From a023e8188f5176ef32c99c0b9973feb9bffc0d9b Mon Sep 17 00:00:00 2001 From: "nethack.rankin" Date: Thu, 21 Feb 2008 06:18:08 +0000 Subject: [PATCH] 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. --- doc/fixes34.4 | 1 + src/potion.c | 1 + 2 files changed, 2 insertions(+) diff --git a/doc/fixes34.4 b/doc/fixes34.4 index f259cbf8f..5134ffc29 100644 --- a/doc/fixes34.4 +++ b/doc/fixes34.4 @@ -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 diff --git a/src/potion.c b/src/potion.c index 31b53af3d..52c8fe0d5 100644 --- a/src/potion.c +++ b/src/potion.c @@ -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);