Jump-and-bump should wake up monsters
It was possible to wake up single monsters by jumping at the monster. Make such bumping somewhat noisy.
This commit is contained in:
@@ -921,6 +921,7 @@ mimics wouldn't take on the form of "strange object"
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add an option to prevent omitting the uncursed status from inventory
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add an option to prevent omitting the uncursed status from inventory
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show prices when walking over the shop merchandise
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show prices when walking over the shop merchandise
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you shouldn't see Sting glow light blue if you're blind
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you shouldn't see Sting glow light blue if you're blind
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when jumping, bumping into something is noisy
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Platform- and/or Interface-Specific Fixes
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Platform- and/or Interface-Specific Fixes
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@@ -547,6 +547,7 @@ int x, y;
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s = "bumping into a door";
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s = "bumping into a door";
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dmg = rnd(2 + *range);
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dmg = rnd(2 + *range);
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losehp(Maybe_Half_Phys(dmg), s, KILLED_BY);
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losehp(Maybe_Half_Phys(dmg), s, KILLED_BY);
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wake_nearto(x,y, 10);
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return FALSE;
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return FALSE;
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}
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}
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if (levl[x][y].typ == IRONBARS) {
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if (levl[x][y].typ == IRONBARS) {
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@@ -554,12 +555,14 @@ int x, y;
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dmg = rnd(2 + *range);
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dmg = rnd(2 + *range);
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losehp(Maybe_Half_Phys(dmg), "crashing into iron bars",
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losehp(Maybe_Half_Phys(dmg), "crashing into iron bars",
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KILLED_BY);
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KILLED_BY);
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wake_nearto(x,y, 20);
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return FALSE;
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return FALSE;
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}
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}
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if ((obj = sobj_at(BOULDER, x, y)) != 0) {
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if ((obj = sobj_at(BOULDER, x, y)) != 0) {
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You("bump into a %s. Ouch!", xname(obj));
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You("bump into a %s. Ouch!", xname(obj));
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dmg = rnd(2 + *range);
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dmg = rnd(2 + *range);
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losehp(Maybe_Half_Phys(dmg), "bumping into a boulder", KILLED_BY);
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losehp(Maybe_Half_Phys(dmg), "bumping into a boulder", KILLED_BY);
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wake_nearto(x,y, 10);
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return FALSE;
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return FALSE;
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}
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}
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if (!may_pass) {
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if (!may_pass) {
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@@ -568,6 +571,7 @@ int x, y;
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dmg = rnd(2 + *range);
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dmg = rnd(2 + *range);
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losehp(Maybe_Half_Phys(dmg), "touching the edge of the universe",
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losehp(Maybe_Half_Phys(dmg), "touching the edge of the universe",
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KILLED_BY);
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KILLED_BY);
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wake_nearto(x,y, 10);
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return FALSE;
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return FALSE;
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}
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}
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if ((u.ux - x) && (u.uy - y) && bad_rock(youmonst.data, u.ux, y)
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if ((u.ux - x) && (u.uy - y) && bad_rock(youmonst.data, u.ux, y)
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@@ -581,6 +585,7 @@ int x, y;
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dmg = rnd(2 + *range);
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dmg = rnd(2 + *range);
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losehp(Maybe_Half_Phys(dmg), "wedging into a narrow crevice",
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losehp(Maybe_Half_Phys(dmg), "wedging into a narrow crevice",
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KILLED_BY);
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KILLED_BY);
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wake_nearto(x,y, 10);
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return FALSE;
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return FALSE;
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}
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}
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}
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}
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@@ -589,6 +594,7 @@ int x, y;
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if ((mon = m_at(x, y)) != 0) {
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if ((mon = m_at(x, y)) != 0) {
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You("bump into %s.", a_monnam(mon));
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You("bump into %s.", a_monnam(mon));
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wakeup(mon);
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wakeup(mon);
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wake_nearto(x,y, 10);
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return FALSE;
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return FALSE;
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}
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}
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if ((u.ux - x) && (u.uy - y) && bad_rock(youmonst.data, u.ux, y)
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if ((u.ux - x) && (u.uy - y) && bad_rock(youmonst.data, u.ux, y)
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