observing monster become invisible
Requested by one of the beta testers 13 months ago... when a visible monster becomes invisible and vanishes, mark its map location with the remembered, unseen monster glyph. (When the player zaps a monster with a wand of make invisible, that only happens if the wand type is known. I'm not sure that's right but didn't alter it....) The request suggested also doing it for a monster who disappears by teleporting away, but I haven't attempted to implement that.
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@@ -314,6 +314,8 @@ for #tip inside shop, credit was incorrectly given for spilled gold if that
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gold's stale location coordinates didn't happen to be inside the shop
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when confused scroll of light summoned lights, player would be asked what to
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call the scroll even if scroll of light was already identified
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if a visible monster becomes invisible, mark its spot with the 'remembered,
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unseen monster' glyph ('I' character or '?' tile)
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Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
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@@ -443,6 +443,8 @@ int spellnum;
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pline("%s suddenly %s!", Monnam(mtmp),
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!See_invisible ? "disappears" : "becomes transparent");
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mon_set_minvis(mtmp);
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if (cansee(mtmp->mx, mtmp->my) && !canspotmon(mtmp))
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map_invisible(mtmp->mx, mtmp->my);
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dmg = 0;
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} else
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impossible("no reason for monster to cast disappear spell?");
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@@ -1207,8 +1207,8 @@ register struct monst *mtmp;
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register struct obj *otmp;
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{
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int tmp;
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boolean reveal_invis = FALSE;
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if (mtmp != &youmonst) {
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mtmp->msleeping = 0;
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if (mtmp->m_ap_type)
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@@ -1819,12 +1819,15 @@ struct monst *mtmp;
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Strcpy(nambuf, mon_nam(mtmp));
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mon_set_minvis(mtmp);
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if (vismon && mtmp->minvis) { /* was seen, now invisible */
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if (canspotmon(mtmp))
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if (canspotmon(mtmp)) {
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pline("%s body takes on a %s transparency.",
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upstart(s_suffix(nambuf)),
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Hallucination ? "normal" : "strange");
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else
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} else {
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pline("Suddenly you cannot see %s.", nambuf);
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if (vis)
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map_invisible(mtmp->mx, mtmp->my);
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}
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if (oseen)
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makeknown(otmp->otyp);
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}
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@@ -1379,10 +1379,15 @@ boolean your_fault;
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if (!resist(mon, POTION_CLASS, 0, NOTELL))
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mon->mconf = TRUE;
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break;
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case POT_INVISIBILITY:
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case POT_INVISIBILITY: {
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boolean sawit = canspotmon(mon);
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angermon = FALSE;
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mon_set_minvis(mon);
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if (sawit && !canspotmon(mon) && cansee(mon->mx, mon->my))
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map_invisible(mon->mx, mon->my);
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break;
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}
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case POT_SLEEPING:
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/* wakeup() doesn't rouse victims of temporary sleep */
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if (sleep_monst(mon, rnd(12), POTION_CLASS)) {
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@@ -956,11 +956,9 @@ struct monst *mtmp;
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*
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* Pulls a monster from its current position and places a monster at
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* a new x and y. If oldx is 0, then the monster was not in the
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* levels.monsters
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* array. However, if oldx is 0, oldy may still have a value because mtmp is
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* a
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* migrating_mon. Worm tails are always placed randomly around the head of
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* the worm.
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* levels.monsters array. However, if oldx is 0, oldy may still have
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* a value because mtmp is a migrating_mon. Worm tails are always
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* placed randomly around the head of the worm.
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*/
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void
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rloc_to(mtmp, x, y)
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@@ -974,15 +972,15 @@ register int x, y;
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return;
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if (oldx) { /* "pick up" monster */
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if (mtmp->wormno)
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if (mtmp->wormno) {
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remove_worm(mtmp);
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else {
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} else {
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remove_monster(oldx, oldy);
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newsym(oldx, oldy); /* update old location */
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}
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}
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memset(mtmp->mtrack, 0, sizeof(mtmp->mtrack));
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memset(mtmp->mtrack, 0, sizeof mtmp->mtrack);
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place_monster(mtmp, x, y); /* put monster down */
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update_monster_region(mtmp);
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