more on_fire handling
Add several more monsters to the special case handling for fire attacks.
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@@ -703,12 +703,37 @@ on_fire(mptr, mattk)
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struct permonst *mptr;
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struct attack *mattk;
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{
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return (mptr == &mons[PM_WATER_ELEMENTAL]) ? "boiling" :
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(mptr == &mons[PM_FLAMING_SPHERE]) ? "already on fire" :
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(mptr == &mons[PM_STONE_GOLEM] || mptr == &mons[PM_CLAY_GOLEM] ||
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mptr == &mons[PM_GOLD_GOLEM]) ? "heating up" :
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(mptr == &mons[PM_GLASS_GOLEM]) ? "getting soft" :
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(mattk->aatyp == AT_HUGS) ? "being roasted" : "on fire";
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const char *what;
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switch (monsndx(mptr)) {
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case PM_FLAMING_SPHERE:
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case PM_FIRE_VORTEX:
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case PM_FIRE_ELEMENTAL:
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what = "already on fire";
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break;
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case PM_WATER_ELEMENTAL:
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case PM_FOG_CLOUD:
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case PM_STEAM_VORTEX:
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what = "boiling";
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break;
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case PM_ICE_VORTEX:
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case PM_GLASS_GOLEM:
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what = "melting";
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break;
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case PM_STONE_GOLEM:
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case PM_CLAY_GOLEM:
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case PM_GOLD_GOLEM:
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case PM_AIR_ELEMENTAL:
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case PM_EARTH_ELEMENTAL:
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case PM_DUST_VORTEX:
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case PM_ENERGY_VORTEX:
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what = "heating up";
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break;
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default:
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what = (mattk->aatyp == AT_HUGS) ? "being roasted" : "on fire";
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break;
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}
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return what;
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}
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#endif /* OVLB */
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