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"
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。
27 * 不具合対策で0からリセットする(セーブは0から)
29 static void k_info_reset(void)
31 for (auto &k_ref : k_info) {
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
42 void player_wipe_without_name(player_type *player_ptr)
45 int uid = player_ptr->player_uid;
47 auto tmp = *player_ptr;
48 if (player_ptr->last_message)
49 string_free(player_ptr->last_message);
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], "");
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;
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();
77 for (auto &a_ref : a_info) {
82 for (auto &r_ref : r_info) {
88 if (r_ref.flags1 & RF1_UNIQUE)
90 else if (r_ref.flags7 & RF7_NAZGUL)
91 r_ref.max_num = MAX_NAZGUL_NUM;
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;
102 player_ptr->spell_learned1 = player_ptr->spell_learned2 = 0L;
103 player_ptr->spell_worked1 = player_ptr->spell_worked2 = 0L;
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;
110 player_ptr->learned_spells = 0;
111 player_ptr->add_spells = 0;
112 player_ptr->knowledge = 0;
113 player_ptr->mutant_regenerate_mod = 100;
122 cheat_diary_output = false;
124 cheat_immortal = false;
126 w_ptr->total_winner = false;
127 player_ptr->timewalk = false;
128 player_ptr->panic_save = 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);
135 for (const auto &d_ref : d_info)
136 max_dlv[d_ref.idx] = 0;
138 player_ptr->visit = 1;
139 player_ptr->wild_mode = false;
141 player_ptr->max_plv = player_ptr->lev = 1;
142 player_ptr->arena_number = 0;
143 player_ptr->current_floor_ptr->inside_arena = false;
144 player_ptr->current_floor_ptr->inside_quest = 0;
146 player_ptr->exit_bldg = true;
147 player_ptr->today_mon = 0;
148 update_gambling_monsters(player_ptr);
149 player_ptr->muta.clear();
151 for (int i = 0; i < 8; i++)
152 player_ptr->virtues[i] = 0;
154 player_ptr->dungeon_idx = 0;
155 if (vanilla_town || ironman_downward) {
156 player_ptr->recall_dungeon = DUNGEON_ANGBAND;
158 player_ptr->recall_dungeon = DUNGEON_GALGALS;
161 memcpy(player_ptr->name, tmp.name, sizeof(tmp.name));
164 player_ptr->player_uid = uid;
169 * @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
170 * @param player_ptr プレイヤーへの参照ポインタ
172 void init_dungeon_quests(player_type *player_ptr)
174 int number_of_quests = MAX_RANDOM_QUEST - MIN_RANDOM_QUEST + 1;
175 init_flags = INIT_ASSIGN;
176 floor_type *floor_ptr = player_ptr->current_floor_ptr;
177 floor_ptr->inside_quest = MIN_RANDOM_QUEST;
178 parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
179 floor_ptr->inside_quest = 0;
180 for (int i = MIN_RANDOM_QUEST + number_of_quests - 1; i >= MIN_RANDOM_QUEST; i--) {
181 quest_type *q_ptr = &quest[i];
182 monster_race *quest_r_ptr;
183 q_ptr->status = QUEST_STATUS_TAKEN;
184 determine_random_questor(player_ptr, q_ptr);
185 quest_r_ptr = &r_info[q_ptr->r_idx];
186 quest_r_ptr->flags1 |= RF1_QUESTOR;
190 init_flags = INIT_ASSIGN;
191 floor_ptr->inside_quest = QUEST_OBERON;
192 parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
193 quest[QUEST_OBERON].status = QUEST_STATUS_TAKEN;
195 floor_ptr->inside_quest = QUEST_SERPENT;
196 parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
197 quest[QUEST_SERPENT].status = QUEST_STATUS_TAKEN;
198 floor_ptr->inside_quest = 0;
202 * @brief ゲームターンを初期化する / Reset turn
203 * @param player_ptr プレイヤーへの参照ポインタ
204 * @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
207 void init_turn(player_type *player_ptr)
209 if (player_race_life(player_ptr) == PlayerRaceLife::UNDEAD) {
210 w_ptr->game_turn = (TURNS_PER_TICK * 3 * TOWN_DAWN) / 4 + 1;
211 w_ptr->game_turn_limit = TURNS_PER_TICK * TOWN_DAWN * MAX_DAYS + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
213 w_ptr->game_turn = 1;
214 w_ptr->game_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
217 w_ptr->dungeon_turn = 1;
218 w_ptr->dungeon_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;