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refactored default_land_structure

This commit is contained in:
Zeno Rogue 2021-06-03 12:26:24 +02:00
parent 168fc5705f
commit 196d0dcb4c

View File

@ -702,16 +702,19 @@ EX void mode_higlights() {
dialog::display(); dialog::display();
} }
EX void menuitem_land_structure(char key) { EX bool default_land_structure() {
eLandStructure ls = return
bounded ? lsSingle : bounded ? lsSingle :
(tactic::on || princess::challenge) ? lsSingle : (tactic::on || princess::challenge) ? lsSingle :
yendor::on ? yendor::get_land_structure() : yendor::on ? yendor::get_land_structure() :
specialland == laCanvas ? lsSingle : specialland == laCanvas ? lsSingle :
nice_walls_available() ? lsNiceWalls : nice_walls_available() ? lsNiceWalls :
lsNoWalls; lsNoWalls;
}
if(ls == land_structure && !ineligible_starting_land) EX void menuitem_land_structure(char key) {
if(default_land_structure() == land_structure && !ineligible_starting_land)
dialog::addBoolItem(XLAT("land structure"), false, key); dialog::addBoolItem(XLAT("land structure"), false, key);
else else
dialog::addSelItem(XLAT("land structure"), land_structure_name(true), key); dialog::addSelItem(XLAT("land structure"), land_structure_name(true), key);