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:
PatR
2022-10-27 15:33:49 -07:00
parent 69f62e5872
commit da32b572a6
3 changed files with 106 additions and 40 deletions

View File

@@ -5433,7 +5433,7 @@ void
confdir(boolean force_impairment)
{
if (force_impairment || u_maybe_impaired()) {
register coordxy x = NODIAG(u.umonnum) ? dirs_ord[rn2(4)] : rn2(N_DIRS);
int x = NODIAG(u.umonnum) ? (int) dirs_ord[rn2(4)] : rn2(N_DIRS);
u.dx = xdir[x];
u.dy = ydir[x];

View File

@@ -440,49 +440,111 @@ landing_spot(
int reason,
int forceit)
{
int i = 0, distance, min_distance = -1;
coord cc, try[8]; /* 8: the 8 spots adjacent to the hero's spot */
int i, j, best_j, clockwise_j, counterclk_j,
n, viable, distance, min_distance = -1;
coordxy x, y;
boolean found = FALSE;
boolean found, impaird, kn_trap, boulder;
struct trap *t;
(void) memset((genericptr_t) try, 0, sizeof try);
n = 0;
j = xytod(u.dx, u.dy);
if (reason == DISMOUNT_KNOCKED && j != DIR_ERR) {
/* we'll check preferred location first; if viable it'll be picked */
best_j = j;
try[0].x = u.dx, try[0].y = u.dy;
/* the two next best locations are checked second and third */
i = rn2(2);
clockwise_j = (j + 1) % N_DIRS;
dtoxy(&cc, clockwise_j);
try[1 + i].x = cc.x, try[1 + i].y = cc.y; /* [1] or [2] */
counterclk_j = (j + N_DIRS - 1) % N_DIRS;
dtoxy(&cc, counterclk_j);
try[2 - i].x = cc.x, try[2 - i].y = cc.y; /* [2] or [1] */
n = 3;
debugpline3("knock from saddle: best %s, next %s or %s",
directionname(best_j),
directionname(clockwise_j), directionname(counterclk_j));
} else {
best_j = clockwise_j = counterclk_j = -1;
}
for (j = 0; j < N_DIRS; ++j) {
/* fortunately NODIAG() handling isn't needed for DISMOUNT_KNOCKED
because hero can only ride when humanoid */
if (j == best_j || j == clockwise_j || j == counterclk_j)
continue;
/* j==0 is W, j==1 NW, j==2 N, j==3 NE, ..., around to j==7 SW;
so odd j values are diagonal directions here */
if (reason == DISMOUNT_POLY && NODIAG(u.umonnum) && (j % 1) != 0)
continue;
dtoxy(&cc, j);
try[n++] = cc;
}
/*
* TODO:
* for reason==DISMOUNT_KNOCKED, prefer the spot directly behind
* current position relative to the attacker; first need to figure
* how to obtain attacker information...
* Up to three passes;
* i==0: voluntary dismount without impairment avoids known traps and
* boulders;
* i==1: voluntary dismount with impairment or knocked out of saddle
* avoids boulders but allows known traps;
* i==2: other, allow traps and boulders.
*
* Fallback to i==1 if nothing appropriate was found for i==0 and
* to i==2 as last resort.
*/
impaird = (Stunned || Confusion || Fumbling);
viable = 0;
found = FALSE;
for (i = (reason == DISMOUNT_BYCHOICE && !impaird) ? 0
: ((reason == DISMOUNT_BYCHOICE && impaird)
|| reason == DISMOUNT_KNOCKED) ? 1
: 2;
i <= 2 && !found; ++i) {
for (j = 0; j < n; ++j) {
x = u.ux + try[j].x;
y = u.uy + try[j].y;
if (!isok(x, y) || u_at(x, y)) /* [note: u_at() can't happen] */
continue;
/* avoid known traps (i == 0) and boulders, but allow them as a backup */
if (reason != DISMOUNT_BYCHOICE || Stunned || Confusion || Fumbling)
i = 1;
for (; !found && i < 2; ++i) {
for (x = u.ux - 1; x <= u.ux + 1; x++)
for (y = u.uy - 1; y <= u.uy + 1; y++) {
if (!isok(x, y) || u_at(x, y))
continue;
if (accessible(x, y) && !MON_AT(x, y)
&& test_move(u.ux, u.uy, x - u.ux, y - u.uy, TEST_MOVE)) {
distance = distu(x, y);
if (min_distance < 0 || distance < min_distance
|| (distance == min_distance && rn2(2))) {
if (i > 0 || (((t = t_at(x, y)) == 0 || !t->tseen)
&& (!sobj_at(BOULDER, x, y)
|| throws_rocks(g.youmonst.data)))) {
spot->x = x;
spot->y = y;
min_distance = distance;
found = TRUE;
}
if (accessible(x, y) && !MON_AT(x, y)
&& test_move(u.ux, u.uy, x - u.ux, y - u.uy, TEST_MOVE)) {
++viable;
distance = distu(x, y);
if (min_distance < 0 /* no viable candidate yet */
/* or better than pending candidate (note: distance
is never less than min_distance because we're
limiting search to radius 1; j==0 won't get here
because 'min_distance < 0' will always pass for it) */
|| (distance < min_distance || (best_j != -1 && j == 0))
/* or equally good, maybe substitute this one */
|| (distance == min_distance && !rn2(viable))) {
/* traps avoided on pass 0; boulders avoided on 0 and 1 */
kn_trap = i == 0 && ((t = t_at(x, y)) != 0 && t->tseen
&& t->ttyp != VIBRATING_SQUARE);
boulder = i <= 1 && (sobj_at(BOULDER, x, y)
&& !throws_rocks(g.youmonst.data));
if (!kn_trap && !boulder) {
spot->x = x;
spot->y = y;
min_distance = distance;
found = TRUE;
if (best_j != -1 && j < 3)
/* since best_j is first candidate (j==0), j==1
and j==2 can only get here when best_j was
not viable; 50:50 chance for clockwise_j to
come before counterclk_j so each has same
chance to be next after best_j */
break;
}
}
}
}
}
/* If we didn't find a good spot and forceit is on, try enexto(). */
if (forceit && min_distance < 0
&& !enexto(spot, u.ux, u.uy, g.youmonst.data))
return FALSE;
if (forceit && !found)
found = enexto(spot, u.ux, u.uy, g.youmonst.data);
return found;
}
@@ -618,7 +680,7 @@ dismount_steed(
if (enexto(&cc, u.ux, u.uy, mtmp->data))
rloc_to(mtmp, cc.x, cc.y);
else /* evidently no room nearby; move steed elsewhere */
(void) rloc(mtmp, RLOC_ERR|RLOC_NOMSG);
(void) rloc(mtmp, RLOC_ERR | RLOC_NOMSG);
return;
}
@@ -658,12 +720,11 @@ dismount_steed(
*
* Clearly this is not the best way to do it. A full fix would
* involve having these functions not call pickup() at all,
* instead
* calling them first and calling pickup() afterwards. But it
* would take a lot of work to keep this change from having any
* unforeseen side effects (for instance, you would no longer be
* able to walk onto a square with a hole, and autopickup before
* falling into the hole).
* instead calling them first and calling pickup() afterwards.
* But it would take a lot of work to keep this change from
* having any unforeseen side effects (for instance, you would
* no longer be able to walk onto a square with a hole, and
* autopickup before falling into the hole).
*/
/* [ALI] No need to move the player if the steed died. */
if (!DEADMONSTER(mtmp)) {

View File

@@ -4732,10 +4732,15 @@ mhitm_knockback(
/* do the actual knockback effect */
if (u_def) {
/* normally dx,dy indicates direction hero is throwing, zapping, &c
but here it is used to pass the preferred direction for dismount
to dismount_steed (used for DISMOUNT_KNOCKED only) */
u.dx = sgn(u.ux - magr->mx); /* [sgn() is superfluous here] */
u.dy = sgn(u.uy - magr->my); /* [ditto] */
if (u.usteed)
dismount_steed(DISMOUNT_KNOCKED);
else
hurtle(u.ux - magr->mx, u.uy - magr->my, rnd(2), FALSE);
hurtle(u.dx, u.dy, rnd(2), FALSE);
set_apparxy(magr); /* update magr's idea of where you are */
if (!rn2(4))