/** * Housekeeping on arriving on a new level */ void on_new_level(void) { /* Play ambient sound on change of level. */ play_ambient_sound(); /* Cancel the target */ target_set_monster(0); /* Cancel the health bar */ health_track(player->upkeep, NULL); /* Disturb */ disturb(player, 1); /* Track maximum player level */ if (player->max_lev < player->lev) player->max_lev = player->lev; /* Track maximum dungeon level */ if (player->max_depth < player->depth) player->max_depth = player->depth; /* Flush messages */ event_signal(EVENT_MESSAGE_FLUSH); /* Update display */ event_signal(EVENT_NEW_LEVEL_DISPLAY); /* Update player */ update_player_object_knowledge(player); player->upkeep->update |= (PU_BONUS | PU_HP | PU_SPELLS | PU_INVEN); player->upkeep->notice |= (PN_COMBINE | PN_SEARCH); notice_stuff(player); update_stuff(player); redraw_stuff(player); /* Refresh */ event_signal(EVENT_REFRESH); /* Announce (or repeat) the feeling */ if (player->depth) display_feeling(false); /* Give player minimum energy to start a new level, but do not reduce * higher value from savefile for level in progress */ if (player->energy < z_info->move_energy) player->energy = z_info->move_energy; }
void do_cmd_feeling(void) { display_feeling(false); }
void do_cmd_feeling(void) { display_feeling(FALSE); }