montraits usage (trunk only)

Move a couple of recently added corpse revival/statue animation
fixups into montraits() so that its callers don't have to worry about
them anymore.
This commit is contained in:
nethack.rankin
2003-12-10 06:33:25 +00:00
parent f935974e02
commit 0dc3c43a8d
2 changed files with 13 additions and 27 deletions

View File

@@ -419,15 +419,8 @@ int *fail_reason;
/* restore a petrified monster */
cc.x = x, cc.y = y;
mon = montraits(statue, &cc);
if (mon) {
if (mon->mtame && !mon->isminion)
wary_dog(mon, TRUE);
/* might be bringing quest leader back to life */
if (quest_status.leader_is_dead &&
/* leader_is_dead implies that leader_m_id is valid */
mon->m_id == quest_status.leader_m_id)
quest_status.leader_is_dead = FALSE;
}
if (mon && mon->mtame && !mon->isminion)
wary_dog(mon, TRUE);
} else {
/* statues of unique monsters from bones or wishing end
up here (cant_revive() sets mnum to be doppelganger;
@@ -477,9 +470,6 @@ int *fail_reason;
/* mimic statue becomes seen mimic; other hiders won't be hidden */
if (mon->m_ap_type) seemimic(mon);
else mon->mundetected = FALSE;
/* when reanimating a stoned monster, protection from shape changers
might be different now than it was when the monster was petrified */
if (use_saved_traits) restore_cham(mon);
if ((x == u.ux && y == u.uy) || cause == ANIMATE_SPELL) {
const char *comes_to_life = nonliving(mon->data) ?