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[Refactor] #38995 world_type 構造体に turn を game_turn に改名して取り込む。 / Rename turn to game_t...
[hengband/hengband.git] / src / dungeon.c
index 79bc6f6..cbda4bb 100644 (file)
@@ -1026,7 +1026,7 @@ static void notice_lite_change(object_type *o_ptr)
        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."));
@@ -1313,7 +1313,7 @@ static void process_world_aux_digestion(void)
                }
 
                /* 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);
@@ -2165,7 +2165,7 @@ static void process_world_aux_light(void)
                        /* 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--;
 
@@ -2905,7 +2905,7 @@ static void process_world_aux_recharge(void)
        /*
         * 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++)
        {
@@ -3334,7 +3334,7 @@ static void update_dungeon_feeling(void)
        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);
@@ -3350,7 +3350,7 @@ static void update_dungeon_feeling(void)
        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;
@@ -3379,7 +3379,7 @@ static void process_world(void)
        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);
@@ -3450,7 +3450,7 @@ static void process_world(void)
                        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;
@@ -3461,11 +3461,11 @@ static void process_world(void)
        }
 
        /* 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()))
@@ -3500,7 +3500,7 @@ static void process_world(void)
        /*** 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);
        }
 
@@ -3515,12 +3515,12 @@ static void process_world(void)
        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();
@@ -3534,7 +3534,7 @@ static void process_world(void)
                /*** 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))
@@ -3588,8 +3588,8 @@ static void process_world(void)
        }
 
        /* 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)
        {
@@ -4696,7 +4696,7 @@ static void process_upkeep_with_speed(void)
                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)
@@ -4762,7 +4762,7 @@ static void process_player(void)
                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();
 
@@ -4984,7 +4984,7 @@ static void process_player(void)
                /* 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)
@@ -5496,12 +5496,12 @@ static void dungeon(bool load_game)
                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();
@@ -5783,7 +5783,7 @@ void play_game(bool new_game)
                }
        }
 
-       /* Hack -- turn off the cursor */
+       /* Hack -- current_world_ptr->game_turn off the cursor */
        (void)Term_set_cursor(0);
 
 
@@ -6228,13 +6228,13 @@ void prevent_turn_overflow(void)
        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;