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:
PatR
2023-07-19 12:12:41 -07:00
parent bd4da8ff3f
commit ca99dfaeeb
3 changed files with 23 additions and 8 deletions
+11 -4
View File
@@ -1,4 +1,4 @@
/* NetHack 3.7 monsters.h $NHDT-Date: 1665130023 2022/10/07 08:07:03 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.103 $ */ /* NetHack 3.7 monsters.h $NHDT-Date: 1689793237 2023/07/19 19:00:37 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.109 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Michael Allison, 2006. */ /*-Copyright (c) Michael Allison, 2006. */
/* NetHack may be freely redistributed. See license for details. */ /* NetHack may be freely redistributed. See license for details. */
@@ -2713,26 +2713,33 @@
M3_INFRAVISIBLE, 8, CLR_YELLOW, DJINNI), M3_INFRAVISIBLE, 8, CLR_YELLOW, DJINNI),
/* /*
* sea monsters * sea monsters
*
* 3.7: all the fish except kraken used to specify M1_SLITHY, presumably
* cloned from giant eel. Using "slither" to describe their movmement
* wasn't appropriate. Unfortunately, locomotion() isn't able to choose
* "swim" as their movement description because it is only passed a
* monster type, not a specific monster (for <mx,my>) or the relevant
* location, and therefore doesn't know whether water is involved.
*/ */
MON("jellyfish", S_EEL, LVL(3, 3, 6, 0, 0), (G_GENO | G_NOGEN), MON("jellyfish", S_EEL, LVL(3, 3, 6, 0, 0), (G_GENO | G_NOGEN),
A(ATTK(AT_STNG, AD_DRST, 3, 3), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, A(ATTK(AT_STNG, AD_DRST, 3, 3), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK,
NO_ATTK), NO_ATTK),
SIZ(80, 20, MS_SILENT, MZ_SMALL), MR_POISON, MR_POISON, SIZ(80, 20, MS_SILENT, MZ_SMALL), MR_POISON, MR_POISON,
M1_SWIM | M1_AMPHIBIOUS | M1_SLITHY | M1_NOLIMBS | M1_NOHEAD M1_SWIM | M1_AMPHIBIOUS | M1_NOLIMBS | M1_NOHEAD
| M1_NOTAKE | M1_POIS, | M1_NOTAKE | M1_POIS,
M2_HOSTILE, 0, 5, CLR_BLUE, JELLYFISH), M2_HOSTILE, 0, 5, CLR_BLUE, JELLYFISH),
MON("piranha", S_EEL, LVL(5, 18, 4, 0, 0), (G_GENO | G_NOGEN | G_SGROUP), MON("piranha", S_EEL, LVL(5, 18, 4, 0, 0), (G_GENO | G_NOGEN | G_SGROUP),
A(ATTK(AT_BITE, AD_PHYS, 2, 6), ATTK(AT_BITE, AD_PHYS, 2, 6), A(ATTK(AT_BITE, AD_PHYS, 2, 6), ATTK(AT_BITE, AD_PHYS, 2, 6),
NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK),
SIZ(60, 30, MS_SILENT, MZ_SMALL), 0, 0, SIZ(60, 30, MS_SILENT, MZ_SMALL), 0, 0,
M1_SWIM | M1_AMPHIBIOUS | M1_ANIMAL | M1_SLITHY | M1_NOLIMBS M1_SWIM | M1_AMPHIBIOUS | M1_ANIMAL | M1_NOLIMBS
| M1_CARNIVORE | M1_OVIPAROUS | M1_NOTAKE, | M1_CARNIVORE | M1_OVIPAROUS | M1_NOTAKE,
M2_HOSTILE, 0, 7, CLR_RED, PIRANHA), M2_HOSTILE, 0, 7, CLR_RED, PIRANHA),
MON("shark", S_EEL, LVL(7, 12, 2, 0, 0), (G_GENO | G_NOGEN), MON("shark", S_EEL, LVL(7, 12, 2, 0, 0), (G_GENO | G_NOGEN),
A(ATTK(AT_BITE, AD_PHYS, 5, 6), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, A(ATTK(AT_BITE, AD_PHYS, 5, 6), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK,
NO_ATTK), NO_ATTK),
SIZ(500, 350, MS_SILENT, MZ_LARGE), 0, 0, SIZ(500, 350, MS_SILENT, MZ_LARGE), 0, 0,
M1_SWIM | M1_AMPHIBIOUS | M1_ANIMAL | M1_SLITHY | M1_NOLIMBS M1_SWIM | M1_AMPHIBIOUS | M1_ANIMAL | M1_NOLIMBS
| M1_CARNIVORE | M1_OVIPAROUS | M1_THICK_HIDE | M1_NOTAKE, | M1_CARNIVORE | M1_OVIPAROUS | M1_THICK_HIDE | M1_NOTAKE,
M2_HOSTILE, 0, 9, CLR_GRAY, SHARK), M2_HOSTILE, 0, 9, CLR_GRAY, SHARK),
MON("giant eel", S_EEL, LVL(5, 9, -1, 0, 0), (G_GENO | G_NOGEN), MON("giant eel", S_EEL, LVL(5, 9, -1, 0, 0), (G_GENO | G_NOGEN),
+8 -4
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@@ -4259,7 +4259,8 @@ hideunder(struct monst *mtmp)
{ {
struct trap *t; struct trap *t;
struct obj *otmp; struct obj *otmp;
const char *seenmon = (char *) 0, *seenobj = (char *) 0; const char *seenmon = (char *) 0, *seenobj = (char *) 0,
*locomo = (char *) 0;
int seeit = gi.in_mklev ? 0 : canseemon(mtmp); int seeit = gi.in_mklev ? 0 : canseemon(mtmp);
boolean oldundetctd, undetected = FALSE, is_u = (mtmp == &gy.youmonst); boolean oldundetctd, undetected = FALSE, is_u = (mtmp == &gy.youmonst);
coordxy x = is_u ? u.ux : mtmp->mx, y = is_u ? u.uy : mtmp->my; coordxy x = is_u ? u.ux : mtmp->mx, y = is_u ? u.uy : mtmp->my;
@@ -4276,8 +4277,10 @@ hideunder(struct monst *mtmp)
under water unless some obstacle blocks line-of-sight */ under water unless some obstacle blocks line-of-sight */
undetected = (is_pool(x, y) && !Is_waterlevel(&u.uz) undetected = (is_pool(x, y) && !Is_waterlevel(&u.uz)
&& (!Underwater || !couldsee(x, y))); && (!Underwater || !couldsee(x, y)));
if (seeit) if (seeit) {
seenobj = "the water"; seenobj = "the water";
locomo = "dive";
}
} else if (hides_under(mtmp->data) } else if (hides_under(mtmp->data)
/* hider-underers only hide under objects */ /* hider-underers only hide under objects */
&& (otmp = gl.level.objects[x][y]) != 0 && (otmp = gl.level.objects[x][y]) != 0
@@ -4314,8 +4317,9 @@ hideunder(struct monst *mtmp)
level creation because 'seeit' will be 0 so 'seenmon' and 'seenobj' level creation because 'seeit' will be 0 so 'seenmon' and 'seenobj'
will be Null */ will be Null */
if (undetected && seenmon && seenobj) { if (undetected && seenmon && seenobj) {
You_see("%s %s under %s.", seenmon, if (!locomo)
locomotion(mtmp->data, "hide"), seenobj); locomo = locomotion(mtmp->data, "hide");
You_see("%s %s under %s.", seenmon, locomo, seenobj);
iflags.last_msg = PLNMSG_HIDE_UNDER; iflags.last_msg = PLNMSG_HIDE_UNDER;
gl.last_hider = mtmp->m_id; gl.last_hider = mtmp->m_id;
} }
+4
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@@ -1283,6 +1283,10 @@ static locoverbs levitate = { "float", "Float", "wobble", "Wobble" },
flys = { "fly", "Fly", "flutter", "Flutter" }, flys = { "fly", "Fly", "flutter", "Flutter" },
flyl = { "fly", "Fly", "stagger", "Stagger" }, flyl = { "fly", "Fly", "stagger", "Stagger" },
slither = { "slither", "Slither", "falter", "Falter" }, slither = { "slither", "Slither", "falter", "Falter" },
/* it would be useful to incorporate "swim" but we lack
* sufficient information to know whether water is involved
swim = { "swim", "Swim", "flop", "Flop" },
*/
ooze = { "ooze", "Ooze", "tremble", "Tremble" }, ooze = { "ooze", "Ooze", "tremble", "Tremble" },
immobile = { "wiggle", "Wiggle", "pulsate", "Pulsate" }, immobile = { "wiggle", "Wiggle", "pulsate", "Pulsate" },
crawl = { "crawl", "Crawl", "falter", "Falter" }; crawl = { "crawl", "Crawl", "falter", "Falter" };