#include "monster-race/race-flags7.h"
#include "object/object-kind.h"
#include "pet/pet-util.h"
+#include "player-base/player-race.h"
#include "player-info/race-info.h"
#include "player-info/race-types.h"
#include "player/digestion-processor.h"
*/
void player_wipe_without_name(player_type *player_ptr)
{
- player_type tmp;
-
#ifdef SET_UID
int uid = player_ptr->player_uid;
#endif
- COPY(&tmp, player_ptr, player_type);
+ auto tmp = *player_ptr;
if (player_ptr->last_message)
string_free(player_ptr->last_message);
- if (player_ptr->inventory_list != nullptr)
- C_KILL(player_ptr->inventory_list, INVEN_TOTAL, object_type);
-
- (void)WIPE(player_ptr, player_type);
+ *player_ptr = {};
// 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。
player_ptr->current_floor_ptr = &floor_info;
- C_MAKE(player_ptr->inventory_list, INVEN_TOTAL, object_type);
+ //! @todo std::make_shared の配列対応版は C++20 から
+ player_ptr->inventory_list = std::shared_ptr<object_type[]>{ new object_type[INVEN_TOTAL] };
for (int i = 0; i < 4; i++)
strcpy(player_ptr->history[i], "");
for (int i = 0; i < max_q_idx; i++) {
quest_type *const q_ptr = &quest[i];
- q_ptr->status = QUEST_STATUS_UNTAKEN;
+ q_ptr->status = QuestStatusType::UNTAKEN;
q_ptr->cur_num = 0;
q_ptr->max_num = 0;
q_ptr->type = 0;
player_ptr->panic_save = 0;
w_ptr->noscore = 0;
- w_ptr->wizard = false;
player_ptr->wait_report_score = false;
player_ptr->pet_follow_distance = PET_FOLLOW_DIST;
player_ptr->pet_extra_flags = (PF_TELEPORT | PF_ATTACK_SPELL | PF_SUMMON_SPELL);
player_ptr->visit = 1;
player_ptr->wild_mode = false;
- for (int i = 0; i < MAX_SPELLS; i++) {
- player_ptr->magic_num1[i] = 0;
- player_ptr->magic_num2[i] = 0;
- }
-
player_ptr->max_plv = player_ptr->lev = 1;
player_ptr->arena_number = 0;
player_ptr->current_floor_ptr->inside_arena = false;
player_ptr->current_floor_ptr->inside_quest = 0;
- for (int i = 0; i < MAX_MANE; i++) {
- player_ptr->mane_spell[i] = RF_ABILITY::MAX;
- player_ptr->mane_dam[i] = 0;
- }
- player_ptr->mane_num = 0;
player_ptr->exit_bldg = true;
player_ptr->today_mon = 0;
update_gambling_monsters(player_ptr);
for (int i = MIN_RANDOM_QUEST + number_of_quests - 1; i >= MIN_RANDOM_QUEST; i--) {
quest_type *q_ptr = &quest[i];
monster_race *quest_r_ptr;
- q_ptr->status = QUEST_STATUS_TAKEN;
+ q_ptr->status = QuestStatusType::TAKEN;
determine_random_questor(player_ptr, q_ptr);
quest_r_ptr = &r_info[q_ptr->r_idx];
quest_r_ptr->flags1 |= RF1_QUESTOR;
init_flags = INIT_ASSIGN;
floor_ptr->inside_quest = QUEST_OBERON;
parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
- quest[QUEST_OBERON].status = QUEST_STATUS_TAKEN;
+ quest[QUEST_OBERON].status = QuestStatusType::TAKEN;
floor_ptr->inside_quest = QUEST_SERPENT;
parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
- quest[QUEST_SERPENT].status = QUEST_STATUS_TAKEN;
+ quest[QUEST_SERPENT].status = QuestStatusType::TAKEN;
floor_ptr->inside_quest = 0;
}
*/
void init_turn(player_type *player_ptr)
{
- if (player_race_life(player_ptr) == PlayerRaceLife::UNDEAD) {
+ if (PlayerRace(player_ptr).life() == PlayerRaceLife::UNDEAD) {
w_ptr->game_turn = (TURNS_PER_TICK * 3 * TOWN_DAWN) / 4 + 1;
w_ptr->game_turn_limit = TURNS_PER_TICK * TOWN_DAWN * MAX_DAYS + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
} else {