more precise dipping prompt (trunk only)
Someone in the newsgroup accidentally dipped the wrong item into a fountain and wants the second prompt to be "Dip <obj> into the fountain?" instead of just "Dip _it_ into the fountain?", hoping that he would have noticed that he had selected the wrong object. I think he's fooling himself there, but this gives a brief object name for fountain, pool, and potion prompts.
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@@ -360,6 +360,7 @@ add `#vanquished' debug mode command
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C and #name commands are now same and use menu to choose monster vs object
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hallucination provides partial protection against gaze attacks
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attempting to read "dull" spellbook might cause hero to fall asleep
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dipping prompt is more precise
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Platform- and/or Interface-Specific New Features
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12
src/potion.c
12
src/potion.c
@@ -1699,17 +1699,19 @@ dodip()
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return(0);
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if (inaccessible_equipment(obj, "dip", FALSE)) return 0;
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Sprintf(qbuf, "dip %s into", thesimpleoname(obj));
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here = levl[u.ux][u.uy].typ;
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/* Is there a fountain to dip into here? */
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if (IS_FOUNTAIN(here)) {
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if(yn("Dip it into the fountain?") == 'y') {
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Strcat(qbuf, " the fountain?");
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if (yn(upstart(qbuf)) == 'y') {
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dipfountain(obj);
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return(1);
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}
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} else if (is_pool(u.ux,u.uy)) {
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tmp = waterbody_name(u.ux,u.uy);
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Sprintf(qbuf, "Dip it into the %s?", tmp);
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if (yn(qbuf) == 'y') {
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Sprintf(eos(qbuf), " the %s?", tmp);
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if (yn(upstart(qbuf)) == 'y') {
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if (Levitation) {
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floating_above(tmp);
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#ifdef STEED
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@@ -1726,8 +1728,8 @@ dodip()
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}
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}
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if(!(potion = getobj(beverages, "dip into")))
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return(0);
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potion = getobj(beverages, qbuf); /* "dip into" */
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if (!potion) return 0;
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if (potion == obj && potion->quan == 1L) {
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pline("That is a potion bottle, not a Klein bottle!");
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return 0;
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