1 #include "wizard/artifact-analyzer.h"
2 #include "flavor/flavor-describer.h"
3 #include "flavor/object-flavor-types.h"
4 #include "object-enchant/object-ego.h"
5 #include "object-enchant/trc-types.h"
6 #include "object-enchant/trg-types.h"
7 #include "object/object-flags.h"
8 #include "object/object-info.h"
9 #include "system/artifact-type-definition.h"
10 #include "system/object-type-definition.h"
11 #include "util/bit-flags-calculator.h"
12 #include "util/quarks.h"
13 #include "wizard/spoiler-util.h"
16 * @brief アーティファクトの特性一覧を出力する /
17 * Write a line to the spoiler file and then "underline" it with hypens
18 * @param art_flags アーティファクトのフラグ群
19 * @param flag_ptr フラグ記述情報の参照ポインタ
20 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
21 * @param n_elmnts フラグの要素数
22 * @return desc_ptrと同じアドレス
25 * This function does most of the actual "analysis". Given a set of bit flags
26 * (which will be from one of the flags fields from the object in question),
27 * a "flag description structure", a "description list", and the number of
28 * elements in the "flag description structure", this function sets the
29 * "description list" members to the appropriate descriptions contained in
30 * the "flag description structure".
31 * The possibly updated description pointer is returned.
34 static concptr *spoiler_flag_aux(const TrFlags &art_flags, const flag_desc *flag_ptr, concptr *desc_ptr, const int n_elmnts)
36 for (int i = 0; i < n_elmnts; ++i)
37 if (has_flag(art_flags, flag_ptr[i].flag))
38 *desc_ptr++ = flag_ptr[i].desc;
44 * @brief アイテムの特定記述内容を返す /
45 * Acquire a "basic" description "The Cloak of Death [1,+10]"
46 * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
47 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
49 static void analyze_general(player_type *player_ptr, object_type *o_ptr, char *desc_ptr)
51 describe_flavor(player_ptr, desc_ptr, o_ptr, OD_NAME_AND_ENCHANT | OD_STORE | OD_DEBUG);
55 * @brief アーティファクトがプレイヤーに与えるpval修正を構造体に収める /
56 * List "player traits" altered by an artifact's pval. These include stats,
57 * speed, infravision, tunneling, stealth, searching, and extra attacks.
58 * @param o_ptr オブジェクト構造体の参照ポインタ
59 * @param pi_ptr pval修正構造体の参照ポインタ
61 static void analyze_pval(player_type *player_ptr, object_type *o_ptr, pval_info_type *pi_ptr)
64 concptr *affects_list;
66 pi_ptr->pval_desc[0] = '\0';
70 object_flags(player_ptr, o_ptr, flgs);
71 affects_list = pi_ptr->pval_affects;
72 sprintf(pi_ptr->pval_desc, "%s%d", o_ptr->pval >= 0 ? "+" : "", o_ptr->pval);
73 if (has_flag(flgs, TR_STR) && has_flag(flgs, TR_INT) && has_flag(flgs, TR_WIS) && has_flag(flgs, TR_DEX) && has_flag(flgs, TR_CON)
74 && has_flag(flgs, TR_CHR)) {
75 *affects_list++ = _("全能力", "All stats");
76 } else if (has_flag(flgs, TR_STR) || has_flag(flgs, TR_INT) || has_flag(flgs, TR_WIS) || has_flag(flgs, TR_DEX) || has_flag(flgs, TR_CON)
77 || has_flag(flgs, TR_CHR)) {
78 affects_list = spoiler_flag_aux(flgs, stat_flags_desc, affects_list, N_ELEMENTS(stat_flags_desc));
81 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc, affects_list, N_ELEMENTS(pval_flags1_desc));
86 * @brief アーティファクトの種族スレイ特性を構造体に収める /
87 * Note the slaying specialties of a weapon
88 * @param o_ptr オブジェクト構造体の参照ポインタ
89 * @param slay_list 種族スレイ構造体の参照ポインタ
91 static void analyze_slay(player_type *player_ptr, object_type *o_ptr, concptr *slay_list)
94 object_flags(player_ptr, o_ptr, flgs);
95 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list, N_ELEMENTS(slay_flags_desc));
100 * @brief アーティファクトの属性ブランド特性を構造体に収める /
101 * Note an object's elemental brands
102 * @param o_ptr オブジェクト構造体の参照ポインタ
103 * @param brand_list 属性ブランド構造体の参照ポインタ
105 static void analyze_brand(player_type *player_ptr, object_type *o_ptr, concptr *brand_list)
108 object_flags(player_ptr, o_ptr, flgs);
109 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list, N_ELEMENTS(brand_flags_desc));
114 * @brief アーティファクトの通常耐性を構造体に収める /
115 * Note an object's elemental brands
116 * @param o_ptr オブジェクト構造体の参照ポインタ
117 * @param resist_list 通常耐性構造体の参照ポインタ
119 static void analyze_resist(player_type *player_ptr, object_type *o_ptr, concptr *resist_list)
122 object_flags(player_ptr, o_ptr, flgs);
123 resist_list = spoiler_flag_aux(flgs, resist_flags_desc, resist_list, N_ELEMENTS(resist_flags_desc));
128 * @brief アーティファクトの免疫特性を構造体に収める /
129 * Note the immunities granted by an object
130 * @param o_ptr オブジェクト構造体の参照ポインタ
131 * @param immune_list 免疫構造体の参照ポインタ
133 static void analyze_immune(player_type *player_ptr, object_type *o_ptr, concptr *immune_list)
136 object_flags(player_ptr, o_ptr, flgs);
137 immune_list = spoiler_flag_aux(flgs, immune_flags_desc, immune_list, N_ELEMENTS(immune_flags_desc));
142 * @brief アーティファクトの維持特性を構造体に収める /
143 * Note which stats an object sustains
144 * @param o_ptr オブジェクト構造体の参照ポインタ
145 * @param sustain_list 維持特性構造体の参照ポインタ
147 static void analyze_sustains(player_type *player_ptr, object_type *o_ptr, concptr *sustain_list)
150 object_flags(player_ptr, o_ptr, flgs);
151 if (has_flag(flgs, TR_SUST_STR) && has_flag(flgs, TR_SUST_INT) && has_flag(flgs, TR_SUST_WIS) && has_flag(flgs, TR_SUST_DEX)
152 && has_flag(flgs, TR_SUST_CON) && has_flag(flgs, TR_SUST_CHR)) {
153 *sustain_list++ = _("全能力", "All stats");
154 } else if (has_flag(flgs, TR_SUST_STR) || has_flag(flgs, TR_SUST_INT) || has_flag(flgs, TR_SUST_WIS) || has_flag(flgs, TR_SUST_DEX)
155 || has_flag(flgs, TR_SUST_CON) || has_flag(flgs, TR_SUST_CHR)) {
156 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc, sustain_list, N_ELEMENTS(sustain_flags_desc));
159 *sustain_list = NULL;
163 * @brief アーティファクトのその他の特性を構造体に収める /
164 * Note miscellaneous powers bestowed by an artifact such as see invisible,
165 * free action, permanent light, etc.
166 * @param o_ptr オブジェクト構造体の参照ポインタ
167 * @param misc_list その他の特性構造体の参照ポインタ
169 static void analyze_misc_magic(player_type *player_ptr, object_type *o_ptr, concptr *misc_list)
174 object_flags(player_ptr, o_ptr, flgs);
175 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list, N_ELEMENTS(misc_flags2_desc));
176 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
178 if (has_flag(flgs, TR_LITE_1))
181 if (has_flag(flgs, TR_LITE_2))
184 if (has_flag(flgs, TR_LITE_3))
187 if (has_flag(flgs, TR_LITE_M1))
190 if (has_flag(flgs, TR_LITE_M2))
193 if (has_flag(flgs, TR_LITE_M3))
196 if (o_ptr->name2 == EGO_LITE_SHINE)
199 if (has_flag(flgs, TR_LITE_FUEL)) {
201 sprintf(desc, _("それは燃料補給によって明かり(半径 %d)を授ける。", "It provides light (radius %d) when fueled."), (int)rad);
204 sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
207 sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
211 *misc_list++ = quark_str(quark_add(desc));
213 if (has_flag(flgs, TR_TY_CURSE))
214 *misc_list++ = _("太古の怨念", "Ancient Curse");
216 if (o_ptr->curse_flags.has(TRC::PERMA_CURSE))
217 *misc_list++ = _("永遠の呪い", "Permanently Cursed");
218 else if (o_ptr->curse_flags.has(TRC::HEAVY_CURSE))
219 *misc_list++ = _("強力な呪い", "Heavily Cursed");
220 else if (o_ptr->curse_flags.has(TRC::CURSED))
221 *misc_list++ = _("呪い", "Cursed");
223 if (has_flag(flgs, TR_ADD_L_CURSE))
224 *misc_list++ = _("呪いを増やす", "Cursing");
226 if (has_flag(flgs, TR_ADD_H_CURSE))
227 *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
233 * @brief アーティファクトの追加ランダム特性を構造体に収める /
234 * Note additional ability and/or resistance of fixed artifacts
235 * @param o_ptr オブジェクト構造体の参照ポインタ
236 * @param addition 追加ランダム耐性構造体の参照ポインタ
238 static void analyze_addition(object_type *o_ptr, char *addition)
240 artifact_type *a_ptr = &a_info[o_ptr->name1];
241 strcpy(addition, "");
243 if (a_ptr->gen_flags.has_all_of({ TRG::XTRA_POWER, TRG::XTRA_H_RES })) {
244 strcat(addition, _("能力and耐性", "Ability and Resistance"));
245 } else if (a_ptr->gen_flags.has(TRG::XTRA_POWER)) {
246 strcat(addition, _("能力", "Ability"));
247 if (a_ptr->gen_flags.has(TRG::XTRA_RES_OR_POWER))
248 strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
249 } else if (a_ptr->gen_flags.has(TRG::XTRA_H_RES)) {
250 strcat(addition, _("耐性", "Resistance"));
251 if (a_ptr->gen_flags.has(TRG::XTRA_RES_OR_POWER))
252 strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
253 } else if (a_ptr->gen_flags.has(TRG::XTRA_RES_OR_POWER))
254 strcat(addition, _("能力or耐性", "Ability or Resistance"));
256 if (a_ptr->gen_flags.has(TRG::XTRA_DICE)) {
257 if (strlen(addition) > 0)
258 strcat(addition, _("、", ", "));
259 strcat(addition, _("ダイス数", "Dice number"));
264 * @brief アーティファクトの基本情報を文字列に収める /
265 * Determine the minimum depth an artifact can appear, its rarity, its weight,
266 * and its value in gold pieces
267 * @param o_ptr オブジェクト構造体の参照ポインタ
268 * @param misc_desc 基本情報を収める文字列参照ポインタ
270 static void analyze_misc(object_type *o_ptr, char *misc_desc)
272 artifact_type *a_ptr = &a_info[o_ptr->name1];
273 sprintf(misc_desc, _("レベル %d, 希少度 %u, %d.%d kg, $%ld", "Level %d, Rarity %u, %d.%d lbs, %ld Gold"), (int)a_ptr->level, a_ptr->rarity,
274 _(lbtokg1(a_ptr->weight), a_ptr->weight / 10), _(lbtokg2(a_ptr->weight), a_ptr->weight % 10), (long int)a_ptr->cost);
278 * @brief アーティファクトの情報全体を構造体に収める /
279 * Fill in an object description structure for a given object
280 * and its value in gold pieces
281 * @param player_ptr プレーヤーへの参照ポインタ
282 * @param o_ptr オブジェクト構造体の参照ポインタ
283 * @param desc_ptr 全アーティファクト情報を収める文字列参照ポインタ
285 void object_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
287 analyze_general(player_ptr, o_ptr, desc_ptr->description);
288 analyze_pval(player_ptr, o_ptr, &desc_ptr->pval_info);
289 analyze_brand(player_ptr, o_ptr, desc_ptr->brands);
290 analyze_slay(player_ptr, o_ptr, desc_ptr->slays);
291 analyze_immune(player_ptr, o_ptr, desc_ptr->immunities);
292 analyze_resist(player_ptr, o_ptr, desc_ptr->resistances);
293 analyze_sustains(player_ptr, o_ptr, desc_ptr->sustains);
294 analyze_misc_magic(player_ptr, o_ptr, desc_ptr->misc_magic);
295 analyze_addition(o_ptr, desc_ptr->addition);
296 analyze_misc(o_ptr, desc_ptr->misc_desc);
297 desc_ptr->activation = activation_explanation(player_ptr, o_ptr);
301 * @brief ランダムアーティファクト1件を解析する /
302 * Fill in an object description structure for a given object
303 * @param player_ptr プレーヤーへの参照ポインタ
304 * @param o_ptr ランダムアーティファクトのオブジェクト構造体参照ポインタ
305 * @param desc_ptr 記述内容を収める構造体参照ポインタ
307 void random_artifact_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
309 analyze_general(player_ptr, o_ptr, desc_ptr->description);
310 analyze_pval(player_ptr, o_ptr, &desc_ptr->pval_info);
311 analyze_brand(player_ptr, o_ptr, desc_ptr->brands);
312 analyze_slay(player_ptr, o_ptr, desc_ptr->slays);
313 analyze_immune(player_ptr, o_ptr, desc_ptr->immunities);
314 analyze_resist(player_ptr, o_ptr, desc_ptr->resistances);
315 analyze_sustains(player_ptr, o_ptr, desc_ptr->sustains);
316 analyze_misc_magic(player_ptr, o_ptr, desc_ptr->misc_magic);
317 desc_ptr->activation = activation_explanation(player_ptr, o_ptr);
318 sprintf(desc_ptr->misc_desc, _("重さ %d.%d kg", "Weight %d.%d lbs"), _(lbtokg1(o_ptr->weight), o_ptr->weight / 10),
319 _(lbtokg2(o_ptr->weight), o_ptr->weight % 10));