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).
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@@ -99,6 +99,7 @@ fix goodpos() so worm segments don't get placed on top of each other (causing
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a possible display problem if the worm is cut in two)
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fix fountain noises on some special levels (castle, valk home, various mines)
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disallow mounting a trapped steed to avoid inappropriate trap effects
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#chat with meditating monster will rouse it
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Platform- and/or Interface-Specific Fixes
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)sounds.c 3.4 2001/02/14 */
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/* SCCS Id: @(#)sounds.c 3.4 2002/05/06 */
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/* Copyright (c) 1989 Janet Walz, Mike Threepoint */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -902,6 +902,9 @@ dochat()
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return(0);
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}
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/* if this monster is waiting for something, prod it into action */
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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if (mtmp->mtame && mtmp->meating) {
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if (!canspotmon(mtmp))
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map_invisible(mtmp->mx, mtmp->my);
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