diff options
author | Bardur Arantsson <bardur@scientician.net> | 2016-09-17 09:58:14 +0200 |
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committer | Bardur Arantsson <bardur@scientician.net> | 2016-09-17 09:58:14 +0200 |
commit | 59df18cd52b37fb69097a7ce9ad7d1e7efa734de (patch) | |
tree | d216fc406f204afb1e25afb503cee265b584b3f1 | |
parent | f673763cfaf90c81db4af495aa06b6fc7906ddd9 (diff) |
Remove option_{flag,mask} arrays
-rw-r--r-- | src/dungeon.cc | 20 | ||||
-rw-r--r-- | src/init2.cc | 31 | ||||
-rw-r--r-- | src/loadsave.cc | 120 | ||||
-rw-r--r-- | src/option_type.hpp | 8 | ||||
-rw-r--r-- | src/options.hpp | 270 | ||||
-rw-r--r-- | src/variable.hpp | 2 |
6 files changed, 196 insertions, 255 deletions
diff --git a/src/dungeon.cc b/src/dungeon.cc index b2f8aa25..eeec226b 100644 --- a/src/dungeon.cc +++ b/src/dungeon.cc @@ -5147,26 +5147,6 @@ void play_game() Rand_state_init(seed); } - /* Extract the options */ - for (auto const &option: options->standard_options) - { - int os = option.o_page; - int ob = option.o_bit; - - /* Set the "default" options */ - if (option.o_var) - { - if (option_flag[os] & (1L << ob)) - { - *option.o_var = TRUE; - } - else - { - *option.o_var = FALSE; - } - } - } - /* Roll new character */ if (new_game) { diff --git a/src/init2.cc b/src/init2.cc index 4c6f7f75..0fb1a5a8 100644 --- a/src/init2.cc +++ b/src/init2.cc @@ -809,37 +809,6 @@ static errr init_other(void) (void)quark_add("uncursed"); (void)quark_add("on sale"); - - /*** Prepare the options ***/ - - /* Scan the options */ - for (auto const &option : options->standard_options) - { - int os = option.o_page; - int ob = option.o_bit; - - /* Set the "default" options */ - if (option.o_var) - { - /* Accept */ - option_mask[os] |= (1L << ob); - - /* Set */ - if (option.o_norm) - { - /* Set */ - option_flag[os] |= (1L << ob); - } - - /* Clear */ - else - { - /* Clear */ - option_flag[os] &= ~(1L << ob); - } - } - } - /* Analyze the windows */ for (n = 0; n < 8; n++) { diff --git a/src/loadsave.cc b/src/loadsave.cc index a46a8787..b3b04b9c 100644 --- a/src/loadsave.cc +++ b/src/loadsave.cc @@ -68,6 +68,19 @@ enum class ls_flag_t { SAVE = 7 }; +/** + * Structure for loading/saving option values + */ +namespace { + +struct option_value { + std::string name; + bool_ value; +}; + +} // namespace (anonymous) + + /* * Basic byte-level reading from savefile. This provides a single point * of interface to the pseudoencryption that ToME (and Angband) @@ -278,6 +291,13 @@ static void do_std_string(std::string &s, ls_flag_t flag) } } +static void do_option_value(option_value *option_value, ls_flag_t flag) +{ + do_std_string(option_value->name, flag); + do_bool(&option_value->value, flag); +} + + namespace { /** @@ -1727,45 +1747,58 @@ static void do_options(ls_flag_t flag) do_bool(&options->autosave_t, flag); do_s16b(&options->autosave_freq, flag); - if (flag == ls_flag_t::LOAD) + // Standard options { - /* Read the option flags */ - for (n = 0; n < 8; n++) do_u32b(&oflag[n], flag); + std::vector<option_value> option_values; - /* Read the option masks */ - for (n = 0; n < 8; n++) do_u32b(&mask[n], flag); + // If we're saving we need to map to a vector of key-value pairs. + if (flag == ls_flag_t::SAVE) + { + for (auto const &option: options->standard_options) + { + option_values.emplace_back( + option_value { + option.o_text, + *option.o_var + } + ); + } + } - /* Analyze the options */ - for (n = 0; n < 8; n++) + // Read/write the option values + do_vector(flag, option_values, do_option_value); + + // If we're loading we need to set options based of the key-value pairs. + if (flag == ls_flag_t::LOAD) { - /* Analyze the options */ - for (i = 0; i < 32; i++) + // Go through all the options that were loaded. + for (auto const &option_value: option_values) { - /* Process valid flags */ - if (mask[n] & (1L << i)) + // We need to search through all the options + // that are actually in the game; we'll ignore + // saved options that are now gone. + const option_type *found_option; + for (auto const &option: options->standard_options) { - /* Process valid flags */ - if (option_mask[n] & (1L << i)) + if (option_value.name == option.o_text) { - /* Set */ - if (oflag[n] & (1L << i)) - { - /* Set */ - option_flag[n] |= (1L << i); - } - - /* Clear */ - else - { - /* Clear */ - option_flag[n] &= ~(1L << i); - } + found_option = &option; + break; } } + + // If we found the option, we'll set the value. + if (found_option) + { + *(*found_option).o_var = option_value.value; + } } } + } + if (flag == ls_flag_t::LOAD) + { /*** Window Options ***/ /* Read the window flags */ @@ -1804,42 +1837,9 @@ static void do_options(ls_flag_t flag) } } } + if (flag == ls_flag_t::SAVE) { - /* Analyze the options */ - for (auto const &option: options->standard_options) - { - int os = option.o_page; - int ob = option.o_bit; - - /* Process real entries */ - if (option.o_var) - { - /* Set */ - if (*option.o_var) - { - /* Set */ - option_flag[os] |= (1L << ob); - } - - /* Clear */ - else - { - /* Clear */ - option_flag[os] &= ~(1L << ob); - } - } - } - - - /*** Normal options ***/ - - /* Dump the flags */ - for (i = 0; i < 8; i++) do_u32b(&option_flag[i], flag); - - /* Dump the masks */ - for (i = 0; i < 8; i++) do_u32b(&option_mask[i], flag); - /*** Window options ***/ /* Dump the flags */ diff --git a/src/option_type.hpp b/src/option_type.hpp index 58834b79..4d8a7a51 100644 --- a/src/option_type.hpp +++ b/src/option_type.hpp @@ -8,17 +8,11 @@ struct option_type { /** - * Address of actual option variable. NULL signals the - * end of the table. + * Address of actual option variable. */ bool_ *o_var; /** - * Default value. - */ - byte o_norm; - - /** * Option page number. */ byte o_page; diff --git a/src/options.hpp b/src/options.hpp index a1b125a0..421a11f3 100644 --- a/src/options.hpp +++ b/src/options.hpp @@ -13,192 +13,192 @@ struct options { // // Option Set 1 -- User Interface // - bool_ rogue_like_commands; /* Rogue-like commands */ - bool_ quick_messages; /* Activate quick messages */ - bool_ carry_query_flag; /* Prompt before picking things up */ - bool_ use_old_target; /* Use old target by default */ - bool_ always_pickup; /* Pick things up by default */ - bool_ always_repeat; /* Repeat obvious commands */ - bool_ ring_bell; /* Ring the bell (on errors, etc) */ + bool_ rogue_like_commands = FALSE; /* Rogue-like commands */ + bool_ quick_messages = TRUE; /* Activate quick messages */ + bool_ carry_query_flag = FALSE; /* Prompt before picking things up */ + bool_ use_old_target = FALSE; /* Use old target by default */ + bool_ always_pickup = FALSE; /* Pick things up by default */ + bool_ always_repeat = TRUE; /* Repeat obvious commands */ + bool_ ring_bell = FALSE; /* Ring the bell (on errors, etc) */ // // Option Set 2 -- Disturbance // - bool_ find_ignore_stairs; /* Run past stairs */ - bool_ find_ignore_doors; /* Run through open doors */ - bool_ find_cut; /* Run past known corners */ - bool_ find_examine; /* Run into potential corners */ - bool_ disturb_move; /* Disturb whenever any monster moves */ - bool_ disturb_near; /* Disturb whenever viewable monster moves */ - bool_ disturb_panel; /* Disturb whenever map panel changes */ - bool_ disturb_detect; /* Disturb whenever leaving trap-detected area */ - bool_ disturb_state; /* Disturn whenever player state changes */ - bool_ disturb_minor; /* Disturb whenever boring things happen */ - bool_ disturb_other; /* Disturb whenever various things happen */ - bool_ last_words; /* Get last words upon dying */ - bool_ small_levels; /* Allow unusually small dungeon levels */ - bool_ empty_levels; /* Allow empty 'arena' levels */ - bool_ confirm_stairs; /* Prompt before staircases... */ - bool_ wear_confirm; /* Confirm before putting on known cursed items */ - bool_ disturb_pets; /* Pets moving nearby disturb us */ + bool_ find_ignore_stairs = FALSE; /* Run past stairs */ + bool_ find_ignore_doors = TRUE; /* Run through open doors */ + bool_ find_cut = FALSE; /* Run past known corners */ + bool_ find_examine = TRUE; /* Run into potential corners */ + bool_ disturb_move = FALSE; /* Disturb whenever any monster moves */ + bool_ disturb_near = TRUE; /* Disturb whenever viewable monster moves */ + bool_ disturb_panel = TRUE; /* Disturb whenever map panel changes */ + bool_ disturb_detect = TRUE; /* Disturb whenever leaving trap-detected area */ + bool_ disturb_state = TRUE; /* Disturn whenever player state changes */ + bool_ disturb_minor = TRUE; /* Disturb whenever boring things happen */ + bool_ disturb_other = FALSE; /* Disturb whenever various things happen */ + bool_ last_words = TRUE; /* Get last words upon dying */ + bool_ wear_confirm = TRUE; /* Confirm before putting on known cursed items */ + bool_ confirm_stairs = FALSE; /* Prompt before staircases... */ + bool_ disturb_pets = FALSE; /* Pets moving nearby disturb us */ // // Option Set 3 -- Game-Play // - bool_ auto_scum; /* Auto-scum for good levels */ - bool_ view_perma_grids; /* Map remembers all perma-lit grids */ - bool_ view_torch_grids; /* Map remembers all torch-lit grids */ - bool_ dungeon_align; /* Generate dungeons with aligned rooms */ - bool_ dungeon_stair; /* Generate dungeons with connected stairs */ - bool_ flow_by_sound; /* Monsters track new player location */ - bool_ smart_learn; /* Monsters learn from their mistakes */ + bool_ auto_scum = TRUE; /* Auto-scum for good levels */ + bool_ view_perma_grids = TRUE; /* Map remembers all perma-lit grids */ + bool_ view_torch_grids = FALSE; /* Map remembers all torch-lit grids */ + bool_ dungeon_align = TRUE; /* Generate dungeons with aligned rooms */ + bool_ dungeon_stair = TRUE; /* Generate dungeons with connected stairs */ + bool_ flow_by_sound = FALSE; /* Monsters track new player location */ + bool_ smart_learn = FALSE; /* Monsters learn from their mistakes */ + bool_ small_levels = TRUE; /* Allow unusually small dungeon levels */ + bool_ empty_levels = TRUE; /* Allow empty 'arena' levels */ // // Option Set 4 -- Efficiency // - bool_ view_reduce_lite; /* Reduce lite-radius when running */ - bool_ avoid_abort; /* Avoid checking for user abort */ - bool_ avoid_shimmer; /* Avoid processing extra shimmering */ - bool_ avoid_other; /* Avoid processing special colors */ - bool_ flush_failure; /* Flush input on any failure */ - bool_ flush_disturb; /* Flush input on disturbance */ - bool_ flush_command; /* Flush input before every command */ - bool_ fresh_before; /* Flush output before normal commands */ - bool_ fresh_after; /* Flush output after normal commands */ - bool_ fresh_message; /* Flush output after all messages */ - bool_ hilite_player; /* Hilite the player with the cursor */ - bool_ view_yellow_lite; /* Use special colors for torch-lit grids */ - bool_ view_bright_lite; /* Use special colors for 'viewable' grids */ - bool_ view_granite_lite; /* Use special colors for wall grids (slow) */ - bool_ view_special_lite; /* Use special colors for floor grids (slow) */ - bool_ center_player; /* Center view on player */ + bool_ view_reduce_lite = FALSE; /* Reduce lite-radius when running */ + bool_ avoid_abort = FALSE; /* Avoid checking for user abort */ + bool_ avoid_shimmer = FALSE; /* Avoid processing extra shimmering */ + bool_ avoid_other = FALSE; /* Avoid processing special colors */ + bool_ flush_failure = TRUE; /* Flush input on any failure */ + bool_ flush_disturb = FALSE; /* Flush input on disturbance */ + bool_ flush_command = FALSE; /* Flush input before every command */ + bool_ fresh_before = TRUE; /* Flush output before normal commands */ + bool_ fresh_after = FALSE; /* Flush output after normal commands */ + bool_ fresh_message = FALSE; /* Flush output after all messages */ + bool_ hilite_player = FALSE; /* Hilite the player with the cursor */ + bool_ view_yellow_lite = FALSE; /* Use special colors for torch-lit grids */ + bool_ view_bright_lite = FALSE; /* Use special colors for 'viewable' grids */ + bool_ view_granite_lite = FALSE; /* Use special colors for wall grids (slow) */ + bool_ view_special_lite = FALSE; /* Use special colors for floor grids (slow) */ + bool_ center_player = FALSE; /* Center view on player */ // // Option Set 5 - ToME options // - bool_ linear_stats; - bool_ player_char_health; /* Display the player as a special symbol when in bad health ? */ - bool_ ingame_help; /* In-game contextual help? */ - bool_ auto_more; /* Auto more */ + bool_ ingame_help = TRUE; /* In-game contextual help? */ + bool_ auto_more = FALSE; /* Auto more */ + bool_ player_char_health = TRUE; /* Display the player as a special symbol when in bad health ? */ + bool_ linear_stats = TRUE; // // Option Set 6 - Birth options // - bool_ always_small_level; - bool_ autoroll; - bool_ fate_option; - bool_ ironman_rooms; - bool_ joke_monsters; - bool_ point_based; - bool_ preserve; - bool_ no_selling; + bool_ preserve = TRUE; /* Preserve artifacts */ + bool_ autoroll = TRUE; /* Specify 'minimal' stats to roll */ + bool_ point_based = FALSE; /* Generate character using a point system */ + bool_ ironman_rooms = FALSE; /* Always generate very unusual rooms */ + bool_ joke_monsters = FALSE; /* Allow 'joke' monsters */ + bool_ always_small_level = FALSE; /* Force small levels */ + bool_ fate_option = TRUE; /* Player can receive fates */ + bool_ no_selling = FALSE; /* Player cannot sell items */ // // Other options // - bool_ cheat_peek; /* Peek into object creation */ - bool_ cheat_hear; /* Peek into monster creation */ - bool_ cheat_room; /* Peek into dungeon creation */ - bool_ cheat_xtra; /* Peek into something else */ - bool_ cheat_live; /* Allow player to avoid death */ + bool_ cheat_peek = FALSE; /* Peek into object creation */ + bool_ cheat_hear = FALSE; /* Peek into monster creation */ + bool_ cheat_room = FALSE; /* Peek into dungeon creation */ + bool_ cheat_xtra = FALSE; /* Peek into something else */ + bool_ cheat_live = FALSE; /* Allow player to avoid death */ - byte hitpoint_warn; /* Hitpoint warning (0 to 9) */ + byte hitpoint_warn = 0; /* Hitpoint warning (0 to 9) */ - byte delay_factor; /* Delay factor (0 to 9) */ + byte delay_factor = 0; /* Delay factor (0 to 9) */ - s16b autosave_freq; /* Autosave frequency */ - bool_ autosave_t; /* Timed autosave */ - bool_ autosave_l; /* Autosave before entering new levels */ + s16b autosave_freq = 100; /* Autosave frequency */ + bool_ autosave_t = FALSE; /* Timed autosave */ + bool_ autosave_l = FALSE; /* Autosave before entering new levels */ /** * Option groups */ std::vector<option_type> standard_options = { // User-Interface - { &rogue_like_commands, FALSE, 1, 0, "rogue_like_commands", "Rogue-like commands" }, - { &quick_messages , TRUE , 1, 1, "quick_messages" , "Activate quick messages" }, - { &carry_query_flag , FALSE, 1, 3, "carry_query_flag" , "Prompt before picking things up" }, - { &use_old_target , FALSE, 1, 4, "use_old_target" , "Use old target by default" }, - { &always_pickup , FALSE, 1, 5, "always_pickup" , "Pick things up by default" }, - { &always_repeat , TRUE , 1, 7, "always_repeat" , "Repeat obvious commands" }, - { &ring_bell , FALSE, 1, 18, "ring_bell" , "Audible bell (on errors, etc)" }, + { &rogue_like_commands, 1, 0, "rogue_like_commands", "Rogue-like commands" }, + { &quick_messages , 1, 1, "quick_messages" , "Activate quick messages" }, + { &carry_query_flag , 1, 3, "carry_query_flag" , "Prompt before picking things up" }, + { &use_old_target , 1, 4, "use_old_target" , "Use old target by default" }, + { &always_pickup , 1, 5, "always_pickup" , "Pick things up by default" }, + { &always_repeat , 1, 7, "always_repeat" , "Repeat obvious commands" }, + { &ring_bell , 1, 18, "ring_bell" , "Audible bell (on errors, etc)" }, // Disturbance - { &find_ignore_stairs , FALSE, 2, 0, "find_ignore_stairs" , "Run past stairs" }, - { &find_ignore_doors , TRUE , 2, 1, "find_ignore_doors" , "Run through open doors" }, - { &find_cut , FALSE, 2, 2, "find_cut" , "Run past known corners" }, - { &find_examine , TRUE , 2, 3, "find_examine" , "Run into potential corners" }, - { &disturb_move , FALSE, 2, 4, "disturb_move" , "Disturb whenever any monster moves" }, - { &disturb_near , TRUE , 2, 5, "disturb_near" , "Disturb whenever viewable monster moves" }, - { &disturb_panel , TRUE , 2, 6, "disturb_panel" , "Disturb whenever map panel changes" }, - { &disturb_detect , TRUE , 2, 21, "disturb_detect" , "Disturb whenever leaving trap-detected area" }, - { &disturb_state , TRUE , 2, 7, "disturb_state" , "Disturb whenever player state changes" }, - { &disturb_minor , TRUE , 2, 8, "disturb_minor" , "Disturb whenever boring things happen" }, - { &disturb_other , FALSE, 2, 9, "disturb_other" , "Disturb whenever random things happen" }, - { &last_words , TRUE , 2, 12, "last_words" , "Get last words when the character dies" }, - { &wear_confirm , TRUE , 2, 15, "confirm_wear" , "Confirm to wear/wield known cursed items" }, - { &confirm_stairs , FALSE, 2, 16, "confirm_stairs" , "Prompt before exiting a dungeon level" }, - { &disturb_pets , FALSE, 2, 17, "disturb_pets" , "Disturb when visible pets move" }, + { &find_ignore_stairs , 2, 0, "find_ignore_stairs" , "Run past stairs" }, + { &find_ignore_doors , 2, 1, "find_ignore_doors" , "Run through open doors" }, + { &find_cut , 2, 2, "find_cut" , "Run past known corners" }, + { &find_examine , 2, 3, "find_examine" , "Run into potential corners" }, + { &disturb_move , 2, 4, "disturb_move" , "Disturb whenever any monster moves" }, + { &disturb_near , 2, 5, "disturb_near" , "Disturb whenever viewable monster moves" }, + { &disturb_panel , 2, 6, "disturb_panel" , "Disturb whenever map panel changes" }, + { &disturb_detect , 2, 21, "disturb_detect" , "Disturb whenever leaving trap-detected area" }, + { &disturb_state , 2, 7, "disturb_state" , "Disturb whenever player state changes" }, + { &disturb_minor , 2, 8, "disturb_minor" , "Disturb whenever boring things happen" }, + { &disturb_other , 2, 9, "disturb_other" , "Disturb whenever random things happen" }, + { &last_words , 2, 12, "last_words" , "Get last words when the character dies" }, + { &wear_confirm , 2, 15, "confirm_wear" , "Confirm to wear/wield known cursed items" }, + { &confirm_stairs , 2, 16, "confirm_stairs" , "Prompt before exiting a dungeon level" }, + { &disturb_pets , 2, 17, "disturb_pets" , "Disturb when visible pets move" }, // Game-Play - { &auto_scum , TRUE , 3, 1, "auto_scum" , "Auto-scum for good levels" }, - { &view_perma_grids , TRUE , 3, 6, "view_perma_grids" , "Map remembers all perma-lit grids" }, - { &view_torch_grids , FALSE, 3, 7, "view_torch_grids" , "Map remembers all torch-lit grids" }, - { &dungeon_align , TRUE , 3, 8, "dungeon_align" , "Generate dungeons with aligned rooms" }, - { &dungeon_stair , TRUE , 3, 9, "dungeon_stair" , "Generate dungeons with connected stairs" }, - { &flow_by_sound , FALSE, 3, 10, "flow_by_sound" , "Monsters chase current location (v.slow)" }, - { &smart_learn , FALSE, 3, 14, "smart_learn" , "Monsters learn from their mistakes" }, - { &small_levels , TRUE , 3, 17, "small_levels" , "Allow unusually small dungeon levels" }, - { &empty_levels , TRUE , 3, 18, "empty_levels" , "Allow empty 'arena' levels" }, + { &auto_scum , 3, 1, "auto_scum" , "Auto-scum for good levels" }, + { &view_perma_grids , 3, 6, "view_perma_grids" , "Map remembers all perma-lit grids" }, + { &view_torch_grids , 3, 7, "view_torch_grids" , "Map remembers all torch-lit grids" }, + { &dungeon_align , 3, 8, "dungeon_align" , "Generate dungeons with aligned rooms" }, + { &dungeon_stair , 3, 9, "dungeon_stair" , "Generate dungeons with connected stairs" }, + { &flow_by_sound , 3, 10, "flow_by_sound" , "Monsters chase current location (v.slow)" }, + { &smart_learn , 3, 14, "smart_learn" , "Monsters learn from their mistakes" }, + { &small_levels , 3, 17, "small_levels" , "Allow unusually small dungeon levels" }, + { &empty_levels , 3, 18, "empty_levels" , "Allow empty 'arena' levels" }, // Efficiency - { &view_reduce_lite , FALSE, 4, 0, "view_reduce_lite" , "Reduce lite-radius when running" }, - { &avoid_abort , FALSE, 4, 2, "avoid_abort" , "Avoid checking for user abort" }, - { &avoid_shimmer , FALSE, 4, 17, "avoid_shimmer" , "Avoid extra shimmering (fast)" }, - { &avoid_other , FALSE, 4, 3, "avoid_other" , "Avoid processing special colors (fast)" }, - { &flush_failure , TRUE , 4, 4, "flush_failure" , "Flush input on various failures" }, - { &flush_disturb , FALSE, 4, 5, "flush_disturb" , "Flush input whenever disturbed" }, - { &flush_command , FALSE, 4, 6, "flush_command" , "Flush input before every command" }, - { &fresh_before , TRUE , 4, 7, "fresh_before" , "Flush output before every command" }, - { &fresh_after , FALSE, 4, 8, "fresh_after" , "Flush output after every command" }, - { &fresh_message , FALSE, 4, 9, "fresh_message" , "Flush output after every message" }, - { &hilite_player , FALSE, 4, 11, "hilite_player" , "Hilite the player with the cursor" }, - { &view_yellow_lite , FALSE, 4, 12, "view_yellow_lite" , "Use special colors for torch-lit grids" }, - { &view_bright_lite , FALSE, 4, 13, "view_bright_lite" , "Use special colors for 'viewable' grids" }, - { &view_granite_lite , FALSE, 4, 14, "view_granite_lite" , "Use special colors for wall grids (slow)" }, - { &view_special_lite , FALSE, 4, 15, "view_special_lite" , "Use special colors for floor grids (slow)" }, - { ¢er_player , FALSE, 4, 16, "center_player" , "Center the view on the player (very slow)" }, + { &view_reduce_lite , 4, 0, "view_reduce_lite" , "Reduce lite-radius when running" }, + { &avoid_abort , 4, 2, "avoid_abort" , "Avoid checking for user abort" }, + { &avoid_shimmer , 4, 17, "avoid_shimmer" , "Avoid extra shimmering (fast)" }, + { &avoid_other , 4, 3, "avoid_other" , "Avoid processing special colors (fast)" }, + { &flush_failure , 4, 4, "flush_failure" , "Flush input on various failures" }, + { &flush_disturb , 4, 5, "flush_disturb" , "Flush input whenever disturbed" }, + { &flush_command , 4, 6, "flush_command" , "Flush input before every command" }, + { &fresh_before , 4, 7, "fresh_before" , "Flush output before every command" }, + { &fresh_after , 4, 8, "fresh_after" , "Flush output after every command" }, + { &fresh_message , 4, 9, "fresh_message" , "Flush output after every message" }, + { &hilite_player , 4, 11, "hilite_player" , "Hilite the player with the cursor" }, + { &view_yellow_lite , 4, 12, "view_yellow_lite" , "Use special colors for torch-lit grids" }, + { &view_bright_lite , 4, 13, "view_bright_lite" , "Use special colors for 'viewable' grids" }, + { &view_granite_lite , 4, 14, "view_granite_lite" , "Use special colors for wall grids (slow)" }, + { &view_special_lite , 4, 15, "view_special_lite" , "Use special colors for floor grids (slow)" }, + { ¢er_player , 4, 16, "center_player" , "Center the view on the player (very slow)" }, // ToME options - { &ingame_help , TRUE , 5, 1, "ingame_help" , "Ingame contextual help" }, - { &auto_more , FALSE, 5, 4, "auto_more" , "Automatically clear '-more-' prompts" }, - { &player_char_health , TRUE , 5, 6, "player_char_health" , "Player char represent his/her health" }, - { &linear_stats , TRUE , 5, 7, "linear_stats" , "Stats are represented in a linear way" }, + { &ingame_help , 5, 1, "ingame_help" , "Ingame contextual help" }, + { &auto_more , 5, 4, "auto_more" , "Automatically clear '-more-' prompts" }, + { &player_char_health , 5, 6, "player_char_health" , "Player char represent his/her health" }, + { &linear_stats , 5, 7, "linear_stats" , "Stats are represented in a linear way" }, // Birth Options - { &preserve , TRUE , 6, 2, "preserve" , "Preserve artifacts" }, - { &autoroll , TRUE , 6, 3, "autoroll" , "Specify 'minimal' stats" }, - { &point_based , FALSE, 6, 17, "point_based" , "Generate character using a point system" }, - { &ironman_rooms , FALSE, 6, 6, "ironman_rooms" , "Always generate very unusual rooms" }, - { &joke_monsters , FALSE, 6, 14, "joke_monsters" , "Allow use of some 'joke' monsters" }, - { &always_small_level , FALSE, 6, 16, "always_small_level" , "Always make small levels" }, - { &fate_option , TRUE , 6, 18, "fate_option" , "You can receive fates, good or bad" }, - { &no_selling , FALSE, 6, 20, "no_selling" , "Items always sell for 0 gold" }, + { &preserve , 6, 2, "preserve" , "Preserve artifacts" }, + { &autoroll , 6, 3, "autoroll" , "Specify 'minimal' stats" }, + { &point_based , 6, 17, "point_based" , "Generate character using a point system" }, + { &ironman_rooms , 6, 6, "ironman_rooms" , "Always generate very unusual rooms" }, + { &joke_monsters , 6, 14, "joke_monsters" , "Allow use of some 'joke' monsters" }, + { &always_small_level , 6, 16, "always_small_level" , "Always make small levels" }, + { &fate_option , 6, 18, "fate_option" , "You can receive fates, good or bad" }, + { &no_selling , 6, 20, "no_selling" , "Items always sell for 0 gold" }, }; /* * Cheating options */ std::vector<option_type> cheat_options = { - { &cheat_peek, FALSE, 0, 0, "cheat_peek", "Peek into object creation" }, - { &cheat_hear, FALSE, 0, 1, "cheat_hear", "Peek into monster creation" }, - { &cheat_room, FALSE, 0, 2, "cheat_room", "Peek into dungeon creation" }, - { &cheat_xtra, FALSE, 0, 3, "cheat_xtra", "Peek into something else" }, - { &cheat_live, FALSE, 0, 5, "cheat_live", "Allow player to avoid death" }, + { &cheat_peek, 0, 0, "cheat_peek", "Peek into object creation" }, + { &cheat_hear, 0, 1, "cheat_hear", "Peek into monster creation" }, + { &cheat_room, 0, 2, "cheat_room", "Peek into dungeon creation" }, + { &cheat_xtra, 0, 3, "cheat_xtra", "Peek into something else" }, + { &cheat_live, 0, 5, "cheat_live", "Allow player to avoid death" }, }; /** * Autosave boolean options */ std::vector<option_type> autosave_options { - { &autosave_l, FALSE, 0, 6, "autosave_l", "Autosave when entering new levels" }, - { &autosave_t, FALSE, 0, 7, "autosave_t", "Timed autosave" } + { &autosave_l, 0, 6, "autosave_l", "Autosave when entering new levels" }, + { &autosave_t, 0, 7, "autosave_t", "Timed autosave" } }; /* diff --git a/src/variable.hpp b/src/variable.hpp index e16eae93..b69751a4 100644 --- a/src/variable.hpp +++ b/src/variable.hpp @@ -144,8 +144,6 @@ extern char **macro__pat; extern char **macro__act; extern bool_ *macro__cmd; extern char *macro__buf; -extern u32b option_flag[8]; -extern u32b option_mask[8]; extern u32b window_flag[ANGBAND_TERM_MAX]; extern u32b window_mask[ANGBAND_TERM_MAX]; extern cave_type **cave; |