*/
#include "angband.h"
+#include "util.h"
+#include "save.h"
+#include "load.h"
+#include "report.h"
+
+#include "artifact.h"
#include "sort.h"
+#include "dungeon.h"
#include "quest.h"
#include "store.h"
-
+#include "wild.h"
+#include "floor.h"
+#include "floor-events.h"
+#include "floor-save.h"
+#include "floor-town.h"
+#include "files.h"
+#include "world.h"
+#include "objectkind.h"
+#include "monsterrace.h"
+#include "birth.h"
+#include "bldg.h"
/*
for (i = 0; i < MAX_KUBI; i++)
{
- wr_s16b(kubi_r_idx[i]);
+ wr_s16b(current_world_ptr->bounty_r_idx[i]);
}
for (i = 0; i < 4; i++)
/* Write the "object seeds" */
- wr_u32b(seed_flavor);
- wr_u32b(seed_town);
+ wr_u32b(current_world_ptr->seed_flavor);
+ wr_u32b(current_world_ptr->seed_town);
/* Special stuff */
/* Save temporary preserved pets (obsolated) */
wr_s16b(0);
- wr_u32b(playtime);
+ wr_u32b(current_world_ptr->play_time);
wr_s32b(p_ptr->visit);
/*!
- * @brief フロア保存時のcurrent_floor_ptr->grid_array情報テンプレートをソートするための比較処理
- * @param u current_floor_ptr->grid_arrayテンプレートの参照ポインタ
- * @param v 未使用
- * @param a スワップするモンスター種族のID1
- * @param b スワップするモンスター種族のID2
- * @return aの方が大きければtrue
- */
-static bool ang_sort_comp_cave_temp(vptr u, vptr v, int a, int b)
-{
- cave_template_type *who = (cave_template_type *)(u);
-
- u16b o1 = who[a].occurrence;
- u16b o2 = who[b].occurrence;
-
- /* Unused */
- (void)v;
-
- return o2 <= o1;
-}
-
-
-/*!
- * @brief フロア保存時のcurrent_floor_ptr->grid_array情報テンプレートをソートするためのスワップ処理 / Sorting hook -- Swap function
- * @param u current_floor_ptr->grid_arrayテンプレートの参照ポインタ
- * @param v 未使用
- * @param a スワップするモンスター種族のID1
- * @param b スワップするモンスター種族のID2
- * @return なし
- */
-static void ang_sort_swap_cave_temp(vptr u, vptr v, int a, int b)
-{
- cave_template_type *who = (cave_template_type *)(u);
-
- cave_template_type holder;
-
- /* Unused */
- (void)v;
-
- /* Swap */
- holder = who[a];
- who[a] = who[b];
- who[b] = holder;
-}
-
-
-/*!
* @brief 保存フロアの書き込み / Actually write a saved floor data using effectively compressed format.
* @param sf_ptr 保存したいフロアの参照ポインタ
* @return なし
*/
static void wr_saved_floor(saved_floor_type *sf_ptr)
{
- cave_template_type *templates;
+ grid_template_type *templates;
u16b max_num_temp;
u16b num_temp = 0;
int dummy_why;
max_num_temp = 255;
/* Allocate the "template" array */
- C_MAKE(templates, max_num_temp, cave_template_type);
+ C_MAKE(templates, max_num_temp, grid_template_type);
/* Extract template array */
for (y = 0; y < current_floor_ptr->height; y++)
/* If the max_num_temp is too small, increase it. */
if (num_temp >= max_num_temp)
{
- cave_template_type *old_template = templates;
+ grid_template_type *old_template = templates;
/* Re-allocate the "template" array */
- C_MAKE(templates, max_num_temp + 255, cave_template_type);
- (void)C_COPY(templates, old_template, max_num_temp, cave_template_type);
- C_KILL(old_template, max_num_temp, cave_template_type);
+ C_MAKE(templates, max_num_temp + 255, grid_template_type);
+ (void)C_COPY(templates, old_template, max_num_temp, grid_template_type);
+ C_KILL(old_template, max_num_temp, grid_template_type);
max_num_temp += 255;
}
}
}
- /* Select the sort method */
- ang_sort_comp = ang_sort_comp_cave_temp;
- ang_sort_swap = ang_sort_swap_cave_temp;
-
/* Sort by occurrence */
- ang_sort(templates, &dummy_why, num_temp);
-
+ ang_sort(templates, &dummy_why, num_temp, ang_sort_comp_cave_temp, ang_sort_swap_cave_temp);
/*** Dump templates ***/
/* Dump the templates */
for (i = 0; i < num_temp; i++)
{
- cave_template_type *ct_ptr = &templates[i];
+ grid_template_type *ct_ptr = &templates[i];
/* Dump it */
wr_u16b((u16b)ct_ptr->info);
/* Free the "template" array */
- C_KILL(templates, max_num_temp, cave_template_type);
+ C_KILL(templates, max_num_temp, grid_template_type);
/*** Dump objects ***/
/* Total objects */
- wr_u16b(o_max);
+ wr_u16b(current_floor_ptr->o_max);
/* Dump the objects */
- for (i = 1; i < o_max; i++)
+ for (i = 1; i < current_floor_ptr->o_max; i++)
{
object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/*** Dump the monsters ***/
/* Total monsters */
- wr_u16b(m_max);
+ wr_u16b(current_floor_ptr->m_max);
/* Dump the monsters */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
/* Note the operating system */
- sf_system = 0L;
+ current_world_ptr->sf_system = 0L;
/* Note when the file was saved */
- sf_when = now;
+ current_world_ptr->sf_when = now;
/* Note the number of saves */
- sf_saves++;
+ current_world_ptr->sf_saves++;
/*** Actually write the file ***/
wr_byte(H_VER_MAJOR);
/* Operating system */
- wr_u32b(sf_system);
+ wr_u32b(current_world_ptr->sf_system);
/* Time file last saved */
- wr_u32b(sf_when);
+ wr_u32b(current_world_ptr->sf_when);
/* Number of past lives */
- wr_u16b(sf_lives);
+ wr_u16b(current_world_ptr->sf_lives);
/* Number of times saved */
- wr_u16b(sf_saves);
+ wr_u16b(current_world_ptr->sf_saves);
/* Space */
wr_s32b(p_ptr->wilderness_y);
wr_byte(p_ptr->wild_mode);
- wr_byte(ambush_flag);
+ wr_byte(p_ptr->ambush_flag);
wr_s32b(current_world_ptr->max_wild_x);
wr_s32b(current_world_ptr->max_wild_y);
}
- /* Write the inventory */
+ /* Write the p_ptr->inventory_list */
for (i = 0; i < INVEN_TOTAL; i++)
{
- object_type *o_ptr = &inventory[i];
-
- /* Skip non-objects */
+ object_type *o_ptr = &p_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Dump index */
/* Failure */
if (!ok) return (FALSE);
- counts_write(0, playtime);
+ counts_write(0, current_world_ptr->play_time);
/* Successful save */
- character_saved = TRUE;
+ current_world_ptr->character_saved = TRUE;
/* Success */
return (TRUE);
safe_setuid_drop();
/* Hack -- Pretend the character was loaded */
- character_loaded = TRUE;
+ current_world_ptr->character_loaded = TRUE;
#ifdef VERIFY_SAVEFILE
* allowed to save his game when he quits.
*
* We return "TRUE" if the savefile was usable, and we set the global
- * flag "character_loaded" if a real, living, character was loaded.
+ * flag "current_world_ptr->character_loaded" if a real, living, character was loaded.
*
* Note that we always try to load the "current" savefile, even if
* there is no such file, so we must check for "empty" savefile names.
concptr what = "generic";
-
- /* Paranoia */
current_world_ptr->game_turn = 0;
-
- /* Paranoia */
p_ptr->is_dead = FALSE;
{
/* Extract version */
- z_major = vvv[0];
- z_minor = vvv[1];
- z_patch = vvv[2];
- sf_extra = vvv[3];
+ current_world_ptr->z_major = vvv[0];
+ current_world_ptr->z_minor = vvv[1];
+ current_world_ptr->z_patch = vvv[2];
+ current_world_ptr->sf_extra = vvv[3];
Term_clear();
/* Message (below) */
if (err) what = _("セーブファイルを解析出来ません。", "Cannot parse savefile");
}
-
- /* Paranoia */
if (!err)
{
/* Invalid current_world_ptr->game_turn */
if (!err && !arg_wizard)
{
/* Hack -- Verify the timestamp */
- if (sf_when > (statbuf.st_ctime + 100) ||
- sf_when < (statbuf.st_ctime - 100))
+ if (current_world_ptr->sf_when > (statbuf.st_ctime + 100) ||
+ current_world_ptr->sf_when < (statbuf.st_ctime - 100))
{
what = _("無効なタイム・スタンプです", "Invalid timestamp");
if (!err)
{
/* Give a conversion warning */
- if ((FAKE_VER_MAJOR != z_major) ||
- (FAKE_VER_MINOR != z_minor) ||
- (FAKE_VER_PATCH != z_patch))
+ if ((FAKE_VER_MAJOR != current_world_ptr->z_major) ||
+ (FAKE_VER_MINOR != current_world_ptr->z_minor) ||
+ (FAKE_VER_PATCH != current_world_ptr->z_patch))
{
- if (z_major == 2 && z_minor == 0 && z_patch == 6)
+ if (current_world_ptr->z_major == 2 && current_world_ptr->z_minor == 0 && current_world_ptr->z_patch == 6)
{
msg_print(_("バージョン 2.0.* 用のセーブファイルを変換しました。", "Converted a 2.0.* savefile."));
}
else
{
msg_format(_("バージョン %d.%d.%d 用のセーブ・ファイルを変換しました。", "Converted a %d.%d.%d savefile."),
- (z_major > 9) ? z_major-10 : z_major , z_minor, z_patch);
+ (current_world_ptr->z_major > 9) ? current_world_ptr->z_major-10 : current_world_ptr->z_major , current_world_ptr->z_minor, current_world_ptr->z_patch);
}
msg_print(NULL);
}
if (arg_wizard)
{
/* A character was loaded */
- character_loaded = TRUE;
+ current_world_ptr->character_loaded = TRUE;
return (TRUE);
}
p_ptr->is_dead = FALSE;
/* Count lives */
- sf_lives++;
+ current_world_ptr->sf_lives++;
return (TRUE);
}
/* A character was loaded */
- character_loaded = TRUE;
+ current_world_ptr->character_loaded = TRUE;
{
u32b tmp = counts_read(2);
if (tmp > p_ptr->count)
p_ptr->count = tmp;
- if (counts_read(0) > playtime || counts_read(1) == playtime)
+ if (counts_read(0) > current_world_ptr->play_time || counts_read(1) == current_world_ptr->play_time)
counts_write(2, ++p_ptr->count);
- counts_write(1, playtime);
+ counts_write(1, current_world_ptr->play_time);
}
/* Success */
#endif
msg_format(_("エラー(%s)がバージョン%d.%d.%d 用セーブファイル読み込み中に発生。", "Error (%s) reading %d.%d.%d savefile."),
- what, (z_major>9) ? z_major - 10 : z_major, z_minor, z_patch);
+ what, (current_world_ptr->z_major>9) ? current_world_ptr->z_major - 10 : current_world_ptr->z_major, current_world_ptr->z_minor, current_world_ptr->z_patch);
msg_print(NULL);