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fix #H7454 - Cleaver vs long worm tails
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Cleaver's ability to hit up to three adjacent targets could kill a
long worm and then try to cut it in two.  When this was first reported
I was unable to reproduce it, but this time I've managed to do so.
But not reliably, so it's hard to claim that it's now fixed.  However,
the new report's explanation of why it happens and suggested fix was a
big help.  I had been trying to hit three tail segments, but you need
to attack a segment next to the head, then have Cleaver hit and kill
the head first (50:50 chance depending upon whether current swing is
clockwise or counter).  Worm cutting would be looking at the location
of the targetted segment but there won't be any monster there when the
head dies.  (Cleaver's attack itself already copes the situation where
its 2nd and/or 3rd potential targets aren't there any more by the time
it's ready to try to hit them.)
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PatR committed Mar 26, 2019
1 parent 99ed000 commit e12d2d3
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4 changes: 3 additions & 1 deletion doc/fixes36.2
@@ -1,4 +1,4 @@
$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.282 $ $NHDT-Date: 1553480403 2019/03/25 02:20:03 $
$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.283 $ $NHDT-Date: 1553644725 2019/03/26 23:58:45 $

This fixes36.2 file is here to capture information about updates in the 3.6.x
lineage following the release of 3.6.1 in April 2018. Please note, however,
Expand Down Expand Up @@ -396,6 +396,8 @@ status lines' dungeon location field in the elemental planes now shows Earth
or Air or Fire or Water instead of generic End Game
avoid spurious status refresh when hero gains experience while 'showexp' and
'showscore' options are off
using Cleaver to attack a worm tail segment but kill adjacent head first would
result in an impossible warning from cutworm


Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository
Expand Down
20 changes: 14 additions & 6 deletions src/uhitm.c
@@ -1,4 +1,4 @@
/* NetHack 3.6 uhitm.c $NHDT-Date: 1548209742 2019/01/23 02:15:42 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.203 $ */
/* NetHack 3.6 uhitm.c $NHDT-Date: 1553644725 2019/03/26 23:58:45 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.206 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
Expand Down Expand Up @@ -481,7 +481,7 @@ int dieroll;
if (!*mhit) {
missum(mon, uattk, (rollneeded + armorpenalty > dieroll));
} else {
int oldhp = mon->mhp, x = u.ux + u.dx, y = u.uy + u.dy;
int oldhp = mon->mhp;
long oldweaphit = u.uconduct.weaphit;

/* KMH, conduct */
Expand All @@ -490,7 +490,7 @@ int dieroll;

/* we hit the monster; be careful: it might die or
be knocked into a different location */
notonhead = (mon->mx != x || mon->my != y);
notonhead = (mon->mx != bhitpos.x || mon->my != bhitpos.y);
malive = hmon(mon, weapon, HMON_MELEE, dieroll);
if (malive) {
/* monster still alive */
Expand All @@ -510,7 +510,7 @@ int dieroll;
u.uconduct.weaphit = oldweaphit;
}
if (mon->wormno && *mhit)
cutworm(mon, x, y, slice_or_chop);
cutworm(mon, bhitpos.x, bhitpos.y, slice_or_chop);
}
}
return malive;
Expand All @@ -530,6 +530,7 @@ struct attack *uattk; /* ... but we don't enforce that here; Null works ok */
simulation attempt a bit */
static boolean clockwise = FALSE;
unsigned i;
coord save_bhitpos;
int count, umort, x = u.ux, y = u.uy;

/* find the direction toward primary target */
Expand All @@ -546,6 +547,7 @@ struct attack *uattk; /* ... but we don't enforce that here; Null works ok */
to primary target */
i = (i + (clockwise ? 6 : 2)) % 8;
umort = u.umortality; /* used to detect life-saving */
save_bhitpos = bhitpos;

/*
* Three attacks: adjacent to primary, primary, adjacent on other
Expand Down Expand Up @@ -576,6 +578,7 @@ struct attack *uattk; /* ... but we don't enforce that here; Null works ok */
&attknum, &armorpenalty);
dieroll = rnd(20);
mhit = (tmp > dieroll);
bhitpos.x = tx, bhitpos.y = ty; /* normally set up by attack() */
(void) known_hitum(mtmp, uwep, &mhit, tmp, armorpenalty,
uattk, dieroll);
(void) passive(mtmp, uwep, mhit, !DEADMONSTER(mtmp), AT_WEAP, !uwep);
Expand All @@ -587,6 +590,8 @@ struct attack *uattk; /* ... but we don't enforce that here; Null works ok */
}
/* set up for next time */
clockwise = !clockwise; /* alternate */
bhitpos = save_bhitpos; /* in case somebody relies on bhitpos
* designating the primary target */

/* return False if primary target died, True otherwise; note: if 'target'
was nonNull upon entry then it's still nonNull even if *target died */
Expand Down Expand Up @@ -616,6 +621,7 @@ struct attack *uattk;

if (tmp > dieroll)
exercise(A_DEX, TRUE);
/* bhitpos is set up by caller */
malive = known_hitum(mon, uwep, &mhit, tmp, armorpenalty, uattk, dieroll);
if (wepbefore && !uwep)
wep_was_destroyed = TRUE;
Expand Down Expand Up @@ -2285,13 +2291,14 @@ register struct monst *mon;
struct attack *mattk, alt_attk;
struct obj *weapon, **originalweapon;
boolean altwep = FALSE, weapon_used = FALSE, odd_claw = TRUE;
int i, tmp, armorpenalty, sum[NATTK] = { 0 }, nsum = 0, dhit = 0, attknum = 0;
int i, tmp, armorpenalty, sum[NATTK], nsum = 0, dhit = 0, attknum = 0;
int dieroll, multi_claw = 0;

/* with just one touch/claw/weapon attack, both rings matter;
with more than one, alternate right and left when checking
whether silver ring causes successful hit */
for (i = 0; i < NATTK; i++) {
sum[i] = 0;
mattk = getmattk(&youmonst, mon, i, sum, &alt_attk);
if (mattk->aatyp == AT_WEAP
|| mattk->aatyp == AT_CLAW || mattk->aatyp == AT_TUCH)
Expand All @@ -2300,7 +2307,7 @@ register struct monst *mon;
multi_claw = (multi_claw > 1); /* switch from count to yes/no */

for (i = 0; i < NATTK; i++) {
sum[i] = 0;
/* sum[i] = 0; -- now done above */
mattk = getmattk(&youmonst, mon, i, sum, &alt_attk);
weapon = 0;
switch (mattk->aatyp) {
Expand Down Expand Up @@ -2357,6 +2364,7 @@ register struct monst *mon;
&armorpenalty);
dieroll = rnd(20);
dhit = (tmp > dieroll || u.uswallow);
/* caller must set bhitpos */
if (!known_hitum(mon, weapon, &dhit, tmp,
armorpenalty, mattk, dieroll)) {
/* enemy dead, before any special abilities used */
Expand Down

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