Differentiate between monster anger from attacks and from other causes

setmangry() and wakeup() were being used for multiple purposes. Add an
extra parameter to track which. This fixes several minor bugs (e.g.
whether monsters with no eyes were angered by (useless) gaze attacks
against them previously depended on the state of a UI option, and
the Minetown guards would be annoyed if you used a cursed scroll of
tame monster on a shopkeeper). It's also a prerequisite for the
Elbereth changes I'm working on.
This commit is contained in:
Alex Smith
2016-10-17 18:15:57 +01:00
parent 5c12362a98
commit ee5b488514
17 changed files with 55 additions and 45 deletions

View File

@@ -1355,8 +1355,8 @@ E void FDECL(mnexto, (struct monst *));
E void FDECL(maybe_mnexto, (struct monst *));
E boolean FDECL(mnearto, (struct monst *, XCHAR_P, XCHAR_P, BOOLEAN_P));
E void FDECL(m_respond, (struct monst *));
E void FDECL(setmangry, (struct monst *));
E void FDECL(wakeup, (struct monst *));
E void FDECL(setmangry, (struct monst *, boolean));
E void FDECL(wakeup, (struct monst *, boolean));
E void NDECL(wake_nearby);
E void FDECL(wake_nearto, (int, int, int));
E void FDECL(seemimic, (struct monst *));

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@@ -2695,7 +2695,7 @@ struct obj *obj;
pline1(msg_slipsfree);
}
if (mtmp)
wakeup(mtmp);
wakeup(mtmp, TRUE);
} else
pline1(msg_snap);
@@ -2789,7 +2789,7 @@ struct obj *obj;
} else {
pline1(msg_slipsfree);
}
wakeup(mtmp);
wakeup(mtmp, TRUE);
} else {
if (mtmp->m_ap_type && !Protection_from_shape_changers
&& !sensemon(mtmp))

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@@ -2008,7 +2008,7 @@ struct monst *mtmp;
}
mtmp->mburied = TRUE;
wakeup(mtmp); /* at least give it a chance :-) */
wakeup(mtmp, FALSE); /* at least give it a chance :-) */
newsym(mtmp->mx, mtmp->my);
}

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@@ -156,7 +156,7 @@ xchar x, y;
int i, j;
/* anger target even if wild miss will occur */
setmangry(mon);
setmangry(mon, TRUE);
if (Levitation && !rn2(3) && verysmall(mon->data)
&& !is_flyer(mon->data)) {
@@ -298,7 +298,7 @@ register struct obj *gold;
if (!likes_gold(mtmp->data) && !mtmp->isshk && !mtmp->ispriest
&& !mtmp->isgd && !is_mercenary(mtmp->data)) {
wakeup(mtmp);
wakeup(mtmp, TRUE);
} else if (!mtmp->mcanmove) {
/* too light to do real damage */
if (canseemon(mtmp)) {
@@ -312,7 +312,7 @@ register struct obj *gold;
mtmp->msleeping = 0;
finish_meating(mtmp);
if (!mtmp->isgd && !rn2(4)) /* not always pleasing */
setmangry(mtmp);
setmangry(mtmp, TRUE);
/* greedy monsters catch gold */
if (cansee(mtmp->mx, mtmp->my))
pline("%s catches the gold.", Monnam(mtmp));

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@@ -608,7 +608,8 @@ int x, y;
if ((mon = m_at(x, y)) != 0) {
You("bump into %s.", a_monnam(mon));
wakeup(mon);
wakeup(mon, FALSE);
setmangry(mon, FALSE);
wake_nearto(x,y, 10);
return FALSE;
}
@@ -1346,7 +1347,7 @@ boolean maybe_wakeup;
else
miss(missile, mon);
if (maybe_wakeup && !rn2(3))
wakeup(mon);
wakeup(mon, TRUE);
return;
}
@@ -1448,7 +1449,8 @@ register struct obj *obj; /* thrownobj or kickedobj or uwep */
at leader... (kicked artifact is ok too; HMON_APPLIED could
occur if quest artifact polearm or grapnel ever gets added) */
if (hmode != HMON_APPLIED && quest_arti_hits_leader(obj, mon)) {
/* not wakeup(), which angers non-tame monsters */
/* AIS: changes to wakeup() means that it's now less inappropriate here
than it used to be, but the manual version works just as well */
mon->msleeping = 0;
mon->mstrategy &= ~STRAT_WAITMASK;
@@ -1562,7 +1564,7 @@ register struct obj *obj; /* thrownobj or kickedobj or uwep */
} else {
tmiss(obj, mon, TRUE);
if (hmode == HMON_APPLIED)
wakeup(mon);
wakeup(mon, TRUE);
}
} else if (otyp == HEAVY_IRON_BALL) {
@@ -1610,7 +1612,7 @@ register struct obj *obj; /* thrownobj or kickedobj or uwep */
}
} else if (guaranteed_hit) {
/* this assumes that guaranteed_hit is due to swallowing */
wakeup(mon);
wakeup(mon, TRUE);
if (obj->otyp == CORPSE && touch_petrifies(&mons[obj->corpsenm])) {
if (is_animal(u.ustuck->data)) {
minstapetrify(u.ustuck, TRUE);

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@@ -433,7 +433,7 @@ int expltype;
monkilled(mtmp, "", (int) adtyp);
} else if (!context.mon_moving) {
/* all affected monsters, even if mdef is set */
setmangry(mtmp);
setmangry(mtmp, TRUE);
}
}

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@@ -2583,10 +2583,18 @@ struct monst *mtmp;
}
}
/* Called whenever the player attacks mtmp; also called in other situations
where mtmp gets annoyed at the player. Handles mtmp getting annoyed at the
attack and any ramifications that might have. Useful also in situations where
mtmp was already hostile; it checks for situations where the player shouldn't
be attacking and any ramifications /that/ might have. */
void
setmangry(mtmp)
setmangry(mtmp, via_attack)
struct monst *mtmp;
boolean via_attack;
{
(void) via_attack; /* AIS: not used yet */
/* AIS: Should this be in both places, or just in wakeup()? */
mtmp->mstrategy &= ~STRAT_WAITMASK;
if (!mtmp->mpeaceful)
return;
@@ -2681,14 +2689,16 @@ struct monst *mtmp;
}
/* wake up a monster, usually making it angry in the process */
/* wake up a monster, possibly making it angry in the process */
void
wakeup(mtmp)
wakeup(mtmp, via_attack)
register struct monst *mtmp;
boolean via_attack;
{
mtmp->msleeping = 0;
finish_meating(mtmp);
setmangry(mtmp);
if (via_attack)
setmangry(mtmp, TRUE);
if (mtmp->m_ap_type) {
seemimic(mtmp);
} else if (context.forcefight && !context.mon_moving

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@@ -263,7 +263,7 @@ int force;
for (x = start_x; x <= end_x; x++)
for (y = start_y; y <= end_y; y++) {
if ((mtmp = m_at(x, y)) != 0) {
wakeup(mtmp); /* peaceful monster will become hostile */
wakeup(mtmp, TRUE); /* peaceful monster will become hostile */
if (mtmp->mundetected && is_hider(mtmp->data)) {
mtmp->mundetected = 0;
if (cansee(x, y))

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@@ -1310,8 +1310,8 @@ dogaze()
mon_nam(mtmp));
if (yn(qbuf) != 'y')
continue;
setmangry(mtmp);
}
setmangry(mtmp, TRUE);
if (!mtmp->mcanmove || mtmp->mstun || mtmp->msleeping
|| !mtmp->mcansee || !haseyes(mtmp->data)) {
looked--;

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@@ -1488,7 +1488,7 @@ boolean your_fault;
/* target might have been killed */
if (mon->mhp > 0) {
if (angermon)
wakeup(mon);
wakeup(mon, TRUE);
else
mon->msleeping = 0;
}

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@@ -795,7 +795,8 @@ angry_priest()
if ((priest = findpriest(temple_occupied(u.urooms))) != 0) {
struct epri *eprip = EPRI(priest);
wakeup(priest);
wakeup(priest, FALSE);
setmangry(priest, FALSE);
/*
* If the altar has been destroyed or converted, let the
* priest run loose.

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@@ -901,7 +901,7 @@ struct obj *sobj;
unsigned was_peaceful = mtmp->mpeaceful;
if (sobj->cursed) {
setmangry(mtmp);
setmangry(mtmp, FALSE);
if (was_peaceful && !mtmp->mpeaceful)
return -1;
} else {

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@@ -974,7 +974,7 @@ genericptr_t p2;
if (cansee(mtmp->mx, mtmp->my))
pline("%s coughs!", Monnam(mtmp));
if (heros_fault(reg))
setmangry(mtmp);
setmangry(mtmp, TRUE);
if (haseyes(mtmp->data) && mtmp->mcansee) {
mtmp->mblinded = 1;
mtmp->mcansee = 0;

View File

@@ -2119,7 +2119,7 @@ register struct monst *mtmp;
Recognizing who made the trap isn't completely
unreasonable; everybody has their own style. */
if (trap->madeby_u && rnl(5))
setmangry(mtmp);
setmangry(mtmp, TRUE);
in_sight = canseemon(mtmp);
see_it = cansee(mtmp->mx, mtmp->my);
@@ -4541,7 +4541,7 @@ boolean *noticed; /* set to true iff hero notices the effect; */
or if you sense the monster who becomes trapped */
*noticed = cansee(t->tx, t->ty) || canspotmon(mon);
/* monster will be angered; mintrap doesn't handle that */
wakeup(mon);
wakeup(mon, TRUE);
++force_mintrap;
result = (mintrap(mon) != 0);
--force_mintrap;

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@@ -145,7 +145,7 @@ struct obj *wep; /* uwep for attack(), null for kick_monster() */
if (!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data, AD_STCK))
u.ustuck = mtmp;
}
wakeup(mtmp); /* always necessary; also un-mimics mimics */
wakeup(mtmp, TRUE); /* always necessary; also un-mimics mimics */
return TRUE;
}
@@ -190,7 +190,7 @@ struct obj *wep; /* uwep for attack(), null for kick_monster() */
*/
if ((mtmp->mundetected || mtmp->m_ap_type) && sensemon(mtmp)) {
mtmp->mundetected = 0;
wakeup(mtmp);
wakeup(mtmp, TRUE);
}
if (flags.confirm && mtmp->mpeaceful && !Confusion && !Hallucination
@@ -573,7 +573,7 @@ int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
unconventional[0] = '\0';
saved_oname[0] = '\0';
wakeup(mon);
wakeup(mon, TRUE);
if (!obj) { /* attack with bare hands */
if (mdat == &mons[PM_SHADE])
tmp = 0;
@@ -894,7 +894,7 @@ int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
pline("%s %s over %s!", what,
vtense(what, "splash"), whom);
}
setmangry(mon);
setmangry(mon, TRUE);
mon->mcansee = 0;
tmp = rn1(25, 21);
if (((int) mon->mblinded + tmp) > 127)
@@ -903,7 +903,7 @@ int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
mon->mblinded += tmp;
} else {
pline(obj->otyp == CREAM_PIE ? "Splat!" : "Splash!");
setmangry(mon);
setmangry(mon, TRUE);
}
if (thrown)
obfree(obj, (struct obj *) 0);
@@ -2097,7 +2097,7 @@ boolean wouldhavehit;
else
You("miss it.");
if (!mdef->msleeping && mdef->mcanmove)
wakeup(mdef);
wakeup(mdef, TRUE);
}
/* attack monster as a monster. */
@@ -2178,7 +2178,7 @@ register struct monst *mon;
sum[i] = damageum(mon, mattk);
break;
}
wakeup(mon);
wakeup(mon, TRUE);
/* maybe this check should be in damageum()? */
if (mon->data == &mons[PM_SHADE]
&& !(mattk->aatyp == AT_KICK && uarmf
@@ -2212,7 +2212,7 @@ register struct monst *mon;
* already grabbed in a previous attack
*/
dhit = 1;
wakeup(mon);
wakeup(mon, TRUE);
if (mon->data == &mons[PM_SHADE])
Your("hug passes harmlessly through %s.", mon_nam(mon));
else if (!sticks(mon->data) && !u.uswallow) {
@@ -2230,7 +2230,7 @@ register struct monst *mon;
case AT_EXPL: /* automatic hit if next to */
dhit = -1;
wakeup(mon);
wakeup(mon, TRUE);
sum[i] = explum(mon, mattk);
break;
@@ -2238,7 +2238,7 @@ register struct monst *mon;
tmp = find_roll_to_hit(mon, mattk->aatyp, (struct obj *) 0,
&attknum, &armorpenalty);
if ((dhit = (tmp > rnd(20 + i)))) {
wakeup(mon);
wakeup(mon, TRUE);
if (mon->data == &mons[PM_SHADE])
Your("attempt to surround %s is harmless.", mon_nam(mon));
else {
@@ -2637,7 +2637,7 @@ struct monst *mtmp;
if (what)
pline(fmt, what);
wakeup(mtmp); /* clears mimicking */
wakeup(mtmp, FALSE); /* clears mimicking */
/* if hero is blind, wakeup() won't display the monster even though
it's no longer concealed */
if (!canspotmon(mtmp)
@@ -2695,7 +2695,7 @@ struct obj *otmp; /* source of flash */
}
if (mtmp->mhp > 0) {
if (!context.mon_moving)
setmangry(mtmp);
setmangry(mtmp, TRUE);
if (tmp < 9 && !mtmp->isshk && rn2(4))
monflee(mtmp, rn2(4) ? rnd(100) : 0, FALSE, TRUE);
mtmp->mcansee = 0;

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@@ -400,7 +400,7 @@ invault()
}
mongone(guard);
} else {
setmangry(guard);
setmangry(guard, FALSE);
if (Deaf) {
if (!Blind)
pline("%s mouths something and looks very angry!",

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@@ -426,7 +426,7 @@ struct obj *otmp;
}
if (wake) {
if (mtmp->mhp > 0) {
wakeup(mtmp);
wakeup(mtmp, TRUE);
m_respond(mtmp);
if (mtmp->isshk && !*u.ushops)
hot_pursuit(mtmp);
@@ -4535,12 +4535,9 @@ short exploding_wand_typ;
You("%s of smoke.", !Blind ? "see a puff" : "smell a whiff");
}
if ((mon = m_at(x, y)) != 0) {
/* Cannot use wakeup() which also angers the monster */
mon->msleeping = 0;
if (mon->m_ap_type)
seemimic(mon);
wakeup(mon, FALSE);
if (type >= 0) {
setmangry(mon);
setmangry(mon, TRUE);
if (mon->ispriest && *in_rooms(mon->mx, mon->my, TEMPLE))
ghod_hitsu(mon);
if (mon->isshk && !*u.ushops)