So, I've implemented the new WOUNDING feature for slashem and included a new chaotic artifact long sword named Nightblood (taken from some book). The patch is for SlashTHEM.
The gist is that if you "wound" a monster, it will continue to take damage until you kill it or until it bleeds out. Just apply this patch and add #define WOUNDING to includ/config.h and you should be good to go.
greg@viper:~/src/SlashTHEM$ git diff
diff --git a/include/artilist.h b/include/artilist.h
index 172a20f..522a74b 100644
--- a/include/artilist.h
+++ b/include/artilist.h
@@ -28,6 +28,9 @@ static const char *artifact_names[] = {
#define ELEC(a,b) {0,AD_ELEC,a,b} /* electrical shock */
#define STUN(a,b) {0,AD_STUN,a,b} /* magical attack */
#define ACID(a,b) {0,AD_ACID,a,b}
+#ifdef WOUNDING
+#define WOUN(a,b) {0,AD_WOUN,a,b}
+#endif
STATIC_OVL NEARDATA struct artifact artilist[] = {
#endif /* MAKEDEFS_C */
@@ -355,7 +358,11 @@ A("Cat's Claw", DAGGER,
(SPFX_RESTR|SPFX_DCLAS), 0, S_RODENT,
PHYS(5,7), NO_DFNS, NO_CARY, 0, A_NEUTRAL, NON_PM, NON_PM, 1000L ),
#endif /* NEWHON_ARTIFACTS */
-
+#ifdef WOUNDING
+A("Nightblood", LONG_SWORD,
+ (SPFX_NOGEN | SPFX_RESTR | SPFX_INTEL), 0, 0,
+ WOUN(5, 10), NO_DFNS, NO_CARY, 0, A_CHAOTIC, NON_PM, NON_PM, 4000L),
+#endif
#ifdef TOURIST
A("Whisperfeet", SPEED_BOOTS,
(SPFX_RESTR|SPFX_STLTH|SPFX_LUCK), 0, 0,
@@ -898,6 +905,9 @@ A(0, 0, 0, 0, 0, NO_ATTK, NO_DFNS, NO_CARY, 0, A_NONE, NON_PM, NON_PM, 0L )
#undef FIRE
#undef ELEC
#undef STUN
+#ifdef WOUNDING
+#undef WOUN
+#endif /* WOUNDING */
#endif
/*artilist.h*/
diff --git a/include/attk.h b/include/attk.h
index a52a9ce..9f11570 100644
--- a/include/attk.h
+++ b/include/attk.h
@@ -141,7 +141,12 @@ extern char *attk_dname(Attk);
#define AD_POLY 43 /* RJ -- polymorphs (genetic engineer) */
#define AD_CORR 44 /* corrode armor (black pudding) */
#define AD_TCKL 45 /* Tickle (Nightgaunts) */
-#define AD_ENDS 46 /* placeholder */
+#ifdef WOUNDING
+ #define AD_WOUN 46 /* Wounding attack */
+ #define AD_ENDS 47 /* placeholder */
+#else
+ #define AD_ENDS 46 /* placeholder */
+#endif
#define AD_CLRC 240 /* random clerical spell */
#define AD_SPEL 241 /* random magic spell */
diff --git a/include/config.h b/include/config.h
index 1655897..1febcf7 100644
--- a/include/config.h
+++ b/include/config.h
@@ -435,6 +435,10 @@ typedef unsigned char uchar;
#define WALLET_O_P /* Perseus' Wallet, and all related code (tsanth@iname.com)*/
#define LIGHTSABERS
#define JEDI
+
+/* Wounding and Nightblood features */
+#define WOUNDING
+
#define NWAR
#define CONVICT /* Convict player with heavy iron ball */
#ifdef LIGHTSABERS
diff --git a/include/monattk.h b/include/monattk.h
index fd440cd..5ca8414 100644
--- a/include/monattk.h
+++ b/include/monattk.h
@@ -90,7 +90,12 @@
#define AD_DARK 48 /* acts similar to cursed scroll of light, making an area unlit */
#define AD_WTHR 49 /* withers items */
#define AD_LUCK 50 /* reduces luck */
-#define AD_ENDS 51 /* placeholder */
+#ifdef WOUNDING
+ #define AD_WOUN 51
+ #define AD_ENDS 52
+#else
+ #define AD_ENDS 51 /* placeholder */
+#endif
#define AD_CLRC 240 /* random clerical spell */
#define AD_SPEL 241 /* random magic spell */
diff --git a/include/monst.h b/include/monst.h
index 86ac201..68fb06c 100644
--- a/include/monst.h
+++ b/include/monst.h
@@ -139,6 +139,9 @@ struct monst {
long mlstmv; /* for catching up with lost time */
#ifndef GOLDOBJ
long mgold;
+#endif
+#ifdef WOUNDING
+ long wounding;
#endif
struct obj *minvent;
diff --git a/src/artifact.c b/src/artifact.c
index 69b0add..d37b396 100644
--- a/src/artifact.c
+++ b/src/artifact.c
@@ -1281,6 +1281,18 @@ int dieroll; /* needed for Magicbane and vorpal blades */
return Mb_hit(magr, mdef, otmp, dmgptr, dieroll, vis, hittee);
}
+#ifdef WOUNDING
+ if (attacks(AD_WOUN, otmp)) {
+ if (realizes_damage) {
+ if (rnd(5)==1) {
+ mdef->wounding += rnd(10);
+ pline_The("sharp blade wounds %s.", hittee);
+ }
+ }
+ return realizes_damage;
+ }
+#endif
+
if (!spec_dbon_applies && !spec_ability(otmp, SPFX_BEHEAD) ||
!special_applies) {
/* since damage bonus didn't apply, nothing more to do;
diff --git a/src/mon.c b/src/mon.c
index 1bb6a87..36c2fa2 100644
--- a/src/mon.c
+++ b/src/mon.c
@@ -808,6 +808,18 @@ mcalcdistress()
struct monst *mtmp;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
+
+#ifdef WOUNDING
+ if (mtmp->wounding) {
+ mtmp->mhp -= rnd(mtmp->wounding);
+ if (mtmp->mhp < 1) {
+ pline_The("%s dies from its wounds.", Monnam(mtmp));
+ mon_xkilled(mtmp, NULL, AD_WOUN);
+ } else {
+ pline_The("%s suffers from its wounds.", Monnam(mtmp));
+ }
+ }
+#endif
if (DEADMONSTER(mtmp)) continue;
/* must check non-moving monsters once/turn in case
diff --git a/src/monmove.c b/src/monmove.c
index a6d1d32..ec22bf8 100644
--- a/src/monmove.c
+++ b/src/monmove.c
@@ -858,6 +858,19 @@ register int after;
if(i == 1) return(0); /* still in trap, so didn't move */
}
+#ifdef WOUNDING
+ if (mtmp->wounding) {
+ mtmp->mhp -= rnd(mtmp->wounding);
+ if (mtmp->mhp < 1) {
+ pline_The("%s dies from its wounds.", Monnam(mtmp));
+ return 2;
+ } else {
+ pline_The("%s suffers from its wounds.", Monnam(mtmp));
+ return 1;
+ }
+ }
+#endif
+
ptr = mtmp->data; /* mintrap() can change mtmp->data -dlc */
if (mtmp->meating) {
Thursday, September 22, 2016
Tuesday, September 20, 2016
"Just a fleshwound."
I'm working on a patch for slashem (tends to be the version of nethack I tinker with the most) to add a weapon feature called "Wounding". Basically, when you hit a monster with a weapon that has the "wounding" feature, there's a chance you will create—you guessed it—a wound. A wounded monster will take a random amount of extra damage every turn regardless of whether its hit.
What good is wounding without a nice artifact to carry out the message? I've added Nightblood, a chaotic long sword that can wound.
I still need to test this to make sure it all works, at which point, I'll make the patch available. Also, I think it's important to mention how much I love CPP. I'm not talking about C++, but the C Pre-Processor. All languages should have one.
What good is wounding without a nice artifact to carry out the message? I've added Nightblood, a chaotic long sword that can wound.
I still need to test this to make sure it all works, at which point, I'll make the patch available. Also, I think it's important to mention how much I love CPP. I'm not talking about C++, but the C Pre-Processor. All languages should have one.
Thursday, September 15, 2016
Starting to get back into it
I was looking through the Slashem, and then SlashTHEM code, pondering adding some new artifacts, when I decided to do something nice and fix all the indentation problems in the code. A lot of the issues stem from mixing of Tabs and Spaces. I personally prefer spaces since tab-sizes can be changed depending on the text editor you're using, so I changed all tabs to spaces. Whatever your preference, tabs or spaces, I think we can all agree they shouldn't be mixed.
Fortunately, this who process was as simple as running indent -nut -kr on all the source files. I discovered this very old, simple tool when working for a company that used the GNU indentation style, which if you're not familiar with it, is a steaming pile of horse shit that should never have been invented (Thanks Stallman!).
You can clone the SlashTHEM git repository here: https://github.com/Soviet5lo/SlashTHEM
Then just download and apply my patch to fix all the indentation to use indentation of four spaces per indentation level: https://drive.google.com/open?id=0B7oiSGh7Lg0lWEJKVmRwQzlHN0E
Enjoy.
Fortunately, this who process was as simple as running indent -nut -kr on all the source files. I discovered this very old, simple tool when working for a company that used the GNU indentation style, which if you're not familiar with it, is a steaming pile of horse shit that should never have been invented (Thanks Stallman!).
You can clone the SlashTHEM git repository here: https://github.com/Soviet5lo/SlashTHEM
Then just download and apply my patch to fix all the indentation to use indentation of four spaces per indentation level: https://drive.google.com/open?id=0B7oiSGh7Lg0lWEJKVmRwQzlHN0E
Enjoy.
Subscribe to:
Posts (Atom)