Fix checking monster moving into a trap return value
When I added a new trap return value, this was one place that should've checked it. This was really annoying to debug - it manifested as a temp level file loading error, because a monster moved on to a level teleport trap, which zeroes out (mx, my), then later in the monster movement, a web spinner created a web at (0,0), and then hero leaving the level, the traps were saved into the level file ... and when loaded, the code thought a trap with x == 0 meant there were no more traps.
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@@ -1441,6 +1441,8 @@ m_move(register struct monst* mtmp, register int after)
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didseeit = canseeit;
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if (mmoved == MMOVE_MOVED) {
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int trapret;
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/* normal monster move will already have <nix,niy>,
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but pet dog_move() with 'goto postmov' won't */
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nix = mtmp->mx, niy = mtmp->my;
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@@ -1475,7 +1477,8 @@ m_move(register struct monst* mtmp, register int after)
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}
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newsym(omx, omy); /* update the old position */
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if (mintrap(mtmp, NO_TRAP_FLAGS) == Trap_Killed_Mon) {
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trapret = mintrap(mtmp, NO_TRAP_FLAGS);
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if (trapret == Trap_Killed_Mon || trapret == Trap_Moved_Mon) {
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if (mtmp->mx)
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newsym(mtmp->mx, mtmp->my);
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return 2; /* it died */
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