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.
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@@ -54,6 +54,7 @@ grammar fixes for applying stethoscope to corpses and statues
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player polymorphed as a ceiling hider cannot reach the floor, but
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automatically unhide on #sit
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trappers do not hide on the ceiling
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non-magical whistles do not work underwater
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Platform- and/or Interface-Specific Fixes
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15
src/apply.c
15
src/apply.c
@@ -389,8 +389,12 @@ STATIC_OVL void
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use_whistle(obj)
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struct obj *obj;
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{
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You(whistle_str, obj->cursed ? "shrill" : "high");
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wake_nearby();
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if(Underwater) {
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You("blow bubbles through %s.", yname(obj));
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} else {
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You(whistle_str, obj->cursed ? "shrill" : "high");
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wake_nearby();
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}
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}
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STATIC_OVL void
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@@ -399,12 +403,15 @@ struct obj *obj;
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{
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register struct monst *mtmp, *nextmon;
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/* it's magic! it works underwater too (at a higher pitch) */
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if(obj->cursed && !rn2(2)) {
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You("produce a high-pitched humming noise.");
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You("produce a %shigh-pitched humming noise.",
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Underwater ? "very " : "");
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wake_nearby();
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} else {
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int pet_cnt = 0;
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You(whistle_str, Hallucination ? "normal" : "strange");
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You(whistle_str, Hallucination ? "normal" :
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Underwater ? "strange, high-pitched" : "strange");
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for(mtmp = fmon; mtmp; mtmp = nextmon) {
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nextmon = mtmp->nmon; /* trap might kill mon */
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if (DEADMONSTER(mtmp)) continue;
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