Make long worms unleashable.
Fixes a bug reported by ais523. Rather than account for individual segments, I opted just to make them unleashable, because it's not very useful behaviour anyhow.
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@@ -915,6 +915,7 @@ monsters without hands can no longer pick up piles of objects (with
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certain exceptions)
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certain exceptions)
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uncursed enchant weapon now correctly fixes erosion
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uncursed enchant weapon now correctly fixes erosion
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scroll of earth messages cleaned up
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scroll of earth messages cleaned up
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long worms can no longer be leashed
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Platform- and/or Interface-Specific Fixes
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Platform- and/or Interface-Specific Fixes
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+13
@@ -544,6 +544,13 @@ void unleash_all() /* player is about to die (for bones) */
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#define MAXLEASHED 2
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#define MAXLEASHED 2
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static boolean
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leashable(mtmp)
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struct monst *mtmp;
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{
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return mtmp->mnum != PM_LONG_WORM;
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}
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/* ARGSUSED */
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/* ARGSUSED */
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STATIC_OVL void
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STATIC_OVL void
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use_leash(obj)
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use_leash(obj)
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@@ -593,6 +600,12 @@ got_target:
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spotmon ? l_monnam(mtmp) : "monster");
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spotmon ? l_monnam(mtmp) : "monster");
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return;
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return;
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}
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}
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if (!leashable(mtmp)) {
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pline("The leash won't fit onto %s%s.", spotmon ? "your " : "",
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l_monnam(mtmp));
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return;
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}
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You("slip the leash around %s%s.", spotmon ? "your " : "",
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You("slip the leash around %s%s.", spotmon ? "your " : "",
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l_monnam(mtmp));
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l_monnam(mtmp));
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mtmp->mleashed = 1;
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mtmp->mleashed = 1;
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