kicking vs throwing vs polearms (trunk only)
Wielding a bow while kicking arrows gave a shooting bonus. Also, From a bug report: applying a polearm to hit at range never caused a pudding to split because the attack gets treated as throwing. Likewise, confuse monster effect (hands glowing red) didn't kick in for applied polearms.
This commit is contained in:
@@ -200,6 +200,8 @@ artifacts which subsequently evade your grasp/control after already being
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hero with lycanthropy is vulnerable to silver in human form as well as beast
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changing alignment or shape triggers a check for equipment evading hero's grasp
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passive fire effects can damage attackers weapons
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wielded bow shouldn't affect outcome of kicked arrows
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ranged polearm hit can divide puddings and can use confuse monster effect
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Platform- and/or Interface-Specific Fixes
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)hack.h 3.5 2007/02/21 */
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/* SCCS Id: @(#)hack.h 3.5 2007/03/24 */
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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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@@ -129,6 +129,13 @@ NEARDATA extern coord bhitpos; /* place where throw or zap hits or stops */
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#define FLASHED_LIGHT 3
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#define INVIS_BEAM 4
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/* attack mode for hmon() */
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#define HMON_MELEE 0 /* hand-to-hand */
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#define HMON_THROWN 1 /* normal ranged (or spitting while poly'd) */
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#define HMON_KICKED 2 /* alternate ranged */
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#define HMON_APPLIED 3 /* polearm, treated as ranged */
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#define HMON_DRAGGED 4 /* attached iron ball, pulled into mon */
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#define MATCH_WARN_OF_MON(mon) (Warn_of_mon && \
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((context.warntype.obj && \
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(context.warntype.obj & (mon)->data->mflags2)) || \
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)ball.c 3.5 2003/02/03 */
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/* SCCS Id: @(#)ball.c 3.5 2007/03/24 */
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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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@@ -585,7 +585,7 @@ drag:
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tmp = -2 + Luck + find_mac(victim);
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tmp += omon_adj(victim, uball, TRUE);
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if (tmp >= rnd(20))
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(void) hmon(victim,uball,1);
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(void) hmon(victim, uball, HMON_DRAGGED);
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else
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miss(xname(uball), victim);
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)dothrow.c 3.5 2007/01/10 */
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/* SCCS Id: @(#)dothrow.c 3.5 2007/03/23 */
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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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@@ -27,6 +27,7 @@ static NEARDATA const char bullets[] =
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struct obj *thrownobj = 0; /* tracks an object until it lands */
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extern struct obj *kickobj; /* from dokick.c */
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extern boolean notonhead; /* for long worms */
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@@ -1225,23 +1226,28 @@ boolean maybe_wakeup;
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}
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#define quest_arti_hits_leader(obj,mon) \
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(obj->oartifact && is_quest_artifact(obj) && (mon->data->msound == MS_LEADER))
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(obj->oartifact && is_quest_artifact(obj) && \
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mon->m_id == quest_status.leader_m_id)
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/*
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* Object thrown by player arrives at monster's location.
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* Return 1 if obj has disappeared or otherwise been taken care of,
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* 0 if caller must take care of it.
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* Also used for kicked objects and for polearms/grapnel applied at range.
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*/
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int
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thitmonst(mon, obj)
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register struct monst *mon;
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register struct obj *obj;
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register struct obj *obj; /* thrownobj or kickobj or uwep */
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{
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register int tmp; /* Base chance to hit */
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register int disttmp; /* distance modifier */
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int otyp = obj->otyp;
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int otyp = obj->otyp, hmode;
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boolean guaranteed_hit = (u.uswallow && mon == u.ustuck);
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hmode = (obj == uwep) ? HMON_APPLIED :
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(obj == kickobj) ? HMON_KICKED : HMON_THROWN;
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/* Differences from melee weapons:
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*
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* Dex still gives a bonus, but strength does not.
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@@ -1287,8 +1293,8 @@ register struct obj *obj;
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}
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tmp += omon_adj(mon, obj, TRUE);
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if (is_orc(mon->data) && maybe_polyd(is_elf(youmonst.data),
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Race_if(PM_ELF)))
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if (is_orc(mon->data) &&
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maybe_polyd(is_elf(youmonst.data), Race_if(PM_ELF)))
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tmp++;
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if (guaranteed_hit) {
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tmp += 1000; /* Guaranteed hit */
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@@ -1308,8 +1314,9 @@ register struct obj *obj;
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}
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/* don't make game unwinnable if naive player throws artifact
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at leader.... */
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if (quest_arti_hits_leader(obj, mon)) {
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at leader... (kicked artifact is ok too; HMON_APPLIED could
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occur if quest artifact polearm or grapnel ever gets added) */
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if (hmode != HMON_APPLIED && quest_arti_hits_leader(obj, mon)) {
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/* not wakeup(), which angers non-tame monsters */
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mon->msleeping = 0;
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mon->mstrategy &= ~STRAT_WAITMASK;
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@@ -1336,7 +1343,10 @@ register struct obj *obj;
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if (obj->oclass == WEAPON_CLASS || is_weptool(obj) ||
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obj->oclass == GEM_CLASS) {
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if (is_ammo(obj)) {
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if (hmode == HMON_KICKED) {
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/* throwing adjustments and weapon skill bonus don't apply */
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tmp -= (is_ammo(obj) ? 5 : 3);
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} else if (is_ammo(obj)) {
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if (!ammo_and_launcher(obj, uwep)) {
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tmp -= 4;
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} else {
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@@ -1358,12 +1368,12 @@ register struct obj *obj;
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tmp++;
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}
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}
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} else {
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} else { /* thrown non-ammo or applied polearm/grapnel */
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if (otyp == BOOMERANG) /* arbitrary */
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tmp += 4;
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else if (throwing_weapon(obj)) /* meant to be thrown */
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tmp += 2;
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else /* not meant to be thrown */
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else if (obj == thrownobj) /* not meant to be thrown */
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tmp -= 2;
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/* we know we're dealing with a weapon or weptool handled
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by WEAPON_SKILLS once ammo objects have been excluded */
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@@ -1371,7 +1381,7 @@ register struct obj *obj;
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}
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if (tmp >= rnd(20)) {
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if (hmon(mon,obj,1)) { /* mon still alive */
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if (hmon(mon, obj, hmode)) { /* mon still alive */
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cutworm(mon, bhitpos.x, bhitpos.y, obj);
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}
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exercise(A_DEX, TRUE);
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@@ -1411,7 +1421,7 @@ register struct obj *obj;
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int was_swallowed = guaranteed_hit;
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exercise(A_DEX, TRUE);
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if (!hmon(mon,obj,1)) { /* mon killed */
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if (!hmon(mon, obj, hmode)) { /* mon killed */
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if (was_swallowed && !u.uswallow && obj == uball)
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return 1; /* already did placebc() */
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}
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@@ -1423,7 +1433,7 @@ register struct obj *obj;
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exercise(A_STR, TRUE);
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if (tmp >= rnd(20)) {
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exercise(A_DEX, TRUE);
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(void) hmon(mon,obj,1);
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(void) hmon(mon, obj, hmode);
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} else {
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tmiss(obj, mon, TRUE);
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}
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@@ -1431,7 +1441,7 @@ register struct obj *obj;
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} else if ((otyp == EGG || otyp == CREAM_PIE ||
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otyp == BLINDING_VENOM || otyp == ACID_VENOM) &&
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(guaranteed_hit || ACURR(A_DEX) > rnd(25))) {
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(void) hmon(mon, obj, 1);
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(void) hmon(mon, obj, hmode);
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return 1; /* hmon used it up */
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} else if (obj->oclass == POTION_CLASS &&
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32
src/uhitm.c
32
src/uhitm.c
@@ -453,7 +453,7 @@ struct attack *uattk;
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/* we hit the monster; be careful: it might die or
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be knocked into a different location */
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notonhead = (mon->mx != x || mon->my != y);
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malive = hmon(mon, weapon, 0);
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malive = hmon(mon, weapon, HMON_MELEE);
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if (malive) {
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/* monster still alive */
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if(!rn2(25) && mon->mhp < mon->mhpmax/2
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@@ -514,7 +514,7 @@ boolean /* general "damage monster" routine */
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hmon(mon, obj, thrown) /* return TRUE if mon still alive */
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struct monst *mon;
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struct obj *obj;
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int thrown;
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int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
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{
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boolean result, anger_guards;
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@@ -533,7 +533,7 @@ STATIC_OVL boolean
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hmon_hitmon(mon, obj, thrown)
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struct monst *mon;
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struct obj *obj;
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int thrown;
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int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
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{
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int tmp;
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struct permonst *mdat = mon->data;
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@@ -605,7 +605,8 @@ int thrown;
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#endif
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is_pole(obj)) ||
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/* or throw a missile without the proper bow... */
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(is_ammo(obj) && !ammo_and_launcher(obj, uwep))) {
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(is_ammo(obj) && (thrown != HMON_THROWN ||
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!ammo_and_launcher(obj, uwep)))) {
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/* then do only 1-2 points of damage */
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if (mdat == &mons[PM_SHADE] && obj->otyp != SILVER_ARROW)
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tmp = 0;
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@@ -690,7 +691,8 @@ int thrown;
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if (jousting) valid_weapon_attack = TRUE;
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}
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#endif
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if (thrown && (is_ammo(obj) || is_missile(obj))) {
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if (thrown == HMON_THROWN &&
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(is_ammo(obj) || is_missile(obj))) {
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if (ammo_and_launcher(obj, uwep)) {
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/* Elves and Samurai do extra damage using
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* their bows&arrows; they're highly trained.
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@@ -924,7 +926,8 @@ int thrown;
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/* If you throw using a propellor, you don't get a strength
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* bonus but you do get an increase-damage bonus.
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*/
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if(!thrown || !obj || !uwep || !ammo_and_launcher(obj, uwep))
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if (thrown != HMON_THROWN || !obj || !uwep ||
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!ammo_and_launcher(obj, uwep))
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tmp += dbon();
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}
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@@ -1027,11 +1030,15 @@ int thrown;
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abuse_dog(mon);
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monflee(mon, 10 * rnd(tmp), FALSE, FALSE);
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}
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if((mdat == &mons[PM_BLACK_PUDDING] || mdat == &mons[PM_BROWN_PUDDING])
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&& obj && obj == uwep
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&& objects[obj->otyp].oc_material == IRON
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&& mon->mhp > 1 && !thrown && !mon->mcan
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/* && !destroyed -- guaranteed by mhp > 1 */ ) {
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if ((mdat == &mons[PM_BLACK_PUDDING] ||
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mdat == &mons[PM_BROWN_PUDDING]) &&
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/* pudding is alive and healthy enough to split */
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mon->mhp > 1 && !mon->mcan &&
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/* iron weapon using melee or polearm hit */
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obj && obj == uwep &&
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objects[obj->otyp].oc_material == IRON &&
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(thrown == HMON_MELEE ||
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(thrown == HMON_APPLIED && is_pole(obj)))) {
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if (clone_mon(mon, 0, 0)) {
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pline("%s divides as you hit it!", Monnam(mon));
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hittxt = TRUE;
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@@ -1085,7 +1092,8 @@ int thrown;
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} else if (destroyed) {
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if (!already_killed)
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killed(mon); /* takes care of most messages */
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} else if(u.umconf && !thrown) {
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} else if (u.umconf &&
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(thrown == HMON_MELEE || thrown == HMON_APPLIED)) {
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nohandglow(mon);
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if (!mon->mconf && !resist(mon, SPBOOK_CLASS, 0, NOTELL)) {
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mon->mconf = 1;
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