bouncing zaps

As From a bug report, don't let bounces go past the edge of closed
doors.  His suggested patch included some redundancy, which I've removed.
This commit is contained in:
cohrs
2002-12-09 02:07:29 +00:00
parent 9816ca5a5b
commit 7f50893e13
2 changed files with 3 additions and 0 deletions

View File

@@ -319,6 +319,7 @@ various missing or inappropriate "killed by" death messages
second attack for two-weapon combat will miss if first knocks target away
jousting effect no longer occurs every time riding character hits with lance
skeletons should be able to wear the armor they're created with
bouncing zaps should not bounce around the edge of closed doors
Platform- and/or Interface-Specific Fixes

View File

@@ -3441,10 +3441,12 @@ register int dx,dy;
dy = -dy;
} else {
if(isok(sx,lsy) && ZAP_POS(rmn = levl[sx][lsy].typ) &&
!closed_door(sx,lsy) &&
(IS_ROOM(rmn) || (isok(sx+dx,lsy) &&
ZAP_POS(levl[sx+dx][lsy].typ))))
bounce = 1;
if(isok(lsx,sy) && ZAP_POS(rmn = levl[lsx][sy].typ) &&
!closed_door(lsx,sy) &&
(IS_ROOM(rmn) || (isok(lsx,sy+dy) &&
ZAP_POS(levl[lsx][sy+dy].typ))))
if(!bounce || rn2(2))