fix github issue #907 - bad shade logic

Issue reported by vultur-cadens:  one of the checks for whether a
shade would be harmed by an attack was erroneously inside a block
of code that only executed when you could see the attack.  Basic
physical damage wasn't affected but some monster (or poly'd hero)
damage types that shouldn't affect shades didn't when seen but did
when unseen.

Could also get "attack passes harmlessly through the shade" when
an unseen attack for physical damage hit and failed to deal damage.

fixes #907
This commit is contained in:
PatR
2022-10-23 01:11:14 -07:00
parent 11aaa70209
commit 39560aac49
3 changed files with 42 additions and 27 deletions

View File

@@ -1306,6 +1306,8 @@ hmon_hitmon(
tmp = (get_dmg_bonus && !mon_is_shade) ? 1 : 0;
if (mon_is_shade && !hittxt
&& thrown != HMON_THROWN && thrown != HMON_KICKED)
/* this gives "harmlessly passes through" feedback even when
hero doesn't see it happen; presumably sensed by touch? */
hittxt = shade_miss(&g.youmonst, mon, obj, FALSE, TRUE);
}
@@ -1591,8 +1593,12 @@ shade_aware(struct obj *obj)
/* used for hero vs monster and monster vs monster; also handles
monster vs hero but that won't happen because hero can't be a shade */
boolean
shade_miss(struct monst *magr, struct monst *mdef, struct obj *obj,
boolean thrown, boolean verbose)
shade_miss(
struct monst *magr,
struct monst *mdef,
struct obj *obj,
boolean thrown,
boolean verbose)
{
const char *what, *whose, *target;
boolean youagr = (magr == &g.youmonst), youdef = (mdef == &g.youmonst);
@@ -3427,8 +3433,9 @@ do_stone_mon(struct monst *magr, struct attack *mattk UNUSED,
}
void
mhitm_ad_phys(struct monst *magr, struct attack *mattk, struct monst *mdef,
struct mhitm_data *mhm)
mhitm_ad_phys(
struct monst *magr, struct attack *mattk,
struct monst *mdef, struct mhitm_data *mhm)
{
struct permonst *pa = magr->data;
struct permonst *pd = mdef->data;
@@ -3556,11 +3563,12 @@ mhitm_ad_phys(struct monst *magr, struct attack *mattk, struct monst *mdef,
} else {
/* mhitm */
struct obj *mwep = MON_WEP(magr);
boolean vis = canseemon(magr) && canseemon(mdef);
if (mattk->aatyp != AT_WEAP && mattk->aatyp != AT_CLAW)
mwep = 0;
if (shade_miss(magr, mdef, mwep, FALSE, TRUE)) {
if (shade_miss(magr, mdef, mwep, FALSE, vis)) {
mhm->damage = 0;
} else if (mattk->aatyp == AT_KICK && thick_skinned(pd)) {
/* [no 'kicking boots' check needed; monsters with kick attacks