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.
This commit is contained in:
25
src/hack.c
25
src/hack.c
@@ -4126,7 +4126,25 @@ saving_grace(int dmg)
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return 0;
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}
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if (!u.usaving_grace && dmg >= u.uhp && (u.uhp * 100 / u.uhpmax) > 90) {
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if (!svc.context.mon_moving) {
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/* saving grace doesn't protect you from your own actions */
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return dmg;
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}
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if (dmg < u.uhp || u.uhp <= 0) {
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/* no need for saving grace */
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return dmg;
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}
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if (gs.saving_grace_turn) {
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/* saving grace already triggered and prevents HP reducing below 1
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this turn (specifically: until the next player action or turn
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boundary), don't print further messages or livelog entries */
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return u.uhp - 1;
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}
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if (!u.usaving_grace &&
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(gu.uhp_at_start_of_monster_turn * 100 / u.uhpmax) >= 90) {
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/* saving_grace doesn't have it's own livelog classification;
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we might invent one, or perhaps use LL_LIFESAVE, but surviving
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certain death (or preserving worn amulet of life saving) via
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@@ -4135,11 +4153,14 @@ saving_grace(int dmg)
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from #chronicle during play but show it to livelog observers */
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livelog_printf(LL_CONDUCT | LL_SPOILER, "%s (%d damage, %d/%d HP)",
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"survived one-shot death via saving-grace",
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dmg, u.uhp, u.uhpmax);
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/* include damage that happened earlier this turn */
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gu.uhp_at_start_of_monster_turn - u.uhp + dmg,
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gu.uhp_at_start_of_monster_turn, u.uhpmax);
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/* note: this could reduce dmg to 0 if u.uhpmax==1 */
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dmg = u.uhp - 1;
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u.usaving_grace = 1; /* used up */
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gs.saving_grace_turn = TRUE;
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end_running(TRUE);
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if (u.usleep)
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unmul("Suddenly you wake up!");
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