}
restore_windows(player_ptr);
- if (!load_savedata(player_ptr))
+ if (!load_savedata(player_ptr, &new_game))
quit(_("セーブファイルが壊れています", "broken savefile"));
extract_option_vars();
* @param new_game セーブデータの新規作成が必要か否か
* @return セーブデータが読み込めればtrue
*/
-bool load_savedata(player_type *player_ptr)
+bool load_savedata(player_type *player_ptr, bool *new_game)
{
concptr what = "generic";
current_world_ptr->game_turn = 0;
if (!savefile[0])
return TRUE;
-#ifndef WINDOWS
+#ifdef WINDOWS
+ (void)new_game;
+#else
if (access(savefile, 0) < 0) {
msg_print(_("セーブファイルがありません。", "Savefile does not exist."));
msg_print(NULL);
+ *new_game = TRUE;
return TRUE;
}
#endif
#include "floor/floor-save.h"
#include "system/angband.h"
-bool load_savedata(player_type *player_ptr);
+bool load_savedata(player_type *player_ptr, bool *new_game);