Magic traps can toggle intrinsic invisibility
Originally from Sporkhack by Derek Ray
This commit is contained in:
+4
-2
@@ -768,9 +768,11 @@ have fake player monsters use verbalize instead of pline when reacting to chat
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fix mention_walls distinguishing unseen walls from solid stone
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fix mention_walls distinguishing unseen walls from solid stone
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don't push unknown boulders when moving
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don't push unknown boulders when moving
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in flush_screen, reorder the code slightly to complete the bot() and
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in flush_screen, reorder the code slightly to complete the bot() and
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timebot() calls prior to the window port call to place the cursor on the hero
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timebot() calls prior to the window port call to place the cursor
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on the hero
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magic traps can toggle intrinsic invisibility
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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------------------------------------------------------------------
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------------------------------------------------------------------
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fix compile when DLB isn't defined
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fix compile when DLB isn't defined
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+19
-1
@@ -3634,9 +3634,27 @@ domagictrap(void)
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} else {
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} else {
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switch (fate) {
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switch (fate) {
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case 10:
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case 10:
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case 11:
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/* sometimes nothing happens */
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/* sometimes nothing happens */
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break;
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break;
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case 11: /* toggle intrinsic invisibility */
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You_hear("a low hum.");
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if (!Invis) {
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if (!Blind)
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self_invis_message();
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} else if (!EInvis && !pm_invisible(g.youmonst.data)) {
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if (!Blind) {
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if (!See_invisible)
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You("can see yourself again!");
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else
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You_cant("see through yourself anymore.");
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}
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} else {
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/* If we're invisible from another source */
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You_feel("a little more %s now.", HInvis ? "obvious" : "hidden");
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}
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HInvis = HInvis ? 0 : HInvis | FROMOUTSIDE;
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newsym(u.ux, u.uy);
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break;
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case 12: /* a flash of fire */
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case 12: /* a flash of fire */
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dofiretrap((struct obj *) 0);
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dofiretrap((struct obj *) 0);
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break;
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break;
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