/* Get out of the my way! */
get_out_monster();
- /* Record the last visit turn of current floor */
- sf_ptr->last_visit = turn;
+ /* Record the last visit current_world_ptr->game_turn of current floor */
+ sf_ptr->last_visit = current_world_ptr->game_turn;
forget_lite();
forget_view();
int alloc_chance = d_info[p_ptr->dungeon_idx].max_m_alloc_chance;
GAME_TURN alloc_times;
- while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
- absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
+ while (tmp_last_visit > current_world_ptr->game_turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
+ absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
/* Maintain monsters */
for (i = 1; i < m_max; i++)
generate_random_floor();
}
- /* Record last visit turn */
- sf_ptr->last_visit = turn;
+ /* Record last visit current_world_ptr->game_turn */
+ sf_ptr->last_visit = current_world_ptr->game_turn;
/* Set correct current_floor_ptr->dun_level value */
sf_ptr->dun_level = current_floor_ptr->dun_level;
/*
* Update visit mark
*
- * The "turn" is not always different number because
- * the level teleport doesn't take any turn. Use
- * visit mark instead of last visit turn to find the
+ * The "current_world_ptr->game_turn" is not always different number because
+ * the level teleport doesn't take any current_world_ptr->game_turn. Use
+ * visit mark instead of last visit current_world_ptr->game_turn to find the
* oldest saved floor.
*/
sf_ptr->visit_mark = latest_visit_mark++;
wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
/* Remember when this level was "created" */
- old_turn = turn;
+ old_turn = current_world_ptr->game_turn;
/* No dungeon feeling yet */
p_ptr->feeling_turn = old_turn;