fix #H105 - inconsistent handling of "meditating" monsters (trunk only)

From a bug report, monsters with the wait
strategy (described as "meditating" by stethoscope probing) could be
affected by music but left meditating.  Various wake up attempts shared
the same situation.  Finish waiting if the monster would have been woken
(or pacified).  I didn't search for places that diddle the msleeping bit
directly instead of calling one of the assorted wake() routines.

     A fair bit of this is making usage of DEADMONSTER() be consistent.
Sooner or later there'll be another monster movement overhaul and those
    if (DEADMONSTER(mon)) continue;
statements will all go away.  (Probably just wishful thinking.)
This commit is contained in:
nethack.rankin
2006-05-25 04:36:11 +00:00
parent c67b9788fc
commit 0620ca1bc6
3 changed files with 55 additions and 45 deletions

View File

@@ -140,6 +140,8 @@ don't welcome the hero to Delphi if the Oracle was angered before first entry
shopkeeper polymorphed into animal form can no longer speak
don't give attribute adjustment messages ("you feel wise") unless the current
value actually changes
meditating monsters stop meditating when affected by something which wakes
sleeping mosnters
Platform- and/or Interface-Specific Fixes

View File

@@ -580,10 +580,9 @@ movemon()
for(mtmp = fmon; mtmp; mtmp = nmtmp) {
nmtmp = mtmp->nmon;
if (DEADMONSTER(mtmp)) continue;
/* Find a monster that we have not treated yet. */
if(DEADMONSTER(mtmp))
continue;
if(mtmp->movement < NORMAL_SPEED)
continue;
@@ -2188,11 +2187,13 @@ register struct monst *mtmp;
int got_mad = 0;
/* guardians will sense this attack even if they can't see it */
for (mon = fmon; mon; mon = mon->nmon)
if (!DEADMONSTER(mon) && mon->data == q_guardian && mon->mpeaceful) {
for (mon = fmon; mon; mon = mon->nmon) {
if (DEADMONSTER(mon)) continue;
if (mon->data == q_guardian && mon->mpeaceful) {
mon->mpeaceful = 0;
if (canseemon(mon)) ++got_mad;
}
}
if (got_mad && !Hallucination)
pline_The("%s appear%s to be angry too...",
got_mad == 1 ? q_guardian->mname :
@@ -2208,22 +2209,26 @@ register struct monst *mtmp;
mtmp->msleeping = 0;
finish_meating(mtmp);
setmangry(mtmp);
if(mtmp->m_ap_type) seemimic(mtmp);
else if (context.forcefight && !context.mon_moving && mtmp->mundetected) {
if (mtmp->m_ap_type) {
seemimic(mtmp);
} else if (context.forcefight && !context.mon_moving &&
mtmp->mundetected) {
mtmp->mundetected = 0;
newsym(mtmp->mx, mtmp->my);
}
}
/* Wake up nearby monsters. */
/* Wake up nearby monsters without angering them. */
void
wake_nearby()
{
register struct monst *mtmp;
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (!DEADMONSTER(mtmp) && distu(mtmp->mx,mtmp->my) < u.ulevel*20) {
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
if (distu(mtmp->mx,mtmp->my) < u.ulevel * 20) {
mtmp->msleeping = 0;
mtmp->mstrategy &= ~STRAT_WAITMASK;
if (mtmp->mtame && !mtmp->isminion)
EDOG(mtmp)->whistletime = moves;
}
@@ -2238,9 +2243,11 @@ register int x, y, distance;
register struct monst *mtmp;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (!DEADMONSTER(mtmp) && mtmp->msleeping && (distance == 0 ||
dist2(mtmp->mx, mtmp->my, x, y) < distance))
if (DEADMONSTER(mtmp)) continue;
if (distance == 0 || dist2(mtmp->mx, mtmp->my, x, y) < distance) {
mtmp->msleeping = 0;
mtmp->mstrategy &= ~STRAT_WAITMASK;
}
}
}

View File

@@ -61,23 +61,22 @@ STATIC_OVL void
awaken_monsters(distance)
int distance;
{
register struct monst *mtmp = fmon;
register struct monst *mtmp;
register int distm;
while(mtmp) {
if (!DEADMONSTER(mtmp)) {
distm = distu(mtmp->mx, mtmp->my);
if (distm < distance) {
mtmp->msleeping = 0;
mtmp->mcanmove = 1;
mtmp->mfrozen = 0;
/* May scare some monsters */
if (distm < distance/3 &&
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
if ((distm = distu(mtmp->mx, mtmp->my)) < distance) {
mtmp->msleeping = 0;
mtmp->mcanmove = 1;
mtmp->mfrozen = 0;
/* may scare some monsters -- waiting monsters excluded */
if ((mtmp->mstrategy & STRAT_WAITMASK) != 0)
mtmp->mstrategy &= ~STRAT_WAITMASK;
else if (distm < distance/3 &&
!resist(mtmp, TOOL_CLASS, 0, NOTELL))
monflee(mtmp, 0, FALSE, TRUE);
}
monflee(mtmp, 0, FALSE, TRUE);
}
mtmp = mtmp->nmon;
}
}
@@ -89,15 +88,15 @@ STATIC_OVL void
put_monsters_to_sleep(distance)
int distance;
{
register struct monst *mtmp = fmon;
register struct monst *mtmp;
while(mtmp) {
if (!DEADMONSTER(mtmp) && distu(mtmp->mx, mtmp->my) < distance &&
sleep_monst(mtmp, d(10,10), TOOL_CLASS)) {
mtmp->msleeping = 1; /* 10d10 turns + wake_nearby to rouse */
slept_monst(mtmp);
}
mtmp = mtmp->nmon;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
if (distu(mtmp->mx, mtmp->my) < distance &&
sleep_monst(mtmp, d(10,10), TOOL_CLASS)) {
mtmp->msleeping = 1; /* 10d10 turns + wake_nearby to rouse */
slept_monst(mtmp);
}
}
}
@@ -109,15 +108,17 @@ STATIC_OVL void
charm_snakes(distance)
int distance;
{
register struct monst *mtmp = fmon;
register struct monst *mtmp;
int could_see_mon, was_peaceful;
while (mtmp) {
if (!DEADMONSTER(mtmp) && mtmp->data->mlet == S_SNAKE && mtmp->mcanmove &&
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
if (mtmp->data->mlet == S_SNAKE && mtmp->mcanmove &&
distu(mtmp->mx, mtmp->my) < distance) {
was_peaceful = mtmp->mpeaceful;
mtmp->mpeaceful = 1;
mtmp->mavenge = 0;
mtmp->mstrategy &= ~STRAT_WAITMASK;
could_see_mon = canseemon(mtmp);
mtmp->mundetected = 0;
newsym(mtmp->mx, mtmp->my);
@@ -131,7 +132,6 @@ int distance;
was_peaceful ? "" : ", and now seems quieter");
}
}
mtmp = mtmp->nmon;
}
}
@@ -143,20 +143,21 @@ STATIC_OVL void
calm_nymphs(distance)
int distance;
{
register struct monst *mtmp = fmon;
register struct monst *mtmp;
while (mtmp) {
if (!DEADMONSTER(mtmp) && mtmp->data->mlet == S_NYMPH && mtmp->mcanmove &&
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
if (mtmp->data->mlet == S_NYMPH && mtmp->mcanmove &&
distu(mtmp->mx, mtmp->my) < distance) {
mtmp->msleeping = 0;
mtmp->mpeaceful = 1;
mtmp->mavenge = 0;
mtmp->mstrategy &= ~STRAT_WAITMASK;
if (canseemon(mtmp))
pline(
"%s listens cheerfully to the music, then seems quieter.",
Monnam(mtmp));
}
mtmp = mtmp->nmon;
}
}
@@ -165,19 +166,19 @@ int distance;
void
awaken_soldiers()
{
register struct monst *mtmp = fmon;
register struct monst *mtmp;
while(mtmp) {
if (!DEADMONSTER(mtmp) &&
is_mercenary(mtmp->data) && mtmp->data != &mons[PM_GUARD]) {
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
if (is_mercenary(mtmp->data) && mtmp->data != &mons[PM_GUARD]) {
mtmp->mpeaceful = mtmp->msleeping = mtmp->mfrozen = 0;
mtmp->mcanmove = 1;
mtmp->mstrategy &= ~STRAT_WAITMASK;
if (canseemon(mtmp))
pline("%s is now ready for battle!", Monnam(mtmp));
else
Norep("You hear the rattle of battle gear being readied.");
}
mtmp = mtmp->nmon;
}
}