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.
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
/* SCCS Id: @(#)trap.c 3.5 2005/06/02 */
|
||||
/* SCCS Id: @(#)trap.c 3.5 2005/06/22 */
|
||||
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
|
||||
/* NetHack may be freely redistributed. See license for details. */
|
||||
|
||||
@@ -914,7 +914,7 @@ glovecheck: (void) rust_dmg(uarmg, "gauntlets", 1, TRUE, &youmonst);
|
||||
feeltrap(trap);
|
||||
if (!In_sokoban(&u.uz) && is_clinger(youmonst.data)) {
|
||||
if(trap->tseen) {
|
||||
You("see %s %spit below you.", a_your[trap->madeby_u],
|
||||
You_see("%s %spit below you.", a_your[trap->madeby_u],
|
||||
ttype == SPIKED_PIT ? "spiked " : "");
|
||||
} else {
|
||||
pline("%s pit %sopens up under you!",
|
||||
@@ -2007,7 +2007,7 @@ glovecheck: target = which_armor(mtmp, W_ARMG);
|
||||
tower_of_flame,
|
||||
surface(mtmp->mx,mtmp->my), mon_nam(mtmp));
|
||||
else if (see_it) /* evidently `mtmp' is invisible */
|
||||
You("see a %s erupt from the %s!",
|
||||
You_see("a %s erupt from the %s!",
|
||||
tower_of_flame, surface(mtmp->mx,mtmp->my));
|
||||
|
||||
if (resists_fire(mtmp)) {
|
||||
@@ -2662,7 +2662,7 @@ domagictrap()
|
||||
make_blinded((long)rn1(5,10),FALSE);
|
||||
if (!Blind) Your(vision_clears);
|
||||
} else if (!Blind) {
|
||||
You("see a flash of light!");
|
||||
You_see("a flash of light!");
|
||||
} else if (!Deaf) {
|
||||
You_hear("a deafening roar!");
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user