diff --git a/src/chest.c b/src/chest.c index b2cacbab..6fdce3c0 100644 --- a/src/chest.c +++ b/src/chest.c @@ -19,7 +19,7 @@ * 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. * */ diff --git a/src/cmd-activate.c b/src/cmd-activate.c index 4cdacc74..241904d5 100644 --- a/src/cmd-activate.c +++ b/src/cmd-activate.c @@ -304,7 +304,7 @@ const activation_type activation_info[] = *
  * 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.
  * 
*/ diff --git a/src/cmd-item.c b/src/cmd-item.c index 8e6710f6..b2b628bc 100644 --- a/src/cmd-item.c +++ b/src/cmd-item.c @@ -428,7 +428,7 @@ void do_cmd_wield(void) 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) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID)) { /* Turn into a vampire */ diff --git a/src/cmd-read.c b/src/cmd-read.c index 91c70a5e..7d85fbcf 100644 --- a/src/cmd-read.c +++ b/src/cmd-read.c @@ -29,7 +29,7 @@ *
  * 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.
  * 
*/ void do_cmd_read_scroll_aux(INVENTORY_IDX item, bool known) diff --git a/src/cmd-spell.c b/src/cmd-spell.c index 99e92360..d2055bb2 100644 --- a/src/cmd-spell.c +++ b/src/cmd-spell.c @@ -1252,7 +1252,7 @@ void do_cmd_cast(void) /* Process spell */ else { - /* Canceled spells cost neither a current_world_ptr->game_turn nor mana */ + /* Canceled spells cost neither a turn nor mana */ if (!do_spell(realm, spell, SPELL_CAST)) return; if (randint1(100) < chance) diff --git a/src/cmd2.c b/src/cmd2.c index 6ff147fb..63df105a 100644 --- a/src/cmd2.c +++ b/src/cmd2.c @@ -465,7 +465,7 @@ void do_cmd_go_down(void) /*! - * @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(void) @@ -1195,7 +1195,7 @@ static bool do_cmd_tunnel_aux(POSITION y, POSITION x) * @details *
  * 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.
@@ -1814,7 +1814,7 @@ void do_cmd_bash(void)
  *
  * 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.
  * 
*/ @@ -2206,7 +2206,7 @@ void do_cmd_rest(void) if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE); - /* Take a current_world_ptr->game_turn (?) */ + /* Take a turn (?) */ take_turn(p_ptr, 100); /* The sin of sloth */ diff --git a/src/dungeon.c b/src/dungeon.c index a585858b..0ebf8ce5 100644 --- a/src/dungeon.c +++ b/src/dungeon.c @@ -2790,7 +2790,7 @@ 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 current_world_ptr->game_turn. -LM- + * one per turn. -LM- */ for (changed = FALSE, i = 0; i < INVEN_PACK; i++) { @@ -4570,7 +4570,7 @@ static void process_upkeep_with_speed(void) 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) @@ -4636,7 +4636,7 @@ static void process_player(void) p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed); } - /* No current_world_ptr->game_turn yet */ + /* No turn yet */ if (p_ptr->energy_need > 0) return; if (!command_rep) prt_time(); @@ -4857,7 +4857,7 @@ static void process_player(void) /* Hack -- cancel "lurking browse mode" */ if (!command_new) command_see = FALSE; - /* Assume free current_world_ptr->game_turn */ + /* Assume free turn */ free_turn(p_ptr); if (p_ptr->inside_battle) @@ -5635,7 +5635,7 @@ void play_game(bool new_game) } } - /* Hack -- current_world_ptr->game_turn off the cursor */ + /* Hack -- turn off the cursor */ (void)Term_set_cursor(0); diff --git a/src/files.c b/src/files.c index 49b6dd0b..f45fcdf1 100644 --- a/src/files.c +++ b/src/files.c @@ -568,8 +568,8 @@ errr process_pref_file_command(char *buf) } break; - /* Process "X:" -- current_world_ptr->game_turn option off */ - /* Process "Y:" -- current_world_ptr->game_turn option on */ + /* Process "X:" -- turn option off */ + /* Process "Y:" -- turn option on */ case 'X': case 'Y': for (i = 0; option_info[i].o_desc; i++) diff --git a/src/floor-generate.c b/src/floor-generate.c index 37937c28..909c0eb7 100644 --- a/src/floor-generate.c +++ b/src/floor-generate.c @@ -666,7 +666,7 @@ static bool cave_gen(void) 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()) return FALSE; diff --git a/src/grid.c b/src/grid.c index 8d67b82c..ec9a674f 100644 --- a/src/grid.c +++ b/src/grid.c @@ -4904,7 +4904,7 @@ static int scent_when = 0; * 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. diff --git a/src/monster-process.c b/src/monster-process.c index cb478bf5..16974b7e 100644 --- a/src/monster-process.c +++ b/src/monster-process.c @@ -3265,10 +3265,10 @@ void process_monster(MONSTER_IDX m_idx) /*! * @brief 全モンスターのターン管理メインルーチン / - * Process all the "live" monsters, once per game current_world_ptr->game_turn. + * Process all the "live" monsters, once per game turn. * @return なし * @details - * During each game current_world_ptr->game_turn, we scan through the list of all the "live" monsters,\n + * During each game turn, we scan through the list of all the "live" monsters,\n * (backwards, so we can excise any "freshly dead" monsters), energizing each\n * monster, and allowing fully energized monsters to move, attack, pass, etc.\n *\n @@ -3287,8 +3287,8 @@ void process_monster(MONSTER_IDX m_idx) *\n * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n * monsters while they are still being "born". A monster is "fresh" only\n - * during the current_world_ptr->game_turn in which it is created, and we use the "hack_m_idx" to\n - * determine if the monster is yet to be processed during the current current_world_ptr->game_turn.\n + * during the turn in which it is created, and we use the "hack_m_idx" to\n + * determine if the monster is yet to be processed during the current turn.\n *\n * Note the special "MFLAG_NICE" flag, which allows the player to get one\n * move before any "nasty" monsters get to use their spell attacks.\n diff --git a/src/player-move.c b/src/player-move.c index 2ea419e1..69f50a9f 100644 --- a/src/player-move.c +++ b/src/player-move.c @@ -108,7 +108,7 @@ * 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. @@ -894,7 +894,7 @@ bool trap_can_be_ignored(FEAT_IDX feat) * @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 */ @@ -1233,7 +1233,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap) /* * 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 (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) free_turn(p_ptr); @@ -1421,7 +1421,7 @@ static bool find_breakleft; * 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 diff --git a/src/player-status.c b/src/player-status.c index f0c3ad3d..87f43529 100644 --- a/src/player-status.c +++ b/src/player-status.c @@ -314,11 +314,11 @@ void calc_bonuses(void) /* 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 */ p_ptr->num_blow[0] = 1; p_ptr->num_blow[1] = 1; - /* Start with a single shot per current_world_ptr->game_turn */ + /* Start with a single shot per turn */ p_ptr->num_fire = 100; /* Reset the "xtra" tval */ diff --git a/src/shoot.c b/src/shoot.c index 2c5d36d6..6fec3ca4 100644 --- a/src/shoot.c +++ b/src/shoot.c @@ -460,11 +460,11 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type) } - /* Take a (partial) current_world_ptr->game_turn */ + /* Take a (partial) turn */ p_ptr->energy_use = (p_ptr->energy_use / thits); 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) p_ptr->concent = (p_ptr->concent + 1) / 2; /* Sniper - Repeat shooting when double shots */ diff --git a/src/spells1.c b/src/spells1.c index 0c43b226..74880a7e 100644 --- a/src/spells1.c +++ b/src/spells1.c @@ -1573,7 +1573,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P 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)) && @@ -1664,7 +1664,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P 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)) && @@ -1772,7 +1772,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P 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)) && diff --git a/src/spells2.c b/src/spells2.c index 952dc5a6..d6294589 100644 --- a/src/spells2.c +++ b/src/spells2.c @@ -1633,7 +1633,7 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) * @details *
  *
- * 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.
@@ -1645,7 +1645,7 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
  * 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.
  * 
*/ diff --git a/src/tables.c b/src/tables.c index d83b4809..6a6414bb 100644 --- a/src/tables.c +++ b/src/tables.c @@ -1137,7 +1137,7 @@ const byte adj_chr_chm[] = * @brief * 魅力による魅了能力修正テーブル / * 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 *
  * This number ranges from a single blow/round for weak players to up to six
@@ -1266,11 +1266,11 @@ const arena_type arena_info[MAX_ARENA_MONS + 2] =
  * 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 inventory.
  *
diff --git a/src/wizard2.c b/src/wizard2.c
index c3952241..b95b4fa4 100644
--- a/src/wizard2.c
+++ b/src/wizard2.c
@@ -417,7 +417,7 @@ static void do_cmd_wiz_change(void)
  *     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
@@ -765,7 +765,7 @@ static void wiz_tweak_item(object_type *o_ptr)
 
 /*!
  * @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
  */