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Show in inventory if the Bell of Opening can't be used (quest not com…
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…plete).

If the player's quest is not complete, the Bell of Opening will not
function. I've seen some players forget this and try to use the Bell
before their quest is finished. This commit adds a bit of an identifier
to the Bell when viewed, it'll be appended with (locked) if it can't be
used. As you'd suspect, (locked) goes away once the quest is finished.

If anyone has a better suggestion for (locked), I'm all ears.
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k21971 committed Jul 17, 2024
1 parent 47d3518 commit b055352
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Showing 2 changed files with 4 additions and 0 deletions.
1 change: 1 addition & 0 deletions doc/evilhack-changelog.md
Original file line number Diff line number Diff line change
Expand Up @@ -3550,4 +3550,5 @@ The following changes to date are:
- Fix: various player monster attacks not damaging other monsters
- Additional feedback when damaging monsters vulnerable to elemental damage
- Levels of erosion on an object can affect its price
- Show in inventory if the Bell of Opening can't be used (quest not complete)

3 changes: 3 additions & 0 deletions src/objnam.c
Original file line number Diff line number Diff line change
Expand Up @@ -742,6 +742,9 @@ unsigned cxn_flags; /* bitmask of CXN_xxx values */
propnames(buf, obj->oprops, obj->oprops_known,
TRUE, !!strstri(buf, " of "));

if (typ == BELL_OF_OPENING && !u.uevent.qcompleted)
Strcat(buf, " (locked)");

if (typ == FIGURINE && omndx != NON_PM) {
char anbuf[10]; /* [4] would be enough: 'a','n',' ','\0' */

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