livelog level entry events

Fix up the level descriptions used when logging an "entered new level"
event.  Most of the change is for adding an extra argument to calls
to describe_level().  The curses portion is in a big chunk of old code
suppressed by #if 0.

I didn't notice that the level entry events are classified as LL_DEBUG
until all the work was done.  This promotes the entry events for the
four Plane of <Element> levels from debug events to major ones instead.
It doesn't do that for the Astral Plane because the entered-the-Astral-
Plane achievement already produces a major event for that.  Most other
key level entry events are in a similar situation--or will become that
way once another set of achievements eventually gets added--so there
aren't any other event classification promotions.
This commit is contained in:
PatR
2022-03-01 13:53:57 -08:00
parent 2f273eb70b
commit 2bef05bb77
10 changed files with 71 additions and 52 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 insight.c $NHDT-Date: 1646136941 2022/03/01 12:15:41 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.53 $ */
/* NetHack 3.7 insight.c $NHDT-Date: 1646171624 2022/03/01 21:53:44 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.54 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -59,7 +59,7 @@ static struct ll_achieve_msg achieve_msg [] = {
{ LL_ACHIEVE, "acquired the Book of the Dead" },
{ LL_ACHIEVE, "performed the invocation" },
{ LL_ACHIEVE, "acquired The Amulet of Yendor" },
{ LL_ACHIEVE, "entered the Planes" },
{ LL_ACHIEVE, "entered the Elemental Planes" },
{ LL_ACHIEVE, "entered the Astral Plane" },
{ LL_ACHIEVE, "ascended" },
{ LL_ACHIEVE | LL_SPOILER, "acquired the Mines' End luckstone" },
@@ -1957,7 +1957,7 @@ youhiding(boolean via_enlghtmt, /* englightment line vs topl message */
int
doconduct(void)
{
show_conduct(0);
show_conduct(ENL_GAMEINPROGRESS);
return ECMD_OK;
}
@@ -2372,7 +2372,7 @@ do_gamelog(void)
{
#ifdef CHRONICLE
if (g.gamelog) {
show_gamelog(0);
show_gamelog(ENL_GAMEINPROGRESS);
} else {
pline("No chronicled events.");
}