monsters throwing greased objects
Make the chance for thrown object to slip or shot object to misfire be the same for monsters as it is for the hero.
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)mthrowu.c 3.4 2004/06/12 */
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/* SCCS Id: @(#)mthrowu.c 3.4 2004/08/16 */
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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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@@ -234,11 +234,11 @@ boolean verbose; /* give message(s) even when you can't see what happened */
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void
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m_throw(mon, x, y, dx, dy, range, obj)
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register struct monst *mon;
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register int x,y,dx,dy,range; /* direction and range */
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register struct obj *obj;
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struct monst *mon; /* launching monster */
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int x, y, dx, dy, range; /* launch point, direction, and range */
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struct obj *obj; /* missile (or stack providing it) */
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{
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register struct monst *mtmp;
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struct monst *mtmp;
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struct obj *singleobj;
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char sym = obj->oclass;
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int hitu, blindinc = 0;
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@@ -273,7 +273,8 @@ m_throw(mon, x, y, dx, dy, range, obj)
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singleobj->owornmask = 0; /* threw one of multiple weapons in hand? */
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if (singleobj->cursed && (dx || dy) && !rn2(7)) {
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if ((singleobj->cursed || singleobj->greased) && (dx || dy) &&
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!rn2(7)) {
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if(canseemon(mon) && flags.verbose) {
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if(is_ammo(singleobj))
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pline("%s misfires!", Monnam(mon));
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