and even more boulders...

Revise the m<dir>-toward-boulder handling to let a hero who would be
able to squeese into the boulder's spot if it was blocked from being
pushed to do the squeeze without any pushing.

Unlike the previous changes, this might have an impact on play.  It
allows squeezing under then stepping past an unblocked boulder that's
in a corridor in order to be able to push it back the other direction
where maybe there's more room to maneuver it out of the way.
This commit is contained in:
PatR
2021-10-10 18:05:11 -07:00
parent fc00ced6f4
commit e42488ca10
2 changed files with 23 additions and 13 deletions

View File

@@ -640,7 +640,8 @@ blessed scroll of remove curse read while confused blesses or curses any
object traversal would process items on the floor at hero's spot
instead of the rest of inventory
can now use m<dir> to try to move to an adjacent boulder's spot without
pushing it; hero poly'd into a giant will succeed, others will fail
pushing it; hero poly'd into a giant or a tiny creature or carrying so
little as to be able to squeeze there will succeed, others will fail
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository

View File

@@ -94,6 +94,8 @@ revive_nasty(int x, int y, const char *msg)
return revived;
}
#define squeezeablylightinvent() (!g.invent || inv_weight() <= -850)
static int
moverock(void)
{
@@ -124,11 +126,14 @@ moverock(void)
ry = u.uy + 2 * u.dy;
nomul(0);
/* using m<dir> towards an adjacent boulder steps over/onto it
if poly'd into a giant but is a no-op in other circumstances
unless the move attempt reveals an unseen boulder or lack of
remembered, unseen monster */
/* using m<dir> towards an adjacent boulder steps over/onto it if
poly'd into a giant or squeezes under/beside it if small/light
enough but is a no-op in other circumstances unless move attempt
reveals an unseen boulder or lack of remembered, unseen monster */
if (g.context.nopick) {
int oldglyph = glyph_at(sx, sy); /* before feel_location() */
feel_location(sx, sy); /* same for all 3 if/else-if/else cases */
if (throws_rocks(g.youmonst.data)) {
/* player has used 'm<dir>' to move, so step to boulder's
spot without pushing it; hero is poly'd into a giant,
@@ -139,10 +144,12 @@ moverock(void)
/* ["over" seems weird on air level but what else to say?] */
sokoban_guilt();
res = 0; /* move to <sx,sy> */
} else if (!u.usteed && (squeezeablylightinvent()
|| verysmall(g.youmonst.data))) {
You("squeeze yourself against the boulder.");
sokoban_guilt();
res = 0; /* move to <sx,sy> */
} else {
int oldglyph = glyph_at(sx, sy);
feel_location(sx, sy);
There("is a boulder in your way.");
/* use a move if hero learns something; see test_move() for
how/why 'context.door_opened' is being dragged into this */
@@ -424,11 +431,13 @@ moverock(void)
break;
}
if (!u.usteed
&& (((!g.invent || inv_weight() <= -850)
&& (!u.dx || !u.dy || (IS_ROCK(levl[u.ux][sy].typ)
&& IS_ROCK(levl[sx][u.uy].typ))))
|| verysmall(g.youmonst.data))) {
/* similar to m<dir> above, but that doesn't care if you're
moving orthogonally or toward a diagonal squeeze */
if (!u.usteed && ((squeezeablylightinvent()
&& (!u.dx || !u.dy
|| (IS_ROCK(levl[u.ux][sy].typ)
&& IS_ROCK(levl[sx][u.uy].typ))))
|| verysmall(g.youmonst.data))) {
pline(
"However, you can squeeze yourself into a small opening.");
sokoban_guilt();