Moving a monster with telekinesis hurles it through the air
... and at the end of the flight, it can't avoid a trap, if it lands on one.
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@@ -390,6 +390,7 @@ typedef struct sortloot_item Loot;
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#define TOOKPLUNGE 0x10 /* used '>' to enter pit below you */
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#define VIASITTING 0x20 /* #sit while at trap location (affects message) */
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#define FAILEDUNTRAP 0x40 /* trap activated by failed untrap attempt */
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#define HURTLING 0x80 /* monster is hurtling through air */
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/* Flags to control test_move in hack.c */
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#define DO_MOVE 0 /* really doing the move */
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@@ -921,7 +921,7 @@ mhurtle_step(genericptr_t arg, int x, int y)
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set_apparxy(mon);
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if (is_waterwall(x, y))
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return FALSE;
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res = mintrap(mon, NO_TRAP_FLAGS); /* TODO: TEMPFLIGHT? */
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res = mintrap(mon, HURTLING);
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if (res == Trap_Killed_Mon
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|| res == Trap_Caught_Mon
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|| res == Trap_Moved_Mon)
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@@ -1039,7 +1039,10 @@ mhurtle(struct monst *mon, int dx, int dy, int range)
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cc.x = mon->mx + (dx * range);
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cc.y = mon->my + (dy * range);
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(void) walk_path(&mc, &cc, mhurtle_step, (genericptr_t) mon);
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(void) minliquid(mon);
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if (!DEADMONSTER(mon) && t_at(mon->mx, mon->my))
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mintrap(mon, FORCEBUNGLE);
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else
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(void) minliquid(mon);
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return;
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}
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@@ -965,6 +965,7 @@ check_in_air(struct monst *mtmp, unsigned trflags)
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return (is_floater(mtmp->data)
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|| (is_flyer(mtmp->data) && !plunged)
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|| (trflags & HURTLING) != 0
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|| (mtmp == &g.youmonst ?
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(Levitation || (Flying && !plunged)) : 0));
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}
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@@ -3171,6 +3172,7 @@ mintrap(register struct monst *mtmp, long mintrapflags)
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} else {
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register int tt = trap->ttyp;
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boolean forcetrap = ((mintrapflags & FORCETRAP) != 0);
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boolean forcebungle = (mintrapflags & FORCEBUNGLE) != 0;
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/* monster has seen such a trap before */
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boolean already_seen = ((mtmp->mtrapseen & (1 << (tt - 1))) != 0
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|| (tt == HOLE && !mindless(mptr)));
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@@ -3183,7 +3185,7 @@ mintrap(register struct monst *mtmp, long mintrapflags)
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if (floor_trigger(tt) && check_in_air(mtmp, mintrapflags)) {
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return Trap_Effect_Finished;
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}
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if (already_seen && rn2(4))
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if (already_seen && rn2(4) && !forcebungle)
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return Trap_Effect_Finished;
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}
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