water description

The wall of water goaded me into updating waterbody_name().  It's
mostly the same, aside from being moved from mkmaze.c to pager.c and
adding "{wall of|limitless} water" instead of plain "water" for WATER
terrain.  I'm not very happy with "limitless" for the Plane of Water
because limits imposed by air bubbles are all over the place.  "Wall
of water" might work ok for that level.

Water on Medusa's level is now described as "shallow sea" rather than
lame "water".  The two unusual pools on the Samurai home level are
described as "pond" rather than previous "water" which replaced 3.6's
ridiculous "moat".  When lava is hallucinated, it is described as
"molten <substance>" (yielding silly things like "molten yoghurt"),
rather than just "<substance>" to distinguish it from hallucinated
water.  'autodescribe' doesn't use waterbody_name() though.
This commit is contained in:
PatR
2022-02-06 13:20:15 -08:00
parent ac1a7ae378
commit f233f1d18c
4 changed files with 56 additions and 39 deletions

View File

@@ -1602,38 +1602,6 @@ restore_waterlevel(NHFILE* nhfp)
b->next = (struct bubble *) 0;
}
const char *
waterbody_name(xchar x, xchar y)
{
struct rm *lev;
schar ltyp;
if (!isok(x, y))
return "drink"; /* should never happen */
lev = &levl[x][y];
ltyp = lev->typ;
if (ltyp == DRAWBRIDGE_UP)
ltyp = db_under_typ(lev->drawbridgemask);
if (ltyp == LAVAPOOL)
return hliquid("lava");
else if (ltyp == ICE)
return "ice";
else if (ltyp == POOL)
return "pool of water";
else if (ltyp == WATER || Is_waterlevel(&u.uz))
; /* fall through to default return value */
else if (Is_juiblex_level(&u.uz))
return "swamp";
else if (ltyp == MOAT && !Is_medusa_level(&u.uz)
/* samurai has two moat spots on quest home level that seem
silly if described as such (maybe change them to pools?) */
&& !(Role_if(PM_SAMURAI) && Is_qstart(&u.uz)))
return "moat";
return hliquid("water");
}
static void
set_wportal(void)
{