fix [part of] #H2554 - hunger when declining to attack peaceful monst

Reported last December by <email deleted>, attempting to move
into a peaceful monster's position and then declining to attack at the
confirmation prompt uses no time, as expected, but does burn nutrition
the same as if you carried out the attack.  A player could abuse that to
make room to eat an intrinisic-conferring corpse before it rots away.
This fixes that, and also makes attacking a monster via applying a polearm
and via kicking burn the same extra nutrition as ordinary attack.  I didn't
add it for attacking via throwing.

     He/she also reported that kicking at a peaceful monster and declining
to attack at the prompt wakes up nearby monsters even though no actual kick
ultimately takes place.  I can confirm that, but this does not fix it.
This commit is contained in:
nethack.rankin
2012-05-01 02:22:33 +00:00
parent 889e3fa0b6
commit 9f2ca00138
6 changed files with 42 additions and 22 deletions

View File

@@ -125,6 +125,9 @@ register xchar x, y;
bhitpos.x = x;
bhitpos.y = y;
if (attack_checks(mon, (struct obj *)0)) return;
/* burn extra nutrition, same as direct combat;
maybe pass out before making target angry */
if (overexertion()) return;
/* anger target even if wild miss will occur */
setmangry(mon);
@@ -805,6 +808,11 @@ dokick()
* ceiling shouldn't be kickable (unless hero is flying?);
* kicking toward them should just target whatever is on
* the floor at that spot.]
* [FIXME too: kick_monster() calls attack_checks() which gives
* the player a chance to decline to attack a peaceful monster,
* and also calls overexertion() so hero might pass out before
* performing the kick. We shouldn't call wake_nearby() (and
* u_wipe_engr(), both already done above) in such cases.]
*/
if(MON_AT(x, y)) {