else if (o_ptr->name2 == EGO_LITE_LONG)
{
if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
- && (turn % (TURNS_PER_TICK*2)))
+ && (current_world_ptr->game_turn % (TURNS_PER_TICK*2)))
{
if (disturb_minor) disturb(FALSE, TRUE);
msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
}
/* Digest normally -- Every 50 game turns */
- else if (!(turn % (TURNS_PER_TICK * 5)))
+ else if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 5)))
{
/* Basic digestion rate based on speed */
int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
/* Decrease life-span */
if (o_ptr->name2 == EGO_LITE_LONG)
{
- if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
+ if (current_world_ptr->game_turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
}
else o_ptr->xtra4--;
/*
* Recharge rods. Rods now use timeout to control charging status,
* and each charging rod in a stack decreases the stack's timeout by
- * one per turn. -LM-
+ * one per current_world_ptr->game_turn. -LM-
*/
for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
{
delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - current_floor_ptr->dun_level) * TURNS_PER_TICK / 100;
/* Not yet felt anything */
- if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
+ if (current_world_ptr->game_turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
/* Extract quest number (if any) */
quest_num = quest_number(current_floor_ptr->dun_level);
new_feeling = get_dungeon_feeling();
/* Remember last time updated */
- p_ptr->feeling_turn = turn;
+ p_ptr->feeling_turn = current_world_ptr->game_turn;
/* No change */
if (p_ptr->feeling == new_feeling) return;
int day, hour, min;
const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
- s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
+ s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
extract_day_hour_min(&day, &hour, &min);
p_ptr->energy_need = 0;
battle_monsters();
}
- else if (turn - old_turn == 150 * TURNS_PER_TICK)
+ else if (current_world_ptr->game_turn - old_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;
}
/* Every 10 game turns */
- if (turn % TURNS_PER_TICK) return;
+ if (current_world_ptr->game_turn % TURNS_PER_TICK) return;
/*** Check the Time and Load ***/
- if (!(turn % (50*TURNS_PER_TICK)))
+ if (!(current_world_ptr->game_turn % (50*TURNS_PER_TICK)))
{
/* Check time and load */
if ((0 != check_time()) || (0 != check_load()))
/*** Attempt timed autosave ***/
if (autosave_t && autosave_freq && !p_ptr->inside_battle)
{
- if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
+ if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
do_cmd_save_game(TRUE);
}
if (!current_floor_ptr->dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
{
/* Hack -- Daybreak/Nighfall in town */
- if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
+ if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
{
bool dawn;
/* Check for dawn */
- dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
+ dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
if (dawn) day_break();
else night_falls();
/*** Shuffle the Storekeepers ***/
/* Chance is only once a day (while in dungeon) */
- if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
+ if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)))
{
/* Sometimes, shuffle the shop-keepers */
if (one_in_(STORE_SHUFFLE))
}
/* Hack -- Check for creature regeneration */
- if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
- if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
+ if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
+ if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
if (!p_ptr->leaving)
{
p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
}
- /* No turn yet */
+ /* No current_world_ptr->game_turn yet */
if (p_ptr->enchant_energy_need > 0) return;
while (p_ptr->enchant_energy_need <= 0)
p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
}
- /* No turn yet */
+ /* No current_world_ptr->game_turn yet */
if (p_ptr->energy_need > 0) return;
if (!command_rep) prt_time();
/* Hack -- cancel "lurking browse mode" */
if (!command_new) command_see = FALSE;
- /* Assume free turn */
+ /* Assume free current_world_ptr->game_turn */
free_turn(p_ptr);
if (p_ptr->inside_battle)
if (!p_ptr->playing || p_ptr->is_dead) break;
/* Count game turns */
- turn++;
+ current_world_ptr->game_turn++;
if (dungeon_turn < dungeon_turn_limit)
{
if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
- else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
+ else if (p_ptr->wild_mode && !(current_world_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
}
prevent_turn_overflow();
}
}
- /* Hack -- turn off the cursor */
+ /* Hack -- current_world_ptr->game_turn off the cursor */
(void)Term_set_cursor(0);
int rollback_days, i, j;
s32b rollback_turns;
- if (turn < turn_limit) return;
+ if (current_world_ptr->game_turn < turn_limit) return;
- rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
+ rollback_days = 1 + (current_world_ptr->game_turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
- if (turn > rollback_turns) turn -= rollback_turns;
- else turn = 1; /* Paranoia */
+ 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 (old_battle > rollback_turns) old_battle -= rollback_turns;