ARogue family: don't hide messages caused by moving to a new level.

new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed.  These cases have been changed so that msg() is
called after new_level().

If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
This commit is contained in:
John "Elwin" Edwards 2015-06-29 20:37:32 -04:00
parent 419a920e1d
commit 8fed78336a
7 changed files with 10 additions and 10 deletions

View file

@ -85,7 +85,6 @@ register coord *tc;
if (is_player) {
level++;
pstats.s_hpt -= roll(1, 10);
msg("You fell through a trap! ");
if (pstats.s_hpt < 1) {
pstats.s_hpt = -1;
death(D_FALL);
@ -93,6 +92,7 @@ register coord *tc;
wclear(cw);
wclear(mw);
new_level(NORMLEV);
msg("You fell through a trap! ");
}
else {
if (can_see) msg("%s fell into a trap!", prname(mname, TRUE));
@ -142,13 +142,13 @@ register coord *tc;
if (is_player) {
prev_max = 1000; /* flag used in n_level.c */
level++;
msg("You suddenly find yourself in strange surroundings! ");
pstats.s_hpt -= roll(1, 10);
if (pstats.s_hpt < 1) {
pstats.s_hpt = -1;
death(D_FALL);
}
new_level(OUTSIDE);
msg("You suddenly find yourself in strange surroundings! ");
return(ch);
}
else {