alternate bear trap fix

Fix the situation of Flying hero failing to untrap a bear trap that
was resulting in the trap becoming hidden.  Previous fix prevented
hero from moving onto the trap's location so that the reason for
hiding it didn't occur.  This moves the hero and forces the trap,
so it will become unhidden again before there's any chance to notice
that it had been hidden.

Status 'Flying' conflicts with being trapped at floor level, but that
is a separate, known issue.  I'll have to resurrect my unfinished fix
for that sooner rather than later.
This commit is contained in:
PatR
2018-09-27 18:42:12 -07:00
parent f87931a7bf
commit 21db5a3ae6
3 changed files with 26 additions and 21 deletions

View File

@@ -240,11 +240,12 @@ struct instance_flags {
boolean defer_plname; /* X11 hack: askname() might not set plname */
boolean herecmd_menu; /* use menu when mouseclick on yourself */
boolean invis_goldsym; /* gold symbol is ' '? */
int parse_config_file_src; /* hack for parse_config_line() */
int failing_untrap; /* move_into_trap() -> spoteffects() -> dotrap() */
int in_lava_effects; /* hack for Boots_off() */
int last_msg; /* indicator of last message player saw */
int purge_monsters; /* # of dead monsters still on fmon list */
int override_ID; /* true to force full identification of objects */
int parse_config_file_src; /* hack for parse_config_line() */
int purge_monsters; /* # of dead monsters still on fmon list */
int suppress_price; /* controls doname() for unpaid objects */
int terrainmode; /* for getpos()'s autodescribe when #terrain is active */
#define TER_MAP 0x01