p_ptr->energy_need = 0;
battle_monsters();
}
- else if (current_world_ptr->game_turn - old_turn == 150 * TURNS_PER_TICK)
+ else if (current_world_ptr->game_turn - current_floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
{
msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
p_ptr->au += kakekin;
if (current_world_ptr->game_turn > rollback_turns) current_world_ptr->game_turn -= rollback_turns;
else current_world_ptr->game_turn = 1; /* Paranoia */
- if (old_turn > rollback_turns) old_turn -= rollback_turns;
- else old_turn = 1;
+ if (current_floor_ptr->generated_turn > rollback_turns) current_floor_ptr->generated_turn -= rollback_turns;
+ else current_floor_ptr->generated_turn = 1;
if (old_battle > rollback_turns) old_battle -= rollback_turns;
else old_battle = 1;
if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
extern s16b running;
extern GAME_TURN resting;
extern bool invoking_midnight_curse;
-extern GAME_TURN old_turn;
extern GAME_TURN old_battle;
extern bool use_sound;
extern bool use_music;
wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
/* Remember when this level was "created" */
- old_turn = current_world_ptr->game_turn;
+ current_floor_ptr->generated_turn = current_world_ptr->game_turn;
/* No dungeon feeling yet */
- p_ptr->feeling_turn = old_turn;
+ p_ptr->feeling_turn = current_floor_ptr->generated_turn;
p_ptr->feeling = 0;
/* Clear all flags */
current_world_ptr->dungeon_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
/* Turn when level began */
- rd_s32b(&old_turn);
+ rd_s32b(¤t_floor_ptr->generated_turn);
if (h_older_than(1, 7, 0, 4))
{
- p_ptr->feeling_turn = old_turn;
+ p_ptr->feeling_turn = current_floor_ptr->generated_turn;
}
else
{
if (z_older_than(11, 0, 13))
{
- old_turn /= 2;
+ current_floor_ptr->generated_turn /= 2;
p_ptr->feeling_turn /= 2;
current_world_ptr->game_turn /= 2;
current_world_ptr->dungeon_turn /= 2;
wr_byte(p_ptr->feeling);
/* Turn when level began */
- wr_s32b(old_turn);
+ wr_s32b(current_floor_ptr->generated_turn);
/* Turn of last "feeling" */
wr_s32b(p_ptr->feeling_turn);
POSITION height; /* Current dungeon height */
MONSTER_NUMBER num_repro; /*!< Current reproducer count */
+ GAME_TURN generated_turn; /* Turn when level began */
+
object_type *o_list; /*!< The array of dungeon items [current_floor_ptr->max_o_idx] */
OBJECT_IDX max_o_idx; /*!< Maximum number of objects in the level */
bool invoking_midnight_curse; /*!< 悪夢モード時の真夜中太古の呪い発生処理フラグ */
-GAME_TURN old_turn; /* Turn when level began */
GAME_TURN old_battle;
bool use_sound; /* The "sound" mode is enabled */