* Maintain Unique monsters and artifact, save current
* floor, then prepare next floor
*/
- leave_floor(change_floor_mode);
+ leave_floor(p_ptr->change_floor_mode);
/* Forget the flag */
reinit_wilderness = FALSE;
/* Generate a dungeon level if needed */
if (!current_world_ptr->character_dungeon)
{
- change_floor(change_floor_mode);
+ change_floor(p_ptr->change_floor_mode);
}
else
if (!p_ptr->y || !p_ptr->x)
{
msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
- change_floor(change_floor_mode);
+ change_floor(p_ptr->change_floor_mode);
}
/* Still no player? -- Try to locate random place */
prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
/* prepare next floor */
- leave_floor(change_floor_mode);
+ leave_floor(p_ptr->change_floor_mode);
}
else
{
if (p_ptr->is_dead) break;
/* Make a new level */
- change_floor(change_floor_mode);
+ change_floor(p_ptr->change_floor_mode);
}
/* Close stuff */
static FLOOR_IDX new_floor_id; /*!<次のフロアのID / floor_id of the destination */
-BIT_FLAGS change_floor_mode; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
/*
new_floor_id = 0;
/* No change floor mode yet */
- change_floor_mode = 0;
+ p_ptr->change_floor_mode = 0;
#ifdef SET_UID
# ifdef SECURE
*/
void prepare_change_floor_mode(BIT_FLAGS mode)
{
- change_floor_mode |= mode;
+ p_ptr->change_floor_mode |= mode;
}
/*!
} saved_floor_type;
extern u32b saved_floor_file_sign;
-extern BIT_FLAGS change_floor_mode; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
extern void init_saved_floors(bool force);
extern void change_floor(BIT_FLAGS floor_mode);