fix github issue #285 - spellcasting monster

After casting a spell, a monster got a chance to make a regular attack
despite the apparent attempt to set up a return value indicating that
it wouldn't move.

When looking over the return value situation, I noticed 'wormhitu()'
for the first time.  It gives worms additional attacks when the hero
is adjacent to some of the tail, that only works if the head is within
reach of a melee attack.  The hidden tail segment at head's location
always met that criterium so gave an extra attack that didn't make
sense; change wormhitu() to skip that segment.

Do some formatting in mcastu.c; no change in actual code there.

Fixes #285
This commit is contained in:
PatR
2020-02-02 00:55:26 -08:00
parent bfd180a5ac
commit 2ebbe61f53
5 changed files with 41 additions and 30 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 monmove.c $NHDT-Date: 1579616424 2020/01/21 14:20:24 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.128 $ */
/* NetHack 3.6 monmove.c $NHDT-Date: 1580633722 2020/02/02 08:55:22 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.129 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Michael Allison, 2006. */
/* NetHack may be freely redistributed. See license for details. */
@@ -631,22 +631,23 @@ register struct monst *mtmp;
/* arbitrary distance restriction to keep monster far away
from you from having cast dozens of sticks-to-snakes
or similar spells by the time you reach it */
if (dist2(mtmp->mx, mtmp->my, u.ux, u.uy) <= 49
&& !mtmp->mspec_used) {
if (!mtmp->mspec_used
&& dist2(mtmp->mx, mtmp->my, u.ux, u.uy) <= 49) {
struct attack *a;
for (a = &mdat->mattk[0]; a < &mdat->mattk[NATTK]; a++) {
if (a->aatyp == AT_MAGC
&& (a->adtyp == AD_SPEL || a->adtyp == AD_CLRC)) {
if (castmu(mtmp, a, FALSE, FALSE)) {
tmp = 3;
tmp = 3; /* bypass m_move() */
break;
}
}
}
}
tmp = m_move(mtmp, 0);
if (!tmp)
tmp = m_move(mtmp, 0);
if (tmp != 2)
distfleeck(mtmp, &inrange, &nearby, &scared); /* recalc */
@@ -690,14 +691,18 @@ register struct monst *mtmp;
/* Now, attack the player if possible - one attack set per monst
*/
if (!mtmp->mpeaceful || (Conflict && !resist(mtmp, RING_CLASS, 0, 0))) {
if (inrange && !noattacks(mdat)
&& (Upolyd ? u.mh : u.uhp) > 0 && !scared && tmp != 3)
if (tmp != 3 && (!mtmp->mpeaceful
|| (Conflict && !resist(mtmp, RING_CLASS, 0, 0)))) {
if (inrange && !scared && !noattacks(mdat)
/* [is this hp check really needed?] */
&& (Upolyd ? u.mh : u.uhp) > 0) {
if (mattacku(mtmp))
return 1; /* monster died (e.g. exploded) */
if (mtmp->wormno)
wormhitu(mtmp);
}
if (mtmp->wormno) {
if (wormhitu(mtmp))
return 1; /* worm died (poly'd hero passive counter-attack) */
}
}
/* special speeches for quest monsters */
if (!mtmp->msleeping && mtmp->mcanmove && nearby)
@@ -707,6 +712,7 @@ register struct monst *mtmp;
&& couldsee(mtmp->mx, mtmp->my) && !mtmp->minvis && !rn2(5))
cuss(mtmp);
/* note: can't get here when tmp==2 so this always returns 0 */
return (tmp == 2);
}