cursed potions of invisibility for monsters
Extend the recently changed behavior for cursed potion of invisibility. Monsters won't drink potions of invisibility if already invisible so can't accidentally or voluntarily make themselves visible again, but let player make them become visible by hitting them with thrown or wielded cursed potion of invisibility. They don't have any concept of temporary invisibility that might let them remain invisible while losing permanent invisibility, so they just lose the latter and immediately become visible.
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@@ -1,4 +1,4 @@
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/* NetHack 3.7 muse.c $NHDT-Date: 1737392015 2025/01/20 08:53:35 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.234 $ */
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/* NetHack 3.7 muse.c $NHDT-Date: 1770949988 2026/02/12 18:33:08 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.241 $ */
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/* Copyright (C) 1990 by Ken Arromdee */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -2426,7 +2426,7 @@ use_misc(struct monst *mtmp)
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mquaffmsg(mtmp, otmp);
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/* format monster's name before altering its visibility */
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Strcpy(nambuf, mon_nam(mtmp));
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mon_set_minvis(mtmp);
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mon_set_minvis(mtmp, !otmp->cursed ? FALSE : TRUE);
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if (vismon && mtmp->minvis) { /* was seen, now invisible */
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if (canspotmon(mtmp)) {
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pline("%s body takes on a %s transparency.",
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@@ -2439,6 +2439,10 @@ use_misc(struct monst *mtmp)
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}
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if (oseen)
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makeknown(otmp->otyp);
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} else if (!vismon && canseemon(mtmp)) {
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/* cursed potion; this won't happen because a monster will only
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drink a potion of invisibility when not already invisible */
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pline("%s suddenly appears!", Monnam(mtmp));
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}
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if (otmp->otyp == POT_INVISIBILITY) {
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if (otmp->cursed)
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