fix #2495 - light vs gremlins (trunk only)
From a bug report, flashing yourself with a camera while in gremlin form blinded as with any other form, but didn't inflict any damage the way that flashing a monster gremlin does. This fixes that, and also makes light from wand/scroll/spell that hits you-as-gremlin or monster gremlins do 1d5 damage too. It happens even if the target is already in a lit spot, but doesn't continue afterwards: simply being in a lit spot doesn't cause any damage, nor does lamp light.
This commit is contained in:
@@ -394,6 +394,8 @@ if hero dragged iron ball into temporary corridor and then killed vault guard,
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the portion of corridor currently in existence would become permanent
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on Plane of Water, restrict levitation and flying to air bubbles;
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elsewhere, restrict them such that they don't work inside solid rock
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wand/scroll/spell of light now hurts gremlins (lamp/candle light doesn't)
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ditto for hero in gremlin form (camera too)
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Platform- and/or Interface-Specific Fixes
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@@ -2341,6 +2341,7 @@ E int FDECL(passive, (struct monst *,BOOLEAN_P,int,UCHAR_P,BOOLEAN_P));
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E void FDECL(passive_obj, (struct monst *,struct obj *,struct attack *));
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E void FDECL(stumble_onto_mimic, (struct monst *));
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E int FDECL(flash_hits_mon, (struct monst *,struct obj *));
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E void FDECL(light_hits_gremlin, (struct monst *,int));
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/* ### unixmain.c ### */
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@@ -2685,6 +2686,8 @@ E void FDECL(zapnodir, (struct obj *));
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E int NDECL(dozap);
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E int FDECL(zapyourself, (struct obj *,BOOLEAN_P));
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E void FDECL(ubreatheu, (struct attack *));
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E int FDECL(lightdamage, (struct obj *,BOOLEAN_P,int));
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E boolean FDECL(flashburn, (long));
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E boolean FDECL(cancel_monst, (struct monst *,struct obj *,
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BOOLEAN_P,BOOLEAN_P,BOOLEAN_P));
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E void NDECL(zapsetup);
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@@ -2710,7 +2713,6 @@ E void FDECL(destroy_item, (int,int));
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E int FDECL(destroy_mitem, (struct monst *,int,int));
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E int FDECL(resist, (struct monst *,CHAR_P,int,int));
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E void NDECL(makewish);
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E boolean FDECL(flashburn, (long));
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#endif /* !MAKEDEFS_C && !LEV_LEX_C */
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38
src/read.c
38
src/read.c
@@ -1158,6 +1158,9 @@ struct obj *sobj; /* scroll, or fake spellbook object for scroll-like spell */
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if (!confused || rn2(5)) {
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if(!Blind) known = TRUE;
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litroom(!confused && !scursed, sobj);
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if (!confused && !scursed) {
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if (lightdamage(sobj, TRUE, 5)) known = TRUE;
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}
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} else {
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/* could be scroll of create monster, don't set known ...*/
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(void) create_critters(1, !scursed ?
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@@ -1518,6 +1521,14 @@ int chg; /* recharging */
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exercise(A_STR, FALSE);
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}
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/* used to collect gremlins being hit by light so that they can be processed
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after vision for the entire lit area has been brought up to date */
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struct litmon {
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struct monst *mon;
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struct litmon *nxt;
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};
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STATIC_VAR struct litmon *gremlins = 0;
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/*
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* Low-level lit-field update routine.
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*/
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@@ -1526,9 +1537,18 @@ set_lit(x,y,val)
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int x, y;
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genericptr_t val;
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{
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if (val)
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struct monst *mtmp;
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struct litmon *gremlin;
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if (val) {
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levl[x][y].lit = 1;
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else {
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if ((mtmp = m_at(x, y)) != 0 && mtmp->data == &mons[PM_GREMLIN]) {
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gremlin = (struct litmon *)alloc(sizeof *gremlin);
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gremlin->mon = mtmp;
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gremlin->nxt = gremlins;
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gremlins = gremlin;
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}
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} else {
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levl[x][y].lit = 0;
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snuff_light_source(x, y);
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}
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@@ -1627,6 +1647,20 @@ do_it:
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}
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vision_full_recalc = 1; /* delayed vision recalculation */
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if (gremlins) {
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struct litmon *gremlin;
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/* can't delay vision recalc after all */
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vision_recalc(0);
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/* after vision has been updated, monsters who are affected
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when hit by light can now be hit by it */
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do {
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gremlin = gremlins;
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gremlins = gremlin->nxt;
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light_hits_gremlin(gremlin->mon, rnd(5));
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free((genericptr_t)gremlin);
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} while (gremlins);
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}
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}
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STATIC_OVL void
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28
src/uhitm.c
28
src/uhitm.c
@@ -2609,16 +2609,7 @@ struct obj *otmp; /* source of flash */
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/* Rule #1: Keep them out of the light. */
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amt = otmp->otyp == WAN_LIGHT ? d(1 + otmp->spe, 4) :
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rn2(min(mtmp->mhp,4));
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pline("%s %s!", Monnam(mtmp), amt > mtmp->mhp / 2 ?
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"wails in agony" : "cries out in pain");
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if ((mtmp->mhp -= amt) <= 0) {
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if (context.mon_moving)
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monkilled(mtmp, (char *)0, AD_BLND);
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else
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killed(mtmp);
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} else if (cansee(mtmp->mx,mtmp->my) && !canspotmon(mtmp)){
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map_invisible(mtmp->mx, mtmp->my);
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}
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light_hits_gremlin(mtmp, amt);
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}
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if (mtmp->mhp > 0) {
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if (!context.mon_moving) setmangry(mtmp);
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@@ -2632,4 +2623,21 @@ struct obj *otmp; /* source of flash */
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return res;
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}
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void
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light_hits_gremlin(mon, dmg)
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struct monst *mon;
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int dmg;
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{
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pline("%s %s!", Monnam(mon),
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(dmg > mon->mhp / 2) ? "wails in agony" : "cries out in pain");
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if ((mon->mhp -= dmg) <= 0) {
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if (context.mon_moving)
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monkilled(mon, (char *)0, AD_BLND);
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else
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killed(mon);
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} else if (cansee(mon->mx, mon->my) && !canspotmon(mon)) {
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map_invisible(mon->mx, mon->my);
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}
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}
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/*uhitm.c*/
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35
src/zap.c
35
src/zap.c
@@ -1963,6 +1963,7 @@ register struct obj *obj;
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case SPE_LIGHT:
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litroom(TRUE,obj);
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if (!Blind) known = TRUE;
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if (lightdamage(obj, TRUE, 5)) known = TRUE;
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break;
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case WAN_SECRET_DOOR_DETECTION:
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case SPE_DETECT_UNSEEN:
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@@ -2279,7 +2280,9 @@ boolean ordinary;
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damage = d(obj->spe, 25);
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#ifdef TOURIST
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case EXPENSIVE_CAMERA:
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if (!damage) damage = 5;
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#endif
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damage = lightdamage(obj, ordinary, damage);
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damage += rnd(25);
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if (flashburn((long)damage)) learn_it = TRUE;
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damage = 0; /* reset */
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@@ -2377,6 +2380,38 @@ struct attack *mattk;
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zhitu(dtyp, mattk->damn, fltxt, u.ux, u.uy);
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}
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/* light damages hero in gremlin form */
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int
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lightdamage(obj, ordinary, amt)
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struct obj *obj; /* item making light (fake book if spell) */
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boolean ordinary; /* wand/camera zap vs wand destruction */
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int amt; /* pseudo-damage used to determine blindness duration */
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{
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char buf[BUFSZ];
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const char *how;
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int dmg = amt;
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if (dmg && youmonst.data == &mons[PM_GREMLIN]) {
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/* reduce high values (from destruction of wand with many charges) */
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dmg = rnd(dmg);
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if (dmg > 10) dmg = 10 + rnd(dmg - 10);
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if (dmg > 20) dmg = 20;
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pline("Ow, that light hurts%c", (dmg > 2 || u.mh <= 5) ? '!' : '.');
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/* [composing killer/reason is superfluous here; if fatal, cause
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of death will always be "killed while stuck in creature form"] */
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if (obj->oclass == SCROLL_CLASS || obj->oclass == SPBOOK_CLASS)
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ordinary = FALSE; /* say blasted rather than zapped */
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how = (obj->oclass != SPBOOK_CLASS) ?
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(const char *)ansimpleoname(obj) : "spell of light";
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Sprintf(buf, "%s %sself with %s",
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ordinary ? "zapped" : "blasted", uhim(), how);
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/* might rehumanize(); could be fatal, but only for Unchanging */
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losehp(Maybe_Half_Phys(dmg), buf, NO_KILLER_PREFIX);
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}
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return dmg;
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}
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/* light[ning] causes blindness */
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boolean
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flashburn(duration)
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long duration;
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