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mirror of https://github.com/zenorogue/hyperrogue.git synced 2025-11-12 03:33:00 +00:00

Merge pull request #468 from josephcsible/orb-treasure-gap

Add a setting for a gap between orbs and treasures
This commit is contained in:
Zeno Rogue
2025-10-09 08:13:18 +02:00
committed by GitHub
2 changed files with 8 additions and 1 deletions

View File

@@ -1232,6 +1232,11 @@ EX void initConfig() {
{"icons", ""}, {"icons", ""},
}, "orb display mode", 'o'); }, "orb display mode", 'o');
param_b(orb_treasure_gap, "orb_treasure_gap", false)
->editable("gap between orbs and treasures", 'G')
-> help("If set, a gap row will be left between orbs and treasures in the HUD")
-> set_reaction([] { vid.killreduction = 0; });
param_b(less_in_landscape, "less_in_landscape", false) param_b(less_in_landscape, "less_in_landscape", false)
->editable("less items/kills in landscape", 'L') ->editable("less items/kills in landscape", 'L')
-> help("If set, only the important items and kills will be shown") -> help("If set, only the important items and kills will be shown")
@@ -2572,6 +2577,7 @@ EX void configureInterface() {
if(hr_hud_enabled) { if(hr_hud_enabled) {
add_edit(glyphsortorder); add_edit(glyphsortorder);
add_edit(vid.graphglyph); add_edit(vid.graphglyph);
add_edit(orb_treasure_gap);
add_edit(less_in_landscape); add_edit(less_in_landscape);
add_edit(less_in_portrait); add_edit(less_in_portrait);
add_edit(display_yasc_codes); add_edit(display_yasc_codes);

View File

@@ -487,7 +487,7 @@ EX void draw_crosshair() {
return; return;
} }
EX bool less_in_portrait, less_in_landscape; EX bool less_in_portrait, less_in_landscape, orb_treasure_gap;
EX string mode_description() { EX string mode_description() {
string md; string md;
@@ -655,6 +655,7 @@ EX void drawStats() {
rows = rowspace / buttonsize; if(!rows) return; rows = rowspace / buttonsize; if(!rows) return;
int coltaken = 0; int coltaken = 0;
for(int z=0; z<4; z++) { for(int z=0; z<4; z++) {
if(z == 1 && orb_treasure_gap) coltaken++;
if(z == 2 && !portrait) { if(z == 2 && !portrait) {
if(coltaken > columns) { vid.killreduction++; continue; } if(coltaken > columns) { vid.killreduction++; continue; }
coltaken = 0; coltaken = 0;