transformation message when you apply a figurine

make the transformation message of a deliberate apply of a figurine seem
a bit less definite when blind. Put 'I' unseen monster marker at the spot
you expect it to be.
This commit is contained in:
nhmall
2018-09-02 18:20:40 -04:00
parent 7bc0ce66e6
commit 6594805811
2 changed files with 8 additions and 2 deletions

View File

@@ -104,6 +104,9 @@ wizard mode ^I^I didn't make temporary identifications become persistent if
the build configuration makes plain 'char' unsigned
wizard mode #wizidentify didn't disclose extra information for unID'd items if
key bindings took away ^I and didn't bind #wizidentify to another key
make transformation message of a deliberate apply of a figurine seem a bit
less definite when blind and place unseen monster marker at the spot
you think it should be
Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository

View File

@@ -2236,16 +2236,19 @@ struct obj **optr;
/* Passing FALSE arg here will result in messages displayed */
if (!figurine_location_checks(obj, &cc, FALSE))
return;
You("%s and it transforms.",
You("%s and it %stransforms.",
(u.dx || u.dy) ? "set the figurine beside you"
: (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)
|| is_pool(cc.x, cc.y))
? "release the figurine"
: (u.dz < 0 ? "toss the figurine into the air"
: "set the figurine on the ground"));
: "set the figurine on the ground"),
Blind ? "supposedly " : "");
(void) make_familiar(obj, cc.x, cc.y, FALSE);
(void) stop_timer(FIG_TRANSFORM, obj_to_any(obj));
useup(obj);
if (Blind)
map_invisible(cc.x, cc.y);
*optr = 0;
}