fix #M57 - alchemical potion explosion fails to wake monsters

From a bug report,
the message when dipping one stack of potions into another triggers an
explosion says "BOOM" yet nearby sleeping monsters remained undisturbed.
This commit is contained in:
nethack.rankin
2008-02-21 06:18:08 +00:00
parent e8624a3285
commit a023e8188f
2 changed files with 2 additions and 0 deletions

View File

@@ -368,6 +368,7 @@ cutting a long worm in half would trigger segfault/accvio crash if the hit
blinded invisible hero can't see self as invisible via ';' or '/'
a hangup save while picking up gold from shop floor could duplicate that gold
jellyfish do not technically have a head
potion explosion during failed alchemy should awaken nearby monsters
Platform- and/or Interface-Specific Fixes

View File

@@ -1841,6 +1841,7 @@ dodip()
/* KMH, balance patch -- acid is particularly unstable */
if (obj->cursed || obj->otyp == POT_ACID || !rn2(10)) {
pline("BOOM! They explode!");
wake_nearto(u.ux, u.uy, (BOLT_LIM+1)*(BOLT_LIM+1));
exercise(A_STR, FALSE);
if (!breathless(youmonst.data) || haseyes(youmonst.data))
potionbreathe(obj);