Makes monsters fall when the tile they are on falls

This is a case when phasing as a rogue in the crumbling rooms.
This commit is contained in:
Linus Probert 2018-11-01 14:49:27 +01:00
parent 8e39ff8346
commit 8ab527ca6a
1 changed files with 17 additions and 10 deletions

View File

@ -598,15 +598,24 @@ monster_update(Monster *m, UpdateData *data)
}
Position monsterRoomPos = position_to_room_coords(&m->sprite->pos);
if (position_equals(&data->matrix->roomPos, &monsterRoomPos)
&& !m->stateIndicator.shownOnPlayerRoomEnter)
{
if (position_equals(&data->matrix->roomPos, &monsterRoomPos)) {
if (!m->stateIndicator.shownOnPlayerRoomEnter) {
m->stateIndicator.shownOnPlayerRoomEnter = true;
monster_set_state_display_time(m);
} else {
m->stateIndicator.shownOnPlayerRoomEnter = false;
}
if (m->sprite->state != SPRITE_STATE_FALLING &&
m->sprite->state != SPRITE_STATE_PLUMMETED) {
RoomSpace *space = roommatrix_get_space_for(data->matrix, &m->sprite->pos);
if (space && space->lethal) {
m->sprite->state = SPRITE_STATE_FALLING;
}
}
}
if (m->state.current == STUNNED) {
Sprite *s = m->sprite;
if (s->angle > 30)
@ -792,9 +801,7 @@ monster_push(Monster *m, Player *p, RoomMatrix *rm, Vector2d direction)
m->sprite->pos.y += TILE_DIMENSION * (int) direction.y;
RoomSpace *space = roommatrix_get_space_for(rm, &m->sprite->pos);
if (space->lethal) {
m->sprite->state = SPRITE_STATE_FALLING;
} else if (space->trap) {
if (space->trap) {
int dmg = space->trap->damage * 3;
m->stats.hp -= dmg;
monster_hit(m, dmg);