trapped monsters
A suggestion from <Someone> - since newsym marks physical traps that have a monster trapped as seen, and the ^ command will tell you what it is, lookat() can tell you about the trap too
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@@ -71,6 +71,7 @@ travel command should restrict its shortest paths to areas of the map the
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hero knows about or might reasonably guess
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non-altar prayer should limit god action, not maximize it
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potions of acid explode, not dilute, so make water_damage behave this way
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lookat monster notes if you see monster is trapped
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Platform- and/or Interface-Specific Fixes
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10
src/pager.c
10
src/pager.c
@@ -121,6 +121,16 @@ lookat(x, y, buf, monbuf)
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if (mtmp->mleashed)
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Strcat(buf, ", leashed to you");
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if (mtmp->mtrapped && cansee(mtmp->mx, mtmp->my)) {
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struct trap *t = t_at(mtmp->mx, mtmp->my);
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int tt = t ? t->ttyp : NO_TRAP;
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/* newsym lets you know of the trap, so mention it here */
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if (tt == BEAR_TRAP || tt == PIT ||
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tt == SPIKED_PIT ||tt == WEB)
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Strcat(buf, ", trapped");
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}
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{
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int ways_seen = 0, normal = 0, xraydist;
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boolean useemon = (boolean) canseemon(mtmp);
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