Eliminate some redundant monster sleep handling pointed out by <email deleted>. I'm not sure if this is the right fix for mattackm(),
but the wakeup-after-hit was definitely wrong for the case where that hit
put the target to sleep. (I didn't try to make that actually take place
but it is a possible outcome of monster-against-monster combat.)
-/* SCCS Id: @(#)mhitm.c 3.5 2006/08/07 */
+/* SCCS Id: @(#)mhitm.c 3.5 2007/02/07 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
break;
case AT_GAZE:
- strike = 0; /* will not wake up a sleeper */
+ strike = 0;
res[i] = gazemm(magr, mdef, mattk);
break;
if (res[i] & MM_DEF_DIED) return res[i];
- /*
- * Wake up the defender. NOTE: this must follow the check
- * to see if the defender died. We don't want to modify
- * unallocated monsters!
- */
- if (strike) mdef->msleeping = 0;
-
if (res[i] & MM_AGR_DIED) return res[i];
/* return if aggressor can no longer attack */
if (!magr->mcanmove || magr->msleeping) return res[i];
-/* SCCS Id: @(#)muse.c 3.5 2006/04/17 */
+/* SCCS Id: @(#)muse.c 3.5 2007/02/07 */
/* Copyright (C) 1990 by Ken Arromdee */
/* NetHack may be freely redistributed. See license for details. */
*in_rooms(mtmp->mx, mtmp->my, TEMPLE)) {
if (cansee(mtmp->mx, mtmp->my))
pline("%s resists the magic!", Monnam(mtmp));
- mtmp->msleeping = 0;
- if(mtmp->m_ap_type) seemimic(mtmp);
} else if (!tele_restrict(mtmp))
(void) rloc(mtmp, FALSE);
}
-/* SCCS Id: @(#)wizard.c 3.5 2006/09/06 */
+/* SCCS Id: @(#)wizard.c 3.5 2007/02/07 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
}
if (mtmp) {
- mtmp->msleeping = mtmp->mtame = mtmp->mpeaceful = 0;
+ mtmp->mtame = mtmp->mpeaceful = 0; /* paranoia */
set_malign(mtmp);
if (!Deaf) {
pline("A voice booms out...");