Rename/invert 'pickup_dropped' to 'dropped_nopick'
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@@ -17,6 +17,7 @@ cmdassist give help for errors on direction & other commands [True]
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color use different colors for objects on screen [True for micros]
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confirm ask before hitting tame or peaceful monsters [True]
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dark_room show floor not in sight in different color [True]
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dropped_nopick exclude dropped objects from autopickup [False]
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eight_bit_tty send 8-bit characters straight to terminal [False]
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extmenu tty, curses: use menu for # (extended commands) [False]
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X11: menu has all commands (T) or traditional subset (F)
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@@ -50,7 +51,6 @@ null allow nulls to be sent to your terminal [True]
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delay code) if moving objects seem to teleport across rooms
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perm_invent keep inventory in a permanent window [False]
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pickup_thrown override pickup_types for thrown objects [True]
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pickup_dropped evaluate pickup_types for dropped objects [True]
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pushweapon when wielding a new weapon, put your previously [False]
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wielded weapon into the secondary weapon slot
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quick_farsight usually skip the chance to browse the map when [False]
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@@ -3868,6 +3868,13 @@ Show out-of-sight areas of lit rooms (default on). Persistent.
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.lp "deaf "
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Start the character permanently deaf (default false).
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Persistent.
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.lp dropped_nopick
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If this option is on, items you dropped will not be automatically
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picked up, even if
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.op autopickup
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is also on and they are in
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.op pickup_types
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or match a positive autopickup exception (defualt off). Persistent.
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.lp disclose
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Controls what information the program reveals when the game ends.
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Value is a space separated list of prompting/category pairs
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@@ -4387,17 +4394,6 @@ level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
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or overLoaded), you will be asked if you want to continue.
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(Default \(oqS\(cq).
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Persistent.
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.lp pickup_dropped
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If this option is on, items you dropped will be treated like normal items for
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.op autopickup
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purposes. If it is disabled, items you dropped will not be automatically
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picked up, even if
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.op autopickup
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is on and they are in
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.op pickup_types
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or match a positive autopickup exception.
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Default is on.
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Persistent.
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.lp pickup_thrown
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If this option is on and
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.op autopickup
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@@ -4224,6 +4224,12 @@ Show out-of-sight areas of lit rooms (default on). Persistent.
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\item[\ib{deaf}]
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Start the character permanently deaf (default false). Persistent.
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%.lp
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\item[\ib{dropped\verb+_+nopick}]
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If this option is on, items you dropped will not be automatically picked up,
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even if ``{\it autopickup\/}'' is also on and they are in
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``{\it pickup\verb+_+types\/}'' or match a positive autopickup exception
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(default off). Persistent.
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%.lp
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\item[\ib{disclose}]
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Controls what information the program reveals when the game ends.
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Value is a space separated list of prompting/category pairs
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@@ -4809,15 +4815,6 @@ level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
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or overLoaded), you will be asked if you want to continue.
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(Default `S'). Persistent.
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%.lp
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\item[\ib{pickup\verb+_+dropped}]
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If this option is on, items you dropped will be treated like normal items for
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``{\it autopickup\/}'' purposes. If it disabled, items you dropped will not be
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automatically picked up, even if ``{\it autopickup\/}'' is on and they are in
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``{\it pickup\verb+_+types\/}'' or
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match an autopickup exception.
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Default is on.
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Persistent.
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%.lp
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\item[\ib{pickup\verb+_+thrown}]
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If this option is on and ``{\it autopickup\/}'' is also on, try to pick up
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things that you threw, even if they aren't in
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@@ -45,9 +45,9 @@ struct flag {
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boolean mention_decor; /* give feedback for unobscured furniture */
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boolean mention_walls; /* give feedback when bumping walls */
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boolean nap; /* `timed_delay' option for display effects */
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boolean nopick_dropped; /* items you dropped may be autopicked */
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boolean null; /* OK to send nulls to the terminal */
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boolean pickup; /* whether you pickup or move and look */
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boolean pickup_dropped; /* items you dropped may be autopicked */
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boolean pickup_thrown; /* auto-pickup items you threw */
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boolean pushweapon; /* When wielding, push old weapon into second slot */
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boolean quick_farsight; /* True disables map browsing during random
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@@ -261,6 +261,9 @@ static int optfn_##a(int, int, boolean, char *, char *);
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NHOPTC(dogname, Advanced, PL_PSIZ, opt_in, set_gameview,
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No, Yes, No, No, NoAlias,
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"name of your starting pet if it is a little dog")
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NHOPTB(dropped_nopick, Behavior, 0, opt_in, set_in_game,
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Off, Yes, No, No, NoAlias, &flags.nopick_dropped, Term_False,
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"don't autopickup dropped items")
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NHOPTC(dungeon, Advanced, MAXDCHARS + 1,opt_in, set_in_config,
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No, Yes, No, No, NoAlias,
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"list of symbols to use in drawing the dungeon map")
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@@ -531,9 +534,6 @@ static int optfn_##a(int, int, boolean, char *, char *);
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NHOPTC(pickup_burden, Advanced, 20, opt_in, set_in_game,
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No, Yes, No, Yes, NoAlias,
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"maximum burden picked up before prompt")
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NHOPTB(pickup_dropped, Behavior, 0, opt_out, set_in_game,
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On, Yes, No, No, NoAlias, &flags.pickup_dropped, Term_False,
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"consider dropped items for autopickup")
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NHOPTB(pickup_thrown, Behavior, 0, opt_out, set_in_game,
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On, Yes, No, No, NoAlias, &flags.pickup_thrown, Term_False,
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"autopickup thrown items")
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@@ -8594,7 +8594,7 @@ doset_simple_menu(void)
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spelling of their names; emphasize what it means */
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if (allopt[i].idx == opt_pickup_types
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|| allopt[i].idx == opt_pickup_thrown
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|| allopt[i].idx == opt_pickup_dropped)
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|| allopt[i].idx == opt_dropped_nopick)
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Strcat(buf, " (for autopickup)");
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add_menu(tmpwin, &nul_glyphinfo, &any, 0, 0,
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ATR_NONE, NO_COLOR, buf, MENU_ITEMFLAGS_NONE);
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@@ -904,10 +904,10 @@ autopick_testobj(struct obj *otmp, boolean calc_costly)
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if (costly && !otmp->no_charge)
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return FALSE;
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/* pickup_thrown/!pickup_dropped override pickup_types and exceptions */
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/* pickup_thrown/nopick_dropped override pickup_types and exceptions */
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if (flags.pickup_thrown && otmp->was_thrown)
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return TRUE;
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if (!flags.pickup_dropped && otmp->was_dropped)
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if (flags.nopick_dropped && otmp->was_dropped)
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return FALSE;
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/* check for pickup_types */
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