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

@@ -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 */