moving "Your hearing returns." where it belongs, thus fixing 1773460.
I also moved a couple of messages (namely weapon noises, and hell effects) into MSGCH_TALK and MSGCH_SOUND, both of which now are ignored as travel stoppers. I didn't check all instances of potential talk and noises, but if there are cases where we want a message to always stop resting, we could move the message in question to MSGCH_WARN or MSGCH_MONSTER_SPELL. Conversely, there's probably lots of stuff around that could also get ignored.
Users can still specify messages in stop_travel that will interrupt both rest and travel. (There's currently no distinction, and I made no changes on that account.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2089 c06c8d41-db1a-0410-9941-cceddc491573
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mpr((temp_rand == 0) ? "\"You will not leave this place.\"" :
(temp_rand == 1) ? "\"Die, mortal!\"" :
(temp_rand == 2) ? "\"We do not forgive those who trespass against us!\"" :
(temp_rand == 3) ? "\"Trespassers are not welcome here!\"" :
(temp_rand == 4) ? "\"You do not belong in this place!\"" :
(temp_rand == 5) ? "\"Leave now, before it is too late!\"" :
(temp_rand == 6) ? "\"We have you now!\"" :
(temp_rand == 7) ? "You feel a terrible foreboding..." :
(temp_rand == 8) ? "You hear words spoken in a strange and terrible language..." :
(temp_rand == 9) ? (player_can_smell()) ? "You smell brimstone." :
"Brimstone rains from above." :
(temp_rand == 10) ? "Something frightening happens." :
(temp_rand == 11) ? "You sense an ancient evil watching you..." :
(temp_rand == 12) ? "You feel lost and a long, long way from home..." :
mpr((temp_rand == 0) ? "\"You will not leave this place.\"" :
(temp_rand == 1) ? "\"Die, mortal!\"" :
(temp_rand == 2) ? "\"We do not forgive those who trespass against us!\"" :
(temp_rand == 3) ? "\"Trespassers are not welcome here!\"" :
(temp_rand == 4) ? "\"You do not belong in this place!\"" :
(temp_rand == 5) ? "\"Leave now, before it is too late!\"" :
(temp_rand == 6) ? "\"We have you now!\"" :
// plain messages
(temp_rand == 7) ? (player_can_smell()) ? "You smell brimstone." :
"Brimstone rains from above." :
(temp_rand == 8) ? "You feel lost and a long, long way from home..." :
(temp_rand == 9) ? "You shiver with fear." :
// warning
(temp_rand == 10) ? "You feel a terrible foreboding..." :
(temp_rand == 11) ? "Something frightening happens." :
(temp_rand == 12) ? "You sense an ancient evil watching you..." :
(temp_rand == 14) ? "A gut-wrenching scream fills the air!" :
(temp_rand == 15) ? "You shiver with fear." :
(temp_rand == 16) ? "You sense a hostile presence."
: "You hear diabolical laughter!", MSGCH_TALK);
(temp_rand == 14) ? "You sense a hostile presence." :
// sounds
(temp_rand == 15) ? "A gut-wrenching scream fills the air!" :
(temp_rand == 16) ? "You hear words spoken in a strange and terrible language..."
: "You hear diabolical laughter!",
(temp_rand < 7 ? MSGCH_TALK :
temp_rand < 10 ? MSGCH_PLAIN :
temp_rand < 15 ? MSGCH_WARN
: MSGCH_SOUND) );