1 #include "io-dump/character-dump.h"
2 #include "artifact/fixed-art-types.h"
3 #include "avatar/avatar.h"
4 #include "cmd-building/cmd-building.h"
5 #include "dungeon/quest.h"
6 #include "flavor/flavor-describer.h"
7 #include "floor/floor-town.h"
8 #include "game-option/birth-options.h"
9 #include "game-option/game-play-options.h"
10 #include "inventory/inventory-slot-types.h"
11 #include "io-dump/player-status-dump.h"
12 #include "io-dump/special-class-dump.h"
13 #include "io/mutations-dump.h"
14 #include "io/write-diary.h"
15 #include "knowledge/knowledge-quests.h"
16 #include "main/angband-headers.h"
17 #include "market/arena-info-table.h"
18 #include "monster-race/monster-race.h"
19 #include "monster/monster-describer.h"
20 #include "monster/monster-description-types.h"
21 #include "monster/monster-info.h"
22 #include "monster/monster-status.h"
23 #include "monster/smart-learn-types.h"
24 #include "object/object-info.h"
25 #include "pet/pet-util.h"
26 #include "player-info/alignment.h"
27 #include "player/player-status-flags.h"
28 #include "player/player-status-table.h"
29 #include "player/race-info-table.h"
30 #include "realm/realm-names-table.h"
31 #include "store/store-util.h"
32 #include "store/store.h"
33 #include "system/angband-version.h"
34 #include "system/building-type-definition.h"
35 #include "system/dungeon-info.h"
36 #include "system/floor-type-definition.h"
37 #include "system/item-entity.h"
38 #include "system/monster-entity.h"
39 #include "system/monster-race-info.h"
40 #include "system/player-type-definition.h"
41 #include "term/gameterm.h"
42 #include "term/z-form.h"
43 #include "util/enum-converter.h"
44 #include "util/int-char-converter.h"
45 #include "util/sort.h"
46 #include "util/string-processor.h"
47 #include "view/display-messages.h"
48 #include "world/world.h"
53 * @brief プレイヤーのペット情報をファイルにダンプする
54 * @param player_ptr プレイヤーへの参照ポインタ
57 static void dump_aux_pet(PlayerType *player_ptr, FILE *fff)
60 bool pet_settings = false;
61 for (int i = player_ptr->current_floor_ptr->m_max - 1; i >= 1; i--) {
62 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
64 if (!m_ptr->is_valid()) {
67 if (!m_ptr->is_pet()) {
71 if (!m_ptr->is_named() && (player_ptr->riding != i)) {
75 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
79 const auto pet_name = monster_desc(player_ptr, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
80 fprintf(fff, "%s\n", pet_name.data());
87 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
89 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
90 (player_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
92 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
93 (player_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
95 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
96 (player_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
98 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
99 (player_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
101 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
102 (player_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
104 fprintf(fff, _("\n プレイヤーを巻き込む範囲魔法を使う: %s", "\n Allow involve player in area spell: %s"),
105 (player_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
111 * @brief クエスト情報をファイルにダンプする
112 * @param player_ptr プレイヤーへの参照ポインタ
113 * @param fff ファイルポインタ
115 static void dump_aux_quest(PlayerType *player_ptr, FILE *fff)
117 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
119 const auto &quest_list = QuestList::get_instance();
120 std::vector<QuestId> quest_numbers;
121 for (const auto &[q_idx, quest] : quest_list) {
122 quest_numbers.push_back(q_idx);
125 ang_sort(player_ptr, quest_numbers.data(), &dummy, quest_numbers.size(), ang_sort_comp_quest_num, ang_sort_swap_quest_num);
128 do_cmd_knowledge_quests_completed(player_ptr, fff, quest_numbers);
130 do_cmd_knowledge_quests_failed(player_ptr, fff, quest_numbers);
135 * @brief 死の直前メッセージ並びに遺言をファイルにダンプする
136 * @param player_ptr プレイヤーへの参照ポインタ
137 * @param fff ファイルポインタ
139 static void dump_aux_last_message(PlayerType *player_ptr, FILE *fff)
141 if (!player_ptr->is_dead) {
145 if (!w_ptr->total_winner) {
146 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
147 for (int i = std::min(message_num(), 30); i >= 0; i--) {
148 fprintf(fff, "> %s\n", message_str(i)->data());
155 if (player_ptr->last_message.empty()) {
159 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
160 fprintf(fff, " %s\n", player_ptr->last_message.data());
165 * @brief 帰還場所情報をファイルにダンプする
166 * @param fff ファイルポインタ
168 static void dump_aux_recall(FILE *fff)
170 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
171 for (const auto &d_ref : dungeons_info) {
174 if (d_ref.idx == 0 || !d_ref.maxdepth) {
177 if (!max_dlv[d_ref.idx]) {
180 if (MonsterRace(d_ref.final_guardian).is_valid()) {
181 if (!monraces_info[d_ref.final_guardian].max_num) {
184 } else if (max_dlv[d_ref.idx] == d_ref.maxdepth) {
188 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"), seiha ? '!' : ' ', d_ref.name.data(), (int)max_dlv[d_ref.idx]);
193 * @brief オプション情報をファイルにダンプする
194 * @param fff ファイルポインタ
196 static void dump_aux_options(FILE *fff)
198 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
200 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
202 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
205 if (ironman_small_levels) {
206 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
207 } else if (always_small_levels) {
208 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
209 } else if (small_levels) {
210 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
212 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
216 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
217 } else if (lite_town) {
218 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
222 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
225 if (ironman_downward) {
226 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
230 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
233 if (ironman_nightmare) {
234 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
237 if (ironman_empty_levels) {
238 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
239 } else if (empty_levels) {
240 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
242 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
247 if (w_ptr->noscore) {
248 fprintf(fff, _("\n 何か不正なことをしてしまっています。\n", "\n You have done something illegal.\n"));
255 * @brief 闘技場の情報をファイルにダンプする
256 * @param player_ptr プレイヤーへの参照ポインタ
257 * @param fff ファイルポインタ
259 static void dump_aux_arena(PlayerType *player_ptr, FILE *fff)
261 if (lite_town || vanilla_town) {
265 const auto arena_number = player_ptr->arena_number;
266 if (arena_number < 0) {
267 if (arena_number <= ARENA_DEFEATED_OLD_VER) {
268 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
270 constexpr auto mes = _("\n 闘技場: %d回戦で%sの前に敗北\n", "\n Arena: Defeated by %s in the %d%s fight\n");
271 const auto &arena = arena_info[-1 - arena_number];
272 const auto &arena_monrace = monraces_info[arena.r_idx];
274 fprintf(fff, mes, -arena_number, arena_monrace.name.data());
276 fprintf(fff, mes, arena_monrace.name.data(), -arena_number, get_ordinal_number_suffix(-arena_number).data());
284 if (arena_number > MAX_ARENA_MONS + 2) {
285 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
290 if (arena_number > MAX_ARENA_MONS - 1) {
291 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
296 const auto victory_count = arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : arena_number;
298 fprintf(fff, "\n 闘技場: %2d勝\n", victory_count);
300 fprintf(fff, "\n Arena: %2d %s\n", victory_count, (arena_number > 1) ? "Victories" : "Victory");
306 * @brief 撃破モンスターの情報をファイルにダンプする
307 * @param fff ファイルポインタ
309 static void dump_aux_monsters(PlayerType *player_ptr, FILE *fff)
311 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
313 /* Allocate the "who" array */
315 std::vector<MonsterRaceId> who;
317 /* Count monster kills */
319 for (const auto &[monrace_id, monrace] : monraces_info) {
320 /* Ignore unused index */
321 if (!MonsterRace(monrace_id).is_valid()) {
325 if (monrace.kind_flags.has(MonsterKindType::UNIQUE)) {
326 auto dead = (monrace.max_num == 0);
330 /* Add a unique monster to the list */
331 who.push_back(monrace.idx);
337 if (monrace.r_pkills > 0) {
338 norm_total += monrace.r_pkills;
342 /* No monsters is defeated */
343 if (norm_total < 1) {
344 fprintf(fff, _("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
348 auto uniq_total = static_cast<int>(who.size());
349 /* Defeated more than one normal monsters */
350 if (uniq_total == 0) {
352 fprintf(fff, "%d体の敵を倒しています。\n", norm_total);
354 fprintf(fff, "You have defeated %d %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
359 /* Defeated more than one unique monsters */
361 fprintf(fff, "%d体のユニーク・モンスターを含む、合計%d体の敵を倒しています。\n", uniq_total, norm_total);
363 fprintf(fff, "You have defeated %d %s including %d unique monster%s in total.\n", norm_total, norm_total == 1 ? "enemy" : "enemies", uniq_total,
364 (uniq_total == 1 ? "" : "s"));
367 /* Sort the array by dungeon depth of monsters */
368 ang_sort(player_ptr, who.data(), &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
369 fprintf(fff, _("\n《上位%d体のユニーク・モンスター》\n", "\n< Unique monsters top %d >\n"), std::min(uniq_total, 10));
372 for (auto it = who.rbegin(); it != who.rend() && std::distance(who.rbegin(), it) < 10; it++) {
373 auto *r_ptr = &monraces_info[*it];
374 if (r_ptr->defeat_level && r_ptr->defeat_time) {
375 strnfmt(buf, sizeof(buf), _(" - レベル%2d - %d:%02d:%02d", " - level %2d - %d:%02d:%02d"), r_ptr->defeat_level, r_ptr->defeat_time / (60 * 60),
376 (r_ptr->defeat_time / 60) % 60, r_ptr->defeat_time % 60);
381 auto name = str_separate(r_ptr->name, 40);
382 fprintf(fff, _(" %-40s (レベル%3d)%s\n", " %-40s (level %3d)%s\n"), name.front().data(), (int)r_ptr->level, buf);
383 for (auto i = 1U; i < name.size(); ++i) {
384 fprintf(fff, " %s\n", name[i].data());
390 * @brief 元種族情報をファイルにダンプする
391 * @param player_ptr プレイヤーへの参照ポインタ
392 * @param fff ファイルポインタ
394 static void dump_aux_race_history(PlayerType *player_ptr, FILE *fff)
396 if (!player_ptr->old_race1 && !player_ptr->old_race2) {
400 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[enum2i(player_ptr->start_race)].title);
401 for (int i = 0; i < MAX_RACES; i++) {
402 if (enum2i(player_ptr->start_race) == i) {
406 if (!(player_ptr->old_race1 & 1UL << i)) {
410 if (!(player_ptr->old_race2 & 1UL << (i - 32))) {
415 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
422 * @brief 元魔法領域情報をファイルにダンプする
423 * @param player_ptr プレイヤーへの参照ポインタ
424 * @param fff ファイルポインタ
426 static void dump_aux_realm_history(PlayerType *player_ptr, FILE *fff)
428 if (player_ptr->old_realm == 0) {
433 for (int i = 0; i < MAX_MAGIC; i++) {
434 if (!(player_ptr->old_realm & 1UL << i)) {
437 fprintf(fff, _("\n あなたはかつて%s魔法を使えた。", "\n You were able to use %s magic before."), realm_names[i + 1]);
444 * @brief 徳の情報をファイルにダンプする
445 * @param player_ptr プレイヤーへの参照ポインタ
446 * @param fff ファイルポインタ
448 static void dump_aux_virtues(PlayerType *player_ptr, FILE *fff)
450 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
452 int percent = (int)(((long)player_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) / (2 * player_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (player_ptr->hitdie + 1))));
455 if (player_ptr->knowledge & KNOW_HPRATE) {
456 fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
458 fprintf(fff, "現在の体力ランク : ???\n\n");
460 fprintf(fff, "能力の最大値\n");
462 if (player_ptr->knowledge & KNOW_HPRATE) {
463 fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
465 fprintf(fff, "Your current Life Rating is ???.\n\n");
467 fprintf(fff, "Limits of maximum stats\n");
469 for (int v_nr = 0; v_nr < A_MAX; v_nr++) {
470 if ((player_ptr->knowledge & KNOW_STAT) || player_ptr->stat_max[v_nr] == player_ptr->stat_max_max[v_nr]) {
471 fprintf(fff, "%s 18/%d\n", stat_names[v_nr], player_ptr->stat_max_max[v_nr] - 18);
473 fprintf(fff, "%s ???\n", stat_names[v_nr]);
477 std::string alg = PlayerAlignment(player_ptr).get_alignment_description();
478 fprintf(fff, _("\n属性 : %s\n", "\nYour alignment : %s\n"), alg.data());
480 dump_virtues(player_ptr, fff);
484 * @brief 突然変異の情報をファイルにダンプする
485 * @param player_ptr プレイヤーへの参照ポインタ
486 * @param fff ファイルポインタ
488 static void dump_aux_mutations(PlayerType *player_ptr, FILE *fff)
490 if (player_ptr->muta.any()) {
491 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
492 dump_mutations(player_ptr, fff);
497 * @brief 所持品の情報をファイルにダンプする
498 * @param player_ptr プレイヤーへの参照ポインタ
499 * @param fff ファイルポインタ
501 static void dump_aux_equipment_inventory(PlayerType *player_ptr, FILE *fff)
503 if (player_ptr->equip_cnt) {
504 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
505 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
506 auto item_name = describe_flavor(player_ptr, &player_ptr->inventory_list[i], 0);
507 auto is_two_handed = ((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(player_ptr));
508 is_two_handed |= ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(player_ptr));
509 if (is_two_handed && has_two_handed_weapons(player_ptr)) {
510 item_name = _("(武器を両手持ち)", "(wielding with two-hands)");
513 fprintf(fff, "%c) %s\n", index_to_label(i), item_name.data());
516 fprintf(fff, "\n\n");
519 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
521 for (int i = 0; i < INVEN_PACK; i++) {
522 if (!player_ptr->inventory_list[i].is_valid()) {
526 const auto item_name = describe_flavor(player_ptr, &player_ptr->inventory_list[i], 0);
527 fprintf(fff, "%c) %s\n", index_to_label(i), item_name.data());
530 fprintf(fff, "\n\n");
534 * @brief 我が家と博物館のオブジェクト情報をファイルにダンプする
535 * @param fff ファイルポインタ
537 static void dump_aux_home_museum(PlayerType *player_ptr, FILE *fff)
539 const auto *store_ptr = &towns_info[1].stores[StoreSaleType::HOME];
540 if (store_ptr->stock_num) {
541 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
543 for (auto i = 0; i < store_ptr->stock_num; i++) {
545 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), page++);
548 const auto item_name = describe_flavor(player_ptr, &store_ptr->stock[i], 0);
549 fprintf(fff, "%c) %s\n", I2A(i % 12), item_name.data());
552 fprintf(fff, "\n\n");
555 store_ptr = &towns_info[1].stores[StoreSaleType::MUSEUM];
557 if (store_ptr->stock_num == 0) {
561 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
564 for (auto i = 0; i < store_ptr->stock_num; i++) {
566 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), page++);
569 const auto item_name = describe_flavor(player_ptr, &store_ptr->stock[i], 0);
570 fprintf(fff, "%c) %s\n", I2A(i % 12), item_name.data());
573 fprintf(fff, "\n\n");
577 * @brief チェックサム情報を出力 / Get check sum in string form
578 * @return チェックサム情報の文字列
580 static std::string get_check_sum(void)
582 static constexpr auto headers = {
585 &class_magics_header,
586 &class_skills_header,
595 for (const auto *header : headers) {
596 sha256.update(header->digest.data(), header->digest.size());
599 return util::to_string(sha256.digest());
603 * @brief ダンプ出力のメインルーチン
604 * Output the character dump to a file
605 * @param player_ptr プレイヤーへの参照ポインタ
606 * @param fff ファイルポインタ
609 void make_character_dump(PlayerType *player_ptr, FILE *fff)
611 TermCenteredOffsetSetter tos(MAIN_TERM_MIN_COLS, std::nullopt);
613 fprintf(fff, _(" [%s キャラクタ情報]\n\n", " [%s Character Dump]\n\n"), get_version().data());
615 dump_aux_player_status(player_ptr, fff);
616 dump_aux_last_message(player_ptr, fff);
617 dump_aux_options(fff);
618 dump_aux_recall(fff);
619 dump_aux_quest(player_ptr, fff);
620 dump_aux_arena(player_ptr, fff);
621 dump_aux_monsters(player_ptr, fff);
622 dump_aux_virtues(player_ptr, fff);
623 dump_aux_race_history(player_ptr, fff);
624 dump_aux_realm_history(player_ptr, fff);
625 dump_aux_class_special(player_ptr, fff);
626 dump_aux_mutations(player_ptr, fff);
627 dump_aux_pet(player_ptr, fff);
629 dump_aux_equipment_inventory(player_ptr, fff);
630 dump_aux_home_museum(player_ptr, fff);
632 // ダンプの幅をはみ出さないように48文字目以降を切り捨てる
633 const auto checksum = get_check_sum().erase(48);
634 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), checksum.data());