<email deleted>, attempting to #chat
with quest leader who was raised from the dead yielded "impossible: invalid
quest character". The code attempted to handle that but the conditional
logic for preserving the m_id field was backwards. 3.4.3 only dealt with
the corpse revival case; dev code tried to support it for statue animation
too but still had the same problem.
Several apparent bugs remain: if the leader is angry (perhaps hero
killed him before reviving him) he won't give an angry response if the
player initiates #chat rather than wait for adjacent leader to do so. If
it's an archeologist reviving the statue of petrified Lord Carnarvon, hero
gets a rather ironic message about feeling guilty for destroying historic
statue. Lastly, shouldn't there be a comparable quest_status.nemesis_m_id
so that if one player lugs the corpse or statue of his quest nemesis back
into the main dungeon and another one revives that, it won't start behaving
like 2nd player's nemesis? Live nemesis is explicitly kept out of bones
but I don't think the corpse or statue of one is blocked and its monster
behavior after revival is based on mon->data->msound==MS_NEMESIS rather
than on m_id of current game's active nemesis monster.