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:
@@ -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
|
||||
|
||||
@@ -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. */
|
||||
|
||||
Reference in New Issue
Block a user