throwing through iron bars
Make throwing things through iron bars by the player and by monsters behave consistently with each other. Also prevent stone-to-flesh'd boulders and wands from passing through.
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)mthrowu.c 3.4 2002/04/06 */
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/* SCCS Id: @(#)mthrowu.c 3.4 2002/07/23 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -451,7 +451,7 @@ m_throw(mon, x, y, dx, dy, range, obj)
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|| closed_door(bhitpos.x+dx, bhitpos.y+dy)
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/* missile might hit iron bars */
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|| (levl[bhitpos.x+dx][bhitpos.y+dy].typ == IRONBARS &&
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hits_bars(&singleobj, bhitpos.x, bhitpos.y, !rn2(2), 0))
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hits_bars(&singleobj, bhitpos.x, bhitpos.y, !rn2(5), 0))
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#ifdef SINKS
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/* Thrown objects "sink" */
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|| IS_SINK(levl[bhitpos.x][bhitpos.y].typ)
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@@ -809,6 +809,9 @@ int whodidit; /* 1==hero, 0=other, -1==just check whether it'll pass thru */
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case FOOD_CLASS:
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if (obj_type == CORPSE &&
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mons[otmp->corpsenm].msize > MZ_TINY) hits = TRUE;
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else
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hits = (obj_type == MEAT_STICK ||
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obj_type == HUGE_CHUNK_OF_MEAT);
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break;
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case SPBOOK_CLASS:
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case WAND_CLASS:
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)zap.c 3.4 2002/04/06 */
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/* SCCS Id: @(#)zap.c 3.4 2002/07/23 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -2587,7 +2587,7 @@ struct obj *obj; /* object tossed/used */
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{
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struct monst *mtmp;
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uchar typ;
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boolean shopdoor = FALSE;
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boolean shopdoor = FALSE, point_blank = TRUE;
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if (weapon == KICKED_WEAPON) {
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/* object starts one square in front of player */
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@@ -2628,7 +2628,8 @@ struct obj *obj; /* object tossed/used */
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/* iron bars will block anything big enough */
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if ((weapon == THROWN_WEAPON || weapon == KICKED_WEAPON) &&
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typ == IRONBARS &&
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hits_bars(&obj, x - ddx, y - ddy, !rn2(20), 1)) {
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hits_bars(&obj, x - ddx, y - ddy,
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point_blank ? 0 : !rn2(5), 1)) {
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/* caveat: obj might now be null... */
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bhitpos.x -= ddx;
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bhitpos.y -= ddy;
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@@ -2761,6 +2762,8 @@ struct obj *obj; /* object tossed/used */
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break; /* physical objects fall onto sink */
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#endif
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}
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/* thrown/kicked missile has moved away from its starting spot */
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point_blank = FALSE; /* affects passing through iron bars */
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}
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if (weapon != ZAPPED_WAND && weapon != INVIS_BEAM) tmp_at(DISP_END, 0);
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