sleep vs sounds
Handle sleeping consistently; of the nine places fall_asleep is being called, only one of the them actually affected sounds. The two cases where sleep is used to penalize overexertion aren't affected.
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)timeout.c 3.4 2000/09/28 */
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/* SCCS Id: @(#)timeout.c 3.4 2002/10/12 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -367,6 +367,13 @@ boolean wakeup_msg;
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{
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stop_occupation();
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nomul(how_long);
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/* generally don't notice sounds while sleeping */
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if (wakeup_msg && multi == how_long) {
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/* caller can follow with a direct call to Hear_again() if
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there's a need to override this when wakeup_msg is true */
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flags.soundok = 0;
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afternmv = Hear_again; /* this won't give any messages */
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}
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/* early wakeup from combat won't be possible until next monster turn */
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u.usleep = monstermoves;
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nomovemsg = wakeup_msg ? "You wake up." : You_can_move_again;
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)trap.c 3.4 2002/08/29 */
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/* SCCS Id: @(#)trap.c 3.4 2002/10/12 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -685,9 +685,7 @@ unsigned trflags;
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break;
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}
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pline("A cloud of gas puts you to sleep!");
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flags.soundok = 0;
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fall_asleep(-rnd(25), TRUE);
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afternmv = Hear_again;
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#ifdef STEED
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(void) steedintrap(trap, (struct obj *)0);
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#endif
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