Make mimics mimicing walls or trees also block light
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@@ -84,6 +84,7 @@ guard macros available for mextra fields similar to those for oextra fields
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compile-time option for an alternate paniclog format for public server use
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make monsters forget where they stepped when fleeing or teleporting
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requiver pickup_thrown objects if quiver is empty
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make mimics mimicing walls or trees also block light
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Platform- and/or Interface-Specific Fixes
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@@ -159,6 +159,16 @@ struct monst {
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#define is_vampshifter(mon) \
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((mon)->cham == PM_VAMPIRE || (mon)->cham == PM_VAMPIRE_LORD \
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|| (mon)->cham == PM_VLAD_THE_IMPALER)
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/* mimic appearances that block vision/light */
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#define is_lightblocker_mappear(mon) \
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(is_obj_mappear(mon, BOULDER) || \
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((mon)->m_ap_type == M_AP_FURNITURE \
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&& ((mon)->mappearance == S_hcdoor \
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|| (mon)->mappearance == S_vcdoor \
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|| (mon)->mappearance < S_ndoor /* = walls */ \
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|| (mon)->mappearance == S_tree)))
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#define is_door_mappear(mon) ((mon)->m_ap_type == M_AP_FURNITURE \
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&& ((mon)->mappearance == S_hcdoor || (mon)->mappearance == S_vcdoor))
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#define is_obj_mappear(mon,otyp) ((mon)->m_ap_type == M_AP_OBJECT \
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@@ -1201,8 +1201,7 @@ set_mimic_blocking()
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for (mon = fmon; mon; mon = mon->nmon) {
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if (DEADMONSTER(mon))
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continue;
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if (mon->minvis && (is_door_mappear(mon)
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|| is_obj_mappear(mon,BOULDER))) {
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if (mon->minvis && is_lightblocker_mappear(mon)) {
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if (See_invisible)
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block_point(mon->mx, mon->my);
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else
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@@ -2616,8 +2616,7 @@ void
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seemimic(mtmp)
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register struct monst *mtmp;
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{
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boolean is_blocker_appear = (is_door_mappear(mtmp)
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|| is_obj_mappear(mtmp, BOULDER));
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boolean is_blocker_appear = (is_lightblocker_mappear(mtmp));
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if (has_mcorpsenm(mtmp))
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freemcorpsenm(mtmp);
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@@ -175,9 +175,9 @@ register struct rm *lev;
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if (obj->otyp == BOULDER)
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return 1;
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/* Mimics mimicing a door or boulder block light. */
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/* Mimics mimicing a door or boulder or ... block light. */
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if ((mon = m_at(x, y)) && (!mon->minvis || See_invisible)
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&& (is_door_mappear(mon) || is_obj_mappear(mon,BOULDER)))
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&& is_lightblocker_mappear(mon))
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return 1;
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return 0;
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