polymorphing into a flyer while in a pit

<Someone> reported that if you polymorph into a flying monster while in a
pit, you must take u.utrap turns to first climb out before you can fly.  Of
course, once you're out, you can swoop down into the pit to pick things up
w/o delay.  Rather that have you automatically fly out (e.g. like quaffing
a potion of levitation), I thought it was better to take a turn to fly out,
so that's what I've implemented.

The code to deal with exiting a pit is moved to a new climb_pit function
and the "up" command now lets you climb from a pit too (something I've
found non-intuitive in the past).

Finally, I noticed that non-moving monsters could still go up/down even
though they couldn't move around.  Added non-moving checks in doup/dodown.
This commit is contained in:
cohrs
2005-01-18 16:17:27 +00:00
parent c9b11cf989
commit c90746c670
5 changed files with 72 additions and 32 deletions

View File

@@ -75,6 +75,8 @@ charge for reviving a shop owned corpse or reanimating a shop owned statue
filled trap doors on castle can be re-dug
message order when swapping places with a pet (e.g. into a trap), also use
different term instead of "displace"
flyers can get out of pits more easily than non-flyers
allow use of the < command to try to exit a pit
Platform- and/or Interface-Specific Fixes

View File

@@ -2090,6 +2090,7 @@ E void FDECL(mselftouch, (struct monst *,const char *,BOOLEAN_P));
E void NDECL(float_up);
E void FDECL(fill_pit, (int,int));
E int FDECL(float_down, (long, long));
E void NDECL(climb_pit);
E int FDECL(fire_damage, (struct obj *,BOOLEAN_P,BOOLEAN_P,XCHAR_P,XCHAR_P));
E void FDECL(water_damage, (struct obj *,BOOLEAN_P,BOOLEAN_P));
E boolean NDECL(drown);

View File

@@ -741,6 +741,14 @@ dodown()
(u.ux == sstairs.sx && u.uy == sstairs.sy && !sstairs.up)),
ladder_down = (u.ux == xdnladder && u.uy == ydnladder);
if(!youmonst.data->mmove) {
You("are rooted %s.",
Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) ?
"in place" : "to the ground");
nomul(0);
return 1;
}
#ifdef STEED
if (u.usteed && !u.usteed->mcanmove) {
pline("%s won't move!", Monnam(u.usteed));
@@ -839,6 +847,20 @@ dodown()
int
doup()
{
if(!youmonst.data->mmove) {
You("are rooted %s.",
Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) ?
"in place" : "to the ground");
nomul(0);
return 1;
}
/* "up" to get out of a pit... */
if (u.utrap && u.utraptype == TT_PIT) {
climb_pit();
return 1;
}
if( (u.ux != xupstair || u.uy != yupstair)
&& (!xupladder || u.ux != xupladder || u.uy != yupladder)
&& (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy

View File

@@ -1171,38 +1171,7 @@ domove()
}
if(u.utrap) {
if(u.utraptype == TT_PIT) {
if (Passes_walls) {
/* marked as trapped so they can pick things up */
You("ascend from the pit.");
u.utrap = 0;
fill_pit(u.ux, u.uy);
vision_full_recalc = 1; /* vision limits change */
} else if (!rn2(2) && sobj_at(BOULDER, u.ux, u.uy)) {
Your("%s gets stuck in a crevice.", body_part(LEG));
display_nhwindow(WIN_MESSAGE, FALSE);
clear_nhwindow(WIN_MESSAGE);
You("free your %s.", body_part(LEG));
} else if (!(--u.utrap)) {
You("%s to the edge of the pit.",
(In_sokoban(&u.uz) && Levitation) ?
"struggle against the air currents and float" :
#ifdef STEED
u.usteed ? "ride" :
#endif
"crawl");
fill_pit(u.ux, u.uy);
vision_full_recalc = 1; /* vision limits change */
} else if (flags.verbose) {
#ifdef STEED
if (u.usteed)
Norep("%s is still in a pit.",
upstart(y_monnam(u.usteed)));
else
#endif
Norep( (Hallucination && !rn2(5)) ?
"You've fallen, and you can't get up." :
"You are still in a pit." );
}
climb_pit();
} else if (u.utraptype == TT_LAVA) {
if(flags.verbose) {
predicament = "stuck in the lava";

View File

@@ -2503,6 +2503,52 @@ long hmask, emask; /* might cancel timeout */
return 1;
}
/* shared code for climbing out of a pit */
void
climb_pit()
{
if (!u.utrap || u.utraptype != TT_PIT) return;
if (Passes_walls) {
/* marked as trapped so they can pick things up */
You("ascend from the pit.");
u.utrap = 0;
fill_pit(u.ux, u.uy);
vision_full_recalc = 1; /* vision limits change */
} else if (!rn2(2) && sobj_at(BOULDER, u.ux, u.uy)) {
Your("%s gets stuck in a crevice.", body_part(LEG));
display_nhwindow(WIN_MESSAGE, FALSE);
clear_nhwindow(WIN_MESSAGE);
You("free your %s.", body_part(LEG));
} else if (Flying && !In_sokoban(&u.uz)) {
/* eg fell in pit, poly'd to a flying monster */
You("fly from the pit.");
u.utrap = 0;
fill_pit(u.ux, u.uy);
vision_full_recalc = 1; /* vision limits change */
} else if (!(--u.utrap)) {
You("%s to the edge of the pit.",
(In_sokoban(&u.uz) && Levitation) ?
"struggle against the air currents and float" :
#ifdef STEED
u.usteed ? "ride" :
#endif
"crawl");
fill_pit(u.ux, u.uy);
vision_full_recalc = 1; /* vision limits change */
} else if (flags.verbose) {
#ifdef STEED
if (u.usteed)
Norep("%s is still in a pit.",
upstart(y_monnam(u.usteed)));
else
#endif
Norep( (Hallucination && !rn2(5)) ?
"You've fallen, and you can't get up." :
"You are still in a pit." );
}
}
STATIC_OVL void
dofiretrap(box)
struct obj *box; /* null for floor trap */