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.
This commit is contained in:
Pasi Kallinen
2022-02-24 19:27:56 +02:00
parent 9ae2ec1f98
commit 0c20bf116c
3 changed files with 9 additions and 3 deletions

View File

@@ -965,6 +965,7 @@ check_in_air(struct monst *mtmp, unsigned trflags)
return (is_floater(mtmp->data)
|| (is_flyer(mtmp->data) && !plunged)
|| (trflags & HURTLING) != 0
|| (mtmp == &g.youmonst ?
(Levitation || (Flying && !plunged)) : 0));
}
@@ -3171,6 +3172,7 @@ mintrap(register struct monst *mtmp, long mintrapflags)
} else {
register int tt = trap->ttyp;
boolean forcetrap = ((mintrapflags & FORCETRAP) != 0);
boolean forcebungle = (mintrapflags & FORCEBUNGLE) != 0;
/* monster has seen such a trap before */
boolean already_seen = ((mtmp->mtrapseen & (1 << (tt - 1))) != 0
|| (tt == HOLE && !mindless(mptr)));
@@ -3183,7 +3185,7 @@ mintrap(register struct monst *mtmp, long mintrapflags)
if (floor_trigger(tt) && check_in_air(mtmp, mintrapflags)) {
return Trap_Effect_Finished;
}
if (already_seen && rn2(4))
if (already_seen && rn2(4) && !forcebungle)
return Trap_Effect_Finished;
}