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.
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22
src/do.c
22
src/do.c
@@ -741,6 +741,14 @@ dodown()
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(u.ux == sstairs.sx && u.uy == sstairs.sy && !sstairs.up)),
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ladder_down = (u.ux == xdnladder && u.uy == ydnladder);
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if(!youmonst.data->mmove) {
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You("are rooted %s.",
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Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) ?
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"in place" : "to the ground");
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nomul(0);
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return 1;
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}
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#ifdef STEED
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if (u.usteed && !u.usteed->mcanmove) {
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pline("%s won't move!", Monnam(u.usteed));
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@@ -839,6 +847,20 @@ dodown()
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int
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doup()
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{
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if(!youmonst.data->mmove) {
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You("are rooted %s.",
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Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) ?
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"in place" : "to the ground");
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nomul(0);
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return 1;
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}
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/* "up" to get out of a pit... */
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if (u.utrap && u.utraptype == TT_PIT) {
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climb_pit();
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return 1;
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}
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if( (u.ux != xupstair || u.uy != yupstair)
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&& (!xupladder || u.ux != xupladder || u.uy != yupladder)
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&& (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy
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