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Function force_decor

src/pickup.c:316–334  ·  view source on GitHub ↗

wand of probing zapped down; perhaps hero is levitating while blind */

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314
315/* wand of probing zapped down; perhaps hero is levitating while blind */
316void
317force_decor(boolean via_probing)
318{
319 /* we don't want describe_decor() to defer feedback if hero is fumbling
320 with 1 turn left until next slip_or_trip(), or for ice_descr() to
321 omit thawing details if hero is probing when levitating while blind
322 (those will be skipped for look_here() and farlook() or autodescribe);
323 we can't control that by temporarily tweaking properties because that
324 could become noticeable if status gets updated while decor feedback
325 is being delivered */
326 gd.decor_fumble_override = TRUE;
327 gd.decor_levitate_override = via_probing;
328 /* force current terrain to be different from previous location, or
329 uninteresting if previous location was actually inside solid stone */
330 iflags.prev_decor = STONE;
331 (void) describe_decor();
332 gd.decor_fumble_override = gd.decor_levitate_override = FALSE;
333 svl.lastseentyp[u.ux][u.uy] = levl[u.ux][u.uy].typ;
334}
335
336void
337deferred_decor(

Callers 2

look_hereFunction · 0.85
zap_mapFunction · 0.85

Calls 1

describe_decorFunction · 0.85

Tested by

no test coverage detected