stone-to-flesh vs mimics
Handle a FIXME in zap.c: stone-to-flesh spell hitting a mimic that is disguised as a stone object or stone furniture should bring it out of hiding.
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@@ -1624,6 +1624,8 @@ extern void costly_alteration(struct obj *, int) NONNULLARG1;
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extern void clear_dknown(struct obj *);
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extern void unknow_object(struct obj *);
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extern struct obj *mksobj(int, boolean, boolean) NONNULL;
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extern boolean stone_object_type(unsigned);
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extern boolean stone_furniture_type(unsigned);
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extern int bcsign(struct obj *) NONNULLARG1;
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extern int weight(struct obj *) NONNULLARG1;
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extern struct obj *mkgold(long, coordxy, coordxy);
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@@ -3385,7 +3387,7 @@ extern boolean mhitm_knockback(struct monst *, struct monst *,struct attack *,
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extern int passive(struct monst *, struct obj *, boolean, boolean, uchar,
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boolean) NONNULLARG1;
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extern void passive_obj(struct monst *, struct obj *, struct attack *) NONNULLARG1;
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extern void that_is_a_mimic(struct monst *, boolean) NONNULLARG1;
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extern void that_is_a_mimic(struct monst *, unsigned) NONNULLARG1;
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extern void stumble_onto_mimic(struct monst *) NONNULLARG1;
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extern int flash_hits_mon(struct monst *, struct obj *) NONNULLARG12;
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extern void light_hits_gremlin(struct monst *, int) NONNULLARG1;
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@@ -1155,6 +1155,10 @@ typedef uint32_t mmflags_nht; /* makemon MM_ flags */
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#define MHID_ALTMON 4 /* if mimicking a monster, include that */
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#define MHID_REGION 8 /* include region when mon is in one */
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/* flags for that_is_a_mimic() */
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#define MIM_REVEAL 1 /* seemimic() */
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#define MIM_OMIT_WAIT 2 /* strip beginning from "Wait! That is a <foo>" */
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/* flags for make_corpse() and mkcorpstat(); 0..7 are recorded in obj->spe */
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#define CORPSTAT_NONE 0x00
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#define CORPSTAT_GENDER 0x03 /* 0x01 | 0x02 */
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