fix #M108 - seeing while asleep
I think being asleep or unconscious ought to override vision the way
that being blinded does, but that's a more ambitious change than I care to
tackle. This replaces You("see ...") with You_see("..."), comparable to
You_hear(). It catches the reported door case and several variations of
light sources burning out while on the floor rather than in inventory, but
it probably misses some other cases. zap_over_floor() in particular is
highly suspect.
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)timeout.c 3.5 2005/06/11 */
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/* SCCS Id: @(#)timeout.c 3.5 2005/06/22 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -535,7 +535,7 @@ long timeout;
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You_feel("%s %s from your pack!", something,
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locomotion(mon->data, "drop"));
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else
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You("see %s %s out of your pack!",
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You_see("%s %s out of your pack!",
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monnambuf, locomotion(mon->data, "drop"));
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if (yours) {
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pline("%s cries sound like \"%s%s\"",
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@@ -550,7 +550,7 @@ long timeout;
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case OBJ_FLOOR:
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if (cansee_hatchspot) {
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knows_egg = TRUE;
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You("see %s hatch.", monnambuf);
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You_see("%s hatch.", monnambuf);
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redraw = TRUE; /* update egg's map location */
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}
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break;
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@@ -567,7 +567,7 @@ long timeout;
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Strcpy(carriedby, "empty water");
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else
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Strcpy(carriedby, "thin air");
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You("see %s %s out of %s!", monnambuf,
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You_see("%s %s out of %s!", monnambuf,
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locomotion(mon->data, "drop"), carriedby);
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}
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break;
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@@ -737,7 +737,7 @@ const char *tailer;
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pline("%s flickers%s.", Yname2(obj), tailer);
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break;
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case OBJ_FLOOR:
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You("see %s flicker%s.", an(xname(obj)), tailer);
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You_see("%s flicker%s.", an(xname(obj)), tailer);
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break;
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}
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}
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@@ -755,7 +755,7 @@ struct obj *obj;
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pline("Batteries have not been invented yet.");
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break;
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case OBJ_FLOOR:
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You("see a lantern getting dim.");
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You_see("a lantern getting dim.");
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break;
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case OBJ_MINVENT:
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pline("%s lantern is getting dim.",
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@@ -827,7 +827,7 @@ long timeout;
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whose);
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break;
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case OBJ_FLOOR:
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You("see a burning potion of oil go out.");
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You_see("a burning potion of oil go out.");
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need_newsym = TRUE;
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break;
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}
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@@ -865,7 +865,7 @@ long timeout;
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Yname2(obj));
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break;
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case OBJ_FLOOR:
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You("see %s about to go out.",
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You_see("%s about to go out.",
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an(xname(obj)));
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break;
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}
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@@ -887,10 +887,9 @@ long timeout;
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break;
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case OBJ_FLOOR:
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if (obj->otyp == BRASS_LANTERN)
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You("see a lantern run out of power.");
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You_see("a lantern run out of power.");
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else
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You("see %s go out.",
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an(xname(obj)));
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You_see("%s go out.", an(xname(obj)));
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break;
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}
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}
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@@ -926,7 +925,7 @@ long timeout;
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many ? "s are" : " is");
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break;
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case OBJ_FLOOR:
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You("see %scandle%s getting short.",
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You_see("%scandle%s getting short.",
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menorah ? "a candelabrum's " :
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many ? "some " : "a ",
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many ? "s" : "");
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@@ -948,7 +947,7 @@ long timeout;
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many ? "" : "s");
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break;
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case OBJ_FLOOR:
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You("see %scandle%s flame%s flicker low!",
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You_see("%scandle%s flame%s flicker low!",
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menorah ? "a candelabrum's " :
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many ? "some " : "a ",
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many ? "s'" : "'s",
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@@ -968,7 +967,7 @@ long timeout;
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whose, many ? "s die" : " dies");
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break;
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case OBJ_FLOOR:
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You("see a candelabrum's flame%s die.",
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You_see("a candelabrum's flame%s die.",
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many ? "s" : "");
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break;
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}
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@@ -985,9 +984,9 @@ long timeout;
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You see some wax candles consumed!
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You see a wax candle consumed!
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*/
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You("see %s%s consumed!",
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many ? "some " : "",
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many ? xname(obj):an(xname(obj)));
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You_see("%s%s consumed!",
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many ? "some " : "",
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many ? xname(obj) : an(xname(obj)));
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need_newsym = TRUE;
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break;
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}
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