Accessibility: Add location info to messages
Adds a new boolean option, accessiblemsg. If on, some game messages are prefixed with direction or location information, for example: (west): The newt bites! (northwest): You find a hidden door. I added the info to the most common messages, but several are still missing it.
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@@ -2336,6 +2336,10 @@ extern void dumplogmsg(const char *);
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extern void dumplogfreemessages(void);
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#endif
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extern void pline(const char *, ...) PRINTF_F(1, 2);
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extern void pline_dir(int, const char *, ...) PRINTF_F(2, 3);
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extern void pline_xy(coordxy, coordxy, const char *, ...) PRINTF_F(3, 4);
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extern void set_msg_dir(int);
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extern void set_msg_xy(coordxy, coordxy);
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extern void custompline(unsigned, const char *, ...) PRINTF_F(2, 3);
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extern void urgent_pline(const char *, ...) PRINTF_F(1, 2);
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extern void Norep(const char *, ...) PRINTF_F(1, 2);
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@@ -188,6 +188,11 @@ struct debug_flags {
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#endif
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};
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struct accessibility_data {
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boolean accessiblemsg; /* use msg_loc for plined messages */
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coord msg_loc; /* accessiblemsg: location */
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};
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/*
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* Stuff that really isn't option or platform related and does not
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* get saved and restored. They are set and cleared during the game
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@@ -438,6 +443,7 @@ struct instance_flags {
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extern NEARDATA struct flag flags;
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extern NEARDATA struct instance_flags iflags;
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extern NEARDATA struct accessibility_data a11y;
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/* last_msg values
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* Usage:
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@@ -135,6 +135,9 @@ static int optfn_##a(int, int, boolean, char *, char *);
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"your starting alignment (lawful, neutral, or chaotic)")
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/* end of special ordering; remainder of entries are in alphabetical order
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*/
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NHOPTB(accessiblemsg, Advanced, 0, opt_out, set_in_game,
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Off, Yes, No, No, NoAlias, &a11y.accessiblemsg, Term_False,
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"add location information to messages")
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NHOPTB(acoustics, Advanced, 0, opt_out, set_in_game,
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On, Yes, No, No, NoAlias, &flags.acoustics, Term_False,
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"can your character hear anything")
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