cancelled zombification
Don't let cancelled zombies or cancelled liches create new zombies.
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@@ -1375,7 +1375,7 @@ extern int cmap_to_type(int);
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/* ### mon.c ### */
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extern void mon_sanity_check(void);
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extern boolean zombie_maker(struct permonst *);
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extern boolean zombie_maker(struct monst *);
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extern int zombie_form(struct permonst *);
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extern int m_poisongas_ok(struct monst *);
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extern int undead_to_corpse(int);
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10
src/decl.c
10
src/decl.c
@@ -476,7 +476,7 @@ const struct instance_globals g_init = {
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/* mkmaze.c */
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{ {COLNO, ROWNO, 0, 0}, {COLNO, ROWNO, 0, 0} }, /* bughack */
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UNDEFINED_VALUE, /* was_waterlevel */
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FALSE, /* was_waterlevel */
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UNDEFINED_PTR, /* bbubbles */
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UNDEFINED_PTR, /* ebubbles */
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UNDEFINED_PTR, /* wportal */
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@@ -487,9 +487,9 @@ const struct instance_globals g_init = {
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0, /* ransacked */
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/* mon.c */
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UNDEFINED_VALUE, /* vamp_rise_msg */
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UNDEFINED_VALUE, /* disintegested */
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UNDEFINED_VALUE, /* zombify */
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FALSE, /* vamp_rise_msg */
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FALSE, /* disintegested */
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FALSE, /* zombify */
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NULL, /* animal_list */
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UNDEFINED_VALUE, /* animal_list_count */
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@@ -502,7 +502,7 @@ const struct instance_globals g_init = {
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FALSE, /* m_using */
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UNDEFINED_VALUE, /* trapx */
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UNDEFINED_VALUE, /* trapy */
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UNDEFINED_VALUE, /* zap_oseen */
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FALSE, /* zap_oseen */
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UNDEFINED_VALUES, /* m */
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/* nhlan.c */
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@@ -507,7 +507,7 @@ done_in_by(struct monst *mtmp, int how)
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u.ugrave_arise = PM_WRAITH;
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else if (mptr->mlet == S_MUMMY && g.urace.mummynum != NON_PM)
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u.ugrave_arise = g.urace.mummynum;
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else if (zombie_maker(mptr) && zombie_form(g.youmonst.data) != NON_PM)
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else if (zombie_maker(mtmp) && zombie_form(g.youmonst.data) != NON_PM)
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u.ugrave_arise = zombie_form(g.youmonst.data);
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else if (mptr->mlet == S_VAMPIRE && Race_if(PM_HUMAN))
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u.ugrave_arise = PM_VAMPIRE;
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10
src/mhitm.c
10
src/mhitm.c
@@ -906,11 +906,11 @@ mdamagem(struct monst *magr, struct monst *mdef,
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place_monster(mdef, mdef->mx, mdef->my);
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mdef->mhp = 0;
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}
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g.zombify = !mwep && zombie_maker(magr->data)
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&& ((mattk->aatyp == AT_TUCH
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|| mattk->aatyp == AT_CLAW
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|| mattk->aatyp == AT_BITE)
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&& zombie_form(mdef->data) != NON_PM);
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g.zombify = (!mwep && zombie_maker(magr)
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&& (mattk->aatyp == AT_TUCH
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|| mattk->aatyp == AT_CLAW
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|| mattk->aatyp == AT_BITE)
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&& zombie_form(mdef->data) != NON_PM);
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monkilled(mdef, "", (int) mattk->adtyp);
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g.zombify = FALSE; /* reset */
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if (!DEADMONSTER(mdef))
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43
src/mon.c
43
src/mon.c
@@ -276,12 +276,16 @@ m_poisongas_ok(struct monst* mtmp)
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return M_POISONGAS_BAD;
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}
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/* Return TRUE if this monster is capable of converting other monsters into
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* zombies. */
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/* return True if mon is capable of converting other monsters into zombies */
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boolean
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zombie_maker(struct permonst* pm)
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zombie_maker(struct monst *mon)
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{
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switch(pm->mlet) {
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struct permonst *pm = mon->data;
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if (mon->mcan)
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return FALSE;
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switch (pm->mlet) {
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case S_ZOMBIE:
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/* Z-class monsters that aren't actually zombies go here */
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if (pm == &mons[PM_GHOUL] || pm == &mons[PM_SKELETON])
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@@ -294,15 +298,15 @@ zombie_maker(struct permonst* pm)
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return FALSE;
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}
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/* return the monster index of the zombie monster which this monster could be
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* turned into, or NON_PM if it doesn't have a direct counterpart. Sort of the
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* zombie-specific inverse of undead_to_corpse.
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* If a zombie gets passed to this function, it should return NON_PM, not the
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* same monster again. */
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/* Return monster index of zombie monster which this monster could
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be turned into, or NON_PM if it doesn't have a direct counterpart.
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Sort of the zombie-specific inverse of undead_to_corpse. */
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int
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zombie_form(struct permonst* pm)
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zombie_form(struct permonst *pm)
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{
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switch(pm->mlet) {
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switch (pm->mlet) {
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case S_ZOMBIE: /* when already a zombie/ghoul/skeleton, will stay as is */
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return NON_PM;
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case S_KOBOLD:
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return PM_KOBOLD_ZOMBIE;
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case S_ORC:
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@@ -1892,18 +1896,15 @@ mfndpos(
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return cnt;
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}
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/* Part of mm_aggression that represents two-way aggression. To avoid having to
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* code each case twice, this function contains those cases that ought to
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* happen twice, and mm_aggression will call it twice. */
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/* Part of mm_aggression that represents two-way aggression. To avoid
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having to code each case twice, this function contains those cases that
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ought to happen twice, and mm_aggression will call it twice. */
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static long
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mm_2way_aggression(struct monst* magr, struct monst* mdef)
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mm_2way_aggression(struct monst *magr, struct monst *mdef)
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{
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struct permonst *ma = magr->data;
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struct permonst *md = mdef->data;
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/* zombies vs things that can be zombified */
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if (zombie_maker(ma) && zombie_form(md) != NON_PM)
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return ALLOW_M|ALLOW_TM;
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if (zombie_maker(magr) && zombie_form(mdef->data) != NON_PM)
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return (ALLOW_M | ALLOW_TM);
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return 0;
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}
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@@ -2880,7 +2881,7 @@ xkilled(
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/* corpse--none if hero was inside the monster */
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if (!wasinside && corpse_chance(mtmp, (struct monst *) 0, FALSE)) {
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g.zombify = (!g.thrownobj && !g.stoned && !uwep
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&& zombie_maker(g.youmonst.data)
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&& zombie_maker(&g.youmonst)
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&& zombie_form(mtmp->data) != NON_PM);
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cadaver = make_corpse(mtmp, burycorpse ? CORPSTAT_BURIED
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: CORPSTAT_NONE);
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