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:
33
src/hack.c
33
src/hack.c
@@ -1171,38 +1171,7 @@ domove()
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}
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if(u.utrap) {
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if(u.utraptype == TT_PIT) {
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if (Passes_walls) {
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/* marked as trapped so they can pick things up */
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You("ascend from the pit.");
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u.utrap = 0;
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fill_pit(u.ux, u.uy);
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vision_full_recalc = 1; /* vision limits change */
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} else if (!rn2(2) && sobj_at(BOULDER, u.ux, u.uy)) {
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Your("%s gets stuck in a crevice.", body_part(LEG));
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display_nhwindow(WIN_MESSAGE, FALSE);
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clear_nhwindow(WIN_MESSAGE);
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You("free your %s.", body_part(LEG));
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} else if (!(--u.utrap)) {
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You("%s to the edge of the pit.",
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(In_sokoban(&u.uz) && Levitation) ?
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"struggle against the air currents and float" :
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#ifdef STEED
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u.usteed ? "ride" :
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#endif
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"crawl");
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fill_pit(u.ux, u.uy);
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vision_full_recalc = 1; /* vision limits change */
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} else if (flags.verbose) {
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#ifdef STEED
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if (u.usteed)
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Norep("%s is still in a pit.",
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upstart(y_monnam(u.usteed)));
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else
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#endif
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Norep( (Hallucination && !rn2(5)) ?
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"You've fallen, and you can't get up." :
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"You are still in a pit." );
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}
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climb_pit();
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} else if (u.utraptype == TT_LAVA) {
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if(flags.verbose) {
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predicament = "stuck in the lava";
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