| Commit message (Collapse) | Author | Age | Files | Lines |
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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Some of them were missing the /** (or /*!) that makes doxygen consider
the comment in the first place.
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This was accomplished by adding a new message channel, MSGCH_DGL_MESSAGE.
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People who like setting force_mores on this can thus do so with one line
for all possible variants on the message.
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Not only is gameplay code being trigger in message handling kind of
icky, but this was also nearly certain to never be relevant.
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Lines not yet flushed were being sent to the client and in the case
where more text got appended to that line (msg_condense_short) it was
sent again (sometimes).
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So, if you're running a bot or you're generally annoyed by
ranged/magical animations, you can set this to an appropriately low
value.
This also condenses a lot of code duplication related to arena_delay; a
new function called scaled_delay is used for functions that should be
impacted by this.
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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Maybe the argp was supposed to line up with the next line, but that
seems silly, and is inconsistent with the majority of our uses of
va_list.
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While the problem this commit attempts to fix is real, I'm afraid it causes
more breakage:
* it removes debug messages from map generation
* especially, infinite loops become extremely hard to debug
* loses output that overflows
* has issues with force_more
* portal vault announcements are lost
For example, a level with both a Lab and an Ice Cave shows just:
"There is an entrance to an ice cave on this level. Hurry and find it before the portal melts!"
even though there's no overflow. The rest (the main "wave of frost" message
and anything about the Lab) are gone.
I'm afraid some other approach is needed. Perhaps forcing a screen draw?
This reverts commit 8471a022e76bae39918ba6eaa1fbbab5c7ceb64f.
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Getting a more prompt during level load results in a screen only partially
updated and looking really bugged. It's especially bad since it happened
during loading tutorial levels which is the very first thing many new player
see. It also happened when entering a level with an announce portal. If there
are more cases, I didn't test them.
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A whole file for four lines of code.
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The translation project is stalled, but this makes all of such static strings
trivially gatherable without any extra work.
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No particular reason, other than consistency. And all but two used wasteful
double-conversion, so this is not a speed regression.
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The old one was quite bizarre, inconsistent with mprf().
Only two cases used the default channel (mpr_nojoin() is quite special...),
so I did not add an overload with the default.
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Also simplify quite a few cases.
It turns out in >90% cases of non-literals the argument had .c_str(),
which meant it was pointlessly malloc()ed and converted from and to
std::string. I believe a sprintf is faster, so even the argument of
miniscule speed-up doesn't apply.
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Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
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Also re-align, and highlight input keys as in lots of other places.
Show this improved -more- line for viewing character notes, too.
The TODO was removed as well because the only effect of dynamically
changing displayed "help" information like this is player confusion.
Static information works better when it comes to legends.
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Looks like, unlike "target[t]ing" where a single t is used by many brits and
even some aussies, "cancel[l]ing" has double l even for a good deal of
americans.
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Also remove an unused parameter.
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There's too many of them do comfortably list in your config, some
include "," which is a separator. Also, it's better to have them
all on one colour rather than four.
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The perl regexp to do so is:
s&ASSERT\(([^\n]+) >= ([^\n]+)\);\s*ASSERT\(\1 < ([^\n]+)\);&ASSERT_RANGE($1, $2, $3);&sg;
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Hold of sending the line that caused a more prompt until that prompt is
cleared.
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Convert conjunctive assertions into separate assertions. This ought to be correctness preserving. I ran the stress tests and didn't notice anything unusual. While I have confidence in it, if you are the slightest bit suspicious of this, please roll it back.
Found instances with `ASSERT(\([^(|]*\) && \([^)|]*\))`
Manually inspected each instance.
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If all messages in the buffer are not "dumpworthy" (MSGCH_EQUIPMENT,
MSGCH_DIAGNOSTICS or MSGCH_TUTORIAL), it'll spin forever.
This commit also removes such racism if the dump happens during a crash:
we do want to see debug output.
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A line number in the error handler is useless, and the real line is lost (at
least without traversing the stack).
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(Yes, I'm pretty sure this -= was causing undefined behaviour.)
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(is_tiles() is constexpr, ie not any worse than #ifdefs in C++11, or in
C++ < 11 optimized builds.)
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Also, this refactors the more handling a bit, again.
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Previously, the message pane was rendered on the server side and its
contents were sent to the client as they were displayed in the
terminal. Now, messages are sent as separate objects. This also
necessitates special handling of more prompts and line_reader for
webtiles.
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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Hard to come up with something less greppable...
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To do so, build with EXTERNAL_DEFINES=-DDEBUG_FATAL, like other debug
fine-tuning defines.
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