fix gamelog 1st kill vs 1st weapon hit sequencing
If the first monster the hero kills is killed by the hero's first hit with a wielded weapon, report the hit first and kill second instead of the other way around. Not as hard to manage as I feared, but bound to be more fragile than the simpler handling that produced the odd order. Also while testing it I knocked something into a polymorph trap and it changed form without any feedback. Give foo-changes-into-bar message if the hero is moving and can see it happening. It isn't needed with a monster moves deliberately into a polymorph trap but probably would be useful when that's is unintentional. The "<hero> enters the dungeon" log message had a trailing period but other log messages don't have sentence punctuation, so take that off.
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@@ -762,7 +762,7 @@ welcome(boolean new_game) /* false => restoring an old game */
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l_nhcore_call(new_game ? NHCORE_START_NEW_GAME : NHCORE_RESTORE_OLD_GAME);
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if (new_game)
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livelog_printf(LL_MINORAC, "%s the%s entered the dungeon.",
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livelog_printf(LL_MINORAC, "%s the%s entered the dungeon",
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g.plname, buf);
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}
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@@ -2129,7 +2129,12 @@ trapeffect_poly_trap(
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if (resists_magm(mtmp)) {
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shieldeff(mtmp->mx, mtmp->my);
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} else if (!resist(mtmp, WAND_CLASS, 0, NOTELL)) {
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(void) newcham(mtmp, (struct permonst *) 0, FALSE, FALSE);
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(void) newcham(mtmp, (struct permonst *) 0, FALSE,
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/* if hero is moving, he probably just swapped
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places with a pet or perhaps used a joust
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attack to push mtmp into the trap; describe
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mtmp's transformation into another shape */
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(!g.context.mon_moving && in_sight));
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if (in_sight)
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seetrap(trap);
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}
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80
src/uhitm.c
80
src/uhitm.c
@@ -23,6 +23,9 @@ static void end_engulf(void);
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static int gulpum(struct monst *, struct attack *);
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static boolean hmonas(struct monst *);
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static void nohandglow(struct monst *);
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static boolean mhurtle_to_doom(struct monst *, int, struct permonst **,
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boolean);
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static void first_weapon_hit(void);
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static boolean shade_aware(struct obj *);
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#define PROJECTILE(obj) ((obj) && is_ammo(obj))
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@@ -568,10 +571,6 @@ known_hitum(
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if (mon->wormno && *mhit)
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cutworm(mon, g.bhitpos.x, g.bhitpos.y, slice_or_chop);
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}
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if (u.uconduct.weaphit && !oldweaphit)
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livelog_printf(LL_CONDUCT,
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"hit with a wielded weapon for the first time");
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}
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return malive;
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}
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@@ -743,6 +742,11 @@ hmon_hitmon(
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* damage it did _before_ outputting a hit message, but any messages
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* associated with the damage don't come out until _after_ outputting
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* a hit message.
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*
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* More complications: first_weapon_hit() should be called before
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* xkilled() in order to have the gamelog messages in the right order.
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* So it can't be deferred until end of known_hitum() as was originally
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* done. We might call it directly or indirectly via mhurtle_to_doom().
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*/
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boolean hittxt = FALSE, destroyed = FALSE, already_killed = FALSE;
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boolean get_dmg_bonus = TRUE;
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@@ -1300,13 +1304,8 @@ hmon_hitmon(
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useup(obj);
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obj = (struct obj *) 0;
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}
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/* avoid migrating a dead monster */
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if (mon->mhp > tmp) {
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mhurtle(mon, u.dx, u.dy, 1);
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mdat = mon->data; /* in case of a polymorph trap */
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if (DEADMONSTER(mon))
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already_killed = TRUE;
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}
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if (mhurtle_to_doom(mon, tmp, &mdat, TRUE))
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already_killed = TRUE;
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hittxt = TRUE;
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} else if (unarmed && tmp > 1 && !thrown && !obj && !Upolyd) {
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/* VERY small chance of stunning opponent if unarmed. */
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@@ -1315,19 +1314,21 @@ hmon_hitmon(
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if (canspotmon(mon))
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pline("%s %s from your powerful strike!", Monnam(mon),
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makeplural(stagger(mon->data, "stagger")));
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/* avoid migrating a dead monster */
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if (mon->mhp > tmp) {
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mhurtle(mon, u.dx, u.dy, 1);
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mdat = mon->data; /* in case of a polymorph trap */
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if (DEADMONSTER(mon))
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already_killed = TRUE;
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}
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if (mhurtle_to_doom(mon, tmp, &mdat, FALSE))
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already_killed = TRUE;
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hittxt = TRUE;
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}
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}
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if (!already_killed)
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if (!already_killed) {
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if (obj && (obj == uwep || (obj == uswapwep && u.twoweap))
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&& (thrown == HMON_MELEE || thrown == HMON_APPLIED)
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/* note: caller has already incremented u.uconduct.weaphit
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so we test for 1; 0 shouldn't be able to happen here... */
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&& tmp > 0 && u.uconduct.weaphit <= 1)
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first_weapon_hit();
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mon->mhp -= tmp;
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}
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/* adjustments might have made tmp become less than what
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a level draining artifact has already done to max HP */
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if (mon->mhp > mon->mhpmax)
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@@ -1483,6 +1484,47 @@ hmon_hitmon(
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return destroyed ? FALSE : TRUE;
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}
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/* joust or martial arts punch is knocking the target back; that might
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kill 'mon' (via trap) before known_hitum() has a chance to do so;
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return True if we kill mon, False otherwise */
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static boolean
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mhurtle_to_doom(
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struct monst *mon, /* target monster */
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int tmp, /* amount of pending damage */
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struct permonst **mptr, /* caller's cached copy of mon->data */
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boolean by_wielded_weapon) /* True: violating a potential conduct */
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{
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/* if this hit is breaking the never-hit-with-wielded-weapon conduct
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(handled by caller's caller...) we need to log the message about
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that before mon is killed; without this, the log entry sequence
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N : killed for the first time
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N : hit with a wielded weapon for the first time
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reported on the same turn (N) looks "suboptimal";
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u.uconduct.weaphit has already been incremented => 1 is first hit */
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if (by_wielded_weapon && u.uconduct.weaphit <= 1)
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first_weapon_hit();
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/* only hurtle if pending physical damage (tmp) isn't going to kill mon */
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if (tmp < mon->mhp) {
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mhurtle(mon, u.dx, u.dy, 1);
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/* update caller's cached mon->data in case mon was pushed into
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a polymorph trap or is a vampshifter whose current form has
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been killed by a trap so that it reverted to original form */
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*mptr = mon->data;
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if (DEADMONSTER(mon))
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return TRUE;
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}
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return FALSE; /* mon isn't dead yet */
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}
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/* gamelog version of "you've broken never-hit-with-wielded-weapon conduct;
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the conduct is tracked in known_hitum(); we're called by hmon_hitmon() */
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static void
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first_weapon_hit(void)
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{
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livelog_printf(LL_CONDUCT, "hit with a wielded weapon for the first time");
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}
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static boolean
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shade_aware(struct obj *obj)
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{
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