Better align drop_throw with hero ammo breakage

There is a comment above the function indicating that it should be
aligned with hero ammo breakage, but this wasn't the case.  One big
difference is that any monster-thrown or -shot object would be deleted
unconditionally if it hit another monster trapped in a pit.  I don't
know why that was in there, but it's not present in hero ammo breakage
chances, and it meant that a monster could sling the Mines luckstone at
the hero, hit a monster in the pit, and permanently lock the hero out of
getting the luckstone (as just happened to a player during the current
tournament).  This pulls the hero breakage rules out into their own
function and uses that for monster breakage as well, to make sure they
are aligned.  I also refactored drop_throw a bit to reduce the number of
separate variables tracking whether the object was deleted (was create,
objgone, and retvalu), and changed its (and ohitmon's) type to boolean.
This commit is contained in:
Michael Meyer
2023-11-09 23:31:35 -05:00
committed by PatR
parent ee0247ac5f
commit d42564bacd
3 changed files with 58 additions and 60 deletions

View File

@@ -1926,6 +1926,35 @@ tmiss(struct obj *obj, struct monst *mon, boolean maybe_wakeup)
|| (obj->otyp == FAKE_AMULET_OF_YENDOR && !obj->known)) \
&& mon->m_id == gq.quest_status.leader_m_id)
/* whether or not object should be destroyed when it hits its target */
boolean
should_mulch_missile(struct obj *obj)
{
boolean broken;
int chance;
/* only ammo (excluding magic stones) or missiles will break */
if (!obj || !(is_ammo(obj) || is_missile(obj))
|| objects[obj->otyp].oc_magic)
return FALSE;
/* we had been breaking 2/3 of everything unconditionally. we still don't
want anything to survive unconditionally, but we need ammo to stay
around longer on average. */
chance = 3 + greatest_erosion(obj) - obj->spe;
broken = chance > 1 ? rn2(chance) : !rn2(4);
if (obj->blessed && (gc.context.mon_moving ? !rn2(3) : !rnl(4)))
broken = FALSE;
/* Flint and hard gems don't break easily */
if (((obj->oclass == GEM_CLASS && objects[obj->otyp].oc_tough)
|| obj->otyp == FLINT)
&& !rn2(2))
broken = FALSE;
return broken;
}
/*
* Object thrown by player arrives at monster's location.
* Return 1 if obj has disappeared or otherwise been taken care of,
@@ -2141,34 +2170,11 @@ thitmonst(
/* projectiles other than magic stones sometimes disappear
when thrown; projectiles aren't among the types of weapon
that hmon() might have destroyed so obj is intact */
if (objects[otyp].oc_skill < P_NONE
&& objects[otyp].oc_skill > -P_BOOMERANG
&& !objects[otyp].oc_magic) {
/* we were breaking 2/3 of everything unconditionally.
* we still don't want anything to survive unconditionally,
* but we need ammo to stay around longer on average.
*/
int broken, chance;
chance = 3 + greatest_erosion(obj) - obj->spe;
if (chance > 1)
broken = rn2(chance);
else
broken = !rn2(4);
if (obj->blessed && !rnl(4))
broken = 0;
/* Flint and hard gems don't break easily */
if (((obj->oclass == GEM_CLASS && objects[otyp].oc_tough)
|| obj->otyp == FLINT) && !rn2(2))
broken = 0;
if (broken) {
if (*u.ushops || obj->unpaid)
check_shop_obj(obj, gb.bhitpos.x, gb.bhitpos.y, TRUE);
obfree(obj, (struct obj *) 0);
return 1;
}
if (should_mulch_missile(obj)) {
if (*u.ushops || obj->unpaid)
check_shop_obj(obj, gb.bhitpos.x, gb.bhitpos.y, TRUE);
obfree(obj, (struct obj *) 0);
return 1;
}
passive_obj(mon, obj, (struct attack *) 0);
} else {