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:
@@ -231,6 +231,8 @@ override non-silver vs shades for artifacts which deal extra damage to undead
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assorted mirror fixes--mainly visibility issues
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some monsters can't be strangled; self-polymorph can stop/restart strangulation
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re-adjust gem generation probabilities when revisiting existing dungeon levels
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kick evasion shouldn't move monsters through walls
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kick evasion and jousting/staggering blows shouldn't move grid bugs diagonally
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Platform- and/or Interface-Specific Fixes
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@@ -1289,6 +1289,7 @@ E void FDECL(killed, (struct monst *));
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E void FDECL(xkilled, (struct monst *,int));
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E void FDECL(mon_to_stone, (struct monst*));
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E void FDECL(mnexto, (struct monst *));
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E void FDECL(maybe_mnexto, (struct monst *));
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E boolean FDECL(mnearto, (struct monst *,XCHAR_P,XCHAR_P,BOOLEAN_P));
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E void FDECL(m_respond, (struct monst *));
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E void FDECL(setmangry, (struct monst *));
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@@ -206,7 +206,7 @@ doit:
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(void) passive(mon, FALSE, 1, AT_KICK, FALSE);
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return;
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} else {
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mnexto(mon);
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maybe_mnexto(mon);
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if(mon->mx != x || mon->my != y) {
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if(glyph_is_invisible(levl[x][y].glyph)) {
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unmap_object(x, y);
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@@ -724,6 +724,8 @@ mhurtle(mon, dx, dy, range)
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dx = sgn(dx);
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dy = sgn(dy);
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if(!range || (!dx && !dy)) return; /* paranoia */
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/* don't let grid bugs be hurtled diagonally */
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if (dx && dy && NODIAG(monsndx(mon->data))) return;
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/* Send the monster along the path */
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mc.x = mon->mx;
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22
src/mon.c
22
src/mon.c
@@ -2121,6 +2121,7 @@ mon_to_stone(mtmp)
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impossible("Can't polystone %s!", a_monnam(mtmp));
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}
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/* might place monst on far side of a wall or boulder */
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void
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mnexto(mtmp) /* Make monster mtmp next to you (if possible) */
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struct monst *mtmp;
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@@ -2148,6 +2149,27 @@ mnexto(mtmp) /* Make monster mtmp next to you (if possible) */
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return;
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}
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/* like mnexto() but requires destination to be directly accessible */
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void
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maybe_mnexto(mtmp)
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struct monst *mtmp;
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{
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coord mm;
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struct permonst *ptr = mtmp->data;
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boolean diagok = !NODIAG(ptr - mons);
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int tryct = 20;
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do {
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if (!enexto(&mm, u.ux, u.uy, ptr)) return;
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if (couldsee(mm.x, mm.y) &&
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/* don't move grid bugs diagonally */
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(diagok || mm.x == mtmp->mx || mm.y == mtmp->my)) {
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rloc_to(mtmp, mm.x, mm.y);
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return;
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}
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} while (--tryct > 0);
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}
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/* mnearto()
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* Put monster near (or at) location if possible.
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* Returns:
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