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.
This commit is contained in:
PatR
2022-02-11 16:17:17 -08:00
parent 9b6d6d3133
commit 2b4cf04281
3 changed files with 68 additions and 21 deletions

View File

@@ -762,7 +762,7 @@ welcome(boolean new_game) /* false => restoring an old game */
l_nhcore_call(new_game ? NHCORE_START_NEW_GAME : NHCORE_RESTORE_OLD_GAME);
if (new_game)
livelog_printf(LL_MINORAC, "%s the%s entered the dungeon.",
livelog_printf(LL_MINORAC, "%s the%s entered the dungeon",
g.plname, buf);
}

View File

@@ -2129,7 +2129,12 @@ trapeffect_poly_trap(
if (resists_magm(mtmp)) {
shieldeff(mtmp->mx, mtmp->my);
} else if (!resist(mtmp, WAND_CLASS, 0, NOTELL)) {
(void) newcham(mtmp, (struct permonst *) 0, FALSE, FALSE);
(void) newcham(mtmp, (struct permonst *) 0, FALSE,
/* if hero is moving, he probably just swapped
places with a pet or perhaps used a joust
attack to push mtmp into the trap; describe
mtmp's transformation into another shape */
(!g.context.mon_moving && in_sight));
if (in_sight)
seetrap(trap);
}

View File

@@ -23,6 +23,9 @@ static void end_engulf(void);
static int gulpum(struct monst *, struct attack *);
static boolean hmonas(struct monst *);
static void nohandglow(struct monst *);
static boolean mhurtle_to_doom(struct monst *, int, struct permonst **,
boolean);
static void first_weapon_hit(void);
static boolean shade_aware(struct obj *);
#define PROJECTILE(obj) ((obj) && is_ammo(obj))
@@ -568,10 +571,6 @@ known_hitum(
if (mon->wormno && *mhit)
cutworm(mon, g.bhitpos.x, g.bhitpos.y, slice_or_chop);
}
if (u.uconduct.weaphit && !oldweaphit)
livelog_printf(LL_CONDUCT,
"hit with a wielded weapon for the first time");
}
return malive;
}
@@ -743,6 +742,11 @@ hmon_hitmon(
* damage it did _before_ outputting a hit message, but any messages
* associated with the damage don't come out until _after_ outputting
* a hit message.
*
* More complications: first_weapon_hit() should be called before
* xkilled() in order to have the gamelog messages in the right order.
* So it can't be deferred until end of known_hitum() as was originally
* done. We might call it directly or indirectly via mhurtle_to_doom().
*/
boolean hittxt = FALSE, destroyed = FALSE, already_killed = FALSE;
boolean get_dmg_bonus = TRUE;
@@ -1300,13 +1304,8 @@ hmon_hitmon(
useup(obj);
obj = (struct obj *) 0;
}
/* avoid migrating a dead monster */
if (mon->mhp > tmp) {
mhurtle(mon, u.dx, u.dy, 1);
mdat = mon->data; /* in case of a polymorph trap */
if (DEADMONSTER(mon))
already_killed = TRUE;
}
if (mhurtle_to_doom(mon, tmp, &mdat, TRUE))
already_killed = TRUE;
hittxt = TRUE;
} else if (unarmed && tmp > 1 && !thrown && !obj && !Upolyd) {
/* VERY small chance of stunning opponent if unarmed. */
@@ -1315,19 +1314,21 @@ hmon_hitmon(
if (canspotmon(mon))
pline("%s %s from your powerful strike!", Monnam(mon),
makeplural(stagger(mon->data, "stagger")));
/* avoid migrating a dead monster */
if (mon->mhp > tmp) {
mhurtle(mon, u.dx, u.dy, 1);
mdat = mon->data; /* in case of a polymorph trap */
if (DEADMONSTER(mon))
already_killed = TRUE;
}
if (mhurtle_to_doom(mon, tmp, &mdat, FALSE))
already_killed = TRUE;
hittxt = TRUE;
}
}
if (!already_killed)
if (!already_killed) {
if (obj && (obj == uwep || (obj == uswapwep && u.twoweap))
&& (thrown == HMON_MELEE || thrown == HMON_APPLIED)
/* note: caller has already incremented u.uconduct.weaphit
so we test for 1; 0 shouldn't be able to happen here... */
&& tmp > 0 && u.uconduct.weaphit <= 1)
first_weapon_hit();
mon->mhp -= tmp;
}
/* adjustments might have made tmp become less than what
a level draining artifact has already done to max HP */
if (mon->mhp > mon->mhpmax)
@@ -1483,6 +1484,47 @@ hmon_hitmon(
return destroyed ? FALSE : TRUE;
}
/* joust or martial arts punch is knocking the target back; that might
kill 'mon' (via trap) before known_hitum() has a chance to do so;
return True if we kill mon, False otherwise */
static boolean
mhurtle_to_doom(
struct monst *mon, /* target monster */
int tmp, /* amount of pending damage */
struct permonst **mptr, /* caller's cached copy of mon->data */
boolean by_wielded_weapon) /* True: violating a potential conduct */
{
/* if this hit is breaking the never-hit-with-wielded-weapon conduct
(handled by caller's caller...) we need to log the message about
that before mon is killed; without this, the log entry sequence
N : killed for the first time
N : hit with a wielded weapon for the first time
reported on the same turn (N) looks "suboptimal";
u.uconduct.weaphit has already been incremented => 1 is first hit */
if (by_wielded_weapon && u.uconduct.weaphit <= 1)
first_weapon_hit();
/* only hurtle if pending physical damage (tmp) isn't going to kill mon */
if (tmp < mon->mhp) {
mhurtle(mon, u.dx, u.dy, 1);
/* update caller's cached mon->data in case mon was pushed into
a polymorph trap or is a vampshifter whose current form has
been killed by a trap so that it reverted to original form */
*mptr = mon->data;
if (DEADMONSTER(mon))
return TRUE;
}
return FALSE; /* mon isn't dead yet */
}
/* gamelog version of "you've broken never-hit-with-wielded-weapon conduct;
the conduct is tracked in known_hitum(); we're called by hmon_hitmon() */
static void
first_weapon_hit(void)
{
livelog_printf(LL_CONDUCT, "hit with a wielded weapon for the first time");
}
static boolean
shade_aware(struct obj *obj)
{