using a whistle underwater

A long time ago, a message to the list suggested that whistles should not
work underwater.  I did some google research and this does appear to be
true for most whistles.  However, magic whistles are magical, so I left
them alone (also, I did find one high-tech whistle in my research that
claimed to work underwater).  Since being underwater affects pitch,
adjusted the magic whistle message slightly for that case.
This commit is contained in:
cohrs
2004-01-22 23:25:15 +00:00
parent 0c14e67660
commit 89022d94fd
2 changed files with 12 additions and 4 deletions

View File

@@ -54,6 +54,7 @@ grammar fixes for applying stethoscope to corpses and statues
player polymorphed as a ceiling hider cannot reach the floor, but
automatically unhide on #sit
trappers do not hide on the ceiling
non-magical whistles do not work underwater
Platform- and/or Interface-Specific Fixes

View File

@@ -389,8 +389,12 @@ STATIC_OVL void
use_whistle(obj)
struct obj *obj;
{
You(whistle_str, obj->cursed ? "shrill" : "high");
wake_nearby();
if(Underwater) {
You("blow bubbles through %s.", yname(obj));
} else {
You(whistle_str, obj->cursed ? "shrill" : "high");
wake_nearby();
}
}
STATIC_OVL void
@@ -399,12 +403,15 @@ struct obj *obj;
{
register struct monst *mtmp, *nextmon;
/* it's magic! it works underwater too (at a higher pitch) */
if(obj->cursed && !rn2(2)) {
You("produce a high-pitched humming noise.");
You("produce a %shigh-pitched humming noise.",
Underwater ? "very " : "");
wake_nearby();
} else {
int pet_cnt = 0;
You(whistle_str, Hallucination ? "normal" : "strange");
You(whistle_str, Hallucination ? "normal" :
Underwater ? "strange, high-pitched" : "strange");
for(mtmp = fmon; mtmp; mtmp = nextmon) {
nextmon = mtmp->nmon; /* trap might kill mon */
if (DEADMONSTER(mtmp)) continue;