Hit and wake sleeping monster makes it growl

Unless you kill the monster with one hit, it'll wake up
cranky and make noise - waking up other sleeping monsters.

This was a bit tricky with all the message sequencing; I tested
all the hit/throw/fire/zap combos I could think of, and it took
a while to get things looking right.
This commit is contained in:
Pasi Kallinen
2023-01-21 16:52:17 +02:00
parent 9dca76bb50
commit 677b32c2a7
8 changed files with 34 additions and 30 deletions

View File

@@ -2914,7 +2914,7 @@ extern void dynamic_multi_reason(struct monst *, const char *, boolean);
extern void erode_armor(struct monst *, int);
extern boolean attack_checks(struct monst *, struct obj *);
extern void check_caitiff(struct monst *);
extern void mon_maybe_wakeup_on_hit(struct monst *);
extern void mon_maybe_unparalyze(struct monst *);
extern int find_roll_to_hit(struct monst *, uchar, struct obj *, int *, int *);
extern boolean force_attack(struct monst *, boolean);
extern boolean do_attack(struct monst *);
@@ -3477,7 +3477,7 @@ extern void dobuzz(int, int, coordxy, coordxy, int, int, boolean);
extern void melt_ice(coordxy, coordxy, const char *);
extern void start_melt_ice_timeout(coordxy, coordxy, long);
extern void melt_ice_away(union any *, long);
extern int zap_over_floor(coordxy, coordxy, int, boolean *, short);
extern int zap_over_floor(coordxy, coordxy, int, boolean *, boolean, short);
extern void fracture_rock(struct obj *);
extern boolean break_statue(struct obj *);
extern boolean u_adtyp_resistance_obj(int);