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[Refactor] mind_mirror_master_type を enum class 化
[hengbandforosx/hengbandosx.git] / src / save / player-writer.cpp
1 #include "save/player-writer.h"
2 #include "cmd-building/cmd-building.h"
3 #include "dungeon/dungeon.h"
4 #include "game-option/birth-options.h"
5 #include "player-base/player-class.h"
6 #include "player/player-skill.h"
7 #include "save/info-writer.h"
8 #include "save/player-class-specific-data-writer.h"
9 #include "save/save-util.h"
10 #include "system/building-type-definition.h"
11 #include "system/floor-type-definition.h"
12 #include "system/player-type-definition.h"
13 #include "timed-effect/player-confusion.h"
14 #include "timed-effect/player-cut.h"
15 #include "timed-effect/player-fear.h"
16 #include "timed-effect/player-hallucination.h"
17 #include "timed-effect/player-paralysis.h"
18 #include "timed-effect/player-stun.h"
19 #include "timed-effect/timed-effects.h"
20 #include "world/world.h"
21 #include <variant>
22
23 /*!
24  * @brief セーブデータに領域情報を書き込む / Write player realms
25  * @param player_ptr プレイヤーへの参照ポインタ
26  */
27 static void wr_relams(PlayerType *player_ptr)
28 {
29     if (PlayerClass(player_ptr).equals(PlayerClassType::ELEMENTALIST)) {
30         wr_byte((byte)player_ptr->element);
31     } else {
32         wr_byte((byte)player_ptr->realm1);
33     }
34     wr_byte((byte)player_ptr->realm2);
35 }
36
37 /*!
38  * @brief セーブデータにプレイヤー情報を書き込む / Write some "player" info
39  * @param player_ptr プレイヤーへの参照ポインタ
40  */
41 void wr_player(PlayerType *player_ptr)
42 {
43     wr_string(player_ptr->name);
44     wr_string(player_ptr->died_from);
45     wr_string(player_ptr->last_message ? player_ptr->last_message : "");
46
47     save_quick_start();
48     for (int i = 0; i < 4; i++) {
49         wr_string(player_ptr->history[i]);
50     }
51
52     wr_byte((byte)player_ptr->prace);
53     wr_byte((byte)player_ptr->pclass);
54     wr_byte((byte)player_ptr->ppersonality);
55     wr_byte((byte)player_ptr->psex);
56     wr_relams(player_ptr);
57     wr_byte(0);
58
59     wr_byte((byte)player_ptr->hitdie);
60     wr_u16b(player_ptr->expfact);
61
62     wr_s16b(player_ptr->age);
63     wr_s16b(player_ptr->ht);
64     wr_s16b(player_ptr->wt);
65
66     for (int i = 0; i < A_MAX; ++i) {
67         wr_s16b(player_ptr->stat_max[i]);
68     }
69
70     for (int i = 0; i < A_MAX; ++i) {
71         wr_s16b(player_ptr->stat_max_max[i]);
72     }
73
74     for (int i = 0; i < A_MAX; ++i) {
75         wr_s16b(player_ptr->stat_cur[i]);
76     }
77
78     for (int i = 0; i < 12; ++i) {
79         wr_s16b(0);
80     }
81
82     wr_u32b(player_ptr->au);
83     wr_u32b(player_ptr->max_exp);
84     wr_u32b(player_ptr->max_max_exp);
85     wr_u32b(player_ptr->exp);
86     wr_u32b(player_ptr->exp_frac);
87     wr_s16b(player_ptr->lev);
88
89     for (int i = 0; i < 64; i++) {
90         wr_s16b(player_ptr->spell_exp[i]);
91     }
92
93     for (auto tval : TV_WEAPON_RANGE) {
94         for (int j = 0; j < 64; j++) {
95             wr_s16b(player_ptr->weapon_exp[tval][j]);
96         }
97     }
98
99     for (auto i : PLAYER_SKILL_KIND_TYPE_RANGE) {
100         wr_s16b(player_ptr->skill_exp[i]);
101     }
102     for (auto i = 0U; i < MAX_SKILLS - PLAYER_SKILL_KIND_TYPE_RANGE.size(); ++i) {
103         // resreved skills
104         wr_s16b(0);
105     }
106
107     std::visit(PlayerClassSpecificDataWriter(), player_ptr->class_specific_data);
108
109     wr_byte((byte)player_ptr->start_race);
110     wr_s32b(player_ptr->old_race1);
111     wr_s32b(player_ptr->old_race2);
112     wr_s16b(player_ptr->old_realm);
113
114     for (const auto &[r_idx, is_achieved] : w_ptr->bounties) {
115         wr_s16b(enum2i(r_idx));
116         wr_bool(is_achieved);
117     }
118
119     for (int i = 0; i < 4; i++) {
120         wr_s16b(enum2i(battle_mon_list[i]));
121         wr_u32b(mon_odds[i]);
122     }
123
124     wr_s16b(player_ptr->town_num);
125
126     wr_s16b(player_ptr->arena_number);
127     wr_s16b(player_ptr->current_floor_ptr->inside_arena);
128     wr_s16b(enum2i(player_ptr->current_floor_ptr->quest_number));
129     wr_s16b(player_ptr->phase_out);
130     wr_byte(player_ptr->exit_bldg);
131     wr_byte(0); /* Unused */
132
133     wr_s16b((int16_t)player_ptr->oldpx);
134     wr_s16b((int16_t)player_ptr->oldpy);
135
136     wr_s16b(0);
137     wr_s32b(player_ptr->mhp);
138     wr_s32b(player_ptr->chp);
139     wr_u32b(player_ptr->chp_frac);
140     wr_s32b(player_ptr->msp);
141     wr_s32b(player_ptr->csp);
142     wr_u32b(player_ptr->csp_frac);
143     wr_s16b(player_ptr->max_plv);
144
145     byte tmp8u = (byte)d_info.size();
146     wr_byte(tmp8u);
147     for (int i = 0; i < tmp8u; i++) {
148         wr_s16b((int16_t)max_dlv[i]);
149     }
150
151     wr_s16b(0);
152     wr_s16b(0);
153     wr_s16b(0);
154     wr_s16b(0);
155     wr_s16b(player_ptr->sc);
156
157     auto effects = player_ptr->effects();
158     wr_s16b(0); /* old "rest" */
159     wr_s16b(player_ptr->blind);
160     wr_s16b(effects->paralysis()->current());
161     wr_s16b(effects->confusion()->current());
162     wr_s16b(player_ptr->food);
163     wr_s16b(0); /* old "food_digested" */
164     wr_s16b(0); /* old "protection" */
165     wr_s16b(player_ptr->energy_need);
166     wr_s16b(player_ptr->enchant_energy_need);
167     wr_s16b(player_ptr->fast);
168     wr_s16b(player_ptr->slow);
169     wr_s16b(effects->fear()->current());
170     wr_s16b(effects->cut()->current());
171     wr_s16b(effects->stun()->current());
172     wr_s16b(player_ptr->poisoned);
173     wr_s16b(effects->hallucination()->current());
174     wr_s16b(player_ptr->protevil);
175     wr_s16b(player_ptr->invuln);
176     wr_s16b(player_ptr->ult_res);
177     wr_s16b(player_ptr->hero);
178     wr_s16b(player_ptr->shero);
179     wr_s16b(player_ptr->shield);
180     wr_s16b(player_ptr->blessed);
181     wr_s16b(player_ptr->tim_invis);
182     wr_s16b(player_ptr->word_recall);
183     wr_s16b(player_ptr->recall_dungeon);
184     wr_s16b(player_ptr->alter_reality);
185     wr_s16b(player_ptr->see_infra);
186     wr_s16b(player_ptr->tim_infra);
187     wr_s16b(player_ptr->oppose_fire);
188     wr_s16b(player_ptr->oppose_cold);
189     wr_s16b(player_ptr->oppose_acid);
190     wr_s16b(player_ptr->oppose_elec);
191     wr_s16b(player_ptr->oppose_pois);
192     wr_s16b(player_ptr->tsuyoshi);
193     wr_s16b(player_ptr->tim_esp);
194     wr_s16b(player_ptr->wraith_form);
195     wr_s16b(player_ptr->resist_magic);
196     wr_s16b(player_ptr->tim_regen);
197     wr_s16b(player_ptr->tim_pass_wall);
198     wr_s16b(player_ptr->tim_stealth);
199     wr_s16b(player_ptr->tim_levitation);
200     wr_s16b(player_ptr->tim_sh_touki);
201     wr_s16b(player_ptr->lightspeed);
202     wr_s16b(player_ptr->tsubureru);
203     wr_s16b(player_ptr->magicdef);
204     wr_s16b(player_ptr->tim_res_nether);
205     wr_s16b(player_ptr->tim_res_time);
206     wr_byte((byte)player_ptr->mimic_form);
207     wr_s16b(player_ptr->tim_mimic);
208     wr_s16b(player_ptr->tim_sh_fire);
209     wr_s16b(player_ptr->tim_sh_holy);
210     wr_s16b(player_ptr->tim_eyeeye);
211
212     wr_s16b(player_ptr->tim_reflect);
213     wr_s16b(player_ptr->multishadow);
214     wr_s16b(player_ptr->dustrobe);
215
216     wr_s16b(player_ptr->chaos_patron);
217     wr_FlagGroup(player_ptr->muta, wr_byte);
218
219     for (int i = 0; i < 8; i++) {
220         wr_s16b(player_ptr->virtues[i]);
221     }
222
223     for (int i = 0; i < 8; i++) {
224         wr_s16b(player_ptr->vir_types[i]);
225     }
226
227     wr_s16b(player_ptr->ele_attack);
228     wr_u32b(player_ptr->special_attack);
229     wr_s16b(player_ptr->ele_immune);
230     wr_u32b(player_ptr->special_defense);
231     wr_byte(player_ptr->knowledge);
232     wr_bool(player_ptr->autopick_autoregister);
233     wr_byte(0);
234     wr_byte((byte)player_ptr->action);
235     wr_byte(0);
236     wr_bool(preserve_mode);
237     wr_bool(player_ptr->wait_report_score);
238
239     for (int i = 0; i < 12; i++) {
240         wr_u32b(0L);
241     }
242
243     /* Ignore some flags */
244     wr_u32b(0L);
245     wr_u32b(0L);
246     wr_u32b(0L);
247
248     wr_u32b(w_ptr->seed_flavor);
249     wr_u32b(w_ptr->seed_town);
250     wr_u16b(player_ptr->panic_save);
251     wr_u16b(w_ptr->total_winner);
252     wr_u16b(w_ptr->noscore);
253     wr_bool(player_ptr->is_dead);
254     wr_byte(player_ptr->feeling);
255     wr_s32b(player_ptr->current_floor_ptr->generated_turn);
256     wr_s32b(player_ptr->feeling_turn);
257     wr_s32b(w_ptr->game_turn);
258     wr_s32b(w_ptr->dungeon_turn);
259     wr_s32b(w_ptr->arena_start_turn);
260     wr_s16b(enum2i(w_ptr->today_mon));
261     wr_s16b(player_ptr->knows_daily_bounty ? 1 : 0); // 現在bool型だが、かつてモンスター種族IDを保存していた仕様に合わせる
262     wr_s16b(player_ptr->riding);
263     wr_s16b(player_ptr->floor_id);
264
265     /* Save temporary preserved pets (obsolated) */
266     wr_s16b(0);
267     wr_u32b(w_ptr->play_time);
268     wr_s32b(player_ptr->visit);
269     wr_u32b(player_ptr->count);
270 }