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;
}
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)
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);
(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
{