fix #H7596 - magic trap 'deafening roar' outcome

doesn't wake monsters.  Now it does.
This commit is contained in:
PatR
2018-11-24 15:01:30 -08:00
parent cc5bb44a9a
commit bb08a46480
3 changed files with 24 additions and 26 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 trap.c $NHDT-Date: 1542856572 2018/11/22 03:16:12 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.304 $ */
/* NetHack 3.6 trap.c $NHDT-Date: 1543100476 2018/11/24 23:01:16 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.311 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2013. */
/* NetHack may be freely redistributed. See license for details. */
@@ -3164,7 +3164,7 @@ domagictrap()
if (fate < 10) {
/* Most of the time, it creates some monsters. */
register int cnt = rnd(4);
int cnt = rnd(4);
/* blindness effects */
if (!resists_blnd(&youmonst)) {
@@ -3189,6 +3189,9 @@ domagictrap()
}
while (cnt--)
(void) makemon((struct permonst *) 0, u.ux, u.uy, NO_MM_FLAGS);
/* roar: wake monsters in vicinity, after placing trap-created ones */
wake_nearto(u.ux, u.uy, 7 * 7);
/* [flash: should probably also hit nearby gremlins with light] */
} else
switch (fate) {
case 10: