Using an aggravating item (for example Zarcuthra) will reveal mimics ("The creeping copper coins wakes up"), but will not give awareness (creeping copper coins will stay a pile of $).
See process_monster():
IMO, the aggravated mimic should wake up silently and stay unaware like non-aggravated ones.
See process_monster():
Code:
/* Aggravation */ if (check_state(p_ptr, OF_AGGRAVATE, p_ptr->state.flags)) { /* Wake the monster and notify player */ mon_clear_timed(m_ptr, MON_TMD_SLEEP, MON_TMD_FLG_NOTIFY, FALSE); /* Update the health bar */ if (m_ptr->ml && !m_ptr->unaware) { /* Hack -- Update the health bar */ if (p_ptr->health_who == m_ptr) p_ptr->redraw |= (PR_HEALTH); } /* Efficiency XXX XXX */ return; }
Code:
/* Aggravation */ if (check_state(p_ptr, OF_AGGRAVATE, p_ptr->state.flags)) { /* Wake the monster */ mon_clear_timed(m_ptr, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, FALSE); /* Notice the "waking up" */ if (m_ptr->ml && !m_ptr->unaware) { /* Dump a message */ msg("%s wakes up.", m_name); /* Hack -- Update the health bar (redundant code) */ /*if (p_ptr->health_who == m_ptr) p_ptr->redraw |= (PR_HEALTH);*/ } /* Efficiency XXX XXX */ return; }
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