Log the weapon that breaks weaponless conduct

...because I think it would be interesting to see how many monks break
it with a pick-axe.

Also fix a bug related to logging the conduct:

* If the first hit was a joust that didn't kill the monster, the
  conduct would be double-logged.

I lifted the call to first_weapon_hit() out of mhurtle_to_doom() in
order to log the weapon before it broke.
This commit is contained in:
vultur-cadens
2022-07-01 20:59:16 -07:00
committed by PatR
parent 134363cead
commit 4dd08f57a3

View File

@@ -24,9 +24,8 @@ 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 mhurtle_to_doom(struct monst *, int, struct permonst **);
static void first_weapon_hit(struct obj *);
static boolean shade_aware(struct obj *);
#define PROJECTILE(obj) ((obj) && is_ammo(obj))
@@ -765,7 +764,7 @@ hmon_hitmon(
* 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().
* done.
*/
boolean hittxt = FALSE, destroyed = FALSE, already_killed = FALSE;
boolean get_dmg_bonus = TRUE;
@@ -1312,6 +1311,17 @@ hmon_hitmon(
if (jousting) {
tmp += d(2, (obj == uwep) ? 10 : 2); /* [was in dmgval()] */
You("joust %s%s", mon_nam(mon), canseemon(mon) ? exclam(tmp) : ".");
/* if this hit is breaking the never-hit-with-wielded-weapon conduct
(handled by caller...) we need to log the message about
that before mon is possibly killed in mhurtle_to_doom();
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 (obj && u.uconduct.weaphit <= 1)
first_weapon_hit(obj);
if (jousting < 0) {
pline("%s shatters on impact!", Yname2(obj));
/* (must be either primary or secondary weapon to get here) */
@@ -1323,7 +1333,7 @@ hmon_hitmon(
useup(obj);
obj = (struct obj *) 0;
}
if (mhurtle_to_doom(mon, tmp, &mdat, TRUE))
if (mhurtle_to_doom(mon, tmp, &mdat))
already_killed = TRUE;
hittxt = TRUE;
} else if (unarmed && tmp > 1 && !thrown && !obj && !Upolyd) {
@@ -1333,7 +1343,7 @@ hmon_hitmon(
if (canspotmon(mon))
pline("%s %s from your powerful strike!", Monnam(mon),
makeplural(stagger(mon->data, "stagger")));
if (mhurtle_to_doom(mon, tmp, &mdat, FALSE))
if (mhurtle_to_doom(mon, tmp, &mdat))
already_killed = TRUE;
hittxt = TRUE;
}
@@ -1344,10 +1354,12 @@ hmon_hitmon(
/* known_hitum 'what counts as a weapon' criteria */
&& (obj->oclass == WEAPON_CLASS || is_weptool(obj))
&& (thrown == HMON_MELEE || thrown == HMON_APPLIED)
/* if jousting, the hit was already logged */
&& !jousting
/* 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();
first_weapon_hit(obj);
mon->mhp -= tmp;
}
/* adjustments might have made tmp become less than what
@@ -1511,19 +1523,8 @@ 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 */
struct permonst **mptr) /* caller's cached copy of mon->data */
{
/* 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);
@@ -1540,9 +1541,11 @@ mhurtle_to_doom(
/* 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)
first_weapon_hit(struct obj *weapon)
{
livelog_printf(LL_CONDUCT, "hit with a wielded weapon for the first time");
livelog_printf(LL_CONDUCT,
"hit with a wielded weapon (%s) for the first time",
xname(weapon));
}
static boolean