»ý¤Áʪ¡¢ÁõÈ÷¥ê¥¹¥È¤Ç¾²¤Î¾å¤Ë¤¢¤ë¤È¤¤ÈƱ¤¸Ê¸»ú¤È¿§¤Ç¥¢¥¤¥Æ¥à¤Î¥·¥ó
¥Ü¥ë¤òɽ¼¨¤·¤Þ¤¹¡£
-***** <show_choices>
-»ý¤Áʪ/ÁõÈ÷¥¦¥£¥ó¥É¥¦¤ËÁªÂò¥¢¥¤¥Æ¥àɽ¼¨ [show_choices]
- ¥ê¥¹¥È¤¬É½¼¨¤µ¤ì¤Æ¤¤¤ë¥¦¥¤¥ó¥É¥¦¤Ë²Äǽ¤ÊÁªÂò»è¤òɽ¼¨¤·¤Þ¤¹¡£
-
***** <plain_pickup>
¡Ö½¦¤Ã¤¿¡×¥á¥Ã¥»¡¼¥¸¤ò´Êά²½¤¹¤ë [plain_pickup]
¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤Æ¼ê»ý¤Á¤Î¥¢¥¤¥Æ¥à¤Ë½Å¤Í¤¿¤È¤¤Ë¡¢Ä̾ï¤Ï¡Ö3Ëܽ¦¤Ã¤Æ¡¢
12ËܤÎÌð¤ò»ý¤Ã¤Æ¤¤¤ë¡£¡×Åù¤Î¤è¤¦¤Ë½¦¤Ã¤¿¿ô¤òɽ¼¨¤·¤Þ¤¹¤¬¡¢¤³¤Î¥ª¥×
¥·¥ç¥ó¤ò͸ú¤Ë¤¹¤ë¤È½¦¤Ã¤¿¿ô¤Îɽ¼¨¤ò¾Êά¤¹¤ë¡£
-***** <player_symbols>
-¥×¥ì¥¤¥ä¡¼¤òÆÃÊ̤ʵ¹æ¤Çɽ¼¨¤¹¤ë [player_symbols]
- ¥¥ã¥é¥¯¥¿¤ò¤½¤Î¼ï²¡¢¥¯¥é¥¹¡¢ÀÊ̤ˤè¤Ã¤Æ°Û¤Ê¤ë¿§¡¢¥·¥ó¥Ü¥ë¤Çɽ¼¨
- ¤·¤Þ¤¹¡£¤³¤Î¥ª¥×¥·¥ç¥ó¤Ïmain-ibm.c¤ò»ÈÍѤ¹¤ë´Ä¶¤Ë¤ª¤¤¤Æ¤Î¤ß¥µ¥Ý¡¼
- ¥È¤µ¤ì¤Þ¤¹¤¬¡¢¥¿¥¤¥ë¥°¥é¥Õ¥£¥Ã¥¯¤ò»ÈÍÑÃæ¤Ë¤Ï¤³¤Î¥ª¥×¥·¥ç¥ó¤Ë´Ø·¸¤Ê
- ¤¯¾ï¤Ë°Û¤ë¿§¡¢¥·¥ó¥Ü¥ë¤Çɽ¼¨¤µ¤ì¤Þ¤¹¡£
-
***** <equippy_chars>
¥¹¥Æ¡¼¥¿¥¹¤Ëʸ»ú¤ÇÁõÈ÷¤òɽ¼¨¤¹¤ë [equippy_chars]
¥á¥¤¥ó²èÌ̺¸Ã¼¤Ë¤¢¤Ê¤¿¤ÎÁõÈ÷¤·¤Æ¤¤¤ëÁõÈ÷¤ò¥°¥é¥Õ¥£¥«¥ë¤Ëɽ¸½¤·¤Þ¤¹¡£
Ʊ¤¸¥¢¥¤¥Æ¥à¤Ç¤¢¤ì¤Ð¡¢°ìÊý¤¬°ÂÇä¤ê¤µ¤ì¤Æ¤¤¤¿ÉʤǤ⤦°ìÊý¤¬Ä̾ï¤ÎÉÊ
¤Ç¤¢¤Ã¤Æ¤â½Å¤Í¤Þ¤¹¡£¤³¤Î¾ì¹ç¡¢¤â¤Ã¤È¤âÂ礤ʳä°úΨ¤ËÅý°ì¤µ¤ì¤Þ¤¹¡£
-***** <stack_allow_items>
-Ʊ¼ï¤ÎÉð´ï¤äËɶñ¤ò¤Þ¤È¤á¤ë [stack_allow_items]
- Ʊ°ì¤ÎÉð´ï¤äËɶñ¤ò½Å¤Í¤é¤ì¤ë¤è¤¦¤Ë¤Ê¤ê¤Þ¤¹¡£¤Þ¤¿¡¢¤³¤ì¤ÏƱ°ì¤Ç¤Ï¤¢
- ¤ë¤¬¤Þ¤À¼±Ê̤·¤Æ¤¤¤Ê¤¤Èô¤ÓÆ»¶ñ¤Ë¤âƱÍͤËƯ¤¤Þ¤¹¡£¤³¤Î¤¿¤á¡¢·ë²Ì¤È
- ¤·¤Æ¾¯¡¹¼«Æ°¼±Ê̤Τ褦¤ËƯ¤¤Þ¤¹¡£
-
-***** <expand_look>
-¡Ö²ó¤ê¤òÄ´¤Ù¤ë¡×¥³¥Þ¥ó¥É¤ò³ÈÄ¥¤¹¤ë [expand_look]
- ¸«¤ë 'l'/'x'¥³¥Þ¥ó¥É¤ò³ÈÄ¥¤·¡¢»ë³¦³°¤Î¥Þ¥¹¤Ç¤âËâˡŪ¤Ê¼êÃʤÇȽÌÀ¤·
- ¤Æ¤¤¤ì¤ÐÄ´ºº²Äǽ¤Ë¤·¤Þ¤¹¡£
-
***** <expand_list>
¡Ö°ìÍ÷¡×¥³¥Þ¥ó¥É¤ò³ÈÄ¥¤¹¤ë [expand_list]
¸«¤ë¥³¥Þ¥ó¥É¡¢¥¿¡¼¥²¥Ã¥È¥³¥Þ¥ó¥É¤ä¡¢¥â¥ó¥¹¥¿¡¼¤Î»×¤¤½Ð¥³¥Þ¥ó¥É¤Ç¡¢
¤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¡£
-***** <find_examine>
-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¡£
-
***** <disturb_move>
¤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
¥¨¥é¡¼»þ¤Ë¥Ó¡¼¥×²»¤òÌĤ餹 [ring_bell]
²¿¤é¤«¤Î¥¨¥é¡¼¤¬È¯À¸¤·¤¿¤È¤¥Ù¥ë¤òÌĤ餽¤¦¤È¤·¤Þ¤¹¡£
-***** <alert_hitpoint>
-Äã¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Î·Ù¹ð»þ¤Ë¥Ó¡¼¥×¤òÌĤ餹 [alert_hitpoint]
- HP¤¬'critical point'¡ÊÊ̤ËÀßÄꤷ¤Þ¤¹¡Ë°Ê²¼¤Ë¤Ê¤Ã¤¿¤È¤¡¢ÉÔÃí°Õ¤Ë¤è
- ¤ë»à¤òÈò¤±¤ë°Ù¤Ë·Ù¹ð¤·¤½¤ì¤Þ¤Ç¤Î¥¡¼ÆþÎϤò¥¯¥ê¥¢¤·¤Þ¤¹¡£
-
***** <disturb_trap_detect>
¥È¥é¥Ã¥×´¶ÃÎÈϰϳ°¤Ë½Ð¤ëľÁ°¤Ë¹ÔÆ°¤òÃæ»ß¤¹¤ë [disturb_trap_detect]
Áö¤Ã¤Æ¤¤¤ë¤È¤¤Ë¥È¥é¥Ã¥×´¶ÃκѤߤÎÎΰè¤Îü¤Þ¤ÇÅþ㤷¤¿¤é¹ÔÆ°¤òÃæ»ß
***** <Efficiency>
=== ¥ª¥×¥·¥ç¥ó5 -- ¸úΨ²½ ===
-***** <view_reduce_lite>
-Áö¤Ã¤Æ¤¤¤ë¤È¤¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¸º¾¯¤¹¤ë [view_reduce_lite]
- ¥×¥ì¥¤¥ä¡¼¤¬Áö¤Ã¤Æ¤¤¤ë¤È¤¡¢»ý¤Ã¤Æ¤¤¤ë¸÷¸»¤Ç¾È¤é¤µ¤ì¤ëÈϰϤò¶¹¤¯¤·
- ¤Þ¤¹¡£¤³¤ì¤ÏÁö¤ë¤³¤È¤ò¤è¤ê¥¹¥à¡¼¥º¤Ë¤·¤Þ¤¹¤¬¡¢¶Ëü¤Ëݵƫ¤·¤¤¤Ç¤¹¡£
- ¸Å¤¤¥Ð¡¼¥¸¥ç¥ó¤ÎAngband¤Ç¤Ï¡¢¤³¤ÎÆ°ºî¤¬¥Ç¥Õ¥©¥ë¥È¤Ç¤¢¤Ã¤¿¤¿¤á¡¢¡Ö
- ½ã¿è¼çµÁ¼Ô¡×¤Ï¤³¤ì¤òON¤Ë¤·¤¬¤Á¤Ç¤¹¡£
-
***** <view_reduce_view>
³¹¤Ç¤Ï»ëÌî¤ò¶¹¤¯¤¹¤ë [view_reduce_view]
³¹¤Ë¤¤¤ë¤È¤¡¢¸«¤¨¤ëÈϰϤò¶¹¤¯¤·¤Þ¤¹¡£¤³¤ì¤Ï³¹Ãæ¤Ç¤è¤ê¥¹¥à¡¼¥º¤ËÁö
Displays small icons of the items in your "inventory" list,
"equipment" list and "stores".
-***** <show_choices>
-Show choices in certain sub-windows [show_choices]
- Indicate legal choices in "special" windows which display lists.
-
-***** <player_symbols>
-Use special symbols for the player char [player_symbols]
- This option is needed only when the system platform is "ibm".
- This option allows you to display your character using race /
- class / sex dependent colours and graphical symbols.
-
***** <equippy_chars>
Display 'equippy' chars [equippy_chars]
This option will show you a graphical representation of your worn
discount. This option may cause you to lose "value", but will give
you optimal pack usage.
-***** <stack_allow_items>
-Allow weapons and armor to stack [stack_allow_items]
- Allow identical weapons and armor to be combined into a stack. This
- also allows unidentified, but identical, ammo to be combined, which
- may result in the auto-identification of some of the ammo, but
- which makes it a lot easier to actually use unidentified ammo.
-
-***** <expand_look>
-Expand the power of the look command [expand_look]
- Expand the "look" command to allow the user to "look" at grids
- which are not actually in view of the player, allowing the
- examination of objects/monsters which have only been detected by
- spells, or sensed via telepathy.
-
***** <expand_list>
Expand the power of the list commands [expand_list]
Expand the "listing" commands so that they "wrap" at the "edges" of
in "faster" running, but may cause you to run into a "lurking"
monster.
-***** <find_examine>
-Run into potential corners [find_examine]
- Fully explore "potential corners" in hallways.
-
***** <disturb_move>
Disturb whenever any monster moves [disturb_move]
Disturb the player when any monster moves, appears, or disappears.
Audible bell (on errors, etc) [ring_bell]
Attempt to make a "bell" noise when various "errors" occur.
-***** <alert_hitpoint>
-Alert user to critical hitpoints [alert_hitpoint]
- Produce a "bell" noise, and flush all pending input, when your
- hitpoints reach the "critical point" chosen elsewhere, preventing
- stupid deaths.
-
***** <disturb_trap_detect>
Disturb when leaving trap detected area [disturb_trap_detect]
This option causes you to be disturbed when the player is running
***** <Efficiency>
=== Option set 5 -- Efficiency ===
-***** <view_reduce_lite>
-Reduce lite-radius when running [view_reduce_lite]
- Reduce the "radius" of the player's "lite" to that of a "torch"
- when the player is "running", which makes running more "efficient",
- but is extremely annoying. Certain older versions of Angband used
- this behavior always, so "purists" should turn it on.
-
***** <view_reduce_view>
Reduce view-radius in town [view_reduce_view]
Reduce the "radius" of the player's "view" by half when the player
Y:show_labels
Y:show_weights
Y:show_item_graph
-Y:show_choices
X:plain_pickup
-X:player_symbols
Y:equippy_chars
X:display_mutations
Y:plain_descriptions
X:auto_scum
Y:stack_force_notes
X:stack_force_costs
-Y:stack_allow_items
-Y:expand_look
Y:expand_list
Y:view_perma_grids
X:view_torch_grids
X:find_ignore_stairs
Y:find_ignore_doors
X:find_cut
-Y:find_examine
X:disturb_move
X:disturb_high
Y:disturb_near
Y:disturb_state
Y:disturb_minor
X:ring_bell
-Y:alert_hitpoint
Y:disturb_trap_detect
X:alert_trap_detect
##### Efficiency #####
-X:view_reduce_lite
X:view_reduce_view
Y:check_abort
Y:flush_failure
* 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.
+ * corner. (find_examine option is removed and always is TRUE.)
*/
}
/* Two options, examining corners */
- else if (find_examine && !find_cut)
+ else if (!find_cut)
{
/* Primary option */
find_current = option;
{
/* Can not see anything ahead and in the direction we */
/* are turning, assume that it is a potential corner. */
- if (find_examine &&
- see_nothing(option, row, col) &&
+ if (see_nothing(option, row, col) &&
see_nothing(option2, row, col))
{
find_current = option;
return;
}
- /* Calculate torch radius */
- p_ptr->update |= (PU_TORCH);
-
/* Initialize */
run_init(dir);
}
redraw = FALSE;
/* Show choices */
- if (show_choices)
- {
- /* Update */
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_SPELL);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Build a prompt (accept all spells) */
#ifdef JP
/* Show choices */
- if (show_choices)
- {
- /* Update */
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_SPELL);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Abort if needed */
if (p_ptr->chp < warning)
{
/* Hack -- bell on first notice */
- if (alert_hitpoint && (old_chp > warning)) bell();
+ if (old_chp > warning) bell();
sound(SOUND_WARN);
extern bool find_ignore_stairs;
extern bool find_ignore_doors;
extern bool find_cut;
-extern bool find_examine;
extern bool disturb_near;
extern bool disturb_high;
extern bool disturb_move;
extern bool fresh_before;
extern bool fresh_after;
extern bool fresh_message;
-extern bool alert_hitpoint;
extern bool disturb_trap_detect;
extern bool alert_trap_detect;
extern bool view_yellow_lite;
extern bool view_unsafe_grids;
extern bool track_follow;
extern bool track_target;
-extern bool stack_allow_items;
extern bool stack_force_notes;
extern bool stack_force_costs;
-extern bool view_reduce_lite;
extern bool view_reduce_view;
extern bool manual_haggle;
extern bool auto_scum;
-extern bool expand_look;
extern bool expand_list;
extern bool smart_learn;
extern bool smart_cheat;
extern bool show_labels;
extern bool show_weights;
-extern bool show_choices;
extern bool cheat_peek;
extern bool cheat_hear;
extern bool cheat_room;
extern bool always_small_levels;
extern bool empty_levels;
extern bool bound_walls_perm;
-extern bool player_symbols;
extern bool equippy_chars;
extern bool use_command;
extern bool center_player;
}
/* Build a prompt (accept all spells) */
+ (void) strnfmt(out_val, 78,
#ifdef JP
-(void) strnfmt(out_val, 78, "(%^s %c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò»È¤¤¤Þ¤¹¤«¡©",
+ "(%^s %c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò»È¤¤¤Þ¤¹¤«¡©",
#else
- (void)strnfmt(out_val, 78, "(%^ss %c-%c, *=List, ESC=exit) Use which %s? ",
+ "(%^ss %c-%c, *=List, ESC=exit) Use which %s? ",
#endif
- p, I2A(0), "abcdefghijklmnopqrstuvwxyz012345"[num-1], p);
+ p, I2A(0), "abcdefghijklmnopqrstuvwxyz012345"[num-1], p);
if (use_menu) screen_save();
/* Prompt */
#ifdef JP
-(void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡©", spell_names[technic2magic(REALM_HISSATSU)-1][j]);
+ (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡©", spell_names[technic2magic(REALM_HISSATSU)-1][j]);
#else
(void)strnfmt(tmp_val, 78, "Use %s? ", spell_names[technic2magic(REALM_HISSATSU)-1][j]);
#endif
if (redraw) screen_load();
/* Show choices */
- if (show_choices)
- {
- /* Update */
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_SPELL);
+
+ /* Window stuff */
+ window_stuff();
- /* Window stuff */
- window_stuff();
- }
/* Abort if needed */
if (!flag) return (FALSE);
num = p_ptr->mane_num;
/* Build a prompt (accept all spells) */
+ (void)strnfmt(out_val, 78,
#ifdef JP
-(void) strnfmt(out_val, 78, "(%c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò¤Þ¤Í¤Þ¤¹¤«¡©",
+ "(%c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò¤Þ¤Í¤Þ¤¹¤«¡©",
#else
- (void)strnfmt(out_val, 78, "(%c-%c, *=List, ESC=exit) Use which %s? ",
+ "(%c-%c, *=List, ESC=exit) Use which %s? ",
#endif
-
- I2A(0), I2A(num - 1), p);
+ I2A(0), I2A(num - 1), p);
/* Get a spell from the user */
/* Prompt */
#ifdef JP
-(void) strnfmt(tmp_val, 78, "%s¤ò¤Þ¤Í¤Þ¤¹¤«¡©", monster_powers[p_ptr->mane_spell[i]].name);
+ (void) strnfmt(tmp_val, 78, "%s¤ò¤Þ¤Í¤Þ¤¹¤«¡©", monster_powers[p_ptr->mane_spell[i]].name);
#else
(void)strnfmt(tmp_val, 78, "Use %s? ", monster_powers[p_ptr->mane_spell[i]].name);
#endif
if (redraw) screen_load();
/* Show choices */
- if (show_choices)
- {
- /* Update */
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_SPELL);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Abort if needed */
if (!flag) return (FALSE);
if (redraw && !only_browse) screen_load();
/* Show choices */
- if (show_choices)
- {
- /* Update */
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_SPELL);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Abort if needed */
if (!flag) return (FALSE);
}
/* Build a prompt (accept all spells) */
+ (void)strnfmt(out_val, 78,
#ifdef JP
-(void) strnfmt(out_val, 78, "(%c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò¾§¤¨¤Þ¤¹¤«¡©",
+ "(%c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò¾§¤¨¤Þ¤¹¤«¡©",
#else
- (void)strnfmt(out_val, 78, "(%c-%c, *=List, ESC=exit) Use which %s? ",
+ "(%c-%c, *=List, ESC=exit) Use which %s? ",
#endif
-
- I2A(0), I2A(num - 1), p);
+ I2A(0), I2A(num - 1), p);
if (use_menu) screen_save();
/* Prompt */
#ifdef JP
-(void) strnfmt(tmp_val, 78, "%s¤ÎËâË¡¤ò¾§¤¨¤Þ¤¹¤«¡©", monster_powers[spellnum[i]].name);
+ (void) strnfmt(tmp_val, 78, "%s¤ÎËâË¡¤ò¾§¤¨¤Þ¤¹¤«¡©", monster_powers[spellnum[i]].name);
#else
(void)strnfmt(tmp_val, 78, "Use %s? ", monster_powers[spellnum[i]].name);
#endif
if (redraw) screen_load();
/* Show choices */
- if (show_choices)
- {
- /* Update */
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_SPELL);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Abort if needed */
if (!flag) return (FALSE);
int get_item_label = 0;
/* Show choices */
- if (show_choices)
+ int ni = 0;
+ int ne = 0;
+
+ /* Scan windows */
+ for (j = 0; j < 8; j++)
{
- int ni = 0;
- int ne = 0;
+ /* Unused */
+ if (!angband_term[j]) continue;
- /* Scan windows */
- for (j = 0; j < 8; j++)
- {
- /* Unused */
- if (!angband_term[j]) continue;
+ /* Count windows displaying inven */
+ if (window_flag[j] & (PW_INVEN)) ni++;
- /* Count windows displaying inven */
- if (window_flag[j] & (PW_INVEN)) ni++;
+ /* Count windows displaying equip */
+ if (window_flag[j] & (PW_EQUIP)) ne++;
+ }
- /* Count windows displaying equip */
- if (window_flag[j] & (PW_EQUIP)) ne++;
- }
+ /* Toggle if needed */
+ if ((command_wrk && ni && !ne) ||
+ (!command_wrk && !ni && ne))
+ {
+ /* Toggle */
+ toggle_inven_equip();
- /* Toggle if needed */
- if ((command_wrk && ni && !ne) ||
- (!command_wrk && !ni && ne))
- {
- /* Toggle */
- toggle_inven_equip();
+ /* Track toggles */
+ toggle = !toggle;
+ }
- /* Track toggles */
- toggle = !toggle;
- }
+ /* Update */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* Update */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ /* Redraw windows */
+ window_stuff();
- /* Redraw windows */
- window_stuff();
- }
/* Inventory screen */
if (!command_wrk)
item_tester_hook = NULL;
- /* Clean up */
- if (show_choices)
- {
- /* Toggle again if needed */
- if (toggle) toggle_inven_equip();
+ /* Clean up 'show choices' */
+ /* Toggle again if needed */
+ if (toggle) toggle_inven_equip();
- /* Update */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ /* Update */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Clear the prompt line */
int get_item_label = 0;
/* Show choices */
- if (show_choices)
- {
- int ni = 0;
- int ne = 0;
+ int ni = 0;
+ int ne = 0;
- /* Scan windows */
- for (j = 0; j < 8; j++)
- {
- /* Unused */
- if (!angband_term[j]) continue;
+ /* Scan windows */
+ for (j = 0; j < 8; j++)
+ {
+ /* Unused */
+ if (!angband_term[j]) continue;
- /* Count windows displaying inven */
- if (window_flag[j] & (PW_INVEN)) ni++;
+ /* Count windows displaying inven */
+ if (window_flag[j] & (PW_INVEN)) ni++;
- /* Count windows displaying equip */
- if (window_flag[j] & (PW_EQUIP)) ne++;
- }
+ /* Count windows displaying equip */
+ if (window_flag[j] & (PW_EQUIP)) ne++;
+ }
- /* Toggle if needed */
- if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
- (command_wrk == (USE_INVEN) && !ni && ne))
- {
- /* Toggle */
- toggle_inven_equip();
+ /* Toggle if needed */
+ if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
+ (command_wrk == (USE_INVEN) && !ni && ne))
+ {
+ /* Toggle */
+ toggle_inven_equip();
- /* Track toggles */
- toggle = !toggle;
- }
+ /* Track toggles */
+ toggle = !toggle;
+ }
- /* Update */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ /* Update */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* Redraw windows */
- window_stuff();
- }
+ /* Redraw windows */
+ window_stuff();
/* Inventory screen */
if (command_wrk == (USE_INVEN))
item_tester_hook = NULL;
- /* Clean up */
- if (show_choices)
- {
- /* Toggle again if needed */
- if (toggle) toggle_inven_equip();
+ /* Clean up 'show choices' */
+ /* Toggle again if needed */
+ if (toggle) toggle_inven_equip();
- /* Update */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ /* Update */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Clear the prompt line */
case TV_SOFT_ARMOR:
case TV_HARD_ARMOR:
case TV_DRAG_ARMOR:
- {
- /* Require permission */
- if (!stack_allow_items) return 0;
-
- /* Fall through */
- }
/* Rings, Amulets, Lites */
case TV_RING:
#ifdef JP
- { &show_choices, TRUE, 2, 0, 12,
- "show_choices", "»ý¤Áʪ/ÁõÈ÷¥¦¥£¥ó¥É¥¦¤ËÁªÂò¥¢¥¤¥Æ¥àɽ¼¨" },
-#else
- { &show_choices, TRUE, 2, 0, 12,
- "show_choices", "Show choices in certain sub-windows" },
-#endif
-
-
-#ifdef JP
{ &plain_pickup, FALSE, 2, 6, 6,
"plain_pickup", "¡Ö½¦¤Ã¤¿¡×¥á¥Ã¥»¡¼¥¸¤ò´Êά²½¤¹¤ë" },
#else
#ifdef JP
- { &player_symbols, FALSE, 2, 1, 13,
- "player_symbols", "¥×¥ì¥¤¥ä¡¼¤òÆÃÊ̤ʵ¹æ¤Çɽ¼¨¤¹¤ë"},
-#else
- { &player_symbols, FALSE, 2, 1, 13,
- "player_symbols", "Use special symbols for the player char"},
-#endif
-
-
-#ifdef JP
{ &equippy_chars, TRUE, 2, 1, 12,
"equippy_chars", "¥¹¥Æ¡¼¥¿¥¹¤Ëʸ»ú¤ÇÁõÈ÷¤òɽ¼¨¤¹¤ë" },
#else
#ifdef JP
- { &stack_allow_items, TRUE, 3, 1, 2,
- "stack_allow_items", "Ʊ¼ï¤ÎÉð´ï¤äËɶñ¤ò¤Þ¤È¤á¤ë" },
-#else
- { &stack_allow_items, TRUE, 3, 1, 2,
- "stack_allow_items", "Allow weapons and armor to stack" },
-#endif
-
-
-#ifdef JP
- { &expand_look, TRUE, 3, 1, 4,
- "expand_look", "¡Ö²ó¤ê¤òÄ´¤Ù¤ë¡×¥³¥Þ¥ó¥É¤ò³ÈÄ¥¤¹¤ë" },
-#else
- { &expand_look, TRUE, 3, 1, 4,
- "expand_look", "Expand the power of the look command" },
-#endif
-
-
-#ifdef JP
{ &expand_list, TRUE, 3, 1, 5,
"expand_list", "¡Ö°ìÍ÷¡×¥³¥Þ¥ó¥É¤ò³ÈÄ¥¤¹¤ë" },
#else
#ifdef JP
- { &find_examine, TRUE, 4, 0, 19,
- "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" },
-#endif
-
-
-#ifdef JP
{ &disturb_move, FALSE, 4, 0, 20,
"disturb_move", "¤É¤³¤Î¥â¥ó¥¹¥¿¡¼¤¬Æ°¤¤¤Æ¤â¹ÔÆ°¤òÃæ»ß¤¹¤ë" },
#else
#ifdef JP
- { &alert_hitpoint, TRUE, 4, 0, 26,
- "alert_hitpoint", "Äã¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Î·Ù¹ð»þ¤Ë¥Ó¡¼¥×¤òÌĤ餹" },
-#else
- { &alert_hitpoint, TRUE, 4, 0, 26,
- "alert_hitpoint", "Alert user to critical hitpoints" },
-#endif
-
-
-#ifdef JP
{ &disturb_trap_detect, TRUE, 4, 0, 27,
"disturb_trap_detect", "¥È¥é¥Ã¥×´¶ÃÎÈϰϳ°¤Ë½Ð¤ëľÁ°¤Ë¹ÔÆ°¤òÃæ»ß¤¹¤ë" },
#else
/*** Efficiency ***/
#ifdef JP
- { &view_reduce_lite, FALSE, 5, 1, 16,
- "view_reduce_lite", "Áö¤Ã¤Æ¤¤¤ë¤È¤¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¸º¾¯¤¹¤ë" },
-#else
- { &view_reduce_lite, FALSE, 5, 1, 16,
- "view_reduce_lite", "Reduce lite-radius when running" },
-#endif
-
-
-#ifdef JP
{ &view_reduce_view, FALSE, 5, 1, 17,
"view_reduce_view", "³¹¤Ç¤Ï»ëÌî¤ò¶¹¤¯¤¹¤ë" },
#else
bool show_labels; /* Show labels in object listings */
bool show_weights; /* Show weights in object listings */
-bool show_choices; /* Show choices in certain sub-windows */
bool ring_bell; /* Ring the bell (on errors, etc) */
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_state; /* Disturn whenever player state changes */
bool disturb_minor; /* Disturb whenever boring things happen */
-bool alert_hitpoint; /* Alert user to critical hitpoints */
bool disturb_trap_detect; /* Disturb when leaving trap detected area */
bool alert_trap_detect; /* Alert when leaving trap detected area */
bool last_words; /* Get last words upon dying */
bool always_small_levels; /* Use always unusually small dungeon levels */
bool empty_levels; /* Allow empty 'arena' levels */
bool bound_walls_perm; /* Boundary walls are created by permanent wall */
-bool player_symbols; /* Use varying symbols for the player char */
bool equippy_chars; /* Back by popular demand... */
bool display_mutations; /* Skip mutations screen even if we have it */
bool plain_descriptions; /* Plain object descriptions */
bool auto_scum; /* Auto-scum for good levels */
-bool stack_allow_items; /* Allow weapons and armor to stack */
-
-bool expand_look; /* Expand the power of the look command */
bool expand_list; /* Expand the power of the list commands */
bool view_perma_grids; /* Map remembers all perma-lit grids */
/* Option Set 4 -- Efficiency */
-bool view_reduce_lite; /* Reduce lite-radius when running */
bool view_reduce_view; /* Reduce view-radius in town */
bool check_abort; /* Avoid checking for user abort */
/* end experimental mods */
- /* Reduce lite when running if requested */
- if (running && view_reduce_lite)
- {
- /* Reduce the lite radius if needed */
- if (p_ptr->cur_lite > 1) p_ptr->cur_lite = 1;
- }
-
/* Notice changes in the "lite radius" */
if (p_ptr->old_lite != p_ptr->cur_lite)
{
{
cave_type *c_ptr;
- /* Require line of sight, unless "look" is "expanded" */
- if (!expand_look && !player_has_los_bold(y, x)) continue;
-
/* Require "interesting" contents */
if (!target_set_accept(y, x)) continue;