/*
* Save a mapping of IDs from ghost levels to the current level. This
- * map is used by the timer routines when g.restoring ghost levels.
+ * map is used by the timer routines when restoring ghost levels.
*/
#define N_PER_BUCKET 64
struct bucket {
Strcpy(damaged_shops,
in_rooms(tmp_dam->place.x, tmp_dam->place.y, SHOPBASE));
if (u.uz.dlevel) {
- /* when g.restoring, there are two passes over the current
+ /* when restoring, there are two passes over the current
* level. the first time, u.uz isn't set, so neither is
* shop_keeper(). just wait and process the damage on
* the second pass.
mread(fd, (genericptr_t) otmp, sizeof(struct obj));
/* next object pointers are invalid; otmp->cobj needs to be left
- as is--being non-null is key to g.restoring container contents */
+ as is--being non-null is key to restoring container contents */
otmp->nobj = otmp->nexthere = (struct obj *) 0;
/* non-null oextra needs to be reconstructed */
if (otmp->oextra) {
setmode(fd, O_BINARY);
#endif
/* Load the old fruit info. We have to do it first, so the
- * information is available when g.restoring the objects.
+ * information is available when restoring the objects.
*/
if (ghostly)
g.oldfruit = loadfruitchn(fd);
if (g.restoring) {
(void) nhclose(fd);
(void) delete_savefile();
- error("Error g.restoring old game.");
+ error("Error restoring old game.");
}
panic("Error reading level file.");
}