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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