}
/*!
- * @brief ゲームターンを初期化する / Reset current_world_ptr->game_turn
+ * @brief ゲームターンを初期化する / Reset turn
* @details アンデッド系種族は開始時刻を夜からにする。
* @return なし
*/
#endif /* ALLOW_AUTOROLLER */
clear_from(10);
- /* Reset current_world_ptr->game_turn; before auto-roll and after choosing race */
+ /* Reset turn; before auto-roll and after choosing race */
init_turn(creature_ptr);
/*** Generate ***/
* Small chests often contain "gold", while Large chests always contain
* items. Wooden chests contain 2 items, Iron chests contain 4 items,
* and Steel chests contain 6 items. The "value" of the items in a
-* chest is based on the "power" of the chest, which is in current_world_ptr->game_turn based
+* chest is based on the "power" of the chest, which is in turn based
* on the level on which the chest is generated.
* </pre>
*/
* <pre>
* Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
* But one could, for example, easily make an activatable "Ring of Plasma".
- * Note that it always takes a current_world_ptr->game_turn to activate an artifact, even if
+ * Note that it always takes a turn to activate an artifact, even if
* the user hits "escape" at the "direction" prompt.
* </pre>
*/
/*!
- * @brief 探索コマンドのメインルーチン / Simple command to "search" for one current_world_ptr->game_turn
+ * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn
* @return なし
*/
void do_cmd_search(player_type * creature_ptr)
* @details
* <pre>
* Note that you must tunnel in order to hit invisible monsters
- * in walls, though moving into walls still takes a current_world_ptr->game_turn anyway.
+ * in walls, though moving into walls still takes a turn anyway.
*
* Digging is very difficult without a "digger" weapon, but can be
* accomplished by strong players using heavy weapons.
*
* Consider confusion
*
- * This command must always take a current_world_ptr->game_turn, to prevent free detection
+ * This command must always take a turn, to prevent free detection
* of invisible monsters.
* </pre>
*/
if (creature_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(creature_ptr, FALSE);
- /* Take a current_world_ptr->game_turn (?) */
+ /* Take a turn (?) */
take_turn(creature_ptr, 100);
/* The sin of sloth */
bool cheat_live; /* Allow player to avoid death */
bool cheat_save; /* Ask for saving death */
bool cheat_diary_output; /* Detailed info to diary */
-bool cheat_turn; /* Peek current_world_ptr->game_turn */
+bool cheat_turn; /* Peek turn */
bool cheat_sight;
o_ptr->ident |= (IDENT_SENSE);
}
- /* The Stone Mask make the player current_world_ptr->game_turn into a vampire! */
+ /* The Stone Mask make the player turn into a vampire! */
if ((o_ptr->name1 == ART_STONEMASK) && (creature_ptr->prace != RACE_VAMPIRE) && (creature_ptr->prace != RACE_ANDROID))
{
/* Turn into a vampire */
* <pre>
* Certain scrolls can be "aborted" without losing the scroll. These
* include scrolls with no effects but recharge or identify, which are
- * cancelled before use. XXX Reading them still takes a current_world_ptr->game_turn, though.
+ * cancelled before use. XXX Reading them still takes a turn, though.
* </pre>
*/
void exe_read(player_type *creature_ptr, INVENTORY_IDX item, bool known)
/* Process spell */
else
{
- /* Canceled spells cost neither a current_world_ptr->game_turn nor mana */
+ /* Canceled spells cost neither a turn nor mana */
if (!exe_spell(caster_ptr, realm, spell, SPELL_CAST)) return;
if (randint1(100) < chance)
* @brief
* 腕力、器用さに応じた攻撃回数テーブル /
* This table is used to help calculate the number of blows the player can
- * make in a single round of attacks (one player current_world_ptr->game_turn) with a normal weapon.
+ * make in a single round of attacks (one player turn) with a normal weapon.
* @details
* <pre>
* This number ranges from a single blow/round for weak players to up to six
}
- /* Take a (partial) current_world_ptr->game_turn */
+ /* Take a (partial) turn */
shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
shooter_ptr->is_fired = TRUE;
- /* Sniper - Difficult to shot twice at 1 current_world_ptr->game_turn */
+ /* Sniper - Difficult to shot twice at 1 turn */
if (snipe_type == SP_DOUBLE) shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
/* Sniper - Repeat shooting when double shots */
/*
* 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 current_world_ptr->game_turn. -LM-
+ * one per turn. -LM-
*/
for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
{
p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
}
- /* No current_world_ptr->game_turn yet */
+ /* No turn yet */
if (p_ptr->enchant_energy_need > 0) return;
while (p_ptr->enchant_energy_need <= 0)
creature_ptr->energy_need -= SPEED_TO_ENERGY(creature_ptr->pspeed);
}
- /* No current_world_ptr->game_turn yet */
+ /* No turn yet */
if (creature_ptr->energy_need > 0) return;
if (!command_rep) prt_time();
/* Hack -- cancel "lurking browse mode" */
if (!command_new) command_see = FALSE;
- /* Assume free current_world_ptr->game_turn */
+ /* Assume free turn */
free_turn(creature_ptr);
if (creature_ptr->phase_out)
}
}
- /* Hack -- current_world_ptr->game_turn off the cursor */
+ /* Hack -- turn off the cursor */
(void)Term_set_cursor(0);
* Note that the table has been changed at high speeds. From
* "Slow (-40)" to "Fast (+30)" is pretty much unchanged, but
* at speeds above "Fast (+30)", one approaches an asymptotic
- * effective limit of 50 energy per current_world_ptr->game_turn. This means that it
+ * effective limit of 50 energy per turn. This means that it
* is relatively easy to reach "Fast (+30)" and get about 40
- * energy per current_world_ptr->game_turn, but then speed becomes very "expensive",
+ * energy per turn, but then speed becomes very "expensive",
* and you must get all the way to "Fast (+50)" to reach the
- * point of getting 45 energy per current_world_ptr->game_turn. After that point,
+ * point of getting 45 energy per turn. After that point,
* furthur increases in speed are more or less pointless,
* except to balance out heavy p_ptr->inventory_list.
*
}
break;
- /* Process "X:<str>" -- current_world_ptr->game_turn option off */
- /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
+ /* Process "X:<str>" -- turn option off */
+ /* Process "Y:<str>" -- turn option on */
case 'X':
case 'Y':
for (i = 0; option_info[i].o_desc; i++)
/* Clear the top line */
prt("", 0, 0);
- /* Hack -- current_world_ptr->game_turn off some things */
+ /* Hack -- turn off some things */
disturb(p_ptr, TRUE, TRUE);
/* Mega-Hack -- Delay death */
int tunnel_fail_count = 0;
/*
- * Build each type of room in current_world_ptr->game_turn until we cannot build any more.
+ * Build each type of room in turn until we cannot build any more.
*/
if (!generate_rooms(floor_ptr)) return FALSE;
/* Get out of the my way! */
get_out_monster(p_ptr->current_floor_ptr, creature_ptr);
- /* Record the last visit current_world_ptr->game_turn of current floor */
+ /* Record the last visit turn of current floor */
sf_ptr->last_visit = current_world_ptr->game_turn;
forget_lite(p_ptr->current_floor_ptr);
generate_floor(creature_ptr->current_floor_ptr);
}
- /* Record last visit current_world_ptr->game_turn */
+ /* Record last visit turn */
sf_ptr->last_visit = current_world_ptr->game_turn;
- /* Set correct creature_ptr->current_floor_ptr->dun_level value */
+ /* Set correct dun_level value */
sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
/* Create connected stairs */
/*
* Update visit mark
*
- * 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
+ * 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
* oldest saved floor.
*/
sf_ptr->visit_mark = latest_visit_mark++;
* current position, and monsters can use it to home in the character,
* but not to run away from him.
*
- * Smell is valued according to age. When a character takes his current_world_ptr->game_turn,
+ * Smell is valued according to age. When a character takes his turn,
* scent is aged by one, and new scent of the current age is laid down.
* Speedy characters leave more scent, true, but it also ages faster,
* which makes it harder to hunt them down.
* some weird tricks with "p_ptr->player_uid" and such involving "defines".
* Note that this option used the AFS library routines Authenticate(),
* bePlayer(), beGames() to enforce the proper priviledges.
- * You may need to current_world_ptr->game_turn "SAFE_SETUID" off to use this option.
+ * You may need to turn "SAFE_SETUID" off to use this option.
*/
/* #define SECURE */
rd_s32b(&p_ptr->feeling_turn);
}
- /* Current current_world_ptr->game_turn */
+ /* Current turn */
rd_s32b(¤t_world_ptr->game_turn);
if (z_older_than(10, 3, 12))
do_move = FALSE;
}
- /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
+ /* In anti-melee dungeon, stupid or confused monster takes useless turn */
if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
{
if (!MON_CONFUSED(m_ptr))
/* Do not move */
do_move = FALSE;
- /* Took a current_world_ptr->game_turn */
+ /* Took a turn */
do_turn = TRUE;
}
}
{
if (monst_attack_monst(p_ptr, m_idx, g_ptr->m_idx)) return;
- /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
+ /* In anti-melee dungeon, stupid or confused monster takes useless turn */
else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
if (MON_CONFUSED(m_ptr)) return;
constant = act_ptr->timeout.constant;
dice = act_ptr->timeout.dice;
if (constant == 0 && dice == 0) {
- /* We can activate it every current_world_ptr->game_turn */
+ /* We can activate it every turn */
strcpy(timeout, _("いつでも", "every current_world_ptr->game_turn"));
} else if (constant < 0) {
/* Activations that have special timeout */
#pragma once
-/* Multishadow effects is determined by current_world_ptr->game_turn */
+/* Multishadow effects is determined by turn */
#define CHECK_MULTISHADOW(CRE_PTR) ((CRE_PTR)->multishadow && (current_world_ptr->game_turn & 1))
#define DAMAGE_FORCE 1
* entirely open.
*
* Corners: If you are not in the open (i.e. you are in a corridor)
- * and there is only one way to go in the new squares, then current_world_ptr->game_turn in
+ * and there is only one way to go in the new squares, then turn in
* that direction. If there are more than two new ways to go, STOP.
* If there are two ways to go, and those ways are separated by a
* square which does not seem to be open, then STOP.
* @note
* This routine should (probably) always induce energy expenditure.\n
* @details
- * Note that moving will *always* take a current_world_ptr->game_turn, and will *always* hit\n
+ * Note that moving will *always* take a turn, and will *always* hit\n
* any monster which might be in the destination grid. Previously,\n
* moving into walls was "free" and did NOT hit invisible monsters.\n
*/
/*
* Well, it makes sense that you lose time bumping into
* a wall _if_ you are confused, stunned or blind; but
- * typing mistakes should not cost you a current_world_ptr->game_turn...
+ * typing mistakes should not cost you a turn...
*/
if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
free_turn(creature_ptr);
* Diagonal Corridor -- allow diaginal entry into corridors.\n
*\n
* Blunt Corridor -- If there is a wall two spaces ahead and\n
- * we seem to be in a corridor, then force a current_world_ptr->game_turn into the side\n
+ * we seem to be in a corridor, then force a turn into the side\n
* corridor, must be moving straight into a corridor here. ???\n
*\n
* Diagonal Corridor Blunt Corridor (?)\n
/* Start with "normal" speed */
new_speed = 110;
- /* Start with a single blow per current_world_ptr->game_turn */
+ /* Start with a single blow per turn */
creature_ptr->num_blow[0] = 1;
creature_ptr->num_blow[1] = 1;
- /* Start with a single shot per current_world_ptr->game_turn */
+ /* Start with a single shot per turn */
creature_ptr->num_fire = 100;
/* Reset the "xtra" tval */
byte pspeed; /* Current speed */
- ENERGY energy_use; /* Energy use this current_world_ptr->game_turn */
+ ENERGY energy_use; /* Energy use this turn */
POSITION y; /* Player location in dungeon */
POSITION x; /* Player location in dungeon */
if (cast)
{
msg_print(_("静かな音楽が感覚を研ぎ澄まさせた...", "Your quiet music sharpens your sense of hearing..."));
- /* Hack -- Initialize the current_world_ptr->game_turn count */
+ /* Hack -- Initialize the turn count */
SINGING_COUNT(caster_ptr) = 0;
start_singing(spell, MUSIC_DETECT);
}
is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize))
place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
- /* current_world_ptr->game_turn off icky flag (no longer needed.) */
+ /* turn off icky flag (no longer needed.) */
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
/* Light lava */
/* Turn of last "feeling" */
wr_s32b(p_ptr->feeling_turn);
- /* Current current_world_ptr->game_turn */
+ /* Current turn */
wr_s32b(current_world_ptr->game_turn);
wr_s32b(current_world_ptr->dungeon_turn);
}
if (!err)
{
- /* Invalid current_world_ptr->game_turn */
+ /* Invalid turn */
if (!current_world_ptr->game_turn) err = -1;
/* Message (below) */
sprintf(the_score.gold, "%9lu", (long)p_ptr->au);
the_score.gold[9] = '\0';
- /* Save the current current_world_ptr->game_turn */
+ /* Save the current turn */
sprintf(the_score.turns, "%9lu", (long)turn_real(current_world_ptr->game_turn));
the_score.turns[9] = '\0';
/* Save the current gold */
sprintf(the_score.gold, "%9lu", (long)creature_ptr->au);
- /* Save the current current_world_ptr->game_turn */
+ /* Save the current turn */
sprintf(the_score.turns, "%9lu", (long)turn_real(current_world_ptr->game_turn));
/* Hack -- no time needed */
* @details
* <pre>
*
- * This will current_world_ptr->game_turn some walls into floors and some floors into walls.
+ * This will turn some walls into floors and some floors into walls.
*
* The player will take damage and "jump" into a safe grid if possible,
* otherwise, he will "tunnel" through the rubble instantaneously.
* Note that thus the player and monsters (except eaters of walls and
* passers through walls) will never occupy the same grid as a wall.
* Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
- * for a single current_world_ptr->game_turn, unless that monster can pass_walls or kill_walls.
+ * for a single turn, unless that monster can pass_walls or kill_walls.
* This has allowed massive simplification of the "monster" code.
* </pre>
*/
dam /= 3;
/*
- * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's
+ * Powerful demons & undead can turn a mindcrafter's
* attacks back on them
*/
if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
dam /= 3;
/*
- * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's
+ * Powerful demons & undead can turn a mindcrafter's
* attacks back on them
*/
if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
do_conf = 0;
/*
- * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's
+ * Powerful demons & undead can turn a mindcrafter's
* attacks back on them
*/
if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
s16b good_buy; /* Number of "good" buys */
s16b bad_buy; /* Number of "bad" buys */
- s32b store_open; /* Closed until this current_world_ptr->game_turn */
+ s32b store_open; /* Closed until this turn */
- s32b last_visit; /* Last visited on this current_world_ptr->game_turn */
+ s32b last_visit; /* Last visited on this turn */
s16b table_num; /* Table -- Number of entries */
s16b table_size; /* Table -- Total Size of Array */
* @param trap_message メッセージの補完文字列
* @param resist 状態異常に抵抗する判定が出たならTRUE
* @param set_status 状態異常を指定する関数ポインタ
-* @param current_world_ptr->game_turn 状態異常の追加ターン量
+* @param turn_aux 状態異常の追加ターン量
* @return なし
*/
static void hit_trap_set_abnormal_status(concptr trap_message, bool resist, bool(*set_status)(IDX), IDX turn_aux)
* thus accepting the default-values for the remaining values.
* pval comes first now, since it is most important.
* - wiz_reroll_item()
- * apply some magic to the item or current_world_ptr->game_turn it into an artifact.
+ * apply some magic to the item or turn it into an artifact.
* - wiz_roll_item()
* Get some statistics about the rarity of an item:
* We create a lot of fake items and see if they are of the
/*!
* @brief アイテムの質を選択して再生成する /
- * Apply magic to an item or current_world_ptr->game_turn it into an artifact. -Bernd-
+ * Apply magic to an item or turn it into an artifact. -Bernd-
* @param o_ptr 再生成の対象となるアイテム情報の参照ポインタ
* @return なし
*/
POSITION max_wild_y; /*!< Maximum size of the wilderness */
GAME_TURN game_turn; /*!< 画面表示上のゲーム時間基準となるターン / Current game turn */
GAME_TURN game_turn_limit; /*!< game_turnの最大値 / Limit of game_turn */
- GAME_TURN dungeon_turn; /*!< NASTY生成の計算に関わる内部ターン値 / Game current_world_ptr->game_turn in dungeon */
+ GAME_TURN dungeon_turn; /*!< NASTY生成の計算に関わる内部ターン値 / Game turn in dungeon */
GAME_TURN dungeon_turn_limit; /*!< dungeon_turnの最大値 / Limit of game_turn in dungeon */
GAME_TURN arena_start_turn; /*!< 闘技場賭博の開始ターン値 */
u32b start_time;