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Prevent stopping on graves and engravings when running. This idea was…
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… proposed by mobileuser and it makes for a much more pleasant experience in grave-heavy levels like the Valley of Death. When moving step-by-step you will still read engravings as normal.
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elunna committed Oct 5, 2023
1 parent 8820ebd commit 3632ae8
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Showing 2 changed files with 6 additions and 1 deletion.
4 changes: 4 additions & 0 deletions src/engrave.c
Original file line number Diff line number Diff line change
Expand Up @@ -327,6 +327,10 @@ int x, y;
register struct engr *ep = engr_at(x, y);
int sensed = 0;

/* We're running, we don't want to look at engravings. */
if (context.run)
return;

/* Sensing an engraving does not require sight,
* nor does it necessarily imply comprehension (literacy).
*/
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3 changes: 2 additions & 1 deletion src/hack.c
Original file line number Diff line number Diff line change
Expand Up @@ -2236,7 +2236,7 @@ domove_core()
if (context.run) {
if (context.run < 8)
if (IS_DOOR(tmpr->typ) || IS_ROCK(tmpr->typ)
|| IS_FURNITURE(tmpr->typ))
|| (IS_FURNITURE(tmpr->typ) && tmpr->typ != GRAVE))
nomul(0);
}

Expand Down Expand Up @@ -3290,6 +3290,7 @@ lookaround()
if (IS_ROCK(levl[x][y].typ)
|| levl[x][y].typ == ROOM
|| levl[x][y].typ == ICE
|| levl[x][y].typ == GRAVE
|| IS_GRASS(levl[x][y].typ)
|| (IS_AIR(levl[x][y].typ)
&& !In_V_tower(&u.uz))) {
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