fix github issue #614 - applying polearm at doors

Reported by G7Nation; attacking walls and such with a polearm just
gave lackluster "you miss; nobody's there" feedback.

Make applying a polearm at some non-monster locations give feedback
similar to using 'F'orcefight with melee weapons.  Was
|You miss; there is no one there to hit.
now
|You uselessly attack the closed door.

Also, extend the supported locations to include dungeon furniture.
Was
|You attack thin air. ('F')
now
|You harmlessly attack the throne. ('F')
|You uselessly attack the throne. ('a')

This doesn't address #613:  attempting to hit non-visible locations
with an applied polearm.

Closes #614
This commit is contained in:
PatR
2021-10-24 10:06:30 -07:00
parent 0ea7e7aef4
commit 6edadc4884
3 changed files with 32 additions and 10 deletions

View File

@@ -658,6 +658,8 @@ melting ice timer could persist after the ice was gone from digging or from an
using 'F'orcefight against iron bars while wielding something breakable could
yield erratic outcome because non-deterministic breaktest() was being
called twice and could yield results that conflicted
have applying a polearm give feedback similar to 'F' for melee weapon when
attacking a wall or boulder
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository

View File

@@ -3054,6 +3054,7 @@ display_polearm_positions(int state)
static int
use_pole(struct obj *obj)
{
const char thump[] = "Thump! Your blow bounces harmlessly off the %s.";
int res = 0, typ, max_range, min_range, glyph;
coord cc;
struct monst *mtmp;
@@ -3067,8 +3068,7 @@ use_pole(struct obj *obj)
if (obj != uwep) {
if (!wield_tool(obj, "swing"))
return 0;
else
res = 1;
res = 1;
}
/* assert(obj == uwep); */
@@ -3158,13 +3158,31 @@ use_pole(struct obj *obj)
Note: we only do this when a statue is displayed here,
because the player is probably attempting to attack it;
other statues obscured by anything are just ignored. */
pline("Thump! Your blow bounces harmlessly off the statue.");
pline(thump, "statue");
wake_nearto(g.bhitpos.x, g.bhitpos.y, 25);
}
} else {
/* no monster here and no statue seen or remembered here */
(void) unmap_invisible(g.bhitpos.x, g.bhitpos.y);
You("miss; there is no one there to hit.");
if (glyph_to_obj(glyph) == BOULDER
&& sobj_at(BOULDER, g.bhitpos.x, g.bhitpos.y)) {
pline(thump, "boulder");
wake_nearto(g.bhitpos.x, g.bhitpos.y, 25);
} else if (!accessible(g.bhitpos.x, g.bhitpos.y)
|| IS_FURNITURE(levl[g.bhitpos.x][g.bhitpos.y].typ)) {
/* similar to 'F'orcefight with a melee weapon; we know that
the spot can be seen or we wouldn't have gotten this far */
You("uselessly attack %s.",
(levl[g.bhitpos.x][g.bhitpos.y].typ == STONE
|| levl[g.bhitpos.x][g.bhitpos.y].typ == SCORR)
? "stone"
: glyph_is_cmap(glyph)
? the(defsyms[glyph_to_cmap(glyph)].explanation)
: (const char *) "an unknown obstacle");
} else {
You("miss; there is no one there to hit.");
}
}
u_wipe_engr(2); /* same as for melee or throwing */
return 1;

View File

@@ -1815,7 +1815,7 @@ domove_core(void)
|| (glyph_is_invisible(glyph) && !g.context.nopick)) {
struct obj *boulder = 0;
boolean explo = (Upolyd && attacktype(g.youmonst.data, AT_EXPL)),
solid = !accessible(x, y);
solid = (!accessible(x, y) || IS_FURNITURE(levl[x][y].typ));
char buf[BUFSZ];
if (!Underwater) {
@@ -1859,15 +1859,17 @@ domove_core(void)
: "nothing");
} else if (solid) {
/* glyph might indicate unseen terrain if hero is blind;
unlike searching, this won't reveal what that terrain is
(except for solid rock, where the glyph would otherwise
yield ludicrous "dark part of a room") */
Strcpy(buf, (levl[x][y].typ == STONE) ? "solid rock"
unlike searching, this won't reveal what that terrain is;
3.7: used to say "solid rock" for the stone case, but that
made it be different from unmapped walls outside of rooms */
Strcpy(buf, (levl[x][y].typ == STONE || levl[x][y].typ == SCORR)
? "stone"
: glyph_is_cmap(glyph)
? the(defsyms[glyph_to_cmap(glyph)].explanation)
: (const char *) "an unknown obstacle");
/* note: 'solid' is misleadingly named and catches pools
of water and lava as well as rock and walls */
of water and lava as well as rock and walls;
3.7: furniture too */
} else {
Strcpy(buf, "thin air");
}