Tiny chance of breaking iron bars with war hammer
Also add some different sounds to hitting the iron bars, and make it noisy.
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@@ -1100,6 +1100,7 @@ kicking a headstone might summon a ghoul
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eating garlic makes nearby monsters flee
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giants occasionally get a battle axe or a two-handed sword
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give gremlin the property it stole, if possible
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'F'orcefighting with a war hammer has a small chance of breaking iron bars
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -643,6 +643,7 @@ extern void endmultishot(boolean);
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extern void hitfloor(struct obj *, boolean);
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extern void hurtle(int, int, int, boolean);
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extern void mhurtle(struct monst *, int, int, int);
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extern boolean harmless_missile(struct obj *);
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extern boolean throwing_weapon(struct obj *);
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extern void throwit(struct obj *, long, boolean, struct obj *);
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extern int omon_adj(struct monst *, struct obj *, boolean);
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@@ -595,11 +595,12 @@ enum bodypart_types {
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/* flags for hero_breaks() and hits_bars(); BRK_KNOWN* let callers who have
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already called breaktest() prevent it from being called again since it
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has a random factor which makes it be non-deterministic */
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#define BRK_BY_HERO 1
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#define BRK_FROM_INV 2
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#define BRK_KNOWN2BREAK 4
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#define BRK_KNOWN2NOTBREAK 8
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#define BRK_BY_HERO 0x01
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#define BRK_FROM_INV 0x02
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#define BRK_KNOWN2BREAK 0x04
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#define BRK_KNOWN2NOTBREAK 0x08
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#define BRK_KNOWN_OUTCOME (BRK_KNOWN2BREAK | BRK_KNOWN2NOTBREAK)
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#define BRK_MELEE 0x10
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/* extended command return values */
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#define ECMD_OK 0x00 /* cmd done successfully */
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@@ -13,7 +13,6 @@ static int throw_ok(struct obj *);
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static void autoquiver(void);
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static struct obj *find_launcher(struct obj *);
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static int gem_accept(struct monst *, struct obj *);
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static boolean harmless_missile(struct obj *);
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static boolean toss_up(struct obj *, boolean);
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static void sho_obj_return_to_u(struct obj * obj);
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static struct obj *return_throw_to_inv(struct obj *, long, boolean,
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@@ -1184,7 +1183,7 @@ check_shop_obj(struct obj *obj, coordxy x, coordxy y, boolean broken)
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/* Will 'obj' cause damage if it falls on hero's head when thrown upward?
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Not used to handle things which break when they hit.
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Stone missile hitting hero w/ Passes_walls attribute handled separately. */
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static boolean
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boolean
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harmless_missile(struct obj *obj)
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{
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int otyp = obj->otyp;
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@@ -1755,7 +1755,7 @@ domove_fight_ironbars(coordxy x, coordxy y)
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{
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if (gc.context.forcefight && levl[x][y].typ == IRONBARS && uwep) {
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struct obj *obj = uwep;
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unsigned breakflags = (BRK_BY_HERO | BRK_FROM_INV);
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unsigned breakflags = (BRK_BY_HERO | BRK_FROM_INV | BRK_MELEE);
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if (breaktest(obj)) {
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if (obj->quan > 1L)
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@@ -1213,7 +1213,9 @@ hit_bars(
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struct obj *otmp = *objp;
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int obj_type = otmp->otyp;
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boolean nodissolve = (levl[barsx][barsy].wall_info & W_NONDIGGABLE) != 0,
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your_fault = (breakflags & BRK_BY_HERO) != 0;
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your_fault = (breakflags & BRK_BY_HERO) != 0,
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melee_attk = (breakflags & BRK_MELEE) != 0;
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int noise = 0;
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if (your_fault
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? hero_breaks(otmp, objx, objy, breakflags)
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@@ -1235,11 +1237,29 @@ hit_bars(
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if (!Deaf)
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pline("%s!", (obj_type == BOULDER || obj_type == HEAVY_IRON_BALL)
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? "Whang"
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: harmless_missile(otmp) ? "Whap"
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: is_flimsy(otmp) ? "Flapp"
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: (otmp->oclass == COIN_CLASS
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|| objects[obj_type].oc_material == GOLD
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|| objects[obj_type].oc_material == SILVER)
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? "Clink"
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: "Clonk");
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if (!(harmless_missile(otmp) || is_flimsy(otmp)))
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noise = 4 * 4;
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if (your_fault && otmp->otyp == WAR_HAMMER) {
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int chance = (melee_attk ? 40 : 60) - ACURR(A_STR) - otmp->spe;
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if (!rn2(max(2, chance))) {
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You("break the bars apart!");
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dissolve_bars(barsx, barsy);
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noise = noise * 2;
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}
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}
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if (noise)
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wake_nearto(barsx, barsy, noise);
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}
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}
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