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
+1
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@@ -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 monster killed in midst of multi-shot volley throwing/shooting might cause
freed memory to be accessed, potentially triggering a crash freed memory to be accessed, potentially triggering a crash
can't arm bear traps or land mines on Planes of Air or Water 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 Platform- and/or Interface-Specific Fixes
+7
View File
@@ -515,6 +515,13 @@ int *fail_reason;
/* mimic statue becomes seen mimic; other hiders won't be hidden */ /* mimic statue becomes seen mimic; other hiders won't be hidden */
if (mon->m_ap_type) seemimic(mon); if (mon->m_ap_type) seemimic(mon);
else mon->mundetected = FALSE; 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" : comes_to_life = !canspotmon(mon) ? "disappears" :
(nonliving(mon->data) || is_vampshifter(mon)) ? (nonliving(mon->data) || is_vampshifter(mon)) ?