for (i = 0; i < MAX_KUBI; i++)
{
- wr_s16b(kubi_r_idx[i]);
+ wr_s16b(current_world_ptr->bounty_r_idx[i]);
}
for (i = 0; i < 4; i++)
wr_byte(p_ptr->feeling);
/* Turn when level began */
- wr_s32b(old_turn);
+ wr_s32b(current_floor_ptr->generated_turn);
/* Turn of last "feeling" */
wr_s32b(p_ptr->feeling_turn);
- /* Current turn */
- wr_s32b(turn);
+ /* Current current_world_ptr->game_turn */
+ wr_s32b(current_world_ptr->game_turn);
- wr_s32b(dungeon_turn);
+ wr_s32b(current_world_ptr->dungeon_turn);
wr_s32b(old_battle);
{
/*** Not a saved floor ***/
- wr_s16b((s16b)dun_level);
+ wr_s16b((s16b)current_floor_ptr->dun_level);
}
else
{
}
wr_u16b((u16b)current_floor_ptr->base_level);
- wr_u16b((s16b)num_repro);
+ wr_u16b((s16b)current_floor_ptr->num_repro);
wr_u16b((u16b)p_ptr->y);
wr_u16b((u16b)p_ptr->x);
- wr_u16b((u16b)cur_hgt);
- wr_u16b((u16b)cur_wid);
+ wr_u16b((u16b)current_floor_ptr->height);
+ wr_u16b((u16b)current_floor_ptr->width);
wr_byte(p_ptr->feeling);
C_MAKE(templates, max_num_temp, cave_template_type);
/* Extract template array */
- for (y = 0; y < cur_hgt; y++)
+ for (y = 0; y < current_floor_ptr->height; y++)
{
- for (x = 0; x < cur_wid; x++)
+ for (x = 0; x < current_floor_ptr->width; x++)
{
grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
prev_u16b = 0;
/* Dump the current_floor_ptr->grid_array */
- for (y = 0; y < cur_hgt; y++)
+ for (y = 0; y < current_floor_ptr->height; y++)
{
- for (x = 0; x < cur_wid; x++)
+ for (x = 0; x < current_floor_ptr->width; x++)
{
grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Dump the objects */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Dump it */
wr_item(o_ptr);
/* Dump the monsters */
for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
/* Dump it */
wr_monster(m_ptr);
wr_byte(p_ptr->wild_mode);
wr_byte(ambush_flag);
- wr_s32b(max_wild_x);
- wr_s32b(max_wild_y);
+ wr_s32b(current_world_ptr->max_wild_x);
+ wr_s32b(current_world_ptr->max_wild_y);
/* Dump the wilderness seeds */
- for (i = 0; i < max_wild_x; i++)
+ for (i = 0; i < current_world_ptr->max_wild_x; i++)
{
- for (j = 0; j < max_wild_y; j++)
+ for (j = 0; j < current_world_ptr->max_wild_y; j++)
{
wr_u32b(wilderness[j][i].seed);
}
/* Paranoia */
- turn = 0;
+ current_world_ptr->game_turn = 0;
/* Paranoia */
p_ptr->is_dead = FALSE;
/* Paranoia */
if (!err)
{
- /* Invalid turn */
- if (!turn) err = -1;
+ /* Invalid current_world_ptr->game_turn */
+ if (!current_world_ptr->game_turn) err = -1;
/* Message (below) */
if (err) what = _("セーブファイルが壊れています", "Broken savefile");