#include "core/game-closer.h"
#include "core/player-processor.h"
#include "core/player-update-types.h"
+#include "core/score-util.h"
#include "core/scores.h"
#include "core/speed-table.h"
#include "core/stuff-handler.h"
#include "floor/floor-events.h"
#include "floor/floor-leaver.h"
#include "floor/floor-mode-changer.h"
+#include "floor/floor-save.h"
#include "floor/floor-util.h"
#include "floor/wild.h"
#include "game-option/cheat-options.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-indice-types.h"
#include "monster/monster-util.h"
-#include "player/player-class.h"
-#include "player/player-personalities-types.h"
-#include "player/player-race-types.h"
+#include "player-info/class-info.h"
+#include "player-info/race-types.h"
+#include "player/player-personality-types.h"
#include "player/player-skill.h"
+#include "player/player-status.h"
#include "player/process-name.h"
#include "racial/racial-android.h"
#include "realm/realm-names-table.h"
#include "sv-definition/sv-weapon-types.h"
#include "system/angband-version.h"
#include "system/floor-type-definition.h"
-#include "system/system-variables.h"
+#include "system/monster-race-definition.h"
+#include "system/monster-type-definition.h"
+#include "system/object-type-definition.h"
+#include "system/player-type-definition.h"
#include "target/target-checker.h"
#include "term/gameterm.h"
#include "term/screen-processor.h"
static void restore_windows(player_type *player_ptr)
{
- player_ptr->hack_mutation = FALSE;
- current_world_ptr->character_icky_depth = 1;
+ player_ptr->hack_mutation = false;
+ w_ptr->character_icky_depth = 1;
term_activate(angband_term[0]);
angband_term[0]->resize_hook = resize_map;
for (MONSTER_IDX i = 1; i < 8; i++)
player_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
update_creature(player_ptr);
- player_ptr->is_dead = TRUE;
- current_world_ptr->start_time = (u32b)time(NULL);
+ player_ptr->is_dead = true;
+ w_ptr->start_time = (uint32_t)time(nullptr);
signals_ignore_tstp();
- current_world_ptr->character_icky_depth = 1;
+ w_ptr->character_icky_depth = 1;
path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
highscore_fd = fd_open(buf, O_RDWR);
/* 町名消失バグ対策(#38205)のためここで世界マップ情報を読み出す */
- parse_fixed_map(player_ptr, "w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
- bool success = send_world_score(player_ptr, TRUE, display_player);
+ parse_fixed_map(player_ptr, "w_info.txt", 0, 0, w_ptr->max_wild_y, w_ptr->max_wild_x);
+ bool success = send_world_score(player_ptr, true, display_player);
if (!success && !get_check_strict(player_ptr, _("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY)) {
prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
(void)inkey();
} else {
- player_ptr->wait_report_score = FALSE;
+ player_ptr->wait_report_score = false;
top_twenty(player_ptr);
if (!save_player(player_ptr, SAVE_TYPE_CLOSE_GAME))
msg_print(_("セーブ失敗!", "death save failed!"));
static void init_random_seed(player_type *player_ptr, bool new_game)
{
- bool init_random_seed = FALSE;
- if (!current_world_ptr->character_loaded) {
- new_game = TRUE;
- current_world_ptr->character_dungeon = FALSE;
- init_random_seed = TRUE;
- init_saved_floors(player_ptr, FALSE);
+ bool init_random_seed = false;
+ if (!w_ptr->character_loaded) {
+ new_game = true;
+ w_ptr->character_dungeon = false;
+ init_random_seed = true;
+ init_saved_floors(player_ptr, false);
} else if (new_game)
- init_saved_floors(player_ptr, TRUE);
+ init_saved_floors(player_ptr, true);
if (!new_game)
process_player_name(player_ptr);
static void init_world_floor_info(player_type *player_ptr)
{
- current_world_ptr->character_dungeon = FALSE;
+ w_ptr->character_dungeon = false;
floor_type *floor_ptr = player_ptr->current_floor_ptr;
floor_ptr->dun_level = 0;
floor_ptr->inside_quest = 0;
- floor_ptr->inside_arena = FALSE;
- player_ptr->phase_out = FALSE;
- write_level = TRUE;
- current_world_ptr->seed_flavor = randint0(0x10000000);
- current_world_ptr->seed_town = randint0(0x10000000);
+ floor_ptr->inside_arena = false;
+ player_ptr->phase_out = false;
+ write_level = true;
+ w_ptr->seed_flavor = randint0(0x10000000);
+ w_ptr->seed_town = randint0(0x10000000);
player_birth(player_ptr);
counts_write(player_ptr, 2, 0);
player_ptr->count = 0;
- load = FALSE;
+ load = false;
determine_bounty_uniques(player_ptr);
- determine_daily_bounty(player_ptr, FALSE);
+ determine_daily_bounty(player_ptr, false);
wipe_o_list(floor_ptr);
}
/*!
- * @brief フロア情報をゲームロード時に復帰
+ * @brief フロア情報をゲームロード時に復帰
* @todo 3.0.Xで削除予定
* 1.0.9 以前はセーブ前に player_ptr->riding = -1 としていたので、再設定が必要だった。
* もう不要だが、以前のセーブファイルとの互換のために残しておく。
*/
static void restore_world_floor_info(player_type *player_ptr)
{
- write_level = FALSE;
+ write_level = false;
exe_write_diary(player_ptr, DIARY_GAMESTART, 1, _(" ----ゲーム再開----", " --- Restarted Game ---"));
if (player_ptr->riding == -1) {
static void reset_world_info(player_type *player_ptr)
{
- current_world_ptr->creating_savefile = FALSE;
- player_ptr->teleport_town = FALSE;
- player_ptr->sutemi = FALSE;
- current_world_ptr->timewalk_m_idx = 0;
- player_ptr->now_damaged = FALSE;
+ w_ptr->creating_savefile = false;
+ player_ptr->teleport_town = false;
+ player_ptr->sutemi = false;
+ w_ptr->timewalk_m_idx = 0;
+ player_ptr->now_damaged = false;
now_message = 0;
- current_world_ptr->start_time = time(NULL) - 1;
+ w_ptr->start_time = time(nullptr) - 1;
record_o_name[0] = '\0';
}
-static void set_wizard_mode_by_argument(player_type *player_ptr)
-{
- if (!arg_wizard)
- return;
-
- if (enter_wizard_mode(player_ptr)) {
- current_world_ptr->wizard = TRUE;
- if (player_ptr->is_dead || !player_ptr->y || !player_ptr->x) {
- init_saved_floors(player_ptr, TRUE);
- player_ptr->current_floor_ptr->inside_quest = 0;
- player_ptr->y = player_ptr->x = 10;
- }
-
- return;
- }
-
- if (player_ptr->is_dead)
- quit("Already dead.");
-}
-
static void generate_wilderness(player_type *player_ptr)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if ((floor_ptr->dun_level == 0) && floor_ptr->inside_quest)
return;
- parse_fixed_map(player_ptr, "w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
+ parse_fixed_map(player_ptr, "w_info.txt", 0, 0, w_ptr->max_wild_y, w_ptr->max_wild_x);
init_flags = INIT_ONLY_BUILDINGS;
parse_fixed_map(player_ptr, "t_info.txt", 0, 0, MAX_HGT, MAX_WID);
select_floor_music(player_ptr);
static void change_floor_if_error(player_type *player_ptr)
{
- if (!current_world_ptr->character_dungeon) {
+ if (!w_ptr->character_dungeon) {
change_floor(player_ptr);
return;
}
panel_row_min = floor_ptr->height;
panel_col_min = floor_ptr->width;
- if (player_ptr->pclass != CLASS_SORCERER) {
- if (player_ptr->pseikaku == PERSONALITY_SEXY)
- s_info[player_ptr->pclass].w_max[TV_HAFTED - TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
- if (player_ptr->prace == RACE_MERFOLK) {
- s_info[player_ptr->pclass].w_max[TV_POLEARM - TV_WEAPON_BEGIN][SV_TRIDENT] = WEAPON_EXP_MASTER;
- s_info[player_ptr->pclass].w_max[TV_POLEARM - TV_WEAPON_BEGIN][SV_TRIFURCATE_SPEAR] = WEAPON_EXP_MASTER;
+ if (player_ptr->pclass != PlayerClassType::SORCERER) {
+ auto pclass = enum2i(player_ptr->pclass);
+ if (player_ptr->ppersonality == PERSONALITY_SEXY)
+ s_info[pclass].w_max[ItemKindType::HAFTED][SV_WHIP] = PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER);
+ if (player_ptr->prace == PlayerRaceType::MERFOLK) {
+ s_info[pclass].w_max[ItemKindType::POLEARM][SV_TRIDENT] = PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER);
+ s_info[pclass].w_max[ItemKindType::POLEARM][SV_TRIFURCATE_SPEAR] = PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER);
}
}
flavor_init();
prt(_("お待ち下さい...", "Please wait..."), 0, 0);
term_fresh();
- set_wizard_mode_by_argument(player_ptr);
generate_wilderness(player_ptr);
change_floor_if_error(player_ptr);
- current_world_ptr->character_generated = TRUE;
- current_world_ptr->character_icky_depth = 0;
+ w_ptr->character_generated = true;
+ w_ptr->character_icky_depth = 0;
if (!new_game)
return;
player_ptr->window_flags = PW_ALL;
handle_stuff(player_ptr);
if (arg_force_original)
- rogue_like_commands = FALSE;
+ rogue_like_commands = false;
if (arg_force_roguelike)
- rogue_like_commands = TRUE;
+ rogue_like_commands = true;
}
static void init_riding_pet(player_type *player_ptr, bool new_game)
{
- if (!new_game || ((player_ptr->pclass != CLASS_CAVALRY) && (player_ptr->pclass != CLASS_BEASTMASTER)))
+ if (!new_game || ((player_ptr->pclass != PlayerClassType::CAVALRY) && (player_ptr->pclass != PlayerClassType::BEASTMASTER)))
return;
- MONRACE_IDX pet_r_idx = ((player_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
+ MONRACE_IDX pet_r_idx = ((player_ptr->pclass == PlayerClassType::CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
monster_race *r_ptr = &r_info[pet_r_idx];
place_monster_aux(player_ptr, 0, player_ptr->y, player_ptr->x - 1, pet_r_idx, (PM_FORCE_PET | PM_NO_KAGE));
monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[hack_m_idx_ii];
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (!floor_ptr->inside_arena) {
- if ((current_world_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
+ if (cheat_live && !get_check(_("死にますか? ", "Die? "))) {
cheat_death(player_ptr);
+ }
return;
}
- floor_ptr->inside_arena = FALSE;
+ floor_ptr->inside_arena = false;
if (player_ptr->arena_number > MAX_ARENA_MONS)
player_ptr->arena_number++;
else
player_ptr->arena_number = -1 - player_ptr->arena_number;
- player_ptr->is_dead = FALSE;
+ player_ptr->is_dead = false;
player_ptr->chp = 0;
player_ptr->chp_frac = 0;
- player_ptr->exit_bldg = TRUE;
+ player_ptr->exit_bldg = true;
reset_tim_flags(player_ptr);
prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
leave_floor(player_ptr);
static void process_game_turn(player_type *player_ptr)
{
- bool load_game = TRUE;
+ bool load_game = true;
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- while (TRUE) {
+ while (true) {
process_dungeon(player_ptr, load_game);
- current_world_ptr->character_xtra = TRUE;
+ w_ptr->character_xtra = true;
handle_stuff(player_ptr);
- current_world_ptr->character_xtra = FALSE;
+ w_ptr->character_xtra = false;
target_who = 0;
health_track(player_ptr, 0);
forget_lite(floor_ptr);
if (!player_ptr->is_dead)
wipe_monsters_list(player_ptr);
- msg_print(NULL);
- load_game = FALSE;
+ msg_print(nullptr);
+ load_game = false;
decide_arena_death(player_ptr);
if (player_ptr->is_dead)
break;
/*!
* @brief 1ゲームプレイの主要ルーチン / Actually play a game
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param new_game 新規にゲームを始めたかどうか
* @param browsing_movie ムービーモードか
- * @return なし
* @note
* If the "new_game" parameter is true, then, after loading the
* savefile, we will commit suicide, if necessary, to allow the
extract_option_vars();
send_waiting_record(player_ptr);
- current_world_ptr->creating_savefile = new_game;
+ w_ptr->creating_savefile = new_game;
init_random_seed(player_ptr, new_game);
if (new_game)
init_world_floor_info(player_ptr);
restore_world_floor_info(player_ptr);
generate_world(player_ptr, new_game);
- player_ptr->playing = TRUE;
+ player_ptr->playing = true;
reset_visuals(player_ptr);
load_all_pref_files(player_ptr);
if (new_game)
init_io(player_ptr);
if (player_ptr->chp < 0 && !cheat_immortal)
- player_ptr->is_dead = TRUE;
+ player_ptr->is_dead = true;
- if (player_ptr->prace == RACE_ANDROID)
+ if (player_ptr->prace == PlayerRaceType::ANDROID)
calc_android_exp(player_ptr);
init_riding_pet(player_ptr, new_game);
- (void)combine_and_reorder_home(player_ptr, STORE_HOME);
- (void)combine_and_reorder_home(player_ptr, STORE_MUSEUM);
+ (void)combine_and_reorder_home(player_ptr, StoreSaleType::HOME);
+ (void)combine_and_reorder_home(player_ptr, StoreSaleType::MUSEUM);
select_floor_music(player_ptr);
process_game_turn(player_ptr);
close_game(player_ptr);
- quit(NULL);
+ quit(nullptr);
}