crossing long worms' tails (trunk only)
This is one of the items from "#Q397: List of Bugs from #nethack" sent
in Janurary by <email deleted> and containing a list
of things collected from the IRC channel associated with nethack.alt.org's
public server. Moving diagonally between segments of a worm tail is
conceptually passing right through the worm's body. This patch prevents
moving in such a fashion for both the hero and monsters (it's still
possible to fight in that position though). It only applies when the two
tail segments are consecutive.
|...... In the diagram here, where tail segments are represented by
|.w1?.. digits indicating relative sequence number, the @ can still
|..@2.. move between segments 2 and 5 to reach !, but can no longer
|.65!3. move between 1 and 2 to reach ?. [However, if there is a
|...4.. monster at the ? spot, it can still hit @ and vice versa.]
Missiles and wand zaps still pass through such diagonals without
noticing or affecting the worm. I'm not sure whether this ought to be
extended to change that--it might get pretty messy since it would need
to be considered during monsters' targetting as well as during the path
traversal itself.
This commit is contained in:
@@ -255,6 +255,7 @@ wizard mode: WIZKIT wishes could overflow inventory's 52 slots
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when loading bones files, censor suspect characters from player-supplied
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strings such as pet and fruit names
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can't swap places with tame grid bug when moving diagonally
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can't move diagonally through a long worm's body (can still fight that way)
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require confirmation to read a scroll of mail if doing so will be the first
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violation of illiteracy conduct
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@@ -2588,6 +2588,7 @@ E void FDECL(remove_worm, (struct monst *));
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E void FDECL(place_worm_tail_randomly, (struct monst *,XCHAR_P,XCHAR_P));
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E int FDECL(count_wsegs, (struct monst *));
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E boolean FDECL(worm_known, (struct monst *));
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E boolean FDECL(worm_cross, (int,int,int,int));
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/* ### worn.c ### */
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@@ -708,6 +708,10 @@ int mode;
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default:
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break; /* can squeeze through */
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}
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} else if (dx && dy && worm_cross(ux, uy, x, y)) {
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/* consecutive long worm segments are at <ux,y> and <x,uy> */
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if (mode == DO_MOVE) pline("%s is in your way.", Monnam(m_at(ux, y)));
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return FALSE;
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}
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/* Pick travel path that does not require crossing a trap.
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* Avoid water and lava using the usual running rules.
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@@ -828,7 +832,7 @@ boolean guess;
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int y = travelstepy[set][i];
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static int ordered[] = { 0, 2, 4, 6, 1, 3, 5, 7 };
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/* no diagonal movement for grid bugs */
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int dirmax = u.umonnum == PM_GRID_BUG ? 4 : 8;
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int dirmax = NODIAG(u.umonnum) ? 4 : 8;
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for (dir = 0; dir < dirmax; ++dir) {
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int nx = x+xdir[ordered[dir]];
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32
src/mon.c
32
src/mon.c
@@ -1018,7 +1018,7 @@ mfndpos(mon, poss, info, flag)
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y = mon->my;
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nowtyp = levl[x][y].typ;
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nodiag = (mdat == &mons[PM_GRID_BUG]);
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nodiag = NODIAG(mdat - mons);
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wantpool = mdat->mlet == S_EEL;
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poolok = is_flyer(mdat) || is_clinger(mdat) ||
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(is_swimmer(mdat) && !wantpool);
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@@ -1063,21 +1063,23 @@ nexttry: /* eels prefer the water, but if there is no water nearby,
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!((IS_TREE(ntyp) ? treeok : rockok) && may_dig(nx,ny))) continue;
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/* KMH -- Added iron bars */
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if (ntyp == IRONBARS && !(flag & ALLOW_BARS)) continue;
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if(IS_DOOR(ntyp) && !(amorphous(mdat) || can_fog(mon)) &&
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((levl[nx][ny].doormask & D_CLOSED && !(flag & OPENDOOR)) ||
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(levl[nx][ny].doormask & D_LOCKED && !(flag & UNLOCKDOOR))) &&
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!thrudoor) continue;
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if(nx != x && ny != y && (nodiag ||
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if (IS_DOOR(ntyp) && !(amorphous(mdat) || can_fog(mon)) &&
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(((levl[nx][ny].doormask & D_CLOSED) &&
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!(flag & OPENDOOR)) ||
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((levl[nx][ny].doormask & D_LOCKED) &&
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!(flag & UNLOCKDOOR))) &&
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!thrudoor) continue;
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/* first diagonal checks (tight squeezes handled below) */
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if (nx != x && ny != y && (nodiag ||
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(IS_DOOR(nowtyp) && (levl[x][y].doormask & ~D_BROKEN)) ||
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(IS_DOOR(ntyp) && (levl[nx][ny].doormask & ~D_BROKEN)) ||
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#ifdef REINCARNATION
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((IS_DOOR(nowtyp) &&
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((levl[x][y].doormask & ~D_BROKEN) || Is_rogue_level(&u.uz))) ||
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(IS_DOOR(ntyp) &&
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((levl[nx][ny].doormask & ~D_BROKEN) || Is_rogue_level(&u.uz))))
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#else
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((IS_DOOR(nowtyp) && (levl[x][y].doormask & ~D_BROKEN)) ||
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(IS_DOOR(ntyp) && (levl[nx][ny].doormask & ~D_BROKEN)))
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((IS_DOOR(nowtyp) || IS_DOOR(ntyp)) && Is_rogue_level(&u.uz)) ||
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#endif
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))
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/* mustn't pass between adjacent long worm segments,
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but can attack that way */
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(m_at(x, ny) && m_at(nx, y) && worm_cross(x, y, nx, ny) &&
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!m_at(nx, ny) && (nx != u.ux || ny != u.uy))))
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continue;
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if((is_pool(nx,ny) == wantpool || poolok) &&
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(lavaok || !is_lava(nx,ny))) {
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@@ -1279,7 +1281,7 @@ register int x,y;
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{
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register int distance = dist2(mon->mx, mon->my, x, y);
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if (distance==2 && mon->data==&mons[PM_GRID_BUG]) return 0;
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if (distance == 2 && NODIAG(mon->data - mons)) return 0;
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return((boolean)(distance < 3));
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}
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49
src/worm.c
49
src/worm.c
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)worm.c 3.5 2005/07/13 */
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/* SCCS Id: @(#)worm.c 3.5 2007/07/15 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -746,4 +746,51 @@ struct monst *worm;
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return FALSE;
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}
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/* would moving from <x1,y1> to <x2,y2> involve passing between two
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consecutive segments of the same worm? */
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boolean
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worm_cross(x1, y1, x2, y2)
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int x1, y1, x2, y2;
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{
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struct monst *worm;
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struct wseg *curr, *wnxt;
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/*
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* With digits representing relative sequence number of the segments,
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* returns true when testing between @ and ? (passes through worm's
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* body), false between @ and ! (stays on same side of worm).
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* .w1?..
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* ..@2..
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* .65!3.
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* ...4..
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*/
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if (distmin(x1, y1, x2, y2) != 1) {
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impossible("worm_cross checking for non-adjacent location?");
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return FALSE;
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}
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/* attempting to pass between worm segs is only relevant for diagonal */
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if (x1 == x2 || y1 == y2) return FALSE;
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/* is the same monster at <x1,y2> and at <x2,y1>? */
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worm = m_at(x1, y2);
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if (!worm || m_at(x2, y1) != worm) return FALSE;
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/* same monster is at both adjacent spots, so must be a worm; we need
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to figure out if the two spots are occupied by consecutive segments */
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for (curr = wtails[worm->wormno]; curr; curr = wnxt) {
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wnxt = curr->nseg;
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if (!wnxt) break; /* no next segment; can't continue */
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/* we don't know which of <x1,y2> or <x2,y1> we'll hit first, but
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whichever it is, they're consecutive iff next seg is the other */
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if (curr->wx == x1 && curr->wy == y2)
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return (boolean)(wnxt->wx == x2 && wnxt->wy == y1);
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if (curr->wx == x2 && curr->wy == y1)
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return (boolean)(wnxt->wx == x1 && wnxt->wy == y2);
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}
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/* should never reach here... */
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return FALSE;
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}
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/*worm.c*/
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