more on_fire handling

Add several more monsters to the special case handling for fire
attacks.
This commit is contained in:
nethack.rankin
2003-01-15 09:06:57 +00:00
parent 9ba2632a29
commit c5e0ecc15a

View File

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