more monster/door interaction
Apply visibility fixups for monsters triggering door trap explosions or digging through doors similar to the monster-opens- door-handling from a couple of days. Again, the issue is that hero/player can see a closed door in situations where they can't see an open one, and messages about the door being opened or destroyed need to take that into account when seeing a closed door go away. Not as thoroughly tested as monster just opening closed door.
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@@ -1491,7 +1491,7 @@ extern boolean olfaction(struct permonst *);
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/* ### monmove.c ### */
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extern boolean itsstuck(struct monst *);
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extern boolean mb_trapped(struct monst *);
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extern boolean mb_trapped(struct monst *, boolean);
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extern boolean monhaskey(struct monst *, boolean);
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extern void mon_regen(struct monst *, boolean);
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extern int dochugw(struct monst *);
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