case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
- /* Describe */
- if (cheat_room)
- {
- /* Room type */
- msg_format(_("WIZ: モンスター部屋(nest)(%s%s)を生成します。", "WiZ: Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(nest)(%s%s)を生成します。", "Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
/* Place some monsters */
for (y = yval - 2; y <= yval + 2; y++)
}
}
- if (cheat_room && cheat_hear)
+ if (cheat_room)
{
ang_sort_comp = ang_sort_comp_nest_mon_info;
ang_sort_swap = ang_sort_swap_nest_mon_info;
if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
if (!nest_mon_info[i + 1].used) break;
}
- msg_format("WIZ: Nest構成モンスターNo.%d:%s", i, r_name + r_info[nest_mon_info[i].r_idx].name);
+ msg_format_wizard(CHEAT_DUNGEON, "Nest構成モンスターNo.%d:%s", i, r_name + r_info[nest_mon_info[i].r_idx].name);
}
}
}
}
- /* Message */
- if (cheat_room)
- {
- /* Room type */
- msg_format(_("WIZ: モンスター部屋(pit)(%s%s)を生成します。", "WIZ: Monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(pit)(%s%s)を生成します。", "Monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
/* Select the entries */
for (i = 0; i < 8; i++)
{
/* Every other entry */
what[i] = what[i * 2];
-
- if (cheat_hear)
- {
- /* Message */
- msg_format("WIZ: Nest構成モンスターNo.%d:%s", i, r_name + r_info[what[i]].name);
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("Nest構成モンスター選択No.%d:%s", "Nest Monster Select No.%d:%s"), i, r_name + r_info[what[i]].name);
}
/* Top and bottom rows */
/* No lesser vault found */
if (dummy >= SAFE_MAX_ATTEMPTS)
{
- if (cheat_room)
- {
- msg_print(_("警告!小さな地下室を配置できません!", "Warning! Could not place lesser vault!"));
- }
+ msg_print_wizard(CHEAT_DUNGEON, _("小型固定Vaultを配置できませんでした。", "Could not place lesser vault."));
return FALSE;
}
#endif
/* Message */
- if (cheat_room) msg_format(_("小さな地下室(%s)", "Lesser vault (%s)"), v_name + v_ptr->name);
+ msg_format_wizard(CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);
/* Hack -- Build the vault */
build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
/* No greater vault found */
if (dummy >= SAFE_MAX_ATTEMPTS)
{
- if (cheat_room)
- {
- msg_print(_("警告!巨大な地下室を配置できません!", "Warning! Could not place greater vault!"));
- }
+ msg_print_wizard(CHEAT_DUNGEON, _("大型固定Vaultを配置できませんでした。", "Could not place greater vault."));
return FALSE;
}
v_ptr = &v_info[76 + randint1(3)];
#endif
- /* Message */
- if (cheat_room) msg_format(_("巨大な地下室(%s)", "Greater vault (%s)"), v_name + v_ptr->name);
+ msg_format_wizard(CHEAT_DUNGEON, _("大型固定Vault(%s)を生成しました。", "Greater vault (%s)."), v_name + v_ptr->name);
/* Hack -- Build the vault */
build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
int xhsize = xsize / 2;
int yhsize = ysize / 2;
-
- if (cheat_room) msg_print("Bubble Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
/* Allocate center of bubbles */
center[0].x = (byte)randint1(xsize - 3) + 1;
xhsize = xsize / 2;
yhsize = ysize / 2;
- if (cheat_room) msg_print("Room Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));
/* fill area so don't get problems with arena levels */
for (x1 = 0; x1 < xsize; x1++)
xsize = xhsize * 2;
ysize = yhsize * 2;
- if (cheat_room) msg_print("Cave Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
light = done = FALSE;
room = TRUE;
bool light;
cave_type *c_ptr;
-
- if (cheat_room && is_vault) msg_print("Maze Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
/* Choose lite or dark */
light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
int m, n, num_vertices;
int *visited;
- if (cheat_room) msg_print("Mini Checker Board Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));
/* Pick a random room size */
dy = ysize / 2 - 1;
y2 = y0 + dy;
x2 = x0 + dx;
- if (cheat_room) msg_print("Castle Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
/* generate the room */
for (y = y1 - 1; y <= y2 + 1; y++)
h3 = randint1(32);
h4 = randint1(32) - 16;
- if (cheat_room) msg_print("Target Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
/* work out outer radius */
if (xsize > ysize)
int xsize, ysize, xhsize, yhsize, x, y, i;
int type;
-
- if (cheat_room) msg_print("Elemental Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
/* round to make sizes even */
xhsize = xsiz / 2;
}
}
- /* Message */
- if (cheat_room)
- {
- /* Room type */
- msg_format(_("%s%sの罠ピット", "Trapped monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("WIZ: %s%sの罠ピットが生成されました。", "WIZ: Trapped monster pit (%s%s)"),
+ n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
/* Select the entries */
for (i = 0; i < 8; i++)
c_ptr->mimic = c_ptr->feat;
c_ptr->feat = trap;
- /* Message */
- if (cheat_room)
- {
- msg_format(_("%sの部屋", "Room of %s"), f_name + f_info[trap].name);
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("WIZ: %sの部屋が生成されました。", "WIZ: Room of %s was generated."), f_name + f_info[trap].name);
return TRUE;
}
break;
}
- /* Message */
- if (cheat_room)
- {
- msg_print(_("ガラスの部屋", "Glass room"));
- }
+ msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));
return TRUE;
}
/* Build stores */
build_stores(y1, x1, stores, n);
- if (cheat_room) msg_print(_("地下街", "Underground Arcade"));
+ msg_print_wizard(CHEAT_DUNGEON, _("地下街を生成しました", "Underground arcade was generated."));
/* Free buildings array */
C_KILL(ugbldg, n, ugbldg_type);
if (!remain) break;
}
- if (rooms_built < 2) return FALSE; /*! @details 部屋生成数が2未満の場合生成失敗を返す */
-
- if (cheat_room)
+ /*! @details 部屋生成数が2未満の場合生成失敗を返す */
+ if (rooms_built < 2)
{
- msg_format(_("部屋数: %d", "Number of Rooms: %d"), rooms_built);
+ msg_format_wizard(CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built);
+ return FALSE;
}
+ msg_format_wizard(CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built);
+
return TRUE;
}