Steed #monster breath feedback

Using #monster to make the steed use the breath weapon often
failed because the steed did not want to breathe at weak or
too strong monsters.
Make #monster force the steed use the breath, and if there is
no targets available, make the steed make some noise as feedback.
This commit is contained in:
Pasi Kallinen
2025-01-04 16:37:11 +02:00
parent 2ebe8915f6
commit 1ef3167ca0
4 changed files with 13 additions and 12 deletions

View File

@@ -762,7 +762,7 @@ extern struct obj *droppables(struct monst *) NONNULLARG1;
extern int dog_nutrition(struct monst *, struct obj *) NONNULLPTRS;
extern int dog_eat(struct monst *, struct obj *,
coordxy, coordxy, boolean) NONNULLPTRS;
extern int pet_ranged_attk(struct monst *) NONNULLARG1;
extern int pet_ranged_attk(struct monst *, boolean) NONNULLARG1;
extern int dog_move(struct monst *, int) NONNULLARG1;
extern boolean could_reach_item(struct monst *, coordxy, coordxy) NONNULLARG1;
extern void finish_meating(struct monst *) NONNULLARG1;
@@ -2911,6 +2911,7 @@ extern void whimper(struct monst *) NONNULLARG1;
extern void beg(struct monst *) NONNULLARG1;
extern const char *maybe_gasp(struct monst *) NONNULLARG1;
extern const char *cry_sound(struct monst *) NONNULLARG1;
extern int domonnoise(struct monst *) NONNULLARG1;
extern int dotalk(void);
extern int tiphat(void);
#ifdef USER_SOUNDS