| 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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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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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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For consistency with mpr_nocap, mpr_comma_separated_list and friends.
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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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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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Since the tag for each gametype is now just the name of that gametype,
_choose_gamemode_map() can just look the maps up itself.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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I would have prefered giving a message when you try to eat them, but
the eating code is stretched enough that I gave up trying the right
hook. A tiles-only trigger would be easy, but I want it to work for
console, too.
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Make sure the hints pertaining to shared events (gaining an xp level,
something being cursed) are only triggered once over the course of
the entire tutorial.
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This is a hacky solution and only handles Spellcasting, Conjurations,
and Invocations. Also, for the default skills already set in ng-setup
reassess_starting_skills (now moved to skills.cc) is applied twice.
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Also, make the wizmode death prompt work in the Tutorial.
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No longer hardcoded in player generation; allows for different hunger
levels in different lessons.
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Currently unused as we only have a single map, but I've tested it
with a set of dummy maps, and it works.
This changes some of the sprint specific methods to more generic
game mode methods that'll also be usable for ZotDef.
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This is to mostly everything inside crawl-ref/source.
I may have missed other places.
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No more storing species and background indices. Instead, there's
now a few instances of newgame_def:
Options.game: command line and option game settings
(used to be Options.cls, Options.race, ...)
Options.prev_game: the previous game's choices
(used to be Options.prev_cls, ...; should not be in Options)
ngchoice: current choices, internal to newgame.cc
The species and background choice now separate interrogating
the user from applying settings from Options.game. This is not
the case yet for the secondary choices. Secondary choice memory
may be slightly broken at the moment.
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It was always just getch_ck for our current platforms, except for
Windows tiles, which seems like an accident more than anything
else.
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Remaining calls to getch() outside lib*.cc should probably also
be getchm() instead.
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We were only setting it to "\r\n" on DOS, but according to commens
in #1045, DOS will translate "\n" to "\r\n" automatically for
text output.
Also, the DOS EOL handling was likely broken anyway looking at how
a lot of the linebreaking code only considered "\n".
Fixes issue #1045.
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The latter invokes parse_string_to_multiple and displays directly.
This fixes line wrapping issues with full lines: on an 80 column
terminal, an 80 character line could cause the cursor to wrap
to the next line, causing extra blank lines due to the manual
line feed in formatted_string::parse_block.
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Belatedly, it occured to me that the scroll of silence actually makes it
possible for players to experience silence during the tutorial.
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* Don't clear messages between different sections: this only makes sure
the player will be unable to read the previous ones.
* Mention the display tabs.
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Fixes issue #378.
Extracted tutorial.cc:_colourize_glyph as glyph_to_tagstr for this.
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The comments pertaining to "spoiled and inedible" meat probably stem
from times when rotten meat could still be eaten. Instead we now
mention that contaminated chunks only have a chance of making you
sick and that you'll sometimes just have to risk it if you need to
eat.
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Suppress the feature descriptions in the message window for boring
features like floor and walls. Should make moving around with the
mouse less likely to cover up the message area with some meaningless
description you didn't even want to see.
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From my various tutorial games, I got the impression that if the player
does as he is told and in the beginning examines any monster he comes
across, he will quickly determine that all that screen shows is a fancy
quote, but no real information, and thus come to the wrong conclusion
that examining monsters is a waste of time.
By the time he meets monsters for whom the screen does contain important
information about speed or resistances, it might already be too late.
We now give a special message explaining this if a monster doesn't have
any stats that would be shown in the screen.
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In the tutorial, replace some double-spacing with single spacing for
general consistency with the greater part of the tutorial messages.
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Some of my previous assumptions about message behaviour interact badly
with the message window changes, so it was time to adapt. Doesn't hurt
if the code becomes a bit more streamlined in the process.
Also, repeat the initial hint about ? and Ctrl-P at the end of the
tutorial. I'm afraid all that information can be overwhelming.
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I had another tutorial character start in a short corridor that, to
a player unaware of secret doors and searching, is bound to look
like a deadend.
Ideally, we should only have to unhide secret doors that block the
path to one of the downstairs, rather than also affect minivaults.
The tutorial already doesn't make use of entry vaults (because some
of them contain things I'd rather not explain, like dangerous
monsters behind glass, fog generators or doors you'd better not
open), so we should be reasonably safe.
Seeing how the entry vaults are such a nice welcome to the game,
I'd welcome a tag to assign to those vaults that can safely be
used in the tutorial (and exclude the ones mentioned above).
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Among others, expound a bit on the mechanics of !clear_messages,
correct some misinformation, and add a few more special cases.
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It's frustrating to get told you should have used the berserk ability
if you already did.
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* Don't override clear_messages setting anymore.
The default is good, but it should be possible for players to
override it.
* Set show_more to true, otherwise some of the longer tutorial
messages are chopped without explanation.
* Set small_more to false, because -More- contains additional
information in the tutorial, and for new players the small more
is completely confusing.
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