losing saddle while riding
Noticed while looking at something else: zapping a wand of opening or spell of knock downwards while riding causes your steed's saddle to fall off, which in turn causes the hero to fall and take some damage. If that damage was fatal, the saddle would be left worn in bones data. This reorganizes mdrop_obj() to defer until last the part that ultimately makes the hero fall off, and changes bhitm() to call that instead of handling saddle removal inline, also gives new saddle-off feedback there.
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@@ -346,6 +346,7 @@ make quest leader and nemesis be unlikely to be affected by traps
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use a more precise jumping path for far, non-straight line destinations
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increase damage bonus applies when kicking while polymorphed into a monster
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form which has a kicking attack, just like for other kicks
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if magically removing steed's saddle is fatal, don't leave it saddled in bones
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Platform- and/or Interface-Specific Fixes
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@@ -2128,6 +2128,7 @@ E void FDECL(remove_worn_item, (struct obj *,BOOLEAN_P));
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E int FDECL(steal, (struct monst *, char *));
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E int FDECL(mpickobj, (struct monst *,struct obj *));
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E void FDECL(stealamulet, (struct monst *));
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E void FDECL(mdrop_obj, (struct monst *,struct obj *,BOOLEAN_P));
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E void FDECL(mdrop_special_objs, (struct monst *));
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E void FDECL(relobj, (struct monst *,int,BOOLEAN_P));
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#ifdef GOLDOBJ
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11
src/steal.c
11
src/steal.c
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)steal.c 3.5 2006/06/25 */
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/* SCCS Id: @(#)steal.c 3.5 2007/04/16 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -7,7 +7,6 @@
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STATIC_PTR int NDECL(stealarm);
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STATIC_DCL const char *FDECL(equipname, (struct obj *));
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STATIC_DCL void FDECL(mdrop_obj, (struct monst *,struct obj *,BOOLEAN_P));
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STATIC_OVL const char *
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equipname(otmp)
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@@ -554,19 +553,20 @@ struct monst *mtmp;
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}
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/* drop one object taken from a (possibly dead) monster's inventory */
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STATIC_OVL void
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void
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mdrop_obj(mon, obj, verbosely)
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struct monst *mon;
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struct obj *obj;
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boolean verbosely;
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{
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int omx = mon->mx, omy = mon->my;
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boolean update_mon = FALSE;
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if (obj->owornmask) {
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/* perform worn item handling if the monster is still alive */
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if (mon->mhp > 0) {
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mon->misc_worn_check &= ~obj->owornmask;
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update_mon_intrinsics(mon, obj, FALSE, TRUE);
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update_mon = TRUE;
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#ifdef STEED
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/* don't charge for an owned saddle on dead steed */
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} else if (mon->mtame && (obj->owornmask & W_SADDLE) &&
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@@ -585,6 +585,9 @@ boolean verbosely;
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place_object(obj, omx, omy);
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stackobj(obj);
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}
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/* do this last, after placing obj on floor; removing steed's saddle
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throws rider, possibly inflicting fatal damage and producing bones */
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if (update_mon) update_mon_intrinsics(mon, obj, FALSE, TRUE);
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}
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/* some monsters bypass the normal rules for moving between levels or
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21
src/zap.c
21
src/zap.c
@@ -299,14 +299,21 @@ struct obj *otmp;
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break;
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#ifdef STEED
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} else if ((obj = which_armor(mtmp, W_SADDLE)) != 0) {
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mtmp->misc_worn_check &= ~obj->owornmask;
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update_mon_intrinsics(mtmp, obj, FALSE, FALSE);
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obj->owornmask = 0L;
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char buf[BUFSZ];
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Sprintf(buf, "%s %s", s_suffix(Monnam(mtmp)),
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distant_name(obj, xname));
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if (cansee(mtmp->mx, mtmp->my)) {
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if (!canspotmon(mtmp))
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Strcpy(buf, An(distant_name(obj, xname)));
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pline("%s falls to the %s.",
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buf, surface(mtmp->mx, mtmp->my));
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} else if (canspotmon(mtmp)) {
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pline("%s falls off.", buf);
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}
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obj_extract_self(obj);
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place_object(obj, mtmp->mx, mtmp->my);
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/* call stackobj() if we ever drop anything that can merge */
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newsym(mtmp->mx, mtmp->my);
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#endif
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mdrop_obj(mtmp, obj, FALSE);
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#endif /* STEED */
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}
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break;
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case SPE_HEALING:
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