From a8ac6f6cc6531da8aa98797ccb0e089b7016fb16 Mon Sep 17 00:00:00 2001 From: cohrs Date: Mon, 12 Aug 2002 05:57:40 +0000 Subject: [PATCH] forcefighting an undetected monster Fix the case 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. --- doc/fixes34.1 | 1 + src/mon.c | 4 ++++ 2 files changed, 5 insertions(+) diff --git a/doc/fixes34.1 b/doc/fixes34.1 index 12469a65a..56bcdcf6d 100644 --- a/doc/fixes34.1 +++ b/doc/fixes34.1 @@ -198,6 +198,7 @@ in town, watch should not allow trees to be cut down 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 diff --git a/src/mon.c b/src/mon.c index 5583aa743..71769658e 100644 --- a/src/mon.c +++ b/src/mon.c @@ -2065,6 +2065,10 @@ register struct monst *mtmp; 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. */ -- 2.49.0