B01003 - blindfold vs dust vortex
This started out as a change to address the strange sequence of messages if you remove a blindfold while engulfed in a dust vortex. That is addressed by a new function that can be called in such situations. Calls to this function were added in all the cases where the can_blnd() engulfing conditions end as a result of player action. There are some other cases that end ucreamed or usleep, but they happen between turns and shouldn't need extra handling. While I was at it, I noticed that a unicorn horn or prayer would cure blindness even while engulfed in a dust vortex. This is useless, because you immediately get blind again the next turn. So, I added checks to avoid doing this. Finally, it didn't make sense for eating a carrot to cure your blindness in these situations either, only for it to return immediately.
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@@ -960,6 +960,7 @@ E void FDECL(expels, (struct monst *,struct permonst *,BOOLEAN_P));
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E struct attack *FDECL(getmattk, (struct permonst *,int,int *,struct attack *));
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E int FDECL(mattacku, (struct monst *));
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E int FDECL(magic_negation, (struct monst *));
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E boolean NDECL(gulp_blnd_check);
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E int FDECL(gazemu, (struct monst *,struct attack *));
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E void FDECL(mdamageu, (struct monst *,int));
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E int FDECL(could_seduce, (struct monst *,struct monst *,struct attack *));
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