Differentiate between monster anger from attacks and from other causes

setmangry() and wakeup() were being used for multiple purposes. Add an
extra parameter to track which. This fixes several minor bugs (e.g.
whether monsters with no eyes were angered by (useless) gaze attacks
against them previously depended on the state of a UI option, and
the Minetown guards would be annoyed if you used a cursed scroll of
tame monster on a shopkeeper). It's also a prerequisite for the
Elbereth changes I'm working on.
This commit is contained in:
Alex Smith
2016-10-17 18:15:57 +01:00
parent 5c12362a98
commit ee5b488514
17 changed files with 55 additions and 45 deletions

View File

@@ -2583,10 +2583,18 @@ struct monst *mtmp;
}
}
/* Called whenever the player attacks mtmp; also called in other situations
where mtmp gets annoyed at the player. Handles mtmp getting annoyed at the
attack and any ramifications that might have. Useful also in situations where
mtmp was already hostile; it checks for situations where the player shouldn't
be attacking and any ramifications /that/ might have. */
void
setmangry(mtmp)
setmangry(mtmp, via_attack)
struct monst *mtmp;
boolean via_attack;
{
(void) via_attack; /* AIS: not used yet */
/* AIS: Should this be in both places, or just in wakeup()? */
mtmp->mstrategy &= ~STRAT_WAITMASK;
if (!mtmp->mpeaceful)
return;
@@ -2681,14 +2689,16 @@ struct monst *mtmp;
}
/* wake up a monster, usually making it angry in the process */
/* wake up a monster, possibly making it angry in the process */
void
wakeup(mtmp)
wakeup(mtmp, via_attack)
register struct monst *mtmp;
boolean via_attack;
{
mtmp->msleeping = 0;
finish_meating(mtmp);
setmangry(mtmp);
if (via_attack)
setmangry(mtmp, TRUE);
if (mtmp->m_ap_type) {
seemimic(mtmp);
} else if (context.forcefight && !context.mon_moving