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.
This commit is contained in:
cohrs
2002-08-11 17:32:47 +00:00
parent 02c9ce9214
commit b4b5a0fe52
6 changed files with 81 additions and 33 deletions

View File

@@ -6,7 +6,7 @@
#define MONST_H
/* The weapon_check flag is used two ways:
* 1) When calling mon_wield_item, is 2, 3, or 4 depending on what is desired.
* 1) When calling mon_wield_item, is 2-6 depending on what is desired.
* 2) Between calls to mon_wield_item, is 0 or 1 depending on whether or not
* the weapon is known by the monster to be cursed (so it shouldn't bother
* trying for another weapon).
@@ -20,6 +20,8 @@
# define NEED_RANGED_WEAPON 2
# define NEED_HTH_WEAPON 3
# define NEED_PICK_AXE 4
# define NEED_AXE 5
# define NEED_PICK_OR_AXE 6
/* The following flags are used for the second argument to display_minventory
* in invent.c: