two land mine bits

Noticed when investigating one of the killer reason bugs recently
reported:  a land mine explosion shouldn't create a concealed pit trap;
make a revealed pit instead.  And while testing that, I noticed that the
"Kaboom" message given when pushing a boulder onto a land mine was given
while the map still showed the boulder at its original location even
though it had actually been moved already.  It's a little odd that you
get hit by shrapnel at your original position--as if you're shoving the
boulder ahead of you and then pausing a moment before stepping into its
former location--but that's trickier to fix; sometimes you won't advance
due to there being multiple boulders present (in that case you evidently
do shove the boulder instead of performing a steady push, so maybe the
current behavior is fine as it is).
This commit is contained in:
nethack.rankin
2003-05-03 02:08:34 +00:00
parent 9672d39e13
commit 25d6335de9
3 changed files with 10 additions and 5 deletions

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)hack.c 3.4 2003/01/08 */
/* SCCS Id: @(#)hack.c 3.4 2003/04/30 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -134,11 +134,13 @@ moverock()
switch(ttmp->ttyp) {
case LANDMINE:
if (rn2(10)) {
pline("KAABLAMM!!! %s %s land mine.",
Tobjnam(otmp, "trigger"),
ttmp->madeby_u ? "your" : "a");
obj_extract_self(otmp);
place_object(otmp, rx, ry);
unblock_point(sx, sy);
newsym(sx, sy);
pline("KAABLAMM!!! %s %s land mine.",
Tobjnam(otmp, "trigger"),
ttmp->madeby_u ? "your" : "a");
blow_up_landmine(ttmp);
/* if the boulder remains, it should fill the pit */
fill_pit(u.ux, u.uy);