current_floor_ptr->base_level = current_floor_ptr->dun_level;
/* Reset various flags */
- is_loading_now = FALSE;
+ current_world_ptr->is_loading_now = FALSE;
/* Not leaving */
p_ptr->leaving = FALSE;
/* Reset the object generation level */
current_floor_ptr->object_level = current_floor_ptr->base_level;
- is_loading_now = TRUE;
+ current_world_ptr->is_loading_now = TRUE;
if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
(current_floor_ptr->dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
extern int leaving_quest;
extern bool reinit_wilderness;
extern bool multi_rew;
-extern bool is_loading_now;
extern bool reset_concent;
extern bool is_fired;
(void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
/* HACK -- don't get sanity blast on updating view */
- is_loading_now = FALSE;
+ current_world_ptr->is_loading_now = FALSE;
update_creature(p_ptr);
mproc_init();
/* HACK -- reset the hackish flag */
- is_loading_now = TRUE;
+ current_world_ptr->is_loading_now = TRUE;
}
#include "autopick.h"
#include "cmd-dump.h"
#include "melee.h"
+#include "world.h"
/*!
* @var horror_desc
if (p_ptr->icky_wield[i])
{
msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
- if (is_loading_now)
+ if (current_world_ptr->is_loading_now)
{
chg_virtue(V_FAITH, -1);
}
if (heavy_armor())
{
msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
- if (is_loading_now)
+ if (current_world_ptr->is_loading_now)
{
chg_virtue(V_HARMONY, -1);
}
}
else power *= 2;
- if (!is_loading_now)
+ if (!current_world_ptr->is_loading_now)
return; /* No effect yet, just loaded... */
if (!m_ptr->ml)
bool repair_monsters; /* Hack -- optimize detect monsters */
bool repair_objects; /* Hack -- optimize detect objects */
-bool is_loading_now; /*!< ロード直後にcalc_bonus()時の徳変化、及びsanity_blast()による異常を抑止する */
-
MONSTER_IDX hack_m_idx = 0; /* Hack -- see "process_monsters()" */
MONSTER_IDX hack_m_idx_ii = 0;
u32b seed_flavor; /* Hack -- consistent object colors */
u32b seed_town; /* Hack -- consistent town layout */
+ bool is_loading_now; /*!< ロード処理中フラグ...ロード直後にcalc_bonus()時の徳変化、及びsanity_blast()による異常を抑止する */
+
} world_type;
extern bool is_daytime(void);