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.
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
/* SCCS Id: @(#)zap.c 3.4 2002/04/06 */
|
||||
/* SCCS Id: @(#)zap.c 3.4 2002/07/23 */
|
||||
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
|
||||
/* NetHack may be freely redistributed. See license for details. */
|
||||
|
||||
@@ -2587,7 +2587,7 @@ struct obj *obj; /* object tossed/used */
|
||||
{
|
||||
struct monst *mtmp;
|
||||
uchar typ;
|
||||
boolean shopdoor = FALSE;
|
||||
boolean shopdoor = FALSE, point_blank = TRUE;
|
||||
|
||||
if (weapon == KICKED_WEAPON) {
|
||||
/* object starts one square in front of player */
|
||||
@@ -2628,7 +2628,8 @@ struct obj *obj; /* object tossed/used */
|
||||
/* iron bars will block anything big enough */
|
||||
if ((weapon == THROWN_WEAPON || weapon == KICKED_WEAPON) &&
|
||||
typ == IRONBARS &&
|
||||
hits_bars(&obj, x - ddx, y - ddy, !rn2(20), 1)) {
|
||||
hits_bars(&obj, x - ddx, y - ddy,
|
||||
point_blank ? 0 : !rn2(5), 1)) {
|
||||
/* caveat: obj might now be null... */
|
||||
bhitpos.x -= ddx;
|
||||
bhitpos.y -= ddy;
|
||||
@@ -2761,6 +2762,8 @@ struct obj *obj; /* object tossed/used */
|
||||
break; /* physical objects fall onto sink */
|
||||
#endif
|
||||
}
|
||||
/* thrown/kicked missile has moved away from its starting spot */
|
||||
point_blank = FALSE; /* affects passing through iron bars */
|
||||
}
|
||||
|
||||
if (weapon != ZAPPED_WAND && weapon != INVIS_BEAM) tmp_at(DISP_END, 0);
|
||||
|
||||
Reference in New Issue
Block a user