#include "angband.h"
#include "history.h"
+#include "monsterrace-hook.h"
+#include "store.h"
/*!
* オートローラーの内容を描画する間隔 /
*/
static void show_help(cptr helpfile)
{
- /* Save screen */
screen_save();
-
- /* Peruse the help file */
(void)show_file(TRUE, helpfile, NULL, 0, 0);
-
- /* Load screen */
screen_load();
}
}
/* Extra info */
-#ifdef JP
- put_str ("注意:魔法の領域の選択によりあなたが習得する呪文のタイプが決まります。", 23, 5);
-#else
- put_str ("Note: The realm of magic will determine which spells you can learn.", 23, 5);
-#endif
+ put_str (_("注意:魔法の領域の選択によりあなたが習得する呪文のタイプが決まります。", "Note: The realm of magic will determine which spells you can learn."), 23, 5);
cs = 0;
- for (i = 0; i<32; i++)
+ for (i = 0; i < 32; i++)
{
/* Analize realms */
if (choices & (1L << i))
picks[n++] = i+1;
}
}
-#ifdef JP
- sprintf(cur, "%c%c %s", '*', p2, "ランダム");
-#else
- sprintf(cur, "%c%c %s", '*', p2, "Random");
-#endif
+ sprintf(cur, "%c%c %s", '*', p2, _("ランダム", "Random"));
/* Get a realm */
k = -1;
if(cs == n)
{
-#ifdef JP
- sprintf(cur, "%c%c %s", '*', p2, "ランダム");
-#else
- sprintf(cur, "%c%c %s", '*', p2, "Random");
-#endif
+ sprintf(cur, "%c%c %s", '*', p2, _("ランダム", "Random"));
}
else
{
if (k >= 0) break;
-#ifdef JP
- sprintf(buf, "領域を選んで下さい(%c-%c) ('='初期オプション設定): ", sym[0], sym[n-1]);
-#else
- sprintf(buf, "Choose a realm (%c-%c) ('=' for options): ", sym[0], sym[n-1]);
-#endif
+ sprintf(buf, _("領域を選んで下さい(%c-%c) ('='初期オプション設定): ", "Choose a realm (%c-%c) ('=' for options): "), sym[0], sym[n-1]);
put_str(buf, 10, 10);
c = inkey();
else k = -1;
if (c == '?')
{
-#ifdef JP
- show_help("jmagic.txt#MagicRealms");
-#else
- show_help("magic.txt#MagicRealms");
-#endif
+ show_help(_("jmagic.txt#MagicRealms", "magic.txt#MagicRealms"));
}
else if (c == '=')
{
screen_save();
-#ifdef JP
- do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
-#else
- do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth option((*)s effect score)");
-#endif
+ do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth option((*)s effect score)"));
screen_load();
}
if (count < 2)
{
-#ifdef JP
- prt("何かキーを押してください", 0, 0);
-#else
- prt("Hit any key.", 0, 0);
-#endif
+ prt(_("何かキーを押してください", "Hit any key."), 0, 0);
(void)inkey();
prt("", 0, 0);
break;
}
-else
-#ifdef JP
- if (get_check_strict("よろしいですか?", CHECK_DEFAULT_Y)) break;
-#else
- if (get_check_strict("Are you sure? ", CHECK_DEFAULT_Y)) break;
-#endif
+ else if (get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_DEFAULT_Y)) break;
}
/* Select the second realm */
if (p_ptr->realm1)
{
/* Print the realm */
-#ifdef JP
- put_str("魔法 :", 6, 1);
-#else
- put_str("Magic :", 6, 1);
-#endif
-
+ put_str(_("魔法 :", "Magic :"), 6, 1);
c_put_str(TERM_L_BLUE, realm_names[p_ptr->realm1], 6, 15);
/* Select the second realm */
roff_to_buf(realm_jouhou[technic2magic(p_ptr->realm2)-1], 74, temp, sizeof(temp));
t = temp;
- for (i = 0; i< 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
if(t[0] == 0)
break;
if (count < 2)
{
-#ifdef JP
- prt("何かキーを押してください", 0, 0);
-#else
- prt("Hit any key.", 0, 0);
-#endif
+ prt(_("何かキーを押してください", "Hit any key."), 0, 0);
(void)inkey();
prt("", 0, 0);
break;
}
-#ifdef JP
- else if (get_check_strict("よろしいですか?", CHECK_DEFAULT_Y)) break;
-#else
- else if (get_check_strict("Are you sure? ", CHECK_DEFAULT_Y)) break;
-#endif
+ else if (get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_DEFAULT_Y)) break;
}
if (p_ptr->realm2)
{
birther_ptr->au = p_ptr->au;
/* Save the stats */
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
birther_ptr->stat_max[i] = p_ptr->stat_max[i];
birther_ptr->stat_max_max[i] = p_ptr->stat_max_max[i];
p_ptr->au = previous_char.au;
/* Load the stats */
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
p_ptr->stat_cur[i] = p_ptr->stat_max[i] = previous_char.stat_max[i];
p_ptr->stat_max_max[i] = previous_char.stat_max_max[i];
*/
void get_max_stats(void)
{
- int i, j;
-
- int dice[6];
+ int i, j;
+ int dice[6];
/* Roll and verify some stats */
while (TRUE)
{
/* Roll some dice */
- for (j = i = 0; i < 6; i++)
+ for (j = i = 0; i < A_MAX; i++)
{
/* Roll the dice */
dice[i] = randint1(7);
}
/* Acquire the stats */
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
BASE_STATUS max_max = 18 + 60 + dice[i]*10;
gold += 2000;
/* Process the stats */
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
/* Mega-Hack -- reduce gold for high stats */
if (p_ptr->stat_max[i] >= 18 + 50) gold -= 300;
{
int i, j, m, p;
int col;
- byte attr;
+ TERM_COLOR attr;
char buf[80];
{
col = 42;
/* Put the stats (and percents) */
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
/* Race/Class bonus */
j = rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i];
/* Never happened */
else
{
-#ifdef JP
- c_put_str(TERM_RED, "(なし)", 3+i, col+13);
-#else
- c_put_str(TERM_RED, "(NONE)", 3+i, col+13);
-#endif
-
+ c_put_str(TERM_RED, _("(なし)", "(NONE)"), 3+i, col+13);
}
}
}
/*!
- * @brief モンスターがクエストの討伐対象に成り得るかを返す / Hook function for quest monsters
- * @param r_idx モンスターID
- * @return 討伐対象にできるならTRUEを返す。
- */
-static bool mon_hook_quest(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Random quests are in the dungeon */
- if (r_ptr->flags8 & RF8_WILD_ONLY) return FALSE;
-
- /* No random quests for aquatic monsters */
- if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
-
- /* No random quests for multiplying monsters */
- if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
-
- /* No quests to kill friendly monsters */
- if (r_ptr->flags7 & RF7_FRIENDLY) return FALSE;
-
- return TRUE;
-}
-
-
-/*!
* @brief ランダムクエストの討伐ユニークを決める / Determine the random quest uniques
* @param q_ptr クエスト構造体の参照ポインタ
* @return なし
r_ptr = &r_info[r_idx];
if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
-
if (r_ptr->flags1 & RF1_QUESTOR) continue;
-
if (r_ptr->rarity > 100) continue;
-
if (r_ptr->flags7 & RF7_FRIENDLY) continue;
-
if (r_ptr->flags7 & RF7_AQUATIC) continue;
-
if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
-
if (no_questor_or_bounty_uniques(r_idx)) continue;
/*
if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
}
- q_ptr->r_idx = (s16b)r_idx;
+ q_ptr->r_idx = r_idx;
}
/*!
/* Generate quests */
for (i = MIN_RANDOM_QUEST + number_of_quests - 1; i >= MIN_RANDOM_QUEST; i--)
{
- quest_type *q_ptr = &quest[i];
- monster_race *quest_r_ptr;
+ quest_type *q_ptr = &quest[i];
+ monster_race *quest_r_ptr;
q_ptr->status = QUEST_STATUS_TAKEN;
determine_random_questor(q_ptr);
object_type object_type_body;
int slot;
- int item;
+ INVENTORY_IDX item;
/* Scan through the slots backwards */
for (item = INVEN_PACK - 1; item >= 0; item--)
if (slot == INVEN_LITE) continue; /* Does not wield toaches because buys a lantern soon */
if (inventory[slot].k_idx) continue;
- /* Get local object */
i_ptr = &object_type_body;
object_copy(i_ptr, o_ptr);
-
- /* Modify quantity */
i_ptr->number = 1;
/* Decrease the item (from the pack) */
floor_item_optimize(0 - item);
}
- /* Get the wield slot */
o_ptr = &inventory[slot];
-
- /* Wear the new stuff */
- object_copy(o_ptr, i_ptr);
-
- /* Increase the weight */
- p_ptr->total_weight += i_ptr->weight;
+ object_copy(o_ptr, i_ptr);
+ p_ptr->total_weight += i_ptr->weight;
/* Increment the equip counter by hand */
equip_cnt++;
};
/*!
- * @brief バルログが死体を食べられるモンスターかの判定 / Hook function for human corpses
- * @param r_idx モンスターID
- * @return 死体を食べられるならTRUEを返す。
- */
-static bool monster_hook_human(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
-
- if (my_strchr("pht", r_ptr->d_char)) return TRUE;
-
- return FALSE;
-}
-
-/*!
* @brief 初期所持アイテムの処理 / Add an outfit object
* @details アイテムを既知のものとした上でwield_all()関数により装備させる。
* @param o_ptr 処理したいオブジェクト構造体の参照ポインタ
object_type forge;
object_type *q_ptr;
-
- /* Get local object */
q_ptr = &forge;
/* Give the player some food */
{
object_prep(q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
q_ptr->pval = get_mon_num(2);
- q_ptr->number = 1;
- add_outfit(q_ptr);
+ if(q_ptr->pval)
+ {
+ q_ptr->number = 1;
+ add_outfit(q_ptr);
+ }
}
break;
-#if 0
- case RACE_SKELETON:
- /* Some Skeletons */
- object_prep(q_ptr, lookup_kind(TV_SKELETON, SV_ANY));
- q_ptr->number = (byte)rand_range(7, 12);
- add_outfit(q_ptr);
- break;
-#endif
case RACE_SKELETON:
case RACE_GOLEM:
case RACE_ZOMBIE:
add_outfit(q_ptr);
}
-
- /* Get local object */
q_ptr = &forge;
if ((p_ptr->prace == RACE_VAMPIRE) && (p_ptr->pclass != CLASS_NINJA))
/* Hack -- Give the player scrolls of DARKNESS! */
object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
- q_ptr->number = (byte)rand_range(2, 5);
+ q_ptr->number = rand_range(2, 5);
add_outfit(q_ptr);
}
{
/* Hack -- Give the player some torches */
object_prep(q_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
- q_ptr->number = (byte)rand_range(3, 7);
+ q_ptr->number = rand_range(3, 7);
q_ptr->xtra4 = rand_range(3, 7) * 500;
add_outfit(q_ptr);
}
-
- /* Get local object */
q_ptr = &forge;
if ((p_ptr->pclass == CLASS_RANGER) || (p_ptr->pclass == CLASS_CAVALRY))
{
/* Hack -- Give the player some arrows */
object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
- q_ptr->number = (byte)rand_range(15, 20);
+ q_ptr->number = rand_range(15, 20);
add_outfit(q_ptr);
}
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
- q_ptr->number = (byte)rand_range(2, 4);
+ q_ptr->number = rand_range(2, 4);
add_outfit(q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
- q_ptr->number = (byte)rand_range(2, 4);
+ q_ptr->number = rand_range(2, 4);
add_outfit(q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
- q_ptr->number = (byte)rand_range(1, 3);
+ q_ptr->number = rand_range(1, 3);
add_outfit(q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
- q_ptr->number = (byte)rand_range(2, 4);
+ q_ptr->number = rand_range(2, 4);
add_outfit(q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
- q_ptr->number = (byte)rand_range(2, 4);
+ q_ptr->number = rand_range(2, 4);
add_outfit(q_ptr);
}
{
/* Hack -- Give the player some arrows */
object_prep(q_ptr, lookup_kind(TV_SPIKE, 0));
- q_ptr->number = (byte)rand_range(15, 20);
+ q_ptr->number = rand_range(15, 20);
add_outfit(q_ptr);
}
{
/* Hack -- Give the player some bolts */
object_prep(q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
- q_ptr->number = (byte)rand_range(15, 20);
+ q_ptr->number = rand_range(15, 20);
add_outfit(q_ptr);
}
/* Barbarians do not need a ring of resist fear */
sv = SV_RING_SUSTAIN_STR;
- else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT &&
- p_ptr->prace == RACE_MIND_FLAYER)
- {
+ else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT && p_ptr->prace == RACE_MIND_FLAYER)
+ {
tv = TV_POTION;
sv = SV_POTION_RESTORE_MANA;
- }
-
- /* Get local object */
+ }
q_ptr = &forge;
/* Hack -- Give the player an object */
char p2 = ')';
char buf[80], cur[80];
-
/* Extra info */
clear_from(10);
-#ifdef JP
- put_str("注意:《種族》によってキャラクターの先天的な資質やボーナスが変化します。", 23, 5);
-#else
- put_str("Note: Your 'race' determines various intrinsic factors and bonuses.", 23 ,5);
-#endif
+ put_str(_("注意:《種族》によってキャラクターの先天的な資質やボーナスが変化します。",
+ "Note: Your 'race' determines various intrinsic factors and bonuses."), 23, 5);
/* Dump races */
for (n = 0; n < MAX_RACES; n++)
sym[n] = I2A(n);
else
sym[n] = ('A' + n - 26);
-#ifdef JP
sprintf(buf, "%c%c%s", sym[n], p2, str);
-#else
- sprintf(buf, "%c%c %s", sym[n], p2, str);
-#endif
- put_str(buf, 12 + (n/5), 1 + 16 * (n%5));
+ put_str(buf, 12 + (n / 5), 1 + 16 * (n % 5));
}
-#ifdef JP
- sprintf(cur, "%c%c%s", '*', p2, "ランダム");
-#else
- sprintf(cur, "%c%c %s", '*', p2, "Random");
-#endif
+ sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
/* Choose */
k = -1;
put_str(" ", 3, 40);
if(cs == MAX_RACES)
{
-#ifdef JP
- sprintf(cur, "%c%c%s", '*', p2, "ランダム");
-#else
- sprintf(cur, "%c%c %s", '*', p2, "Random");
-#endif
+ sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
put_str(" ", 4, 40);
put_str(" ", 5, 40);
}
{
rp_ptr = &race_info[cs];
str = rp_ptr->title;
-#ifdef JP
sprintf(cur, "%c%c%s", sym[cs], p2, str);
c_put_str(TERM_L_BLUE, rp_ptr->title, 3, 40);
- put_str("の種族修正", 3, 40+strlen(rp_ptr->title));
- put_str("腕力 知能 賢さ 器用 耐久 魅力 経験 ", 4, 40);
-#else
- sprintf(cur, "%c%c %s", sym[cs], p2, str);
- c_put_str(TERM_L_BLUE, rp_ptr->title, 3, 40);
- put_str(": Race modification", 3, 40+strlen(rp_ptr->title));
- put_str("Str Int Wis Dex Con Chr EXP ", 4, 40);
-#endif
+ put_str(_("腕力 知能 賢さ 器用 耐久 魅力 経験 ", "Str Int Wis Dex Con Chr EXP "), 4, 40);
+ put_str(_("の種族修正", ": Race modification"), 3, 40 + strlen(rp_ptr->title));
+
sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d %+4d%% ",
rp_ptr->r_adj[0], rp_ptr->r_adj[1], rp_ptr->r_adj[2], rp_ptr->r_adj[3],
rp_ptr->r_adj[4], rp_ptr->r_adj[5], (rp_ptr->r_exp - 100));
if (k >= 0) break;
-#ifdef JP
- sprintf(buf, "種族を選んで下さい (%c-%c) ('='初期オプション設定): ", sym[0], sym[MAX_RACES-1]);
-#else
- sprintf(buf, "Choose a race (%c-%c) ('=' for options): ", sym[0], sym[MAX_RACES-1]);
-#endif
+ sprintf(buf, _("種族を選んで下さい (%c-%c) ('='初期オプション設定): ", "Choose a race (%c-%c) ('=' for options): "), sym[0], sym[MAX_RACES-1]);
put_str(buf, 10, 10);
c = inkey();
else if (c == '=')
{
screen_save();
-#ifdef JP
- do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
-#else
- do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
-#endif
+ do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
screen_load();
}
else if (c !='2' && c !='4' && c !='6' && c !='8') bell();
/* Extra info */
clear_from(10);
-#ifdef JP
- put_str("注意:《職業》によってキャラクターの先天的な能力やボーナスが変化します。", 23, 5);
-#else
- put_str("Note: Your 'class' determines various intrinsic abilities and bonuses.", 23, 5);
-#endif
+ put_str(_("注意:《職業》によってキャラクターの先天的な能力やボーナスが変化します。",
+ "Note: Your 'class' determines various intrinsic abilities and bonuses."), 23, 5);
-#ifdef JP
- put_str("()で囲まれた選択肢はこの種族には似合わない職業です。", 11, 10);
-#else
- put_str("Any entries in parentheses should only be used by advanced players.", 11, 5);
-#endif
+ put_str(_("()で囲まれた選択肢はこの種族には似合わない職業です。",
+ "Any entries in parentheses should only be used by advanced players."), 11, 5);
/* Dump classes */
/* Display */
if (!(rp_ptr->choice & (1L << n)))
-#ifdef JP
sprintf(buf, "%c%c(%s)", sym[n], p2, str);
-#else
- sprintf(buf, "%c%c (%s)", sym[n], p2, str);
-#endif
else
-#ifdef JP
sprintf(buf, "%c%c%s", sym[n], p2, str);
-#else
- sprintf(buf, "%c%c %s", sym[n], p2, str);
-#endif
put_str(buf, 13+ (n/4), 2 + 19 * (n%4));
}
-#ifdef JP
- sprintf(cur, "%c%c%s", '*', p2, "ランダム");
-#else
- sprintf(cur, "%c%c %s", '*', p2, "Random");
-#endif
+ sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
/* Get a class */
k = -1;
put_str(" ", 3, 40);
if(cs == MAX_CLASS_CHOICE)
{
-#ifdef JP
- sprintf(cur, "%c%c%s", '*', p2, "ランダム");
-#else
- sprintf(cur, "%c%c %s", '*', p2, "Random");
-#endif
+ sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
put_str(" ", 4, 40);
put_str(" ", 5, 40);
}
mp_ptr = &m_info[cs];
str = cp_ptr->title;
if (!(rp_ptr->choice & (1L << cs)))
-#ifdef JP
sprintf(cur, "%c%c(%s)", sym[cs], p2, str);
-#else
- sprintf(cur, "%c%c (%s)", sym[cs], p2, str);
-#endif
else
-#ifdef JP
sprintf(cur, "%c%c%s", sym[cs], p2, str);
-#else
- sprintf(cur, "%c%c %s", sym[cs], p2, str);
-#endif
-#ifdef JP
- c_put_str(TERM_L_BLUE, cp_ptr->title, 3, 40);
- put_str("の職業修正", 3, 40+strlen(cp_ptr->title));
- put_str("腕力 知能 賢さ 器用 耐久 魅力 経験 ", 4, 40);
-#else
+
c_put_str(TERM_L_BLUE, cp_ptr->title, 3, 40);
- put_str(": Class modification", 3, 40+strlen(cp_ptr->title));
- put_str("Str Int Wis Dex Con Chr EXP ", 4, 40);
-#endif
+ put_str(_("の職業修正", ": Class modification"), 3, 40+strlen(cp_ptr->title));
+ put_str(_("腕力 知能 賢さ 器用 耐久 魅力 経験 ", "Str Int Wis Dex Con Chr EXP "), 4, 40);
sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d %+4d%% ",
cp_ptr->c_adj[0], cp_ptr->c_adj[1], cp_ptr->c_adj[2], cp_ptr->c_adj[3],
cp_ptr->c_adj[4], cp_ptr->c_adj[5], cp_ptr->c_exp);
c_put_str(TERM_L_BLUE, buf, 5, 40);
}
- c_put_str(TERM_YELLOW, cur, 13 + (cs/4), 2 + 19 * (cs%4));
+ c_put_str(TERM_YELLOW, cur, 13 + (cs / 4), 2 + 19 * (cs % 4));
os = cs;
}
if (k >= 0) break;
-#ifdef JP
- sprintf(buf, "職業を選んで下さい (%c-%c) ('='初期オプション設定): ", sym[0], sym[MAX_CLASS_CHOICE-1]);
-#else
- sprintf(buf, "Choose a class (%c-%c) ('=' for options): ", sym[0], sym[MAX_CLASS_CHOICE-1]);
-#endif
+ sprintf(buf, _("職業を選んで下さい (%c-%c) ('='初期オプション設定): ", "Choose a class (%c-%c) ('=' for options): "), sym[0], sym[MAX_CLASS_CHOICE-1]);
put_str(buf, 10, 10);
c = inkey();
else if (c == '=')
{
screen_save();
-#ifdef JP
- do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
-#else
- do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
-#endif
-
+ do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
screen_load();
}
else if (c !='2' && c !='4' && c !='6' && c !='8') bell();
cp_ptr = &class_info[p_ptr->pclass];
mp_ptr = &m_info[p_ptr->pclass];
-
/* Display */
c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 15);
*/
static bool get_player_seikaku(void)
{
- int k, n, os, cs;
- char c;
- char sym[MAX_SEIKAKU];
- char p2 = ')';
- char buf[80], cur[80];
- char tmp[64];
- cptr str;
-
+ int k;
+ int n, os, cs;
+ char c;
+ char sym[MAX_SEIKAKU];
+ char p2 = ')';
+ char buf[80], cur[80];
+ char tmp[64];
+ cptr str;
/* Extra info */
clear_from(10);
-#ifdef JP
- put_str("注意:《性格》によってキャラクターの能力やボーナスが変化します。", 23, 5);
-#else
- put_str("Note: Your personality determines various intrinsic abilities and bonuses.", 23, 5);
-#endif
+ put_str(_("注意:《性格》によってキャラクターの能力やボーナスが変化します。", "Note: Your personality determines various intrinsic abilities and bonuses."), 23, 5);
/* Dump seikakus */
for (n = 0; n < MAX_SEIKAKU; n++)
sym[n] = ('A' + n - 26);
/* Display */
- /* Display */
-#ifdef JP
sprintf(buf, "%c%c%s", I2A(n), p2, str);
-#else
- sprintf(buf, "%c%c %s", I2A(n), p2, str);
-#endif
put_str(buf, 12 + (n/4), 2 + 18 * (n%4));
}
-#ifdef JP
- sprintf(cur, "%c%c%s", '*', p2, "ランダム");
-#else
- sprintf(cur, "%c%c %s", '*', p2, "Random");
-#endif
+ sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
/* Get a seikaku */
k = -1;
put_str(" ", 3, 40);
if(cs == MAX_SEIKAKU)
{
-#ifdef JP
- sprintf(cur, "%c%c%s", '*', p2, "ランダム");
-#else
- sprintf(cur, "%c%c %s", '*', p2, "Random");
-#endif
+ sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
put_str(" ", 4, 40);
put_str(" ", 5, 40);
}
{
ap_ptr = &seikaku_info[cs];
str = ap_ptr->title;
-#ifdef JP
- sprintf(cur, "%c%c%s", sym[cs], p2, str);
-#else
- sprintf(cur, "%c%c %s", sym[cs], p2, str);
-#endif
-#ifdef JP
- c_put_str(TERM_L_BLUE, ap_ptr->title, 3, 40);
- put_str("の性格修正", 3, 40+strlen(ap_ptr->title));
- put_str("腕力 知能 賢さ 器用 耐久 魅力 ", 4, 40);
-#else
- c_put_str(TERM_L_BLUE, ap_ptr->title, 3, 40);
- put_str(": Personality modification", 3, 40+strlen(ap_ptr->title));
- put_str("Str Int Wis Dex Con Chr ", 4, 40);
-#endif
- sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d ",
- ap_ptr->a_adj[0], ap_ptr->a_adj[1], ap_ptr->a_adj[2], ap_ptr->a_adj[3],
- ap_ptr->a_adj[4], ap_ptr->a_adj[5]);
- c_put_str(TERM_L_BLUE, buf, 5, 40);
+ sprintf(cur, "%c%c%s", sym[cs], p2, str);
+ c_put_str(TERM_L_BLUE, ap_ptr->title, 3, 40);
+ put_str(_("の性格修正", ": Personality modification"), 3, 40+strlen(ap_ptr->title));
+ put_str(_("腕力 知能 賢さ 器用 耐久 魅力 ", "Str Int Wis Dex Con Chr "), 4, 40);
+ sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d ",
+ ap_ptr->a_adj[0], ap_ptr->a_adj[1], ap_ptr->a_adj[2], ap_ptr->a_adj[3],
+ ap_ptr->a_adj[4], ap_ptr->a_adj[5]);
+ c_put_str(TERM_L_BLUE, buf, 5, 40);
}
c_put_str(TERM_YELLOW, cur, 12 + (cs/4), 2 + 18 * (cs%4));
os = cs;
if (k >= 0) break;
-#ifdef JP
- sprintf(buf, "性格を選んで下さい (%c-%c) ('='初期オプション設定): ", sym[0], sym[MAX_SEIKAKU-1]);
-#else
- sprintf(buf, "Choose a personality (%c-%c) ('=' for options): ", sym[0], sym[MAX_SEIKAKU-1]);
-#endif
+ sprintf(buf, _("性格を選んで下さい (%c-%c) ('='初期オプション設定): ", "Choose a personality (%c-%c) ('=' for options): "), sym[0], sym[MAX_SEIKAKU-1]);
put_str(buf, 10, 10);
c = inkey();
else if (c == '=')
{
screen_save();
-#ifdef JP
- do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
-#else
- do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
-#endif
-
+ do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
screen_load();
}
else if (c !='2' && c !='4' && c !='6' && c !='8') bell();
}
/* Set seikaku */
- p_ptr->pseikaku = (byte_hack)k;
+ p_ptr->pseikaku = (CHARACTER_IDX)k;
ap_ptr = &seikaku_info[p_ptr->pseikaku];
#ifdef JP
strcpy(tmp, ap_ptr->title);
#endif
strcat(tmp,p_ptr->name);
-
- /* Display */
c_put_str(TERM_L_BLUE, tmp, 1, 34);
return TRUE;
clear_from(10);
/* Extra infomation */
-#ifdef JP
- put_str("最低限得たい能力値を設定して下さい。", 10, 10);
- put_str("2/8で項目選択、4/6で値の増減、Enterで次へ", 11, 10);
-#else
- put_str("Set minimum stats.", 10, 10);
- put_str("2/8 for Select, 4/6 for Change value, Enter for Goto next", 11, 10);
-#endif
+ put_str(_("最低限得たい能力値を設定して下さい。", "Set minimum stats."), 10, 10);
+ put_str(_("2/8で項目選択、4/6で値の増減、Enterで次へ", "2/8 for Select, 4/6 for Change value, Enter for Goto next"), 11, 10);
-#ifdef JP
- put_str(" 基本値 種族 職業 性格 合計値 最大値", 13, 10);
-#else
- put_str(" Base Rac Cla Per Total Maximum", 13, 10);
-#endif
+ put_str(_(" 基本値 種族 職業 性格 合計値 最大値", " Base Rac Cla Per Total Maximum"), 13, 10);
/* Output the maximum stats */
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
/* Reset the "success" counter */
stat_match[i] = 0;
{
c_put_str(TERM_WHITE, _("決定する", "Accept"), 21, 35);
}
- else if(os < 6)
+ else if(os < A_MAX)
{
c_put_str(TERM_WHITE, cur, 14 + os, 10);
}
break;
case '2':
case 'j':
- if (cs < 6) cs++;
+ if (cs < A_MAX) cs++;
break;
case '4':
case 'h':
if(c == ESCAPE || ((c == ' ' || c == '\r' || c == '\n') && cs == 6))break;
}
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
/* Save the minimum stat */
stat_limit[i] = (s16b)cval[i];
_("社会的地位", "social class")
};
- /* Clean up */
clear_from(10);
/* Prompt for the minimum stats */
-#ifdef JP
- put_str("2/4/6/8で項目選択、+/-で値の増減、Enterで次へ", 11, 10);
- put_str("注意:身長と体重の最大値/最小値ぎりぎりの値は非常に出現確率が低くなります。", 23, 2);
-#else
- put_str("2/4/6/8 for Select, +/- for Change value, Enter for Goto next", 11, 10);
- put_str("Caution: Values near minimum or maximum is extremery rare.", 23, 5);
-#endif
+ put_str(_("2/4/6/8で項目選択、+/-で値の増減、Enterで次へ", "2/4/6/8 for Select, +/- for Change value, Enter for Goto next"), 11, 10);
+ put_str(_("注意:身長と体重の最大値/最小値ぎりぎりの値は非常に出現確率が低くなります。", "Caution: Values near minimum or maximum is extremery rare."), 23, 2);
if (p_ptr->psex == SEX_MALE)
{
min_percent = (int)(rp_ptr->f_b_ht-rp_ptr->f_m_ht*4+1) * 100 / (int)(rp_ptr->f_b_ht);
}
-#ifdef JP
- put_str("体格/地位の最小値/最大値を設定して下さい。", 10, 10);
- put_str(" 項 目 最小値 最大値", 13,20);
-#else
- put_str(" Parameter Min Max", 13,20);
- put_str("Set minimum/maximum attribute.", 10, 10);
-#endif
+ put_str(_("体格/地位の最小値/最大値を設定して下さい。", "Set minimum/maximum attribute."), 10, 10);
+ put_str(_(" 項 目 最小値 最大値", " Parameter Min Max"), 13,20);
/* Output the maximum stats */
for (i = 0; i < MAXITEMS; i++)
break;
case '=':
screen_save();
-#ifdef JP
- do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
-#else
- do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
-#endif
-
+ do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
screen_load();
break;
default:
char temp[64 * 4];
char histbuf[HISTPREF_LIMIT];
-#ifdef JP
- if (!get_check("生い立ち設定ファイルをロードしますか? ")) return FALSE;
-#else
- if (!get_check("Load background history preference file? ")) return FALSE;
-#endif
+ if (!get_check(_("生い立ち設定ファイルをロードしますか? ", "Load background history preference file? "))) return FALSE;
/* Prepare the buffer */
histbuf[0] = '\0';
if (err)
{
-#ifdef JP
- msg_print("生い立ち設定ファイルの読み込みに失敗しました。");
-#else
- msg_print("Failed to load background history preference.");
-#endif
+ msg_print(_("生い立ち設定ファイルの読み込みに失敗しました。", "Failed to load background history preference."));
msg_print(NULL);
/* Kill the buffer */
}
else if (!histpref_buf[0])
{
-#ifdef JP
- msg_print("有効な生い立ち設定はこのファイルにありません。");
-#else
- msg_print("There does not exist valid background history preference.");
-#endif
+ msg_print(_("有効な生い立ち設定はこのファイルにありません。", "There does not exist valid background history preference."));
msg_print(NULL);
/* Kill the buffer */
static void edit_history(void)
{
char old_history[4][60];
- int y = 0, x = 0;
+ TERM_LEN y = 0, x = 0;
int i, j;
/* Edit character background */
/*** Intro ***/
-
- /* Clear screen */
Term_clear();
/* Title everything */
-#ifdef JP
- put_str("名前 :", 1,26);
-#else
- put_str("Name :", 1,26);
-#endif
-
-#ifdef JP
- put_str("性別 :", 3, 1);
-#else
- put_str("Sex :", 3, 1);
-#endif
-
-#ifdef JP
- put_str("種族 :", 4, 1);
-#else
- put_str("Race :", 4, 1);
-#endif
-
-#ifdef JP
- put_str("職業 :", 5, 1);
-#else
- put_str("Class :", 5, 1);
-#endif
-
+ put_str(_("名前 :", "Name :"), 1,26);
+ put_str(_("性別 :", "Sex :"), 3, 1);
+ put_str(_("種族 :", "Race :"), 4, 1);
+ put_str(_("職業 :", "Class :"), 5, 1);
/* Dump the default name */
c_put_str(TERM_L_BLUE, p_ptr->name, 1, 34);
-
/*** Instructions ***/
/* Display some helpful information */
-#ifdef JP
- put_str("キャラクターを作成します。('S'やり直す, 'Q'終了, '?'ヘルプ)", 8, 10);
-#else
- put_str("Make your charactor. ('S' Restart, 'Q' Quit, '?' Help)", 8, 10);
-#endif
-
+ put_str(_("キャラクターを作成します。('S'やり直す, 'Q'終了, '?'ヘルプ)", "Make your charactor. ('S' Restart, 'Q' Quit, '?' Help)"), 8, 10);
/*** Player sex ***/
/* Extra info */
-#ifdef JP
- put_str("注意:《性別》の違いはゲーム上ほとんど影響を及ぼしません。", 23, 5);
-#else
- put_str("Note: Your 'sex' does not have any significant gameplay effects.", 23, 5);
-#endif
-
+ put_str(_("注意:《性別》の違いはゲーム上ほとんど影響を及ぼしません。", "Note: Your 'sex' does not have any significant gameplay effects."), 23, 5);
/* Prompt for "Sex" */
for (n = 0; n < MAX_SEXES; n++)
roff_to_buf(seikaku_jouhou[p_ptr->pseikaku], 74, temp, sizeof(temp));
t = temp;
- for (i = 0; i< 6; i++)
+ for (i = 0; i< A_MAX; i++)
{
if(t[0] == 0)
break;
auto_round = 0L;
}
- /* Initialize */
if (autoroller)
{
if (!get_stat_limits()) return FALSE;
/* Put the minimal stats */
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
int j, m;
if (autoroller)
{
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
stat_match[i] = 0;
}
if (autoroller)
{
/* Check and count acceptable stats */
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
/* This stat is okay */
if (p_ptr->stat_max[i] >= stat_limit[i])
/* Flush input */
flush();
-
/*** Display ***/
/* Mode */
{
/* Calculate the bonuses and hitpoints */
p_ptr->update |= (PU_BONUS | PU_HP);
+ update_creature(p_ptr);
- /* Update stuff */
- update_stuff();
-
- /* Fully healed */
p_ptr->chp = p_ptr->mhp;
-
- /* Fully rested */
p_ptr->csp = p_ptr->msp;
/* Display the player */
/* Prepare a prompt (must squeeze everything in) */
Term_gotoxy(2, 23);
Term_addch(TERM_WHITE, b1);
-#ifdef JP
- Term_addstr(-1, TERM_WHITE, "'r' 次の数値");
-#else
- Term_addstr(-1, TERM_WHITE, "'r'eroll");
-#endif
-
-#ifdef JP
- if (prev) Term_addstr(-1, TERM_WHITE, ", 'p' 前の数値");
-#else
- if (prev) Term_addstr(-1, TERM_WHITE, ", 'p'previous");
-#endif
-
-#ifdef JP
- if (mode) Term_addstr(-1, TERM_WHITE, ", 'h' その他の情報");
-#else
- if (mode) Term_addstr(-1, TERM_WHITE, ", 'h' Misc.");
-#endif
-
-#ifdef JP
- else Term_addstr(-1, TERM_WHITE, ", 'h' 生い立ちを表示");
-#else
- else Term_addstr(-1, TERM_WHITE, ", 'h'istory");
-#endif
-
-#ifdef JP
- Term_addstr(-1, TERM_WHITE, ", Enter この数値に決定");
-#else
- Term_addstr(-1, TERM_WHITE, ", or Enter to accept");
-#endif
+ Term_addstr(-1, TERM_WHITE, _("'r' 次の数値", "'r'eroll"));
+ if (prev) Term_addstr(-1, TERM_WHITE, _(", 'p' 前の数値", "'p'previous"));
+ if (mode) Term_addstr(-1, TERM_WHITE, _(", 'h' その他の情報", ", 'h' Misc."));
+ else Term_addstr(-1, TERM_WHITE, _(", 'h' 生い立ちを表示", ", 'h'istory"));
+ Term_addstr(-1, TERM_WHITE, _(", Enter この数値に決定", ", or Enter to accept"));
Term_addch(TERM_WHITE, b2);
/* Prompt and get a command */
else if (c == '=')
{
screen_save();
-#ifdef JP
- do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
-#else
- do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
-#endif
-
+ do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
screen_load();
continue;
}
/* Warning */
-#ifdef JP
- bell();
-#else
bell();
-#endif
-
}
/* Are we done? */
/* Doesn't have previous data */
if (!previous_char.quick_ok) return FALSE;
-
- /* Clear screen */
Term_clear();
/* Extra info */
-#ifdef JP
- put_str("クイック・スタートを使うと以前と全く同じキャラクターで始められます。", 11, 5);
-#else
- put_str("Do you want to use the quick start function(same character as your last one).", 11, 2);
-#endif
+ put_str(_("クイック・スタートを使うと以前と全く同じキャラクターで始められます。", "Do you want to use the quick start function(same character as your last one)."), 11, 2);
/* Choose */
while (1)
{
char c;
-#ifdef JP
- put_str("クイック・スタートを使いますか?[y/N]", 14, 10);
-#else
- put_str("Use quick start? [y/N]", 14, 10);
-#endif
+ put_str(_("クイック・スタートを使いますか?[y/N]", "Use quick start? [y/N]"), 14, 10);
c = inkey();
if (c == 'Q') quit(NULL);
/* Calc hitdie, but don't roll */
get_extra(FALSE);
- /* Calculate the bonuses and hitpoints */
p_ptr->update |= (PU_BONUS | PU_HP);
-
- /* Update stuff */
- update_stuff();
-
- /* Fully healed */
+ update_creature(p_ptr);
p_ptr->chp = p_ptr->mhp;
-
- /* Fully rested */
p_ptr->csp = p_ptr->msp;
/* Process the player name */
message_add(" ");
message_add(" ");
-#ifdef JP
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, "-------- 新規ゲーム開始 --------");
-#else
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, "-------- Start New Game --------");
-#endif
+ do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- 新規ゲーム開始 --------", "-------- Start New Game --------"));
do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
-#ifdef JP
- sprintf(buf," 性別に%sを選択した。", sex_info[p_ptr->psex].title);
-#else
- sprintf(buf," choose %s personality.", sex_info[p_ptr->psex].title);
-#endif
+ sprintf(buf,_(" 性別に%sを選択した。", " choose %s personality."), sex_info[p_ptr->psex].title);
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
-#ifdef JP
- sprintf(buf," 種族に%sを選択した。", race_info[p_ptr->prace].title);
-#else
- sprintf(buf," choose %s race.", race_info[p_ptr->prace].title);
-#endif
+ sprintf(buf,_(" 種族に%sを選択した。", " choose %s race."), race_info[p_ptr->prace].title);
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
-#ifdef JP
- sprintf(buf," 職業に%sを選択した。", class_info[p_ptr->pclass].title);
-#else
- sprintf(buf," choose %s class.", class_info[p_ptr->pclass].title);
-#endif
+ sprintf(buf,_(" 職業に%sを選択した。", " choose %s class."), class_info[p_ptr->pclass].title);
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
if (p_ptr->realm1)
{
-#ifdef JP
- sprintf(buf," 魔法の領域に%s%sを選択した。",realm_names[p_ptr->realm1], p_ptr->realm2 ? format("と%s",realm_names[p_ptr->realm2]) : "");
-#else
- sprintf(buf," choose %s%s realm.",realm_names[p_ptr->realm1], p_ptr->realm2 ? format(" realm and %s",realm_names[p_ptr->realm2]) : "");
-#endif
+ sprintf(buf,_(" 魔法の領域に%s%sを選択した。", " choose %s%s realm."),realm_names[p_ptr->realm1], p_ptr->realm2 ? format("と%s",realm_names[p_ptr->realm2]) : "");
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
}
-#ifdef JP
- sprintf(buf," 性格に%sを選択した。", seikaku_info[p_ptr->pseikaku].title);
-#else
- sprintf(buf," choose %s.", seikaku_info[p_ptr->pseikaku].title);
-#endif
+ sprintf(buf,_(" 性格に%sを選択した。", " choose %s."), seikaku_info[p_ptr->pseikaku].title);
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
/* Init the shops */
{
for (j = 0; j < MAX_STORES; j++)
{
- /* Initialize */
store_init(i, j);
}
}
roff_to_buf(race_jouhou[p_ptr->prace], 78, temp, sizeof(temp));
fprintf(fff, "\n\n");
-#ifdef JP
- fprintf(fff, "種族: %s\n", race_info[p_ptr->prace].title);
-#else
- fprintf(fff, "Race: %s\n", race_info[p_ptr->prace].title);
-#endif
+ fprintf(fff, _("種族: %s\n", "Race: %s\n"), race_info[p_ptr->prace].title);
+
t = temp;
for (i = 0; i < 10; i++)
{
}
roff_to_buf(class_jouhou[p_ptr->pclass], 78, temp, sizeof(temp));
fprintf(fff, "\n");
-#ifdef JP
- fprintf(fff, "職業: %s\n", class_info[p_ptr->pclass].title);
-#else
- fprintf(fff, "Class: %s\n", class_info[p_ptr->pclass].title);
-#endif
+ fprintf(fff, _("職業: %s\n", "Class: %s\n"), class_info[p_ptr->pclass].title);
+
t = temp;
for (i = 0; i < 10; i++)
{
}
roff_to_buf(seikaku_jouhou[p_ptr->pseikaku], 78, temp, sizeof(temp));
fprintf(fff, "\n");
-#ifdef JP
- fprintf(fff, "性格: %s\n", seikaku_info[p_ptr->pseikaku].title);
-#else
- fprintf(fff, "Pesonality: %s\n", seikaku_info[p_ptr->pseikaku].title);
-#endif
+ fprintf(fff, _("性格: %s\n", "Pesonality: %s\n"), seikaku_info[p_ptr->pseikaku].title);
+
t = temp;
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
if(t[0] == 0)
break;
if (p_ptr->realm1)
{
roff_to_buf(realm_jouhou[technic2magic(p_ptr->realm1)-1], 78, temp, sizeof(temp));
-#ifdef JP
- fprintf(fff, "魔法: %s\n", realm_names[p_ptr->realm1]);
-#else
- fprintf(fff, "Realm: %s\n", realm_names[p_ptr->realm1]);
-#endif
+ fprintf(fff, _("魔法: %s\n", "Realm: %s\n"), realm_names[p_ptr->realm1]);
+
t = temp;
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
if(t[0] == 0)
break;
if (p_ptr->realm2)
{
roff_to_buf(realm_jouhou[technic2magic(p_ptr->realm2)-1], 78, temp, sizeof(temp));
-#ifdef JP
- fprintf(fff, "魔法: %s\n", realm_names[p_ptr->realm2]);
-#else
- fprintf(fff, "Realm: %s\n", realm_names[p_ptr->realm2]);
-#endif
+ fprintf(fff, _("魔法: %s\n", "Realm: %s\n"), realm_names[p_ptr->realm2]);
+
t = temp;
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
if(t[0] == 0)
break;