forcefighting an undetected monster

Fix the case <Someone> saw, where forcefighting an undetected monster
would still leave it undetected, resulting in an odd message sequence unless
you kept forcefighting on the next turns.  This also left the monster at a
disadvantage, since it wouldn't fight back. Added a check to wakeup() for this
case, cutting off the possibilities and allowing the monster to fight back.
This commit is contained in:
cohrs
2002-08-12 05:57:40 +00:00
parent 4d4444f07a
commit a8ac6f6cc6
2 changed files with 5 additions and 0 deletions

View File

@@ -198,6 +198,7 @@ in town, watch should not allow trees to be cut down
cancel chat direction cancels the chat
prevent "the mimic looks better" on an unrecognized mimic hit with
healing spell
after forcefighting a concealed lurker, the lurker wouldn't fight back
Platform- and/or Interface-Specific Fixes

View File

@@ -2065,6 +2065,10 @@ register struct monst *mtmp;
mtmp->meating = 0; /* assume there's no salvagable food left */
setmangry(mtmp);
if(mtmp->m_ap_type) seemimic(mtmp);
else if (flags.forcefight && !flags.mon_moving && mtmp->mundetected) {
mtmp->mundetected = 0;
newsym(mtmp->mx, mtmp->my);
}
}
/* Wake up nearby monsters. */