fix #K3455 - rocks vs xorns

Implement the suggestion that falling rock traps and rolling boulder
traps be harmless to xorns.  I've extended that to all missiles made
of stone (rocks, gems, boulders, a handful of other things that will
only matter if poly'd hero throws in '<' direction or is hit by stuff
scattered by an explosion).

I excluded ghosts because they would become even harder to kill and
the missile handling would need extra checks to test for blessed objs.
This commit is contained in:
PatR
2022-02-02 05:26:03 -08:00
parent 2b70492474
commit 9aea7b587c
8 changed files with 159 additions and 81 deletions

View File

@@ -1728,6 +1728,9 @@ x_monnam(
falseCap = (*pm_name != lowc(*pm_name));
char *bp;
if (mtmp == &g.youmonst)
return strcpy(buf, "you"); /* ignore article, "invisible", &c */
if (g.program_state.gameover)
suppress |= SUPPRESS_HALLUCINATION;
if (article == ARTICLE_YOUR && !mtmp->mtame)

View File

@@ -535,9 +535,9 @@ endmultishot(boolean verbose)
/* Object hits floor at hero's feet.
Called from drop(), throwit(), hold_another_object(), litter(). */
void
hitfloor(struct obj *obj,
boolean verbosely) /* usually True; False if caller has given
drop message */
hitfloor(
struct obj *obj,
boolean verbosely) /* usually True; False if caller has given drop mesg */
{
if (IS_SOFT(levl[u.ux][u.uy].typ) || u.uinwater || u.uswallow) {
dropy(obj);
@@ -1056,7 +1056,8 @@ check_shop_obj(struct obj *obj, xchar x, xchar y, boolean broken)
}
/* Will 'obj' cause damage if it falls on hero's head when thrown upward?
Not used to handle things which break when they hit. */
Not used to handle things which break when they hit.
Stone missile hitting hero w/ Passes_walls attribute handled separately. */
static boolean
harmless_missile(struct obj *obj)
{
@@ -1167,13 +1168,16 @@ toss_up(struct obj *obj, boolean hitsroof)
hitfloor(obj, FALSE);
g.thrownobj = 0;
} else { /* neither potion nor other breaking object */
boolean is_silver = (objects[otyp].oc_material == SILVER),
int material = objects[otyp].oc_material;
boolean is_silver = (material == SILVER),
less_damage = (uarmh && is_metallic(uarmh)
&& (!is_silver || !Hate_silver)),
harmless = (stone_missile(obj)
&& passes_rocks(g.youmonst.data)),
artimsg = FALSE;
int dmg = dmgval(obj, &g.youmonst);
if (obj->oartifact)
if (obj->oartifact && !harmless)
/* need a fake die roll here; rn1(18,2) avoids 1 and 20 */
artimsg = artifact_hit((struct monst *) 0, &g.youmonst, obj, &dmg,
rn1(18, 2));
@@ -1205,15 +1209,24 @@ toss_up(struct obj *obj, boolean hitsroof)
dmg = Maybe_Half_Phys(dmg);
if (uarmh) {
if (less_damage && dmg < (Upolyd ? u.mh : u.uhp)) {
if (!artimsg)
pline("Fortunately, you are wearing a hard helmet.");
/* note: 'harmless' and 'petrifier' are mutually exclusive */
if ((less_damage && dmg < (Upolyd ? u.mh : u.uhp)) || harmless) {
if (!artimsg) {
if (!harmless) /* !harmless => less_damage here */
pline("Fortunately, you are wearing a hard helmet.");
else
pline("Unfortunately, you are wearing %s.",
an(helm_simple_name(uarmh))); /* helm or hat */
}
/* helmet definitely protects you when it blocks petrification */
} else if (!petrifier) {
if (flags.verbose)
Your("%s does not protect you.", helm_simple_name(uarmh));
}
/* stone missile against hero in xorn form would have been
harmless, but hitting a worn helmet negates that */
harmless = FALSE;
} else if (petrifier && !Stone_resistance
&& !(poly_when_stoned(g.youmonst.data)
&& polymon(PM_STONE_GOLEM))) {
@@ -1229,9 +1242,13 @@ toss_up(struct obj *obj, boolean hitsroof)
}
if (is_silver && Hate_silver)
pline_The("silver sears you!");
if (harmless)
hit(thesimpleoname(obj), &g.youmonst, " but doesn't hurt.");
hitfloor(obj, TRUE);
g.thrownobj = 0;
losehp(dmg, "falling object", KILLED_BY_AN);
if (!harmless)
losehp(dmg, "falling object", KILLED_BY_AN);
}
return TRUE;
}
@@ -1692,8 +1709,9 @@ tmiss(struct obj *obj, struct monst *mon, boolean maybe_wakeup)
* Also used for kicked objects and for polearms/grapnel applied at range.
*/
int
thitmonst(register struct monst *mon,
register struct obj *obj) /* g.thrownobj or g.kickedobj or uwep */
thitmonst(
struct monst *mon,
struct obj *obj) /* g.thrownobj or g.kickedobj or uwep */
{
register int tmp; /* Base chance to hit */
register int disttmp; /* distance modifier */

View File

@@ -37,17 +37,18 @@ m_has_launcher_and_ammo(struct monst* mtmp)
return FALSE;
}
/* hero is hit by something other than a monster */
/* hero is hit by something other than a monster (though it could be a
missile thrown or shot by a monster) */
int
thitu(
int tlev,
int tlev, /* pseudo-level used when deciding whether to hit hero's AC */
int dam,
struct obj **objp,
const char *name) /* if null, then format `*objp' */
{
struct obj *obj = objp ? *objp : 0;
const char *onm, *knm;
boolean is_acid;
boolean is_acid, named = (name != 0);
int kprefix = KILLED_BY_AN, dieroll;
char onmbuf[BUFSZ], knmbuf[BUFSZ];
@@ -90,6 +91,13 @@ thitu(
if (is_acid && Acid_resistance) {
pline("It doesn't seem to hurt you.");
monstseesu(M_SEEN_ACID);
} else if (stone_missile(obj) && passes_rocks(g.youmonst.data)) {
/* use 'named' as an approximation for "hitting from above";
we avoid "passes through you" for horizontal flight path
because missile stops and that wording would suggest that
it should keep going */
pline("It %s you.",
named ? "passes harmlessly through" : "doesn't harm");
} else if (obj && obj->oclass == POTION_CLASS) {
/* an explosion which scatters objects might hit hero with one
(potions deliberately thrown at hero are handled by m_throw) */
@@ -280,8 +288,8 @@ ohitmon(
struct monst *mtmp, /* accidental target, located at <g.bhitpos.x,.y> */
struct obj *otmp, /* missile; might be destroyed by drop_throw */
int range, /* how much farther will object travel if it misses;
use -1 to signify to keep going even after hit,
unless it's gone (used for rolling_boulder_traps) */
* use -1 to signify to keep going even after hit,
* unless it's gone (used for rolling_boulder_traps) */
boolean verbose)/* give message(s) even when you can't see what happened */
{
int damage, tmp;
@@ -325,6 +333,9 @@ ohitmon(
potionhit(mtmp, otmp, POTHIT_OTHER_THROW);
return 1;
} else {
int material = objects[otmp->otyp].oc_material;
boolean harmless = (stone_missile(otmp) && passes_rocks(mtmp->data));
damage = dmgval(otmp, mtmp);
if (otmp->otyp == ACID_VENOM && resists_acid(mtmp))
damage = 0;
@@ -336,12 +347,20 @@ ohitmon(
seemimic(mtmp);
mtmp->msleeping = 0;
if (vis) {
if (otmp->otyp == EGG)
if (otmp->otyp == EGG) {
pline("Splat! %s is hit with %s egg!", Monnam(mtmp),
otmp->known ? an(mons[otmp->corpsenm].pmnames[NEUTRAL])
: "an");
else
hit(distant_name(otmp, mshot_xname), mtmp, exclam(damage));
} else {
char how[BUFSZ];
if (!harmless)
Strcpy(how, exclam(damage)); /* "!" or "." */
else
Sprintf(how, " but passes harmlessly through %.9s.",
mhim(mtmp));
hit(distant_name(otmp, mshot_xname), mtmp, how);
}
} else if (verbose && !g.mtarget)
pline("%s%s is hit%s", (otmp->otyp == EGG) ? "Splat! " : "",
Monnam(mtmp), exclam(damage));
@@ -361,8 +380,7 @@ ohitmon(
}
}
}
if (objects[otmp->otyp].oc_material == SILVER
&& mon_hates_silver(mtmp)) {
if (material == SILVER && mon_hates_silver(mtmp)) {
boolean flesh = (!noncorporeal(mtmp->data)
&& !amorphous(mtmp->data));
@@ -395,7 +413,8 @@ ohitmon(
damage = 0;
}
if (!DEADMONSTER(mtmp)) { /* might already be dead (if petrified) */
/* might already be dead (if petrified) */
if (!harmless && !DEADMONSTER(mtmp)) {
mtmp->mhp -= damage;
if (DEADMONSTER(mtmp)) {
if (vis || (verbose && !g.mtarget))

View File

@@ -9,8 +9,7 @@ extern const char *const destroy_strings[][3]; /* from zap.c */
static boolean keep_saddle_with_steedcorpse(unsigned, struct obj *,
struct obj *);
static boolean mu_maybe_destroy_web(struct monst *, boolean,
struct trap *);
static boolean mu_maybe_destroy_web(struct monst *, boolean, struct trap *);
static struct obj *t_missile(int, struct trap *);
static int trapeffect_arrow_trap(struct monst *, struct trap *, unsigned);
static int trapeffect_dart_trap(struct monst *, struct trap *, unsigned);
@@ -1060,6 +1059,7 @@ trapeffect_rocktrap(
unsigned trflags UNUSED)
{
struct obj *otmp;
boolean harmless = FALSE;
if (mtmp == &g.youmonst) {
if (trap->once && trap->tseen && !rn2(15)) {
@@ -1078,20 +1078,31 @@ trapeffect_rocktrap(
pline("A trap door in %s opens and %s falls on your %s!",
the(ceiling(u.ux, u.uy)), an(xname(otmp)), body_part(HEAD));
if (uarmh) {
if (is_metallic(uarmh)) {
/* normally passes_rocks() would protect againt a falling
rock, but not when wearing a helmet */
if (passes_rocks(g.youmonst.data)) {
pline("Unfortunately, you are wearing %s.",
an(helm_simple_name(uarmh))); /* helm or hat */
dmg = 2;
} else if (is_metallic(uarmh)) {
pline("Fortunately, you are wearing a hard helmet.");
dmg = 2;
} else if (flags.verbose) {
pline("%s does not protect you.", Yname2(uarmh));
}
} else if (passes_rocks(g.youmonst.data)) {
pline("It passes harmlessly through you.");
harmless = TRUE;
}
if (!Blind)
otmp->dknown = 1;
stackobj(otmp);
newsym(u.ux, u.uy); /* map the rock */
losehp(Maybe_Half_Phys(dmg), "falling rock", KILLED_BY_AN);
exercise(A_STR, FALSE);
if (!harmless) {
losehp(Maybe_Half_Phys(dmg), "falling rock", KILLED_BY_AN);
exercise(A_STR, FALSE);
}
}
} else {
boolean in_sight = canseemon(mtmp) || (mtmp == u.usteed);
@@ -2655,15 +2666,13 @@ force_launch_placement(void)
int
launch_obj(
short otyp,
register int x1,
register int y1,
register int x2,
register int y2,
int x1, int y1,
int x2, int y2,
int style)
{
register struct monst *mtmp;
register struct obj *otmp, *otmp2;
register int dx, dy;
struct monst *mtmp;
struct obj *otmp, *otmp2;
int dx, dy;
struct obj *singleobj;
boolean used_up = FALSE;
boolean otherside = FALSE;
@@ -2733,8 +2742,8 @@ launch_obj(
singleobj->otrapped = 1;
style &= ~LAUNCH_KNOWN;
/*FALLTHRU*/
roll:
case ROLL:
roll:
delaycnt = 2;
/*FALLTHRU*/
default:
@@ -5637,14 +5646,13 @@ b_trapped(const char* item, int bodypart)
}
/* Monster is hit by trap. */
/* Note: doesn't work if both obj and d_override are null */
static boolean
thitm(
int tlev,
struct monst *mon,
struct obj *obj,
int d_override,
boolean nocorpse)
int tlev, /* missile's attack level */
struct monst *mon, /* target */
struct obj *obj, /* missile; might be Null */
int d_override, /* non-zero: force hit for this amount of damage */
boolean nocorpse) /* True: a trap is completely burning up the target */
{
int strike;
boolean trapkilled = FALSE;
@@ -5664,9 +5672,11 @@ thitm(
pline("%s is almost hit by %s!", Monnam(mon), doname(obj));
} else {
int dam = 1;
boolean harmless = (stone_missile(obj) && passes_rocks(mon->data));
if (obj && cansee(mon->mx, mon->my))
pline("%s is hit by %s!", Monnam(mon), doname(obj));
pline("%s is hit by %s%s", Monnam(mon), doname(obj),
harmless ? " but is not harmed." : "!");
if (d_override) {
dam = d_override;
} else if (obj) {
@@ -5674,15 +5684,19 @@ thitm(
if (dam < 1)
dam = 1;
}
mon->mhp -= dam;
if (mon->mhp <= 0) {
int xx = mon->mx, yy = mon->my;
if (!harmless) {
mon->mhp -= dam;
if (mon->mhp <= 0) {
int xx = mon->mx, yy = mon->my;
monkilled(mon, "", nocorpse ? -AD_RBRE : AD_PHYS);
if (DEADMONSTER(mon)) {
newsym(xx, yy);
trapkilled = TRUE;
monkilled(mon, "", nocorpse ? -AD_RBRE : AD_PHYS);
if (DEADMONSTER(mon)) {
newsym(xx, yy);
trapkilled = TRUE;
}
}
} else {
strike = 0; /* harmless; don't use up the missile */
}
}
if (obj && (!strike || d_override)) {

View File

@@ -295,11 +295,12 @@ mon_maybe_wakeup_on_hit(struct monst *mtmp)
using attack type aatyp and/or weapon.
larger value == easier to hit */
int
find_roll_to_hit(struct monst *mtmp,
uchar aatyp, /* usually AT_WEAP or AT_KICK */
struct obj *weapon, /* uwep or uswapwep or NULL */
int *attk_count,
int *role_roll_penalty)
find_roll_to_hit(
struct monst *mtmp,
uchar aatyp, /* usually AT_WEAP or AT_KICK */
struct obj *weapon, /* uwep or uswapwep or NULL */
int *attk_count,
int *role_roll_penalty)
{
int tmp, tmp2;
@@ -574,10 +575,9 @@ known_hitum(
/* hit the monster next to you and the monsters to the left and right of it;
return False if the primary target is killed, True otherwise */
static boolean
hitum_cleave(struct monst *target, /* non-Null; forcefight at nothing doesn't
cleave... */
struct attack *uattk) /* ... but we don't enforce that here; Null
works ok */
hitum_cleave(
struct monst *target, /* non-Null; forcefight at nothing doesn't cleave +*/
struct attack *uattk) /*+ but we don't enforce that here; Null works ok */
{
/* swings will be delivered in alternate directions; with consecutive
attacks it will simulate normal swing and backswing; when swings
@@ -723,12 +723,13 @@ hmon(struct monst *mon,
DISABLE_WARNING_FORMAT_NONLITERAL
/* guts of hmon() */
/* guts of hmon(); returns True if 'mon' survives */
static boolean
hmon_hitmon(struct monst *mon,
struct obj *obj,
int thrown, /* HMON_xxx (0 => hand-to-hand, other => ranged) */
int dieroll)
hmon_hitmon(
struct monst *mon,
struct obj *obj,
int thrown, /* HMON_xxx (0 => hand-to-hand, other => ranged) */
int dieroll)
{
int tmp;
struct permonst *mdat = mon->data;
@@ -751,7 +752,7 @@ hmon_hitmon(struct monst *mon,
/* not grapnels; applied implies uwep */
|| (thrown == HMON_APPLIED && is_pole(uwep)));
int jousting = 0;
long silverhit = 0L;
int material = obj ? objects[obj->otyp].oc_material : 0;
int wtype;
struct obj *monwep;
char saved_oname[BUFSZ];
@@ -760,6 +761,8 @@ hmon_hitmon(struct monst *mon,
wakeup(mon, TRUE);
if (!obj) { /* attack with bare hands */
long silverhit = 0L; /* armor mask */
if (mdat == &mons[PM_SHADE]) {
tmp = 0;
} else {
@@ -781,10 +784,20 @@ hmon_hitmon(struct monst *mon,
silvermsg = TRUE;
} else {
/* stone missile does not hurt xorn or earth elemental, but doesn't
pass all the way through and continue on to some further target */
if ((thrown == HMON_THROWN || thrown == HMON_KICKED) /* not Applied */
&& stone_missile(obj) && passes_rocks(mdat)) {
hit(mshot_xname(obj), mon, " but does no harm.");
return TRUE;
}
/* remember obj's name since it might end up being destroyed and
we'll want to use it after that */
if (!(artifact_light(obj) && obj->lamplit))
Strcpy(saved_oname, cxname(obj));
else
Strcpy(saved_oname, bare_artifactname(obj));
if (obj->oclass == WEAPON_CLASS || is_weptool(obj)
|| obj->oclass == GEM_CLASS) {
/* is it not a melee weapon? */
@@ -803,10 +816,8 @@ hmon_hitmon(struct monst *mon,
tmp = 0;
else
tmp = rnd(2);
if (objects[obj->otyp].oc_material == SILVER
&& mon_hates_silver(mon)) {
silvermsg = TRUE;
silverobj = TRUE;
if (material == SILVER && mon_hates_silver(mon)) {
silvermsg = silverobj = TRUE;
/* if it will already inflict dmg, make it worse */
tmp += rnd((tmp) ? 20 : 10);
}
@@ -891,10 +902,8 @@ hmon_hitmon(struct monst *mon,
return TRUE;
hittxt = TRUE;
}
if (objects[obj->otyp].oc_material == SILVER
&& mon_hates_silver(mon)) {
silvermsg = TRUE;
silverobj = TRUE;
if (material == SILVER && mon_hates_silver(mon)) {
silvermsg = silverobj = TRUE;
}
if (artifact_light(obj) && obj->lamplit
&& mon_hates_light(mon))
@@ -1168,8 +1177,7 @@ hmon_hitmon(struct monst *mon,
}
/* things like silver wands can arrive here so we
need another silver check; blessed check too */
if (objects[obj->otyp].oc_material == SILVER
&& mon_hates_silver(mon)) {
if (material == SILVER && mon_hates_silver(mon)) {
tmp += rnd(20);
silvermsg = silverobj = TRUE;
}
@@ -1336,9 +1344,9 @@ hmon_hitmon(struct monst *mon,
/* iron weapon using melee or polearm hit [3.6.1: metal weapon too;
also allow either or both weapons to cause split when twoweap] */
&& obj && (obj == uwep || (u.twoweap && obj == uswapwep))
&& ((objects[obj->otyp].oc_material == IRON
&& ((material == IRON
/* allow scalpel and tsurugi to split puddings */
|| objects[obj->otyp].oc_material == METAL)
|| material == METAL)
/* but not bashing with darts, arrows or ya */
&& !(is_ammo(obj) || is_missile(obj)))
&& hand_to_hand) {

View File

@@ -3309,11 +3309,16 @@ exclam(int force)
}
void
hit(const char *str, struct monst *mtmp,
const char *force) /* usually either "." or "!" */
hit(const char *str, /* zap text or missile name */
struct monst *mtmp, /* target; for missile, might be hero */
const char *force) /* usually either "." or "!" via exclam() */
{
if ((!cansee(g.bhitpos.x, g.bhitpos.y) && !canspotmon(mtmp)
&& !engulfing_u(mtmp)) || !flags.verbose)
boolean verbosely = (mtmp == &g.youmonst
|| (flags.verbose
&& (cansee(g.bhitpos.x, g.bhitpos.y)
|| canspotmon(mtmp) || engulfing_u(mtmp))));
if (!verbosely)
pline("%s %s it.", The(str), vtense(str, "hit"));
else
pline("%s %s %s%s", The(str), vtense(str, "hit"),