#include "rooms.h"
#include "streams.h"
-int dun_tun_rnd;
+int dun_tun_rnd;
int dun_tun_chg;
int dun_tun_con;
int dun_tun_pen;
* @param walls 最低減隣接させたい外壁の数
* @return 規定数通りに生成に成功したらTRUEを返す。
*/
-static bool alloc_stairs(int feat, int num, int walls)
+static bool alloc_stairs(IDX feat, int num, int walls)
{
int i;
int shaft_num = 0;
if (dummy >= SAFE_MAX_ATTEMPTS)
{
- if (cheat_room)
- {
-#ifdef JP
-msg_print("警告!アイテムを配置できません!");
-#else
- msg_print("Warning! Could not place object!");
-#endif
-
- }
+ msg_print_wizard(CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
return;
}
int i;
/* Handle the quest monster placements */
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
monster_race *r_ptr;
- u32b mode;
+ BIT_FLAGS mode;
int j;
if (quest[i].status != QUEST_STATUS_TAKEN ||
if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
if (!monster_can_enter(y, x, r_ptr, 0)) continue;
- if (distance(y, x, py, px) < 10) continue;
+ if (distance(y, x, p_ptr->y, p_ptr->x) < 10) continue;
if (c_ptr->info & CAVE_ICKY) continue;
else break;
}
if (dun->laketype)
{
- if (cheat_room)
-#ifdef JP
- msg_print("湖を生成。");
-#else
- msg_print("Lake on the level.");
-#endif
-
+ msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
build_lake(dun->laketype);
}
}
/* make a large fractal cave in the middle of the dungeon */
- if (cheat_room)
-#ifdef JP
- msg_print("洞窟を生成。");
-#else
- msg_print("Cavern on level.");
-#endif
-
+ msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
build_cavern();
}
#endif /* ALLOW_CAVERNS_AND_LAKES */
if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
{
dun->empty_level = TRUE;
-
- if (cheat_room)
-#ifdef JP
- msg_print("アリーナレベル");
-#else
- msg_print("Arena level.");
-#endif
+ msg_print_wizard(CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
}
if (dun->empty_level)
/* Hack -- Add some rivers */
if (one_in_(3) && (randint1(dun_level) > 5))
{
- int feat1 = 0, feat2 = 0;
+ IDX feat1 = 0, feat2 = 0;
/* Choose water or lava */
if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER))
i += 1;
if (i > small_tester) i = small_tester;
- else if (cheat_hear)
- {
-#ifdef JP
-msg_format("モンスター数基本値を %d から %d に減らします", small_tester, i);
-#else
- msg_format("Reduced monsters base from %d to %d", small_tester, i);
-#endif
+ else msg_format_wizard(CHEAT_DUNGEON,
+ _("モンスター数基本値を %d から %d に減らします", "Reduced monsters base from %d to %d"), small_tester, i);
- }
}
i += randint1(8);
build_arena();
- if(!place_monster_aux(0, py + 5, px, arena_info[p_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET)))
+ if(!place_monster_aux(0, p_ptr->y + 5, p_ptr->x, arena_info[p_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET)))
{
p_ptr->exit_bldg = TRUE;
p_ptr->arena_number++;
*/
static void battle_gen(void)
{
- int y, x, i;
+ int y, x;
+ MONSTER_IDX i;
int qy = 0;
int qx = 0;
build_battle();
- for(i=0;i<4;i++)
+ for(i = 0; i < 4; i++)
{
- place_monster_aux(0, py + 8 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[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));
- set_friendly(&m_list[cave[py+8+(i/2)*4][px-2+(i%2)*4].m_idx]);
+ 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++)
{
(d_info[dungeon_type].flags1 & DF1_SMALLEST)) &&
!(d_info[dungeon_type].flags1 & DF1_BIG))
{
- if (cheat_room)
-#ifdef JP
- msg_print("小さなフロア");
-#else
- msg_print("A 'small' dungeon level.");
-#endif
-
if (d_info[dungeon_type].flags1 & DF1_SMALLEST)
{
level_height = 1;
panel_row_min = cur_hgt;
panel_col_min = cur_wid;
- if (cheat_room)
- msg_format("X:%d, Y:%d.", cur_wid, cur_hgt);
+ msg_format_wizard(CHEAT_DUNGEON,
+ _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
+ cur_wid, cur_hgt);
}
else
{
}
/* Mega-Hack -- no player yet */
- px = py = 0;
+ p_ptr->x = p_ptr->y = 0;
/* Set the base level */
base_level = dun_level;