Accessibility: Add location info to messages

Adds a new boolean option, accessiblemsg.  If on, some game messages
are prefixed with direction or location information, for example:

   (west): The newt bites!
   (northwest): You find a hidden door.

I added the info to the most common messages, but several are
still missing it.
This commit is contained in:
Pasi Kallinen
2024-01-01 18:19:17 +02:00
parent d86e6e9717
commit dc8d9d6cd0
18 changed files with 138 additions and 29 deletions

View File

@@ -1824,6 +1824,7 @@ find_trap(struct trap *trap)
cleared = TRUE;
}
set_msg_xy(trap->tx, trap->ty);
You("find %s.", an(trapname(trap->ttyp, FALSE)));
if (cleared) {
@@ -1852,6 +1853,7 @@ mfind0(struct monst *mtmp, boolean via_warning)
|| hides_under(mtmp->data)
|| mtmp->data->mlet == S_EEL)) {
if (via_warning && found_something) {
set_msg_xy(x, y);
Your("danger sense causes you to take a second %s.",
Blind ? "to check nearby" : "look close by");
display_nhwindow(WIN_MESSAGE, FALSE); /* flush messages */
@@ -1871,8 +1873,10 @@ mfind0(struct monst *mtmp, boolean via_warning)
exercise(A_WIS, TRUE);
if (!canspotmon(mtmp)) {
map_invisible(x, y);
set_msg_xy(x, y);
You_feel("an unseen monster!");
} else if (!sensemon(mtmp)) {
set_msg_xy(x, y);
You("find %s.", mtmp->mtame ? y_monnam(mtmp) : a_monnam(mtmp));
}
return 1;
@@ -1914,6 +1918,7 @@ dosearch0(int aflag) /* intrinsic autosearch vs explicit searching */
exercise(A_WIS, TRUE);
nomul(0);
feel_location(x, y); /* make sure it shows up */
set_msg_xy(x, y);
You("find a hidden door.");
} else if (levl[x][y].typ == SCORR) {
if (rnl(7 - fund))
@@ -1923,6 +1928,7 @@ dosearch0(int aflag) /* intrinsic autosearch vs explicit searching */
exercise(A_WIS, TRUE);
nomul(0);
feel_newsym(x, y); /* make sure it shows up */
set_msg_xy(x, y);
You("find a hidden passage.");
} else {
/* Be careful not to find anything in an SCORR or SDOOR */