* Note that the dungeon generation routines are much different (2.7.5)\n
* and perhaps "DUN_ROOMS" should be less than 50.\n
*\n
- * XXX XXX XXX Note that it is possible to create a room which is only\n
+ * Note that it is possible to create a room which is only\n
* connected to itself, because the "tunnel generation" code allows a\n
* tunnel to leave a room, wander around, and then re-enter the room.\n
*\n
- * XXX XXX XXX Note that it is possible to create a set of rooms which\n
+ * Note that it is possible to create a set of rooms which\n
* are only connected to other rooms in that set, since there is nothing\n
* explicit in the code to prevent this from happening. But this is less\n
* likely than the "isolated room" problem, because each room attempts to\n
* but we must be careful not to allow, for example, the user to display\n
* hidden traps in a different way from floors, or secret doors in a way\n
* different from granite walls, or even permanent granite in a different\n
- * way from granite. XXX XXX XXX\n
+ * way from granite. \n
*/
#include "angband.h"
*/
static bool alloc_stairs_aux(POSITION y, POSITION x, int walls)
{
- /* Access the grid */
cave_type *c_ptr = &cave[y][x];
/* Require "naked" floor grid */
if (!pick) break;
}
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Clear possible garbage of hidden trap */
{
cave_type *c_ptr;
feature_type *f_ptr;
-
- /* Access the grid */
y = dun->tunn[j].y;
x = dun->tunn[j].x;
-
- /* Access the grid */
c_ptr = &cave[y][x];
f_ptr = &f_info[c_ptr->feat];
for (j = 0; j < dun->wall_n; j++)
{
cave_type *c_ptr;
-
- /* Access the grid */
y = dun->wall[j].y;
x = dun->wall[j].x;
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Clear mimic type */
*/
static void build_arena(void)
{
- int yval, y_height, y_depth, xval, x_left, x_right;
+ POSITION yval, y_height, y_depth, xval, x_left, x_right;
register int i, j;
yval = SCREEN_HGT / 2;
*/
static void build_battle(void)
{
- int yval, y_height, y_depth, xval, x_left, x_right;
+ POSITION yval, y_height, y_depth, xval, x_left, x_right;
register int i, j;
yval = SCREEN_HGT / 2;
for(i = 0; i < 4; i++)
{
- place_monster_aux(0, p_ptr->y + 8 + (i/2)*4, p_ptr->x - 2 + (i%2)*4, battle_mon[i],
- (PM_NO_KAGE | PM_NO_PET));
+ place_monster_aux(0, p_ptr->y + 8 + (i/2)*4, p_ptr->x - 2 + (i%2)*4, battle_mon[i], (PM_NO_KAGE | PM_NO_PET));
set_friendly(&m_list[cave[p_ptr->y+8+(i/2)*4][p_ptr->x-2+(i%2)*4].m_idx]);
}
for(i = 1; i < m_max; i++)
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
+ update_monster(i, FALSE);
}
}
{
POSITION x, y;
-
/* Start with perm walls */
for (y = 0; y < cur_hgt; y++)
{
level_height = randint1(MAX_HGT/SCREEN_HGT);
level_width = randint1(MAX_WID/SCREEN_WID);
}
- while ((level_height == MAX_HGT/SCREEN_HGT) &&
- (level_width == MAX_WID/SCREEN_WID));
+ while ((level_height == MAX_HGT/SCREEN_HGT) && (level_width == MAX_WID/SCREEN_WID));
}
cur_hgt = level_height * SCREEN_HGT;
/* Make a dungeon */
if (!cave_gen())
{
-#ifdef JP
-*why = "ダンジョン生成に失敗";
-#else
- *why = "could not place player";
-#endif
-
+ *why = _("ダンジョン生成に失敗", "could not place player");
return FALSE;
}
else return TRUE;
for (x = 0; x < MAX_WID; x++)
{
cave_type *c_ptr = &cave[y][x];
-
- /* No flags */
c_ptr->info = 0;
-
- /* No features */
c_ptr->feat = 0;
-
- /* No objects */
c_ptr->o_idx = 0;
-
- /* No monsters */
c_ptr->m_idx = 0;
-
- /* No special */
c_ptr->special = 0;
-
- /* No mimic */
c_ptr->mimic = 0;
-
- /* No flow */
c_ptr->cost = 0;
c_ptr->dist = 0;
c_ptr->when = 0;
/* Prevent object over-flow */
if (o_max >= max_o_idx)
{
-#ifdef JP
-why = "アイテムが多すぎる";
-#else
- why = "too many objects";
-#endif
-
-
+ why = _("アイテムが多すぎる", "too many objects");
okay = FALSE;
}
/* Prevent monster over-flow */
else if (m_max >= max_m_idx)
{
-#ifdef JP
-why = "モンスターが多すぎる";
-#else
- why = "too many monsters";
-#endif
-
-
+ why = _("モンスターが多すぎる", "too many monsters");
okay = FALSE;
}
/* Accept */
if (okay) break;
-#ifdef JP
-if (why) msg_format("生成やり直し(%s)", why);
-#else
- if (why) msg_format("Generation restarted (%s)", why);
-#endif
+ if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
-
- /* Wipe the objects */
wipe_o_list();
-
- /* Wipe the monsters */
wipe_m_list();
}
{
POSITION y, x;
POSITION tmp_row, tmp_col;
- DIRECTION row_dir, col_dir;
+ POSITION row_dir, col_dir;
POSITION start_row, start_col;
int main_loop_count = 0;