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hengband: Commit

変愚蛮怒のメインリポジトリです


Commit MetaInfo

Revisionc782a336ea86cd5d5c7f57943771559a7e361777 (tree)
Time2019-11-06 01:23:34
Authordeskull <deskull@user...>
Commiterdeskull

Log Message

[Fix] #39525 コメント置換ミス修正. / Fix comment replacing error.

Change Summary

Incremental Difference

--- a/src/birth.c
+++ b/src/birth.c
@@ -1925,7 +1925,7 @@ static void init_dungeon_quests(player_type *creature_ptr)
19251925 }
19261926
19271927 /*!
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
19291929 * @details アンデッド系種族は開始時刻を夜からにする。
19301930 * @return なし
19311931 */
@@ -4157,7 +4157,7 @@ static bool player_birth_aux(player_type *creature_ptr)
41574157 #endif /* ALLOW_AUTOROLLER */
41584158 clear_from(10);
41594159
4160- /* Reset current_world_ptr->game_turn; before auto-roll and after choosing race */
4160+ /* Reset turn; before auto-roll and after choosing race */
41614161 init_turn(creature_ptr);
41624162
41634163 /*** Generate ***/
--- a/src/chest.c
+++ b/src/chest.c
@@ -28,7 +28,7 @@
2828 * Small chests often contain "gold", while Large chests always contain
2929 * items. Wooden chests contain 2 items, Iron chests contain 4 items,
3030 * 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
3232 * on the level on which the chest is generated.
3333 * </pre>
3434 */
--- a/src/cmd/cmd-activate.c
+++ b/src/cmd/cmd-activate.c
@@ -344,7 +344,7 @@ const activation_type activation_info[] =
344344 * <pre>
345345 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
346346 * 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
348348 * the user hits "escape" at the "direction" prompt.
349349 * </pre>
350350 */
--- a/src/cmd/cmd-basic.c
+++ b/src/cmd/cmd-basic.c
@@ -488,7 +488,7 @@ void do_cmd_go_down(player_type *creature_ptr)
488488
489489
490490 /*!
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
492492 * @return なし
493493 */
494494 void do_cmd_search(player_type * creature_ptr)
@@ -1203,7 +1203,7 @@ static bool exe_tunnel(player_type *creature_ptr, POSITION y, POSITION x)
12031203 * @details
12041204 * <pre>
12051205 * 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.
12071207 *
12081208 * Digging is very difficult without a "digger" weapon, but can be
12091209 * accomplished by strong players using heavy weapons.
@@ -1822,7 +1822,7 @@ void do_cmd_bash(player_type *creature_ptr)
18221822 *
18231823 * Consider confusion
18241824 *
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
18261826 * of invisible monsters.
18271827 * </pre>
18281828 */
@@ -2208,7 +2208,7 @@ void do_cmd_rest(player_type *creature_ptr)
22082208
22092209 if (creature_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(creature_ptr, FALSE);
22102210
2211- /* Take a current_world_ptr->game_turn (?) */
2211+ /* Take a turn (?) */
22122212 take_turn(creature_ptr, 100);
22132213
22142214 /* The sin of sloth */
--- a/src/cmd/cmd-gameoption.c
+++ b/src/cmd/cmd-gameoption.c
@@ -180,7 +180,7 @@ bool cheat_know; /* Know complete monster info */
180180 bool cheat_live; /* Allow player to avoid death */
181181 bool cheat_save; /* Ask for saving death */
182182 bool cheat_diary_output; /* Detailed info to diary */
183-bool cheat_turn; /* Peek current_world_ptr->game_turn */
183+bool cheat_turn; /* Peek turn */
184184 bool cheat_sight;
185185
186186
--- a/src/cmd/cmd-item.c
+++ b/src/cmd/cmd-item.c
@@ -417,7 +417,7 @@ void do_cmd_wield(player_type *creature_ptr)
417417 o_ptr->ident |= (IDENT_SENSE);
418418 }
419419
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! */
421421 if ((o_ptr->name1 == ART_STONEMASK) && (creature_ptr->prace != RACE_VAMPIRE) && (creature_ptr->prace != RACE_ANDROID))
422422 {
423423 /* Turn into a vampire */
--- a/src/cmd/cmd-read.c
+++ b/src/cmd/cmd-read.c
@@ -44,7 +44,7 @@
4444 * <pre>
4545 * Certain scrolls can be "aborted" without losing the scroll. These
4646 * 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.
4848 * </pre>
4949 */
5050 void exe_read(player_type *creature_ptr, INVENTORY_IDX item, bool known)
--- a/src/cmd/cmd-spell.c
+++ b/src/cmd/cmd-spell.c
@@ -1262,7 +1262,7 @@ void do_cmd_cast(player_type *caster_ptr)
12621262 /* Process spell */
12631263 else
12641264 {
1265- /* Canceled spells cost neither a current_world_ptr->game_turn nor mana */
1265+ /* Canceled spells cost neither a turn nor mana */
12661266 if (!exe_spell(caster_ptr, realm, spell, SPELL_CAST)) return;
12671267
12681268 if (randint1(100) < chance)
--- a/src/combat/melee1.c
+++ b/src/combat/melee1.c
@@ -427,7 +427,7 @@ const byte adj_dex_blow[] =
427427 * @brief
428428 * 腕力、器用さに応じた攻撃回数テーブル /
429429 * 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.
431431 * @details
432432 * <pre>
433433 * This number ranges from a single blow/round for weak players to up to six
--- a/src/combat/shoot.c
+++ b/src/combat/shoot.c
@@ -476,11 +476,11 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
476476 }
477477
478478
479- /* Take a (partial) current_world_ptr->game_turn */
479+ /* Take a (partial) turn */
480480 shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
481481 shooter_ptr->is_fired = TRUE;
482482
483- /* Sniper - Difficult to shot twice at 1 current_world_ptr->game_turn */
483+ /* Sniper - Difficult to shot twice at 1 turn */
484484 if (snipe_type == SP_DOUBLE) shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
485485
486486 /* Sniper - Repeat shooting when double shots */
--- a/src/core.c
+++ b/src/core.c
@@ -2861,7 +2861,7 @@ static void process_world_aux_recharge(player_type *creature_ptr)
28612861 /*
28622862 * Recharge rods. Rods now use timeout to control charging status,
28632863 * 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-
28652865 */
28662866 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
28672867 {
@@ -4350,7 +4350,7 @@ static void process_upkeep_with_speed(void)
43504350 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
43514351 }
43524352
4353- /* No current_world_ptr->game_turn yet */
4353+ /* No turn yet */
43544354 if (p_ptr->enchant_energy_need > 0) return;
43554355
43564356 while (p_ptr->enchant_energy_need <= 0)
@@ -4447,7 +4447,7 @@ static void process_player(player_type *creature_ptr)
44474447 creature_ptr->energy_need -= SPEED_TO_ENERGY(creature_ptr->pspeed);
44484448 }
44494449
4450- /* No current_world_ptr->game_turn yet */
4450+ /* No turn yet */
44514451 if (creature_ptr->energy_need > 0) return;
44524452 if (!command_rep) prt_time();
44534453
@@ -4639,7 +4639,7 @@ static void process_player(player_type *creature_ptr)
46394639 /* Hack -- cancel "lurking browse mode" */
46404640 if (!command_new) command_see = FALSE;
46414641
4642- /* Assume free current_world_ptr->game_turn */
4642+ /* Assume free turn */
46434643 free_turn(creature_ptr);
46444644
46454645 if (creature_ptr->phase_out)
@@ -5278,7 +5278,7 @@ void play_game(bool new_game)
52785278 }
52795279 }
52805280
5281- /* Hack -- current_world_ptr->game_turn off the cursor */
5281+ /* Hack -- turn off the cursor */
52825282 (void)Term_set_cursor(0);
52835283
52845284
--- a/src/creature.c
+++ b/src/creature.c
@@ -12,11 +12,11 @@
1212 * Note that the table has been changed at high speeds. From
1313 * "Slow (-40)" to "Fast (+30)" is pretty much unchanged, but
1414 * 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
1616 * 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",
1818 * 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,
2020 * furthur increases in speed are more or less pointless,
2121 * except to balance out heavy p_ptr->inventory_list.
2222 *
--- a/src/files.c
+++ b/src/files.c
@@ -631,8 +631,8 @@ errr process_pref_file_command(char *buf)
631631 }
632632 break;
633633
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 */
636636 case 'X':
637637 case 'Y':
638638 for (i = 0; option_info[i].o_desc; i++)
@@ -6515,7 +6515,7 @@ void exit_game_panic(void)
65156515 /* Clear the top line */
65166516 prt("", 0, 0);
65176517
6518- /* Hack -- current_world_ptr->game_turn off some things */
6518+ /* Hack -- turn off some things */
65196519 disturb(p_ptr, TRUE, TRUE);
65206520
65216521 /* Mega-Hack -- Delay death */
--- a/src/floor-generate.c
+++ b/src/floor-generate.c
@@ -685,7 +685,7 @@ static bool cave_gen(floor_type *floor_ptr)
685685 int tunnel_fail_count = 0;
686686
687687 /*
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.
689689 */
690690 if (!generate_rooms(floor_ptr)) return FALSE;
691691
--- a/src/floor-save.c
+++ b/src/floor-save.c
@@ -1066,7 +1066,7 @@ void leave_floor(player_type *creature_ptr)
10661066 /* Get out of the my way! */
10671067 get_out_monster(p_ptr->current_floor_ptr, creature_ptr);
10681068
1069- /* Record the last visit current_world_ptr->game_turn of current floor */
1069+ /* Record the last visit turn of current floor */
10701070 sf_ptr->last_visit = current_world_ptr->game_turn;
10711071
10721072 forget_lite(p_ptr->current_floor_ptr);
@@ -1312,10 +1312,10 @@ void change_floor(player_type *creature_ptr)
13121312 generate_floor(creature_ptr->current_floor_ptr);
13131313 }
13141314
1315- /* Record last visit current_world_ptr->game_turn */
1315+ /* Record last visit turn */
13161316 sf_ptr->last_visit = current_world_ptr->game_turn;
13171317
1318- /* Set correct creature_ptr->current_floor_ptr->dun_level value */
1318+ /* Set correct dun_level value */
13191319 sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
13201320
13211321 /* Create connected stairs */
@@ -1368,9 +1368,9 @@ void change_floor(player_type *creature_ptr)
13681368 /*
13691369 * Update visit mark
13701370 *
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
13741374 * oldest saved floor.
13751375 */
13761376 sf_ptr->visit_mark = latest_visit_mark++;
--- a/src/floor.c
+++ b/src/floor.c
@@ -97,7 +97,7 @@ static int scent_when = 0;
9797 * current position, and monsters can use it to home in the character,
9898 * but not to run away from him.
9999 *
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,
101101 * scent is aged by one, and new scent of the current age is laid down.
102102 * Speedy characters leave more scent, true, but it also ages faster,
103103 * which makes it harder to hunt them down.
--- a/src/h-config.h
+++ b/src/h-config.h
@@ -395,7 +395,7 @@
395395 * some weird tricks with "p_ptr->player_uid" and such involving "defines".
396396 * Note that this option used the AFS library routines Authenticate(),
397397 * 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.
399399 */
400400 /* #define SECURE */
401401
--- a/src/load.c
+++ b/src/load.c
@@ -2298,7 +2298,7 @@ static void rd_extra(void)
22982298 rd_s32b(&p_ptr->feeling_turn);
22992299 }
23002300
2301- /* Current current_world_ptr->game_turn */
2301+ /* Current turn */
23022302 rd_s32b(&current_world_ptr->game_turn);
23032303
23042304 if (z_older_than(10, 3, 12))
--- a/src/monster-process.c
+++ b/src/monster-process.c
@@ -2007,7 +2007,7 @@ void process_monster(MONSTER_IDX m_idx)
20072007 do_move = FALSE;
20082008 }
20092009
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 */
20112011 if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
20122012 {
20132013 if (!MON_CONFUSED(m_ptr))
@@ -2031,7 +2031,7 @@ void process_monster(MONSTER_IDX m_idx)
20312031 /* Do not move */
20322032 do_move = FALSE;
20332033
2034- /* Took a current_world_ptr->game_turn */
2034+ /* Took a turn */
20352035 do_turn = TRUE;
20362036 }
20372037 }
@@ -2063,7 +2063,7 @@ void process_monster(MONSTER_IDX m_idx)
20632063 {
20642064 if (monst_attack_monst(p_ptr, m_idx, g_ptr->m_idx)) return;
20652065
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 */
20672067 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
20682068 {
20692069 if (MON_CONFUSED(m_ptr)) return;
--- a/src/object1.c
+++ b/src/object1.c
@@ -442,7 +442,7 @@ static concptr item_activation_aux(object_type *o_ptr)
442442 constant = act_ptr->timeout.constant;
443443 dice = act_ptr->timeout.dice;
444444 if (constant == 0 && dice == 0) {
445- /* We can activate it every current_world_ptr->game_turn */
445+ /* We can activate it every turn */
446446 strcpy(timeout, _("いつでも", "every current_world_ptr->game_turn"));
447447 } else if (constant < 0) {
448448 /* Activations that have special timeout */
--- a/src/player-damage.h
+++ b/src/player-damage.h
@@ -1,6 +1,6 @@
11 #pragma once
22
3-/* Multishadow effects is determined by current_world_ptr->game_turn */
3+/* Multishadow effects is determined by turn */
44 #define CHECK_MULTISHADOW(CRE_PTR) ((CRE_PTR)->multishadow && (current_world_ptr->game_turn & 1))
55
66 #define DAMAGE_FORCE 1
--- a/src/player-move.c
+++ b/src/player-move.c
@@ -108,7 +108,7 @@
108108 * entirely open.
109109 *
110110 * 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
112112 * that direction. If there are more than two new ways to go, STOP.
113113 * If there are two ways to go, and those ways are separated by a
114114 * 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)
873873 * @note
874874 * This routine should (probably) always induce energy expenditure.\n
875875 * @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
877877 * any monster which might be in the destination grid. Previously,\n
878878 * moving into walls was "free" and did NOT hit invisible monsters.\n
879879 */
@@ -1209,7 +1209,7 @@ void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool
12091209 /*
12101210 * Well, it makes sense that you lose time bumping into
12111211 * 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...
12131213 */
12141214 if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
12151215 free_turn(creature_ptr);
@@ -1397,7 +1397,7 @@ static bool find_breakleft;
13971397 * Diagonal Corridor -- allow diaginal entry into corridors.\n
13981398 *\n
13991399 * 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
14011401 * corridor, must be moving straight into a corridor here. ???\n
14021402 *\n
14031403 * Diagonal Corridor Blunt Corridor (?)\n
--- a/src/player-status.c
+++ b/src/player-status.c
@@ -1441,11 +1441,11 @@ void calc_bonuses(player_type *creature_ptr)
14411441 /* Start with "normal" speed */
14421442 new_speed = 110;
14431443
1444- /* Start with a single blow per current_world_ptr->game_turn */
1444+ /* Start with a single blow per turn */
14451445 creature_ptr->num_blow[0] = 1;
14461446 creature_ptr->num_blow[1] = 1;
14471447
1448- /* Start with a single shot per current_world_ptr->game_turn */
1448+ /* Start with a single shot per turn */
14491449 creature_ptr->num_fire = 100;
14501450
14511451 /* Reset the "xtra" tval */
--- a/src/player-status.h
+++ b/src/player-status.h
@@ -717,7 +717,7 @@ struct player_type
717717
718718 byte pspeed; /* Current speed */
719719
720- ENERGY energy_use; /* Energy use this current_world_ptr->game_turn */
720+ ENERGY energy_use; /* Energy use this turn */
721721
722722 POSITION y; /* Player location in dungeon */
723723 POSITION x; /* Player location in dungeon */
--- a/src/realm-song.c
+++ b/src/realm-song.c
@@ -269,7 +269,7 @@ concptr do_music_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode)
269269 if (cast)
270270 {
271271 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 */
273273 SINGING_COUNT(caster_ptr) = 0;
274274 start_singing(spell, MUSIC_DETECT);
275275 }
--- a/src/rooms.c
+++ b/src/rooms.c
@@ -1306,7 +1306,7 @@ bool generate_lake(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsi
13061306 is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize))
13071307 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
13081308
1309- /* current_world_ptr->game_turn off icky flag (no longer needed.) */
1309+ /* turn off icky flag (no longer needed.) */
13101310 floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
13111311
13121312 /* Light lava */
--- a/src/save.c
+++ b/src/save.c
@@ -840,7 +840,7 @@ static void wr_extra(void)
840840 /* Turn of last "feeling" */
841841 wr_s32b(p_ptr->feeling_turn);
842842
843- /* Current current_world_ptr->game_turn */
843+ /* Current turn */
844844 wr_s32b(current_world_ptr->game_turn);
845845
846846 wr_s32b(current_world_ptr->dungeon_turn);
@@ -1847,7 +1847,7 @@ bool load_player(void)
18471847 }
18481848 if (!err)
18491849 {
1850- /* Invalid current_world_ptr->game_turn */
1850+ /* Invalid turn */
18511851 if (!current_world_ptr->game_turn) err = -1;
18521852
18531853 /* Message (below) */
--- a/src/scores.c
+++ b/src/scores.c
@@ -501,7 +501,7 @@ errr top_twenty(void)
501501 sprintf(the_score.gold, "%9lu", (long)p_ptr->au);
502502 the_score.gold[9] = '\0';
503503
504- /* Save the current current_world_ptr->game_turn */
504+ /* Save the current turn */
505505 sprintf(the_score.turns, "%9lu", (long)turn_real(current_world_ptr->game_turn));
506506 the_score.turns[9] = '\0';
507507
@@ -619,7 +619,7 @@ errr predict_score(player_type *creature_ptr)
619619 /* Save the current gold */
620620 sprintf(the_score.gold, "%9lu", (long)creature_ptr->au);
621621
622- /* Save the current current_world_ptr->game_turn */
622+ /* Save the current turn */
623623 sprintf(the_score.turns, "%9lu", (long)turn_real(current_world_ptr->game_turn));
624624
625625 /* Hack -- no time needed */
--- a/src/spells-floor.c
+++ b/src/spells-floor.c
@@ -727,7 +727,7 @@ bool destroy_area(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION r, b
727727 * @details
728728 * <pre>
729729 *
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.
731731 *
732732 * The player will take damage and "jump" into a safe grid if possible,
733733 * 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
739739 * Note that thus the player and monsters (except eaters of walls and
740740 * passers through walls) will never occupy the same grid as a wall.
741741 * 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.
743743 * This has allowed massive simplification of the "monster" code.
744744 * </pre>
745745 */
--- a/src/spells1.c
+++ b/src/spells1.c
@@ -1716,7 +1716,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
17161716 dam /= 3;
17171717
17181718 /*
1719- * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's
1719+ * Powerful demons & undead can turn a mindcrafter's
17201720 * attacks back on them
17211721 */
17221722 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
18071807 dam /= 3;
18081808
18091809 /*
1810- * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's
1810+ * Powerful demons & undead can turn a mindcrafter's
18111811 * attacks back on them
18121812 */
18131813 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
19151915 do_conf = 0;
19161916
19171917 /*
1918- * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's
1918+ * Powerful demons & undead can turn a mindcrafter's
19191919 * attacks back on them
19201920 */
19211921 if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
--- a/src/store.h
+++ b/src/store.h
@@ -35,9 +35,9 @@ struct store_type
3535 s16b good_buy; /* Number of "good" buys */
3636 s16b bad_buy; /* Number of "bad" buys */
3737
38- s32b store_open; /* Closed until this current_world_ptr->game_turn */
38+ s32b store_open; /* Closed until this turn */
3939
40- s32b last_visit; /* Last visited on this current_world_ptr->game_turn */
40+ s32b last_visit; /* Last visited on this turn */
4141
4242 s16b table_num; /* Table -- Number of entries */
4343 s16b table_size; /* Table -- Total Size of Array */
--- a/src/trap.c
+++ b/src/trap.c
@@ -375,7 +375,7 @@ static void hit_trap_slow(void)
375375 * @param trap_message メッセージの補完文字列
376376 * @param resist 状態異常に抵抗する判定が出たならTRUE
377377 * @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
379379 * @return なし
380380 */
381381 static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)
--- a/src/wizard2.c
+++ b/src/wizard2.c
@@ -436,7 +436,7 @@ static void do_cmd_wiz_change(player_type *creature_ptr)
436436 * thus accepting the default-values for the remaining values.
437437 * pval comes first now, since it is most important.
438438 * - 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.
440440 * - wiz_roll_item()
441441 * Get some statistics about the rarity of an item:
442442 * 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)
765765
766766 /*!
767767 * @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-
769769 * @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
770770 * @return なし
771771 */
--- a/src/world.h
+++ b/src/world.h
@@ -7,7 +7,7 @@ typedef struct {
77 POSITION max_wild_y; /*!< Maximum size of the wilderness */
88 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 */
99 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 */
1111 GAME_TURN dungeon_turn_limit; /*!< dungeon_turnの最大値 / Limit of game_turn in dungeon */
1212 GAME_TURN arena_start_turn; /*!< 闘技場賭博の開始ターン値 */
1313 u32b start_time;
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