Using a for loop instead of an if and a do/while makes the code much
more clear and concise, so that it's easier to understand what the
function does at a glance. The actual approach to iterating through the
current level's bones files and searching for a match is more or less
unchanged.
Multiple functions are involved in the process of targeting and
attacking an enemy with a polearm or lance, and these functions
previously used inconsistent tests to determine which targets were
legal. For instance, find_poleable_mon would give up immediately if the
hero was blind, while neither get_valid_polearm_position nor use_pole
cared as long as the hero could detect a target on the square (e.g. by
ESP). find_poleable_mon considered warning symbols as potential
targets, but use_pole discarded them. get_valid_polearm_position
considered moats and pools to be illegal targets, but use_pole would
let the hero successfully hit a monster on those squares; on the
other hand, get_valid_polearm_position would mark squares that were not
visible and did not contain a known monster as legal targets, while
find_poleable_mon and use_pole would exclude them.
Obviously this was inconsistent and could introduce confusion for
polearm users, who would potentially need to explicitly target squares
marked "(illegal)" at some point over the course of their game, among
other problems. This commit makes polearm targeting tests more
consistent; the following rules are applied to positions within the
appropriate range:
* Monsters which are detected by any means that reveals an actual
monster glyph are legal to target, even if the hero is blind
* Monsters the hero cannot detect, but is aware of -- i.e. those
represented by an 'I' -- are similarly legal to target
* Monsters detected via warning are not legal targets, since the hero
does not have as strong a sense of where exactly they are, their shape
and size, etc
* Statues are legal targets, but will not be suggested by
find_poleable_mon unless the hero is impaired (confused, stunned, or
hallucinating); the same is true of tame/peaceful monsters
* Apparently empty squares, including those containing an undetected
monster, are legal to target unless they cannot be seen (whether due
to blindness or a very dark room/level)
* Positions which are otherwise legal but are blocked by an obstruction like a
tree or pillar are not legal targets
After modifications to amnesia, `deja vu' messages are now displayed
upon entering a level containing bones of a previous character of the
current player. This test is done simply by checking for a ghost on the
level that shares a name with the current character.
However, since ghosts generated in other circumstances (such as in the
Valley of the Dead and other special levels) can have names pulled
randomly from the high score list, etc, this message can be displayed on
non-bones levels where a ghost has been generated with the character's
name. Additionally, when a bones pile doesn't include a ghost (such as
when the character in question was slimed, killed by a wraith, etc), the
`deja vu' message will not be displayed when it should be. This is all
described in in NetHack/NetHack#322.
This commit changes the method of testing for `familiarity' by adding a
function to iterate through any bones data for the current level,
searching for a match to the hero's name.
Should fixNetHack/NetHack#322.