Merge branch 'NetHack-3.6.2'
This commit is contained in:
+48
-12
@@ -1,4 +1,4 @@
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/* NetHack 3.6 uhitm.c $NHDT-Date: 1547680084 2019/01/16 23:08:04 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.199 $ */
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/* NetHack 3.6 uhitm.c $NHDT-Date: 1547846557 2019/01/18 21:22:37 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.200 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2012. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -2270,7 +2270,7 @@ boolean wouldhavehit;
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wakeup(mdef, TRUE);
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}
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/* attack monster as a monster. */
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/* attack monster as a monster; returns True if mon survives */
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STATIC_OVL boolean
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hmonas(mon)
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register struct monst *mon;
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@@ -2288,6 +2288,12 @@ register struct monst *mon;
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switch (mattk->aatyp) {
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case AT_WEAP:
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use_weapon:
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/* if we've already hit with a two-handed weapon, we don't
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get to make another weapon attack (note: monsters who
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use weapons do not have this restriction, but they also
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never have the opportunity to use two weapons) */
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if (weapon_used && sum[i - 1] && uwep && bimanual(uwep))
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continue;
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/* Certain monsters don't use weapons when encountered as enemies,
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* but players who polymorph into them have hands or claws and
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* thus should be able to use weapons. This shouldn't prohibit
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@@ -2304,11 +2310,23 @@ register struct monst *mon;
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be Null, and we want to track that for passive() */
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originalweapon = (altwep && uswapwep) ? &uswapwep : &uwep;
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if (uswapwep /* set up 'altwep' flag for next iteration */
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/* only consider seconary when wielding one-handed primary */
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&& uwep && !bimanual(uwep)
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/* only switch if not wearing shield and not at artifact;
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shield limitation is iffy since still get extra swings
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if polyform has them, but it matches twoweap behavior;
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twoweap also only allows primary to be an artifact, so
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if alternate weapon is one, don't use it */
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&& !uarms && !uswapwep->oartifact
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/* only switch to uswapwep if it's a weapon */
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&& (uswapwep->oclass == WEAPON_CLASS || is_weptool(uswapwep))
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/* only switch if uswapwep is not bow, arrows, or darts */
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&& !(is_launcher(uswapwep) || is_ammo(uswapwep)
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|| is_missile(uswapwep))) /* dart, shuriken, boomerang */
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|| is_missile(uswapwep)) /* dart, shuriken, boomerang */
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/* and not two-handed and not incapable of being wielded */
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&& !bimanual(uswapwep)
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&& !(objects[uswapwep->otyp].oc_material == SILVER
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&& Hate_silver))
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altwep = !altwep; /* toggle for next attack */
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weapon = *originalweapon;
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if (!weapon) /* no need to go beyond no-gloves to rings; not ...*/
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@@ -2318,9 +2336,9 @@ register struct monst *mon;
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&armorpenalty);
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dieroll = rnd(20);
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dhit = (tmp > dieroll || u.uswallow);
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/* Enemy dead, before any special abilities used */
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if (!known_hitum(mon, weapon, &dhit, tmp,
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armorpenalty, mattk, dieroll)) {
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/* enemy dead, before any special abilities used */
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sum[i] = 2;
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break;
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} else
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@@ -2329,12 +2347,13 @@ register struct monst *mon;
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now be empty if the weapon was destroyed during the hit;
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passive(,weapon,...) won't call passive_obj() in that case */
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weapon = *originalweapon; /* might receive passive erosion */
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/* might be a worm that gets cut in half */
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if (m_at(u.ux + u.dx, u.uy + u.dy) != mon)
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return (boolean) (nsum != 0);
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/* Do not print "You hit" message, since known_hitum
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* already did it.
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*/
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/* might be a worm that gets cut in half; if so, early return */
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if (m_at(u.ux + u.dx, u.uy + u.dy) != mon) {
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i = NATTK; /* skip additional attacks */
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/* proceed with uswapwep->cursed check, then exit loop */
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goto passivedone;
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}
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/* Do not print "You hit" message; known_hitum already did it. */
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if (dhit && mattk->adtyp != AD_SPEL && mattk->adtyp != AD_PHYS)
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sum[i] = damageum(mon, mattk);
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break;
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@@ -2476,17 +2495,34 @@ register struct monst *mon;
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}
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if (sum[i] == 2) {
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/* defender dead */
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return (boolean) passive(mon, weapon, 1, 0, mattk->aatyp, FALSE);
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(void) passive(mon, weapon, 1, 0, mattk->aatyp, FALSE);
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nsum = 0; /* return value below used to be 'nsum > 0' */
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} else {
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(void) passive(mon, weapon, sum[i], 1, mattk->aatyp, FALSE);
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nsum |= sum[i];
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}
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/* don't use sum[i] beyond this point;
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'i' will be out of bounds if we get here via 'goto' */
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passivedone:
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/* when using dual weapons, cursed secondary weapon doesn't weld,
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it gets dropped; do the same when multiple AT_WEAP attacks
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simulate twoweap */
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if (uswapwep && weapon == uswapwep && weapon->cursed) {
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drop_uswapwep();
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break; /* don't proceed with additional attacks */
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}
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/* stop attacking if defender has died;
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needed to defer this until after uswapwep->cursed check */
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if (DEADMONSTER(mon))
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break;
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if (!Upolyd)
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break; /* No extra attacks if no longer a monster */
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if (g.multi < 0)
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break; /* If paralyzed while attacking, i.e. floating eye */
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}
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return (boolean) (nsum != 0);
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/* return value isn't used, but make it match hitum()'s */
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return !DEADMONSTER(mon);
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}
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/* Special (passive) attacks on you by monsters done here.
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