* @param width 基本幅
* @return なし
*/
-static void recursive_river(int x1, int y1, int x2, int y2, int feat1, int feat2, int width)
+static void recursive_river(int x1, int y1, int x2, int y2, IDX feat1, IDX feat2, int width)
{
int dx, dy, length, l, x, y;
int changex, changey;
* @param feat2 境界部地形ID
* @return なし
*/
-void add_river(int feat1, int feat2)
+void add_river(IDX feat1, IDX feat2)
{
- int y2, x2;
- int y1 = 0, x1 = 0;
- int wid;
+ POSITION y2, x2;
+ POSITION y1 = 0, x1 = 0;
+ POSITION wid;
/* Hack -- Choose starting point */
* hidden gold types are currently unused.
* </pre>
*/
-void build_streamer(int feat, int chance)
+void build_streamer(IDX feat, int chance)
{
int i, tx, ty;
int y, x, dir;
if (dummy >= SAFE_MAX_ATTEMPTS)
{
- if (cheat_room)
- {
-#ifdef JP
-msg_print("警告!ストリーマーを配置できません!");
-#else
- msg_print("Warning! Could not place streamer!");
-#endif
-
- }
+ msg_print_wizard(CHEAT_DUNGEON, _("地形のストリーマー処理に失敗しました。", "Failed to place streamer."));
return;
}
-
/* Advance the streamer */
y += ddy[cdd[dir]];
x += ddx[cdd[dir]];
* This happens in real world lava tubes.
* </pre>
*/
-void place_trees(int x, int y)
+void place_trees(POSITION x, POSITION y)
{
int i, j;
cave_type *c_ptr;
int y1, x1, n;
/* Note destroyed levels */
-#ifdef JP
- if (cheat_room) msg_print("破壊された階");
-#else
- if (cheat_room) msg_print("Destroyed Level");
-#endif
+ msg_print_wizard(CHEAT_DUNGEON, _("階に*破壊*の痕跡を生成しました。", "Destroyed Level."));
/* Drop a few epi-centers (usually about two) */
for (n = 0; n < randint1(5); n++)