3 * @brief ウィザードモードの処理(スポイラー出力中心) / Spoiler generation -BEN-
6 * Copyright (c) 1997 Ben Harrison, and others
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2013 Deskull rearranged comment for Doxygen.
13 #include "wizard/wizard-spoiler.h"
14 #include "core/sort.h"
15 #include "floor/floor-town.h"
16 #include "io/files-util.h"
17 #include "monster-race/race-flags1.h"
18 #include "monster-race/race-flags7.h"
19 #include "object-enchant/artifact.h"
20 #include "object-enchant/object-ego.h"
21 #include "object-enchant/special-object-flags.h"
22 #include "object-enchant/tr-types.h"
23 #include "object-enchant/trc-types.h"
24 #include "object-enchant/trg-types.h"
25 #include "object/object-flags.h"
26 #include "object/object-flavor.h"
27 #include "object/object-generator.h"
28 #include "object/object-kind-hook.h"
29 #include "object/object-kind.h"
30 #include "object/object-value.h"
31 #include "object/object-info.h"
32 #include "perception/object-perception.h"
33 #include "store/store-util.h"
34 #include "store/store.h"
35 #include "system/angband-version.h"
36 #include "term/term-color-types.h"
37 #include "util/util.h"
38 #include "view/display-monster-lore.h"
41 * The spoiler file being created
43 static FILE *fff = NULL;
46 * @brief シンボル職の記述名を返す /
47 * Extract a textual representation of an attribute
48 * @param r_ptr モンスター種族の構造体ポインタ
51 static concptr attr_to_text(monster_race *r_ptr)
53 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return _("透明な", "Clear");
54 if (r_ptr->flags1 & RF1_ATTR_MULTI) return _("万色の", "Multi");
55 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return _("準ランダムな", "S.Rand");
57 switch (r_ptr->d_attr)
59 case TERM_DARK: return _("黒い", "Dark");
60 case TERM_WHITE: return _("白い", "White");
61 case TERM_SLATE: return _("青灰色の", "Slate");
62 case TERM_ORANGE: return _("オレンジの", "Orange");
63 case TERM_RED: return _("赤い", "Red");
64 case TERM_GREEN: return _("緑の", "Green");
65 case TERM_BLUE: return _("青い", "Blue");
66 case TERM_UMBER: return _("琥珀色の", "Umber");
67 case TERM_L_DARK: return _("灰色の", "L.Dark");
68 case TERM_L_WHITE: return _("明るい青灰色の", "L.Slate");
69 case TERM_VIOLET: return _("紫の", "Violet");
70 case TERM_YELLOW: return _("黄色の", "Yellow");
71 case TERM_L_RED: return _("明るい赤の", "L.Red");
72 case TERM_L_GREEN: return _("明るい緑の", "L.Green");
73 case TERM_L_BLUE: return _("明るい青の", "L.Blue");
74 case TERM_L_UMBER: return _("明るい琥珀色の", "L.Umber");
77 return _("変な色の", "Icky");
94 * Item Spoilers by: benh@phial.com (Ben Harrison)
99 * The basic items categorized by type
101 static grouper group_item[] =
103 { TV_SHOT, _("射撃物", "Ammo") },
106 { TV_BOW, _("弓", "Bows") },
107 { TV_DIGGING, _("武器", "Weapons") },
108 { TV_POLEARM, NULL },
111 { TV_SOFT_ARMOR, _("防具 (体)", "Armour (Body)") },
112 { TV_HARD_ARMOR, NULL },
113 { TV_DRAG_ARMOR, NULL },
114 { TV_BOOTS, _("防具 (その他)", "Armour (Misc)") },
121 { TV_LITE, _("光源", "Light Sources") },
122 { TV_AMULET, _("アミュレット", "Amulets")},
123 { TV_RING, _("指輪", "Rings") },
124 { TV_STAFF, _("杖", "Staffs") },
125 { TV_WAND, _("魔法棒", "Wands") },
126 { TV_ROD, _("ロッド", "Rods") },
127 { TV_SCROLL, _("巻物", "Scrolls") },
128 { TV_POTION, _("薬", "Potions") },
129 { TV_FOOD, _("食料", "Food") },
131 { TV_LIFE_BOOK, _("魔法書 (生命)", "Books (Life)") },
132 { TV_SORCERY_BOOK, _("魔法書 (仙術)", "Books (Sorcery)") },
133 { TV_NATURE_BOOK, _("魔法書 (自然)", "Books (Nature)") },
134 { TV_CHAOS_BOOK, _("魔法書 (カオス)", "Books (Chaos)") },
135 { TV_DEATH_BOOK, _("魔法書 (暗黒)", "Books (Death)") },
136 { TV_TRUMP_BOOK, _("魔法書 (トランプ)", "Books (Trump)") },
137 { TV_ARCANE_BOOK, _("魔法書 (秘術)", "Books (Arcane)") },
138 { TV_CRAFT_BOOK, _("魔法書 (匠)", "Books (Craft)") },
139 { TV_DAEMON_BOOK, _("魔法書 (悪魔)", "Books (Daemon)") },
140 { TV_CRUSADE_BOOK, _("魔法書 (破邪)", "Books (Crusade)") },
141 { TV_MUSIC_BOOK, _("歌集", "Song Books") },
142 { TV_HISSATSU_BOOK, _("武芸の書", "Books (Kendo)") },
143 { TV_HEX_BOOK, _("魔法書 (呪術)", "Books (Hex)") },
145 { TV_WHISTLE, _("笛", "Whistle") },
146 { TV_CAPTURE, _("キャプチャー・ボール", "Capture Ball") },
147 { TV_CARD, _("エクスプレスカード", "Express Card") },
149 { TV_CHEST, _("箱", "Chests") },
151 { TV_FIGURINE, _("人形", "Magical Figurines") },
152 { TV_STATUE, _("像", "Statues") },
153 { TV_CORPSE, _("死体", "Corpses") },
155 { TV_SKELETON, _("その他", "Misc") },
160 { TV_PARCHMENT, NULL },
167 * @brief ベースアイテムの各情報を文字列化する /
169 * @param player_ptr プレーヤーへの参照ポインタ
170 * @param buf 名称を返すバッファ参照ポインタ
171 * @param dam ダメージダイス記述を返すバッファ参照ポインタ
172 * @param wgt 重量記述を返すバッファ参照ポインタ
173 * @param lev 生成階記述を返すバッファ参照ポインタ
174 * @param chance 生成機会を返すバッファ参照ポインタ
175 * @param val 価値を返すバッファ参照ポインタ
179 static void kind_info(player_type *player_ptr, char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
186 /* Prepare a fake item */
187 object_prep(q_ptr, k);
190 q_ptr->ident |= (IDENT_KNOWN);
198 (*lev) = k_info[q_ptr->k_idx].level;
199 (*val) = object_value(q_ptr);
201 if (!buf || !dam || !chance || !wgt) return;
203 /* Description (too brief) */
204 object_desc(player_ptr, buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
223 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
233 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
248 sprintf(dam, "%d", q_ptr->ac);
255 for (i = 0; i < 4; i++)
257 char chance_aux[20] = "";
258 if (k_info[q_ptr->k_idx].chance[i] > 0)
260 sprintf(chance_aux, "%s%3dF:%+4d", (i != 0 ? "/" : ""),
261 (int)k_info[q_ptr->k_idx].locale[i], 100 / k_info[q_ptr->k_idx].chance[i]);
262 strcat(chance, chance_aux);
268 sprintf(wgt, "%3d.%d", (int)(q_ptr->weight / 10), (int)(q_ptr->weight % 10));
273 * @brief 各ベースアイテムの情報を一行毎に記述する /
274 * @param player_ptr プレーヤーへの参照ポインタ
275 * Create a spoiler file for items
279 static void spoil_obj_desc(player_type *player_ptr, concptr fname)
281 int i, k, s, t, n = 0, group_start = 0;
291 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
293 fff = my_fopen(buf, "w");
297 msg_print("Cannot create spoiler file.");
303 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d.%d)\n\n\n",
304 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
307 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
308 "Description", "Dam/AC", "Wgt", "Lev", "Chance", "Cost");
309 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
310 "-------------------------------------", "------", "---", "---", "----------------", "----");
312 /* List the groups */
313 for (i = 0; TRUE; i++)
315 /* Write out the group title */
316 if (group_item[i].name)
320 /* Hack -- bubble-sort by cost and then level */
321 for (s = 0; s < n - 1; s++)
323 for (t = 0; t < n - 1; t++)
334 kind_info(player_ptr, NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
335 kind_info(player_ptr, NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
337 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
346 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
348 /* Spoil each item */
349 for (s = 0; s < n; s++)
354 /* Describe the kind */
355 kind_info(player_ptr, buf, dam, wgt, chance, &e, &v, who[s]);
358 fprintf(fff, " %-35s%8s%7s%5d %-40s%9ld\n",
359 buf, dam, wgt, (int)e, chance, (long)(v));
362 /* Start a new set */
367 if (!group_item[i].tval) break;
369 /* Start a new set */
373 /* Acquire legal item types */
374 for (k = 1; k < max_k_idx; k++)
376 object_kind *k_ptr = &k_info[k];
378 /* Skip wrong tval's */
379 if (k_ptr->tval != group_item[i].tval) continue;
381 /* Hack -- Skip instant-artifacts */
382 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
390 /* Check for errors */
391 if (ferror(fff) || my_fclose(fff))
393 msg_print("Cannot close spoiler file.");
397 msg_print("Successfully created a spoiler file.");
402 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
407 * Returns a "+" string if a number is non-negative and an empty
410 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
413 * These are used to format the artifact spoiler file. INDENT1 is used
414 * to indent all but the first line of an artifact spoiler. INDENT2 is
415 * used when a line "wraps". (Bladeturner's resistances cause this.)
421 * MAX_LINE_LEN specifies when a line should wrap.
423 #define MAX_LINE_LEN 75
426 * Given an array, determine how many elements are in the array
428 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
431 * The artifacts categorized by type
433 static grouper group_artifact[] =
437 { TV_POLEARM, "槍/斧" },
439 { TV_DIGGING, "シャベル/つるはし" },
444 { TV_SOFT_ARMOR, "鎧" },
445 { TV_HARD_ARMOR, NULL },
446 { TV_DRAG_ARMOR, NULL },
448 { TV_CLOAK, "クローク" },
457 { TV_AMULET, "アミュレット" },
460 { TV_SWORD, "Edged Weapons" },
461 { TV_POLEARM, "Polearms" },
462 { TV_HAFTED, "Hafted Weapons" },
463 { TV_DIGGING, "Shovels/Picks" },
465 { TV_ARROW, "Ammo" },
468 { TV_SOFT_ARMOR, "Body Armor" },
469 { TV_HARD_ARMOR, NULL },
470 { TV_DRAG_ARMOR, NULL },
472 { TV_CLOAK, "Cloaks" },
473 { TV_SHIELD, "Shields" },
475 { TV_HELM, "Helms/Crowns" },
477 { TV_GLOVES, "Gloves" },
478 { TV_BOOTS, "Boots" },
480 { TV_LITE, "Light Sources" },
481 { TV_AMULET, "Amulets" },
482 { TV_RING, "Rings" },
491 * Pair together a constant flag with a textual description.
493 * Used by both "init.c" and "wiz-spo.c".
495 * Note that it sometimes more efficient to actually make an array
496 * of textual names, where entry 'N' is assumed to be paired with
497 * the flag whose value is "1L << N", but that requires hard-coding.
499 typedef struct flag_desc
508 * These are used for "+3 to STR, DEX", etc. These are separate from
509 * the other pval affected traits to simplify the case where an object
510 * affects all stats. In this case, "All stats" is used instead of
511 * listing each stat individually.
514 static flag_desc stat_flags_desc[] =
534 * Besides stats, these are the other player traits
535 * which may be affected by an object's pval
538 static flag_desc pval_flags1_desc[] =
541 { TR_MAGIC_MASTERY, "魔法道具使用能力" },
542 { TR_STEALTH, "隠密" },
544 { TR_INFRA, "赤外線視力" },
546 { TR_BLOWS, "攻撃回数" },
549 { TR_STEALTH, "Stealth" },
550 { TR_SEARCH, "Searching" },
551 { TR_INFRA, "Infravision" },
552 { TR_TUNNEL, "Tunneling" },
553 { TR_BLOWS, "Attacks" },
554 { TR_SPEED, "Speed" }
559 * Slaying preferences for weapons
562 static flag_desc slay_flags_desc[] =
565 { TR_SLAY_ANIMAL, "動物" },
566 { TR_KILL_ANIMAL, "*動物*" },
567 { TR_SLAY_EVIL, "邪悪" },
568 { TR_KILL_EVIL, "*邪悪*" },
569 { TR_SLAY_HUMAN, "人間" },
570 { TR_KILL_HUMAN, "*人間*" },
571 { TR_SLAY_UNDEAD, "アンデッド" },
572 { TR_KILL_UNDEAD, "*アンデッド*" },
573 { TR_SLAY_DEMON, "悪魔" },
574 { TR_KILL_DEMON, "*悪魔*" },
575 { TR_SLAY_ORC, "オーク" },
576 { TR_KILL_ORC, "*オーク*" },
577 { TR_SLAY_TROLL, "トロル" },
578 { TR_KILL_TROLL, "*トロル*" },
579 { TR_SLAY_GIANT, "巨人" },
580 { TR_KILL_GIANT, "*巨人*" },
581 { TR_SLAY_DRAGON, "ドラゴン" },
582 { TR_KILL_DRAGON, "*ドラゴン*" },
584 { TR_SLAY_ANIMAL, "Animal" },
585 { TR_KILL_ANIMAL, "XAnimal" },
586 { TR_SLAY_EVIL, "Evil" },
587 { TR_KILL_EVIL, "XEvil" },
588 { TR_SLAY_HUMAN, "Human" },
589 { TR_KILL_HUMAN, "XHuman" },
590 { TR_SLAY_UNDEAD, "Undead" },
591 { TR_KILL_UNDEAD, "XUndead" },
592 { TR_SLAY_DEMON, "Demon" },
593 { TR_KILL_DEMON, "XDemon" },
594 { TR_SLAY_ORC, "Orc" },
595 { TR_KILL_ORC, "XOrc" },
596 { TR_SLAY_TROLL, "Troll" },
597 { TR_KILL_TROLL, "XTroll" },
598 { TR_SLAY_GIANT, "Giant" },
599 { TR_KILL_GIANT, "Xgiant" },
600 { TR_SLAY_DRAGON, "Dragon" },
601 { TR_KILL_DRAGON, "Xdragon" }
606 * Elemental brands for weapons
608 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
609 * coding, it has been included here along with the elemental
610 * brands. It does seem to fit in with the brands and slaying
611 * more than the miscellaneous section.
613 static flag_desc brand_flags_desc[] =
616 { TR_BRAND_ACID, "溶解" },
617 { TR_BRAND_ELEC, "電撃" },
618 { TR_BRAND_FIRE, "焼棄" },
619 { TR_BRAND_COLD, "凍結" },
620 { TR_BRAND_POIS, "毒殺" },
622 { TR_FORCE_WEAPON, "理力" },
623 { TR_CHAOTIC, "混沌" },
624 { TR_VAMPIRIC, "吸血" },
626 { TR_VORPAL, "切れ味" },
628 { TR_BRAND_ACID, "Acid Brand" },
629 { TR_BRAND_ELEC, "Lightning Brand" },
630 { TR_BRAND_FIRE, "Flame Tongue" },
631 { TR_BRAND_COLD, "Frost Brand" },
632 { TR_BRAND_POIS, "Poisoned" },
634 { TR_FORCE_WEAPON, "Force" },
635 { TR_CHAOTIC, "Mark of Chaos" },
636 { TR_VAMPIRIC, "Vampiric" },
637 { TR_IMPACT, "Earthquake impact on hit" },
638 { TR_VORPAL, "Very sharp" },
646 static const flag_desc resist_flags_desc[] =
649 { TR_RES_ACID, "酸" },
650 { TR_RES_ELEC, "電撃" },
651 { TR_RES_FIRE, "火炎" },
652 { TR_RES_COLD, "冷気" },
653 { TR_RES_POIS, "毒" },
654 { TR_RES_FEAR, "恐怖"},
655 { TR_RES_LITE, "閃光" },
656 { TR_RES_DARK, "暗黒" },
657 { TR_RES_BLIND, "盲目" },
658 { TR_RES_CONF, "混乱" },
659 { TR_RES_SOUND, "轟音" },
660 { TR_RES_SHARDS, "破片" },
661 { TR_RES_NETHER, "地獄" },
662 { TR_RES_NEXUS, "因果混乱" },
663 { TR_RES_CHAOS, "カオス" },
664 { TR_RES_DISEN, "劣化" },
666 { TR_RES_ACID, "Acid" },
667 { TR_RES_ELEC, "Lightning" },
668 { TR_RES_FIRE, "Fire" },
669 { TR_RES_COLD, "Cold" },
670 { TR_RES_POIS, "Poison" },
671 { TR_RES_FEAR, "Fear"},
672 { TR_RES_LITE, "Light" },
673 { TR_RES_DARK, "Dark" },
674 { TR_RES_BLIND, "Blindness" },
675 { TR_RES_CONF, "Confusion" },
676 { TR_RES_SOUND, "Sound" },
677 { TR_RES_SHARDS, "Shards" },
678 { TR_RES_NETHER, "Nether" },
679 { TR_RES_NEXUS, "Nexus" },
680 { TR_RES_CHAOS, "Chaos" },
681 { TR_RES_DISEN, "Disenchantment" },
686 * Elemental immunities (along with poison)
689 static const flag_desc immune_flags_desc[] =
693 { TR_IM_ELEC, "電撃" },
694 { TR_IM_FIRE, "火炎" },
695 { TR_IM_COLD, "冷気" },
697 { TR_IM_ACID, "Acid" },
698 { TR_IM_ELEC, "Lightning" },
699 { TR_IM_FIRE, "Fire" },
700 { TR_IM_COLD, "Cold" },
705 * Sustain stats - these are given their "own" line in the
706 * spoiler file, mainly for simplicity
708 static const flag_desc sustain_flags_desc[] =
711 { TR_SUST_STR, "腕力" },
712 { TR_SUST_INT, "知能" },
713 { TR_SUST_WIS, "賢さ" },
714 { TR_SUST_DEX, "器用さ" },
715 { TR_SUST_CON, "耐久力" },
716 { TR_SUST_CHR, "魅力" },
718 { TR_SUST_STR, "STR" },
719 { TR_SUST_INT, "INT" },
720 { TR_SUST_WIS, "WIS" },
721 { TR_SUST_DEX, "DEX" },
722 { TR_SUST_CON, "CON" },
723 { TR_SUST_CHR, "CHR" },
728 * Miscellaneous magic given by an object's "flags2" field
731 static const flag_desc misc_flags2_desc[] =
735 { TR_REFLECT, "反射" },
736 { TR_FREE_ACT, "麻痺知らず" },
737 { TR_HOLD_EXP, "経験値維持" },
739 { TR_THROW, "Throwing" },
740 { TR_REFLECT, "Reflection" },
741 { TR_FREE_ACT, "Free Action" },
742 { TR_HOLD_EXP, "Hold Experience" },
747 * Miscellaneous magic given by an object's "flags3" field
749 * Note that cursed artifacts and objects with permanent light
750 * are handled "directly" -- see analyze_misc_magic()
753 static const flag_desc misc_flags3_desc[] =
756 { TR_SH_FIRE, "火炎オーラ" },
757 { TR_SH_ELEC, "電撃オーラ" },
758 { TR_SH_COLD, "冷気オーラ" },
759 { TR_NO_TELE, "反テレポート" },
760 { TR_NO_MAGIC, "反魔法" },
761 { TR_LEVITATION, "浮遊" },
762 { TR_SEE_INVIS, "可視透明" },
763 { TR_TELEPATHY, "テレパシー" },
764 { TR_ESP_ANIMAL, "動物感知" },
765 { TR_ESP_UNDEAD, "不死感知" },
766 { TR_ESP_DEMON, "悪魔感知" },
767 { TR_ESP_ORC, "オーク感知" },
768 { TR_ESP_TROLL, "トロル感知" },
769 { TR_ESP_GIANT, "巨人感知" },
770 { TR_ESP_DRAGON, "ドラゴン感知" },
771 { TR_ESP_HUMAN, "人間感知" },
772 { TR_ESP_EVIL, "邪悪感知" },
773 { TR_ESP_GOOD, "善良感知" },
774 { TR_ESP_NONLIVING, "無生物感知" },
775 { TR_ESP_UNIQUE, "ユニーク感知" },
776 { TR_SLOW_DIGEST, "遅消化" },
777 { TR_REGEN, "急速回復" },
778 { TR_WARNING, "警告" },
779 /* { TR_XTRA_MIGHT, "強力射撃" }, */
780 { TR_XTRA_SHOTS, "追加射撃" }, /* always +1? */
781 { TR_DRAIN_EXP, "経験値吸収" },
782 { TR_AGGRAVATE, "反感" },
783 { TR_BLESSED, "祝福" },
784 { TR_DEC_MANA, "消費魔力減少" },
786 { TR_SH_FIRE, "Fiery Aura" },
787 { TR_SH_ELEC, "Electric Aura" },
788 { TR_SH_COLD, "Coldly Aura" },
789 { TR_NO_TELE, "Prevent Teleportation" },
790 { TR_NO_MAGIC, "Anti-Magic" },
791 { TR_LEVITATION, "Levitation" },
792 { TR_SEE_INVIS, "See Invisible" },
793 { TR_TELEPATHY, "ESP" },
794 { TR_ESP_ANIMAL, "Sense Animal" },
795 { TR_ESP_UNDEAD, "Sense Undead" },
796 { TR_ESP_DEMON, "Sense Demon" },
797 { TR_ESP_ORC, "Sense Orc" },
798 { TR_ESP_TROLL, "Sense Troll" },
799 { TR_ESP_GIANT, "Sense Giant" },
800 { TR_ESP_DRAGON, "Sense Dragon" },
801 { TR_ESP_HUMAN, "Sense Human" },
802 { TR_ESP_EVIL, "Sense Evil" },
803 { TR_ESP_GOOD, "Sense Good" },
804 { TR_ESP_NONLIVING, "Sense Nonliving" },
805 { TR_ESP_UNIQUE, "Sense Unique" },
806 { TR_SLOW_DIGEST, "Slow Digestion" },
807 { TR_REGEN, "Regeneration" },
808 { TR_WARNING, "Warning" },
809 /* { TR_XTRA_MIGHT, "Extra Might" }, */
810 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
811 { TR_DRAIN_EXP, "Drains Experience" },
812 { TR_AGGRAVATE, "Aggravates" },
813 { TR_BLESSED, "Blessed Blade" },
814 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
820 * A special type used just for deailing with pvals
825 * This will contain a string such as "+2", "-10", etc.
830 * A list of various player traits affected by an object's pval such
831 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
832 * this list since it will probably be desirable to format its
833 * description differently.
835 * Note that room need only be reserved for the number of stats - 1
836 * since the description "All stats" is used if an object affects all
837 * all stats. Also, room must be reserved for a sentinel NULL pointer.
839 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
841 * This list includes extra attacks, for simplicity.
843 concptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
844 N_ELEMENTS(pval_flags1_desc) + 1];
850 * An "object analysis structure"
852 * It will be filled with descriptive strings detailing an object's
853 * various magical powers. The "ignore X" traits are not noted since
854 * all artifacts ignore "normal" destruction.
859 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
860 char description[MAX_NLEN];
862 /* Description of what is affected by an object's pval */
863 pval_info_type pval_info;
865 /* A list of an object's slaying preferences */
866 concptr slays[N_ELEMENTS(slay_flags_desc) + 1];
868 /* A list if an object's elemental brands */
869 concptr brands[N_ELEMENTS(brand_flags_desc) + 1];
871 /* A list of immunities granted by an object */
872 concptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
874 /* A list of resistances granted by an object */
875 concptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
877 /* A list of stats sustained by an object */
878 concptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
880 /* A list of various magical qualities an object may have */
881 concptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
882 + 1 /* Permanent Light */
884 + 1 /* type of curse */
885 + 1]; /* sentinel NULL */
887 /* Additional ability or resistance */
890 /* A string describing an artifact's activation */
893 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
899 * @brief ファイルポインタ先に同じ文字を複数出力する /
900 * Write out `n' of the character `c' to the spoiler file
905 static void spoiler_out_n_chars(int n, char c)
907 while (--n >= 0) fputc(c, fff);
912 * @brief ファイルポインタ先に改行を複数出力する /
913 * Write out `n' blank lines to the spoiler file
917 static void spoiler_blanklines(int n)
919 spoiler_out_n_chars(n, '\n');
924 * @brief ファイルポインタ先に複数のハイフンで装飾した文字列を出力する /
925 * Write a line to the spoiler file and then "underline" it with hypens
926 * @param str 出力したい文字列
929 static void spoiler_underline(concptr str)
931 fprintf(fff, "%s\n", str);
932 spoiler_out_n_chars(strlen(str), '-');
939 * @brief アーティファクトの特性一覧を出力する /
940 * Write a line to the spoiler file and then "underline" it with hypens
941 * @param art_flags アーティファクトのフラグ群
942 * @param flag_ptr フラグ記述情報の参照ポインタ
943 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
944 * @param n_elmnts フラグの要素数
945 * @return desc_ptrと同じアドレス
948 * This function does most of the actual "analysis". Given a set of bit flags
949 * (which will be from one of the flags fields from the object in question),
950 * a "flag description structure", a "description list", and the number of
951 * elements in the "flag description structure", this function sets the
952 * "description list" members to the appropriate descriptions contained in
953 * the "flag description structure".
954 * The possibly updated description pointer is returned.
957 static concptr *spoiler_flag_aux(const BIT_FLAGS art_flags[TR_FLAG_SIZE],
958 const flag_desc *flag_ptr,
959 concptr *desc_ptr, const int n_elmnts)
963 for (i = 0; i < n_elmnts; ++i)
965 if (have_flag(art_flags, flag_ptr[i].flag))
967 *desc_ptr++ = flag_ptr[i].desc;
976 * @brief アイテムの特定記述内容を返す /
977 * Acquire a "basic" description "The Cloak of Death [1,+10]"
978 * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
979 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
982 static void analyze_general(player_type *player_ptr, object_type *o_ptr, char *desc_ptr)
984 /* Get a "useful" description of the object */
985 object_desc(player_ptr, desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
990 * @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 /
991 * List "player traits" altered by an artifact's pval. These include stats,
992 * speed, infravision, tunneling, stealth, searching, and extra attacks.
993 * @param o_ptr オブジェクト構造体の参照ポインタ
994 * @param pi_ptr pval修正構造体の参照ポインタ
997 static void analyze_pval(object_type *o_ptr, pval_info_type *pi_ptr)
999 BIT_FLAGS flgs[TR_FLAG_SIZE];
1001 concptr *affects_list;
1003 /* If pval == 0, there is nothing to do. */
1006 /* An "empty" pval description indicates that pval == 0 */
1007 pi_ptr->pval_desc[0] = '\0';
1010 object_flags(o_ptr, flgs);
1012 affects_list = pi_ptr->pval_affects;
1014 /* Create the "+N" string */
1015 sprintf(pi_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1017 /* First, check to see if the pval affects all stats */
1018 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1019 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1020 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1022 *affects_list++ = _("全能力", "All stats");
1025 /* Are any stats affected? */
1026 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1027 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1028 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1030 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1032 N_ELEMENTS(stat_flags_desc));
1035 /* And now the "rest" */
1036 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1038 N_ELEMENTS(pval_flags1_desc));
1040 /* Terminate the description list */
1041 *affects_list = NULL;
1045 * @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 /
1046 * Note the slaying specialties of a weapon
1047 * @param o_ptr オブジェクト構造体の参照ポインタ
1048 * @param slay_list 種族スレイ構造体の参照ポインタ
1051 static void analyze_slay(object_type *o_ptr, concptr *slay_list)
1053 BIT_FLAGS flgs[TR_FLAG_SIZE];
1055 object_flags(o_ptr, flgs);
1057 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1058 N_ELEMENTS(slay_flags_desc));
1060 /* Terminate the description list */
1066 * @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 /
1067 * Note an object's elemental brands
1068 * @param o_ptr オブジェクト構造体の参照ポインタ
1069 * @param brand_list 属性ブランド構造体の参照ポインタ
1072 static void analyze_brand(object_type *o_ptr, concptr *brand_list)
1074 BIT_FLAGS flgs[TR_FLAG_SIZE];
1076 object_flags(o_ptr, flgs);
1078 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1079 N_ELEMENTS(brand_flags_desc));
1081 /* Terminate the description list */
1087 * @brief アーティファクトの通常耐性を構造体に収める /
1088 * Note an object's elemental brands
1089 * @param o_ptr オブジェクト構造体の参照ポインタ
1090 * @param resist_list 通常耐性構造体の参照ポインタ
1093 static void analyze_resist(object_type *o_ptr, concptr *resist_list)
1095 BIT_FLAGS flgs[TR_FLAG_SIZE];
1097 object_flags(o_ptr, flgs);
1099 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1100 resist_list, N_ELEMENTS(resist_flags_desc));
1102 /* Terminate the description list */
1103 *resist_list = NULL;
1108 * @brief アーティファクトの免疫特性を構造体に収める /
1109 * Note the immunities granted by an object
1110 * @param o_ptr オブジェクト構造体の参照ポインタ
1111 * @param immune_list 免疫構造体の参照ポインタ
1114 static void analyze_immune(object_type *o_ptr, concptr *immune_list)
1116 BIT_FLAGS flgs[TR_FLAG_SIZE];
1118 object_flags(o_ptr, flgs);
1120 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1121 immune_list, N_ELEMENTS(immune_flags_desc));
1123 /* Terminate the description list */
1124 *immune_list = NULL;
1129 * @brief アーティファクトの維持特性を構造体に収める /
1130 * Note which stats an object sustains
1131 * @param o_ptr オブジェクト構造体の参照ポインタ
1132 * @param sustain_list 維持特性構造体の参照ポインタ
1135 static void analyze_sustains(object_type *o_ptr, concptr *sustain_list)
1137 BIT_FLAGS flgs[TR_FLAG_SIZE];
1139 object_flags(o_ptr, flgs);
1141 /* Simplify things if an item sustains all stats */
1142 if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
1143 have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
1144 have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
1146 *sustain_list++ = _("全能力", "All stats");
1149 /* Should we bother? */
1150 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1151 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1152 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1154 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1156 N_ELEMENTS(sustain_flags_desc));
1159 /* Terminate the description list */
1160 *sustain_list = NULL;
1165 * @brief アーティファクトのその他の特性を構造体に収める /
1166 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1167 * free action, permanent light, etc.
1168 * @param o_ptr オブジェクト構造体の参照ポインタ
1169 * @param misc_list その他の特性構造体の参照ポインタ
1172 static void analyze_misc_magic(object_type *o_ptr, concptr *misc_list)
1174 BIT_FLAGS flgs[TR_FLAG_SIZE];
1178 object_flags(o_ptr, flgs);
1180 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
1181 N_ELEMENTS(misc_flags2_desc));
1183 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
1186 * Glowing artifacts -- small radius light.
1189 if (have_flag(flgs, TR_LITE_1)) rad += 1;
1190 if (have_flag(flgs, TR_LITE_2)) rad += 2;
1191 if (have_flag(flgs, TR_LITE_3)) rad += 3;
1192 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
1193 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
1194 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
1196 if (o_ptr->name2 == EGO_LITE_SHINE) rad++;
1198 if (have_flag(flgs, TR_LITE_FUEL))
1200 if (rad > 0) 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);
1204 if (rad > 0) sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
1205 if (rad < 0) sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
1208 if (rad != 0) *misc_list++ = quark_str(quark_add(desc));
1211 * Handle cursed objects here to avoid redundancies such as noting
1212 * that a permanently cursed object is heavily cursed as well as
1213 * being "lightly cursed".
1216 /* if (object_is_cursed(o_ptr)) */
1218 if (have_flag(flgs, TR_TY_CURSE))
1220 *misc_list++ = _("太古の怨念", "Ancient Curse");
1222 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1224 *misc_list++ = _("永遠の呪い", "Permanently Cursed");
1226 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1228 *misc_list++ = _("強力な呪い", "Heavily Cursed");
1231 else if (o_ptr->curse_flags & TRC_CURSED)
1233 *misc_list++ = _("呪い", "Cursed");
1235 if (have_flag(flgs, TR_ADD_L_CURSE))
1237 *misc_list++ = _("呪いを増やす", "Cursing");
1239 if (have_flag(flgs, TR_ADD_H_CURSE))
1241 *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
1245 /* Terminate the description list */
1251 * @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 /
1252 * Note additional ability and/or resistance of fixed artifacts
1253 * @param o_ptr オブジェクト構造体の参照ポインタ
1254 * @param addition 追加ランダム耐性構造体の参照ポインタ
1257 static void analyze_addition(object_type *o_ptr, char *addition)
1259 artifact_type *a_ptr = &a_info[o_ptr->name1];
1262 strcpy(addition, "");
1264 if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) strcat(addition, _("能力and耐性", "Ability and Resistance"));
1265 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1267 strcat(addition, _("能力", "Ability"));
1268 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
1270 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1272 strcat(addition, _("耐性", "Resistance"));
1273 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
1275 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("能力or耐性", "Ability or Resistance"));
1280 * @brief アーティファクトの基本情報を文字列に収める /
1281 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1282 * and its value in gold pieces
1283 * @param o_ptr オブジェクト構造体の参照ポインタ
1284 * @param misc_desc 基本情報を収める文字列参照ポインタ
1287 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1289 artifact_type *a_ptr = &a_info[o_ptr->name1];
1291 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,
1293 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
1295 a_ptr->weight / 10, a_ptr->weight % 10, (long int)a_ptr->cost);
1301 * @brief アーティファクトの情報全体を構造体に収める /
1302 * Fill in an object description structure for a given object
1303 * and its value in gold pieces
1304 * @param player_ptr プレーヤーへの参照ポインタ
1305 * @param o_ptr オブジェクト構造体の参照ポインタ
1306 * @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
1309 static void object_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
1311 analyze_general(player_ptr, o_ptr, desc_ptr->description);
1312 analyze_pval(o_ptr, &desc_ptr->pval_info);
1313 analyze_brand(o_ptr, desc_ptr->brands);
1314 analyze_slay(o_ptr, desc_ptr->slays);
1315 analyze_immune(o_ptr, desc_ptr->immunities);
1316 analyze_resist(o_ptr, desc_ptr->resistances);
1317 analyze_sustains(o_ptr, desc_ptr->sustains);
1318 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1319 analyze_addition(o_ptr, desc_ptr->addition);
1320 analyze_misc(o_ptr, desc_ptr->misc_desc);
1321 desc_ptr->activation = activation_explanation(o_ptr);
1326 * @brief バッファにアーティファクト出力情報ヘッダを収める /
1329 static void print_header(void)
1333 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d", FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1334 spoiler_underline(buf);
1338 * This is somewhat ugly.
1340 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1341 * and a separator character (',', e.g.), write the list to the spoiler file
1342 * in a "nice" format, such as:
1344 * Resist Fire, Cold, Acid
1346 * That was a simple example, but when the list is long, a line wrap
1347 * should occur, and this should induce a new level of indention if
1348 * a list is being spread across lines. So for example, Bladeturner's
1349 * list of resistances should look something like this
1351 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1352 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1354 * However, the code distinguishes between a single list of many items vs.
1355 * many lists. (The separator is used to make this determination.) A single
1356 * list of many items will not cause line wrapping (since there is no
1357 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1358 * might look like this:
1360 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1363 * So comparing the two, "Regeneration" has no trailing separator and
1364 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1365 * but that's not relevant to line wrapping and indention.)
1368 /* ITEM_SEP separates items within a list */
1369 #define ITEM_SEP ','
1372 /* LIST_SEP separates lists */
1374 #define LIST_SEP ','
1376 #define LIST_SEP ';'
1380 * @brief フラグ名称を出力する汎用関数
1381 * @param header ヘッダに出力するフラグ群の名前
1382 * @param list フラグ名リスト
1383 * @param separator フラグ表示の区切り記号
1386 static void spoiler_outlist(concptr header, concptr *list, char separator)
1388 int line_len, buf_len;
1389 char line[MAX_LINE_LEN + 1], buf[80];
1391 /* Ignore an empty list */
1392 if (*list == NULL) return;
1394 /* This function always indents */
1395 strcpy(line, INDENT1);
1397 /* Create header (if one was given) */
1398 if (header && (header[0]))
1400 strcat(line, header);
1404 line_len = strlen(line);
1406 /* Now begin the tedious task */
1409 /* Copy the current item to a buffer */
1412 /* Note the buffer's length */
1413 buf_len = strlen(buf);
1416 * If there is an item following this one, pad with separator and
1417 * a space and adjust the buffer length
1422 sprintf(buf + buf_len, "%c ", separator);
1427 * If the buffer will fit on the current line, just append the
1428 * buffer to the line and adjust the line length accordingly.
1431 if (line_len + buf_len <= MAX_LINE_LEN)
1434 line_len += buf_len;
1437 /* Apply line wrapping and indention semantics described above */
1441 * Don't print a trailing list separator but do print a trailing
1444 if (line_len > 1 && line[line_len - 1] == ' '
1445 && line[line_len - 2] == LIST_SEP)
1447 /* Ignore space and separator */
1448 line[line_len - 2] = '\0';
1450 /* Write to spoiler file */
1451 fprintf(fff, "%s\n", line);
1453 /* Begin new line at primary indention level */
1454 sprintf(line, "%s%s", INDENT1, buf);
1459 /* Write to spoiler file */
1460 fprintf(fff, "%s\n", line);
1462 /* Begin new line at secondary indention level */
1463 sprintf(line, "%s%s", INDENT2, buf);
1466 line_len = strlen(line);
1469 /* Advance, with break */
1470 if (!*++list) break;
1473 /* Write what's left to the spoiler file */
1474 fprintf(fff, "%s\n", line);
1478 * @brief アーティファクト一件をスポイラー出力する /
1479 * Create a spoiler file entry for an artifact
1480 * @param art_ptr アーティファクト情報をまとめた構造体の参照ポインタ
1483 static void spoiler_print_art(obj_desc_list *art_ptr)
1485 pval_info_type *pval_ptr = &art_ptr->pval_info;
1488 /* Don't indent the first line */
1489 fprintf(fff, "%s\n", art_ptr->description);
1491 /* An "empty" pval description indicates that the pval affects nothing */
1492 if (pval_ptr->pval_desc[0])
1494 /* Mention the effects of pval */
1495 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
1496 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1499 /* Now deal with the description lists */
1500 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
1501 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
1502 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
1503 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
1504 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
1505 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1507 if (art_ptr->addition[0])
1509 fprintf(fff, _("%s追加: %s\n", "%sAdditional %s\n"), INDENT1, art_ptr->addition);
1512 /* Write out the possible activation at the primary indention level */
1513 if (art_ptr->activation)
1515 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
1518 /* End with the miscellaneous facts */
1519 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1524 * @brief アーティファクト情報を出力するためにダミー生成を行う /
1525 * Hack -- Create a "forged" artifact
1526 * @param o_ptr 一時生成先を保管するオブジェクト構造体
1527 * @param name1 生成するアーティファクトID
1528 * @return 生成が成功した場合TRUEを返す
1530 static bool make_fake_artifact(object_type *o_ptr, IDX name1)
1533 artifact_type *a_ptr = &a_info[name1];
1535 /* Ignore "empty" artifacts */
1536 if (!a_ptr->name) return FALSE;
1538 /* Acquire the "kind" index */
1539 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1541 if (!i) return FALSE;
1543 object_prep(o_ptr, i);
1546 o_ptr->name1 = (byte)name1;
1548 /* Extract the fields */
1549 o_ptr->pval = a_ptr->pval;
1550 o_ptr->ac = a_ptr->ac;
1551 o_ptr->dd = a_ptr->dd;
1552 o_ptr->ds = a_ptr->ds;
1553 o_ptr->to_a = a_ptr->to_a;
1554 o_ptr->to_h = a_ptr->to_h;
1555 o_ptr->to_d = a_ptr->to_d;
1556 o_ptr->weight = a_ptr->weight;
1564 * @brief アーティファクト情報のスポイラー出力を行うメインルーチン /
1565 * Create a spoiler file for artifacts
1566 * @param player_ptr プレーヤーへの参照ポインタ
1567 * @param fname 生成ファイル名
1570 static void spoil_artifact(player_type *player_ptr, concptr fname)
1577 obj_desc_list artifact;
1579 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1581 fff = my_fopen(buf, "w");
1585 msg_print("Cannot create spoiler file.");
1589 /* Dump the header */
1592 /* List the artifacts by tval */
1593 for (i = 0; group_artifact[i].tval; i++)
1595 /* Write out the group title */
1596 if (group_artifact[i].name)
1598 spoiler_blanklines(2);
1599 spoiler_underline(group_artifact[i].name);
1600 spoiler_blanklines(1);
1603 /* Now search through all of the artifacts */
1604 for (j = 1; j < max_a_idx; ++j)
1606 artifact_type *a_ptr = &a_info[j];
1608 /* We only want objects in the current group */
1609 if (a_ptr->tval != group_artifact[i].tval) continue;
1613 /* Attempt to "forge" the artifact */
1614 if (!make_fake_artifact(q_ptr, j)) continue;
1616 /* Analyze the artifact */
1617 object_analyze(player_ptr, q_ptr, &artifact);
1619 /* Write out the artifact description to the spoiler file */
1620 spoiler_print_art(&artifact);
1624 /* Check for errors */
1625 if (ferror(fff) || my_fclose(fff))
1627 msg_print("Cannot close spoiler file.");
1631 msg_print("Successfully created a spoiler file.");
1636 * @brief モンスター簡易情報のスポイラー出力を行うメインルーチン /
1637 * Create a spoiler file for monsters -BEN-
1638 * @param fname 生成ファイル名
1641 static void spoil_mon_desc(concptr fname)
1657 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1659 fff = my_fopen(buf, "w");
1662 msg_print("Cannot create spoiler file.");
1666 /* Allocate the "who" array */
1667 C_MAKE(who, max_r_idx, MONRACE_IDX);
1669 /* Dump the header */
1670 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1671 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1672 fprintf(fff, "------------------------------------------\n\n");
1674 /* Dump the header */
1675 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1676 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1677 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1678 "--------", "---", "---", "---", "--", "--", "-----------");
1681 /* Scan the monsters */
1682 for (i = 1; i < max_r_idx; i++)
1684 monster_race *r_ptr = &r_info[i];
1686 /* Use that monster */
1687 if (r_ptr->name) who[n++] = (s16b)i;
1690 /* Sort the array by dungeon depth of monsters */
1691 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1694 for (i = 0; i < n; i++)
1696 monster_race *r_ptr = &r_info[who[i]];
1698 concptr name = (r_name + r_ptr->name);
1699 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1701 /* Get the "name" */
1703 else if (r_ptr->flags3 & (RF3_NO_CONF))
1705 sprintf(nam, "[*] %s", name);
1708 else if (r_ptr->flags1 & (RF1_UNIQUE))
1710 sprintf(nam, "[U] %s", name);
1714 sprintf(nam, _(" %s", "The %s"), name);
1718 sprintf(lev, "%d", (int)r_ptr->level);
1721 sprintf(rar, "%d", (int)r_ptr->rarity);
1723 if (r_ptr->speed >= 110)
1725 sprintf(spd, "+%d", (r_ptr->speed - 110));
1729 sprintf(spd, "-%d", (110 - r_ptr->speed));
1733 sprintf(ac, "%d", r_ptr->ac);
1736 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1738 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1742 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1747 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1749 /* Hack -- use visual instead */
1750 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1753 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1754 nam, lev, rar, spd, hp, ac, exp);
1761 /* Free the "who" array */
1762 C_KILL(who, max_r_idx, s16b);
1764 /* Check for errors */
1765 if (ferror(fff) || my_fclose(fff))
1767 msg_print("Cannot close spoiler file.");
1772 msg_print("Successfully created a spoiler file.");
1779 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1781 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1787 * @brief 文字列をファイルポインタに出力する /
1788 * Buffer text to the given file. (-SHAWN-)
1789 * This is basically c_roff() from mon-desc.c with a few changes.
1790 * @param str 文字列参照ポインタ
1793 static void spoil_out(concptr str)
1798 static char roff_buf[256];
1801 static char roff_waiting_buf[256];
1804 bool iskanji_flag = FALSE;
1806 /* Current pointer into line roff_buf */
1807 static char *roff_p = roff_buf;
1809 /* Last space saved into roff_buf */
1810 static char *roff_s = NULL;
1812 /* Mega-Hack -- Delayed output */
1813 static bool waiting_output = FALSE;
1815 /* Special handling for "new sequence" */
1820 fputs(roff_waiting_buf, fff);
1821 waiting_output = FALSE;
1824 if (roff_p != roff_buf) roff_p--;
1825 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1827 if (roff_p == roff_buf) fprintf(fff, "\n");
1830 *(roff_p + 1) = '\0';
1831 fprintf(fff, "%s\n\n", roff_buf);
1840 /* Scan the given string, character at a time */
1845 bool k_flag = iskanji((unsigned char)(*str));
1848 bool wrap = (ch == '\n');
1851 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1852 iskanji_flag = k_flag && !iskanji_flag;
1854 if (!isprint(ch)) ch = ' ';
1859 fputs(roff_waiting_buf, fff);
1860 if (!wrap) fputc('\n', fff);
1861 waiting_output = FALSE;
1867 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1868 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1870 if (roff_p >= roff_buf + 75) wrap = TRUE;
1871 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1878 bool iskanji_flag_local = FALSE;
1879 concptr tail = str + (k_flag ? 2 : 1);
1881 concptr tail = str + 1;
1884 for (; *tail; tail++)
1886 if (*tail == ' ') continue;
1889 k_flag_local = iskanji((unsigned char)(*tail));
1890 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1891 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1893 if (isprint(*tail)) break;
1897 if (!*tail) waiting_output = TRUE;
1901 /* Handle line-wrap */
1909 if (roff_s && (ch != ' '))
1917 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1918 else strcpy(roff_waiting_buf, roff_buf);
1922 if (cbak != ' ') *roff_p++ = cbak;
1924 while (*r) *roff_p++ = *r++;
1928 if ((roff_p > roff_buf) || (ch != ' '))
1933 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1938 strncmp(str, "。", 2) != 0 &&
1939 strncmp(str, "、", 2) != 0 &&
1940 strncmp(str, "ィ", 2) != 0 &&
1941 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1944 if (ch == ' ') roff_s = roff_p;
1955 * @brief 関数ポインタ用の出力関数 /
1956 * Hook function used in spoil_mon_info()
1958 * @param str 文字列参照ポインタ
1961 static void roff_func(TERM_COLOR attr, concptr str)
1971 * @brief モンスター詳細情報をスポイラー出力するメインルーチン /
1972 * Create a spoiler file for monsters (-SHAWN-)
1973 * @param fname ファイル名
1976 static void spoil_mon_info(player_type *player_ptr, concptr fname)
1984 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1986 fff = my_fopen(buf, "w");
1989 msg_print("Cannot create spoiler file.");
1994 /* Dump the header */
1995 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1996 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1999 spoil_out("------------------------------------------\n\n");
2001 /* Allocate the "who" array */
2002 C_MAKE(who, max_r_idx, MONRACE_IDX);
2004 /* Scan the monsters */
2005 for (i = 1; i < max_r_idx; i++)
2007 monster_race *r_ptr = &r_info[i];
2009 /* Use that monster */
2010 if (r_ptr->name) who[n++] = (s16b)i;
2013 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2016 * List all monsters in order
2018 for (l = 0; l < n; l++)
2020 monster_race *r_ptr = &r_info[who[l]];
2021 flags1 = r_ptr->flags1;
2025 if (flags1 & (RF1_QUESTOR))
2031 if (flags1 & (RF1_UNIQUE))
2044 sprintf(buf, _("%s/%s (", "%s%s ("), (r_name + r_ptr->name), _(r_name + r_ptr->E_name, "")); /* ---)--- */
2049 spoil_out(attr_to_text(r_ptr));
2052 sprintf(buf, " '%c')\n", r_ptr->d_char);
2057 sprintf(buf, "=== ");
2061 sprintf(buf, "Num:%d ", who[l]);
2065 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2069 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2072 if (r_ptr->speed >= 110)
2074 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2078 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2083 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2085 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2089 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2094 sprintf(buf, "Ac:%d ", r_ptr->ac);
2098 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2101 /* Reuse the code of monster recall. */
2102 output_monster_spoiler(player_ptr, who[l], roff_func);
2107 /* Free the "who" array */
2108 C_KILL(who, max_r_idx, s16b);
2110 /* Check for errors */
2111 if (ferror(fff) || my_fclose(fff))
2113 msg_print("Cannot close spoiler file.");
2117 msg_print("Successfully created a spoiler file.");
2122 #define MAX_EVOL_DEPTH 64
2126 * @brief int配列でstrncmp()と似た比較処理を行う /
2127 * Compare two int-type array like strncmp() and return TRUE if equals
2128 * @param a 比較するint配列1
2129 * @param b 比較するint配列2
2131 * @return 両者の値が等しければTRUEを返す
2133 static bool int_n_cmp(int *a, int *b, int length)
2135 /* Null-string comparation is always TRUE */
2136 if (!length) return TRUE;
2140 if (*a != *(b++)) return FALSE;
2141 if (!(*(a++))) break;
2149 * @brief ある木が指定された木の部分木かどうかを返す /
2150 * Returns TRUE if an evolution tree is "partial tree"
2151 * @param tree 元となる木構造リスト
2152 * @param partial_tree 部分木かどうか判定したい木構造リスト
2153 * @return 部分木ならばTRUEを返す
2155 static bool is_partial_tree(int *tree, int *partial_tree)
2157 int pt_head = *(partial_tree++);
2160 while (partial_tree[pt_len]) pt_len++;
2164 if (*(tree++) == pt_head)
2166 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2174 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2175 * Print monsters' evolution information to file
2176 * @param fname 出力ファイル名
2179 static void spoil_mon_evol(concptr fname)
2182 monster_race *r_ptr;
2183 int **evol_tree, i, j, n, r_idx;
2184 int *evol_tree_zero; /* For C_KILL() */
2185 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2187 fff = my_fopen(buf, "w");
2190 msg_print("Cannot create spoiler file.");
2194 /* Dump the header */
2195 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2196 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2199 spoil_out("------------------------------------------\n\n");
2201 /* Allocate the "evol_tree" array (2-dimension) */
2202 C_MAKE(evol_tree, max_r_idx, int *);
2203 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2204 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2205 evol_tree_zero = *evol_tree;
2207 /* Step 1: Build the evolution tree */
2208 for (i = 1; i < max_r_idx; i++)
2213 if (!r_ptr->next_exp) continue;
2215 /* Trace evolution */
2217 evol_tree[i][n++] = i;
2220 evol_tree[i][n++] = r_ptr->next_r_idx;
2221 r_ptr = &r_info[r_ptr->next_r_idx];
2222 } while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2225 /* Step 2: Scan the evolution trees and remove "partial tree" */
2226 for (i = 1; i < max_r_idx; i++)
2228 /* Not evolution tree */
2229 if (!evol_tree[i][0]) continue;
2231 for (j = 1; j < max_r_idx; j++)
2234 if (i == j) continue;
2236 /* Not evolution tree */
2237 if (!evol_tree[j][0]) continue;
2239 /* Is evolution tree[i] is part of [j]? */
2240 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2242 /* Remove this evolution tree */
2243 evol_tree[i][0] = 0;
2249 /* Step 3: Sort the evolution trees */
2250 ang_sort(evol_tree, NULL, max_r_idx, ang_sort_comp_evol_tree, ang_sort_swap_evol_tree);
2252 /* Step 4: Print the evolution trees */
2253 for (i = 0; i < max_r_idx; i++)
2255 r_idx = evol_tree[i][0];
2257 /* No evolution or removed evolution tree */
2258 if (!r_idx) continue;
2260 /* Trace the evolution tree */
2261 r_ptr = &r_info[r_idx];
2262 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2263 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2265 for (n = 1; r_ptr->next_exp; n++)
2267 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2268 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2269 r_ptr = &r_info[r_ptr->next_r_idx];
2270 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2271 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2274 /* End of evolution tree */
2278 /* Free the "evol_tree" array (2-dimension) */
2279 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2280 C_KILL(evol_tree, max_r_idx, int *);
2282 /* Check for errors */
2283 if (ferror(fff) || my_fclose(fff))
2285 msg_print("Cannot close spoiler file.");
2289 msg_print("Successfully created a spoiler file.");
2294 * @brief スポイラー出力を行うコマンドのメインルーチン /
2295 * Create Spoiler files -BEN-
2298 void do_cmd_spoilers(player_type *player_ptr)
2308 prt("Create a spoiler file.", 2, 0);
2310 /* Prompt for a file */
2311 prt("(1) Brief Object Info (obj-desc.txt)", 5, 5);
2312 prt("(2) Brief Artifact Info (artifact.txt)", 6, 5);
2313 prt("(3) Brief Monster Info (mon-desc.txt)", 7, 5);
2314 prt("(4) Full Monster Info (mon-info.txt)", 8, 5);
2315 prt("(5) Monster Evolution Info (mon-evol.txt)", 9, 5);
2318 prt(_("コマンド:", "Command: "), _(18, 12), 0);
2330 spoil_obj_desc(player_ptr, "obj-desc.txt");
2335 spoil_artifact(player_ptr, "artifact.txt");
2340 spoil_mon_desc("mon-desc.txt");
2345 spoil_mon_info(player_ptr, "mon-info.txt");
2350 spoil_mon_evol("mon-evol.txt");
2363 * @brief ランダムアーティファクト1件を解析する /
2364 * Fill in an object description structure for a given object
2365 * @param player_ptr プレーヤーへの参照ポインタ
2366 * @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
2367 * @param desc_ptr 記述内容を収める構造体参照ポインタ
2370 static void random_artifact_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
2372 analyze_general(player_ptr, o_ptr, desc_ptr->description);
2373 analyze_pval(o_ptr, &desc_ptr->pval_info);
2374 analyze_brand(o_ptr, desc_ptr->brands);
2375 analyze_slay(o_ptr, desc_ptr->slays);
2376 analyze_immune(o_ptr, desc_ptr->immunities);
2377 analyze_resist(o_ptr, desc_ptr->resistances);
2378 analyze_sustains(o_ptr, desc_ptr->sustains);
2379 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2380 desc_ptr->activation = activation_explanation(o_ptr);
2382 sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
2383 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2385 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2386 o_ptr->weight / 10, o_ptr->weight % 10);
2391 * @brief ランダムアーティファクト1件をスポイラー出力する /
2392 * Create a spoiler file entry for an artifact
2393 * @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
2394 * @param art_ptr 記述内容を収めた構造体参照ポインタ
2395 * Fill in an object description structure for a given object
2398 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2400 pval_info_type *pval_ptr = &art_ptr->pval_info;
2404 /* Don't indent the first line */
2405 fprintf(fff, "%s\n", art_ptr->description);
2408 if (!object_is_fully_known(o_ptr))
2410 fprintf(fff, _("%s不明\n", "%sUnknown\n"), INDENT1);
2413 /* An "empty" pval description indicates that the pval affects nothing */
2414 if (pval_ptr->pval_desc[0])
2416 /* Mention the effects of pval */
2417 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
2418 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2421 /* Now deal with the description lists */
2423 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
2424 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
2425 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
2426 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
2427 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
2428 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2430 /* Write out the possible activation at the primary indention level */
2431 if (art_ptr->activation)
2433 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
2436 /* End with the miscellaneous facts */
2437 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2442 * @brief ランダムアーティファクト内容をスポイラー出力するサブルーチン /
2443 * @param player_ptr プレーヤーへの参照ポインタ
2444 * @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
2445 * @param i 出力したい記録ランダムアーティファクトID
2448 static void spoil_random_artifact_aux(player_type *player_ptr, object_type *o_ptr, int i)
2450 obj_desc_list artifact;
2452 if (!object_is_known(o_ptr) || !o_ptr->art_name
2453 || o_ptr->tval != group_artifact[i].tval)
2456 /* Analyze the artifact */
2457 random_artifact_analyze(player_ptr, o_ptr, &artifact);
2459 /* Write out the artifact description to the spoiler file */
2460 spoiler_print_randart(o_ptr, &artifact);
2464 * @brief ランダムアーティファクト内容をスポイラー出力するメインルーチン /
2465 * Create a list file for random artifacts
2466 * @param fname 出力ファイル名
2469 void spoil_random_artifact(player_type *creature_ptr, concptr fname)
2473 store_type *store_ptr;
2477 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2479 fff = my_fopen(buf, "w");
2482 msg_print("Cannot create list file.");
2486 /* Dump the header */
2487 sprintf(buf, "Random artifacts list.\r");
2488 spoiler_underline(buf);
2490 /* List the artifacts by tval */
2491 for (j = 0; group_artifact[j].tval; j++)
2493 /* random artifacts wielding */
2494 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2496 q_ptr = &creature_ptr->inventory_list[i];
2497 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2500 for (i = 0; i < INVEN_PACK; i++)
2502 q_ptr = &creature_ptr->inventory_list[i];
2503 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2506 /* random artifacts in home */
2507 store_ptr = &town_info[1].store[STORE_HOME];
2508 for (i = 0; i < store_ptr->stock_num; i++)
2510 q_ptr = &store_ptr->stock[i];
2511 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2514 /* random artifacts in museum */
2515 store_ptr = &town_info[1].store[STORE_MUSEUM];
2516 for (i = 0; i < store_ptr->stock_num; i++)
2518 q_ptr = &store_ptr->stock[i];
2519 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2523 /* Check for errors */
2524 if (ferror(fff) || my_fclose(fff))
2526 msg_print("Cannot close list file.");
2530 msg_print("Successfully created a list file.");