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:
* - * 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 */