B02001 - trees and monster
<Someone> noticed that the change to require axes for trees (and allow them for doors) did not extend to monsters. Now it does. - added 2 new weapon check flags to handle the new cases - added some detailed digging flags to mfndpos, based on ALLOW_DIG, and moved some common logic regarding that flag into mfndpos - made the ARMS check consistent for 2-handed weapons I also noticed that simply carrying a pick was enough to allow a monster to dig a door; wielding wasn't required. This is fixed as well.
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@@ -6,7 +6,7 @@
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#define MONST_H
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/* The weapon_check flag is used two ways:
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* 1) When calling mon_wield_item, is 2, 3, or 4 depending on what is desired.
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* 1) When calling mon_wield_item, is 2-6 depending on what is desired.
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* 2) Between calls to mon_wield_item, is 0 or 1 depending on whether or not
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* the weapon is known by the monster to be cursed (so it shouldn't bother
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* trying for another weapon).
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@@ -20,6 +20,8 @@
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# define NEED_RANGED_WEAPON 2
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# define NEED_HTH_WEAPON 3
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# define NEED_PICK_AXE 4
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# define NEED_AXE 5
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# define NEED_PICK_OR_AXE 6
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/* The following flags are used for the second argument to display_minventory
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* in invent.c:
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