変愚蛮怒のメインリポジトリです
Revision | c782a336ea86cd5d5c7f57943771559a7e361777 (tree) |
---|---|
Time | 2019-11-06 01:23:34 |
Author | deskull <deskull@user...> |
Commiter | deskull |
[Fix] #39525 コメント置換ミス修正. / Fix comment replacing error.
@@ -1925,7 +1925,7 @@ static void init_dungeon_quests(player_type *creature_ptr) | ||
1925 | 1925 | } |
1926 | 1926 | |
1927 | 1927 | /*! |
1928 | - * @brief ゲームターンを初期化する / Reset current_world_ptr->game_turn | |
1928 | + * @brief ゲームターンを初期化する / Reset turn | |
1929 | 1929 | * @details アンデッド系種族は開始時刻を夜からにする。 |
1930 | 1930 | * @return なし |
1931 | 1931 | */ |
@@ -4157,7 +4157,7 @@ static bool player_birth_aux(player_type *creature_ptr) | ||
4157 | 4157 | #endif /* ALLOW_AUTOROLLER */ |
4158 | 4158 | clear_from(10); |
4159 | 4159 | |
4160 | - /* Reset current_world_ptr->game_turn; before auto-roll and after choosing race */ | |
4160 | + /* Reset turn; before auto-roll and after choosing race */ | |
4161 | 4161 | init_turn(creature_ptr); |
4162 | 4162 | |
4163 | 4163 | /*** Generate ***/ |
@@ -28,7 +28,7 @@ | ||
28 | 28 | * Small chests often contain "gold", while Large chests always contain |
29 | 29 | * items. Wooden chests contain 2 items, Iron chests contain 4 items, |
30 | 30 | * and Steel chests contain 6 items. The "value" of the items in a |
31 | -* chest is based on the "power" of the chest, which is in current_world_ptr->game_turn based | |
31 | +* chest is based on the "power" of the chest, which is in turn based | |
32 | 32 | * on the level on which the chest is generated. |
33 | 33 | * </pre> |
34 | 34 | */ |
@@ -344,7 +344,7 @@ const activation_type activation_info[] = | ||
344 | 344 | * <pre> |
345 | 345 | * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated. |
346 | 346 | * But one could, for example, easily make an activatable "Ring of Plasma". |
347 | - * Note that it always takes a current_world_ptr->game_turn to activate an artifact, even if | |
347 | + * Note that it always takes a turn to activate an artifact, even if | |
348 | 348 | * the user hits "escape" at the "direction" prompt. |
349 | 349 | * </pre> |
350 | 350 | */ |
@@ -488,7 +488,7 @@ void do_cmd_go_down(player_type *creature_ptr) | ||
488 | 488 | |
489 | 489 | |
490 | 490 | /*! |
491 | - * @brief 探索コマンドのメインルーチン / Simple command to "search" for one current_world_ptr->game_turn | |
491 | + * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn | |
492 | 492 | * @return なし |
493 | 493 | */ |
494 | 494 | void do_cmd_search(player_type * creature_ptr) |
@@ -1203,7 +1203,7 @@ static bool exe_tunnel(player_type *creature_ptr, POSITION y, POSITION x) | ||
1203 | 1203 | * @details |
1204 | 1204 | * <pre> |
1205 | 1205 | * Note that you must tunnel in order to hit invisible monsters |
1206 | - * in walls, though moving into walls still takes a current_world_ptr->game_turn anyway. | |
1206 | + * in walls, though moving into walls still takes a turn anyway. | |
1207 | 1207 | * |
1208 | 1208 | * Digging is very difficult without a "digger" weapon, but can be |
1209 | 1209 | * accomplished by strong players using heavy weapons. |
@@ -1822,7 +1822,7 @@ void do_cmd_bash(player_type *creature_ptr) | ||
1822 | 1822 | * |
1823 | 1823 | * Consider confusion |
1824 | 1824 | * |
1825 | - * This command must always take a current_world_ptr->game_turn, to prevent free detection | |
1825 | + * This command must always take a turn, to prevent free detection | |
1826 | 1826 | * of invisible monsters. |
1827 | 1827 | * </pre> |
1828 | 1828 | */ |
@@ -2208,7 +2208,7 @@ void do_cmd_rest(player_type *creature_ptr) | ||
2208 | 2208 | |
2209 | 2209 | if (creature_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(creature_ptr, FALSE); |
2210 | 2210 | |
2211 | - /* Take a current_world_ptr->game_turn (?) */ | |
2211 | + /* Take a turn (?) */ | |
2212 | 2212 | take_turn(creature_ptr, 100); |
2213 | 2213 | |
2214 | 2214 | /* The sin of sloth */ |
@@ -180,7 +180,7 @@ bool cheat_know; /* Know complete monster info */ | ||
180 | 180 | bool cheat_live; /* Allow player to avoid death */ |
181 | 181 | bool cheat_save; /* Ask for saving death */ |
182 | 182 | bool cheat_diary_output; /* Detailed info to diary */ |
183 | -bool cheat_turn; /* Peek current_world_ptr->game_turn */ | |
183 | +bool cheat_turn; /* Peek turn */ | |
184 | 184 | bool cheat_sight; |
185 | 185 | |
186 | 186 |
@@ -417,7 +417,7 @@ void do_cmd_wield(player_type *creature_ptr) | ||
417 | 417 | o_ptr->ident |= (IDENT_SENSE); |
418 | 418 | } |
419 | 419 | |
420 | - /* The Stone Mask make the player current_world_ptr->game_turn into a vampire! */ | |
420 | + /* The Stone Mask make the player turn into a vampire! */ | |
421 | 421 | if ((o_ptr->name1 == ART_STONEMASK) && (creature_ptr->prace != RACE_VAMPIRE) && (creature_ptr->prace != RACE_ANDROID)) |
422 | 422 | { |
423 | 423 | /* Turn into a vampire */ |
@@ -44,7 +44,7 @@ | ||
44 | 44 | * <pre> |
45 | 45 | * Certain scrolls can be "aborted" without losing the scroll. These |
46 | 46 | * include scrolls with no effects but recharge or identify, which are |
47 | - * cancelled before use. XXX Reading them still takes a current_world_ptr->game_turn, though. | |
47 | + * cancelled before use. XXX Reading them still takes a turn, though. | |
48 | 48 | * </pre> |
49 | 49 | */ |
50 | 50 | void exe_read(player_type *creature_ptr, INVENTORY_IDX item, bool known) |
@@ -1262,7 +1262,7 @@ void do_cmd_cast(player_type *caster_ptr) | ||
1262 | 1262 | /* Process spell */ |
1263 | 1263 | else |
1264 | 1264 | { |
1265 | - /* Canceled spells cost neither a current_world_ptr->game_turn nor mana */ | |
1265 | + /* Canceled spells cost neither a turn nor mana */ | |
1266 | 1266 | if (!exe_spell(caster_ptr, realm, spell, SPELL_CAST)) return; |
1267 | 1267 | |
1268 | 1268 | if (randint1(100) < chance) |
@@ -427,7 +427,7 @@ const byte adj_dex_blow[] = | ||
427 | 427 | * @brief |
428 | 428 | * 腕力、器用さに応じた攻撃回数テーブル / |
429 | 429 | * This table is used to help calculate the number of blows the player can |
430 | - * make in a single round of attacks (one player current_world_ptr->game_turn) with a normal weapon. | |
430 | + * make in a single round of attacks (one player turn) with a normal weapon. | |
431 | 431 | * @details |
432 | 432 | * <pre> |
433 | 433 | * This number ranges from a single blow/round for weak players to up to six |
@@ -476,11 +476,11 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, | ||
476 | 476 | } |
477 | 477 | |
478 | 478 | |
479 | - /* Take a (partial) current_world_ptr->game_turn */ | |
479 | + /* Take a (partial) turn */ | |
480 | 480 | shooter_ptr->energy_use = (shooter_ptr->energy_use / thits); |
481 | 481 | shooter_ptr->is_fired = TRUE; |
482 | 482 | |
483 | - /* Sniper - Difficult to shot twice at 1 current_world_ptr->game_turn */ | |
483 | + /* Sniper - Difficult to shot twice at 1 turn */ | |
484 | 484 | if (snipe_type == SP_DOUBLE) shooter_ptr->concent = (shooter_ptr->concent + 1) / 2; |
485 | 485 | |
486 | 486 | /* Sniper - Repeat shooting when double shots */ |
@@ -2861,7 +2861,7 @@ static void process_world_aux_recharge(player_type *creature_ptr) | ||
2861 | 2861 | /* |
2862 | 2862 | * Recharge rods. Rods now use timeout to control charging status, |
2863 | 2863 | * and each charging rod in a stack decreases the stack's timeout by |
2864 | - * one per current_world_ptr->game_turn. -LM- | |
2864 | + * one per turn. -LM- | |
2865 | 2865 | */ |
2866 | 2866 | for (changed = FALSE, i = 0; i < INVEN_PACK; i++) |
2867 | 2867 | { |
@@ -4350,7 +4350,7 @@ static void process_upkeep_with_speed(void) | ||
4350 | 4350 | p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed); |
4351 | 4351 | } |
4352 | 4352 | |
4353 | - /* No current_world_ptr->game_turn yet */ | |
4353 | + /* No turn yet */ | |
4354 | 4354 | if (p_ptr->enchant_energy_need > 0) return; |
4355 | 4355 | |
4356 | 4356 | while (p_ptr->enchant_energy_need <= 0) |
@@ -4447,7 +4447,7 @@ static void process_player(player_type *creature_ptr) | ||
4447 | 4447 | creature_ptr->energy_need -= SPEED_TO_ENERGY(creature_ptr->pspeed); |
4448 | 4448 | } |
4449 | 4449 | |
4450 | - /* No current_world_ptr->game_turn yet */ | |
4450 | + /* No turn yet */ | |
4451 | 4451 | if (creature_ptr->energy_need > 0) return; |
4452 | 4452 | if (!command_rep) prt_time(); |
4453 | 4453 |
@@ -4639,7 +4639,7 @@ static void process_player(player_type *creature_ptr) | ||
4639 | 4639 | /* Hack -- cancel "lurking browse mode" */ |
4640 | 4640 | if (!command_new) command_see = FALSE; |
4641 | 4641 | |
4642 | - /* Assume free current_world_ptr->game_turn */ | |
4642 | + /* Assume free turn */ | |
4643 | 4643 | free_turn(creature_ptr); |
4644 | 4644 | |
4645 | 4645 | if (creature_ptr->phase_out) |
@@ -5278,7 +5278,7 @@ void play_game(bool new_game) | ||
5278 | 5278 | } |
5279 | 5279 | } |
5280 | 5280 | |
5281 | - /* Hack -- current_world_ptr->game_turn off the cursor */ | |
5281 | + /* Hack -- turn off the cursor */ | |
5282 | 5282 | (void)Term_set_cursor(0); |
5283 | 5283 | |
5284 | 5284 |
@@ -12,11 +12,11 @@ | ||
12 | 12 | * Note that the table has been changed at high speeds. From |
13 | 13 | * "Slow (-40)" to "Fast (+30)" is pretty much unchanged, but |
14 | 14 | * at speeds above "Fast (+30)", one approaches an asymptotic |
15 | - * effective limit of 50 energy per current_world_ptr->game_turn. This means that it | |
15 | + * effective limit of 50 energy per turn. This means that it | |
16 | 16 | * is relatively easy to reach "Fast (+30)" and get about 40 |
17 | - * energy per current_world_ptr->game_turn, but then speed becomes very "expensive", | |
17 | + * energy per turn, but then speed becomes very "expensive", | |
18 | 18 | * and you must get all the way to "Fast (+50)" to reach the |
19 | - * point of getting 45 energy per current_world_ptr->game_turn. After that point, | |
19 | + * point of getting 45 energy per turn. After that point, | |
20 | 20 | * furthur increases in speed are more or less pointless, |
21 | 21 | * except to balance out heavy p_ptr->inventory_list. |
22 | 22 | * |
@@ -631,8 +631,8 @@ errr process_pref_file_command(char *buf) | ||
631 | 631 | } |
632 | 632 | break; |
633 | 633 | |
634 | - /* Process "X:<str>" -- current_world_ptr->game_turn option off */ | |
635 | - /* Process "Y:<str>" -- current_world_ptr->game_turn option on */ | |
634 | + /* Process "X:<str>" -- turn option off */ | |
635 | + /* Process "Y:<str>" -- turn option on */ | |
636 | 636 | case 'X': |
637 | 637 | case 'Y': |
638 | 638 | for (i = 0; option_info[i].o_desc; i++) |
@@ -6515,7 +6515,7 @@ void exit_game_panic(void) | ||
6515 | 6515 | /* Clear the top line */ |
6516 | 6516 | prt("", 0, 0); |
6517 | 6517 | |
6518 | - /* Hack -- current_world_ptr->game_turn off some things */ | |
6518 | + /* Hack -- turn off some things */ | |
6519 | 6519 | disturb(p_ptr, TRUE, TRUE); |
6520 | 6520 | |
6521 | 6521 | /* Mega-Hack -- Delay death */ |
@@ -685,7 +685,7 @@ static bool cave_gen(floor_type *floor_ptr) | ||
685 | 685 | int tunnel_fail_count = 0; |
686 | 686 | |
687 | 687 | /* |
688 | - * Build each type of room in current_world_ptr->game_turn until we cannot build any more. | |
688 | + * Build each type of room in turn until we cannot build any more. | |
689 | 689 | */ |
690 | 690 | if (!generate_rooms(floor_ptr)) return FALSE; |
691 | 691 |
@@ -1066,7 +1066,7 @@ void leave_floor(player_type *creature_ptr) | ||
1066 | 1066 | /* Get out of the my way! */ |
1067 | 1067 | get_out_monster(p_ptr->current_floor_ptr, creature_ptr); |
1068 | 1068 | |
1069 | - /* Record the last visit current_world_ptr->game_turn of current floor */ | |
1069 | + /* Record the last visit turn of current floor */ | |
1070 | 1070 | sf_ptr->last_visit = current_world_ptr->game_turn; |
1071 | 1071 | |
1072 | 1072 | forget_lite(p_ptr->current_floor_ptr); |
@@ -1312,10 +1312,10 @@ void change_floor(player_type *creature_ptr) | ||
1312 | 1312 | generate_floor(creature_ptr->current_floor_ptr); |
1313 | 1313 | } |
1314 | 1314 | |
1315 | - /* Record last visit current_world_ptr->game_turn */ | |
1315 | + /* Record last visit turn */ | |
1316 | 1316 | sf_ptr->last_visit = current_world_ptr->game_turn; |
1317 | 1317 | |
1318 | - /* Set correct creature_ptr->current_floor_ptr->dun_level value */ | |
1318 | + /* Set correct dun_level value */ | |
1319 | 1319 | sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level; |
1320 | 1320 | |
1321 | 1321 | /* Create connected stairs */ |
@@ -1368,9 +1368,9 @@ void change_floor(player_type *creature_ptr) | ||
1368 | 1368 | /* |
1369 | 1369 | * Update visit mark |
1370 | 1370 | * |
1371 | - * The "current_world_ptr->game_turn" is not always different number because | |
1372 | - * the level teleport doesn't take any current_world_ptr->game_turn. Use | |
1373 | - * visit mark instead of last visit current_world_ptr->game_turn to find the | |
1371 | + * The "turn" is not always different number because | |
1372 | + * the level teleport doesn't take any turn. Use | |
1373 | + * visit mark instead of last visit turn to find the | |
1374 | 1374 | * oldest saved floor. |
1375 | 1375 | */ |
1376 | 1376 | sf_ptr->visit_mark = latest_visit_mark++; |
@@ -97,7 +97,7 @@ static int scent_when = 0; | ||
97 | 97 | * current position, and monsters can use it to home in the character, |
98 | 98 | * but not to run away from him. |
99 | 99 | * |
100 | - * Smell is valued according to age. When a character takes his current_world_ptr->game_turn, | |
100 | + * Smell is valued according to age. When a character takes his turn, | |
101 | 101 | * scent is aged by one, and new scent of the current age is laid down. |
102 | 102 | * Speedy characters leave more scent, true, but it also ages faster, |
103 | 103 | * which makes it harder to hunt them down. |
@@ -395,7 +395,7 @@ | ||
395 | 395 | * some weird tricks with "p_ptr->player_uid" and such involving "defines". |
396 | 396 | * Note that this option used the AFS library routines Authenticate(), |
397 | 397 | * bePlayer(), beGames() to enforce the proper priviledges. |
398 | - * You may need to current_world_ptr->game_turn "SAFE_SETUID" off to use this option. | |
398 | + * You may need to turn "SAFE_SETUID" off to use this option. | |
399 | 399 | */ |
400 | 400 | /* #define SECURE */ |
401 | 401 |
@@ -2298,7 +2298,7 @@ static void rd_extra(void) | ||
2298 | 2298 | rd_s32b(&p_ptr->feeling_turn); |
2299 | 2299 | } |
2300 | 2300 | |
2301 | - /* Current current_world_ptr->game_turn */ | |
2301 | + /* Current turn */ | |
2302 | 2302 | rd_s32b(¤t_world_ptr->game_turn); |
2303 | 2303 | |
2304 | 2304 | if (z_older_than(10, 3, 12)) |
@@ -2007,7 +2007,7 @@ void process_monster(MONSTER_IDX m_idx) | ||
2007 | 2007 | do_move = FALSE; |
2008 | 2008 | } |
2009 | 2009 | |
2010 | - /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */ | |
2010 | + /* In anti-melee dungeon, stupid or confused monster takes useless turn */ | |
2011 | 2011 | if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)) |
2012 | 2012 | { |
2013 | 2013 | if (!MON_CONFUSED(m_ptr)) |
@@ -2031,7 +2031,7 @@ void process_monster(MONSTER_IDX m_idx) | ||
2031 | 2031 | /* Do not move */ |
2032 | 2032 | do_move = FALSE; |
2033 | 2033 | |
2034 | - /* Took a current_world_ptr->game_turn */ | |
2034 | + /* Took a turn */ | |
2035 | 2035 | do_turn = TRUE; |
2036 | 2036 | } |
2037 | 2037 | } |
@@ -2063,7 +2063,7 @@ void process_monster(MONSTER_IDX m_idx) | ||
2063 | 2063 | { |
2064 | 2064 | if (monst_attack_monst(p_ptr, m_idx, g_ptr->m_idx)) return; |
2065 | 2065 | |
2066 | - /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */ | |
2066 | + /* In anti-melee dungeon, stupid or confused monster takes useless turn */ | |
2067 | 2067 | else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) |
2068 | 2068 | { |
2069 | 2069 | if (MON_CONFUSED(m_ptr)) return; |
@@ -442,7 +442,7 @@ static concptr item_activation_aux(object_type *o_ptr) | ||
442 | 442 | constant = act_ptr->timeout.constant; |
443 | 443 | dice = act_ptr->timeout.dice; |
444 | 444 | if (constant == 0 && dice == 0) { |
445 | - /* We can activate it every current_world_ptr->game_turn */ | |
445 | + /* We can activate it every turn */ | |
446 | 446 | strcpy(timeout, _("いつでも", "every current_world_ptr->game_turn")); |
447 | 447 | } else if (constant < 0) { |
448 | 448 | /* Activations that have special timeout */ |
@@ -1,6 +1,6 @@ | ||
1 | 1 | #pragma once |
2 | 2 | |
3 | -/* Multishadow effects is determined by current_world_ptr->game_turn */ | |
3 | +/* Multishadow effects is determined by turn */ | |
4 | 4 | #define CHECK_MULTISHADOW(CRE_PTR) ((CRE_PTR)->multishadow && (current_world_ptr->game_turn & 1)) |
5 | 5 | |
6 | 6 | #define DAMAGE_FORCE 1 |
@@ -108,7 +108,7 @@ | ||
108 | 108 | * entirely open. |
109 | 109 | * |
110 | 110 | * Corners: If you are not in the open (i.e. you are in a corridor) |
111 | - * and there is only one way to go in the new squares, then current_world_ptr->game_turn in | |
111 | + * and there is only one way to go in the new squares, then turn in | |
112 | 112 | * that direction. If there are more than two new ways to go, STOP. |
113 | 113 | * If there are two ways to go, and those ways are separated by a |
114 | 114 | * square which does not seem to be open, then STOP. |
@@ -873,7 +873,7 @@ bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat) | ||
873 | 873 | * @note |
874 | 874 | * This routine should (probably) always induce energy expenditure.\n |
875 | 875 | * @details |
876 | - * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n | |
876 | + * Note that moving will *always* take a turn, and will *always* hit\n | |
877 | 877 | * any monster which might be in the destination grid. Previously,\n |
878 | 878 | * moving into walls was "free" and did NOT hit invisible monsters.\n |
879 | 879 | */ |
@@ -1209,7 +1209,7 @@ void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool | ||
1209 | 1209 | /* |
1210 | 1210 | * Well, it makes sense that you lose time bumping into |
1211 | 1211 | * a wall _if_ you are confused, stunned or blind; but |
1212 | - * typing mistakes should not cost you a current_world_ptr->game_turn... | |
1212 | + * typing mistakes should not cost you a turn... | |
1213 | 1213 | */ |
1214 | 1214 | if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image)) |
1215 | 1215 | free_turn(creature_ptr); |
@@ -1397,7 +1397,7 @@ static bool find_breakleft; | ||
1397 | 1397 | * Diagonal Corridor -- allow diaginal entry into corridors.\n |
1398 | 1398 | *\n |
1399 | 1399 | * Blunt Corridor -- If there is a wall two spaces ahead and\n |
1400 | - * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n | |
1400 | + * we seem to be in a corridor, then force a turn into the side\n | |
1401 | 1401 | * corridor, must be moving straight into a corridor here. ???\n |
1402 | 1402 | *\n |
1403 | 1403 | * Diagonal Corridor Blunt Corridor (?)\n |
@@ -1441,11 +1441,11 @@ void calc_bonuses(player_type *creature_ptr) | ||
1441 | 1441 | /* Start with "normal" speed */ |
1442 | 1442 | new_speed = 110; |
1443 | 1443 | |
1444 | - /* Start with a single blow per current_world_ptr->game_turn */ | |
1444 | + /* Start with a single blow per turn */ | |
1445 | 1445 | creature_ptr->num_blow[0] = 1; |
1446 | 1446 | creature_ptr->num_blow[1] = 1; |
1447 | 1447 | |
1448 | - /* Start with a single shot per current_world_ptr->game_turn */ | |
1448 | + /* Start with a single shot per turn */ | |
1449 | 1449 | creature_ptr->num_fire = 100; |
1450 | 1450 | |
1451 | 1451 | /* Reset the "xtra" tval */ |
@@ -717,7 +717,7 @@ struct player_type | ||
717 | 717 | |
718 | 718 | byte pspeed; /* Current speed */ |
719 | 719 | |
720 | - ENERGY energy_use; /* Energy use this current_world_ptr->game_turn */ | |
720 | + ENERGY energy_use; /* Energy use this turn */ | |
721 | 721 | |
722 | 722 | POSITION y; /* Player location in dungeon */ |
723 | 723 | POSITION x; /* Player location in dungeon */ |
@@ -269,7 +269,7 @@ concptr do_music_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode) | ||
269 | 269 | if (cast) |
270 | 270 | { |
271 | 271 | msg_print(_("静かな音楽が感覚を研ぎ澄まさせた...", "Your quiet music sharpens your sense of hearing...")); |
272 | - /* Hack -- Initialize the current_world_ptr->game_turn count */ | |
272 | + /* Hack -- Initialize the turn count */ | |
273 | 273 | SINGING_COUNT(caster_ptr) = 0; |
274 | 274 | start_singing(spell, MUSIC_DETECT); |
275 | 275 | } |
@@ -1306,7 +1306,7 @@ bool generate_lake(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsi | ||
1306 | 1306 | is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize)) |
1307 | 1307 | place_extra_bold(y0 + y - yhsize, x0 + x - xhsize); |
1308 | 1308 | |
1309 | - /* current_world_ptr->game_turn off icky flag (no longer needed.) */ | |
1309 | + /* turn off icky flag (no longer needed.) */ | |
1310 | 1310 | floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM); |
1311 | 1311 | |
1312 | 1312 | /* Light lava */ |
@@ -840,7 +840,7 @@ static void wr_extra(void) | ||
840 | 840 | /* Turn of last "feeling" */ |
841 | 841 | wr_s32b(p_ptr->feeling_turn); |
842 | 842 | |
843 | - /* Current current_world_ptr->game_turn */ | |
843 | + /* Current turn */ | |
844 | 844 | wr_s32b(current_world_ptr->game_turn); |
845 | 845 | |
846 | 846 | wr_s32b(current_world_ptr->dungeon_turn); |
@@ -1847,7 +1847,7 @@ bool load_player(void) | ||
1847 | 1847 | } |
1848 | 1848 | if (!err) |
1849 | 1849 | { |
1850 | - /* Invalid current_world_ptr->game_turn */ | |
1850 | + /* Invalid turn */ | |
1851 | 1851 | if (!current_world_ptr->game_turn) err = -1; |
1852 | 1852 | |
1853 | 1853 | /* Message (below) */ |
@@ -501,7 +501,7 @@ errr top_twenty(void) | ||
501 | 501 | sprintf(the_score.gold, "%9lu", (long)p_ptr->au); |
502 | 502 | the_score.gold[9] = '\0'; |
503 | 503 | |
504 | - /* Save the current current_world_ptr->game_turn */ | |
504 | + /* Save the current turn */ | |
505 | 505 | sprintf(the_score.turns, "%9lu", (long)turn_real(current_world_ptr->game_turn)); |
506 | 506 | the_score.turns[9] = '\0'; |
507 | 507 |
@@ -619,7 +619,7 @@ errr predict_score(player_type *creature_ptr) | ||
619 | 619 | /* Save the current gold */ |
620 | 620 | sprintf(the_score.gold, "%9lu", (long)creature_ptr->au); |
621 | 621 | |
622 | - /* Save the current current_world_ptr->game_turn */ | |
622 | + /* Save the current turn */ | |
623 | 623 | sprintf(the_score.turns, "%9lu", (long)turn_real(current_world_ptr->game_turn)); |
624 | 624 | |
625 | 625 | /* Hack -- no time needed */ |
@@ -727,7 +727,7 @@ bool destroy_area(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION r, b | ||
727 | 727 | * @details |
728 | 728 | * <pre> |
729 | 729 | * |
730 | - * This will current_world_ptr->game_turn some walls into floors and some floors into walls. | |
730 | + * This will turn some walls into floors and some floors into walls. | |
731 | 731 | * |
732 | 732 | * The player will take damage and "jump" into a safe grid if possible, |
733 | 733 | * otherwise, he will "tunnel" through the rubble instantaneously. |
@@ -739,7 +739,7 @@ bool destroy_area(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION r, b | ||
739 | 739 | * Note that thus the player and monsters (except eaters of walls and |
740 | 740 | * passers through walls) will never occupy the same grid as a wall. |
741 | 741 | * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even |
742 | - * for a single current_world_ptr->game_turn, unless that monster can pass_walls or kill_walls. | |
742 | + * for a single turn, unless that monster can pass_walls or kill_walls. | |
743 | 743 | * This has allowed massive simplification of the "monster" code. |
744 | 744 | * </pre> |
745 | 745 | */ |
@@ -1716,7 +1716,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P | ||
1716 | 1716 | dam /= 3; |
1717 | 1717 | |
1718 | 1718 | /* |
1719 | - * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's | |
1719 | + * Powerful demons & undead can turn a mindcrafter's | |
1720 | 1720 | * attacks back on them |
1721 | 1721 | */ |
1722 | 1722 | if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) && |
@@ -1807,7 +1807,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P | ||
1807 | 1807 | dam /= 3; |
1808 | 1808 | |
1809 | 1809 | /* |
1810 | - * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's | |
1810 | + * Powerful demons & undead can turn a mindcrafter's | |
1811 | 1811 | * attacks back on them |
1812 | 1812 | */ |
1813 | 1813 | if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) && |
@@ -1915,7 +1915,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P | ||
1915 | 1915 | do_conf = 0; |
1916 | 1916 | |
1917 | 1917 | /* |
1918 | - * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's | |
1918 | + * Powerful demons & undead can turn a mindcrafter's | |
1919 | 1919 | * attacks back on them |
1920 | 1920 | */ |
1921 | 1921 | if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) && |
@@ -35,9 +35,9 @@ struct store_type | ||
35 | 35 | s16b good_buy; /* Number of "good" buys */ |
36 | 36 | s16b bad_buy; /* Number of "bad" buys */ |
37 | 37 | |
38 | - s32b store_open; /* Closed until this current_world_ptr->game_turn */ | |
38 | + s32b store_open; /* Closed until this turn */ | |
39 | 39 | |
40 | - s32b last_visit; /* Last visited on this current_world_ptr->game_turn */ | |
40 | + s32b last_visit; /* Last visited on this turn */ | |
41 | 41 | |
42 | 42 | s16b table_num; /* Table -- Number of entries */ |
43 | 43 | s16b table_size; /* Table -- Total Size of Array */ |
@@ -375,7 +375,7 @@ static void hit_trap_slow(void) | ||
375 | 375 | * @param trap_message メッセージの補完文字列 |
376 | 376 | * @param resist 状態異常に抵抗する判定が出たならTRUE |
377 | 377 | * @param set_status 状態異常を指定する関数ポインタ |
378 | -* @param current_world_ptr->game_turn 状態異常の追加ターン量 | |
378 | +* @param turn_aux 状態異常の追加ターン量 | |
379 | 379 | * @return なし |
380 | 380 | */ |
381 | 381 | static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux) |
@@ -436,7 +436,7 @@ static void do_cmd_wiz_change(player_type *creature_ptr) | ||
436 | 436 | * thus accepting the default-values for the remaining values. |
437 | 437 | * pval comes first now, since it is most important. |
438 | 438 | * - wiz_reroll_item() |
439 | - * apply some magic to the item or current_world_ptr->game_turn it into an artifact. | |
439 | + * apply some magic to the item or turn it into an artifact. | |
440 | 440 | * - wiz_roll_item() |
441 | 441 | * Get some statistics about the rarity of an item: |
442 | 442 | * We create a lot of fake items and see if they are of the |
@@ -765,7 +765,7 @@ static void wiz_tweak_item(object_type *o_ptr) | ||
765 | 765 | |
766 | 766 | /*! |
767 | 767 | * @brief アイテムの質を選択して再生成する / |
768 | - * Apply magic to an item or current_world_ptr->game_turn it into an artifact. -Bernd- | |
768 | + * Apply magic to an item or turn it into an artifact. -Bernd- | |
769 | 769 | * @param o_ptr 再生成の対象となるアイテム情報の参照ポインタ |
770 | 770 | * @return なし |
771 | 771 | */ |
@@ -7,7 +7,7 @@ typedef struct { | ||
7 | 7 | POSITION max_wild_y; /*!< Maximum size of the wilderness */ |
8 | 8 | GAME_TURN game_turn; /*!< 画面表示上のゲーム時間基準となるターン / Current game turn */ |
9 | 9 | GAME_TURN game_turn_limit; /*!< game_turnの最大値 / Limit of game_turn */ |
10 | - GAME_TURN dungeon_turn; /*!< NASTY生成の計算に関わる内部ターン値 / Game current_world_ptr->game_turn in dungeon */ | |
10 | + GAME_TURN dungeon_turn; /*!< NASTY生成の計算に関わる内部ターン値 / Game turn in dungeon */ | |
11 | 11 | GAME_TURN dungeon_turn_limit; /*!< dungeon_turnの最大値 / Limit of game_turn in dungeon */ |
12 | 12 | GAME_TURN arena_start_turn; /*!< 闘技場賭博の開始ターン値 */ |
13 | 13 | u32b start_time; |