2002-04-28 Takeshi Mogami <mogami@cvs>
+ * readme.txt 1.7, readme_eng.txt 1.7:
+ ¥³¥Þ¥ó¥É¥ê¥¹¥È¤Ë¼«Æ°½¦¤¤¥¨¥Ç¥£¥¿(_)¤òÄɲá£
+
+ * lib/help/joption.txt 1.7, lib/help/option.txt 1.8, lib/pref/pref-opt.prf 1.5, src/cmd3.c 1.17, src/dungeon.c 1.36, src/externs.h 1.43, src/flavor.c 1.12, src/tables.c 1.30, src/variable.c 1.20:
+ - ¥ª¥×¥·¥ç¥ó̾confirm_wear ¤ÎÊÑ¿ô̾¤¬ wear_confirm ¤À¤Ã¤¿¤Î¤Ç¡¢¥ª¥×¥·¥ç¥ó̾¤Ë¹ç¤ï¤»¤¿¡£
+ - ÈÝÄê·Á¤Î¥ª¥×¥·¥ç¥ó̾¤ò¤Á¤ã¤ó¤È½¤Àµ
+ avoid_abort ¢ª check_abort¡¢old_way_of_kaz ¢ª change_numeral
+ - target_pet¤Ï¥Ç¥Õ¥©¥ë¥È¤Çoff¤Ë½¤Àµ¡£
+
+ * lib/pref/pref-opt.prf 1.4, src/tables.c 1.29:
+ pref-opt¤Î¥ª¥×¥·¥ç¥ó¤Î¥Ç¥Õ¥©¥ë¥ÈÀßÄê¤ÎʤӤò¤Á¤ã¤ó¤ÈÊѶò¤Ë¹ç¤»¤¿¡£
+ pref-opt¤ÇÈ´¤±¤Æ¤¤¤¿¥ª¥×¥·¥ç¥ó¤¤¤¯¤Ä¤«¤â¤Á¤ã¤ó¤ÈÊä´°¡£
+ table.c¤Î¥Ç¥Õ¥©¥ë¥È¤È¿©¤¤¤Á¤¬¤Ã¤Æ¤¤¤¿ÀßÄê¤Ï°ìÃפµ¤»¤Æ¡¢°ìÉôtable.c¤ÎÊý¤òÊѤ¨¤¿¡£
+
+2002-04-28 _nothere <_nothere@cvs>
+
+ * src/spells3.c 1.21:
+ ¥«¥ª¥¹Â°À¤ÇŨ¤ÎÊѿȤ¬¼ºÇÔ¤·, ÆâÉôŪ¤ËƱ¤¸¥â¥ó¥¹¥¿¡¼¤¬ÇÛÃÖ¤µ¤ìľ¤¹¾ì¹ç¤Ï, Á°¤Î¥â¥ó¥¹¥¿¡¼¤Î¾ðÊ󤬤½¤Î¤Þ¤ÞÊݸ¤µ¤ì¤ë¤è¤¦¤Ë½¤Àµ. ¤Þ¤¿, ÊѿȤ¬¹Ô¤ï¤ì¤¿/¼ºÇÔ¤·¤¿¾ì¹ç¥³¥Þ¥ó¥É·«¤êÊÖ¤·¤Î¥¿¡¼¥²¥Ã¥È»ØÄ꤬·Ñ³¤µ¤ì¤ë¤è¤¦¤ËÊѹ¹.
+
+ * lib/edit/k_info_j.txt 1.22.2.1, src/spellstips.h 1.15.10.1:
+ Ä´ºº¥¢¥¤¥Æ¥à¤äËâË¡¤ÎÀâÌÀ¤Ë°Àɽ¼¨¤¬¤Ç¤¤ëµ½Ò¤òÄɲÃ.
+
+ * src/monster2.c 1.20.2.4:
+ °À¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤«¤é¾¤´¤µ¤ì¤¿¸î±ÒÉÕ¤ÃæΩ (ϵ¤Î²Ĺ¤Ê¤É) ¤Î¸î±Ò¤¬È¿ÂЦ¤Î°À¤Ë¤Ê¤é¤Ê¤¤¤è¤¦¤Ë¤·¤¿.
+
+2002-04-28 Takeshi Mogami <mogami@cvs>
+
+ * Changelogs 1.38: ¹¹¿·
+
* src/autopick.c 1.14:
¥³¡¼¥ÉÀ°Íý¡¢¥³¥á¥ó¥ÈÄɲᣲèÌ̱¦¤Î¥³¥Þ¥ó¥ÉÀâÌÀ¤ÎºÆÉÁ²è¤ÎºÇŬ²½¡£
¥á¥¤¥ó²èÌ̺¸Ã¼¤Ë¤¢¤Ê¤¿¤ÎÁõÈ÷¤·¤Æ¤¤¤ëÁõÈ÷¤ò¥°¥é¥Õ¥£¥«¥ë¤Ëɽ¸½¤·¤Þ¤¹¡£
¤³¤Î¥¥ã¥é¥¯¥¿¤Ï¤½¤ì¤¾¤ì¤Î¥¢¥¤¥Æ¥à¤Îɸ½àŪ¤Ê¥·¥ó¥Ü¥ë¤ò»È¤¤¤Þ¤¹¡£
-'C'¥³¥Þ¥ó¥É¤ÇÆÍÁ³ÊÑ°Û¤òɽ¼¨¤¹¤ë [skip_mutations]
+'C'¥³¥Þ¥ó¥É¤ÇÆÍÁ³ÊÑ°Û¤òɽ¼¨¤¹¤ë [display_mutations]
Ä̾¤â¤·¥¥ã¥é¥¯¥¿¤¬ÆÍÁ³ÊÑ°Û¤¹¤ë¤È¡¢¤½¤Î¤³¤È¤Ï¾ðÊóɽ¼¨¥á¥Ë¥å¡¼'~'
¥³¥Þ¥ó¥É¤ÎÃæ¤Ç¤½¤ì¤ò³Îǧ¤¹¤ë»ö¤¬¤Ç¤¤Þ¤¹¡£¤³¤Î¥ª¥×¥·¥ç¥ó¤ò͸ú¤Ë¤¹
¥É¥¢¤ÏÄ̲᤹¤ë [find_ignore_doors]
Áö¤Ã¤Æ¤¤¤ë¤È¤¡¢³«¤¤¤Æ¤¤¤ë¥É¥¢¤ò̵»ë¤·¤Þ¤¹¡£
-´ûÃΤζʤê³Ñ¤ÏÄ̲᤹¤ë [find_cut]
- Áö¤Ã¤Æ¤¤¤ë¤È¤¡¢´û¤ËÃΤäƤ¤¤ë¶Ê¤¬¤ê³Ñ¤ò±Ô¤¯¶Ê¤¬¤ê¤Þ¤¹¡£·ë²Ì¤È¤·¤Æ
- ¡Ö®¤¯¡×Áö¤ë¤³¤È¤¬¤Ç¤¤Þ¤¹¤¬¡¢²øʪ¤¬ÂÔ¤ÁÉú¤»¤Æ¤¤¤ëÃæ¤ËÈô¤Ó¹þ¤ó¤Ç¤·
- ¤Þ¤¦¤³¤È¤â¤¢¤ê¤Þ¤¹¡£
+¶Ê¤ê³Ñ¤ò¼Ð¤á¤ËºÇûµ÷Î¥¤ÇÄ̲᤹¤ë [find_cut]
+ Áö¤Ã¤Æ¤¤¤ë¤È¤¡¢´û¤Ë¸«¤¨¤Æ¤¤¤ë¶Ê¤¬¤ê³Ñ¤Ï¤Ê¤ë¤Ù¤¯ºÇûµ÷Î¥¤Ë¤Ê¤ë¤è¤¦
+ ¤Ë¡¢É¬Íפʤé¼Ð¤á¤ËÄ̲ᤷ¤Þ¤¹¡£·ë²Ì¤È¤·¤Æ¡Ö®¤¯¡×Áö¤ë¤³¤È¤¬¤Ç¤¤Þ¤¹
+ ¤¬¡¢²øʪ¤¬ÂÔ¤ÁÉú¤»¤Æ¤¤¤ëÃæ¤ËÈô¤Ó¹þ¤ó¤Ç¤·¤Þ¤¦¤³¤È¤â¤¢¤ê¤Þ¤¹¡£
-¶Ê¤ê³Ñ¤«¤â¤·¤ì¤Ê¤¤¾ì¹çÄ̲᤹¤ë [find_examine]
- ϲ¼¤ÎÀøºßŪ¤Ê¶Ê¤¬¤ê³Ñ¤Ë¤Ä¤¤¤Æ½½Ê¬¤ËÄ´¤Ù¤Þ¤¹¡£
+ÄÌÏ©¤¬°Å¤¤»þ¤Ë¤Ê¤ë¤Ù¤¯¶Ê¤ê³Ñ¤È²¾Äꤷ¤ÆÄ̲᤹¤ë [find_examine]
+ Áö¤Ã¤Æ¤¤¤ë¤È¤¡¢Ï²¼¤ÎÀ褬°Å¤¯¤ÆÉô²°¤ÎÆþ¸ý¤«¶Ê¤ê³Ñ¤«È½Ê̤Ǥ¤Ê¤¤¤È
+ ¤¤Ë¡¢¶Ê¤ê³Ñ¤Ç¤¢¤ë»ö¤ò²¾Äꤷ¤ÆÄ̲ᤷ¤Þ¤¹¡£Ä̾ï¤ÏÉô²°¤ÎÆþ¸ý¤Î²ÄǽÀ
+ ¤¬¤¢¤ë¤È¤¤ÏƧ¤ß¹þ¤Þ¤º¤Ë¼êÁ°¤Ç»ß¤ê¤Þ¤¹¡£
¤É¤³¤Î¥â¥ó¥¹¥¿¡¼¤¬Æ°¤¤¤Æ¤â¹ÔÆ°¤òÃæ»ß¤¹¤ë [disturb_move]
²øʪ¤¬Æ°¤¤¤¿¤ê¡¢¸½¤ì¤¿¤ê¡¢¾Ã¤¨¤¿¤È¤¤Ë¹ÔÆ°¤ò¥¥ã¥ó¥»¥ë¤·¤Þ¤¹¡£¤³¤ì
equipment on the main screen. The 'equippy' chars will use the
standard symbols of the respective items.
-Display mutations in 'C'haracter Display [skip_mutations]
+Display mutations in 'C'haracter Display [display_mutations]
Normally, if your character has gained mutations, they will be
displayed in an extra 'h' mode window under the 'C'haracter
Description command. Some players may wish to view mutations only
X:plain_pickup
X:player_symbols
Y:equippy_chars
-X:skip_mutations
+X:display_mutations
Y:plain_descriptions
X:center_player
Y:center_running
* stop at 1. Another run right and down will enter the corridor
* and make the corner, stopping at the 2.
*
- * #@x 1
+ * ##################
+ * o@x 1
* ########### ######
- * 2 #
+ * #2 #
* #############
- * #
*
* After any move, the function area_affect is called to
* determine the new surroundings, and the direction of
* respectively) to which you were not previously adjacent,
* marked as '!' in the diagrams below.
*
- * ...! ...
- * .o@! .o.!
- * ...! ..@!
- * !!!
+ * ...! ...
+ * .o@! (normal) .o.! (diagonal)
+ * ...! (east) ..@! (south east)
+ * !!!
*
* You STOP if any of the new squares are interesting in any way:
* for example, if they contain visible monsters or treasure.
* We assign "option" to the straight-on grid, and "option2" to the
* diagonal grid, and "check_dir" to the grid marked 's'.
*
- * .s
+ * ##s
* @x?
- * #?
+ * #.?
*
- * If they are both seen to be closed, then it is seen that no
- * benefit is gained from moving straight. It is a known corner.
- * To cut the corner, go diagonally, otherwise go straight, but
- * pretend you stepped diagonally into that next location for a
- * full view next time. Conversely, if one of the ? squares is
- * not seen to be closed, then there is a potential choice. We check
- * to see whether it is a potential corner or an intersection/room entrance.
- * If the square two spaces straight ahead, and the space marked with 's'
- * are both blank, then it is a potential corner and enter if find_examine
- * is set, otherwise must stop because it is not a corner.
+ * If they are both seen to be closed, then it is seen that no benefit
+ * is gained from moving straight. It is a known corner. To cut the
+ * corner, go diagonally, otherwise go straight, but pretend you
+ * stepped diagonally into that next location for a full view next
+ * time. Conversely, if one of the ? squares is not seen to be closed,
+ * then there is a potential choice. We check to see whether it is a
+ * potential corner or an intersection/room entrance. If the square
+ * two spaces straight ahead, and the space marked with 's' are both
+ * unknown space, then it is a potential corner and enter if
+ * find_examine is set, otherwise must stop because it is not a
+ * corner.
*/
case FEAT_MAGMA_H:
case FEAT_QUARTZ_H:
+ /* Known treasure (almost uninteresting) */
+ case FEAT_MAGMA_K:
+ case FEAT_QUARTZ_K:
+
/* Walls */
+ case FEAT_RUBBLE:
case FEAT_WALL_EXTRA:
case FEAT_WALL_INNER:
case FEAT_WALL_OUTER:
extern bool change_numeral;
extern bool send_score;
-extern bool skip_mutations; /* Skip mutations screen in 'C'haracter display */
+extern bool display_mutations; /* Skip mutations screen in 'C'haracter display */
extern bool plain_descriptions;
extern bool stupid_monsters;
extern bool confirm_destroy;
/* XXX XXX XXX */
- if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && skip_mutations)
+ if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
mode = (mode % 7);
else
mode = (mode % 6);
#ifdef JP
- { &skip_mutations, FALSE, 2, 5, 0,
- "skip_mutations", "'C'¥³¥Þ¥ó¥É¤ÇÆÍÁ³ÊÑ°Û¤òɽ¼¨¤¹¤ë" },
+ { &display_mutations, FALSE, 2, 5, 0,
+ "display_mutations", "'C'¥³¥Þ¥ó¥É¤ÇÆÍÁ³ÊÑ°Û¤òɽ¼¨¤¹¤ë" },
#else
- { &skip_mutations, FALSE, 2, 5, 0,
- "skip_mutations", "Display mutations in 'C'haracter Display" },
+ { &display_mutations, FALSE, 2, 5, 0,
+ "display_mutations", "Display mutations in 'C'haracter Display" },
#endif
#ifdef JP
{ &find_cut, FALSE, 4, 0, 18,
- "find_cut", "´ûÃΤζʤê³Ñ¤ÏÄ̲᤹¤ë" },
+ "find_cut", "¶Ê¤ê³Ñ¤ò¼Ð¤á¤ËºÇûµ÷Î¥¤ÇÄ̲᤹¤ë" },
#else
{ &find_cut, FALSE, 4, 0, 18,
"find_cut", "Run past known corners" },
#ifdef JP
{ &find_examine, TRUE, 4, 0, 19,
- "find_examine", "¶Ê¤ê³Ñ¤«¤â¤·¤ì¤Ê¤¤¾ì¹çÄ̲᤹¤ë" },
+ "find_examine", "ÄÌÏ©¤¬°Å¤¤»þ¤Ë¤Ê¤ë¤Ù¤¯¶Ê¤ê³Ñ¤È²¾Äꤷ¤ÆÄ̲᤹¤ë" },
#else
{ &find_examine, TRUE, 4, 0, 19,
"find_examine", "Run into potential corners" },
#ifdef JP
- { &hilite_player, TRUE, 5, 1, 27,
+ { &hilite_player, FALSE, 5, 1, 27,
"hilite_player", "¥×¥ì¥¤¥ä¡¼¤Ë¥«¡¼¥½¥ë¤ò¹ç¤ï¤»¤ë" },
#else
- { &hilite_player, TRUE, 5, 1, 27,
+ { &hilite_player, FALSE, 5, 1, 27,
"hilite_player", "Hilite the player with the cursor" },
#endif
bool empty_levels; /* Allow empty 'arena' levels */
bool player_symbols; /* Use varying symbols for the player char */
bool equippy_chars; /* Back by popular demand... */
-bool skip_mutations; /* Skip mutations screen even if we have it */
+bool display_mutations; /* Skip mutations screen even if we have it */
bool plain_descriptions; /* Plain object descriptions */
bool stupid_monsters; /* Monsters use old AI */
bool confirm_destroy; /* Known worthless items are destroyed without confirmation */