fix #H2384 - ceiling hiding by poly'd hero (trunk only)

From a bug report, a hero hiding on the
ceiling while poly'd into a piercer or lurker-above could be moved long
distances when a monster attacked his location, because when the attacker
moves into hero's spot, hero's new location is chosen before the attacker
had released its own spot.  If things are crowded, the nearest open space
can be quite far away, including beyond nonpassable walls.  Fix by taking
attacker off the map before choosing hero's destination, so in crowded
conditions they will likely end up trading places.

     This also prevents eels and sharks from moving onto land when the
hero has hidden on the ceiling next to their pool.  They'll miss without
moving into hero's spot, but the hero will become unhidden so they'll be
able to make ordinary water-to-shore attack on their next turn.

     Lastly, when the attacker is a long worm, the spot chosen for hero
might be filled by its tail by the time hero actually moves.  So double
check and possibly re-select target spot after moving a worm's tail.
This commit is contained in:
nethack.rankin
2011-07-17 09:19:17 +00:00
parent edaa9440b7
commit 8d5a04a1c0
2 changed files with 44 additions and 18 deletions

View File

@@ -366,6 +366,13 @@ when applicable, give "your body rises from the dead as an <undead>..."
even when bones data isn't being saved
have shk claim ownership of worn saddle dropped by dying pet if hero is
not within the same shop at the time of the drop
for poly'd hero hiding on ceiling who gets attacked, make attacker's position
be an eligible location for hero when vacating hero's spot for attacker
to prevent ending up far away under crowded conditions
for poly'd hero hiding on ceiling, attack by sea monsters won't move them
into hero's position unless it is over water or they're already on land
for poly'd hero hiding on ceiling, attack by long worm might fill hero's
destination with worm's tail, so double check and maybe choose again
Platform- and/or Interface-Specific Fixes

View File

@@ -348,29 +348,46 @@ mattacku(mtmp)
if (!canspotmon(mtmp)) map_invisible(mtmp->mx, mtmp->my);
u.uundetected = 0;
if (is_hider(youmonst.data) && u.umonnum != PM_TRAPPER) {
/* ceiling hider */
coord cc; /* maybe we need a unexto() function? */
struct obj *obj;
You("fall from the %s!", ceiling(u.ux,u.uy));
if (enexto(&cc, u.ux, u.uy, youmonst.data)) {
remove_monster(mtmp->mx, mtmp->my);
newsym(mtmp->mx,mtmp->my);
place_monster(mtmp, u.ux, u.uy);
if(mtmp->wormno) worm_move(mtmp);
teleds(cc.x, cc.y, TRUE);
set_apparxy(mtmp);
newsym(u.ux,u.uy);
} else {
const char *verb =
nonliving(mtmp->data) ? "destroyed" : "killed";
pline("%s is %s by a falling %s (you)!",
Monnam(mtmp), verb, youmonst.data->mname);
xkilled(mtmp, 0);
newsym(u.ux,u.uy);
if (mtmp->mhp > 0) return 0;
else return 1;
/* take monster off map now so that its location
is eligible for placing hero; we assume that a
removed monster remembers its old spot <mx,my> */
remove_monster(mtmp->mx, mtmp->my);
if (!enexto(&cc, u.ux, u.uy, youmonst.data) ||
/* a fish won't voluntarily swap positions
when it's in water and hero is over land */
(mtmp->data->mlet == S_EEL &&
is_pool(mtmp->mx, mtmp->my) &&
!is_pool(u.ux, u.uy))) {
/* couldn't find any spot for hero; this used to
kill off attacker, but now we just give a "miss"
message and keep both mtmp and hero at their
original positions; hero has become unconcealed
so mtmp's next move will be a regular attack */
place_monster(mtmp, mtmp->mx, mtmp->my); /* put back */
newsym(u.ux, u.uy); /* u.uundetected was toggled */
pline("%s draws back as you drop!", Monnam(mtmp));
return 0;
}
/* put mtmp at hero's spot and move hero to <cc.x,.y> */
newsym(mtmp->mx, mtmp->my); /* finish removal */
place_monster(mtmp, u.ux, u.uy);
if (mtmp->wormno) {
worm_move(mtmp);
/* tail hasn't grown, so if it now occupies <cc.x,.y>
then one of its original spots must be free */
if (m_at(cc.x, cc.y))
(void)enexto(&cc, u.ux, u.uy, youmonst.data);
}
teleds(cc.x, cc.y, TRUE); /* move hero */
set_apparxy(mtmp);
newsym(u.ux, u.uy);
if (youmonst.data->mlet != S_PIERCER)
return(0); /* lurkers don't attack */
@@ -388,7 +405,9 @@ mattacku(mtmp)
pline("%s is almost hit by a falling piercer (you)!",
Monnam(mtmp));
}
} else {
/* surface hider */
if (!youseeit)
pline("It tries to move where you are hiding.");
else {