corpse revival and statue animation (trunk only)
Try to address the problem From a bug report: turning the Wizard
of Yendor to stone preserves monster information with his statue and
presence of that information overrides the statue animation check
intended to prevent players from creating the Wizard (or other unique
monsters). That's ok for the current game--the monster had to have been
in play in order to be turned to stone--but is a problem if the statue
is found in a bones file. The report was for placing such a statue at
the location of an untriggered statue trap by a player who leaves bones,
but stone-to-flesh by the player who loads bones is a simpler way to
trigger this. (Aside from getting unique monsters earlier than usual
under some degree of player control they won't have their starting
inventory so special items like the Candelabrum might not get created.)
Using undead turning to revive corpses found in bones was another way to
get into the same trouble (I thought corpses of special monsters were
already excluded from bones?).
It looks like it's also possible to get strange quest behavior if
a corpse or statue of the leader or nemesis is brought into the dungeon,
left in bones, then revived by the second player, but I didn't attempt
to reproduce it. More work is probably needed; this tightens up leader
handling a bit but doesn't do anything about the nemesis. This patch
has already been spreading tentacles and I've got to cut it off....
The patch discards saved monster traits for corpses and statues of
unique monsters while saving bones; reviving or reanimating them will
produce doppelgangers instead of the original monsters, same as stone-to-
flesh on wished-for statues behaves. It also discards saved traits for
shopkeepers (also temple priests and vault guards--their traits weren't
saved in 3.4.2 though). That info might be useable when the corpse or
statue is on the same level as the monster started (ie, where its special
room is located), but that's a complication I'm going to bypass. This
patch also adds chameleon handling for statue activation--it wouldn't
have mattered in 3.4.2 since shapechangers didn't get their traits saved;
it does matter now but was omitted when trait-saving was extended to all
statues a while back. (It adds chameleon handling to corpse revival too,
but they still don't get their traits saved with corpses so that's just
protection in case of future modifications.)
Other bits: `cant_create()' is renamed to `cant_revive()' since
the latter is a more signicant use than wizard mode <ctrl/G> handling.
Now save traits with nymph corses so that cancellation can be propagated
if they're revived; that doesn't matter much but matches statue handling
(where it was more important since it dealt with succubi as well as with
nymphs). Explicitly initialize the shape-changer field of all monsters
instead of relying on implicit initialization to 0 (CHAM_ORDINARY).
There'll be a *much* shorter patch for 3.4.3 which will have to get
by with most of these obscure problems--fortunately they're unlikely to
impact many (any?) players.
This commit is contained in:
@@ -1699,7 +1699,7 @@ E void FDECL(litroom, (BOOLEAN_P,struct obj *));
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E void FDECL(do_genocide, (int));
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E void FDECL(punish, (struct obj *));
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E void NDECL(unpunish);
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E boolean FDECL(cant_create, (int *, BOOLEAN_P));
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E boolean FDECL(cant_revive, (int *,BOOLEAN_P,struct obj *));
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#ifdef WIZARD
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E boolean NDECL(create_particular);
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#endif
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)mondata.h 3.4 2003/01/08 */
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||||
/* SCCS Id: @(#)mondata.h 3.4 2003/11/29 */
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/* Copyright (c) 1989 Mike Threepoint */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -143,6 +143,10 @@
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(ptr) == &mons[PM_HUMAN])
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/* return TRUE if the monster tends to revive */
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#define is_reviver(ptr) (is_rider(ptr) || (ptr)->mlet == S_TROLL)
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/* monsters whose corpses and statues need special handling;
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note that high priests and the Wizard of Yendor are flagged
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as unique even though they really aren't; that's ok here */
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#define unique_corpstat(ptr) (((ptr)->geno & G_UNIQ) != 0)
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/* this returns the light's range, or 0 if none; if we add more light emitting
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monsters, we'll likely have to add a new light range field to mons[] */
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60
src/bones.c
60
src/bones.c
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)bones.c 3.4 2003/09/06 */
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/* SCCS Id: @(#)bones.c 3.4 2003/11/29 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -64,17 +64,21 @@ boolean restore;
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if (otmp->cobj)
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resetobjs(otmp->cobj,restore);
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if (((otmp->otyp != CORPSE || otmp->corpsenm < SPECIAL_PM)
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&& otmp->otyp != STATUE)
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&& (!otmp->oartifact ||
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(restore && (exist_artifact(otmp->otyp, ONAME(otmp))
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|| is_quest_artifact(otmp))))) {
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otmp->oartifact = 0;
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otmp->onamelth = 0;
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*ONAME(otmp) = '\0';
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} else if (otmp->oartifact && restore)
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artifact_exists(otmp,ONAME(otmp),TRUE);
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if (!restore) {
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if (restore) {
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/* artifact bookeeping needs to be done during
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restore; other fixups are done while saving */
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if (otmp->oartifact) {
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if (exist_artifact(otmp->otyp, ONAME(otmp)) ||
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is_quest_artifact(otmp)) {
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/* prevent duplicate--revert to ordinary obj */
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otmp->oartifact = 0;
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otmp->onamelth = 0;
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*ONAME(otmp) = '\0';
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} else {
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artifact_exists(otmp, ONAME(otmp), TRUE);
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}
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}
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} else { /* saving */
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/* do not zero out o_ids for ghost levels anymore */
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if(objects[otmp->otyp].oc_uses_known) otmp->known = 0;
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@@ -83,6 +87,23 @@ boolean restore;
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otmp->invlet = 0;
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otmp->no_charge = 0;
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/* strip user-supplied names */
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/* Statue and some corpse names are left intact,
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presumeably in case they came from score file.
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[TODO: this ought to be done differently--names
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which came from such a source or came from any
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stoned or killed monster should be flagged in
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some manner; then we could just check the flag
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here and keep "real" names (dead pets, &c) while
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discarding player notes attached to statues.] */
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if (otmp->onamelth &&
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!(otmp->oartifact || otmp->otyp == STATUE ||
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(otmp->otyp == CORPSE &&
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otmp->corpsenm >= SPECIAL_PM))) {
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otmp->onamelth = 0;
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*ONAME(otmp) = '\0';
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}
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if (otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
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#ifdef MAIL
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else if (otmp->otyp == SCR_MAIL) otmp->spe = 1;
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@@ -91,8 +112,21 @@ boolean restore;
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else if (otmp->otyp == TIN) {
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/* make tins of unique monster's meat be empty */
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if (otmp->corpsenm >= LOW_PM &&
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(mons[otmp->corpsenm].geno & G_UNIQ))
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unique_corpstat(&mons[otmp->corpsenm]))
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otmp->corpsenm = NON_PM;
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} else if (otmp->otyp == CORPSE ||
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otmp->otyp == STATUE) {
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int mnum = otmp->corpsenm;
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/* Discard incarnation details of unique
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monsters (by passing null instead of otmp
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for object), shopkeepers (by passing false
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for revival flag), temple priests, and
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vault guards in order to prevent corpse
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revival or statue reanimation. */
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if (otmp->oattached == OATTACHED_MONST &&
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cant_revive(&mnum, FALSE, (struct obj *)0))
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otmp->oattached = OATTACHED_NOTHING;
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} else if (otmp->otyp == AMULET_OF_YENDOR) {
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/* no longer the real Amulet */
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otmp->otyp = FAKE_AMULET_OF_YENDOR;
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)makemon.c 3.4 2003/09/06 */
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/* SCCS Id: @(#)makemon.c 3.4 2003/11/30 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -898,7 +898,8 @@ register int mmflags;
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mtmp->m_id = context.ident++;
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if (!mtmp->m_id) mtmp->m_id = context.ident++; /* ident overflowed */
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set_mon_data(mtmp, ptr, 0);
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if (mtmp->data->msound == MS_LEADER)
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if (mtmp->data->msound == MS_LEADER &&
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quest_info(MS_LEADER) == mndx)
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quest_status.leader_m_id = mtmp->m_id;
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mtmp->mxlth = xlth;
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mtmp->mnum = mndx;
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@@ -987,13 +988,16 @@ register int mmflags;
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LS_MONSTER, (genericptr_t)mtmp);
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mitem = 0; /* extra inventory item for this monster */
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mtmp->cham = CHAM_ORDINARY; /* default is "not a shapechanger" */
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if ((mcham = pm_to_cham(mndx)) != CHAM_ORDINARY) {
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/* If you're protected with a ring, don't create
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* any shape-changing chameleons -dgk
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*/
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if (Protection_from_shape_changers)
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mtmp->cham = CHAM_ORDINARY;
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else {
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/* this is a shapechanger after all */
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if (Protection_from_shape_changers) {
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; /* stuck in its natural form (CHAM_ORDINARY) */
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} else {
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/* new shapechanger starts out with random form
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(this explicitly picks something from the normal
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selection for current difficulty level rather
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than from among shapechanger's preferred forms) */
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mtmp->cham = mcham;
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(void) newcham(mtmp, rndmonst(), FALSE, FALSE);
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}
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13
src/mon.c
13
src/mon.c
@@ -145,9 +145,16 @@ STATIC_VAR short cham_to_pm[] = {
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PM_SANDESTIN,
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};
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#define KEEPTRAITS(mon) (mon->isshk || mon->mtame || \
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(mon->data->geno & G_UNIQ) || is_reviver(mon->data) || \
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(mon->m_id == quest_status.leader_m_id))
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/* for deciding whether corpse will carry along full monster data */
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#define KEEPTRAITS(mon) ((mon)->isshk || (mon)->mtame || \
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unique_corpstat(mon->data) || \
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is_reviver((mon)->data) || \
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/* normally leader the will be unique, */ \
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/* but he might have been polymorphed */ \
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(mon)->m_id == quest_status.leader_m_id || \
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/* special cancellation handling for these */ \
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(dmgtype((mon)->data, AD_SEDU) || \
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dmgtype((mon)->data, AD_SSEX)))
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/* Creates a monster corpse, a "special" corpse, or nothing if it doesn't
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* leave corpses. Monsters which leave "special" corpses should have
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||||
13
src/read.c
13
src/read.c
@@ -1,4 +1,4 @@
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||||
/* SCCS Id: @(#)read.c 3.4 2003/10/22 */
|
||||
/* SCCS Id: @(#)read.c 3.4 2003/11/29 */
|
||||
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
|
||||
/* NetHack may be freely redistributed. See license for details. */
|
||||
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||||
@@ -1813,9 +1813,10 @@ unpunish()
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* one, the disoriented creature becomes a zombie
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*/
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boolean
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cant_create(mtype, revival)
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cant_revive(mtype, revival, from_obj)
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int *mtype;
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boolean revival;
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struct obj *from_obj;
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{
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/* SHOPKEEPERS can be revived now */
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@@ -1826,6 +1827,12 @@ boolean revival;
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} else if (*mtype==PM_LONG_WORM_TAIL) { /* for create_particular() */
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*mtype = PM_LONG_WORM;
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return TRUE;
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} else if (from_obj && unique_corpstat(&mons[*mtype]) &&
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from_obj->oattached != OATTACHED_MONST) {
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/* unique corpses (from bones or wizard mode wish) or
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statues (bones or any wish) end up as shapechangers */
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*mtype = PM_DOPPELGANGER;
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return TRUE;
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}
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return FALSE;
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}
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@@ -1890,7 +1897,7 @@ create_particular()
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pline(thats_enough_tries);
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} else {
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if (!randmonst) {
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(void) cant_create(&which, FALSE);
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(void) cant_revive(&which, FALSE, (struct obj *)0);
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whichpm = &mons[which];
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}
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for (i = 0; i <= multi; i++) {
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||||
89
src/trap.c
89
src/trap.c
@@ -389,60 +389,69 @@ xchar x, y;
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int cause;
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int *fail_reason;
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{
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struct permonst *mptr;
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int mnum = statue->corpsenm;
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struct permonst *mptr = &mons[mnum];
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struct monst *mon = 0;
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struct obj *item;
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coord cc;
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boolean historic = (Role_if(PM_ARCHEOLOGIST) && !context.mon_moving && (statue->spe & STATUE_HISTORIC));
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boolean historic = (Role_if(PM_ARCHEOLOGIST) && !context.mon_moving &&
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(statue->spe & STATUE_HISTORIC)),
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use_saved_traits;
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char statuename[BUFSZ];
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Strcpy(statuename,the(xname(statue)));
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if (statue->oxlth && statue->oattached == OATTACHED_MONST) {
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if (cant_revive(&mnum, TRUE, statue)) {
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/* mnum has changed; we won't be animating this statue as itself */
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if (mnum != PM_DOPPELGANGER) mptr = &mons[mnum];
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use_saved_traits = FALSE;
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} else if (is_golem(mptr) && cause == ANIMATE_SPELL) {
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/* statue of any golem hit by stone-to-flesh becomes flesh golem */
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mnum = PM_FLESH_GOLEM;
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mptr = &mons[PM_FLESH_GOLEM];
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use_saved_traits = FALSE;
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||||
} else {
|
||||
use_saved_traits = (statue->oxlth &&
|
||||
statue->oattached == OATTACHED_MONST);
|
||||
}
|
||||
|
||||
if (use_saved_traits) {
|
||||
/* restore a petrified monster */
|
||||
cc.x = x, cc.y = y;
|
||||
mon = montraits(statue, &cc);
|
||||
if (mon && mon->mtame && !mon->isminion)
|
||||
wary_dog(mon, TRUE);
|
||||
} else {
|
||||
/* statue of any golem hit with stone-to-flesh becomes flesh golem */
|
||||
if (is_golem(&mons[statue->corpsenm]) && cause == ANIMATE_SPELL)
|
||||
mptr = &mons[PM_FLESH_GOLEM];
|
||||
else
|
||||
mptr = &mons[statue->corpsenm];
|
||||
/*
|
||||
* Guard against someone wishing for a statue of a unique monster
|
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* (which is allowed in normal play) and then tossing it onto the
|
||||
* [detected or guessed] location of a statue trap. Normally the
|
||||
* uppermost statue is the one which would be activated.
|
||||
*/
|
||||
if ((mptr->geno & G_UNIQ) && cause != ANIMATE_SPELL) {
|
||||
if (fail_reason) *fail_reason = AS_MON_IS_UNIQUE;
|
||||
return (struct monst *)0;
|
||||
if (mon) {
|
||||
if (mon->mtame && !mon->isminion)
|
||||
wary_dog(mon, TRUE);
|
||||
/* might be bringing quest leader back to life */
|
||||
if (quest_status.leader_is_dead &&
|
||||
/* leader_is_dead implies that leader_m_id is valid */
|
||||
mon->m_id == quest_status.leader_m_id)
|
||||
quest_status.leader_is_dead = FALSE;
|
||||
}
|
||||
if (cause == ANIMATE_SPELL &&
|
||||
((mptr->geno & G_UNIQ) || mptr->msound == MS_GUARDIAN)) {
|
||||
/* Statues of quest guardians or unique monsters
|
||||
* will not stone-to-flesh as the real thing.
|
||||
*/
|
||||
} else {
|
||||
/* statues of unique monsters from bones or wishing end
|
||||
up here (cant_revive() sets mnum to be doppelganger;
|
||||
mptr reflects the original form for use by newcham()) */
|
||||
if ((mnum == PM_DOPPELGANGER &&
|
||||
mptr != &mons[PM_DOPPELGANGER]) ||
|
||||
/* block quest guards from other roles */
|
||||
(mptr->msound == MS_GUARDIAN &&
|
||||
quest_info(MS_GUARDIAN) != mnum)) {
|
||||
mon = makemon(&mons[PM_DOPPELGANGER], x, y,
|
||||
NO_MINVENT|MM_NOCOUNTBIRTH|MM_ADJACENTOK);
|
||||
if (mon) {
|
||||
/* makemon() will set mon->cham to
|
||||
* CHAM_ORDINARY if hero is wearing
|
||||
* ring of protection from shape changers
|
||||
* when makemon() is called, so we have to
|
||||
* check the field before calling newcham().
|
||||
*/
|
||||
if (mon->cham == CHAM_DOPPELGANGER)
|
||||
(void) newcham(mon, mptr, FALSE, FALSE);
|
||||
}
|
||||
NO_MINVENT | MM_NOCOUNTBIRTH | MM_ADJACENTOK);
|
||||
/* if hero has protection from shape changers, cham field will
|
||||
be CHAM_ORDINARY; otherwise, set form to match the statue */
|
||||
if (mon && mon->cham != CHAM_ORDINARY)
|
||||
(void) newcham(mon, mptr, FALSE, FALSE);
|
||||
} else
|
||||
mon = makemon(mptr, x, y, (cause == ANIMATE_SPELL) ?
|
||||
(NO_MINVENT | MM_ADJACENTOK) : NO_MINVENT);
|
||||
(NO_MINVENT | MM_ADJACENTOK) : NO_MINVENT);
|
||||
}
|
||||
|
||||
if (!mon) {
|
||||
if (fail_reason) *fail_reason = AS_NO_MON;
|
||||
if (fail_reason)
|
||||
*fail_reason = unique_corpstat(&mons[statue->corpsenm]) ?
|
||||
AS_MON_IS_UNIQUE : AS_NO_MON;
|
||||
return (struct monst *)0;
|
||||
}
|
||||
|
||||
@@ -468,6 +477,10 @@ 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;
|
||||
/* when reanimating a stoned monster, protection from shape changers
|
||||
might be different now than it was when the monster was petrified */
|
||||
if (use_saved_traits) restore_cham(mon);
|
||||
|
||||
if ((x == u.ux && y == u.uy) || cause == ANIMATE_SPELL) {
|
||||
const char *comes_to_life = nonliving(mon->data) ?
|
||||
"moves" : "comes to life";
|
||||
|
||||
50
src/zap.c
50
src/zap.c
@@ -552,11 +552,13 @@ revive(obj)
|
||||
register struct obj *obj;
|
||||
{
|
||||
register struct monst *mtmp = (struct monst *)0;
|
||||
struct permonst *mptr;
|
||||
struct obj *container = (struct obj *)0;
|
||||
int container_nesting = 0;
|
||||
schar savetame = 0;
|
||||
boolean recorporealization = FALSE;
|
||||
boolean in_container = FALSE;
|
||||
|
||||
if(obj->otyp == CORPSE) {
|
||||
int montype = obj->corpsenm;
|
||||
xchar x, y;
|
||||
@@ -611,23 +613,37 @@ register struct obj *obj;
|
||||
x = new_xy.x, y = new_xy.y;
|
||||
}
|
||||
|
||||
if(cant_create(&montype, TRUE)) {
|
||||
/* make a zombie or worm instead */
|
||||
mtmp = makemon(&mons[montype], x, y,
|
||||
NO_MINVENT|MM_NOWAIT);
|
||||
if (mtmp) {
|
||||
mtmp->mhp = mtmp->mhpmax = 100;
|
||||
mon_adjust_speed(mtmp, 2, (struct obj *)0); /* MFAST */
|
||||
mptr = &mons[montype];
|
||||
if (cant_revive(&montype, TRUE, obj)) {
|
||||
/* make a zombie or doppelganger instead */
|
||||
mtmp = makemon(&mons[montype], x, y,
|
||||
NO_MINVENT | MM_NOWAIT);
|
||||
if (mtmp) {
|
||||
if (mtmp->cham == CHAM_DOPPELGANGER) {
|
||||
/* change shape to match the corpse */
|
||||
(void) newcham(mtmp, mptr, FALSE, FALSE);
|
||||
} else if (mtmp->data->mlet == S_ZOMBIE) {
|
||||
mtmp->mhp = mtmp->mhpmax = 100;
|
||||
mon_adjust_speed(mtmp, 2, (struct obj *)0); /* MFAST */
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (obj->oxlth && (obj->oattached == OATTACHED_MONST)) {
|
||||
coord xy;
|
||||
xy.x = x; xy.y = y;
|
||||
mtmp = montraits(obj, &xy);
|
||||
if (mtmp && mtmp->mtame && !mtmp->isminion)
|
||||
coord xy;
|
||||
|
||||
xy.x = x; xy.y = y;
|
||||
mtmp = montraits(obj, &xy);
|
||||
if (mtmp) {
|
||||
if (mtmp->mtame && !mtmp->isminion)
|
||||
wary_dog(mtmp, TRUE);
|
||||
/* might be reviving quest leader */
|
||||
if (quest_status.leader_is_dead &&
|
||||
/* _is_dead implies that _m_id is valid */
|
||||
mtmp->m_id == quest_status.leader_m_id)
|
||||
quest_status.leader_is_dead = FALSE;
|
||||
}
|
||||
} else
|
||||
mtmp = makemon(&mons[montype], x, y,
|
||||
mtmp = makemon(&mons[montype], x, y,
|
||||
NO_MINVENT|MM_NOWAIT|MM_NOCOUNTBIRTH);
|
||||
if (mtmp) {
|
||||
if (obj->oxlth && (obj->oattached == OATTACHED_M_ID)) {
|
||||
@@ -654,10 +670,6 @@ register struct obj *obj;
|
||||
/* Monster retains its name */
|
||||
if (obj->onamelth)
|
||||
mtmp = christen_monst(mtmp, ONAME(obj));
|
||||
/* flag the quest leader as alive. */
|
||||
if (mtmp->data->msound == MS_LEADER || mtmp->m_id ==
|
||||
quest_status.leader_m_id)
|
||||
quest_status.leader_is_dead = FALSE;
|
||||
}
|
||||
}
|
||||
if (mtmp) {
|
||||
@@ -665,6 +677,12 @@ register struct obj *obj;
|
||||
mtmp->mhp = eaten_stat(mtmp->mhp, obj);
|
||||
/* track that this monster was revived at least once */
|
||||
mtmp->mrevived = 1;
|
||||
/* in case this was a shapechanger corpse and
|
||||
Protection_from_shape_changers happens to be
|
||||
different now than it was when the monster
|
||||
was killed (probably a no-op here since
|
||||
KEEPTRAITS() doesn't include shapechangers) */
|
||||
restore_cham(mtmp);
|
||||
|
||||
if (recorporealization) {
|
||||
/* If mtmp is revivification of former tame ghost*/
|
||||
|
||||
Reference in New Issue
Block a user