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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/* NetHack 3.7 mon.c $NHDT-Date: 1650836671 2022/04/24 21:44:31 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.423 $ */
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/* NetHack 3.7 mon.c $NHDT-Date: 1651886997 2022/05/07 01:29:57 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.424 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Derek S. Ray, 2015. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1064,7 +1064,7 @@ movemon(void)
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&& fightm(mtmp))
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continue; /* mon might have died */
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}
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if (dochugw(mtmp)) /* otherwise just move the monster */
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if (dochugw(mtmp, FALSE)) /* otherwise just move the monster */
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continue;
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}
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