Fix the case <Someone> saw, where forcefighting an undetected monster
would still leave it undetected, resulting in an odd message sequence unless
you kept forcefighting on the next turns. This also left the monster at a
disadvantage, since it wouldn't fight back. Added a check to wakeup() for this
case, cutting off the possibilities and allowing the monster to fight back.
cancel chat direction cancels the chat
prevent "the mimic looks better" on an unrecognized mimic hit with
healing spell
+after forcefighting a concealed lurker, the lurker wouldn't fight back
Platform- and/or Interface-Specific Fixes
mtmp->meating = 0; /* assume there's no salvagable food left */
setmangry(mtmp);
if(mtmp->m_ap_type) seemimic(mtmp);
+ else if (flags.forcefight && !flags.mon_moving && mtmp->mundetected) {
+ mtmp->mundetected = 0;
+ newsym(mtmp->mx, mtmp->my);
+ }
}
/* Wake up nearby monsters. */