farlook when underwater

Replace "dark part of a room" with something more sensible when
examining the map while underwater where water/lava/ice within the
3x3 grid centered on the hero is all that can be seen.  Adjacent
non-water, non-lava, non-ice spots are now described as "land".
(Note: this stuff doesn't apply on the Plane of Water where being
underwater gets handled differently.)  Spots outside that 3x3 grid
are now described as "unreconnoitered", which sounds a bit odd but
I couldn't come up with anything better.  "Not visible" is accurate
when the hero can see but needs adjusting when he can't, bringing
us right back to the current conundrum.  I suppose "not accessible"
might be viable but nitpickers would consider it to be inaccurate
if hero has teleport capability.  (There are a couple of references
to "unknown" from earlier versions of this revision.  I think
"a ghost or unexplored or unknown or land or air (land)" is the only
place left where the player might see it, and it seems reasonable
there, although perhaps it ought to be changed to "unreconnoitered".)

Also fix farlook while swallowed and blind, where blindness was
overriding swallower Id even though it doesn't do so for mon_nam()
and things which use that like combat feedback.
This commit is contained in:
PatR
2016-05-14 04:02:07 -07:00
parent 0bd13a7a8c
commit 81471c27ca
2 changed files with 51 additions and 19 deletions

View File

@@ -245,6 +245,10 @@ after using detection magic or #terrain while underwater, then leaving water
change #terrain used while underwater to view the regular map rather than the
crippled underwater one
can see or feel adjacent lava or ice when underwater
farlook when underwater now reports "land" for adjacent non-{water,lava,ice}
and "unreconnoitered" for non-adjacent anything, instead of "dark part
of a room" for the former and either dark-room or "unexplored" for the
latter depending upon whether the spot had previously been scouted
Fixes to Post-3.6.0 Problems that Were Exposed Via git Respository