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).
This commit is contained in:
nhmall
2022-06-09 13:53:20 -04:00
parent fe235b7292
commit be76727265
41 changed files with 312 additions and 137 deletions
+4 -3
View File
@@ -449,7 +449,7 @@ teleds(int nux, int nuy, int teleds_flags)
/* this used to take place sooner, but if a --More-- prompt was issued
then the old map display was shown instead of the new one */
if (is_teleport && flags.verbose)
if (is_teleport && Verbose(2, teleds))
You("materialize in %s location!",
(nux == u.ux0 && nuy == u.uy0) ? "the same" : "a different");
/* if terrain type changes, levitation or flying might become blocked
@@ -1104,8 +1104,9 @@ level_tele(void)
}
schedule_goto(&newlevel, UTOTYPE_NONE, (char *) 0,
flags.verbose ? "You materialize on a different level!"
: (char *) 0);
Verbose(2, level_tele)
? "You materialize on a different level!"
: (char *) 0);
/* in case player just read a scroll and is about to be asked to
call it something, we can't defer until the end of the turn */