for(i = 0; i < 4; 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));
+ 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[p_ptr->y+8+(i/2)*4][p_ptr->x-2+(i%2)*4].m_idx]);
}
for(i = 1; i < m_max; i++)
{
POSITION x, y;
-
/* Start with perm walls */
for (y = 0; y < cur_hgt; y++)
{
level_height = randint1(MAX_HGT/SCREEN_HGT);
level_width = randint1(MAX_WID/SCREEN_WID);
}
- while ((level_height == MAX_HGT/SCREEN_HGT) &&
- (level_width == MAX_WID/SCREEN_WID));
+ while ((level_height == MAX_HGT/SCREEN_HGT) && (level_width == MAX_WID/SCREEN_WID));
}
cur_hgt = level_height * SCREEN_HGT;
/* Make a dungeon */
if (!cave_gen())
{
-#ifdef JP
-*why = "ダンジョン生成に失敗";
-#else
- *why = "could not place player";
-#endif
-
+ *why = _("ダンジョン生成に失敗", "could not place player");
return FALSE;
}
else return TRUE;
for (x = 0; x < MAX_WID; x++)
{
cave_type *c_ptr = &cave[y][x];
-
- /* No flags */
c_ptr->info = 0;
-
- /* No features */
c_ptr->feat = 0;
-
- /* No objects */
c_ptr->o_idx = 0;
-
- /* No monsters */
c_ptr->m_idx = 0;
-
- /* No special */
c_ptr->special = 0;
-
- /* No mimic */
c_ptr->mimic = 0;
-
- /* No flow */
c_ptr->cost = 0;
c_ptr->dist = 0;
c_ptr->when = 0;
if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
- /* Wipe the objects */
wipe_o_list();
-
- /* Wipe the monsters */
wipe_m_list();
}