avoid "<mon> slithers under the water" for fish
Don't use "slither" for movement action when observing an aquatic monster go into hiding underwater. Use "dive" instead. Shark, pirahna, and jellyfish had been flagged M1_SLITHY but aren't anymore. Giant eel and electric eel are still M1_SLITHY and kraken wasn't and still isn't. There may be some odd cases that used to use slither and it went by unnoticed where now use of the default verb might become noticeable.
This commit is contained in:
12
src/mon.c
12
src/mon.c
@@ -4259,7 +4259,8 @@ hideunder(struct monst *mtmp)
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{
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struct trap *t;
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struct obj *otmp;
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const char *seenmon = (char *) 0, *seenobj = (char *) 0;
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const char *seenmon = (char *) 0, *seenobj = (char *) 0,
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*locomo = (char *) 0;
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int seeit = gi.in_mklev ? 0 : canseemon(mtmp);
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boolean oldundetctd, undetected = FALSE, is_u = (mtmp == &gy.youmonst);
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coordxy x = is_u ? u.ux : mtmp->mx, y = is_u ? u.uy : mtmp->my;
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@@ -4276,8 +4277,10 @@ hideunder(struct monst *mtmp)
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under water unless some obstacle blocks line-of-sight */
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undetected = (is_pool(x, y) && !Is_waterlevel(&u.uz)
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&& (!Underwater || !couldsee(x, y)));
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if (seeit)
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if (seeit) {
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seenobj = "the water";
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locomo = "dive";
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}
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} else if (hides_under(mtmp->data)
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/* hider-underers only hide under objects */
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&& (otmp = gl.level.objects[x][y]) != 0
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@@ -4314,8 +4317,9 @@ hideunder(struct monst *mtmp)
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level creation because 'seeit' will be 0 so 'seenmon' and 'seenobj'
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will be Null */
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if (undetected && seenmon && seenobj) {
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You_see("%s %s under %s.", seenmon,
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locomotion(mtmp->data, "hide"), seenobj);
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if (!locomo)
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locomo = locomotion(mtmp->data, "hide");
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You_see("%s %s under %s.", seenmon, locomo, seenobj);
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iflags.last_msg = PLNMSG_HIDE_UNDER;
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gl.last_hider = mtmp->m_id;
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}
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@@ -1283,6 +1283,10 @@ static locoverbs levitate = { "float", "Float", "wobble", "Wobble" },
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flys = { "fly", "Fly", "flutter", "Flutter" },
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flyl = { "fly", "Fly", "stagger", "Stagger" },
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slither = { "slither", "Slither", "falter", "Falter" },
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/* it would be useful to incorporate "swim" but we lack
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* sufficient information to know whether water is involved
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swim = { "swim", "Swim", "flop", "Flop" },
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*/
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ooze = { "ooze", "Ooze", "tremble", "Tremble" },
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immobile = { "wiggle", "Wiggle", "pulsate", "Pulsate" },
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crawl = { "crawl", "Crawl", "falter", "Falter" };
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