more green slime

When a hero dies due to turning into green slime, actually polymorph
him into a green slime monster before killing him off.  That way he'll
show as a green 'P' on the map instead of white '@' during final
disclosure.  Also, armor that gets destroyed by polymorphing into that
form will be absent from resulting bones file.
This commit is contained in:
PatR
2018-12-05 14:56:03 -08:00
parent 857b8af2ee
commit e5b232104e
2 changed files with 36 additions and 19 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 cmd.c $NHDT-Date: 1543972186 2018/12/05 01:09:46 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.313 $ */
/* NetHack 3.6 cmd.c $NHDT-Date: 1544050555 2018/12/05 22:55:55 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.314 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2013. */
/* NetHack may be freely redistributed. See license for details. */
@@ -2740,7 +2740,12 @@ int final;
}
if (Polymorph_control)
you_have("polymorph control", from_what(POLYMORPH_CONTROL));
if (Upolyd && u.umonnum != u.ulycn) {
if (Upolyd && u.umonnum != u.ulycn
/* if we've died from turning into slime, we're polymorphed
right now but don't want to list it as a temporary attribute
[we need a more reliable way to detect this situation] */
&& !(final == ENL_GAMEOVERDEAD
&& u.umonnum == PM_GREEN_SLIME && !Unchanging)) {
/* foreign shape (except were-form which is handled below) */
Sprintf(buf, "polymorphed into %s", an(youmonst.data->mname));
if (wizard)