bones fix - clear monst->seen_resistance

When saving bones, forget observations of current hero's resistances
because they'll be stale when the bones are used in a future game.
This commit is contained in:
PatR
2023-12-01 23:05:11 -08:00
parent a0008f7376
commit ea57b9d8ca
2 changed files with 7 additions and 3 deletions

View File

@@ -1,4 +1,4 @@
$NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1308 $ $NHDT-Date: 1700869710 2023/11/24 23:48:30 $
$NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1317 $ $NHDT-Date: 1701500708 2023/12/02 07:05:08 $
General Fixes and Modified Features
-----------------------------------
@@ -1767,6 +1767,7 @@ when a tethered aklys gets caught in a web, make sure it doesn't return
add 'X' as a potential context-sensitive item-action for uwep and uswapwep
monsters weren't noticing hero's possession or lack of magic resistance when
hero getting zapped by a wand of striking was or wasn't resisted
discard monsters' observations about hero's resistances when saving bones
Fixes to 3.7.0-x Platform and/or Interface Problems Exposed Via git Repository

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 bones.c $NHDT-Date: 1654931350 2022/06/11 07:09:10 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.119 $ */
/* NetHack 3.7 bones.c $NHDT-Date: 1701500709 2023/12/02 07:05:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.129 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
@@ -453,7 +453,8 @@ savebones(int how, time_t when, struct obj *corpse)
struct obj *otmp;
/* embed your possessions in your statue */
otmp = mk_named_object(STATUE, &mons[u.umonnum], u.ux, u.uy, gp.plname);
otmp = mk_named_object(STATUE, &mons[u.umonnum], u.ux, u.uy,
gp.plname);
drop_upon_death((struct monst *) 0, otmp, u.ux, u.uy);
if (!otmp)
@@ -507,6 +508,8 @@ savebones(int how, time_t when, struct obj *corpse)
mtmp->mlstmv = 0L;
if (mtmp->mtame)
mtmp->mtame = mtmp->mpeaceful = 0;
/* observations about the current hero won't apply to future game */
mtmp->seen_resistance = M_SEEN_NOTHING;
}
for (ttmp = gf.ftrap; ttmp; ttmp = ttmp->ntrap) {
ttmp->madeby_u = 0;