confirmation for polearm attacks (trunk only)
From a bug report, 2005: applying a
polearm towards a monster ignores the `confirm' option. It's a wielded
weapon attack but is handled internally as a throw since it's also a
ranged attack. The report included a small patch for use_pole() but I'm
calling the regular attack confirmation routine instead.
Also, move the penalty for samurai attacking peaceful monsters into
the same routine that handles knight attacking defenseless monsters so
that they're more consistent.
This commit is contained in:
@@ -234,7 +234,8 @@ re-adjust gem generation probabilities when revisiting existing dungeon levels
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kick evasion shouldn't move monsters through walls
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kick evasion and jousting/staggering blows shouldn't move grid bugs diagonally
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#untrap didn't check whether hero could reach the ground
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digging/chopping a closed drawbridge message mentioned diggin a "wall"
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digging/chopping a closed drawbridge message mentioned digging a "wall"
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attacking via applied polearm now honors the "confirm" option
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Platform- and/or Interface-Specific Fixes
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20
src/apply.c
20
src/apply.c
@@ -2606,17 +2606,10 @@ use_pole(obj)
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/* Attack the monster there */
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if ((mtmp = m_at(cc.x, cc.y)) != (struct monst *)0) {
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int oldhp = mtmp->mhp;
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bhitpos = cc;
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if (attack_checks(mtmp, uwep)) return res;
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check_caitiff(mtmp);
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(void) thitmonst(mtmp, uwep);
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/* check the monster's HP because thitmonst() doesn't return
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* an indication of whether it hit. Not perfect (what if it's a
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* non-silver weapon on a shade?)
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*/
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if (mtmp->mhp < oldhp)
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u.uconduct.weaphit++;
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} else
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/* Now you know that nothing is there... */
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pline(nothing_happens);
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@@ -2667,6 +2660,7 @@ use_grapple (obj)
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struct obj *obj;
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{
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int res = 0, typ, max_range = 4, tohit;
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boolean save_confirm;
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coord cc;
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struct monst *mtmp;
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struct obj *otmp;
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@@ -2751,15 +2745,25 @@ use_grapple (obj)
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}
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break;
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case 2: /* Monster */
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bhitpos = cc;
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if ((mtmp = m_at(cc.x, cc.y)) == (struct monst *)0) break;
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save_confirm = flags.confirm;
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if (verysmall(mtmp->data) && !rn2(4) &&
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enexto(&cc, u.ux, u.uy, (struct permonst *)0)) {
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flags.confirm = FALSE;
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(void) attack_checks(mtmp, uwep);
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flags.confirm = save_confirm;
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check_caitiff(mtmp); /* despite fact there's no damage */
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You("pull in %s!", mon_nam(mtmp));
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mtmp->mundetected = 0;
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rloc_to(mtmp, cc.x, cc.y);
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return (1);
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} else if ((!bigmonst(mtmp->data) && !strongmonst(mtmp->data)) ||
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rn2(4)) {
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flags.confirm = FALSE;
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(void) attack_checks(mtmp, uwep);
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flags.confirm = save_confirm;
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check_caitiff(mtmp);
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(void) thitmonst(mtmp, uwep);
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return (1);
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}
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@@ -1397,6 +1397,7 @@ register struct obj *obj; /* thrownobj or kickobj or uwep */
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}
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if (tmp >= rnd(20)) {
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if (hmode == HMON_APPLIED) u.uconduct.weaphit++;
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if (hmon(mon, obj, hmode)) { /* mon still alive */
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cutworm(mon, bhitpos.x, bhitpos.y, obj);
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}
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@@ -1429,6 +1430,7 @@ register struct obj *obj; /* thrownobj or kickobj or uwep */
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passive_obj(mon, obj, (struct attack *)0);
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} else {
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tmiss(obj, mon, TRUE);
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if (hmode == HMON_APPLIED) wakeup(mon);
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}
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} else if (otyp == HEAVY_IRON_BALL) {
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22
src/uhitm.c
22
src/uhitm.c
@@ -140,7 +140,9 @@ struct obj *wep; /* uwep for attack(), null for kick_monster() */
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/* if it was an invisible mimic, treat it as if we stumbled
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* onto a visible mimic
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*/
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if(mtmp->m_ap_type && !Protection_from_shape_changers) {
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if (mtmp->m_ap_type && !Protection_from_shape_changers &&
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/* applied pole-arm attack is too far to get stuck */
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distu(mtmp->mx, mtmp->my) <= 2) {
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if(!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data,AD_STCK))
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u.ustuck = mtmp;
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}
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@@ -220,12 +222,17 @@ void
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check_caitiff(mtmp)
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struct monst *mtmp;
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{
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if (u.ualign.record <= -10) return;
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if (Role_if(PM_KNIGHT) && u.ualign.type == A_LAWFUL &&
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(!mtmp->mcanmove || mtmp->msleeping ||
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(mtmp->mflee && !mtmp->mavenge)) &&
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u.ualign.record > -10) {
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(mtmp->mflee && !mtmp->mavenge))) {
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You("caitiff!");
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adjalign(-1);
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} else if (Role_if(PM_SAMURAI) && mtmp->mpeaceful) {
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/* attacking peaceful creatures is bad for the samurai's giri */
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You("dishonorably attack the innocent!");
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adjalign(-1);
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}
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}
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@@ -245,15 +252,8 @@ int *attk_count, *role_roll_penalty;
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/* some actions should occur only once during multiple attacks */
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if (!(*attk_count)++) {
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/* knight's chivalry */
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/* knight's chivalry or samurai's giri */
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check_caitiff(mtmp);
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/* attacking peaceful creatures is bad for the samurai's giri */
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if (Role_if(PM_SAMURAI) && mtmp->mpeaceful &&
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u.ualign.record > -10) {
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You("dishonorably attack the innocent!");
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adjalign(-1);
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}
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}
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/* adjust vs. (and possibly modify) monster state */
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