don't hide under statues, statue trap or not
Unlike ground clutter, statues are typically in pretty tight contact with the ground; statue traps are sometimes proclaimed as "monsters posing as statues".
This commit is contained in:
10
src/mon.c
10
src/mon.c
@@ -4196,7 +4196,9 @@ maybe_unhide_at(coordxy x, coordxy y)
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}
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if (undetected
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&& ((hides_under(mtmp->data) && (!OBJ_AT(x, y) || trapped))
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&& ((hides_under(mtmp->data)
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&& (!OBJ_AT(x, y) || trapped
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|| !can_hide_under_obj(gl.level.objects[x][y])))
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|| (mtmp->data->mlet == S_EEL && !is_pool(x, y))))
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(void) hideunder(mtmp);
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}
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@@ -4210,6 +4212,7 @@ hideunder(struct monst *mtmp)
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int seeit = canseemon(mtmp);
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boolean oldundetctd, undetected = FALSE, is_u = (mtmp == &gy.youmonst);
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coordxy x = is_u ? u.ux : mtmp->mx, y = is_u ? u.uy : mtmp->my;
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struct obj *otmp;
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if (mtmp == u.ustuck) {
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; /* undetected==FALSE; can't hide if holding you or held by you */
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@@ -4221,9 +4224,8 @@ hideunder(struct monst *mtmp)
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undetected = (is_pool(x, y) && !Is_waterlevel(&u.uz));
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if (seeit)
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seenobj = "the water";
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} else if (hides_under(mtmp->data) && OBJ_AT(x, y)) {
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struct obj *otmp = gl.level.objects[x][y];
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} else if (hides_under(mtmp->data) && OBJ_AT(x, y)
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&& (otmp = gl.level.objects[x][y]) != 0 && can_hide_under_obj(otmp)) {
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if (seeit)
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seenobj = ansimpleoname(otmp);
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/* most monsters won't hide under cockatrice corpse but they
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