Make failed polearming or jumping return correct value
This commit is contained in:
10
src/apply.c
10
src/apply.c
@@ -1978,7 +1978,7 @@ jump(int magic) /* 0=Physical, otherwise skill level */
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if (getpos(&cc, TRUE, "the desired position") < 0)
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return ECMD_CANCEL; /* user pressed ESC */
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if (!is_valid_jump_pos(cc.x, cc.y, magic, TRUE)) {
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return ECMD_OK;
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return ECMD_FAIL;
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} else {
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coord uc;
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int range, temp;
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@@ -3288,19 +3288,19 @@ use_pole(struct obj *obj, boolean autohit)
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glyph = glyph_at(cc.x, cc.y);
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if (distu(cc.x, cc.y) > max_range) {
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pline("Too far!");
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return res;
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return ECMD_FAIL;
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} else if (distu(cc.x, cc.y) < min_range) {
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if (autohit && u_at(cc.x, cc.y))
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pline("Don't know what to hit.");
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else
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pline("Too close!");
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return res;
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return ECMD_FAIL;
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} else if (!cansee(cc.x, cc.y) && !glyph_is_poleable(glyph)) {
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You(cant_see_spot);
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return res;
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return ECMD_FAIL;
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} else if (!couldsee(cc.x, cc.y)) { /* Eyes of the Overworld */
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You(cant_reach);
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return res;
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return ECMD_FAIL;
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}
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g.context.polearm.hitmon = (struct monst *) 0;
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