int ans;
char c, qbuf[QBUFSZ];
const char *prompt = "Pick first monster to slay";
- boolean save_verbose = flags.verbose;
+ boolean save_verbose = flags.verbose,
+ save_autodescribe = iflags.autodescribe;
+ d_level uarehere = u.uz;
cc.x = u.ux, cc.y = u.uy;
for (;;) {
prompt = "Next monster";
flags.verbose = FALSE;
+ iflags.autodescribe = TRUE;
ans = getpos(&cc, TRUE, "a monster");
flags.verbose = save_verbose;
+ iflags.autodescribe = save_autodescribe;
if (ans < 0 || cc.x < 1)
break;
monkilled(mtmp, (char *) 0, AD_PHYS);
gc.context.mon_moving = FALSE;
}
+ /* end targetting loop if an engulfer dropped hero onto a level-
+ changing trap */
+ if (u.utotype || !on_level(&u.uz, &uarehere))
+ break;
} else {
There("is no monster there.");
break;
leaving a pool of water/lava, and by moveloop to check for staying on one;
returns true to skip rest of spoteffects */
boolean
-pooleffects(boolean newspot) /* true if called by spoteffects */
+pooleffects(
+ boolean newspot) /* true if called by spoteffects */
{
/* check for leaving water */
if (u.uinwater) {
/*
* dotrap on a fire trap calls melt_ice() which triggers
* spoteffects() (again) which can trigger the same fire
- * trap (again). Use static spottrap to prevent that.
- * We track spottraptyp because some traps morph
- * (landmine to pit) and any new trap type
- * should get triggered.
+ * trap (again). Use static spottrap to prevent that.
+ * We track spottraptyp because some traps morph (landmine
+ * to pit) and any new trap type should get triggered.
*/
if (!spottrap || spottraptyp != trap->ttyp) {
spottrap = trap;
x_monnam(u.usteed, steed_article, "poor",
SUPPRESS_SADDLE, FALSE));
} else if (iflags.menu_requested && already_known) {
- You("carefully %s into the pit.", u_locomotion("lower yourself"));
+ You("carefully %s into the pit.",
+ u_locomotion("lower yourself"));
deliberate = TRUE;
} else if (conj_pit) {
You("move into an adjacent pit.");