1 #include "birth/game-play-initializer.h"
2 #include "info-reader/fixed-map-parser.h"
3 #include "dungeon/dungeon.h"
4 #include "dungeon/quest.h"
5 #include "floor/floor-util.h"
6 #include "game-option/birth-options.h"
7 #include "game-option/cheat-options.h"
8 #include "inventory/inventory-slot-types.h"
9 #include "market/arena.h"
10 #include "monster-race/monster-race.h"
11 #include "monster-race/race-flags1.h"
12 #include "monster-race/race-flags7.h"
13 #include "object/object-generator.h"
14 #include "object/object-kind.h"
15 #include "pet/pet-util.h"
16 #include "player/player-race-types.h"
17 #include "system/artifact-type-definition.h"
18 #include "system/floor-type-definition.h"
19 #include "system/system-variables.h"
20 #include "world/world.h"
23 * @brief ベースアイテム構造体の鑑定済みフラグをリセットする。
26 static void k_info_reset(void)
28 for (int i = 1; i < max_k_idx; i++) {
29 object_kind *k_ptr = &k_info[i];
36 * @brief プレイヤー構造体の内容を初期値で消去する(名前を除く) / Clear all the global "character" data (without name)
37 * @param creature_ptr プレーヤーへの参照ポインタ
39 * @details 少し長いが、これ1つで処理が完結しているので分割は見送る
41 void player_wipe_without_name(player_type *creature_ptr)
46 int uid = creature_ptr->player_uid;
48 COPY(&tmp, creature_ptr, player_type);
49 if (creature_ptr->last_message)
50 string_free(creature_ptr->last_message);
52 if (creature_ptr->inventory_list != NULL)
53 C_WIPE(creature_ptr->inventory_list, INVEN_TOTAL, object_type);
55 (void)WIPE(creature_ptr, player_type);
57 //TODO: キャラ作成からゲーム開始までに current_floor_ptr を参照しなければならない処理は今後整理して外す。
58 creature_ptr->current_floor_ptr = &floor_info;
59 C_MAKE(creature_ptr->inventory_list, INVEN_TOTAL, object_type);
60 for (int i = 0; i < 4; i++)
61 strcpy(creature_ptr->history[i], "");
63 for (int i = 0; i < max_q_idx; i++) {
64 quest_type *const q_ptr = &quest[i];
65 q_ptr->status = QUEST_STATUS_UNTAKEN;
75 creature_ptr->inven_cnt = 0;
76 creature_ptr->equip_cnt = 0;
77 for (int i = 0; i < INVEN_TOTAL; i++)
78 object_wipe(&creature_ptr->inventory_list[i]);
80 for (int i = 0; i < max_a_idx; i++) {
81 artifact_type *a_ptr = &a_info[i];
86 for (int i = 1; i < max_r_idx; i++) {
87 monster_race *r_ptr = &r_info[i];
90 if (r_ptr->flags1 & RF1_UNIQUE)
92 else if (r_ptr->flags7 & RF7_NAZGUL)
93 r_ptr->max_num = MAX_NAZGUL_NUM;
99 creature_ptr->food = PY_FOOD_FULL - 1;
100 if (creature_ptr->pclass == CLASS_SORCERER) {
101 creature_ptr->spell_learned1 = creature_ptr->spell_learned2 = 0xffffffffL;
102 creature_ptr->spell_worked1 = creature_ptr->spell_worked2 = 0xffffffffL;
104 creature_ptr->spell_learned1 = creature_ptr->spell_learned2 = 0L;
105 creature_ptr->spell_worked1 = creature_ptr->spell_worked2 = 0L;
108 creature_ptr->spell_forgotten1 = creature_ptr->spell_forgotten2 = 0L;
109 for (int i = 0; i < 64; i++)
110 creature_ptr->spell_order[i] = 99;
112 creature_ptr->learned_spells = 0;
113 creature_ptr->add_spells = 0;
114 creature_ptr->knowledge = 0;
115 creature_ptr->mutant_regenerate_mod = 100;
124 cheat_diary_output = FALSE;
127 current_world_ptr->total_winner = FALSE;
128 creature_ptr->timewalk = FALSE;
129 creature_ptr->panic_save = 0;
131 current_world_ptr->noscore = 0;
132 current_world_ptr->wizard = FALSE;
133 creature_ptr->wait_report_score = FALSE;
134 creature_ptr->pet_follow_distance = PET_FOLLOW_DIST;
135 creature_ptr->pet_extra_flags = (PF_TELEPORT | PF_ATTACK_SPELL | PF_SUMMON_SPELL);
137 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
140 creature_ptr->visit = 1;
141 creature_ptr->wild_mode = FALSE;
143 for (int i = 0; i < MAX_SPELLS; i++) {
144 creature_ptr->magic_num1[i] = 0;
145 creature_ptr->magic_num2[i] = 0;
148 creature_ptr->max_plv = creature_ptr->lev = 1;
149 creature_ptr->arena_number = 0;
150 creature_ptr->current_floor_ptr->inside_arena = FALSE;
151 creature_ptr->current_floor_ptr->inside_quest = 0;
152 for (int i = 0; i < MAX_MANE; i++) {
153 creature_ptr->mane_spell[i] = -1;
154 creature_ptr->mane_dam[i] = 0;
157 creature_ptr->mane_num = 0;
158 creature_ptr->exit_bldg = TRUE;
159 creature_ptr->today_mon = 0;
160 update_gambling_monsters(creature_ptr);
161 creature_ptr->muta1 = 0;
162 creature_ptr->muta2 = 0;
163 creature_ptr->muta3 = 0;
165 for (int i = 0; i < 8; i++)
166 creature_ptr->virtues[i] = 0;
168 creature_ptr->dungeon_idx = 0;
169 if (vanilla_town || ironman_downward) {
170 creature_ptr->recall_dungeon = DUNGEON_ANGBAND;
172 creature_ptr->recall_dungeon = DUNGEON_GALGALS;
175 memcpy(creature_ptr->name, tmp.name, sizeof(tmp.name));
178 creature_ptr->player_uid = uid;
183 * @brief ダンジョン内部のクエストを初期化する / Initialize random quests and final quests
184 * @param creature_ptr プレーヤーへの参照ポインタ
187 void init_dungeon_quests(player_type *creature_ptr)
189 int number_of_quests = MAX_RANDOM_QUEST - MIN_RANDOM_QUEST + 1;
190 init_flags = INIT_ASSIGN;
191 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
192 floor_ptr->inside_quest = MIN_RANDOM_QUEST;
193 parse_fixed_map(creature_ptr, "q_info.txt", 0, 0, 0, 0);
194 floor_ptr->inside_quest = 0;
195 for (int i = MIN_RANDOM_QUEST + number_of_quests - 1; i >= MIN_RANDOM_QUEST; i--) {
196 quest_type *q_ptr = &quest[i];
197 monster_race *quest_r_ptr;
198 q_ptr->status = QUEST_STATUS_TAKEN;
199 determine_random_questor(creature_ptr, q_ptr);
200 quest_r_ptr = &r_info[q_ptr->r_idx];
201 quest_r_ptr->flags1 |= RF1_QUESTOR;
205 init_flags = INIT_ASSIGN;
206 floor_ptr->inside_quest = QUEST_OBERON;
207 parse_fixed_map(creature_ptr, "q_info.txt", 0, 0, 0, 0);
208 quest[QUEST_OBERON].status = QUEST_STATUS_TAKEN;
210 floor_ptr->inside_quest = QUEST_SERPENT;
211 parse_fixed_map(creature_ptr, "q_info.txt", 0, 0, 0, 0);
212 quest[QUEST_SERPENT].status = QUEST_STATUS_TAKEN;
213 floor_ptr->inside_quest = 0;
217 * @brief ゲームターンを初期化する / Reset turn
218 * @param creature_ptr プレーヤーへの参照ポインタ
220 * @details アンデッド系種族は開始時刻を夜からにする / Undead start just sunset
223 void init_turn(player_type *creature_ptr)
225 if ((creature_ptr->prace == RACE_VAMPIRE) || (creature_ptr->prace == RACE_SKELETON) || (creature_ptr->prace == RACE_ZOMBIE) || (creature_ptr->prace == RACE_SPECTRE)) {
226 current_world_ptr->game_turn = (TURNS_PER_TICK * 3 * TOWN_DAWN) / 4 + 1;
227 current_world_ptr->game_turn_limit = TURNS_PER_TICK * TOWN_DAWN * MAX_DAYS + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
229 current_world_ptr->game_turn = 1;
230 current_world_ptr->game_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
233 current_world_ptr->dungeon_turn = 1;
234 current_world_ptr->dungeon_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;