Add a funny message for smelling yourself
I know this is inane, especially for a little-used debug-mode-only command, but I can't get it out of my head... The use of the actual monster data instead of the glyph as a proxy ought to make it somewhat more consistent as well (e.g. hallucination and 'showrace' won't affect the results), though I think that'd hardly be worth it were it not for the incredibly funny message.
This commit is contained in:
41
src/cmd.c
41
src/cmd.c
@@ -1916,14 +1916,14 @@ DISABLE_WARNING_CONDEXPR_IS_CONSTANT
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static int
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static int
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wiz_smell(void)
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wiz_smell(void)
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{
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{
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struct monst *mtmp; /* monster being smelled */
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struct permonst *mptr;
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int ans = 0;
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int ans = 0;
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int mndx; /* monster index */
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coord cc; /* screen pos to sniff */
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coord cc; /* screen pos of unknown glyph */
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boolean is_you;
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int glyph; /* glyph at selected position */
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cc.x = u.ux;
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cc.x = u.ux;
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cc.y = u.uy;
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cc.y = u.uy;
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mndx = 0; /* gcc -Wall lint */
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if (!olfaction(gy.youmonst.data)) {
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if (!olfaction(gy.youmonst.data)) {
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You("are incapable of detecting odors in your present form.");
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You("are incapable of detecting odors in your present form.");
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return ECMD_OK;
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return ECMD_OK;
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@@ -1936,18 +1936,29 @@ wiz_smell(void)
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if (ans < 0 || cc.x < 0) {
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if (ans < 0 || cc.x < 0) {
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return ECMD_CANCEL; /* done */
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return ECMD_CANCEL; /* done */
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}
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}
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/* Convert the glyph at the selected position to a mndxbol. */
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is_you = FALSE;
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glyph = glyph_at(cc.x, cc.y);
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if (u_at(cc.x, cc.y)) {
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if (glyph_is_monster(glyph))
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if (u.usteed) {
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mndx = glyph_to_mon(glyph);
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mptr = u.usteed->data;
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else
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} else {
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mndx = 0;
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mptr = gy.youmonst.data;
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is_you = TRUE;
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}
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} else if ((mtmp = m_at(cc.x, cc.y)) && canspotmon(mtmp)) {
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mptr = mtmp->data;
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} else {
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mptr = (struct permonst *) 0;
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}
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/* Is it a monster? */
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/* Is it a monster? */
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if (mndx) {
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if (mptr) {
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if (!usmellmon(&mons[mndx]))
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if (is_you)
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pline("That monster seems to give off no smell.");
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You("surreptitiously sniff under your %s.", body_part(ARM));
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} else
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if (!usmellmon(mptr))
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pline("That is not a monster.");
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pline("%s to give off no smell.",
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is_you ? "You seem" : "That monster seems");
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} else {
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You("see no monster there.");
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}
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} while (TRUE);
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} while (TRUE);
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return ECMD_OK;
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return ECMD_OK;
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}
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}
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