/* Failure */
if (!fff)
{
- msg_format(_("%s を開くことができませんでした。プレイ記録を一時停止します。", "Failed to open %s. Play-Record is disabled temporally."), buf);
+ msg_format(_("%s を開くことができませんでした。プレイ記録を一時停止します。", "Failed to open %s. Play-Record is disabled temporarily."), buf);
msg_format(NULL);
disable_nikki=TRUE;
return (-1);
/* Forget the high score fd */
highscore_fd = -1;
- /* Kill all temporal files */
+ /* Kill all temporary files */
clear_saved_floor_files();
/* Allow suspending now */
/*!
* @brief 保存フロア配列を初期化する / Initialize saved_floors array.
* @param force テンポラリファイルが残っていた場合も警告なしで強制的に削除する。
- * @details Make sure that old temporal files are not remaining as gurbages.
+ * @details Make sure that old temporary files are not remaining as gurbages.
* @return なし
*/
void init_saved_floors(bool force)
{
if (!force)
{
- msg_print(_("エラー:古いテンポラリ・ファイルが残っています。", "Error: There are old temporal files."));
+ msg_print(_("エラー:古いテンポラリ・ファイルが残っています。", "Error: There are old temporary files."));
msg_print(_("変愚蛮怒を二重に起動していないか確認してください。", "Make sure you are not running two game processes simultaneously."));
- msg_print(_("過去に変愚蛮怒がクラッシュした場合は一時ファイルを", "If the temporal files are garbages of old crashed process, "));
+ msg_print(_("過去に変愚蛮怒がクラッシュした場合は一時ファイルを", "If the temporary files are garbages of old crashed process, "));
msg_print(_("強制的に削除して実行を続けられます。", "you can delete it safely."));
- if (!get_check(_("強制的に削除してもよろしいですか?", "Do you delete old temporal files? ")))
+ if (!get_check(_("強制的に削除してもよろしいですか?", "Do you delete old temporary files? ")))
quit(_("実行中止", "Aborted."));
force = TRUE;
}
/* Grab permissions */
safe_setuid_grab();
- /* Simply kill the temporal file */
+ /* Simply kill the temporary file */
(void)fd_kill(floor_savefile);
/* Drop permissions */
/* vist_mark is from 1 */
latest_visit_mark = 1;
- /* A sign to mark temporal files */
+ /* A sign to mark temporary files */
saved_floor_file_sign = (u32b)time(NULL);
/* No next floor yet */
}
/*!
- * @brief 保存フロア用テンポラリファイルを削除する / Kill temporal files
+ * @brief 保存フロア用テンポラリファイルを削除する / Kill temporary files
* @details Should be called just before the game quit.
* @return なし
*/
{
saved_floor_type *sf_ptr = &saved_floors[i];
- /* No temporal file */
+ /* No temporary file */
if (!sf_ptr->floor_id) continue;
if (sf_ptr->floor_id == p_ptr->floor_id) continue;
/* Grab permissions */
safe_setuid_grab();
- /* Simply kill the temporal file */
+ /* Simply kill the temporary file */
(void)fd_kill(floor_savefile);
/* Drop permissions */
/* Kill current floor */
p_ptr->floor_id = 0;
- /* Current floor doesn't have temporal file */
+ /* Current floor doesn't have temporary file */
}
else
{
/* Grab permissions */
safe_setuid_grab();
- /* Simply kill the temporal file */
+ /* Simply kill the temporary file */
(void)fd_kill(floor_savefile);
/* Drop permissions */
/* New floor is not yet prepared */
new_floor_id = 0;
- /* Temporary get a floor_id (for Arena) */
+ /* Temporarily get a floor_id (for Arena) */
if (!p_ptr->floor_id &&
(change_floor_mode & CFM_SAVE_FLOORS) &&
!(change_floor_mode & CFM_NO_RETURN))
{
- /* Get temporal floor_id */
+ /* Get temporary floor_id */
p_ptr->floor_id = get_new_floor_id();
}
* @return なし
* @details
* If the floor is an old saved floor, it will be\n
- * restored from the temporal file. If the floor is new one, new current_floor_ptr->grid_array\n
+ * restored from the temporary file. If the floor is new one, new current_floor_ptr->grid_array\n
* will be generated.\n
*/
void change_floor(void)
{
if (sf_ptr->last_visit)
{
- /* Temporal file is broken? */
+ /* Temporary file is broken? */
msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
/* Create simple dead end */
byte num;
int i;
- /* Initialize saved_floors array and temporal files */
+ /* Initialize saved_floors array and temporary files */
init_saved_floors(FALSE);
/* Older method */
}
- /* Move saved floors data to temporal files */
+ /* Move saved floors data to temporary files */
for (i = 0; i < num; i++)
{
saved_floor_type *sf_ptr = &saved_floors[i];
/* Error? */
if (err) break;
- /* Re-save as temporal saved floor file */
+ /* Re-save as temporary saved floor file */
if (!save_floor(sf_ptr, SLF_SECOND)) err = 182;
/* Error? */
if (err) break;
}
- /* Finally load current floor data from temporal file */
+ /* Finally load current floor data from temporary file */
if (!err)
{
if (!load_floor(get_sf_ptr(p_ptr->floor_id), SLF_SECOND)) err = 183;
break;
case 182:
- note(_("テンポラリ・ファイルを作成できません!", "Failed to make temporal files!"));
+ note(_("テンポラリ・ファイルを作成できません!", "Failed to make temporary files!"));
break;
case 183:
"Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
"Gives feeling of an item. Or identify an item at level 25.",
"Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
- "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
+ "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
"Pulls a distant item close to you.",
"Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
"Fires a beam of pure energy which penetrate the invulnerability barrier.",
"Gives levitaion a while.",
"Fires a short energy beam.",
"Gives magic resistance for a while.",
- "Improves spirit energy power temporaly. Improved spirit energy will be more and more powerfull or have longer duration. Too many improving results in uncontrollable explosion of spirit energy.",
+ "Improves spirit energy power temporarily. Improved spirit energy will be more and more powerfull or have longer duration. Too many improving results in uncontrollable explosion of spirit energy.",
"Gives aura which damages all monsters which attacked you for a while.",
"Damages an adjacent monster, and blow it away.",
"Fires a large energy ball.",
/* Extract pointer to current floor */
cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
- /* Save current floor to temporal file */
+ /* Save current floor to temporary file */
if (!save_floor(cur_sf_ptr, (SLF_SECOND))) return FALSE;
- /* Move data in temporal files to the savefile */
+ /* Move data in temporary files to the savefile */
for (i = 0; i < MAX_SAVED_FLOORS; i++)
{
saved_floor_type *sf_ptr = &saved_floors[i];
/* Unused element */
if (!sf_ptr->floor_id) continue;
- /* Load temporal saved floor file */
+ /* Load temporary saved floor file */
if (load_floor(sf_ptr, (SLF_SECOND | SLF_NO_KILL)))
{
/* Mark success */
/*!
- * @brief ゲームプレイ中のフロア一時保存出力処理サブルーチン / Actually write a temporal saved floor file
+ * @brief ゲームプレイ中のフロア一時保存出力処理サブルーチン / Actually write a temporary saved floor file
* @param sf_ptr 保存フロア参照ポインタ
* @return なし
*/
/*!
- * @brief ゲームプレイ中のフロア一時保存出力処理メインルーチン / Attempt to save the temporally saved-floor data
+ * @brief ゲームプレイ中のフロア一時保存出力処理メインルーチン / Attempt to save the temporarily saved-floor data
* @param sf_ptr 保存フロア参照ポインタ
* @param mode 保存オプション
* @return なし
world_type *current_world_ptr = &world;
/*
- * Sign for current process used in temporal files.
+ * Sign for current process used in temporary files.
* Actually it is the start time of current process.
*/
u32b saved_floor_file_sign;