for (i = 0; i < max_quests; i++)
{
+ quest_type* const q_ptr = &quest[i];
+
/* Save status for every quest */
- wr_s16b(quest[i].status);
+ wr_s16b(q_ptr->status);
/* And the dungeon level too */
/* (prevents problems with multi-level quests) */
- wr_s16b(quest[i].level);
+ wr_s16b(q_ptr->level);
- wr_byte(quest[i].complev);
- wr_u32b(quest[i].comptime);
+ wr_byte(q_ptr->complev);
+ wr_u32b(q_ptr->comptime);
/* Save quest status if quest is running */
- if (quest[i].status == QUEST_STATUS_TAKEN || quest[i].status == QUEST_STATUS_COMPLETED || !is_fixed_quest_idx(i))
+ if (q_ptr->status == QUEST_STATUS_TAKEN || q_ptr->status == QUEST_STATUS_COMPLETED || !is_fixed_quest_idx(i))
{
- wr_s16b(quest[i].cur_num);
- wr_s16b(quest[i].max_num);
- wr_s16b(quest[i].type);
- wr_s16b(quest[i].r_idx);
- wr_s16b(quest[i].k_idx);
- wr_byte(quest[i].flags);
- wr_byte(quest[i].dungeon);
+ wr_s16b(q_ptr->cur_num);
+ wr_s16b(q_ptr->max_num);
+ wr_s16b(q_ptr->type);
+ wr_s16b(q_ptr->r_idx);
+ wr_s16b(q_ptr->k_idx);
+ wr_byte(q_ptr->flags);
+ wr_byte(q_ptr->dungeon);
}
}