B03005 - canceling monster redux

Revert the code, but add a comment. The behavior is not obvious to everyone.
This commit is contained in:
cohrs
2003-05-25 17:21:21 +00:00
parent dde1a1ceec
commit b115b536c1
2 changed files with 6 additions and 11 deletions

View File

@@ -76,7 +76,6 @@ choking while eating non-food always called the food "quick snack"
short swords are not throwing weapons
several sit-in-trap cases were unreachable
curse candelabrum in bones, like other similar artifacts
clear up Magicbane messages when it attempts to re-cancel a canceled monster
detecting a trap in a chest while confused should not exercise wisdom

View File

@@ -766,8 +766,7 @@ char *hittee; /* target's name: "you" or mon_nam(mdef) */
const char *verb;
boolean youattack = (magr == &youmonst),
youdefend = (mdef == &youmonst),
resisted = FALSE, was_canceled = FALSE,
do_stun, do_confuse, result;
resisted = FALSE, do_stun, do_confuse, result;
int attack_indx, scare_dieroll = MB_MAX_DIEROLL / 2;
result = FALSE; /* no message given yet */
@@ -810,11 +809,6 @@ char *hittee; /* target's name: "you" or mon_nam(mdef) */
verb = mb_verb[!!Hallucination][attack_indx];
if (youattack || youdefend || vis) {
result = TRUE;
/* canceling monster only happens if not already canceled */
if (attack_indx == MB_INDEX_CANCEL && !youdefend && mdef->mcan) {
was_canceled = TRUE;
verb = "hit"; /* doesn't change its attack to, eg stun */
}
pline_The("magic-absorbing blade %s %s!",
vtense((const char *)0, verb), hittee);
/* assume probing has some sort of noticeable feedback
@@ -827,9 +821,11 @@ char *hittee; /* target's name: "you" or mon_nam(mdef) */
switch (attack_indx) {
case MB_INDEX_CANCEL:
old_uasmon = youmonst.data;
if (was_canceled) {
/* nothing left to cancel */
} else if (!cancel_monst(mdef, mb, youattack, FALSE, FALSE)) {
/* No mdef->mcan check: even a cancelled monster can be polymorphed
* into a golem, and the "cancel" effect acts as if some magical
* energy remains in spellcasting defenders to be absorbed later.
*/
if (!cancel_monst(mdef, mb, youattack, FALSE, FALSE)) {
resisted = TRUE;
} else {
do_stun = FALSE;