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ID | Category | Severity | Reproducibility | Date Submitted | Last Update | ||||||||
0008882 | [DCSS] Bug Report | major | have not tried | 2014-08-18 01:53 | 2014-09-03 00:30 | ||||||||
Reporter | Patashu | View Status | public | ||||||||||
Assigned To | wheals | ||||||||||||
Priority | normal | Resolution | done | Local or Remote | Both | ||||||||
Status | resolved | Operating System | All | ||||||||||
Projection | none | Console or Tiles | Both | ||||||||||
ETA | none | Fixed in Branch | 0.16 ancient branch | Product Branch | 0.15 ancient branch | ||||||||
Product Version | |||||||||||||
Summary | 0008882: apply_berserk_penalty rules are inconsistent | ||||||||||||
Description |
If you melee a monster via _move_player() path, you set apply_berserk_penalty to false AND set berserk_penalty to 0. If you melee a monster via _untrap_monster() path, you set berserk_penalty to 0 but DON'T set apply_berserk_penalty to 0. The thing is, if you ended a berserk doing attacks or butcherings, you should never pass out from exhaustion, but if you end it doing anything else, you have a chance to pass out (player-reacts.cc ctrl+f for "You pass out from exhaustion".) Worse, it's very hard for a player to notice this bug - since you only see a message warning you that your berserk_penalty is incrementing if it reaches 2, but repeatedly attacking via _untrap_monster() will make it go to 1, 1, 1... making you vulnerable to passing out AND making your berserk end faster. (_do_berserk_no_combat_penalty(void), mprf(MSGCH_DURATION, "You feel a strong urge to attack something.");, main.cc) Attacking a monster via both code paths should be essentially the same - so both of them should set apply_berserk_penalty to 0 so it doesn't increment. This will be a very easy one line fix. |
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Tags | No tags attached. | ||||||||||||
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