{
if (vanilla_town) break;
- if (ambush_flag)
+ if (p_ptr->ambush_flag)
{
msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
break;
target_who = 0;
pet_t_m_idx = 0;
riding_t_m_idx = 0;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
/* Cancel the health bar */
health_track(0);
if (z_older_than(10, 3, 7)) p_ptr->wild_mode = FALSE;
else rd_byte((byte *)&p_ptr->wild_mode);
- if (z_older_than(10, 3, 7)) ambush_flag = FALSE;
- else rd_byte((byte *)&ambush_flag);
+ if (z_older_than(10, 3, 7)) p_ptr->ambush_flag = FALSE;
+ else rd_byte((byte *)&p_ptr->ambush_flag);
/* Size of the wilderness */
rd_s32b(&wild_x_size);
wr_s32b(p_ptr->wilderness_y);
wr_byte(p_ptr->wild_mode);
- wr_byte(ambush_flag);
+ wr_byte(p_ptr->ambush_flag);
wr_s32b(current_world_ptr->max_wild_x);
wr_s32b(current_world_ptr->max_wild_y);
/* No sound */
if (!use_music) return;
- if(ambush_flag)
+ if(p_ptr->ambush_flag)
{
play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_AMBUSH);
return;
(void)alloc_monster(generate_encounter ? 0 : 3, mode);
}
- if(generate_encounter) ambush_flag = TRUE;
+ if(generate_encounter) p_ptr->ambush_flag = TRUE;
generate_encounter = FALSE;
/* Fill the arrays of floors and walls in the good proportions */