Jump-and-bump should wake up monsters

It was possible to wake up single monsters by jumping at the monster.
Make such bumping somewhat noisy.
This commit is contained in:
Pasi Kallinen
2015-09-15 16:17:12 +03:00
parent 80ca4e9837
commit c48b3c4556
2 changed files with 7 additions and 0 deletions

View File

@@ -921,6 +921,7 @@ mimics wouldn't take on the form of "strange object"
add an option to prevent omitting the uncursed status from inventory
show prices when walking over the shop merchandise
you shouldn't see Sting glow light blue if you're blind
when jumping, bumping into something is noisy
Platform- and/or Interface-Specific Fixes

View File

@@ -547,6 +547,7 @@ int x, y;
s = "bumping into a door";
dmg = rnd(2 + *range);
losehp(Maybe_Half_Phys(dmg), s, KILLED_BY);
wake_nearto(x,y, 10);
return FALSE;
}
if (levl[x][y].typ == IRONBARS) {
@@ -554,12 +555,14 @@ int x, y;
dmg = rnd(2 + *range);
losehp(Maybe_Half_Phys(dmg), "crashing into iron bars",
KILLED_BY);
wake_nearto(x,y, 20);
return FALSE;
}
if ((obj = sobj_at(BOULDER, x, y)) != 0) {
You("bump into a %s. Ouch!", xname(obj));
dmg = rnd(2 + *range);
losehp(Maybe_Half_Phys(dmg), "bumping into a boulder", KILLED_BY);
wake_nearto(x,y, 10);
return FALSE;
}
if (!may_pass) {
@@ -568,6 +571,7 @@ int x, y;
dmg = rnd(2 + *range);
losehp(Maybe_Half_Phys(dmg), "touching the edge of the universe",
KILLED_BY);
wake_nearto(x,y, 10);
return FALSE;
}
if ((u.ux - x) && (u.uy - y) && bad_rock(youmonst.data, u.ux, y)
@@ -581,6 +585,7 @@ int x, y;
dmg = rnd(2 + *range);
losehp(Maybe_Half_Phys(dmg), "wedging into a narrow crevice",
KILLED_BY);
wake_nearto(x,y, 10);
return FALSE;
}
}
@@ -589,6 +594,7 @@ int x, y;
if ((mon = m_at(x, y)) != 0) {
You("bump into %s.", a_monnam(mon));
wakeup(mon);
wake_nearto(x,y, 10);
return FALSE;
}
if ((u.ux - x) && (u.uy - y) && bad_rock(youmonst.data, u.ux, y)