'quick_farsight' option

Bite the bullet and add a special purpose boolean option to control
game behavior for random clairvoyance.  When objects or monsters are
discovered, it normally issues "you sense your surroundings" and
performs a getpos() operation which allows the player to browse the
map by moving the cursor around and getting 'autodescribe' feedback.
But there have been complaints that once the hero has the Amulet
(which triggers random clairvoyance even though hero isn't flagged
as having that attribute) the message and pause-to-browse become too
intrusive.

This was initially combined with the 'timed clairvoyance' fix because
they both bump EDITLEVEL to invalidate existing save files, but their
details don't interact so I separated them.
This commit is contained in:
PatR
2019-12-22 13:40:59 -08:00
parent 48a82fea8c
commit c3fb94104b
8 changed files with 59 additions and 22 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 options.c $NHDT-Date: 1575245078 2019/12/02 00:04:38 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.391 $ */
/* NetHack 3.7 options.c $NHDT-Date: 1577050473 2019/12/22 21:34:33 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.422 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Michael Allison, 2008. */
/* NetHack may be freely redistributed. See license for details. */
@@ -184,6 +184,7 @@ static const struct Bool_Opt {
{ "popup_dialog", &iflags.wc_popup_dialog, FALSE, SET_IN_GAME }, /*WC*/
{ "preload_tiles", &iflags.wc_preload_tiles, TRUE, DISP_IN_GAME }, /*WC*/
{ "pushweapon", &flags.pushweapon, FALSE, SET_IN_GAME },
{ "quick_farsight", &flags.quick_farsight, FALSE, SET_IN_GAME },
#if defined(MICRO) && !defined(AMIGA)
{ "rawio", &iflags.rawio, FALSE, DISP_IN_GAME },
#else