poly'd hero hiding feedback

When hiding as a monster, say so during the #monster command and
also list being hidden in the status section of enlightenment/^X.

     Also, prevent hiding on the floor or ceiling on the planes of air
and water.  (Didn't apply to monsters, who only hide on ROOM spots.)

     Half the change to dohide() is just revised indentation.
This commit is contained in:
nethack.rankin
2013-03-16 01:44:28 +00:00
parent 0a86304023
commit fec8981102
4 changed files with 122 additions and 26 deletions

View File

@@ -780,6 +780,7 @@ for poly'd hero hiding on ceiling, attack by sea monsters won't move them
into hero's position unless it is over water or they're already on land
for poly'd hero hiding on ceiling, attack by long worm might fill hero's
destination with worm's tail, so double check and maybe choose again
poly'd hero can't hide on floor or ceiling when on Planes of Air or Water
when shop prices are adjusted, handle roundoff (integer truncation) better
for hero poly'd into a monster form that lacks a weapon attack but has a claw
attack, use wielded weapon even when claw attack isn't the very first

View File

@@ -197,6 +197,7 @@ E int NDECL(doextlist);
E int NDECL(extcmd_via_menu);
E int NDECL(enter_explore_mode);
E void FDECL(enlightenment, (int,int));
E void FDECL(youhiding, (BOOLEAN_P,int));
E void FDECL(show_conduct, (int));
E int FDECL(xytod, (SCHAR_P,SCHAR_P));
E void FDECL(dtoxy, (coord *,int));

View File

@@ -1582,6 +1582,9 @@ int final;
surface(u.ux, u.uy)); /* catchall; shouldn't happen */
you_are(buf, from_what(WWALKING));
}
if (Upolyd && (u.uundetected || youmonst.m_ap_type != M_AP_NOTHING))
youhiding(TRUE, final);
/* internal troubles, mostly in the order that prayer ranks them */
if (Stoned) you_are("turning to stone", "");
if (Slimed) you_are("turning into slime", "");
@@ -1609,6 +1612,7 @@ int final;
if (Hallucination) you_are("hallucinating", "");
if (Blind) you_are("blind", from_what(BLINDED));
if (Deaf) you_are("deaf", from_what(DEAF));
/* external troubles, more or less */
if (Punished) {
if (uball) {
@@ -2222,6 +2226,65 @@ doattributes(VOID_ARGS)
return 0;
}
void
youhiding(via_enlghtmt, msgflag)
boolean via_enlghtmt; /* englightment line vs topl message */
int msgflag; /* for variant message phrasing */
{
char *bp, buf[BUFSZ];
Strcpy(buf, "hiding");
if (youmonst.m_ap_type != M_AP_NOTHING) {
/* mimic; hero is only able to mimic a strange object or gold
or hallucinatory alternative to gold, so we skip the details
for the hypothetical furniture and monster cases */
bp = eos(strcpy(buf, "mimicking"));
if (youmonst.m_ap_type == M_AP_OBJECT) {
Sprintf(bp, " %s", an(simple_typename(youmonst.mappearance)));
} else if (youmonst.m_ap_type == M_AP_FURNITURE) {
Strcpy(bp, " something");
} else if (youmonst.m_ap_type == M_AP_MONSTER) {
Strcpy(bp, " someone");
} else {
; /* something unexpected; leave 'buf' as-is */
}
} else if (u.uundetected) {
bp = eos(buf); /* points past "hiding" */
if (youmonst.data->mlet == S_EEL) {
if (is_pool(u.ux, u.uy))
Sprintf(bp, " in the %s", waterbody_name(u.ux, u.uy));
} else if (hides_under(youmonst.data)) {
struct obj *o = level.objects[u.ux][u.uy];
if (o)
Sprintf(bp, " underneath %s", ansimpleoname(o));
} else if (is_clinger(youmonst.data) || Flying) {
/* Flying: 'lurker above' hides on ceiling but doesn't cling */
Sprintf(bp, " on the %s", ceiling(u.ux, u.uy));
} else {
/* on floor; is_hider() but otherwise not special: 'trapper' */
if (u.utrap && u.utraptype == TT_PIT) {
struct trap *t = t_at(u.ux, u.uy);
Sprintf(bp, " in a %spit",
(t && t->ttyp == SPIKED_PIT) ? "spiked " : "");
} else
Sprintf(bp, " on the %s", surface(u.ux, u.uy));
}
} else {
; /* shouldn't happen; will result in generic "you are hiding" */
}
if (via_enlghtmt) {
int final = msgflag; /* 'final' is used by you_are() macro */
you_are(buf, "");
} else {
/* for dohide(), when player uses '#monster' command */
You("are %s %s.", msgflag ? "already" : "now", buf);
}
}
/* KMH, #conduct
* (shares enlightenment's tense handling)
*/

View File

@@ -1322,38 +1322,69 @@ dogaze()
int
dohide()
{
boolean ismimic = youmonst.data->mlet == S_MIMIC;
boolean ismimic = youmonst.data->mlet == S_MIMIC,
on_ceiling = is_clinger(youmonst.data) || Flying;
if (u.ustuck ||
(u.utrap &&
/* floor hiders (trapper) can hide while stuck in pits,
ceiling hiders can't (after using '>' to get there) */
(u.utraptype != TT_PIT || is_clinger(youmonst.data)))) {
You_cant("hide while you're %s.",
!u.ustuck ? "trapped" :
!sticks(youmonst.data) ? "being held" :
humanoid(u.ustuck->data) ? "holding someone" :
"holding that creature");
if (u.uundetected ||
(ismimic && youmonst.m_ap_type != M_AP_NOTHING)) {
u.uundetected = 0;
youmonst.m_ap_type = M_AP_NOTHING;
newsym(u.ux, u.uy);
}
return 0;
/* can't hide while being held (or holding) or while trapped
(except for floor hiders [trapper or mimic] in pits) */
if (u.ustuck || (u.utrap && (u.utraptype != TT_PIT || on_ceiling))) {
You_cant("hide while you're %s.",
!u.ustuck ? "trapped" :
!sticks(youmonst.data) ? "being held" :
humanoid(u.ustuck->data) ? "holding someone" :
"holding that creature");
if (u.uundetected ||
(ismimic && youmonst.m_ap_type != M_AP_NOTHING)) {
u.uundetected = 0;
youmonst.m_ap_type = M_AP_NOTHING;
newsym(u.ux, u.uy);
}
return 0;
}
/* note: the eel and hides_under cases are hypothetical;
such critters aren't offered the option of hiding via #monster */
if (youmonst.data->mlet == S_EEL && !is_pool(u.ux, u.uy)) {
if (IS_FOUNTAIN(levl[u.ux][u.uy].typ))
The("fountain is not deep enough to hide in.");
else
There("is no water to hide in here.");
u.uundetected = 0;
return 0;
}
if (hides_under(youmonst.data) && !level.objects[u.ux][u.uy]) {
There("is nothing to hide under here.");
u.uundetected = 0;
return 0;
}
/* Planes of Air and Water */
if (on_ceiling && !has_ceiling(&u.uz)) {
There("is nowhere to hide above you.");
u.uundetected = 0;
return 0;
}
if ((is_hider(youmonst.data) && !Flying) && /* floor hider */
(Is_airlevel(&u.uz) || Is_waterlevel(&u.uz))) {
There("is nowhere to hide beneath you.");
u.uundetected = 0;
return 0;
}
/* TODO? inhibit floor hiding at furniture locations, or
else make youhiding() give smarter messages at such spots */
if (u.uundetected || (ismimic && youmonst.m_ap_type != M_AP_NOTHING)) {
You("are already hiding.");
return(0);
youhiding(FALSE, 1); /* "you are already hiding" */
return 0;
}
if (ismimic) {
/* should bring up a dialog "what would you like to imitate?" */
youmonst.m_ap_type = M_AP_OBJECT;
youmonst.mappearance = STRANGE_OBJECT;
/* should bring up a dialog "what would you like to imitate?" */
youmonst.m_ap_type = M_AP_OBJECT;
youmonst.mappearance = STRANGE_OBJECT;
} else
u.uundetected = 1;
newsym(u.ux,u.uy);
return(1);
u.uundetected = 1;
newsym(u.ux, u.uy);
youhiding(FALSE, 0); /* "you are now hiding" */
return 1;
}
int