monster strategy fix

From the newsgroup:  using #chat to talk to a "meditating"
monster like quest nemesis or Medusa could elicilit responses
without waking it up (at least if you moved fast enough enough
to probe it before it got its next turn).
This commit is contained in:
nethack.rankin
2002-05-10 01:59:25 +00:00
parent 847b037d58
commit ecffb6b92c
2 changed files with 5 additions and 1 deletions

View File

@@ -99,6 +99,7 @@ fix goodpos() so worm segments don't get placed on top of each other (causing
a possible display problem if the worm is cut in two)
fix fountain noises on some special levels (castle, valk home, various mines)
disallow mounting a trapped steed to avoid inappropriate trap effects
#chat with meditating monster will rouse it
Platform- and/or Interface-Specific Fixes

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)sounds.c 3.4 2001/02/14 */
/* SCCS Id: @(#)sounds.c 3.4 2002/05/06 */
/* Copyright (c) 1989 Janet Walz, Mike Threepoint */
/* NetHack may be freely redistributed. See license for details. */
@@ -902,6 +902,9 @@ dochat()
return(0);
}
/* if this monster is waiting for something, prod it into action */
mtmp->mstrategy &= ~STRAT_WAITMASK;
if (mtmp->mtame && mtmp->meating) {
if (!canspotmon(mtmp))
map_invisible(mtmp->mx, mtmp->my);