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The big, ugly, pending pull request #11
Commits on Jan 24, 2011
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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.
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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.
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Commits on Jan 25, 2011
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TODO: some actions should behave differently in look mode, e.g., movement
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Commits on Jan 26, 2011
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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.
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multiple heroes: spawn the number of heroes specified in config
Plus a few tweaks around.
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Commits on Jan 29, 2011
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vty support status update: vty maintainer OK with numpad number keys
I'll prepare a patch to differentiate numpad and top row number keys.
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Commits on Jan 30, 2011
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multiple heroes: Tab cycles heroes also in look mode
So it's now possible to move more than one hero to levels > 1.
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fix of a bug caused by config file options being case insensitive
TODO: perhaps make the options case sensitive; it costs too much debugging.
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multiple heroes: monster attacks any hero correctly; infrastructure c…
…omplete Plus a bit of clean-up.
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Commits on Jan 31, 2011
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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.
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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".
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Commits on Feb 4, 2011
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fix issue #8 on kosmikus' fork (High score table, boolean flags)
Exactly as proposed; minimal changes to get it working again.
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fix monsters unable to attack selected hero
I misuderstood how the action monad "abort" propagates through nested actions.
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Commits on Feb 5, 2011
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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.
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changing hero selection takes no time now
Via a tmp hack, until the TODOs below playerCommand implemented.
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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.
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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.
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Commits on Feb 6, 2011
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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.
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bumping into a hero switches selection to him
TODO: it takes a turn and it shouldn't
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Commits on Feb 7, 2011
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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 '.'.
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Commits on Feb 8, 2011
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Commits on Feb 12, 2011
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heroes can now be selected with number keys (top row of keyboard)
TODO: refactor the hero code
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Commits on Feb 13, 2011
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Now it does not reveal the location of the other end of stairs is look mode.
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Commits on Feb 14, 2011
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in look mode, don't focus on hero unless level changed
Plus some refactoring and hardening.
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some extra banter when exiting the program
In the future we can plug in there some extra statistics, character dump commands, etc.
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Commits on Feb 19, 2011
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Commits on Feb 22, 2011
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killed actors (monsters and heroes) now drop loot uniformly
Plus some cleanup and TODOs.
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Commits on Mar 1, 2011
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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.
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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).
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Commits on Mar 2, 2011
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add a command to dump current configuration; close #30
Also rewritten the default config file to make diffing with dumps easier.
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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.
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Commits on Mar 3, 2011
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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.
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Commits on Mar 4, 2011
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implement the basic targeting mode commands; close #28
TODO: targeting monsters gets broken as soon as monsters change numbers.
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Commits on Mar 5, 2011
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refactor attack code to show a problem with actor representation
See sn issue on tracker with a similar title.
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Commits on Mar 6, 2011
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drastically simplify targeting mode; no more accept/cancel
KISS above all.
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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.
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Commits on Mar 7, 2011
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Commits on Mar 8, 2011
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use AHero to avoid duplicating state in combat; close #34
TODO: many minor points described in #34.
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Commits on Mar 9, 2011
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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.)
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Commits on Mar 10, 2011
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the splayer field of state is now an actor; close #34 (again)
TODO: simplification and clean-up
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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.
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Commits on Mar 11, 2011
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Commits on Mar 12, 2011
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death message includes the name of the actor
Plus lots of renames, layout fixes, various tiny tweaks.
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Commits on Mar 13, 2011
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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.
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Commits on Mar 14, 2011
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Commits on Mar 16, 2011
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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
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Commits on Mar 19, 2011
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fix cycling among monsters and heroes
(Was inaccurate, because there are discontinuities in numeration, especially for monsters.)
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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.
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Commits on Mar 20, 2011
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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.
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backup savegames in case of computer hardware malfunction
The backups are removed at game over, so permadeath still enforced.
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remove the Hero and Monster types
They are almost never used and not enforced (not newtypes).
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Commits on Mar 21, 2011
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move time management to particular actions
Possibly, it's correct now in all cases. In particular, targeting is free.
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Moved Actor type, rearranged some modules.
Heavily edited by Mikolaj for inclusion in master branch.
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move dungeon setup code to DungeonState.hs
The module does not use State yet, but it's close.
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Commits on Mar 22, 2011
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prevent a player-controlled monster from tageting itself
and let it run, despite seeing a monster (itself)
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Commits on Mar 23, 2011
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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.
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Commits on Mar 24, 2011
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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.
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Commits on Mar 25, 2011
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new heroes can now easily be generated mid-game
Plus assorted refactorings.
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Commits on Mar 26, 2011
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Commits on Mar 27, 2011
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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.
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all physical damage now done through effects
Lots of TODOs generated.
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Commits on Mar 28, 2011
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Commits on Mar 29, 2011
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monsters now discover traitors if adjacent
Plus a lot of reindentation and renaming.
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Commits on Mar 30, 2011
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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.
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Commits on Apr 1, 2011
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Plus a few fixes and tweaks (too low barehand damage, bright white status line for curses, and others).
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Commits on Apr 2, 2011
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fully evaluate macros to catch errors in their definitions early
And simplify keyTranslate in all frontends.
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Commits on Apr 5, 2011
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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...
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Commits on Apr 6, 2011
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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.
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Commits on Apr 10, 2011
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Item selection generates messages about the source actor, applying effect of the item generates messages about the target actor.
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Commits on Apr 11, 2011
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change the floor item character from _ to -
I've borrowed it wrongly from Angband.
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use the 'P' key in place of 'M'
Neither Angband nor Nethack use 'M'; let's not be original.
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Commits on Apr 17, 2011
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drop individual items instead of whole stacks
TODO: dropping all or a given number of identical items would be nice, too.
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Commits on Apr 18, 2011
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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.
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Commits on May 28, 2011
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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.
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Commits on Jul 24, 2011
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Commits on Jul 27, 2011
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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.
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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.*.
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