corrected colors
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@ -13,9 +13,9 @@ void character::start_turn() {
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base_hit_rate = {1, 1};
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}
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void character::print(display *out, bool color, bool player) {
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void character::print(display *out, bool player) {
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out->print_char(pos, player ? '@' : CHARACTER_REP[race],
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COLOR_PAIR(COLOR_BLACK_ON_WHITE));
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player ? COLOR_PAIR(COLOR_BLUE) : COLOR_PAIR(COLOR_RED));
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}
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enum race character::get_race() const {
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@ -40,7 +40,7 @@ public:
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const fraction hitrate) = 0;
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// overload for different races
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virtual void print(display *out, bool color = false, bool player = false);
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virtual void print(display *out, bool player = false);
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result apply_effects();
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void discard_level_effects();
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@ -18,7 +18,6 @@ private:
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logger *log;
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RNG *rng;
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// IMPORTANT: during player generation,
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std::unique_ptr<character> player;
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public:
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game(const feature enabled_features,
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@ -28,7 +27,6 @@ public:
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RNG *new_rng);
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game_status run();
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private:
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int getcmd() const;
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};
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#endif
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@ -96,11 +96,6 @@ private:
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room &room2);
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bool overlap_y(room &room1,
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room &room2);
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// has anything between the two
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bool between_x(room &room1,
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room &room2);
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bool between_y(room &room1,
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room &room2);
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void jitter(RNG *rng, std::vector<room> &rooms);
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@ -41,6 +41,6 @@ potion &potion::operator=(potion &&p) {
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return *this;
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}
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void potion::print(display *out, bool color) {
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out->print_char(pos, 'P');
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void potion::print(display *out) {
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out->print_char(pos, 'P', COLOR_PAIR(COLOR_GREEN));
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}
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@ -33,7 +33,7 @@ public:
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position get_pos() const;
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void set_pos(const position &npos);
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virtual void print(display *out, bool color = false);
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virtual void print(display *out);
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};
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typedef std::vector<potion *> potion_list;
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@ -2,9 +2,8 @@
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#define __VAMPIRE_H__
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#include "characters.h"
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const int GAIN_HP = 5;
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class vampire final: public character {
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static const int GAIN_HP = 5;
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public:
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vampire(RNG *rng, const position &pos);
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virtual result attack(const direction dir,
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