fix #H9392 - deafness vs music
Music wasn't using You_hear() so needs to handle Deaf itself. Have it give alternate messages for sounds being emitted from instruments. This doesn't implement the suggestion that a Deaf hero shouldn't be able to produce the same music as a non-deaf one.
This commit is contained in:
@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.151 $ $NHDT-Date: 1572530225 2019/10/31 13:57:05 $
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.155 $ $NHDT-Date: 1572833562 2019/11/04 02:12:42 $
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This fixes36.3 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.2 in May 2019. Please note, however,
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@@ -212,6 +212,7 @@ when entering Astral level, initial rendering of guardian angel didn't show
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it as tame; noticeable if the level was entered with 'hilite_pet' On
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fix a leashed pet polymorphed into a long worm staying leashed
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prevent leashing unsolid monsters and monsters with no extremities
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playing musical instruments gave feedback which ignored deafness
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Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
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73
src/music.c
73
src/music.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 music.c $NHDT-Date: 1544442713 2018/12/10 11:51:53 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.57 $ */
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/* NetHack 3.6 music.c $NHDT-Date: 1572833563 2019/11/04 02:12:43 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.58 $ */
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/* Copyright (c) 1989 by Jean-Christophe Collet */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -187,7 +187,7 @@ struct monst *bugler; /* monster that played instrument */
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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if (canseemon(mtmp))
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pline("%s is now ready for battle!", Monnam(mtmp));
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else
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else if (!Deaf)
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Norep("You hear the rattle of battle gear being readied.");
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} else if ((distm = ((bugler == &youmonst)
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? distu(mtmp->mx, mtmp->my)
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@@ -301,7 +301,7 @@ int force;
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/*FALLTHRU*/
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case ROOM:
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case CORR: /* Try to make a pit */
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do_pit:
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do_pit:
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chasm = maketrap(x, y, PIT);
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if (!chasm)
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break; /* no pit if portal at that location */
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@@ -483,6 +483,7 @@ struct obj *instr;
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itmp.otyp -= 1;
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mundane = TRUE;
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}
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#ifdef MAC
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mac_speaker(&itmp, "C");
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#endif
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@@ -514,10 +515,16 @@ struct obj *instr;
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You("start playing %s.", yname(instr));
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break;
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case PLAY_STUNNED:
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You("produce an obnoxious droning sound.");
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if (!Deaf)
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You("produce an obnoxious droning sound.");
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else
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You_feel("a monotonous vibration.");
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break;
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case PLAY_CONFUSED:
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You("produce a raucous noise.");
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if (!Deaf)
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You("produce a raucous noise.");
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else
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You_feel("a jarring vibration.");
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break;
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case PLAY_HALLU:
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You("produce a kaleidoscopic display of floating butterfiles.");
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@@ -541,13 +548,17 @@ struct obj *instr;
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case MAGIC_FLUTE: /* Make monster fall asleep */
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consume_obj_charge(instr, TRUE);
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You("produce %s music.", Hallucination ? "piped" : "soft");
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You("%sproduce %s music.", !Deaf ? "" : "seem to ",
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Hallucination ? "piped" : "soft");
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put_monsters_to_sleep(u.ulevel * 5);
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exercise(A_DEX, TRUE);
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break;
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case WOODEN_FLUTE: /* May charm snakes */
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do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
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pline("%s.", Tobjnam(instr, do_spec ? "trill" : "toot"));
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if (!Deaf)
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pline("%s.", Tobjnam(instr, do_spec ? "trill" : "toot"));
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else
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You_feel("%s %s.", yname(instr), do_spec ? "trill" : "toot");
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if (do_spec)
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charm_snakes(u.ulevel * 3);
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exercise(A_DEX, TRUE);
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@@ -573,26 +584,38 @@ struct obj *instr;
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makeknown(instr->otyp);
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break;
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case TOOLED_HORN: /* Awaken or scare monsters */
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You("produce a frightful, grave sound.");
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if (!Deaf)
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You("produce a frightful, grave sound.");
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else
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You("blow into the horn.");
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awaken_monsters(u.ulevel * 30);
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exercise(A_WIS, FALSE);
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break;
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case BUGLE: /* Awaken & attract soldiers */
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You("extract a loud noise from %s.", yname(instr));
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if (!Deaf)
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You("extract a loud noise from %s.", yname(instr));
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else
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You("blow into the bugle.");
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awaken_soldiers(&youmonst);
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exercise(A_WIS, FALSE);
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break;
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case MAGIC_HARP: /* Charm monsters */
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consume_obj_charge(instr, TRUE);
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pline("%s very attractive music.", Tobjnam(instr, "produce"));
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if (!Deaf)
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pline("%s very attractive music.", Tobjnam(instr, "produce"));
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else
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You_feel("very soothing vibrations.");
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charm_monsters((u.ulevel - 1) / 3 + 1);
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exercise(A_DEX, TRUE);
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break;
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case WOODEN_HARP: /* May calm Nymph */
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do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
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pline("%s %s.", Yname2(instr),
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do_spec ? "produces a lilting melody" : "twangs");
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if (!Deaf)
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pline("%s %s.", Yname2(instr),
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do_spec ? "produces a lilting melody" : "twangs");
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else
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You_feel("soothing vibrations.");
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if (do_spec)
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calm_nymphs(u.ulevel * 3);
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exercise(A_DEX, TRUE);
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@@ -613,8 +636,12 @@ struct obj *instr;
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break;
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case LEATHER_DRUM: /* Awaken monsters */
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if (!mundane) {
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You("beat a deafening row!");
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incr_itimeout(&HDeaf, rn1(20, 30));
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if (!Deaf) {
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You("beat a deafening row!");
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incr_itimeout(&HDeaf, rn1(20, 30));
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} else {
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You("pound on the drum.");
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}
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exercise(A_WIS, FALSE);
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} else
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You("%s %s.",
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@@ -685,7 +712,10 @@ struct obj *instr;
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*s = 'B';
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}
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}
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You("extract a strange sound from %s!", the(xname(instr)));
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You(!Deaf ? "extract a strange sound from %s!"
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: "can feel %s emitting vibrations.", the(xname(instr)));
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#ifdef UNIX386MUSIC
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/* if user is at the console, play through the console speaker */
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if (atconsole())
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@@ -725,8 +755,8 @@ struct obj *instr;
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for (x = u.ux - 1; x <= u.ux + 1; x++)
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if (isok(x, y))
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if (find_drawbridge(&x, &y)) {
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u.uevent.uheard_tune =
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2; /* tune now fully known */
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/* tune now fully known */
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u.uevent.uheard_tune = 2;
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if (levl[x][y].typ == DRAWBRIDGE_DOWN)
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close_drawbridge(x, y);
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else
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@@ -759,7 +789,7 @@ struct obj *instr;
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if (buf[x] == tune[x]) {
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gears++;
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matched[x] = TRUE;
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} else
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} else {
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for (y = 0; y < 5; y++)
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if (!matched[y] && buf[x] == tune[y]
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&& buf[y] != tune[y]) {
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@@ -767,8 +797,9 @@ struct obj *instr;
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matched[y] = TRUE;
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break;
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}
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}
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}
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if (tumblers)
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if (tumblers) {
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if (gears)
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You_hear("%d tumbler%s click and %d gear%s turn.",
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tumblers, plur(tumblers), gears,
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@@ -776,7 +807,7 @@ struct obj *instr;
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else
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You_hear("%d tumbler%s click.", tumblers,
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plur(tumblers));
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else if (gears) {
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} else if (gears) {
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You_hear("%d gear%s turn.", gears, plur(gears));
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/* could only get `gears == 5' by playing five
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correct notes followed by excess; otherwise,
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@@ -791,7 +822,7 @@ struct obj *instr;
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} else
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return do_improvisation(instr);
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nevermind:
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nevermind:
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pline1(Never_mind);
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return 0;
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}
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