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The big, ugly, pending pull request #11

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Commits on Jan 24, 2011

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  3. multiple heroes: help text for hero selection keys

    And a remark that the keys listed are the default keys,
    in case we allow the user to change them (via config file or UI) later.
    Mikolaj committed Jan 24, 2011
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  6. multiple heroes: a few tweaks around the type of heroes on a level

    We should probably use the same type for monsters, to have a number
    with which to indicate a targeted monster. Monsters probably don't need
    to carry their numbers in them, unlike heroes, because they don't get
    moved to and from any "current monster" state field.
    Mikolaj committed Jan 24, 2011
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Commits on Jan 25, 2011

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  2. enable the look mode

    TODO: some actions should behave differently in look mode, e.g., movement
    Mikolaj committed Jan 25, 2011
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Commits on Jan 26, 2011

  1. mutiple heroes: Tab cycles among heroes on a level

    TODO: currently all but on hero must remain on level 1. Either hero switching
    in look mode or via number keys will solve that.
    Mikolaj committed Jan 26, 2011
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  3. multiple heroes: spawn the number of heroes specified in config

    Plus a few tweaks around.
    Mikolaj committed Jan 26, 2011
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Commits on Jan 29, 2011

  1. vty support status update: vty maintainer OK with numpad number keys

    I'll prepare a patch to differentiate numpad and top row number keys.
    Mikolaj committed Jan 29, 2011
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Commits on Jan 30, 2011

  1. multiple heroes: Tab cycles heroes also in look mode

    So it's now possible to move more than one hero to levels > 1.
    Mikolaj committed Jan 30, 2011
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  3. fix of a bug caused by config file options being case insensitive

    TODO: perhaps make the options case sensitive; it costs too much debugging.
    Mikolaj committed Jan 30, 2011
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  4. multiple heroes: monster attacks any hero correctly; infrastructure c…

    …omplete
    
    Plus a bit of clean-up.
    Mikolaj committed Jan 30, 2011
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Commits on Jan 31, 2011

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  2. change datatype of look mode from a tuple to a record

    That's after I myself didn't remember what the components are used for.
    Now it's documented in record field names.
    Mikolaj committed Jan 31, 2011
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  3. code naming convention: "player" is the currently selected hero

    This is short form of "player-controlled hero".
    Other heroes and all heroes in general are just "heroes".
    Mikolaj committed Jan 31, 2011
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Commits on Feb 4, 2011

  1. fix issue #8 on kosmikus' fork (High score table, boolean flags)

    Exactly as proposed; minimal changes to get it working again.
    Mikolaj committed Feb 4, 2011
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  2. fix monsters unable to attack selected hero

    I misuderstood how the action monad "abort" propagates through nested actions.
    Mikolaj committed Feb 4, 2011
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Commits on Feb 5, 2011

  1. all heroes (not only the player) regenrate at once

    That's because we really want hero selection to be a purely UI distinction;
    otherwise players will waste time micromanaging cycling among heroes before
    the end of the turn.
    Mikolaj committed Feb 5, 2011
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  2. changing hero selection takes no time now

    Via a tmp hack, until the TODOs below playerCommand implemented.
    Mikolaj committed Feb 5, 2011
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  3. the loot of all heroes on the current level now counts for the winnin…

    …g score
    
    Only heroes from the current level are taken into account, or leaving
    one hero camping near the exit would be a too powerful tactics.
    Mikolaj committed Feb 5, 2011
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  5. add '*' and '?' to the list of confimation keys

    This is to to let the keys that request (more) information (help screen,
    item list for dropping, etc.) toggle display of the obtained information off.
    No two keys required ('?' and ' '), just tap '?' once, look, tap again.
    Mikolaj committed Feb 5, 2011
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Commits on Feb 6, 2011

  1. fix a bug with case sensitivity of config; harden code

    The bug was wiping out savegame on every other save attempt. I've forgotten
    to set case sensitivity in some of the places config is created. Affects only
    my branch. With the new code it's much harder to make such a bug again.
    Mikolaj committed Feb 6, 2011
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  3. bumping into a hero switches selection to him

    TODO: it takes a turn and it shouldn't
    Mikolaj committed Feb 6, 2011
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Commits on Feb 7, 2011

  1. on levels with no heroes monsters now chase each other

    Actually, they don't actively follow each other (no monster FOV, so they
    can't see each other), but they always attack when adjacent, and not
    only when bumping into each other by chance, as on levels with heroes.
    To see this behaviour toggle look mode, change level and press '.'.
    Mikolaj committed Feb 7, 2011
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Commits on Feb 8, 2011

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Commits on Feb 12, 2011

  1. heroes can now be selected with number keys (top row of keyboard)

    TODO: refactor the hero code
    Mikolaj committed Feb 12, 2011
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Commits on Feb 13, 2011

  1. simplify and corret lvlswitch

    Now it does not reveal the location of the other end of stairs is look mode.
    Mikolaj committed Feb 13, 2011
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Commits on Feb 14, 2011

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  2. in look mode, don't focus on hero unless level changed

    Plus some refactoring and hardening.
    Mikolaj committed Feb 14, 2011
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  3. some extra banter when exiting the program

    In the future we can plug in there some extra statistics,
    character dump commands, etc.
    Mikolaj committed Feb 14, 2011
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Commits on Feb 19, 2011

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Commits on Feb 22, 2011

  1. killed actors (monsters and heroes) now drop loot uniformly

    Plus some cleanup and TODOs.
    Mikolaj committed Feb 22, 2011
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  2. misc tweaks

    Mikolaj committed Feb 22, 2011
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Commits on Mar 1, 2011

  1. ultra-hack: default config file gets included in the binary

    In this way, we avoid the usual headaches with paths, OSes and permissions.
    At startup it's always parsed, but a user config is used instead, if it exists.
    TODO: throughout the code, lookup default values in the default config instead
    of specifying them every time an option is queried. In this way, the various
    game balance parameters are in sync and all in one place (the default config).
    The user configs can be short and modify only some options, the rest is taken
    from the default config. Diffs between user and default configs are easy.
    The cost of all this is a bit of dynamic typing, and so runtime failures.
    Can be limited by defining some types for sets of config parameters.
    Mikolaj committed Mar 1, 2011
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  5. defaults no longer needed when querying config

    The default config file is now the only source of defaults and we get
    an immediate runtime error if the sought option is not found in it
    (nor in the main config file carried by the savegame, which may also contain
    options from the user config file from the time the game was started).
    Mikolaj committed Mar 1, 2011
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Commits on Mar 2, 2011

  1. add a command to dump current configuration; close #30

    Also rewritten the default config file to make diffing with dumps easier.
    Mikolaj committed Mar 2, 2011
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  2. config file now always has to specify savegame and highscore paths

    Previously, the current directory was chosen if no paths were given,
    now it's only when the ~/.LambadaHack directory does not exist.
    Mikolaj committed Mar 2, 2011
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Commits on Mar 3, 2011

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  5. looking at terrain tiles now also mentions monsters

    It's out of sync currently, because it erronously takes time,
    so monsters can move away before the player reads the description.
    Mikolaj committed Mar 3, 2011
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Commits on Mar 4, 2011

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  2. implement the basic targeting mode commands; close #28

    TODO: targeting monsters gets broken as soon as monsters change numbers.
    Mikolaj committed Mar 4, 2011
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Commits on Mar 5, 2011

  1. refactor attack code to show a problem with actor representation

    See sn issue on tracker with a similar title.
    Mikolaj committed Mar 5, 2011
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Commits on Mar 6, 2011

  1. simplify the Target type

    Mikolaj committed Mar 6, 2011
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  2. drastically simplify targeting mode; no more accept/cancel

    KISS above all.
    Mikolaj committed Mar 6, 2011
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  4. cursor no longer taken as argument for Actions

    Since cursor is a component of state, it should not be duplicated
    as an explicit argument of Action functions that have access to state.
    Mikolaj committed Mar 6, 2011
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  5. rename the fields of Cursor

    Mikolaj committed Mar 6, 2011
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Commits on Mar 7, 2011

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Commits on Mar 8, 2011

  1. use AHero to avoid duplicating state in combat; close #34

    TODO: many minor points described in #34.
    Mikolaj committed Mar 8, 2011
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Commits on Mar 9, 2011

  1. style: change all foldl to foldl'

    (I've just read how unfashionable foldl is and at a glance all the functions
    are or should be strict, so changing it to foldr would not make sense.)
    Mikolaj committed Mar 9, 2011
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Commits on Mar 10, 2011

  1. the splayer field of state is now an actor; close #34 (again)

    TODO: simplification and clean-up
    Mikolaj committed Mar 10, 2011
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  2. heroes now have names intead of numbers

    No more duplication of the number inside the hero and in the index of the
    intmap at which the hero is stored.
    Mikolaj committed Mar 10, 2011
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Commits on Mar 11, 2011

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Commits on Mar 12, 2011

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  2. death message includes the name of the actor

    Plus lots of renames, layout fixes, various tiny tweaks.
    Mikolaj committed Mar 12, 2011
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  3. asdfasdf

    Mikolaj committed Mar 12, 2011
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Commits on Mar 13, 2011

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  2. monsters stored on intmap, not time-sorted list; close #34 (for the l…

    …ast time)
    
    Asymptotic complexity is the same: finding first monster to move is linear,
    but previously inserting the monster back into the time-sorted list was linear.
    Mikolaj committed Mar 13, 2011
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Commits on Mar 14, 2011

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Commits on Mar 16, 2011

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  2. aiming a wand at a monster puts it under player control

    TODO: when the fatigue stat is introduced, monster will be released quickly
    TODO: I bet it crashes in cases like inventory management, etc.; review
    Mikolaj committed Mar 16, 2011
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Commits on Mar 19, 2011

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  2. fix cycling among monsters and heroes

    (Was inaccurate, because there are discontinuities in numeration,
    especially for monsters.)
    Mikolaj committed Mar 19, 2011
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  6. rewrite the cursor and location targetting modes

    Now the only way to move from cursor to location is via accepting
    with the Return key and the '/' key, in targetting mode, returns
    the cursor to the target location.
    Mikolaj committed Mar 19, 2011
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Commits on Mar 20, 2011

  1. add the cursor level field

    Mikolaj committed Mar 20, 2011
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  2. add checks of target validity

    In particular, the initial cursor position is invalid, so targetting starts
    at player position. Cursor positions set at other levels are invalid, too,
    but explicit location targets from other levels are accepted.
    Dead or invisible monsters are invalid targets.
    Mikolaj committed Mar 20, 2011
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  4. backup savegames in case of computer hardware malfunction

    The backups are removed at game over, so permadeath still enforced.
    Mikolaj committed Mar 20, 2011
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  6. remove the Hero and Monster types

    They are almost never used and not enforced (not newtypes).
    Mikolaj committed Mar 20, 2011
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Commits on Mar 21, 2011

  1. move time management to particular actions

    Possibly, it's correct now in all cases. In particular, targeting is free.
    Mikolaj committed Mar 21, 2011
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  4. Moved Actor type, rearranged some modules.

    Heavily edited by Mikolaj for inclusion in master branch.
    kosmikus authored and Mikolaj committed Mar 21, 2011
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  5. move dungeon setup code to DungeonState.hs

    The module does not use State yet, but it's close.
    Mikolaj committed Mar 21, 2011
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Commits on Mar 22, 2011

  1. helper functions for actors

    Mikolaj committed Mar 22, 2011
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  5. prevent a player-controlled monster from tageting itself

    and let it run, despite seeing a monster (itself)
    Mikolaj committed Mar 22, 2011
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Commits on Mar 23, 2011

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  5. rewrite color usage everywhere

    TODO: tweak colors a bit and clean up Display2.hs, then differentiate
    visited/currently seen/visited dark/illuminated dark dungeon floor.
    Mikolaj committed Mar 23, 2011
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Commits on Mar 24, 2011

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  2. clean-up of Display2.hs

    Mikolaj committed Mar 24, 2011
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  7. split Level.hs into halves, the other one called Terrain.hs

    -- TODO: let terrain types be defined in a config file. Group them
    -- and assign frequency so that they can be used for dungeon building.
    -- Goal: Have 2 tileset configs, one small, Rouge/Nethack style,
    -- the other big, Angband/UFO style. The problem is that the Rogue walls
    -- are very complex, while Angband style is much simpler, and I love KISS. Hmmm.
    Mikolaj committed Mar 24, 2011
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Commits on Mar 25, 2011

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  3. new heroes can now easily be generated mid-game

    Plus assorted refactorings.
    Mikolaj committed Mar 25, 2011
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Commits on Mar 26, 2011

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  2. tweak colors for readability

    Mikolaj committed Mar 26, 2011
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  3. rename Attr.hs to Color.hs

    Mikolaj committed Mar 26, 2011
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Commits on Mar 27, 2011

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  3. potions now work via effects

    Mikolaj committed Mar 27, 2011
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  5. give newly spawned monsters and heroes fresh indexes

    So that, e.g., target at a dead monster does not carry over
    to a new monster by chance.
    Mikolaj committed Mar 27, 2011
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  6. all physical damage now done through effects

    Lots of TODOs generated.
    Mikolaj committed Mar 27, 2011
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  8. add 2 scrolls

    Mikolaj committed Mar 27, 2011
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Commits on Mar 28, 2011

  1. add potion of wounding

    Mikolaj committed Mar 28, 2011
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  2. improve item UI a bit

    Mikolaj committed Mar 28, 2011
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  4. refactor ItemAction.hs

    Mikolaj committed Mar 28, 2011
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Commits on Mar 29, 2011

  1. various UI tweaks

    Mikolaj committed Mar 29, 2011
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  2. monsters now discover traitors if adjacent

    Plus a lot of reindentation and renaming.
    Mikolaj committed Mar 29, 2011
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  8. only gold and gems count for score

    Plus a lot of other tweaks.
    Mikolaj committed Mar 29, 2011
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Commits on Mar 30, 2011

  1. merge the V and R commands

    Mikolaj committed Mar 30, 2011
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  3. add some magical jewelery

    Mikolaj committed Mar 30, 2011
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Commits on Mar 31, 2011

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  2. add item choice '_' that picks the first item on the floor

    Not perfect, but it can wait until item management is rewritten
    with strong invariants.
    Mikolaj committed Mar 31, 2011
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Commits on Apr 1, 2011

  1. speed up the gtk frontend

    Plus a few fixes and tweaks (too low barehand damage, bright white
    status line for curses, and others).
    Mikolaj committed Apr 1, 2011
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Commits on Apr 2, 2011

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  2. fully evaluate macros to catch errors in their definitions early

    And simplify keyTranslate in all frontends.
    Mikolaj committed Apr 2, 2011
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Commits on Apr 5, 2011

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  4. avoid useless recomputation of the display function in gtk frontend

    At the cost of two list lookups, which is totally not worth it,
    but I have a plan...
    Mikolaj committed Apr 5, 2011
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Commits on Apr 6, 2011

  1. unify eyes and noses

    Mikolaj committed Apr 6, 2011
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Commits on Apr 7, 2011

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Commits on Apr 8, 2011

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Commits on Apr 9, 2011

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  3. bugfix: I was not saving some messages to history

    Plus rename of the function that wipes out messages so that it's not used
    lightly again.
    Mikolaj committed Apr 9, 2011
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Commits on Apr 10, 2011

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  3. overhaul combat messages

    Item selection generates messages about the source actor,
    applying effect of the item generates messages about the target actor.
    Mikolaj committed Apr 10, 2011
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Commits on Apr 11, 2011

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  3. change the floor item character from _ to -

    I've borrowed it wrongly from Angband.
    Mikolaj committed Apr 11, 2011
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Commits on Apr 12, 2011

  1. little edits to manuals

    Mikolaj committed Apr 12, 2011
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Commits on Apr 13, 2011

  1. use the 'P' key in place of 'M'

    Neither Angband nor Nethack use 'M'; let's not be original.
    Mikolaj committed Apr 13, 2011
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Commits on Apr 17, 2011

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  2. drop individual items instead of whole stacks

    TODO: dropping all or a given number of identical items would be nice, too.
    Mikolaj committed Apr 17, 2011
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Commits on Apr 18, 2011

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  2. abort some actions with an empty message

    In this way, it's obvious when a move accomplished nothing, e.g.,
    a diagonal move from a door after a few bumps into walls that left
    searching messages on the screen.
    Mikolaj committed Apr 18, 2011
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Commits on May 7, 2011

  1. port to GHC 7.0

    Mikolaj committed May 7, 2011
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Commits on May 28, 2011

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Commits on Jul 6, 2011

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Commits on Jul 7, 2011

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Commits on Jul 8, 2011

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  2. add LambdaHack.scores to the release files; see #7 on kosmikus/Lambda…

    …Hack
    
    The releases are not very common, so I'd advocate making the high scores
    available, so that the players can relate their scores to anything.
    Mikolaj committed Jul 8, 2011
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Commits on Jul 9, 2011

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Commits on Jul 14, 2011

  1. fix a typo in README

    Mikolaj committed Jul 14, 2011
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Commits on Jul 23, 2011

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Commits on Jul 24, 2011

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Commits on Jul 27, 2011

  1. make the credits blurb warmer

    Mikolaj committed Jul 27, 2011
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Commits on Aug 4, 2011

  1. improve the playing manual

    Mikolaj committed Aug 4, 2011
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  2. make ghc 7.3 happy

    Mikolaj committed Aug 4, 2011
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  3. revert a part of "abort some actions with an empty message"

    This reverts q part of commit 3cd423e
    concerning running, because the message for the last move of running
    was being lost.
    Mikolaj committed Aug 4, 2011
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  4. readd the deprecated syntax for quasiquotes, for 6.12.3 compatibility

    Since gtk does not work with most 7.*, compatibility with 6.12.3 makes sense,
    even at the cost of incompatibility with 8.*.
    Mikolaj committed Aug 4, 2011
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