granular verbose message suppression mechanics
Switch to using a macro invocation Verbos(n, s) in place of the flags.verbose checks. Provide the mechanics for individual suppression of any of the existing messages that were considered verbose. Mechanics only - this code update does not provide any means of setting the suppression bits. iflags.verbose = 0 is still a master suppression of all the verbose messages. iflags.verbose = 1 turns on the verbose messages only for those whose suppression bit is 0 (not set).
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+4
-3
@@ -449,7 +449,7 @@ teleds(int nux, int nuy, int teleds_flags)
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/* this used to take place sooner, but if a --More-- prompt was issued
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then the old map display was shown instead of the new one */
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if (is_teleport && flags.verbose)
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if (is_teleport && Verbose(2, teleds))
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You("materialize in %s location!",
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(nux == u.ux0 && nuy == u.uy0) ? "the same" : "a different");
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/* if terrain type changes, levitation or flying might become blocked
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@@ -1104,8 +1104,9 @@ level_tele(void)
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}
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schedule_goto(&newlevel, UTOTYPE_NONE, (char *) 0,
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flags.verbose ? "You materialize on a different level!"
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: (char *) 0);
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Verbose(2, level_tele)
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? "You materialize on a different level!"
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: (char *) 0);
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/* in case player just read a scroll and is about to be asked to
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call it something, we can't defer until the end of the turn */
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