polymorphed quest leader

Duuuh.  Of course adding objects already changed the editlevel.

Anyway, here's the fix I was working on.  It only matters in a very obscure
situation.  (Also, the quest leader still speaks no matter what he's
polymorphed into.)
This commit is contained in:
arromdee
2002-01-21 22:15:22 +00:00
parent 751cbf93ae
commit 166affb0f9
11 changed files with 43 additions and 17 deletions

View File

@@ -465,7 +465,11 @@ coord *cc;
mtmp2->mhp = mtmp2->mhpmax;
/* Get these ones from mtmp */
mtmp2->minvent = mtmp->minvent; /*redundant*/
mtmp2->m_id = mtmp->m_id;
/* monster ID is available if the monster died in the current
game, but should be zero if the corpse was in a bones level
(we cleared it when loading bones) */
if (!mtmp2->m_id)
mtmp2->m_id = mtmp->m_id;
mtmp2->mx = mtmp->mx;
mtmp2->my = mtmp->my;
mtmp2->mux = mtmp->mux;
@@ -642,6 +646,10 @@ register struct obj *obj;
/* Monster retains its name */
if (obj->onamelth)
mtmp = christen_monst(mtmp, ONAME(obj));
/* flag the quest leader as alive. */
if (mtmp->data->msound == MS_LEADER || mtmp->m_id ==
quest_status.leader_m_id)
quest_status.leader_is_dead = FALSE;
}
}
if (mtmp) {