busy hero ignoring monster threat
Fix the problem reported by entrez of a zombie corpse reviving and crawling out of the ground while the hero was busy doing something (searching, digging, &c) and having the hero fail to react and just keep doing whatever the thing was because the zombie was already inside the range where a monster changes from no-threat to threat. Done in the monster creation routine so any new monster (including one revived from a corpse) that is visible,&c will cause the hero's action to be interrupted. Teleport arrival probably needs this too. Only interrupts an occupation, not other voluntary multi-turn actitivy such as running or traveling. That would be trivial to change ['if (g.occupation...' to 'if ((g.occupation || multi > 0)...'] but I'm not sure whether it ought to be extended to that.
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@@ -1,4 +1,4 @@
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HDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.903 $ $NHDT-Date: 1651298443 2022/04/30 06:00:43 $
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HDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.906 $ $NHDT-Date: 1651886993 2022/05/07 01:29:53 $
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General Fixes and Modified Features
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-----------------------------------
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@@ -1198,6 +1198,9 @@ using #wizmakemap on Plane of Water added a new set of air bubbles each time
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with clouds on Plane of Air
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avoid new "where are we?" panic if player quits during character selection
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add Untrap as a potential 'autounlock' action
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if a zombie revived near the hero, a busy hero would keep doing whatever
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action was in progress instead of stopping because the zombify didn't
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walk across the threshold from no-threat to threat
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curses: 'msg_window' option wasn't functional for curses unless the binary
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also included tty support
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