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

@@ -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 *));