the connection
>"purple potion" = "potion of gain level".
Well, it is Andries' game -- and it is free -- but this seems to be
a fairly petty distinction. Why can't you assume that when you take
things out of your backpack initially you LOOK at the damn things.
For that matter, where do these backpacks full of unknown bottles
come from at the start? A gatekeeper handing them to you on your
way in?
This reminds me all to much of the baroque structure of
the Dungeons & Dragons rules, where inconsistency was piled on
inconsistency with each new release ... even in fantasy games,
there should be some attempt to relate behavior to the real
world, instead of using "just because" rules.
--
"Grovel, you commoners!" -- Harry Flashman, V.C.
Rick Keir -- MicroComputer Information Center, MACC
1210 West Dayton St/U Wisconsin Madison/Mad WI 53706
{allegra, ihnp4, seismo}!uwvax!uwmacc!rick
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