running across vibrating square
Some newsgroup discussion has reminded me something I've meant to do for a long time. Stop running when you get the special message about the floor vibrating under your feet. Also vary it when you're not actually stepping on the ground.
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@@ -249,6 +249,7 @@ skilled spell of detected treasure wasn't acting like blessed potion of
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object detection (from Roderick Schertler)
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fix end of game attribute disclosure for levitation negated by sink
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kicking a box embedded in a wall will knock it free rather than bust it open
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stop running or travelling if the vibrating square message is triggered
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Platform- and/or Interface-Specific Fixes
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12
src/hack.c
12
src/hack.c
@@ -1390,10 +1390,18 @@ invocation_message()
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{
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/* a special clue-msg when on the Invocation position */
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if(invocation_pos(u.ux, u.uy) && !On_stairs(u.ux, u.uy)) {
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char buf[BUFSZ];
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struct obj *otmp = carrying(CANDELABRUM_OF_INVOCATION);
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You_feel("a strange vibration under your %s.",
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makeplural(body_part(FOOT)));
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nomul(0); /* stop running or travelling */
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#ifdef STEED
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if (u.usteed) Sprintf(buf, "beneath %s", y_monnam(u.usteed));
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else
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#endif
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if (Levitation || Flying) Strcpy(buf, "beneath you");
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else Sprintf(buf, "under your %s", makeplural(body_part(FOOT)));
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You_feel("a strange vibration %s.", buf);
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if (otmp && otmp->spe == 7 && otmp->lamplit)
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pline("%s %s!", The(xname(otmp)),
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Blind ? "throbs palpably" : "glows with a strange light");
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