B14008 splash when dropping things in pools
Added code to flooreffects() to implement this suggestion from <Someone>. It kicks in while blind, only affects objects of some bulk, and also only things dropped at your location. The map_background currently doesn't do anything since the dropped object is remembered on top, but this will avoid a bug if we ever add invisible objects.
This commit is contained in:
@@ -197,6 +197,14 @@ const char *verb;
|
|||||||
} else if (is_lava(x, y)) {
|
} else if (is_lava(x, y)) {
|
||||||
return fire_damage(obj, FALSE, FALSE, x, y);
|
return fire_damage(obj, FALSE, FALSE, x, y);
|
||||||
} else if (is_pool(x, y)) {
|
} else if (is_pool(x, y)) {
|
||||||
|
/* Reasonably bulky objects (arbitrary) splash when dropped.
|
||||||
|
* Stuff dropped near fountains always misses */
|
||||||
|
if (Blind && flags.soundok && ((x == u.ux) && (y == u.uy)) &&
|
||||||
|
weight(obj) > 9) {
|
||||||
|
pline("Splash!");
|
||||||
|
map_background(x, y, 0);
|
||||||
|
newsym(x, y);
|
||||||
|
}
|
||||||
water_damage(obj, FALSE, FALSE);
|
water_damage(obj, FALSE, FALSE);
|
||||||
}
|
}
|
||||||
return FALSE;
|
return FALSE;
|
||||||
|
|||||||
Reference in New Issue
Block a user