If you dug in a pit next to a sleeping, angry monster, you'd stop every turn due to a complex check at the end of dochugw. It turned out this was due to a long-standing bug in the special case vision code that failed to set the COULD_SEE bit for the locations where it set the IN_SIGHT bit. It looks like the underwater code had the same problem (it didn't set the bit, obviously there are no pits underwater). However, the same could occur if you see the angry, sleeping monster with Xray vision. In this case, setting COULD_SEE is not appropriate, so added a mcanmove check to the complex check in dochugw.
7.7 KiB
7.7 KiB