/* Get a realm */
k = -1;
os = n;
- while (1) {
+ while (TRUE) {
/* Move Cursol */
if (cs != os)
{
/* Select the first realm */
creature_ptr->realm1 = REALM_NONE;
creature_ptr->realm2 = 255;
- while (1)
+ while (TRUE)
{
char temp[80*10];
concptr t;
c_put_str(TERM_L_BLUE, realm_names[creature_ptr->realm1], 6, 15);
/* Select the second realm */
- while (1)
+ while (TRUE)
{
char temp[80*8];
concptr t;
k = -1;
cs = creature_ptr->prace;
os = MAX_RACES;
- while (1)
+ while (TRUE)
{
/* Move Cursol */
if (cs != os)
k = -1;
cs = creature_ptr->pclass;
os = MAX_CLASS_CHOICE;
- while (1)
+ while (TRUE)
{
/* Move Cursol */
if (cs != os)
k = -1;
cs = creature_ptr->pseikaku;
os = MAX_SEIKAKU;
- while (1)
+ while (TRUE)
{
/* Move Cursol */
if (cs != os)
k = -1;
cs = 0;
os = MAX_SEXES;
- while (1)
+ while (TRUE)
{
if (cs != os)
{
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)
+ while (TRUE)
{
char c;
play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_DEFAULT);
/* No, normal start */
- while (1)
+ while (TRUE)
{
/* Roll up a new character */
if (player_birth_aux(creature_ptr)) break;
FD_ZERO(&fdset);
FD_SET(sd, &fdset);
- while (1)
+ while (TRUE)
{
fd_set tmp_fdset;
int result;
if (ring.inlen == 0) return;
- while (1)
+ while (TRUE)
{
int result;
{
char *ptr = buf;
- while (1)
+ while (TRUE)
{
*ptr = ring.buf[ring.rptr ++];
ring.inlen --;
Term_fresh();
Term_xtra(TERM_XTRA_REACT, 0);
- while (1)
+ while (TRUE)
{
fd_set tmp_fdset;
struct timeval tmp_tv;
Term_fresh();
Term_xtra(TERM_XTRA_REACT, 0);
- while (1)
+ while (TRUE)
{
UInt32 unreadData = 0;
int n;
prt(format(_("コマンド: %s", "Command: %s"), choice_msg), 15, 0);
/* Hack -- query until done */
- while (1)
+ while (TRUE)
{
monster_race *r_ptr = &r_info[r];
int c;
prt(format(_("コマンド: %s", "Command: %s"), choice_msg), 15, 0);
/* Hack -- query until done */
- while (1)
+ while (TRUE)
{
object_kind *k_ptr = &k_info[k];
int c;
prt(format(_("コマンド: %s", "Command: %s"), choice_msg), 15, 0);
/* Hack -- query until done */
- while (1)
+ while (TRUE)
{
feature_type *f_ptr = &f_info[f];
int c;
prt(_("コマンド: カラーの設定を変更します", "Command: Modify colors"), 8, 0);
/* Hack -- query until done */
- while (1)
+ while (TRUE)
{
concptr name;
byte j;
screen_save();
/* Interact */
- while (1)
+ while (TRUE)
{
int n = OPT_NUM;
/* Why are we here */
prt(_("[ オプションの設定 ]", "TinyAngband options"), 1, 0);
- while (1)
+ while (TRUE)
{
/* Give some choices */
for (i = 0; i < n; i++)
prt(_("コマンド: 基本ウェイト量", "Command: Base Delay Factor"), 19, 0);
/* Get a new value */
- while (1)
+ while (TRUE)
{
int msec = delay_factor * delay_factor * delay_factor;
prt(format(_("現在のウェイト: %d (%dミリ秒)", "Current base delay factor: %d (%d msec)"), delay_factor, msec), 22, 0);
prt(_("コマンド: 低ヒットポイント警告", "Command: Hitpoint Warning"), 19, 0);
/* Get a new value */
- while (1)
+ while (TRUE)
{
prt(format(_("現在の低ヒットポイント警告: %d0%%", "Current hitpoint warning: %d0%%"), hitpoint_warn), 22, 0);
prt(_("低ヒットポイント警告 (0-9) ESCで決定: ", "Hitpoint Warning (0-9 or ESC to accept): "), 20, 0);
prt(_("コマンド: 低魔力色閾値", "Command: Mana Color Threshold"), 19, 0);
/* Get a new value */
- while (1)
+ while (TRUE)
{
prt(format(_("現在の低魔力色閾値: %d0%%", "Current mana color threshold: %d0%%"), mana_warn), 22, 0);
prt(_("低魔力閾値 (0-9) ESCで決定: ", "Mana color Threshold (0-9 or ESC to accept): "), 20, 0);
x2 = x1 = panel_col_min;
/* Show panels until done */
- while (1)
+ while (TRUE)
{
/* Describe the location */
if ((y2 == y1) && (x2 == x1))
i = n - 1;
/* Scan the monster memory */
- while (1)
+ while (TRUE)
{
r_idx = who[i];
handle_stuff(creature_ptr);
/* Interact */
- while (1)
+ while (TRUE)
{
if (recall)
{
/* Show the prompt */
prt(_("('w'練気術, ESC) 'w'かESCを押してください。 ", "(w for the Force, ESC) Hit 'w' or ESC. "), 0, 0);
- while (1)
+ while (TRUE)
{
/* Get a key */
which = inkey();
}
prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
- while (1)
+ while (TRUE)
{
i = inkey();
if ((i == ESCAPE) || !num)
{
concptr s;
s = savefile;
- while (1)
+ while (TRUE)
{
concptr t;
t = my_strstr(s, PATH_SEP);
temp1[i] ^= (i+1) * 63;
seekpoint = 0;
- while (1)
+ while (TRUE)
{
if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
return 1;
int d = DUN_STR_RNG;
/* Pick a nearby grid */
- while (1)
+ while (TRUE)
{
ty = rand_spread(y, d);
tx = rand_spread(x, d);
}
/* Create the projection path */
- while (1)
+ while (TRUE)
{
/* Save grid */
gp[n++] = GRID(y, x);
}
/* Create the projection path */
- while (1)
+ while (TRUE)
{
/* Save grid */
gp[n++] = GRID(y, x);
x = x1 + sx;
/* Create the projection path */
- while (1)
+ while (TRUE)
{
/* Save grid */
gp[n++] = GRID(y, x);
/* Simple case */
if (!dy || !dx) return d;
- while (1)
+ while (TRUE)
{
/* Approximate error */
err = (target - d * d) / (2 * d);
C_MAKE(p_ptr->inventory_list, INVEN_TOTAL, object_type);
/* Read until done */
- while (1)
+ while (TRUE)
{
u16b n;
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
- while (1)
+ while (TRUE)
{
/* Roll for an ego-item */
o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
/* Roll for ego-item */
if (randint0(MAX_DEPTH) < level)
{
- while (1)
+ while (TRUE)
{
o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
break;
}
- while (1)
+ while (TRUE)
{
bool okay_flag = TRUE;
break;
}
- while (1)
+ while (TRUE)
{
o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
- while (1)
+ while (TRUE)
{
bool ok_flag = TRUE;
o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
ok_flag = FALSE;
}
if (ok_flag)
- break; /* while (1) */
+ break; /* while (TRUE) */
}
break;
}
/* Very cursed */
else if (power < -1)
{
- while (1)
+ while (TRUE)
{
bool ok_flag = TRUE;
o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
break;
}
if (ok_flag)
- break; /* while (1) */
+ break; /* while (TRUE) */
}
}
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
- while (1)
+ while (TRUE)
{
bool ok_flag = TRUE;
o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
ok_flag = FALSE;
}
if (ok_flag)
- break; /* while (1) */
+ break; /* while (TRUE) */
}
break;
}
/* Very cursed */
else if (power < -1)
{
- while (1)
+ while (TRUE)
{
bool ok_flag = TRUE;
o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
ok_flag = FALSE;
}
if (ok_flag)
- break; /* while (1) */
+ break; /* while (TRUE) */
}
}
break;
{
while (!o_ptr->name2)
{
- while (1)
+ while (TRUE)
{
bool okay_flag = TRUE;
monster_race *r_ptr;
/* Pick a random non-unique monster race */
- while (1)
+ while (TRUE)
{
i = randint1(max_r_idx - 1);
get_mon_num_prep(item_monster_okay, NULL);
/* Pick a random non-unique monster race */
- while (1)
+ while (TRUE)
{
i = get_mon_num(floor_ptr->dun_level);
monster_race *r_ptr;
/* Pick a random monster race */
- while (1)
+ while (TRUE)
{
i = randint1(max_r_idx - 1);
{
int choice;
screen_save();
- while (1)
+ while (TRUE)
{
int n;
char tmp[32];
prt("", 8, 14);
prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
- while (1)
+ while (TRUE)
{
choice = inkey();
if ((choice >= 'a') && (choice <= 'f')) break;
get_mon_num_prep(mon_hook_quest, NULL);
- while (1)
+ while (TRUE)
{
/*
* Random monster 5 - 10 levels out of depth
object_type *q_ptr = &forge;
artifact_type *a_ptr;
- while (1)
+ while (TRUE)
{
a_idx = rumor_num(zz[1], max_a_idx);
MONRACE_IDX r_idx;
monster_race *r_ptr;
- while (1)
+ while (TRUE)
{
r_idx = rumor_num(zz[1], max_r_idx);
r_ptr = &r_info[r_idx];
DUNGEON_IDX d_idx;
dungeon_type *d_ptr;
- while (1)
+ while (TRUE)
{
d_idx = rumor_num(zz[1], current_world_ptr->max_d_idx);
d_ptr = &d_info[d_idx];
IDX t_idx;
s32b visit;
- while (1)
+ while (TRUE)
{
t_idx = rumor_num(zz[1], NO_TOWN);
if (town_info[t_idx].name) break;
/* Haggle */
for (flag = FALSE; !flag; )
{
- while (1)
+ while (TRUE)
{
loop_flag = TRUE;
handle_stuff(subject_ptr);
/* Interact */
- while (1)
+ while (TRUE)
{
char acount[10];
{
int min_width = 0;
- while (1)
+ while (TRUE)
{
if (floor_num == 1)
{
/** Display list of items **/
/* Continue scrolling list if requested */
- while (1)
+ while (TRUE)
{
int i;
OBJECT_IDX o_idx;
FEAT_IDX feat;
/* Pick a trap */
- while (1)
+ while (TRUE)
{
/* Hack -- pick a trap */
feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
str++;
/* Examine modifier keys */
- while (1)
+ while (TRUE)
{
for (i=0; macro_modifier_chr[i]; i++)
{
Term_putstr(x, 0, -1, a, _("-続く-", "-more-"));
/* Get an acceptable keypress */
- while (1)
+ while (TRUE)
{
int cmd = inkey();
if (cmd == ESCAPE) {
/* Get command */
- while (1)
+ while (TRUE)
{
/* Hack -- auto-commands */
if (command_new)
prt(_("回数: ", "Count: "), 0, 0);
/* Get a command count */
- while (1)
+ while (TRUE)
{
/* Get a new keypress */
cmd = inkey();
{
display_autopick = ITEM_DISPLAY;
- while (1)
+ while (TRUE)
{
int i;
byte flag;
line_len = strlen(line);
/* Now begin the tedious task */
- while (1)
+ while (TRUE)
{
/* Copy the current item to a buffer */
strcpy(buf, *list);
screen_save();
/* Interact */
- while (1)
+ while (TRUE)
{
Term_clear();
if (!fmt) return (format_buf);
/* Keep going until successful */
- while (1)
+ while (TRUE)
{
uint len;