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[Refactor] #1507 w_ptr->wizard の有無チェックをallow_debug_options のそれに差し替えた
[hengbandforosx/hengbandosx.git] / src / birth / game-play-initializer.cpp
1 #include "birth/game-play-initializer.h"
2 #include "dungeon/dungeon.h"
3 #include "dungeon/quest.h"
4 #include "floor/floor-util.h"
5 #include "game-option/birth-options.h"
6 #include "game-option/cheat-options.h"
7 #include "info-reader/fixed-map-parser.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-kind.h"
14 #include "pet/pet-util.h"
15 #include "player-info/race-info.h"
16 #include "player-info/race-types.h"
17 #include "player/digestion-processor.h"
18 #include "system/artifact-type-definition.h"
19 #include "system/floor-type-definition.h"
20 #include "system/monster-race-definition.h"
21 #include "system/player-type-definition.h"
22 #include "world/world.h"
23
24 /*!
25  * @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  * @details
27  * 不具合対策で0からリセットする(セーブは0から)
28  */
29 static void k_info_reset(void)
30 {
31     for (auto &k_ref : k_info) {
32         k_ref.tried = false;
33         k_ref.aware = false;
34     }
35 }
36
37 /*!
38  * @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)
39  * @param player_ptr プレイヤーへの参照ポインタ
40  * @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  */
42 void player_wipe_without_name(player_type *player_ptr)
43 {
44 #ifdef SET_UID
45     int uid = player_ptr->player_uid;
46 #endif
47     auto tmp = *player_ptr;
48     if (player_ptr->last_message)
49         string_free(player_ptr->last_message);
50
51     *player_ptr = {};
52
53     // 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。
54     player_ptr->current_floor_ptr = &floor_info;
55     //! @todo std::make_shared の配列対応版は C++20 から
56     player_ptr->inventory_list = std::shared_ptr<object_type[]>{ new object_type[INVEN_TOTAL] };
57     for (int i = 0; i < 4; i++)
58         strcpy(player_ptr->history[i], "");
59
60     for (int i = 0; i < max_q_idx; i++) {
61         quest_type *const q_ptr = &quest[i];
62         q_ptr->status = QUEST_STATUS_UNTAKEN;
63         q_ptr->cur_num = 0;
64         q_ptr->max_num = 0;
65         q_ptr->type = 0;
66         q_ptr->level = 0;
67         q_ptr->r_idx = 0;
68         q_ptr->complev = 0;
69         q_ptr->comptime = 0;
70     }
71
72     player_ptr->inven_cnt = 0;
73     player_ptr->equip_cnt = 0;
74     for (int i = 0; i < INVEN_TOTAL; i++)
75         (&player_ptr->inventory_list[i])->wipe();
76
77     for (auto &a_ref : a_info) {
78         a_ref.cur_num = 0;
79     }
80
81     k_info_reset();
82     for (auto &r_ref : r_info) {
83         if (r_ref.idx == 0) {
84             continue;
85         }
86         r_ref.cur_num = 0;
87         r_ref.max_num = 100;
88         if (r_ref.flags1 & RF1_UNIQUE)
89             r_ref.max_num = 1;
90         else if (r_ref.flags7 & RF7_NAZGUL)
91             r_ref.max_num = MAX_NAZGUL_NUM;
92
93         r_ref.r_pkills = 0;
94         r_ref.r_akills = 0;
95     }
96
97     player_ptr->food = PY_FOOD_FULL - 1;
98     if (player_ptr->pclass == CLASS_SORCERER) {
99         player_ptr->spell_learned1 = player_ptr->spell_learned2 = 0xffffffffL;
100         player_ptr->spell_worked1 = player_ptr->spell_worked2 = 0xffffffffL;
101     } else {
102         player_ptr->spell_learned1 = player_ptr->spell_learned2 = 0L;
103         player_ptr->spell_worked1 = player_ptr->spell_worked2 = 0L;
104     }
105
106     player_ptr->spell_forgotten1 = player_ptr->spell_forgotten2 = 0L;
107     for (int i = 0; i < 64; i++)
108         player_ptr->spell_order[i] = 99;
109
110     player_ptr->learned_spells = 0;
111     player_ptr->add_spells = 0;
112     player_ptr->knowledge = 0;
113     player_ptr->mutant_regenerate_mod = 100;
114
115     cheat_peek = false;
116     cheat_hear = false;
117     cheat_room = false;
118     cheat_xtra = false;
119     cheat_know = false;
120     cheat_live = false;
121     cheat_save = false;
122     cheat_diary_output = false;
123     cheat_turn = false;
124     cheat_immortal = false;
125
126     w_ptr->total_winner = false;
127     player_ptr->timewalk = false;
128     player_ptr->panic_save = 0;
129
130     w_ptr->noscore = 0;
131     player_ptr->wait_report_score = false;
132     player_ptr->pet_follow_distance = PET_FOLLOW_DIST;
133     player_ptr->pet_extra_flags = (PF_TELEPORT | PF_ATTACK_SPELL | PF_SUMMON_SPELL);
134
135     for (const auto &d_ref : d_info)
136         max_dlv[d_ref.idx] = 0;
137
138     player_ptr->visit = 1;
139     player_ptr->wild_mode = false;
140
141     for (int i = 0; i < MAX_SPELLS; i++) {
142         player_ptr->magic_num1[i] = 0;
143         player_ptr->magic_num2[i] = 0;
144     }
145
146     player_ptr->max_plv = player_ptr->lev = 1;
147     player_ptr->arena_number = 0;
148     player_ptr->current_floor_ptr->inside_arena = false;
149     player_ptr->current_floor_ptr->inside_quest = 0;
150     for (int i = 0; i < MAX_MANE; i++) {
151         player_ptr->mane_spell[i] = RF_ABILITY::MAX;
152         player_ptr->mane_dam[i] = 0;
153     }
154
155     player_ptr->mane_num = 0;
156     player_ptr->exit_bldg = true;
157     player_ptr->today_mon = 0;
158     update_gambling_monsters(player_ptr);
159     player_ptr->muta.clear();
160
161     for (int i = 0; i < 8; i++)
162         player_ptr->virtues[i] = 0;
163
164     player_ptr->dungeon_idx = 0;
165     if (vanilla_town || ironman_downward) {
166         player_ptr->recall_dungeon = DUNGEON_ANGBAND;
167     } else {
168         player_ptr->recall_dungeon = DUNGEON_GALGALS;
169     }
170
171     memcpy(player_ptr->name, tmp.name, sizeof(tmp.name));
172
173 #ifdef SET_UID
174     player_ptr->player_uid = uid;
175 #endif
176 }
177
178 /*!
179  * @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
180  * @param player_ptr プレイヤーへの参照ポインタ
181  */
182 void init_dungeon_quests(player_type *player_ptr)
183 {
184     int number_of_quests = MAX_RANDOM_QUEST - MIN_RANDOM_QUEST + 1;
185     init_flags = INIT_ASSIGN;
186     floor_type *floor_ptr = player_ptr->current_floor_ptr;
187     floor_ptr->inside_quest = MIN_RANDOM_QUEST;
188     parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
189     floor_ptr->inside_quest = 0;
190     for (int i = MIN_RANDOM_QUEST + number_of_quests - 1; i >= MIN_RANDOM_QUEST; i--) {
191         quest_type *q_ptr = &quest[i];
192         monster_race *quest_r_ptr;
193         q_ptr->status = QUEST_STATUS_TAKEN;
194         determine_random_questor(player_ptr, q_ptr);
195         quest_r_ptr = &r_info[q_ptr->r_idx];
196         quest_r_ptr->flags1 |= RF1_QUESTOR;
197         q_ptr->max_num = 1;
198     }
199
200     init_flags = INIT_ASSIGN;
201     floor_ptr->inside_quest = QUEST_OBERON;
202     parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
203     quest[QUEST_OBERON].status = QUEST_STATUS_TAKEN;
204
205     floor_ptr->inside_quest = QUEST_SERPENT;
206     parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
207     quest[QUEST_SERPENT].status = QUEST_STATUS_TAKEN;
208     floor_ptr->inside_quest = 0;
209 }
210
211 /*!
212  * @brief ゲームターンを初期化する / Reset turn
213  * @param player_ptr プレイヤーへの参照ポインタ
214  * @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
215  * @details
216  */
217 void init_turn(player_type *player_ptr)
218 {
219     if (player_race_life(player_ptr) == PlayerRaceLife::UNDEAD) {
220         w_ptr->game_turn = (TURNS_PER_TICK * 3 * TOWN_DAWN) / 4 + 1;
221         w_ptr->game_turn_limit = TURNS_PER_TICK * TOWN_DAWN * MAX_DAYS + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
222     } else {
223         w_ptr->game_turn = 1;
224         w_ptr->game_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
225     }
226
227     w_ptr->dungeon_turn = 1;
228     w_ptr->dungeon_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
229 }