M29 - unconscious effects when not unconscious
While auditing nomul() I noticed unconscious() treats (multi < 0 && !nomovemsg) as unconscious. This explains the behavior in M29 (unconscious message while performing #turn). I checked all the places with this combination, and found a few that did not appear to fall under the "unconscious" category. Most I changed to use You_can_move_again to ensure the same display w/o the unconscious behavior. Also: - found another string that unconscious() should have considered - vomit() now sets nomovemsg, one caller was also doing this redundantly - vomiting_dialogue() was calling stop_occupation() after vomit(), which can reset multi. I reversed the order and removed a doubly-redundant nomul call. tele() still has a problem: some cases where multi < 0 should probably take a branch like the unconscious() branch but with a different message. doturn()'s behavior - turn then wait - is also less than perfect, but I think this is a known problem.
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@@ -104,6 +104,7 @@ monster's aggravation spell now affects meditating monsters
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busy pet won't miss out upon ascension
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fix various places that "finally finished" could be displayed after the hero
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stopped doing something other than eating
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fix some cases where movement was disallowed by the hero was still conscious
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Platform- and/or Interface-Specific Fixes
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@@ -633,7 +633,7 @@ hurtle(dx, dy, range, verbose)
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if(!range || (!dx && !dy) || u.ustuck) return; /* paranoia */
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nomul(-range);
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nomovemsg = 0;
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nomovemsg = ""; /* it just happens */
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if (verbose)
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You("%s in the opposite direction.", range > 1 ? "hurtle" : "float");
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/* if we're in the midst of shooting multiple projectiles, stop */
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@@ -213,7 +213,6 @@ choke(food) /* To a full belly all food is bad. (It.) */
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}
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You("stuff yourself and then vomit voluminously.");
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morehungry(1000); /* you just got *very* sick! */
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nomovemsg = 0;
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vomit();
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} else {
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killer.format = KILLED_BY_AN;
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@@ -2575,7 +2574,7 @@ vomit() /* A good idea from David Neves */
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{
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make_sick(0L, (char *) 0, TRUE, SICK_VOMITABLE);
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nomul(-2);
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nomovemsg = 0;
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nomovemsg = You_can_move_again;
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}
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int
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@@ -1108,7 +1108,7 @@ dopois:
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} else {
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if (Blind) You("are frozen!");
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else You("are frozen by %s!", mon_nam(mtmp));
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nomovemsg = 0; /* default: "you can move again" */
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nomovemsg = You_can_move_again;
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nomul(-rnd(10));
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exercise(A_DEX, FALSE);
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}
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@@ -1738,7 +1738,7 @@ doturn()
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}
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}
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nomul(-5);
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nomovemsg = 0;
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nomovemsg = You_can_move_again;
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return(1);
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}
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@@ -44,7 +44,7 @@ stoned_dialogue()
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case 3: /* limbs turned to stone */
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stop_occupation();
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nomul(-3); /* can't move anymore */
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nomovemsg = 0;
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nomovemsg = You_can_move_again; /* not unconscious */
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break;
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default:
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break;
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@@ -72,10 +72,9 @@ vomiting_dialogue()
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switch ((int) i) {
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case 0:
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vomit();
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morehungry(20);
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stop_occupation();
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if (multi > 0) nomul(0);
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morehungry(20);
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vomit();
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break;
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case 2:
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make_stunned(HStun + d(2,4), FALSE);
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@@ -2210,7 +2210,7 @@ glovecheck: target = which_armor(mtmp, W_ARMG);
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if (mtmp->mhp <= 0) trapkilled = TRUE;
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if (unconscious()) {
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multi = -1;
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nomovemsg="The explosion awakens you!";
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nomovemsg = "The explosion awakens you!";
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}
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break;
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@@ -4066,6 +4066,7 @@ unconscious()
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{
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return((boolean)(multi < 0 && (!nomovemsg ||
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u.usleep ||
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!strncmp(nomovemsg,"You awake", 9) ||
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!strncmp(nomovemsg,"You regain con", 14) ||
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!strncmp(nomovemsg,"You are consci", 14))));
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}
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@@ -2328,7 +2328,7 @@ boolean wep_was_destroyed;
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You("momentarily stiffen.");
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} else { /* gelatinous cube */
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You("are frozen by %s!", mon_nam(mon));
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nomovemsg = 0; /* default: "you can move again" */
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nomovemsg = You_can_move_again;
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nomul(-tmp);
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exercise(A_DEX, FALSE);
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}
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