extern bool sukekaku;
extern bool new_mane;
extern bool mon_fight;
-extern bool ambush_flag;
extern bool generate_encounter;
extern concptr screen_dump;
panel_col_max = 0;
/* Mega-Hack -- not ambushed on the wildness? */
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
/* No saved floors (On the surface etc.) */
if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
{
- if (!current_floor_ptr->dun_level && !ambush_flag && !p_ptr->inside_arena)
+ if (!current_floor_ptr->dun_level && !p_ptr->ambush_flag && !p_ptr->inside_arena)
{
chg_virtue(V_VALOUR, -1);
}
p_ptr->wilderness_x--;
p_ptr->oldpy = current_floor_ptr->height - 2;
p_ptr->oldpx = current_floor_ptr->width - 2;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
else if ((y == 0) && (x == MAX_WID - 1))
p_ptr->wilderness_x++;
p_ptr->oldpy = current_floor_ptr->height - 2;
p_ptr->oldpx = 1;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
else if ((y == MAX_HGT - 1) && (x == 0))
p_ptr->wilderness_x--;
p_ptr->oldpy = 1;
p_ptr->oldpx = current_floor_ptr->width - 2;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
p_ptr->wilderness_x++;
p_ptr->oldpy = 1;
p_ptr->oldpx = 1;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
else if (y == 0)
p_ptr->wilderness_y--;
p_ptr->oldpy = current_floor_ptr->height - 2;
p_ptr->oldpx = x;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
else if (y == MAX_HGT - 1)
p_ptr->wilderness_y++;
p_ptr->oldpy = 1;
p_ptr->oldpx = x;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
else if (x == 0)
p_ptr->wilderness_x--;
p_ptr->oldpx = current_floor_ptr->width - 2;
p_ptr->oldpy = y;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
else if (x == MAX_WID - 1)
p_ptr->wilderness_x++;
p_ptr->oldpx = 1;
p_ptr->oldpy = y;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
}
p_ptr->leaving = TRUE;
bool wait_report_score; /* Waiting to report score */
bool is_dead; /* Player is dead */
bool now_damaged;
+ bool ambush_flag;
bool wizard; /* Player is in wizard mode */