Use IS_WATERWALL and is_waterwall

This commit is contained in:
Pasi Kallinen
2022-02-23 12:53:09 +02:00
parent 362cb4a317
commit 5786ddadbb
15 changed files with 32 additions and 22 deletions
+2 -2
View File
@@ -3460,7 +3460,7 @@ bhit(int ddx, int ddy, int range, /* direction and range */
typ = levl[g.bhitpos.x][g.bhitpos.y].typ;
/* WATER aka "wall of water" stops items */
if (typ == WATER) {
if (IS_WATERWALL(typ)) {
if (weapon == THROWN_WEAPON || weapon == KICKED_WEAPON)
break;
}
@@ -4705,7 +4705,7 @@ zap_over_floor(xchar x, xchar y, int type, boolean *shopdamage,
boolean lava = is_lava(x, y),
moat = is_moat(x, y);
if (lev->typ == WATER) {
if (IS_WATERWALL(lev->typ)) {
/* For now, don't let WATER freeze. */
if (see_it)
pline_The("%s freezes for a moment.", hliquid("water"));