Make saving grace also work against repeated damage sources
For example, being hit by the bounce of a wand of fire means that the main character could take damage twice in a turn, which would kill even through saving grace; and scrolls and potions could burn up after that and finish off the last HP, even if the wand only hit once. This commit changes it to track all damage done during the turn, and prevent HP dropping below 1 from damage until the next player action or the next turn boundary, whichever comes first.
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@@ -838,6 +838,9 @@ struct instance_globals_r {
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struct instance_globals_s {
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/* allmain.c */
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boolean saving_grace_turn; /* saving grace was triggered this turn */
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/* artifact.c */
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int spec_dbon_applies; /* coordinate effects from spec_dbon() with
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messages in artifact_hit() */
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@@ -969,6 +972,9 @@ struct instance_globals_t {
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struct instance_globals_u {
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/* allmain.c */
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int uhp_at_start_of_monster_turn;
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/* botl.c */
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boolean update_all;
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