kick/joust monster positioning (trunk only)

From a 7.5 year old news posting (with a reply by Kevin Hugo speaking
on behalf of slash'em...):  when a monster "nimbly jumps to evade" hero's
kick, it can pass through walls and grid bugs can jump off their grid.
Likewise when a joust or staggering blow knocks a monster back, it could
move grid bugs diagonally.  This fixes both cases.

     Offhand I can't think of any other non-standard movement situations
which might need similar handling, but it wouldn't surprise me if there
are some.  Leashed movement is close but I don't think maybe_mnexto helps.
This commit is contained in:
nethack.rankin
2007-05-26 05:56:26 +00:00
parent 04f9ebfc38
commit bc4ccd0f44
5 changed files with 28 additions and 1 deletions

View File

@@ -231,6 +231,8 @@ override non-silver vs shades for artifacts which deal extra damage to undead
assorted mirror fixes--mainly visibility issues
some monsters can't be strangled; self-polymorph can stop/restart strangulation
re-adjust gem generation probabilities when revisiting existing dungeon levels
kick evasion shouldn't move monsters through walls
kick evasion and jousting/staggering blows shouldn't move grid bugs diagonally
Platform- and/or Interface-Specific Fixes

View File

@@ -1289,6 +1289,7 @@ E void FDECL(killed, (struct monst *));
E void FDECL(xkilled, (struct monst *,int));
E void FDECL(mon_to_stone, (struct monst*));
E void FDECL(mnexto, (struct monst *));
E void FDECL(maybe_mnexto, (struct monst *));
E boolean FDECL(mnearto, (struct monst *,XCHAR_P,XCHAR_P,BOOLEAN_P));
E void FDECL(m_respond, (struct monst *));
E void FDECL(setmangry, (struct monst *));

View File

@@ -206,7 +206,7 @@ doit:
(void) passive(mon, FALSE, 1, AT_KICK, FALSE);
return;
} else {
mnexto(mon);
maybe_mnexto(mon);
if(mon->mx != x || mon->my != y) {
if(glyph_is_invisible(levl[x][y].glyph)) {
unmap_object(x, y);

View File

@@ -724,6 +724,8 @@ mhurtle(mon, dx, dy, range)
dx = sgn(dx);
dy = sgn(dy);
if(!range || (!dx && !dy)) return; /* paranoia */
/* don't let grid bugs be hurtled diagonally */
if (dx && dy && NODIAG(monsndx(mon->data))) return;
/* Send the monster along the path */
mc.x = mon->mx;

View File

@@ -2121,6 +2121,7 @@ mon_to_stone(mtmp)
impossible("Can't polystone %s!", a_monnam(mtmp));
}
/* might place monst on far side of a wall or boulder */
void
mnexto(mtmp) /* Make monster mtmp next to you (if possible) */
struct monst *mtmp;
@@ -2148,6 +2149,27 @@ mnexto(mtmp) /* Make monster mtmp next to you (if possible) */
return;
}
/* like mnexto() but requires destination to be directly accessible */
void
maybe_mnexto(mtmp)
struct monst *mtmp;
{
coord mm;
struct permonst *ptr = mtmp->data;
boolean diagok = !NODIAG(ptr - mons);
int tryct = 20;
do {
if (!enexto(&mm, u.ux, u.uy, ptr)) return;
if (couldsee(mm.x, mm.y) &&
/* don't move grid bugs diagonally */
(diagok || mm.x == mtmp->mx || mm.y == mtmp->my)) {
rloc_to(mtmp, mm.x, mm.y);
return;
}
} while (--tryct > 0);
}
/* mnearto()
* Put monster near (or at) location if possible.
* Returns: