}
newsym(mtmp->mx, mtmp->my);
}
- if (youmonst.data->mlet == S_DEMON) { /* Won't blackmail their own. */
+ if (g.youmonst.data->mlet == S_DEMON) { /* Won't blackmail their own. */
- pline("%s says, \"Good hunting, %s.\"", Amonnam(mtmp),
- flags.female ? "Sister" : "Brother");
+ if (!Deaf)
+ pline("%s says, \"Good hunting, %s.\"", Amonnam(mtmp),
+ flags.female ? "Sister" : "Brother");
+ else if (canseemon(mtmp))
+ pline("%s says something.", Amonnam(mtmp));
if (!tele_restrict(mtmp))
(void) rloc(mtmp, TRUE);
return 1;
}
- cash = money_cnt(invent);
+ cash = money_cnt(g.invent);
- demand =
- (cash * (rnd(80) + 20 * Athome))
- / (100 * (1 + (sgn(u.ualign.type) == sgn(mtmp->data->maligntyp))));
+ demand = (cash * (rnd(80) + 20 * Athome))
+ / (100 * (1 + (sgn(u.ualign.type) == sgn(mtmp->data->maligntyp))));
- if (!demand || multi < 0) { /* you have no gold or can't move */
+ if (!demand || g.multi < 0) { /* you have no gold or can't move */
mtmp->mpeaceful = 0;
set_malign(mtmp);
return 0;
* probabilities are not very useful because they don't take
* the class generation probability into account. [If 10%
* of spellbooks were blank and 1% of scrolls were blank,
- * "blank" would have 10/11 chance to yield a blook even though
+ * "blank" would have 10/11 chance to yield a book even though
* scrolls are supposed to be much more common than books.]
*/
- for (i = oclass ? bases[(int) oclass] : STRANGE_OBJECT + 1;
+ for (i = oclass ? g.bases[(int) oclass] : STRANGE_OBJECT + 1;
i < NUM_OBJECTS && (!oclass || objects[i].oc_class == oclass);
++i) {
/* don't match extra descriptions (w/o real name) */
(on_altar() && (a_align(u.ux, u.uy) != resp_god))
? "scorn"
: "call upon");
+ /* [why isn't this using verbalize()?] */
pline("\"Then die, %s!\"",
- g.youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
- (youmonst.data->mlet == S_HUMAN) ? "mortal" : "creature");
++ (g.youmonst.data->mlet == S_HUMAN) ? "mortal" : "creature");
summon_minion(resp_god, FALSE);
break;