fix #K3518 - "WHAMMM!!!" vs deafness

Kicking a door can produce "WHAMMM!!!".  "Wham" doesn't necessarily
imply any noise but there's a strong suggestion that it does, so a
deaf hero shouldn't be able to hear it.  Give alternate feedback,
"Thwack!!" when deaf, and sometimes give that even when not deaf.

Also tone down "WHAMMM!!!" to Whammm!!".
This commit is contained in:
PatR
2022-01-18 14:13:56 -08:00
parent f420b9672f
commit 9f6f6c1250
2 changed files with 6 additions and 1 deletions

View File

@@ -748,6 +748,8 @@ when two or more shops share a wall and hero uses Passes_walls to carry an
redo the unpaid_cost fix to handle shop items inside hero-owned container
flyers shouldn't fall on arrival when going down holes or trap doors
change movement keys and some special keys into extended commands
"WHAMMM!!!" feedback when kicking a door suggests noise so if hero is deaf an
alternate message should be given
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository

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@@ -1296,7 +1296,10 @@ dokick(void)
if (Blind)
feel_location(x, y); /* we know we hit it */
exercise(A_STR, TRUE);
pline("WHAMMM!!!");
/* note: this used to be unconditional "WHAMMM!!!" but that has a
fairly strong connotation of noise that a deaf hero shouldn't
hear; we've kept the extra 'm's and one of the extra '!'s */
pline("%s!!", (Deaf || !rn2(3)) ? "Thwack" : "Whammm");
if (in_town(x, y))
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))