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author | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-10-15 06:36:07 +0000 |
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committer | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-10-15 06:36:07 +0000 |
commit | 62cba73fa0b680b992c6c11ba59268617abd35ae (patch) | |
tree | 2895b3f5acd644d2579c5798c913207d0cf8cf33 /crawl-ref/source/acr.cc | |
parent | a1b82e6be0343a691d342b48dd9f9076ad53453a (diff) | |
download | crawl-ref-62cba73fa0b680b992c6c11ba59268617abd35ae.tar.gz crawl-ref-62cba73fa0b680b992c6c11ba59268617abd35ae.zip |
Some fixes for mermaid beholding:
* A mermaid stops beholding if it polymorphs into something else.
* If new walls are created, then Crawl stops the beholdment of any
mermaid that gets hidden by the new walls.
* Do paranoid sanity checking on beholders before each command with
check_beholders() and try to restore sanity if any bugs are
found (and give a diagnostics message if DEBUG is set).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2465 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/acr.cc')
-rw-r--r-- | crawl-ref/source/acr.cc | 30 |
1 files changed, 26 insertions, 4 deletions
diff --git a/crawl-ref/source/acr.cc b/crawl-ref/source/acr.cc index c52b723e25..fa477bac6d 100644 --- a/crawl-ref/source/acr.cc +++ b/crawl-ref/source/acr.cc @@ -1231,6 +1231,7 @@ bool apply_berserk_penalty = false; static void input() { crawl_state.clear_god_acting(); + check_beholders(); if (crawl_state.is_replaying_keys() && crawl_state.is_repeating_cmd() && kbhit()) @@ -1454,11 +1455,26 @@ static bool toggle_flag( bool* flag, const char* flagname ) return *flag; } +static bool stairs_check_beheld() +{ + if (you.duration[DUR_BEHELD] && !you.duration[DUR_CONF]) + { + mprf("You cannot move away from %s!", + menv[you.beheld_by[0]].name(DESC_NOCAP_THE, true).c_str()); + return true; + } + + return false; +} + static void go_downstairs(); static void go_upstairs() { const dungeon_feature_type ygrd = grd(you.pos()); + if (stairs_check_beheld()) + return; + // Allow both < and > to work for Abyss exits. if (ygrd == DNGN_EXIT_ABYSS) { @@ -1500,6 +1516,10 @@ static void go_downstairs() bool shaft = (trap_type_at_xy(you.x_pos, you.y_pos) == TRAP_SHAFT && grd[you.x_pos][you.y_pos] != DNGN_UNDISCOVERED_TRAP); + + if (stairs_check_beheld()) + return; + if (shaft && you.flies() == FL_LEVITATE) { mpr("You can't fall through a shaft while levitating."); @@ -3663,14 +3683,16 @@ static void move_player(int move_x, int move_y) { for (unsigned int i = 0; i < you.beheld_by.size(); i++) { - coord_def pos = menv[you.beheld_by[i]].pos(); + monsters* mon = &menv[you.beheld_by[i]]; + coord_def pos = mon->pos(); int olddist = distance(you.x_pos, you.y_pos, pos.x, pos.y); - int newdist = distance(you.x_pos + move_x, you.y_pos + move_y, pos.x, pos.y); - + int newdist = distance(you.x_pos + move_x, you.y_pos + move_y, + pos.x, pos.y); + if (olddist < newdist) { mprf("You cannot move away from %s!", - (menv[you.beheld_by[i]]).name(DESC_NOCAP_THE, true).c_str()); + mon->name(DESC_NOCAP_THE, true).c_str()); move_x = 0; move_y = 0; |