Merge branch 'master' into win32-x64-working
This commit is contained in:
82
src/hack.c
82
src/hack.c
@@ -1,4 +1,4 @@
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/* NetHack 3.5 hack.c $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
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/* NetHack 3.5 hack.c $NHDT-Date: 1429412557 2015/04/19 03:02:37 $ $NHDT-Branch: master $:$NHDT-Revision: 1.143 $ */
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/* NetHack 3.5 hack.c $Date: 2013/10/26 21:33:47 $ $Revision: 1.120 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1336,49 +1336,67 @@ domove()
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if (context.forcefight ||
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/* remembered an 'I' && didn't use a move command */
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(glyph_is_invisible(levl[x][y].glyph) && !context.nopick)) {
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struct obj *boulder = sobj_at(BOULDER, x, y);
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struct obj *boulder = 0;
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boolean explo = (Upolyd && attacktype(youmonst.data, AT_EXPL)),
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solid = !accessible(x, y);
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int glyph = glyph_at(x, y); /* might be monster */
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char buf[BUFSZ];
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/* if a statue is displayed at the target location,
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player is attempting to attack it [and boulder
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handlng below is suitable for handling that] */
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if (glyph_is_statue(glyph) ||
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(Hallucination && glyph_is_monster(glyph)))
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boulder = sobj_at(STATUE, x, y);
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if (!Underwater) {
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boulder = sobj_at(BOULDER, x, y);
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/* if a statue is displayed at the target location,
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player is attempting to attack it [and boulder
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handlng below is suitable for handling that] */
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if (glyph_is_statue(glyph) ||
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(Hallucination && glyph_is_monster(glyph)))
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boulder = sobj_at(STATUE, x, y);
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/* force fight at boulder/statue or wall/door while wielding
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pick: start digging to break the boulder or wall */
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if (context.forcefight &&
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/* can we dig? */
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uwep && dig_typ(uwep, x, y) &&
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/* should we dig? */
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!glyph_is_invisible(glyph) &&
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!glyph_is_monster(glyph)) {
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(void)use_pick_axe2(uwep);
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return;
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}
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/* force fight at boulder/statue or wall/door while wielding
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pick: start digging to break the boulder or wall */
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if (context.forcefight &&
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/* can we dig? */
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uwep && dig_typ(uwep, x, y) &&
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/* should we dig? */
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!glyph_is_invisible(glyph) &&
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!glyph_is_monster(glyph)) {
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(void)use_pick_axe2(uwep);
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return;
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}
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}
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/* about to become known empty -- remove 'I' if present */
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unmap_object(x, y);
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if (boulder) map_object(boulder, TRUE);
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newsym(x, y);
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glyph = glyph_at(x, y); /* might have just changed */
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if (boulder)
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Strcpy(buf, ansimpleoname(boulder));
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else if (solid && glyph_is_cmap(glyph))
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Strcpy(buf, the(defsyms[glyph_to_cmap(glyph)].explanation));
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else if (!Underwater)
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Strcpy(buf, "thin air");
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else if (is_pool(x, y))
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Strcpy(buf, "empty water");
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else /* Underwater, targetting non-water */
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Sprintf(buf, "a vacant spot on the %s", surface(x,y));
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else if (Underwater && !is_pool(x, y))
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/* Underwater, targetting non-water; the map just shows blank
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because you don't see remembered terrain while underwater;
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although the hero can attack an adjacent monster this way,
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assume he can't reach out far enough to distinguish terrain */
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Sprintf(buf, (Is_waterlevel(&u.uz) && levl[x][y].typ == AIR) ?
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"an air bubble" : "nothing");
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else if (solid)
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/* glyph might indicate unseen terrain if hero is blind;
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unlike searching, this won't reveal what that terrain is
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(except for solid rock, where the glyph would otherwise
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yield ludicrous "dark part of a room") */
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Strcpy(buf, (levl[x][y].typ == STONE) ? "solid rock" :
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glyph_is_cmap(glyph) ?
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the(defsyms[glyph_to_cmap(glyph)].explanation) :
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(const char *)"an unknown obstacle");
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/* note: 'solid' is misleadingly named and catches pools
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of water and lava as well as rock and walls */
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else
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Strcpy(buf, "thin air");
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You("%s%s %s.",
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!(boulder || solid) ? "" :
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!explo ? "harmlessly " : "futilely ",
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!(boulder || solid) ? "" : !explo ? "harmlessly " : "futilely ",
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explo ? "explode at" : "attack",
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buf);
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unmap_object(x, y); /* known empty -- remove 'I' if present */
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if (boulder) map_object(boulder, TRUE);
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newsym(x, y);
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nomul(0);
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if (explo) {
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wake_nearby();
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