From ecffb6b92c69665401348edd30612b0d344f3711 Mon Sep 17 00:00:00 2001 From: "nethack.rankin" Date: Fri, 10 May 2002 01:59:25 +0000 Subject: [PATCH] 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). --- doc/fixes34.1 | 1 + src/sounds.c | 5 ++++- 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/doc/fixes34.1 b/doc/fixes34.1 index a769be14c..46098ee00 100644 --- a/doc/fixes34.1 +++ b/doc/fixes34.1 @@ -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 diff --git a/src/sounds.c b/src/sounds.c index 4c8c9527f..459019d33 100644 --- a/src/sounds.c +++ b/src/sounds.c @@ -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);