Use more u_locomotion

... and make it autocapitalize the first letter, just like locomotion
This commit is contained in:
Pasi Kallinen
2022-02-27 11:07:31 +02:00
parent 9e666b75f6
commit 1d4d0f4b0e
6 changed files with 17 additions and 23 deletions
+2 -3
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@@ -1097,8 +1097,7 @@ dodown(void)
if (trap) { if (trap) {
const char *down_or_thru = trap->ttyp == HOLE ? "down" : "through"; const char *down_or_thru = trap->ttyp == HOLE ? "down" : "through";
const char *actn = Flying ? "fly" const char *actn = u_locomotion("jump");
: locomotion(g.youmonst.data, "jump");
if (g.youmonst.data->msize >= MZ_HUGE) { if (g.youmonst.data->msize >= MZ_HUGE) {
char qbuf[QBUFSZ]; char qbuf[QBUFSZ];
@@ -1577,7 +1576,7 @@ goto_level(
if (flags.verbose || great_effort) if (flags.verbose || great_effort)
pline("%s %s up%s the %s.", pline("%s %s up%s the %s.",
great_effort ? "With great effort, you" : "You", great_effort ? "With great effort, you" : "You",
Levitation ? "float" : Flying ? "fly" : "climb", u_locomotion("climb"),
(Flying && g.at_ladder) ? " along" : "", (Flying && g.at_ladder) ? " along" : "",
g.at_ladder ? "ladder" : "stairs"); g.at_ladder ? "ladder" : "stairs");
} else { /* down */ } else { /* down */
+7 -5
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@@ -187,8 +187,7 @@ moverock(void)
spot without pushing it; hero is poly'd into a giant, spot without pushing it; hero is poly'd into a giant,
so exotic forms of locomotion are out, but might be so exotic forms of locomotion are out, but might be
levitating (ring, potion, spell) or flying (amulet) */ levitating (ring, potion, spell) or flying (amulet) */
You("%s over a boulder here.", You("%s over a boulder here.", u_locomotion("step"));
Levitation ? "float" : Flying ? "fly" : "step");
/* ["over" seems weird on air level but what else to say?] */ /* ["over" seems weird on air level but what else to say?] */
sokoban_guilt(); sokoban_guilt();
res = 0; /* move to <sx,sy> */ res = 0; /* move to <sx,sy> */
@@ -1535,11 +1534,14 @@ check_buried_zombies(xchar x, xchar y)
} }
} }
/* return an appropriate locomotion word for hero */
const char * const char *
u_locomotion(const char *def) u_locomotion(const char *def)
{ {
return Levitation ? "levitate" boolean capitalize = (*def == highc(*def));
: Flying ? "fly"
return Levitation ? (capitalize ? "Float" : "float")
: Flying ? (capitalize ? "Fly" : "fly")
: locomotion(g.youmonst.data, def); : locomotion(g.youmonst.data, def);
} }
@@ -2980,7 +2982,7 @@ check_special_room(boolean newlev)
break; break;
case MORGUE: case MORGUE:
if (midnight()) { if (midnight()) {
const char *run = locomotion(g.youmonst.data, "Run"); const char *run = u_locomotion("Run");
pline("%s away! %s away!", run, run); pline("%s away! %s away!", run, run);
} else } else
+1 -1
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@@ -2806,7 +2806,7 @@ monstone(struct monst* mdef)
if (wasinside) { if (wasinside) {
if (is_animal(mdef->data)) if (is_animal(mdef->data))
You("%s through an opening in the new %s.", You("%s through an opening in the new %s.",
locomotion(g.youmonst.data, "jump"), xname(otmp)); u_locomotion("jump"), xname(otmp));
} }
} }
+1 -1
View File
@@ -507,7 +507,7 @@ dismount_steed(
case DISMOUNT_THROWN: case DISMOUNT_THROWN:
case DISMOUNT_FELL: case DISMOUNT_FELL:
verb = (reason == DISMOUNT_THROWN) ? "are thrown" verb = (reason == DISMOUNT_THROWN) ? "are thrown"
: ulev ? "float" : ufly ? "fly" : "fall"; : u_locomotion("fall");
You("%s off of %s!", verb, mon_nam(mtmp)); You("%s off of %s!", verb, mon_nam(mtmp));
if (!have_spot) if (!have_spot)
have_spot = landing_spot(&cc, reason, 1); have_spot = landing_spot(&cc, reason, 1);
+2 -5
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@@ -696,8 +696,7 @@ dotele(
} }
} }
if (trap) if (trap)
You("%s onto the teleportation trap.", You("%s onto the teleportation trap.", u_locomotion("jump"));
locomotion(g.youmonst.data, "jump"));
} else } else
trap = 0; trap = 0;
} }
@@ -1119,9 +1118,7 @@ level_tele_trap(struct trap* trap, unsigned int trflags)
Strcpy(verbbuf, "trigger"); /* follows "You sit down." */ Strcpy(verbbuf, "trigger"); /* follows "You sit down." */
intentional = TRUE; intentional = TRUE;
} else } else
Sprintf(verbbuf, "%s onto", Sprintf(verbbuf, "%s onto", u_locomotion("step"));
Levitation ? (const char *) "float"
: locomotion(g.youmonst.data, "step"));
You("%s a level teleport trap!", verbbuf); You("%s a level teleport trap!", verbbuf);
if (Antimagic && !intentional) { if (Antimagic && !intentional) {
+4 -8
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@@ -1858,9 +1858,7 @@ trapeffect_web(
x_monnam(u.usteed, steed_article, "poor", x_monnam(u.usteed, steed_article, "poor",
SUPPRESS_SADDLE, FALSE)); SUPPRESS_SADDLE, FALSE));
} else { } else {
Sprintf(verbbuf, "%s into", Sprintf(verbbuf, "%s into", u_locomotion("stumble"));
Levitation ? (const char *) "float"
: locomotion(g.youmonst.data, "stumble"));
} }
You("%s %s spider web!", verbbuf, a_your[trap->madeby_u]); You("%s %s spider web!", verbbuf, a_your[trap->madeby_u]);
} }
@@ -2155,9 +2153,7 @@ trapeffect_poly_trap(
x_monnam(u.usteed, steed_article, (char *) 0, x_monnam(u.usteed, steed_article, (char *) 0,
SUPPRESS_SADDLE, FALSE)); SUPPRESS_SADDLE, FALSE));
else else
Sprintf(verbbuf, "%s onto", Sprintf(verbbuf, "%s onto", u_locomotion("step"));
Levitation ? (const char *) "float"
: locomotion(g.youmonst.data, "step"));
You("%s a polymorph trap!", verbbuf); You("%s a polymorph trap!", verbbuf);
if (Antimagic || Unchanging) { if (Antimagic || Unchanging) {
shieldeff(u.ux, u.uy); shieldeff(u.ux, u.uy);
@@ -2499,7 +2495,7 @@ dotrap(struct trap *trap, unsigned trflags)
} else if (!forcetrap) { } else if (!forcetrap) {
if (floor_trigger(ttype) && check_in_air(&g.youmonst, trflags)) { if (floor_trigger(ttype) && check_in_air(&g.youmonst, trflags)) {
if (already_seen) { if (already_seen) {
You("%s over %s %s.", Levitation ? "float" : "fly", You("%s over %s %s.", u_locomotion("step"),
(ttype == ARROW_TRAP && !trap->madeby_u) (ttype == ARROW_TRAP && !trap->madeby_u)
? "an" : a_your[trap->madeby_u], ? "an" : a_your[trap->madeby_u],
trapname(ttype, FALSE)); trapname(ttype, FALSE));
@@ -3561,7 +3557,7 @@ climb_pit(void)
} else if ((Flying || is_clinger(g.youmonst.data)) && !Sokoban) { } else if ((Flying || is_clinger(g.youmonst.data)) && !Sokoban) {
/* eg fell in pit, then poly'd to a flying monster; /* eg fell in pit, then poly'd to a flying monster;
or used '>' to deliberately enter it */ or used '>' to deliberately enter it */
You("%s from the %s.", Flying ? "fly" : "climb", pitname); You("%s from the %s.", u_locomotion("climb"), pitname);
reset_utrap(FALSE); reset_utrap(FALSE);
fill_pit(u.ux, u.uy); fill_pit(u.ux, u.uy);
g.vision_full_recalc = 1; /* vision limits change */ g.vision_full_recalc = 1; /* vision limits change */