Player tried to #name a potion on the floor and got prompted to call a
stream of fluid (sink feedback) instead of a potion. A mimic posing
as an object is represented by a partially initialized object when
examining its map location. #name for floor object uses the same data
as look_at.
obj->fromsink overloads obj->corpsenm which is set to NON_PM (-1) even
when creating a non-init'd object. 'fromsink' was only being forced to
0 when creating an init'd object (unlike leash which has its overload
of corpsenm set properly regardless of caller's request to init). So
docall() treated a mimicked potion as a sink stream.
The fix is straightforward but has pointed out another bug which is
harder to fix. Examining a floor object next to you sets that obj's
dknown flag as if you had seen it up close (a new feature in 3.6.0).
But a mimicked item is discarded as soon as it's been looked at, so
looking again from a non-adjacent spot will give different feedback
since the previously set dknown will be unset when replaced by a new
fake object. So you can use '/' and ';' to recognize mimics without
provoking them into motion. Best fix: mimicking an object should use
a fully initialized one which is tracked via monst->mextra, but that
will break save file compatibility. Possible hack: change monst->
mappearance into a mask which uses N bits for object type (instead of
full 'int') and one of the other bits to track obj->dknown. Examining
an adjacent object probably ought to set bknown for priests, so bknown
and blessed/uncursed/cursed would need to be tracked too.