statue trap activation

Make monsters created by statue trap activation start out awake and
hostile in addition to being unhidden.
This commit is contained in:
nethack.rankin
2006-12-24 04:09:32 +00:00
parent e26d9ffee0
commit f93b3837d8
2 changed files with 8 additions and 0 deletions

View File

@@ -291,6 +291,7 @@ remove engravings at drawbridge location when it is opened, closed, or wrecked
monster killed in midst of multi-shot volley throwing/shooting might cause
freed memory to be accessed, potentially triggering a crash
can't arm bear traps or land mines on Planes of Air or Water
statues that "come to life" when trap activates shouldn't start out sleeping
Platform- and/or Interface-Specific Fixes

View File

@@ -515,6 +515,13 @@ int *fail_reason;
/* mimic statue becomes seen mimic; other hiders won't be hidden */
if (mon->m_ap_type) seemimic(mon);
else mon->mundetected = FALSE;
mon->msleeping = 0;
if (cause == ANIMATE_NORMAL || cause == ANIMATE_SHATTER) {
/* trap always releases hostile monster */
mon->mtame = 0; /* (might be petrified pet tossed onto trap) */
mon->mpeaceful = 0;
set_malign(mon);
}
comes_to_life = !canspotmon(mon) ? "disappears" :
(nonliving(mon->data) || is_vampshifter(mon)) ?