floor access
A post-3.4.3 change dealing with reaching into pits resulted in "you
sit on the air" if you used the #sit command after escaping a pit trap.
Change can_reach_floor() so that caller explicitly controls whether being
on the brink of a pit is a condition that prevents reaching the floor.
This also splits a fairly common message about not being able to reach the
floor into a separate routine.
There is still oddness here: if you're polymorphed into a flyer,
#sit yields "you sit down" followed by "you fly over a pit" (latter occurs
when escaping trap activation). A ceiling hider behaves similarly, but
the second message is "you escape a pit" and doesn't sound quite as silly.
Perhaps #sit should pass TOOKPLUNGE to dotrap(), or maybe there's some
better way to handle this?
This commit is contained in:
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)apply.c 3.5 2005/04/13 */
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/* SCCS Id: @(#)apply.c 3.5 2005/06/02 */
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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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@@ -169,7 +169,7 @@ int rx, ry, *resp;
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struct obj *corpse = sobj_at(CORPSE, rx, ry),
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*statue = sobj_at(STATUE, rx, ry);
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if (!can_reach_floor()) { /* levitation or unskilled riding */
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if (!can_reach_floor(TRUE)) { /* levitation or unskilled riding */
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corpse = 0; /* can't reach corpse on floor */
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/* you can't reach tiny statues (even though you can fight
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tiny monsters while levitating--consistency, what's that?) */
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@@ -322,9 +322,8 @@ use_stethoscope(obj)
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} else if (u.dz) {
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if (Underwater)
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You_hear("faint splashing.");
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else if (u.dz < 0 || !can_reach_floor())
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You_cant("reach the %s.",
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(u.dz > 0) ? surface(u.ux,u.uy) : ceiling(u.ux,u.uy));
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else if (u.dz < 0 || !can_reach_floor(TRUE))
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cant_reach_floor(u.ux, u.uy, (u.dz < 0), TRUE);
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else if (its_dead(u.ux, u.uy, &res))
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; /* message already given */
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else if (Is_stronghold(&u.uz))
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