#include "util.h"
#include "save.h"
#include "load.h"
+#include "report.h"
+#include "core.h"
#include "artifact.h"
#include "sort.h"
#include "dungeon.h"
c = 0;
- if (p_ptr->wizard) c |= 0x0002;
+ if (current_world_ptr->wizard) c |= 0x0002;
if (cheat_sight) c |= 0x0040;
if (cheat_turn) c |= 0x0080;
/* Set */
option_flag[os] |= (1L << ob);
}
-
- /* Clear */
else
{
- /* Clear */
option_flag[os] &= ~(1L << ob);
}
}
wr_s16b(p_ptr->arena_number);
wr_s16b(p_ptr->inside_arena);
wr_s16b(p_ptr->inside_quest);
- wr_s16b(p_ptr->inside_battle);
+ wr_s16b(p_ptr->phase_out);
wr_byte(p_ptr->exit_bldg);
wr_byte(0); /* Unused */
wr_s32b(current_world_ptr->dungeon_turn);
- wr_s32b(old_battle);
+ wr_s32b(current_world_ptr->arena_start_turn);
wr_s16b(today_mon);
wr_s16b(p_ptr->today_mon);
counts_write(0, current_world_ptr->play_time);
/* Successful save */
- character_saved = TRUE;
+ current_world_ptr->character_saved = TRUE;
/* Success */
return (TRUE);
safe_setuid_drop();
/* Hack -- Pretend the character was loaded */
- character_loaded = TRUE;
+ current_world_ptr->character_loaded = TRUE;
#ifdef VERIFY_SAVEFILE
* allowed to save his game when he quits.
*
* We return "TRUE" if the savefile was usable, and we set the global
- * flag "character_loaded" if a real, living, character was loaded.
+ * flag "current_world_ptr->character_loaded" if a real, living, character was loaded.
*
* Note that we always try to load the "current" savefile, even if
* there is no such file, so we must check for "empty" savefile names.
if (arg_wizard)
{
/* A character was loaded */
- character_loaded = TRUE;
+ current_world_ptr->character_loaded = TRUE;
return (TRUE);
}
}
/* A character was loaded */
- character_loaded = TRUE;
+ current_world_ptr->character_loaded = TRUE;
{
u32b tmp = counts_read(2);