knockback knocking riding hero out of saddle
I've implemented targetted dismount such that being knocked out of the saddle will place the hero opposite the attacker in preference to a random spot adjacent to the steed. If that opposite spot isn't appropriate, the two spots next to it get tried. In these map fragments, H is knocking mounted hero off of u. The digits indicate priority of potential destinations. |..... |..21. |...2. |..u2. |.Hu1. |.H... |...2. |..... If spot 1 isn't acceptable, both of spots 2 (in random order) will be tried next. If those aren't acceptable either, it will try the other 5 spots adjacent to the steed (the one of those with the attacker will always be unacceptable). And as before, it none of those work, it uses enexto() to pick a random spot as close to the steed as feasible. Not knockback: when dismounting due to polymorph, avoid diagonal adjacent spots if hero's new form can't move diagonally. (The hero can't already be in no-diagonal form because riding requires that the rider be humanoid. I keep thinking the restriction is "can't be polymorphed" but that isn't correct.)
This commit is contained in:
@@ -5433,7 +5433,7 @@ void
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confdir(boolean force_impairment)
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{
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if (force_impairment || u_maybe_impaired()) {
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register coordxy x = NODIAG(u.umonnum) ? dirs_ord[rn2(4)] : rn2(N_DIRS);
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int x = NODIAG(u.umonnum) ? (int) dirs_ord[rn2(4)] : rn2(N_DIRS);
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u.dx = xdir[x];
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u.dy = ydir[x];
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137
src/steed.c
137
src/steed.c
@@ -440,49 +440,111 @@ landing_spot(
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int reason,
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int forceit)
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{
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int i = 0, distance, min_distance = -1;
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coord cc, try[8]; /* 8: the 8 spots adjacent to the hero's spot */
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int i, j, best_j, clockwise_j, counterclk_j,
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n, viable, distance, min_distance = -1;
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coordxy x, y;
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boolean found = FALSE;
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boolean found, impaird, kn_trap, boulder;
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struct trap *t;
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(void) memset((genericptr_t) try, 0, sizeof try);
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n = 0;
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j = xytod(u.dx, u.dy);
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if (reason == DISMOUNT_KNOCKED && j != DIR_ERR) {
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/* we'll check preferred location first; if viable it'll be picked */
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best_j = j;
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try[0].x = u.dx, try[0].y = u.dy;
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/* the two next best locations are checked second and third */
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i = rn2(2);
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clockwise_j = (j + 1) % N_DIRS;
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dtoxy(&cc, clockwise_j);
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try[1 + i].x = cc.x, try[1 + i].y = cc.y; /* [1] or [2] */
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counterclk_j = (j + N_DIRS - 1) % N_DIRS;
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dtoxy(&cc, counterclk_j);
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try[2 - i].x = cc.x, try[2 - i].y = cc.y; /* [2] or [1] */
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n = 3;
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debugpline3("knock from saddle: best %s, next %s or %s",
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directionname(best_j),
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directionname(clockwise_j), directionname(counterclk_j));
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} else {
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best_j = clockwise_j = counterclk_j = -1;
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}
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for (j = 0; j < N_DIRS; ++j) {
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/* fortunately NODIAG() handling isn't needed for DISMOUNT_KNOCKED
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because hero can only ride when humanoid */
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if (j == best_j || j == clockwise_j || j == counterclk_j)
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continue;
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/* j==0 is W, j==1 NW, j==2 N, j==3 NE, ..., around to j==7 SW;
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so odd j values are diagonal directions here */
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if (reason == DISMOUNT_POLY && NODIAG(u.umonnum) && (j % 1) != 0)
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continue;
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dtoxy(&cc, j);
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try[n++] = cc;
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}
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/*
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* TODO:
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* for reason==DISMOUNT_KNOCKED, prefer the spot directly behind
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* current position relative to the attacker; first need to figure
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* how to obtain attacker information...
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* Up to three passes;
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* i==0: voluntary dismount without impairment avoids known traps and
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* boulders;
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* i==1: voluntary dismount with impairment or knocked out of saddle
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* avoids boulders but allows known traps;
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* i==2: other, allow traps and boulders.
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*
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* Fallback to i==1 if nothing appropriate was found for i==0 and
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* to i==2 as last resort.
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*/
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impaird = (Stunned || Confusion || Fumbling);
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viable = 0;
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found = FALSE;
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for (i = (reason == DISMOUNT_BYCHOICE && !impaird) ? 0
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: ((reason == DISMOUNT_BYCHOICE && impaird)
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|| reason == DISMOUNT_KNOCKED) ? 1
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: 2;
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i <= 2 && !found; ++i) {
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for (j = 0; j < n; ++j) {
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x = u.ux + try[j].x;
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y = u.uy + try[j].y;
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if (!isok(x, y) || u_at(x, y)) /* [note: u_at() can't happen] */
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continue;
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/* avoid known traps (i == 0) and boulders, but allow them as a backup */
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if (reason != DISMOUNT_BYCHOICE || Stunned || Confusion || Fumbling)
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i = 1;
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for (; !found && i < 2; ++i) {
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for (x = u.ux - 1; x <= u.ux + 1; x++)
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for (y = u.uy - 1; y <= u.uy + 1; y++) {
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if (!isok(x, y) || u_at(x, y))
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continue;
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if (accessible(x, y) && !MON_AT(x, y)
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&& test_move(u.ux, u.uy, x - u.ux, y - u.uy, TEST_MOVE)) {
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distance = distu(x, y);
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if (min_distance < 0 || distance < min_distance
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|| (distance == min_distance && rn2(2))) {
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if (i > 0 || (((t = t_at(x, y)) == 0 || !t->tseen)
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&& (!sobj_at(BOULDER, x, y)
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|| throws_rocks(g.youmonst.data)))) {
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spot->x = x;
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spot->y = y;
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min_distance = distance;
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found = TRUE;
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}
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if (accessible(x, y) && !MON_AT(x, y)
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&& test_move(u.ux, u.uy, x - u.ux, y - u.uy, TEST_MOVE)) {
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++viable;
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distance = distu(x, y);
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if (min_distance < 0 /* no viable candidate yet */
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/* or better than pending candidate (note: distance
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is never less than min_distance because we're
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limiting search to radius 1; j==0 won't get here
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because 'min_distance < 0' will always pass for it) */
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|| (distance < min_distance || (best_j != -1 && j == 0))
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/* or equally good, maybe substitute this one */
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|| (distance == min_distance && !rn2(viable))) {
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/* traps avoided on pass 0; boulders avoided on 0 and 1 */
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kn_trap = i == 0 && ((t = t_at(x, y)) != 0 && t->tseen
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&& t->ttyp != VIBRATING_SQUARE);
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boulder = i <= 1 && (sobj_at(BOULDER, x, y)
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&& !throws_rocks(g.youmonst.data));
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if (!kn_trap && !boulder) {
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spot->x = x;
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spot->y = y;
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min_distance = distance;
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found = TRUE;
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if (best_j != -1 && j < 3)
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/* since best_j is first candidate (j==0), j==1
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and j==2 can only get here when best_j was
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not viable; 50:50 chance for clockwise_j to
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come before counterclk_j so each has same
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chance to be next after best_j */
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break;
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}
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}
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}
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}
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}
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/* If we didn't find a good spot and forceit is on, try enexto(). */
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if (forceit && min_distance < 0
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&& !enexto(spot, u.ux, u.uy, g.youmonst.data))
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return FALSE;
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if (forceit && !found)
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found = enexto(spot, u.ux, u.uy, g.youmonst.data);
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return found;
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}
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@@ -618,7 +680,7 @@ dismount_steed(
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if (enexto(&cc, u.ux, u.uy, mtmp->data))
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rloc_to(mtmp, cc.x, cc.y);
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else /* evidently no room nearby; move steed elsewhere */
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(void) rloc(mtmp, RLOC_ERR|RLOC_NOMSG);
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(void) rloc(mtmp, RLOC_ERR | RLOC_NOMSG);
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return;
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}
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@@ -658,12 +720,11 @@ dismount_steed(
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*
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* Clearly this is not the best way to do it. A full fix would
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* involve having these functions not call pickup() at all,
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* instead
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* calling them first and calling pickup() afterwards. But it
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* would take a lot of work to keep this change from having any
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* unforeseen side effects (for instance, you would no longer be
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* able to walk onto a square with a hole, and autopickup before
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* falling into the hole).
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* instead calling them first and calling pickup() afterwards.
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* But it would take a lot of work to keep this change from
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* having any unforeseen side effects (for instance, you would
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* no longer be able to walk onto a square with a hole, and
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* autopickup before falling into the hole).
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*/
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/* [ALI] No need to move the player if the steed died. */
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if (!DEADMONSTER(mtmp)) {
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@@ -4732,10 +4732,15 @@ mhitm_knockback(
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/* do the actual knockback effect */
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if (u_def) {
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/* normally dx,dy indicates direction hero is throwing, zapping, &c
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but here it is used to pass the preferred direction for dismount
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to dismount_steed (used for DISMOUNT_KNOCKED only) */
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u.dx = sgn(u.ux - magr->mx); /* [sgn() is superfluous here] */
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u.dy = sgn(u.uy - magr->my); /* [ditto] */
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if (u.usteed)
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dismount_steed(DISMOUNT_KNOCKED);
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else
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hurtle(u.ux - magr->mx, u.uy - magr->my, rnd(2), FALSE);
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hurtle(u.dx, u.dy, rnd(2), FALSE);
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set_apparxy(magr); /* update magr's idea of where you are */
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if (!rn2(4))
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