* @param player_ptr プレイヤーへの参照ポインタ
* @return 成功すればtrue
*/
-static bool wr_savefile_new(PlayerType *player_ptr, SaveType type)
+static bool wr_savefile_new(PlayerType *player_ptr)
{
compact_objects(player_ptr, 0);
compact_monsters(player_ptr, 0);
#endif
wr_randomizer();
- wr_options(type);
+ wr_options();
uint32_t tmp32u = message_num();
- if ((compress_savefile || (type == SaveType::DEBUG)) && (tmp32u > 40)) {
+ if (compress_savefile && (tmp32u > 40)) {
tmp32u = 40;
}
* @param type セーブ後の処理種別
* @return セーブの成功可否
*/
-static bool save_player_aux(PlayerType *player_ptr, const std::filesystem::path &path, SaveType type)
+static bool save_player_aux(PlayerType *player_ptr, const std::filesystem::path &path)
{
safe_setuid_grab();
auto fd = fd_make(path);
saving_savefile = angband_fopen(path, FileOpenMode::WRITE, true);
safe_setuid_drop();
if (saving_savefile) {
- if (wr_savefile_new(player_ptr, type)) {
+ if (wr_savefile_new(player_ptr)) {
is_save_successful = true;
}
auto savefile_new = ss_new.str();
safe_setuid_grab();
fd_kill(savefile_new);
- if (type == SaveType::DEBUG) {
- const std::filesystem::path debug_save_dir = std::filesystem::path(debug_savefile).remove_filename();
- std::error_code ec;
- std::filesystem::create_directory(debug_save_dir, ec);
- }
safe_setuid_drop();
w_ptr->update_playtime();
auto result = false;
- if (save_player_aux(player_ptr, savefile_new.data(), type)) {
+ if (save_player_aux(player_ptr, savefile_new.data())) {
std::stringstream ss_old;
ss_old << savefile.string() << ".old";
auto savefile_old = ss_old.str();
safe_setuid_grab();
fd_kill(savefile_old);
- const auto &path = type == SaveType::DEBUG ? debug_savefile : savefile;
- fd_move(path, savefile_old);
- fd_move(savefile_new, path);
+ fd_move(savefile, savefile_old);
+ fd_move(savefile_new, savefile);
fd_kill(savefile_old);
safe_setuid_drop();
w_ptr->character_loaded = true;