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* Remove player burden and carrying capacitygammafunk2014-05-261-1/+0
| | | | | | | | | | | Item inventory weights (based on item mass) generally don't lead to meaningful decisions that justify the inventory juggling and interface problems that come from having burden states. The 52-slot limit is a better system for limiting inventory and providing inventory-related decisions because it's not so fine-grained and doesn't require the player to examine weights for each slot. Work is ongoing to improve the slot system by consolidating food types and handling strategic consumables in a different way.
* Replace easy_open with travel_open_doors.Shmuale Mark2014-04-171-1/+1
| | | | | If set to false, travel will stop in front of doors (much like the previous behavior if easy_open was set to false).
* Remove the clean_map option.Shmuale Mark2014-04-171-1/+0
| | | | | | | It didn't have a very clear use case and if you really want to reproduce it, you can press ^C every so often. Also clean up the options documentation a bit.
* Remove default_target and target_unshifted_dirs optionsChris Campbell2014-04-101-1/+0
| | | | | They just existed to replicate some ancient behaviour that is very unlikely to actually be desirable now.
* Remove `auto_list` optionChris Oelmueller2014-03-111-1/+0
| | | | | | | | | | | | | It has been defaulting to `true` for a while now. That setting provides a nicer interface overall and there is little reason to support alter- nate input methods. Some prompts asking for a letter have not been adjusted, for example evoking a rod with multiple spells. Those are hopefully gone soon anyways. [Committer's note: The option had no known uses except by bots, and those could work without it. And, of course, multi-spell rods are gone.]
* Remove some unneeded menu_colour optionsChris Campbell2012-11-111-2/+0
| | | | Also results in shop items now always being consistently coloured.
* Use std namespace.Raphael Langella2012-08-261-1/+1
| | | | | | | | | | | | | I had to rename distance() (in coord.h) to distance2() because it conflicts with the STL function to compare 2 iterators. Not a bad change given how it returns the square of the distance anyway. I also had to rename the message global variable (in message.cc) to buffer. I tried to fix and improve the coding style has much as I could, but I probably missed a few given how huge and tedious it is. I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool and util/levcomp.*, because I have no clue about those.
* Drop a bunch of parentheses from return statements.Adam Borowski2012-08-081-1/+1
| | | | | This is incomplete, partially because of me getting bored, partially because of doubts about the point of leaving simple addition/etc in parentheses.
* Some more return deparenthesization.Adam Borowski2012-07-051-1/+1
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* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-9/+9
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* Use ARRAYSZ() instead of sizeof division, for readability.Adam Borowski2012-06-191-2/+1
| | | | Also, it's not vulnerable to changes to the underlying types.
* Lua script engine extension: options.autopick_onKek2011-12-081-1/+9
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* Change always_confirm_butcher to allow butchering the top corpse of a stack ↵Chris Campbell2011-11-121-1/+0
| | | | | | | | | | | | | | | | | with one keypress "auto" is the default and identical to the current default behaviour - if there's a single corpse, butcher it, if there are multiples, ask which ones to butcher. "always" is identical to the old "always_confirm_butcher = true" - the prompt is always displayed, even if there's only one corpse. "never" is new behaviour - if there's a single corpse, it's butchered, and if there are multiples, then the top corpse is butchered (skipping corpses that your god would get angry at you for butchering entirely). Possibly this should be expanded to also skip rotten corpses if you're not a saprovore, and so on.
* Option removal continued: colour_map, verbose_monster_pane, item_colour, ↵Chris Campbell2011-10-261-3/+0
| | | | | | easy_butcher Also document a hidden option, show_waypoints.
* Remove some options: show_beam, pickup_droppedChris Campbell2011-10-251-1/+0
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* autoswitch renamed to auto_switch, cleaned up, simplified and documented.Raphael Langella2011-06-301-1/+1
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* * Implementable: launcher/weapon autoswitchingHurcan Solter2011-06-301-1/+1
| | | | | | | | | | | | | | | Switching from melee to ranged only considered if ranged weapon is in slot A or B and the melee weapon is in B or A. Switching from ranged to melee picks first melee weapon (behaviour is as above if A or B slot contains a melee weapon) Rationale is you don't lose much by switching to any melee weapon with respect to ranged one. Added autoswitch option. Enabled by default.There was a duplicate easy_open entry l_option.cc. Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
* Include Options among globals handled by DEBUG_GLOBALS.Adam Borowski2010-12-301-0/+4
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* Massive spacing fixes: "( spaces after parentheses )".Adam Borowski2010-10-151-3/+3
| | | | | | I did review it manually to find places where they made sense (like some tables), but for a massive sed job like this there might be places that I missed.
* Replace option delay_message_clear by clear_messages.Robert Vollmert2010-01-041-1/+1
| | | | It's not implemented yet.
* Remove unused option target_wrap.Robert Vollmert2009-11-241-1/+0
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* Remove option target_zero_exp.Robert Vollmert2009-11-241-1/+0
| | | | | | The same effect can now be achieved by overriding ch_target_monster. If anyone wants this, I'm happy to provide lua code.
* Split game_options from externs.h into options.h.Robert Vollmert2009-11-041-0/+2
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* Move library "options" from clua.cc to l_option.cc.Robert Vollmert2009-10-201-0/+139