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.
This commit is contained in:
PatR
2022-05-06 18:30:06 -07:00
parent 02207b967a
commit f2f2644e30
5 changed files with 29 additions and 11 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 mon.c $NHDT-Date: 1650836671 2022/04/24 21:44:31 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.423 $ */
/* NetHack 3.7 mon.c $NHDT-Date: 1651886997 2022/05/07 01:29:57 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.424 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Derek S. Ray, 2015. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1064,7 +1064,7 @@ movemon(void)
&& fightm(mtmp))
continue; /* mon might have died */
}
if (dochugw(mtmp)) /* otherwise just move the monster */
if (dochugw(mtmp, FALSE)) /* otherwise just move the monster */
continue;
}