new 'sortvanquished' option
Allow the preferred sort order for the vanquished monsters list to be specified in the run-time config file |OPTIONS=sortvanquished:X where X is t, d, a, c, n, or z. It can also be set to 'A' or 'C' but those aren't documented and aren't offered as choices when setting the value interactively, which can be done via 'm O' or by using 'm #vanquished'. Guidebook.mn has been updated but Guidebook.tex is lagging again.
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@@ -561,14 +561,14 @@ struct trapinfo {
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};
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enum vanq_order_modes {
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VANQ_MLVL_MNDX = 0,
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VANQ_MSTR_MNDX,
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VANQ_ALPHA_SEP,
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VANQ_ALPHA_MIX,
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VANQ_MCLS_HTOL,
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VANQ_MCLS_LTOH,
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VANQ_COUNT_H_L,
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VANQ_COUNT_L_H,
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VANQ_MLVL_MNDX = 0, /* t - traditional: by monster level */
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VANQ_MSTR_MNDX, /* d - by difficulty rating */
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VANQ_ALPHA_SEP, /* a - alphabetical, first uniques, then ordinary */
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VANQ_ALPHA_MIX, /* A - alpha with uniques and ordinary intermixed */
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VANQ_MCLS_HTOL, /* C - by class, high to low within class */
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VANQ_MCLS_LTOH, /* c - by class, low to high within class */
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VANQ_COUNT_H_L, /* n - by count, high to low */
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VANQ_COUNT_L_H, /* z - by count, low to high */
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NUM_VANQ_ORDER_MODES
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};
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@@ -1562,7 +1562,6 @@ struct instance_globals_v {
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/* end.c */
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struct val_list valuables[3];
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int vanq_sortmode;
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/* mhitm.c */
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boolean vis;
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@@ -1092,6 +1092,7 @@ extern schar achieve_rank(int);
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extern boolean sokoban_in_play(void);
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extern int do_gamelog(void);
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extern void show_gamelog(int);
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extern int set_vanq_order(void);
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extern int dovanquished(void);
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extern int doborn(void);
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extern void list_vanquished(char, boolean);
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@@ -87,6 +87,7 @@ struct flag {
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int pile_limit; /* controls feedback when walking over objects */
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char discosort; /* order of dodiscovery/doclassdisco output: o,s,c,a */
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char sortloot; /* 'n'=none, 'l'=loot (pickup), 'f'=full ('l'+invent) */
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uchar vanq_sortmode; /* [uint_8] order of vanquished monsters: 0..7 */
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char inv_order[MAXOCLASSES];
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char pickup_types[MAXOCLASSES];
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#define NUM_DISCLOSURE_OPTIONS 6 /* i,a,v,g,c,o (decl.c) */
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@@ -537,6 +537,9 @@ static int optfn_##a(int, int, boolean, char *, char *);
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"sort object selection lists by description")
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NHOPTB(sortpack, Advanced, 0, opt_out, set_in_game,
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On, Yes, No, No, NoAlias, &flags.sortpack)
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NHOPTC(sortvanquished, Advanced, 0, opt_in, set_in_game,
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Yes, Yes, No, Yes, NoAlias,
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"preferred order when displaying vanquished monsters")
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NHOPTB(sparkle, Map, 0, opt_out, set_in_game,
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On, Yes, No, No, NoAlias, &flags.sparkle)
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NHOPTB(splash_screen, Advanced, 0, opt_out, set_in_config,
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@@ -17,7 +17,7 @@
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* Incrementing EDITLEVEL can be used to force invalidation of old bones
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* and save files.
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*/
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#define EDITLEVEL 66
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#define EDITLEVEL 67
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/*
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* Development status possibilities.
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