From cfa7efabc5c5fb13f5dc88267a86ab84c0de7015 Mon Sep 17 00:00:00 2001 From: Deskull Date: Sun, 27 Aug 2017 15:39:01 +0900 Subject: [PATCH] =?utf8?q?#37449=20(2.2.0.62)=20rooms.c=E3=81=A8streams.c?= =?utf8?q?=E3=81=AE=E3=83=87=E3=83=90=E3=83=83=E3=82=B0=E3=83=A1=E3=83=83?= =?utf8?q?=E3=82=BB=E3=83=BC=E3=82=B8=E3=82=92=E6=95=B4=E7=90=86=E3=80=82?= =?utf8?q?=20/=20Refactor=20debug=20messages=20of=20rooms.c=20and=20stream?= =?utf8?q?s.c.?= MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit --- src/defines.h | 2 +- src/externs.h | 1 + src/rooms.c | 91 ++++++++++++++++++----------------------------------------- src/streams.c | 17 ++--------- 4 files changed, 32 insertions(+), 79 deletions(-) diff --git a/src/defines.h b/src/defines.h index 025676bee..f438632e9 100644 --- a/src/defines.h +++ b/src/defines.h @@ -53,7 +53,7 @@ #define FAKE_VER_MAJOR 12 /*!< ゲームのバージョン番号定義(メジャー番号 + 10) */ #define FAKE_VER_MINOR 2 /*!< ゲームのバージョン番号定義(マイナー番号) */ #define FAKE_VER_PATCH 0 /*!< ゲームのバージョン番号定義(パッチ番号) */ -#define FAKE_VER_EXTRA 61 /*!< ゲームのバージョン番号定義(エクストラ番号) */ +#define FAKE_VER_EXTRA 62 /*!< ゲームのバージョン番号定義(エクストラ番号) */ /*! diff --git a/src/externs.h b/src/externs.h index 8e1044093..07fef9d18 100644 --- a/src/externs.h +++ b/src/externs.h @@ -1341,6 +1341,7 @@ extern s16b message_num(void); extern cptr message_str(int age); extern void message_add(cptr msg); extern void msg_print(cptr msg); +extern void msg_print_wizard(int cheat_type, cptr msg); #ifndef SWIG extern void msg_format(cptr fmt, ...); extern void msg_format_wizard(int cheat_type, cptr fmt, ...); diff --git a/src/rooms.c b/src/rooms.c index 2ea685b55..cfe0caafe 100644 --- a/src/rooms.c +++ b/src/rooms.c @@ -2390,12 +2390,7 @@ static bool build_type5(void) 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++) @@ -2414,7 +2409,7 @@ static bool build_type5(void) } } - 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; @@ -2429,7 +2424,7 @@ static bool build_type5(void) 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); } } @@ -2626,24 +2621,14 @@ static bool build_type6(void) } } - /* 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 */ @@ -3037,10 +3022,7 @@ static bool build_type7(void) /* 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; } @@ -3086,7 +3068,7 @@ static bool build_type7(void) #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, @@ -3121,10 +3103,7 @@ static bool build_type8(void) /* 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; } @@ -3175,8 +3154,7 @@ static bool build_type8(void) 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, @@ -4345,8 +4323,7 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize) 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; @@ -4547,7 +4524,7 @@ static void build_room_vault(int x0, int y0, int xsize, int ysize) 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++) @@ -4598,7 +4575,7 @@ static void build_cave_vault(int x0, int y0, int xsiz, int ysiz) 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; @@ -4746,8 +4723,7 @@ void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault) 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)); @@ -4817,7 +4793,7 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize) 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; @@ -5156,7 +5132,7 @@ static void build_castle_vault(int x0, int y0, int xsize, int ysize) 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++) @@ -5273,7 +5249,7 @@ static void build_target_vault(int x0, int y0, int xsize, int ysize) 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) @@ -5394,8 +5370,7 @@ static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz) 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; @@ -5949,12 +5924,8 @@ static bool build_type13(void) } } - /* 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++) @@ -6057,11 +6028,7 @@ static bool build_type14(void) 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; } @@ -6347,11 +6314,7 @@ static bool build_type15(void) 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; } @@ -6646,7 +6609,7 @@ static bool build_type16(void) /* 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); @@ -6901,12 +6864,14 @@ bool generate_rooms(void) 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; } diff --git a/src/streams.c b/src/streams.c index 1b578c41c..e307fac06 100644 --- a/src/streams.c +++ b/src/streams.c @@ -357,19 +357,10 @@ void build_streamer(int feat, int chance) 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]]; @@ -459,11 +450,7 @@ void destroy_level(void) 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++) -- 2.11.0