'urgent' messages
Follow up on some old groundwork. For tty, if the core has designated
a message as 'urgent', override any message suppression taking place
because of ESC typed at the --More-- prompt. Right now, "You die"
messages, feedback about having something stolen, feedback for
"amorous demon" interaction (mainly in case of armor removal), and
exploding a bag of holding are treated as urgent.
The "You die" case is already handled by a hack in top-line handling;
I left that in place so the conversion of 3 or 4 pline("You die.*")
to custompline(URGENT_MESSAGE, "You die.*") was redundant. There
are probably various non-You_die messages which precede done() which
should be marked urgent too.
Other interfaces might want to do something similar. And we ought to
implement MSGTYPE=force or MSGTYPE=urgent to allow players to indicate
other messages that they want have to override suppression. But I'm
not intending to work on either of those. I mainly wanted to force
the magic bag explosion message to be shown since a sequence of "You
put <foo> into <bag>." messages is a likely candidate for --More--ESC.
This commit is contained in:
@@ -3252,7 +3252,7 @@ maybe_wail(void)
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}
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void
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losehp(register int n, register const char *knam, boolean k_format)
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losehp(int n, const char *knam, boolean k_format)
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{
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#if 0 /* code below is prepared to handle negative 'loss' so don't add this
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* until we've verified that no callers intentionally rely on that */
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@@ -3281,7 +3281,7 @@ losehp(register int n, register const char *knam, boolean k_format)
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g.killer.format = k_format;
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if (g.killer.name != knam) /* the thing that killed you */
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Strcpy(g.killer.name, knam ? knam : "");
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You("die...");
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custompline(URGENT_MESSAGE, "You die...");
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done(DIED);
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} else if (n > 0 && u.uhp * 10 < u.uhpmax) {
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maybe_wail();
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19
src/mhitu.c
19
src/mhitu.c
@@ -1838,11 +1838,12 @@ doseduce(struct monst *mon)
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}
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naked = (!uarmc && !uarmf && !uarmg && !uarms && !uarmh && !uarmu);
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pline("%s %s%s.", Who,
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Deaf ? "seems to murmur into your ear"
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: naked ? "murmurs sweet nothings into your ear"
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: "murmurs in your ear",
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naked ? "" : ", while helping you undress");
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custompline(URGENT_MESSAGE,
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"%s %s%s.", Who,
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Deaf ? "seems to murmur into your ear"
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: naked ? "murmurs sweet nothings into your ear"
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: "murmurs in your ear",
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naked ? "" : ", while helping you undress");
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mayberem(mon, Who, uarmc, cloak_simple_name(uarmc));
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if (!uarmc)
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mayberem(mon, Who, uarm, suit_simple_name(uarm));
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@@ -1878,7 +1879,8 @@ doseduce(struct monst *mon)
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verbalize("Well, then you owe me %s%s!",
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yourgloves ? yname(yourgloves)
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: "twelve pairs of gloves",
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yourgloves ? " and eleven more pairs of gloves" : "");
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yourgloves ? " and eleven more pairs of gloves"
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: "");
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}
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} else if (seewho)
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pline("%s appears to sigh.", Monnam(mon));
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@@ -1892,8 +1894,9 @@ doseduce(struct monst *mon)
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adjalign(1);
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/* by this point you have discovered mon's identity, blind or not... */
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pline("Time stands still while you and %s lie in each other's arms...",
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noit_mon_nam(mon));
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custompline(URGENT_MESSAGE,
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"Time stands still while you and %s lie in each other's arms...",
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noit_mon_nam(mon));
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/* 3.6.1: a combined total for charisma plus intelligence of 35-1
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used to guarantee successful outcome; now total maxes out at 32
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as far as deciding what will happen; chance for bad outcome when
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@@ -2392,8 +2392,9 @@ in_container(struct obj *obj)
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}
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} else if (Is_mbag(g.current_container) && mbag_explodes(obj, 0)) {
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/* explicitly mention what item is triggering the explosion */
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pline("As you put %s inside, you are blasted by a magical explosion!",
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doname(obj));
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custompline(URGENT_MESSAGE,
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"As you put %s inside, you are blasted by a magical explosion!",
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doname(obj));
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/* did not actually insert obj yet */
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if (was_unpaid)
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addtobill(obj, FALSE, FALSE, TRUE);
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@@ -2467,7 +2467,7 @@ do_class_genocide(void)
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u.mh = -1;
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if (Unchanging) {
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if (!feel_dead++)
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You("die.");
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custompline(URGENT_MESSAGE, "You die.");
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/* finish genociding this class of
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monsters before ultimately dying */
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gameover = TRUE;
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@@ -2484,7 +2484,7 @@ do_class_genocide(void)
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You_feel("%s inside.", udeadinside());
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} else {
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if (!feel_dead++)
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You("die.");
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custompline(URGENT_MESSAGE, "You die.");
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gameover = TRUE;
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}
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}
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38
src/steal.c
38
src/steal.c
@@ -428,22 +428,23 @@ steal(struct monst* mtmp, char* objnambuf)
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unmul((char *) 0);
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slowly = (armordelay >= 1 || g.multi < 0);
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if (flags.female)
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pline("%s charms you. You gladly %s your %s.",
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!seen ? "She" : Monnam(mtmp),
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curssv ? "let her take"
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: !slowly ? "hand over"
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: was_doffing ? "continue removing"
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: "start removing",
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equipname(otmp));
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custompline(URGENT_MESSAGE,
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"%s charms you. You gladly %s your %s.",
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!seen ? "She" : Monnam(mtmp),
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curssv ? "let her take"
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: !slowly ? "hand over"
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: was_doffing ? "continue removing"
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: "start removing",
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equipname(otmp));
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else
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pline("%s seduces you and %s off your %s.",
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!seen ? "She" : Adjmonnam(mtmp, "beautiful"),
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curssv
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? "helps you to take"
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: !slowly ? "you take"
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: was_doffing ? "you continue taking"
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: "you start taking",
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equipname(otmp));
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custompline(URGENT_MESSAGE,
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"%s seduces you and %s off your %s.",
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!seen ? "She" : Adjmonnam(mtmp, "beautiful"),
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curssv ? "helps you to take"
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: !slowly ? "you take"
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: was_doffing ? "you continue taking"
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: "you start taking",
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equipname(otmp));
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named++;
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/* the following is to set multi for later on */
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nomul(-armordelay);
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@@ -478,9 +479,10 @@ steal(struct monst* mtmp, char* objnambuf)
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subfrombill(otmp, shop_keeper(*u.ushops));
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freeinv(otmp);
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/* if attached ball was taken, uball and uchain are now Null */
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pline("%s%s stole %s.", named ? "She" : Monnam(mtmp),
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(was_punished && !Punished) ? " removed your chain and" : "",
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doname(otmp));
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custompline(URGENT_MESSAGE,
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"%s%s stole %s.", named ? "She" : Monnam(mtmp),
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(was_punished && !Punished) ? " removed your chain and" : "",
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doname(otmp));
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could_petrify = (otmp->otyp == CORPSE
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&& touch_petrifies(&mons[otmp->corpsenm]));
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(void) mpickobj(mtmp, otmp); /* may free otmp */
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@@ -2635,7 +2635,7 @@ zapyourself(struct obj *obj, boolean ordinary)
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Sprintf(g.killer.name, "shot %sself with a death ray", uhim());
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g.killer.format = NO_KILLER_PREFIX;
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You("irradiate yourself with pure energy!");
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You("die.");
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custompline(URGENT_MESSAGE, "You die.");
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/* They might survive with an amulet of life saving */
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done(DIED);
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break;
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