magic whistle vs steed

From a bug report, using a magic whistle when
you're mounted and standing on a trap location would cause your steed to
trigger the trap even though it didn't move.  Since it is already at the
same place as you, make steed be unaffected by magic whistle so that trap
complications can be avoided.
This commit is contained in:
nethack.rankin
2012-04-30 22:00:25 +00:00
parent ebf42e6746
commit 889e3fa0b6
2 changed files with 6 additions and 0 deletions

View File

@@ -833,6 +833,7 @@ wizard mode ^F on Plane of Water marked portal as seen but didn't display it
magic mapping now displays furniture in preference to known or remembered traps
or objects and known traps in preference to remembered objects
restrictions on diagonal movement were ignored when crawling out of water
when using magic whistle, prevent steed from being affected (trap interaction)
Platform- and/or Interface-Specific Fixes

View File

@@ -441,6 +441,11 @@ struct obj *obj;
for(mtmp = fmon; mtmp; mtmp = nextmon) {
nextmon = mtmp->nmon; /* trap might kill mon */
if (DEADMONSTER(mtmp)) continue;
#ifdef STEED
/* steed is already at your location, so not affected;
this avoids trap issues if you're on a trap location */
if (mtmp == u.usteed) continue;
#endif
if (mtmp->mtame) {
if (mtmp->mtrapped) {
/* no longer in previous trap (affects mintrap) */