Merge fire-based erosion to common codepaths.
This finally eliminates all direct increases of `oeroded` and `oeroded2` and moves them all to go via `erode_obj()`. They are still manipulated directly in a few places, but not to erode objects. This now merges the `fire_damage()` function to a common codepath, used for items on lava and burning oil, but fire needs more work. There is still a duplication between `destroy_item()` and `fire_damage()`; the two codepaths should eventually be merged in some manner so that there is only one codepath to say "an object was affected by fire". This path might require some parameters, such as whether the fire will just erode objects or burn them outright, but that can happen another day.
This commit is contained in:
30
src/potion.c
30
src/potion.c
@@ -1088,7 +1088,7 @@ const char *objphrase; /* "Your widget glows" or "Steed's saddle glows" */
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} else {
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/* dipping into uncursed water; carried() check skips steed saddle */
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if (carried(targobj)) {
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if (water_damage(targobj, 0, TRUE))
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if (water_damage(targobj, 0, TRUE) != ER_NOTHING)
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res = TRUE;
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}
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}
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@@ -1839,38 +1839,14 @@ dodip()
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}
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if (potion->otyp == POT_ACID) {
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if (erode_obj(obj, 0, ERODE_CORRODE, TRUE, FALSE))
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if (erode_obj(obj, 0, ERODE_CORRODE, EF_GREASE) != ER_NOTHING)
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goto poof;
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}
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if (potion->otyp == POT_OIL) {
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boolean wisx = FALSE;
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if (potion->lamplit) { /* burning */
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int omat = objects[obj->otyp].oc_material;
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/* the code here should be merged with fire_damage */
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if (catch_lit(obj)) {
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/* catch_lit does all the work if true */
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} else if (obj->oerodeproof || obj_resists(obj, 5, 95) ||
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!is_flammable(obj) || obj->oclass == FOOD_CLASS) {
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pline("%s %s to burn for a moment but %s unharmed.",
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Yname2(obj), otense(obj, "seem"), otense(obj, "are"));
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} else {
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if ((omat == PLASTIC || omat == PAPER) && !obj->oartifact)
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obj->oeroded = MAX_ERODE;
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pline_The("burning oil %s %s%c",
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obj->oeroded == MAX_ERODE ? "destroys" : "damages",
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yname(obj),
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obj->oeroded == MAX_ERODE ? '!' : '.');
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costly_alteration(obj, COST_BURN);
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if (obj->oeroded == MAX_ERODE) {
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if (obj->owornmask) remove_worn_item(obj, TRUE);
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obj_extract_self(obj);
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obfree(obj, (struct obj *)0);
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obj = (struct obj *) 0;
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} else {
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obj->oeroded++;
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}
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}
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fire_damage(obj, TRUE, u.ux, u.uy);
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} else if (potion->cursed) {
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pline_The("potion spills and covers your %s with oil.",
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makeplural(body_part(FINGER)));
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