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.
22 #include "object-flavor.h"
23 #include "object-hook.h"
24 #include "object-ego.h"
25 #include "objectkind.h"
26 #include "floor-town.h"
34 * The spoiler file being created
36 static FILE *fff = NULL;
41 * @brief シンボル職の記述名を返す /
42 * Extract a textual representation of an attribute
43 * @param r_ptr モンスター種族の構造体ポインタ
46 static concptr attr_to_text(monster_race *r_ptr)
49 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "透明な";
50 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "万色の";
51 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "準ランダムな";
53 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Clear";
54 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Multi";
55 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "S.Rand";
58 switch (r_ptr->d_attr)
61 case TERM_DARK: return "XXXい";
62 case TERM_WHITE: return "白い";
63 case TERM_SLATE: return "青灰色の";
64 case TERM_ORANGE: return "オレンジの";
65 case TERM_RED: return "赤い";
66 case TERM_GREEN: return "緑の";
67 case TERM_BLUE: return "青い";
68 case TERM_UMBER: return "琥珀色の";
69 case TERM_L_DARK: return "灰色の";
70 case TERM_L_WHITE: return "明青灰色の";
71 case TERM_VIOLET: return "紫の";
72 case TERM_YELLOW: return "黄色い";
73 case TERM_L_RED: return "明い赤の";
74 case TERM_L_GREEN: return "明い緑の";
75 case TERM_L_BLUE: return "明い青の";
76 case TERM_L_UMBER: return "明い琥珀色の";
78 case TERM_DARK: return "xxx";
79 case TERM_WHITE: return "White";
80 case TERM_SLATE: return "Slate";
81 case TERM_ORANGE: return "Orange";
82 case TERM_RED: return "Red";
83 case TERM_GREEN: return "Green";
84 case TERM_BLUE: return "Blue";
85 case TERM_UMBER: return "Umber";
86 case TERM_L_DARK: return "L.Dark";
87 case TERM_L_WHITE: return "L.Slate";
88 case TERM_VIOLET: return "Violet";
89 case TERM_YELLOW: return "Yellow";
90 case TERM_L_RED: return "L.Red";
91 case TERM_L_GREEN: return "L.Green";
92 case TERM_L_BLUE: return "L.Blue";
93 case TERM_L_UMBER: return "L.Umber";
111 OBJECT_TYPE_VALUE tval;
118 * Item Spoilers by: benh@phial.com (Ben Harrison)
123 * The basic items categorized by type
125 static grouper group_item[] =
127 { TV_SHOT, _("射撃物", "Ammo") },
130 { TV_BOW, _("弓", "Bows") },
131 { TV_DIGGING, _("武器", "Weapons") },
132 { TV_POLEARM, NULL },
135 { TV_SOFT_ARMOR, _("防具 (体)", "Armour (Body)") },
136 { TV_HARD_ARMOR, NULL },
137 { TV_DRAG_ARMOR, NULL },
138 { TV_BOOTS, _("防具 (その他)", "Armour (Misc)") },
145 { TV_LITE, _("光源", "Light Sources") },
146 { TV_AMULET, _("アミュレット", "Amulets" )},
147 { TV_RING, _("指輪", "Rings") },
148 { TV_STAFF, _("杖", "Staffs") },
149 { TV_WAND, _("魔法棒", "Wands") },
150 { TV_ROD, _("ロッド", "Rods") },
151 { TV_SCROLL, _("巻物", "Scrolls") },
152 { TV_POTION, _("薬", "Potions") },
153 { TV_FOOD, _("食料", "Food") },
155 { TV_LIFE_BOOK, _("魔法書 (生命)", "Books (Life)") },
156 { TV_SORCERY_BOOK, _("魔法書 (仙術)", "Books (Sorcery)") },
157 { TV_NATURE_BOOK, _("魔法書 (自然)", "Books (Nature)") },
158 { TV_CHAOS_BOOK, _("魔法書 (カオス)", "Books (Chaos)") },
159 { TV_DEATH_BOOK, _("魔法書 (暗黒)", "Books (Death)") },
160 { TV_TRUMP_BOOK, _("魔法書 (トランプ)", "Books (Trump)") },
161 { TV_ARCANE_BOOK, _("魔法書 (秘術)", "Books (Arcane)") },
162 { TV_CRAFT_BOOK, _("魔法書 (匠)", "Books (Craft)") },
163 { TV_DAEMON_BOOK, _("魔法書 (悪魔)", "Books (Daemon)") },
164 { TV_CRUSADE_BOOK, _("魔法書 (破邪)", "Books (Crusade)") },
165 { TV_MUSIC_BOOK, _("歌集", "Song Books") },
166 { TV_HISSATSU_BOOK, _("武芸の書", "Books (Kendo)") },
167 { TV_HEX_BOOK, _("魔法書 (呪術)", "Books (Hex)") },
169 { TV_WHISTLE, _("笛", "Whistle") },
170 { TV_CAPTURE, _("キャプチャー・ボール", "Capture Ball") },
171 { TV_CARD, _("エクスプレスカード", "Express Card") },
173 { TV_CHEST, _("箱", "Chests") },
175 { TV_FIGURINE, _("人形", "Magical Figurines") },
176 { TV_STATUE, _("像", "Statues") },
177 { TV_CORPSE, _("死体", "Corpses") },
179 { TV_SKELETON, _("その他", "Misc") },
184 { TV_PARCHMENT, NULL },
191 * @brief ベースアイテムの各情報を文字列化する /
193 * @param buf 名称を返すバッファ参照ポインタ
194 * @param dam ダメージダイス記述を返すバッファ参照ポインタ
195 * @param wgt 重量記述を返すバッファ参照ポインタ
196 * @param lev 生成階記述を返すバッファ参照ポインタ
197 * @param chance 生成機会を返すバッファ参照ポインタ
198 * @param val 価値を返すバッファ参照ポインタ
202 static void kind_info(char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
209 /* Prepare a fake item */
210 object_prep(q_ptr, k);
213 q_ptr->ident |= (IDENT_KNOWN);
221 (*lev) = k_info[q_ptr->k_idx].level;
222 (*val) = object_value(q_ptr);
225 if (!buf || !dam || !chance || !wgt) return;
227 /* Description (too brief) */
228 object_desc(buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
247 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
257 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
272 sprintf(dam, "%d", q_ptr->ac);
279 for(i = 0; i < 4; i++)
281 char chance_aux[20] = "";
282 if(k_info[q_ptr->k_idx].chance[i] > 0)
284 sprintf(chance_aux, "%s%3dF:%+4d", (i != 0 ? "/" : ""),
285 (int)k_info[q_ptr->k_idx].locale[i], 100/k_info[q_ptr->k_idx].chance[i]);
286 strcat(chance, chance_aux);
292 sprintf(wgt, "%3d.%d", (int)(q_ptr->weight / 10), (int)(q_ptr->weight % 10));
297 * @brief 各ベースアイテムの情報を一行毎に記述する /
298 * Create a spoiler file for items
302 static void spoil_obj_desc(concptr fname)
304 int i, k, s, t, n = 0, group_start = 0;
315 /* Build the filename */
316 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
318 /* File type is "TEXT" */
319 FILE_TYPE(FILE_TYPE_TEXT);
322 fff = my_fopen(buf, "w");
326 msg_print("Cannot create spoiler file.");
332 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d.%d)\n\n\n",
333 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
336 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
337 "Description", "Dam/AC", "Wgt", "Lev", "Chance", "Cost");
338 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
339 "-------------------------------------", "------", "---", "---", "----------------", "----");
341 /* List the groups */
342 for (i = 0; TRUE; i++)
344 /* Write out the group title */
345 if (group_item[i].name)
349 /* Hack -- bubble-sort by cost and then level */
350 for (s = 0; s < n - 1; s++)
352 for (t = 0; t < n - 1; t++)
363 kind_info(NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
364 kind_info(NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
366 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
375 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
377 /* Spoil each item */
378 for (s = 0; s < n; s++)
383 /* Describe the kind */
384 kind_info(buf, dam, wgt, chance, &e, &v, who[s]);
387 fprintf(fff, " %-35s%8s%7s%5d %-40s%9ld\n",
388 buf, dam, wgt, (int)e, chance, (long)(v));
391 /* Start a new set */
396 if (!group_item[i].tval) break;
398 /* Start a new set */
402 /* Acquire legal item types */
403 for (k = 1; k < max_k_idx; k++)
405 object_kind *k_ptr = &k_info[k];
407 /* Skip wrong tval's */
408 if (k_ptr->tval != group_item[i].tval) continue;
410 /* Hack -- Skip instant-artifacts */
411 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
419 /* Check for errors */
420 if (ferror(fff) || my_fclose(fff))
422 msg_print("Cannot close spoiler file.");
426 msg_print("Successfully created a spoiler file.");
431 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
436 * Returns a "+" string if a number is non-negative and an empty
439 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
442 * These are used to format the artifact spoiler file. INDENT1 is used
443 * to indent all but the first line of an artifact spoiler. INDENT2 is
444 * used when a line "wraps". (Bladeturner's resistances cause this.)
450 * MAX_LINE_LEN specifies when a line should wrap.
452 #define MAX_LINE_LEN 75
455 * Given an array, determine how many elements are in the array
457 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
460 * The artifacts categorized by type
462 static grouper group_artifact[] =
466 { TV_POLEARM, "槍/斧" },
468 { TV_DIGGING, "シャベル/つるはし" },
473 { TV_SOFT_ARMOR, "鎧" },
474 { TV_HARD_ARMOR, NULL },
475 { TV_DRAG_ARMOR, NULL },
477 { TV_CLOAK, "クローク" },
486 { TV_AMULET, "アミュレット" },
489 { TV_SWORD, "Edged Weapons" },
490 { TV_POLEARM, "Polearms" },
491 { TV_HAFTED, "Hafted Weapons" },
492 { TV_DIGGING, "Shovels/Picks" },
494 { TV_ARROW, "Ammo" },
497 { TV_SOFT_ARMOR, "Body Armor" },
498 { TV_HARD_ARMOR, NULL },
499 { TV_DRAG_ARMOR, NULL },
501 { TV_CLOAK, "Cloaks" },
502 { TV_SHIELD, "Shields" },
504 { TV_HELM, "Helms/Crowns" },
506 { TV_GLOVES, "Gloves" },
507 { TV_BOOTS, "Boots" },
509 { TV_LITE, "Light Sources" },
510 { TV_AMULET, "Amulets" },
511 { TV_RING, "Rings" },
520 * Pair together a constant flag with a textual description.
522 * Used by both "init.c" and "wiz-spo.c".
524 * Note that it sometimes more efficient to actually make an array
525 * of textual names, where entry 'N' is assumed to be paired with
526 * the flag whose value is "1L << N", but that requires hard-coding.
529 typedef struct flag_desc flag_desc;
540 * These are used for "+3 to STR, DEX", etc. These are separate from
541 * the other pval affected traits to simplify the case where an object
542 * affects all stats. In this case, "All stats" is used instead of
543 * listing each stat individually.
546 static flag_desc stat_flags_desc[] =
566 * Besides stats, these are the other player traits
567 * which may be affected by an object's pval
570 static flag_desc pval_flags1_desc[] =
573 { TR_MAGIC_MASTERY, "魔法道具使用能力" },
574 { TR_STEALTH, "隠密" },
576 { TR_INFRA, "赤外線視力" },
578 { TR_BLOWS, "攻撃回数" },
581 { TR_STEALTH, "Stealth" },
582 { TR_SEARCH, "Searching" },
583 { TR_INFRA, "Infravision" },
584 { TR_TUNNEL, "Tunneling" },
585 { TR_BLOWS, "Attacks" },
586 { TR_SPEED, "Speed" }
591 * Slaying preferences for weapons
594 static flag_desc slay_flags_desc[] =
597 { TR_SLAY_ANIMAL, "動物" },
598 { TR_KILL_ANIMAL, "*動物*" },
599 { TR_SLAY_EVIL, "邪悪" },
600 { TR_KILL_EVIL, "*邪悪*" },
601 { TR_SLAY_HUMAN, "人間" },
602 { TR_KILL_HUMAN, "*人間*" },
603 { TR_SLAY_UNDEAD, "アンデッド" },
604 { TR_KILL_UNDEAD, "*アンデッド*" },
605 { TR_SLAY_DEMON, "悪魔" },
606 { TR_KILL_DEMON, "*悪魔*" },
607 { TR_SLAY_ORC, "オーク" },
608 { TR_KILL_ORC, "*オーク*" },
609 { TR_SLAY_TROLL, "トロル" },
610 { TR_KILL_TROLL, "*トロル*" },
611 { TR_SLAY_GIANT, "巨人" },
612 { TR_KILL_GIANT, "*巨人*" },
613 { TR_SLAY_DRAGON, "ドラゴン" },
614 { TR_KILL_DRAGON, "*ドラゴン*" },
616 { TR_SLAY_ANIMAL, "Animal" },
617 { TR_KILL_ANIMAL, "XAnimal" },
618 { TR_SLAY_EVIL, "Evil" },
619 { TR_KILL_EVIL, "XEvil" },
620 { TR_SLAY_HUMAN, "Human" },
621 { TR_KILL_HUMAN, "XHuman" },
622 { TR_SLAY_UNDEAD, "Undead" },
623 { TR_KILL_UNDEAD, "XUndead" },
624 { TR_SLAY_DEMON, "Demon" },
625 { TR_KILL_DEMON, "XDemon" },
626 { TR_SLAY_ORC, "Orc" },
627 { TR_KILL_ORC, "XOrc" },
628 { TR_SLAY_TROLL, "Troll" },
629 { TR_KILL_TROLL, "XTroll" },
630 { TR_SLAY_GIANT, "Giant" },
631 { TR_KILL_GIANT, "Xgiant" },
632 { TR_SLAY_DRAGON, "Dragon" },
633 { TR_KILL_DRAGON, "Xdragon" }
638 * Elemental brands for weapons
640 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
641 * coding, it has been included here along with the elemental
642 * brands. It does seem to fit in with the brands and slaying
643 * more than the miscellaneous section.
645 static flag_desc brand_flags_desc[] =
648 { TR_BRAND_ACID, "溶解" },
649 { TR_BRAND_ELEC, "電撃" },
650 { TR_BRAND_FIRE, "焼棄" },
651 { TR_BRAND_COLD, "凍結" },
652 { TR_BRAND_POIS, "毒殺" },
654 { TR_FORCE_WEAPON, "理力" },
655 { TR_CHAOTIC, "混沌" },
656 { TR_VAMPIRIC, "吸血" },
658 { TR_VORPAL, "切れ味" },
660 { TR_BRAND_ACID, "Acid Brand" },
661 { TR_BRAND_ELEC, "Lightning Brand" },
662 { TR_BRAND_FIRE, "Flame Tongue" },
663 { TR_BRAND_COLD, "Frost Brand" },
664 { TR_BRAND_POIS, "Poisoned" },
666 { TR_FORCE_WEAPON, "Force" },
667 { TR_CHAOTIC, "Mark of Chaos" },
668 { TR_VAMPIRIC, "Vampiric" },
669 { TR_IMPACT, "Earthquake impact on hit" },
670 { TR_VORPAL, "Very sharp" },
678 static const flag_desc resist_flags_desc[] =
681 { TR_RES_ACID, "酸" },
682 { TR_RES_ELEC, "電撃" },
683 { TR_RES_FIRE, "火炎" },
684 { TR_RES_COLD, "冷気" },
685 { TR_RES_POIS, "毒" },
686 { TR_RES_FEAR, "恐怖"},
687 { TR_RES_LITE, "閃光" },
688 { TR_RES_DARK, "暗黒" },
689 { TR_RES_BLIND, "盲目" },
690 { TR_RES_CONF, "混乱" },
691 { TR_RES_SOUND, "轟音" },
692 { TR_RES_SHARDS, "破片" },
693 { TR_RES_NETHER, "地獄" },
694 { TR_RES_NEXUS, "因果混乱" },
695 { TR_RES_CHAOS, "カオス" },
696 { TR_RES_DISEN, "劣化" },
698 { TR_RES_ACID, "Acid" },
699 { TR_RES_ELEC, "Lightning" },
700 { TR_RES_FIRE, "Fire" },
701 { TR_RES_COLD, "Cold" },
702 { TR_RES_POIS, "Poison" },
703 { TR_RES_FEAR, "Fear"},
704 { TR_RES_LITE, "Light" },
705 { TR_RES_DARK, "Dark" },
706 { TR_RES_BLIND, "Blindness" },
707 { TR_RES_CONF, "Confusion" },
708 { TR_RES_SOUND, "Sound" },
709 { TR_RES_SHARDS, "Shards" },
710 { TR_RES_NETHER, "Nether" },
711 { TR_RES_NEXUS, "Nexus" },
712 { TR_RES_CHAOS, "Chaos" },
713 { TR_RES_DISEN, "Disenchantment" },
718 * Elemental immunities (along with poison)
721 static const flag_desc immune_flags_desc[] =
725 { TR_IM_ELEC, "電撃" },
726 { TR_IM_FIRE, "火炎" },
727 { TR_IM_COLD, "冷気" },
729 { TR_IM_ACID, "Acid" },
730 { TR_IM_ELEC, "Lightning" },
731 { TR_IM_FIRE, "Fire" },
732 { TR_IM_COLD, "Cold" },
737 * Sustain stats - these are given their "own" line in the
738 * spoiler file, mainly for simplicity
740 static const flag_desc sustain_flags_desc[] =
743 { TR_SUST_STR, "腕力" },
744 { TR_SUST_INT, "知能" },
745 { TR_SUST_WIS, "賢さ" },
746 { TR_SUST_DEX, "器用さ" },
747 { TR_SUST_CON, "耐久力" },
748 { TR_SUST_CHR, "魅力" },
750 { TR_SUST_STR, "STR" },
751 { TR_SUST_INT, "INT" },
752 { TR_SUST_WIS, "WIS" },
753 { TR_SUST_DEX, "DEX" },
754 { TR_SUST_CON, "CON" },
755 { TR_SUST_CHR, "CHR" },
760 * Miscellaneous magic given by an object's "flags2" field
763 static const flag_desc misc_flags2_desc[] =
767 { TR_REFLECT, "反射" },
768 { TR_FREE_ACT, "麻痺知らず" },
769 { TR_HOLD_EXP, "経験値維持" },
771 { TR_THROW, "Throwing" },
772 { TR_REFLECT, "Reflection" },
773 { TR_FREE_ACT, "Free Action" },
774 { TR_HOLD_EXP, "Hold Experience" },
779 * Miscellaneous magic given by an object's "flags3" field
781 * Note that cursed artifacts and objects with permanent light
782 * are handled "directly" -- see analyze_misc_magic()
785 static const flag_desc misc_flags3_desc[] =
788 { TR_SH_FIRE, "火炎オーラ" },
789 { TR_SH_ELEC, "電撃オーラ" },
790 { TR_SH_COLD, "冷気オーラ" },
791 { TR_NO_TELE, "反テレポート" },
792 { TR_NO_MAGIC, "反魔法" },
793 { TR_LEVITATION, "浮遊" },
794 { TR_SEE_INVIS, "可視透明" },
795 { TR_TELEPATHY, "テレパシー" },
796 { TR_ESP_ANIMAL, "動物感知" },
797 { TR_ESP_UNDEAD, "不死感知" },
798 { TR_ESP_DEMON, "悪魔感知" },
799 { TR_ESP_ORC, "オーク感知" },
800 { TR_ESP_TROLL, "トロル感知" },
801 { TR_ESP_GIANT, "巨人感知" },
802 { TR_ESP_DRAGON, "ドラゴン感知" },
803 { TR_ESP_HUMAN, "人間感知" },
804 { TR_ESP_EVIL, "邪悪感知" },
805 { TR_ESP_GOOD, "善良感知" },
806 { TR_ESP_NONLIVING, "無生物感知" },
807 { TR_ESP_UNIQUE, "ユニーク感知" },
808 { TR_SLOW_DIGEST, "遅消化" },
809 { TR_REGEN, "急速回復" },
810 { TR_WARNING, "警告" },
811 /* { TR_XTRA_MIGHT, "強力射撃" }, */
812 { TR_XTRA_SHOTS, "追加射撃" }, /* always +1? */
813 { TR_DRAIN_EXP, "経験値吸収" },
814 { TR_AGGRAVATE, "反感" },
815 { TR_BLESSED, "祝福" },
816 { TR_DEC_MANA, "消費魔力減少" },
818 { TR_SH_FIRE, "Fiery Aura" },
819 { TR_SH_ELEC, "Electric Aura" },
820 { TR_SH_COLD, "Coldly Aura" },
821 { TR_NO_TELE, "Prevent Teleportation" },
822 { TR_NO_MAGIC, "Anti-Magic" },
823 { TR_LEVITATION, "Levitation" },
824 { TR_SEE_INVIS, "See Invisible" },
825 { TR_TELEPATHY, "ESP" },
826 { TR_ESP_ANIMAL, "Sense Animal" },
827 { TR_ESP_UNDEAD, "Sense Undead" },
828 { TR_ESP_DEMON, "Sense Demon" },
829 { TR_ESP_ORC, "Sense Orc" },
830 { TR_ESP_TROLL, "Sense Troll" },
831 { TR_ESP_GIANT, "Sense Giant" },
832 { TR_ESP_DRAGON, "Sense Dragon" },
833 { TR_ESP_HUMAN, "Sense Human" },
834 { TR_ESP_EVIL, "Sense Evil" },
835 { TR_ESP_GOOD, "Sense Good" },
836 { TR_ESP_NONLIVING, "Sense Nonliving" },
837 { TR_ESP_UNIQUE, "Sense Unique" },
838 { TR_SLOW_DIGEST, "Slow Digestion" },
839 { TR_REGEN, "Regeneration" },
840 { TR_WARNING, "Warning" },
841 /* { TR_XTRA_MIGHT, "Extra Might" }, */
842 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
843 { TR_DRAIN_EXP, "Drains Experience" },
844 { TR_AGGRAVATE, "Aggravates" },
845 { TR_BLESSED, "Blessed Blade" },
846 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
852 * A special type used just for deailing with pvals
857 * This will contain a string such as "+2", "-10", etc.
862 * A list of various player traits affected by an object's pval such
863 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
864 * this list since it will probably be desirable to format its
865 * description differently.
867 * Note that room need only be reserved for the number of stats - 1
868 * since the description "All stats" is used if an object affects all
869 * all stats. Also, room must be reserved for a sentinel NULL pointer.
871 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
873 * This list includes extra attacks, for simplicity.
875 concptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
876 N_ELEMENTS(pval_flags1_desc) + 1];
882 * An "object analysis structure"
884 * It will be filled with descriptive strings detailing an object's
885 * various magical powers. The "ignore X" traits are not noted since
886 * all artifacts ignore "normal" destruction.
891 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
892 char description[MAX_NLEN];
894 /* Description of what is affected by an object's pval */
895 pval_info_type pval_info;
897 /* A list of an object's slaying preferences */
898 concptr slays[N_ELEMENTS(slay_flags_desc) + 1];
900 /* A list if an object's elemental brands */
901 concptr brands[N_ELEMENTS(brand_flags_desc) + 1];
903 /* A list of immunities granted by an object */
904 concptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
906 /* A list of resistances granted by an object */
907 concptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
909 /* A list of stats sustained by an object */
910 concptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
912 /* A list of various magical qualities an object may have */
913 concptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
914 + 1 /* Permanent Light */
916 + 1 /* type of curse */
917 + 1]; /* sentinel NULL */
919 /* Additional ability or resistance */
922 /* A string describing an artifact's activation */
925 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
931 * @brief ファイルポインタ先に同じ文字を複数出力する /
932 * Write out `n' of the character `c' to the spoiler file
937 static void spoiler_out_n_chars(int n, char c)
939 while (--n >= 0) fputc(c, fff);
944 * @brief ファイルポインタ先に改行を複数出力する /
945 * Write out `n' blank lines to the spoiler file
949 static void spoiler_blanklines(int n)
951 spoiler_out_n_chars(n, '\n');
956 * @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 /
957 * Write a line to the spoiler file and then "underline" it with hypens
958 * @param str 出力したい文字列
961 static void spoiler_underline(concptr str)
963 fprintf(fff, "%s\n", str);
964 spoiler_out_n_chars(strlen(str), '-');
971 * @brief アーティファクトの特性一覧を出力する /
972 * Write a line to the spoiler file and then "underline" it with hypens
973 * @param art_flags アーティファクトのフラグ群
974 * @param flag_ptr フラグ記述情報の参照ポインタ
975 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
976 * @param n_elmnts フラグの要素数
977 * @return desc_ptrと同じアドレス
980 * This function does most of the actual "analysis". Given a set of bit flags
981 * (which will be from one of the flags fields from the object in question),
982 * a "flag description structure", a "description list", and the number of
983 * elements in the "flag description structure", this function sets the
984 * "description list" members to the appropriate descriptions contained in
985 * the "flag description structure".
986 * The possibly updated description pointer is returned.
989 static concptr *spoiler_flag_aux(const BIT_FLAGS art_flags[TR_FLAG_SIZE],
990 const flag_desc *flag_ptr,
991 concptr *desc_ptr, const int n_elmnts)
995 for (i = 0; i < n_elmnts; ++i)
997 if (have_flag(art_flags, flag_ptr[i].flag))
999 *desc_ptr++ = flag_ptr[i].desc;
1008 * @brief アイテムの特定記述内容を返す /
1009 * Acquire a "basic" description "The Cloak of Death [1,+10]"
1010 * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
1011 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
1014 static void analyze_general(object_type *o_ptr, char *desc_ptr)
1016 /* Get a "useful" description of the object */
1017 object_desc(desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
1022 * @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 /
1023 * List "player traits" altered by an artifact's pval. These include stats,
1024 * speed, infravision, tunneling, stealth, searching, and extra attacks.
1025 * @param o_ptr オブジェクト構造体の参照ポインタ
1026 * @param p_ptr pval修正構造体の参照ポインタ
1029 static void analyze_pval(object_type *o_ptr, pval_info_type *pi_ptr)
1031 BIT_FLAGS flgs[TR_FLAG_SIZE];
1033 concptr *affects_list;
1035 /* If pval == 0, there is nothing to do. */
1038 /* An "empty" pval description indicates that pval == 0 */
1039 pi_ptr->pval_desc[0] = '\0';
1042 object_flags(o_ptr, flgs);
1044 affects_list = pi_ptr->pval_affects;
1046 /* Create the "+N" string */
1047 sprintf(pi_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1049 /* First, check to see if the pval affects all stats */
1050 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1051 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1052 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1054 *affects_list++ = _("全能力", "All stats");
1057 /* Are any stats affected? */
1058 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1059 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1060 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1062 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1064 N_ELEMENTS(stat_flags_desc));
1067 /* And now the "rest" */
1068 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1070 N_ELEMENTS(pval_flags1_desc));
1072 /* Terminate the description list */
1073 *affects_list = NULL;
1077 * @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 /
1078 * Note the slaying specialties of a weapon
1079 * @param o_ptr オブジェクト構造体の参照ポインタ
1080 * @param slay_list 種族スレイ構造体の参照ポインタ
1083 static void analyze_slay(object_type *o_ptr, concptr *slay_list)
1085 BIT_FLAGS flgs[TR_FLAG_SIZE];
1087 object_flags(o_ptr, flgs);
1089 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1090 N_ELEMENTS(slay_flags_desc));
1092 /* Terminate the description list */
1098 * @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 /
1099 * Note an object's elemental brands
1100 * @param o_ptr オブジェクト構造体の参照ポインタ
1101 * @param brand_list 属性ブランド構造体の参照ポインタ
1104 static void analyze_brand(object_type *o_ptr, concptr *brand_list)
1106 BIT_FLAGS flgs[TR_FLAG_SIZE];
1108 object_flags(o_ptr, flgs);
1110 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1111 N_ELEMENTS(brand_flags_desc));
1113 /* Terminate the description list */
1119 * @brief アーティファクトの通常耐性を構造体に収める /
1120 * Note an object's elemental brands
1121 * @param o_ptr オブジェクト構造体の参照ポインタ
1122 * @param resist_list 通常耐性構造体の参照ポインタ
1125 static void analyze_resist(object_type *o_ptr, concptr *resist_list)
1127 BIT_FLAGS flgs[TR_FLAG_SIZE];
1129 object_flags(o_ptr, flgs);
1131 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1132 resist_list, N_ELEMENTS(resist_flags_desc));
1134 /* Terminate the description list */
1135 *resist_list = NULL;
1140 * @brief アーティファクトの免疫特性を構造体に収める /
1141 * Note the immunities granted by an object
1142 * @param o_ptr オブジェクト構造体の参照ポインタ
1143 * @param immune_list 免疫構造体の参照ポインタ
1146 static void analyze_immune(object_type *o_ptr, concptr *immune_list)
1148 BIT_FLAGS flgs[TR_FLAG_SIZE];
1150 object_flags(o_ptr, flgs);
1152 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1153 immune_list, N_ELEMENTS(immune_flags_desc));
1155 /* Terminate the description list */
1156 *immune_list = NULL;
1161 * @brief アーティファクトの維持特性を構造体に収める /
1162 * Note which stats an object sustains
1163 * @param o_ptr オブジェクト構造体の参照ポインタ
1164 * @param sustain_list 維持特性構造体の参照ポインタ
1167 static void analyze_sustains(object_type *o_ptr, concptr *sustain_list)
1169 BIT_FLAGS flgs[TR_FLAG_SIZE];
1171 object_flags(o_ptr, flgs);
1173 /* Simplify things if an item sustains all stats */
1174 if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
1175 have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
1176 have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
1178 *sustain_list++ = _("全能力", "All stats");
1181 /* Should we bother? */
1182 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1183 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1184 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1186 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1188 N_ELEMENTS(sustain_flags_desc));
1191 /* Terminate the description list */
1192 *sustain_list = NULL;
1197 * @brief アーティファクトのその他の特性を構造体に収める /
1198 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1199 * free action, permanent light, etc.
1200 * @param o_ptr オブジェクト構造体の参照ポインタ
1201 * @param misc_list その他の特性構造体の参照ポインタ
1204 static void analyze_misc_magic(object_type *o_ptr, concptr *misc_list)
1206 BIT_FLAGS flgs[TR_FLAG_SIZE];
1210 object_flags(o_ptr, flgs);
1212 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
1213 N_ELEMENTS(misc_flags2_desc));
1215 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
1218 * Glowing artifacts -- small radius light.
1221 if (have_flag(flgs, TR_LITE_1)) rad += 1;
1222 if (have_flag(flgs, TR_LITE_2)) rad += 2;
1223 if (have_flag(flgs, TR_LITE_3)) rad += 3;
1224 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
1225 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
1226 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
1228 if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
1230 if (have_flag(flgs, TR_LITE_FUEL))
1232 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);
1236 if(rad > 0) sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
1237 if(rad < 0) sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
1240 if(rad != 0) *misc_list++ = quark_str(quark_add(desc));
1243 * Handle cursed objects here to avoid redundancies such as noting
1244 * that a permanently cursed object is heavily cursed as well as
1245 * being "lightly cursed".
1248 /* if (object_is_cursed(o_ptr)) */
1250 if (have_flag(flgs, TR_TY_CURSE))
1252 *misc_list++ = _("太古の怨念", "Ancient Curse");
1254 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1256 *misc_list++ = _("永遠の呪い", "Permanently Cursed");
1258 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1260 *misc_list++ = _("強力な呪い", "Heavily Cursed");
1263 else if (o_ptr->curse_flags & TRC_CURSED)
1265 *misc_list++ = _("呪い", "Cursed");
1267 if (have_flag(flgs, TR_ADD_L_CURSE))
1269 *misc_list++ = _("呪いを増やす", "Cursing");
1271 if (have_flag(flgs, TR_ADD_H_CURSE))
1273 *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
1277 /* Terminate the description list */
1283 * @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 /
1284 * Note additional ability and/or resistance of fixed artifacts
1285 * @param o_ptr オブジェクト構造体の参照ポインタ
1286 * @param addition 追加ランダム耐性構造体の参照ポインタ
1289 static void analyze_addition(object_type *o_ptr, char *addition)
1291 artifact_type *a_ptr = &a_info[o_ptr->name1];
1294 strcpy(addition, "");
1296 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"));
1297 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1299 strcat(addition, _("能力", "Ability"));
1300 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
1302 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1304 strcat(addition, _("耐性", "Resistance"));
1305 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
1307 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("能力or耐性", "Ability or Resistance"));
1312 * @brief アーティファクトの基本情報を文字列に収める /
1313 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1314 * and its value in gold pieces
1315 * @param o_ptr オブジェクト構造体の参照ポインタ
1316 * @param misc_desc 基本情報を収める文字列参照ポインタ
1319 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1321 artifact_type *a_ptr = &a_info[o_ptr->name1];
1323 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,
1325 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
1327 a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
1333 * @brief アーティファクトの情報全体を構造体に収める /
1334 * Fill in an object description structure for a given object
1335 * and its value in gold pieces
1336 * @param o_ptr オブジェクト構造体の参照ポインタ
1337 * @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
1340 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1342 analyze_general(o_ptr, desc_ptr->description);
1343 analyze_pval(o_ptr, &desc_ptr->pval_info);
1344 analyze_brand(o_ptr, desc_ptr->brands);
1345 analyze_slay(o_ptr, desc_ptr->slays);
1346 analyze_immune(o_ptr, desc_ptr->immunities);
1347 analyze_resist(o_ptr, desc_ptr->resistances);
1348 analyze_sustains(o_ptr, desc_ptr->sustains);
1349 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1350 analyze_addition(o_ptr, desc_ptr->addition);
1351 analyze_misc(o_ptr, desc_ptr->misc_desc);
1352 desc_ptr->activation = item_activation(o_ptr);
1357 * @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 /
1360 static void print_header(void)
1364 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1365 spoiler_underline(buf);
1369 * This is somewhat ugly.
1371 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1372 * and a separator character (',', e.g.), write the list to the spoiler file
1373 * in a "nice" format, such as:
1375 * Resist Fire, Cold, Acid
1377 * That was a simple example, but when the list is long, a line wrap
1378 * should occur, and this should induce a new level of indention if
1379 * a list is being spread across lines. So for example, Bladeturner's
1380 * list of resistances should look something like this
1382 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1383 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1385 * However, the code distinguishes between a single list of many items vs.
1386 * many lists. (The separator is used to make this determination.) A single
1387 * list of many items will not cause line wrapping (since there is no
1388 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1389 * might look like this:
1391 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1394 * So comparing the two, "Regeneration" has no trailing separator and
1395 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1396 * but that's not relevant to line wrapping and indention.)
1399 /* ITEM_SEP separates items within a list */
1400 #define ITEM_SEP ','
1403 /* LIST_SEP separates lists */
1405 #define LIST_SEP ','
1407 #define LIST_SEP ';'
1411 * @brief フラグ名称を出力する汎用関数
1412 * @param header ヘッダに出力するフラグ群の名前
1413 * @param list フラグ名リスト
1414 * @param separator フラグ表示の区切り記号
1417 static void spoiler_outlist(concptr header, concptr *list, char separator)
1419 int line_len, buf_len;
1420 char line[MAX_LINE_LEN+1], buf[80];
1422 /* Ignore an empty list */
1423 if (*list == NULL) return;
1425 /* This function always indents */
1426 strcpy(line, INDENT1);
1428 /* Create header (if one was given) */
1429 if (header && (header[0]))
1431 strcat(line, header);
1435 line_len = strlen(line);
1437 /* Now begin the tedious task */
1440 /* Copy the current item to a buffer */
1443 /* Note the buffer's length */
1444 buf_len = strlen(buf);
1447 * If there is an item following this one, pad with separator and
1448 * a space and adjust the buffer length
1453 sprintf(buf + buf_len, "%c ", separator);
1458 * If the buffer will fit on the current line, just append the
1459 * buffer to the line and adjust the line length accordingly.
1462 if (line_len + buf_len <= MAX_LINE_LEN)
1465 line_len += buf_len;
1468 /* Apply line wrapping and indention semantics described above */
1472 * Don't print a trailing list separator but do print a trailing
1475 if (line_len > 1 && line[line_len - 1] == ' '
1476 && line[line_len - 2] == LIST_SEP)
1478 /* Ignore space and separator */
1479 line[line_len - 2] = '\0';
1481 /* Write to spoiler file */
1482 fprintf(fff, "%s\n", line);
1484 /* Begin new line at primary indention level */
1485 sprintf(line, "%s%s", INDENT1, buf);
1490 /* Write to spoiler file */
1491 fprintf(fff, "%s\n", line);
1493 /* Begin new line at secondary indention level */
1494 sprintf(line, "%s%s", INDENT2, buf);
1497 line_len = strlen(line);
1500 /* Advance, with break */
1501 if (!*++list) break;
1504 /* Write what's left to the spoiler file */
1505 fprintf(fff, "%s\n", line);
1509 * @brief アーティファクト一件をスポイラー出力する /
1510 * Create a spoiler file entry for an artifact
1511 * @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
1514 static void spoiler_print_art(obj_desc_list *art_ptr)
1516 pval_info_type *pval_ptr = &art_ptr->pval_info;
1519 /* Don't indent the first line */
1520 fprintf(fff, "%s\n", art_ptr->description);
1522 /* An "empty" pval description indicates that the pval affects nothing */
1523 if (pval_ptr->pval_desc[0])
1525 /* Mention the effects of pval */
1526 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
1527 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1530 /* Now deal with the description lists */
1531 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
1532 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
1533 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
1534 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
1535 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
1536 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1538 if (art_ptr->addition[0])
1540 fprintf(fff, _("%s追加: %s\n", "%sAdditional %s\n"), INDENT1, art_ptr->addition);
1543 /* Write out the possible activation at the primary indention level */
1544 if (art_ptr->activation)
1546 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
1549 /* End with the miscellaneous facts */
1550 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1555 * @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 /
1556 * Hack -- Create a "forged" artifact
1557 * @param o_ptr 一時生成先を保管するオブジェクト構造体
1558 * @param name1 生成するアーティファクトID
1559 * @return 生成が成功した場合TRUEを返す
1561 static bool make_fake_artifact(object_type *o_ptr, IDX name1)
1564 artifact_type *a_ptr = &a_info[name1];
1566 /* Ignore "empty" artifacts */
1567 if (!a_ptr->name) return FALSE;
1569 /* Acquire the "kind" index */
1570 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1572 if (!i) return (FALSE);
1574 object_prep(o_ptr, i);
1577 o_ptr->name1 = (byte_hack)name1;
1579 /* Extract the fields */
1580 o_ptr->pval = a_ptr->pval;
1581 o_ptr->ac = a_ptr->ac;
1582 o_ptr->dd = a_ptr->dd;
1583 o_ptr->ds = a_ptr->ds;
1584 o_ptr->to_a = a_ptr->to_a;
1585 o_ptr->to_h = a_ptr->to_h;
1586 o_ptr->to_d = a_ptr->to_d;
1587 o_ptr->weight = a_ptr->weight;
1595 * @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 /
1596 * Create a spoiler file for artifacts
1597 * @param fname 生成ファイル名
1600 static void spoil_artifact(concptr fname)
1607 obj_desc_list artifact;
1610 /* Build the filename */
1611 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1613 /* File type is "TEXT" */
1614 FILE_TYPE(FILE_TYPE_TEXT);
1617 fff = my_fopen(buf, "w");
1621 msg_print("Cannot create spoiler file.");
1625 /* Dump the header */
1628 /* List the artifacts by tval */
1629 for (i = 0; group_artifact[i].tval; i++)
1631 /* Write out the group title */
1632 if (group_artifact[i].name)
1634 spoiler_blanklines(2);
1635 spoiler_underline(group_artifact[i].name);
1636 spoiler_blanklines(1);
1639 /* Now search through all of the artifacts */
1640 for (j = 1; j < max_a_idx; ++j)
1642 artifact_type *a_ptr = &a_info[j];
1644 /* We only want objects in the current group */
1645 if (a_ptr->tval != group_artifact[i].tval) continue;
1649 /* Attempt to "forge" the artifact */
1650 if (!make_fake_artifact(q_ptr, j)) continue;
1652 /* Analyze the artifact */
1653 object_analyze(q_ptr, &artifact);
1655 /* Write out the artifact description to the spoiler file */
1656 spoiler_print_art(&artifact);
1660 /* Check for errors */
1661 if (ferror(fff) || my_fclose(fff))
1663 msg_print("Cannot close spoiler file.");
1667 msg_print("Successfully created a spoiler file.");
1672 * @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 /
1673 * Create a spoiler file for monsters -BEN-
1674 * @param fname 生成ファイル名
1677 static void spoil_mon_desc(concptr fname)
1694 /* Build the filename */
1695 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1697 /* File type is "TEXT" */
1698 FILE_TYPE(FILE_TYPE_TEXT);
1701 fff = my_fopen(buf, "w");
1705 msg_print("Cannot create spoiler file.");
1709 /* Allocate the "who" array */
1710 C_MAKE(who, max_r_idx, MONRACE_IDX);
1712 /* Dump the header */
1713 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1714 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1715 fprintf(fff, "------------------------------------------\n\n");
1717 /* Dump the header */
1718 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1719 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1720 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1721 "--------", "---", "---", "---", "--", "--", "-----------");
1724 /* Scan the monsters */
1725 for (i = 1; i < max_r_idx; i++)
1727 monster_race *r_ptr = &r_info[i];
1729 /* Use that monster */
1730 if (r_ptr->name) who[n++] = (s16b)i;
1733 /* Sort the array by dungeon depth of monsters */
1734 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1737 for (i = 0; i < n; i++)
1739 monster_race *r_ptr = &r_info[who[i]];
1741 concptr name = (r_name + r_ptr->name);
1742 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1744 /* Get the "name" */
1746 else if (r_ptr->flags3 & (RF3_NO_CONF))
1748 sprintf(nam, "[*] %s", name);
1751 else if (r_ptr->flags1 & (RF1_UNIQUE))
1753 sprintf(nam, "[U] %s", name);
1757 sprintf(nam, _(" %s", "The %s"), name);
1761 sprintf(lev, "%d", (int)r_ptr->level);
1764 sprintf(rar, "%d", (int)r_ptr->rarity);
1766 if (r_ptr->speed >= 110)
1768 sprintf(spd, "+%d", (r_ptr->speed - 110));
1772 sprintf(spd, "-%d", (110 - r_ptr->speed));
1776 sprintf(ac, "%d", r_ptr->ac);
1779 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1781 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1785 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1790 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1792 /* Hack -- use visual instead */
1793 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1796 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1797 nam, lev, rar, spd, hp, ac, exp);
1804 /* Free the "who" array */
1805 C_KILL(who, max_r_idx, s16b);
1807 /* Check for errors */
1808 if (ferror(fff) || my_fclose(fff))
1810 msg_print("Cannot close spoiler file.");
1815 msg_print("Successfully created a spoiler file.");
1822 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1824 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1830 * @brief 文字列をファイルポインタに出力する /
1831 * Buffer text to the given file. (-SHAWN-)
1832 * This is basically c_roff() from mon-desc.c with a few changes.
1833 * @param str 文字列参照ポインタ
1836 static void spoil_out(concptr str)
1841 static char roff_buf[256];
1844 static char roff_waiting_buf[256];
1847 bool iskanji_flag = FALSE;
1849 /* Current pointer into line roff_buf */
1850 static char *roff_p = roff_buf;
1852 /* Last space saved into roff_buf */
1853 static char *roff_s = NULL;
1855 /* Mega-Hack -- Delayed output */
1856 static bool waiting_output = FALSE;
1858 /* Special handling for "new sequence" */
1863 fputs(roff_waiting_buf, fff);
1864 waiting_output = FALSE;
1867 if (roff_p != roff_buf) roff_p--;
1868 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1870 if (roff_p == roff_buf) fprintf(fff, "\n");
1873 *(roff_p + 1) = '\0';
1874 fprintf(fff, "%s\n\n", roff_buf);
1883 /* Scan the given string, character at a time */
1888 bool k_flag = iskanji((unsigned char)(*str));
1891 bool wrap = (ch == '\n');
1894 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1895 iskanji_flag = k_flag && !iskanji_flag;
1897 if (!isprint(ch)) ch = ' ';
1902 fputs(roff_waiting_buf, fff);
1903 if (!wrap) fputc('\n', fff);
1904 waiting_output = FALSE;
1910 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1911 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1913 if (roff_p >= roff_buf + 75) wrap = TRUE;
1914 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1921 bool iskanji_flag_local = FALSE;
1922 concptr tail = str + (k_flag ? 2 : 1);
1924 concptr tail = str + 1;
1927 for (; *tail; tail++)
1929 if (*tail == ' ') continue;
1932 k_flag_local = iskanji((unsigned char)(*tail));
1933 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1934 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1936 if (isprint(*tail)) break;
1940 if (!*tail) waiting_output = TRUE;
1944 /* Handle line-wrap */
1952 if (roff_s && (ch != ' '))
1960 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1961 else strcpy(roff_waiting_buf, roff_buf);
1965 if (cbak != ' ') *roff_p++ = cbak;
1967 while (*r) *roff_p++ = *r++;
1971 if ((roff_p > roff_buf) || (ch != ' '))
1976 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1981 strncmp(str, "。", 2) != 0 &&
1982 strncmp(str, "、", 2) != 0 &&
1983 strncmp(str, "ィ", 2) != 0 &&
1984 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1987 if (ch == ' ') roff_s = roff_p;
1998 * @brief 関数ポインタ用の出力関数 /
1999 * Hook function used in spoil_mon_info()
2001 * @param str 文字列参照ポインタ
2004 static void roff_func(TERM_COLOR attr, concptr str)
2014 * @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 /
2015 * Create a spoiler file for monsters (-SHAWN-)
2016 * @param fname ファイル名
2019 static void spoil_mon_info(concptr fname)
2028 /* Build the filename */
2029 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2031 /* File type is "TEXT" */
2032 FILE_TYPE(FILE_TYPE_TEXT);
2035 fff = my_fopen(buf, "w");
2039 msg_print("Cannot create spoiler file.");
2044 /* Dump the header */
2045 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2046 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2049 spoil_out("------------------------------------------\n\n");
2051 /* Allocate the "who" array */
2052 C_MAKE(who, max_r_idx, MONRACE_IDX);
2054 /* Scan the monsters */
2055 for (i = 1; i < max_r_idx; i++)
2057 monster_race *r_ptr = &r_info[i];
2059 /* Use that monster */
2060 if (r_ptr->name) who[n++] = (s16b)i;
2063 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2066 * List all monsters in order
2068 for (l = 0; l < n; l++)
2070 monster_race *r_ptr = &r_info[who[l]];
2071 flags1 = r_ptr->flags1;
2075 if (flags1 & (RF1_QUESTOR))
2081 if (flags1 & (RF1_UNIQUE))
2093 sprintf(buf, _("%s/%s (", "%s ("), (r_name + r_ptr->name), _(r_name+r_ptr->E_name, "")); /* ---)--- */
2098 spoil_out(attr_to_text(r_ptr));
2101 sprintf(buf, " '%c')\n", r_ptr->d_char);
2106 sprintf(buf, "=== ");
2110 sprintf(buf, "Num:%d ", who[l]);
2114 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2118 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2121 if (r_ptr->speed >= 110)
2123 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2127 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2132 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2134 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2138 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2143 sprintf(buf, "Ac:%d ", r_ptr->ac);
2147 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2150 /* Reuse the code of monster recall. */
2151 output_monster_spoiler(who[l], roff_func);
2156 /* Free the "who" array */
2157 C_KILL(who, max_r_idx, s16b);
2159 /* Check for errors */
2160 if (ferror(fff) || my_fclose(fff))
2162 msg_print("Cannot close spoiler file.");
2166 msg_print("Successfully created a spoiler file.");
2171 #define MAX_EVOL_DEPTH 64
2175 * @brief int配列でstrncmp()と似た比較処理を行う /
2176 * Compare two int-type array like strncmp() and return TRUE if equals
2177 * @param a 比較するint配列1
2178 * @param b 比較するint配列2
2180 * @return 両者の値が等しければTRUEを返す
2182 static bool int_n_cmp(int *a, int *b, int length)
2184 /* Null-string comparation is always TRUE */
2185 if (!length) return TRUE;
2189 if (*a != *(b++)) return FALSE;
2190 if (!(*(a++))) break;
2199 * @brief ある木が指定された木の部分木かどうかを返す /
2200 * Returns TRUE if an evolution tree is "partial tree"
2201 * @param tree 元となる木構造リスト
2202 * @param partial_tree 部分木かどうか判定したい木構造リスト
2203 * @return 部分木ならばTRUEを返す
2205 static bool is_partial_tree(int *tree, int *partial_tree)
2207 int pt_head = *(partial_tree++);
2210 while (partial_tree[pt_len]) pt_len++;
2214 if (*(tree++) == pt_head)
2216 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2224 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2225 * Print monsters' evolution information to file
2226 * @param fname 出力ファイル名
2229 static void spoil_mon_evol(concptr fname)
2232 monster_race *r_ptr;
2233 int **evol_tree, i, j, n, r_idx;
2234 int *evol_tree_zero; /* For C_KILL() */
2236 /* Build the filename */
2237 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2239 /* File type is "TEXT" */
2240 FILE_TYPE(FILE_TYPE_TEXT);
2243 fff = my_fopen(buf, "w");
2247 msg_print("Cannot create spoiler file.");
2251 /* Dump the header */
2252 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2253 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2256 spoil_out("------------------------------------------\n\n");
2258 /* Allocate the "evol_tree" array (2-dimension) */
2259 C_MAKE(evol_tree, max_r_idx, int *);
2260 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2261 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2262 evol_tree_zero = *evol_tree;
2264 /* Step 1: Build the evolution tree */
2265 for (i = 1; i < max_r_idx; i++)
2270 if (!r_ptr->next_exp) continue;
2272 /* Trace evolution */
2274 evol_tree[i][n++] = i;
2277 evol_tree[i][n++] = r_ptr->next_r_idx;
2278 r_ptr = &r_info[r_ptr->next_r_idx];
2280 while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2283 /* Step 2: Scan the evolution trees and remove "partial tree" */
2284 for (i = 1; i < max_r_idx; i++)
2286 /* Not evolution tree */
2287 if (!evol_tree[i][0]) continue;
2289 for (j = 1; j < max_r_idx; j++)
2292 if (i == j) continue;
2294 /* Not evolution tree */
2295 if (!evol_tree[j][0]) continue;
2297 /* Is evolution tree[i] is part of [j]? */
2298 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2300 /* Remove this evolution tree */
2301 evol_tree[i][0] = 0;
2307 /* Step 3: Sort the evolution trees */
2308 ang_sort(evol_tree, NULL, max_r_idx, ang_sort_comp_evol_tree, ang_sort_swap_evol_tree);
2310 /* Step 4: Print the evolution trees */
2311 for (i = 0; i < max_r_idx; i++)
2313 r_idx = evol_tree[i][0];
2315 /* No evolution or removed evolution tree */
2316 if (!r_idx) continue;
2318 /* Trace the evolution tree */
2319 r_ptr = &r_info[r_idx];
2320 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2321 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2323 for (n = 1; r_ptr->next_exp; n++)
2325 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2326 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2327 r_ptr = &r_info[r_ptr->next_r_idx];
2328 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2329 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2332 /* End of evolution tree */
2336 /* Free the "evol_tree" array (2-dimension) */
2337 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2338 C_KILL(evol_tree, max_r_idx, int *);
2340 /* Check for errors */
2341 if (ferror(fff) || my_fclose(fff))
2343 msg_print("Cannot close spoiler file.");
2347 msg_print("Successfully created a spoiler file.");
2352 * @brief スポイラー出力を行うコマンドのメインルーチン /
2353 * Create Spoiler files -BEN-
2356 void do_cmd_spoilers(void)
2366 prt("Create a spoiler file.", 2, 0);
2368 /* Prompt for a file */
2369 prt("(1) Brief Object Info (obj-desc.txt)", 5, 5);
2370 prt("(2) Brief Artifact Info (artifact.txt)", 6, 5);
2371 prt("(3) Brief Monster Info (mon-desc.txt)", 7, 5);
2372 prt("(4) Full Monster Info (mon-info.txt)", 8, 5);
2373 prt("(5) Monster Evolution Info (mon-evol.txt)", 9, 5);
2376 prt(_("コマンド:", "Command: "), _(18, 12), 0);
2388 spoil_obj_desc("obj-desc.txt");
2393 spoil_artifact("artifact.txt");
2398 spoil_mon_desc("mon-desc.txt");
2403 spoil_mon_info("mon-info.txt");
2408 spoil_mon_evol("mon-evol.txt");
2421 * @brief ランダムアーティファクト1件を解析する /
2422 * Fill in an object description structure for a given object
2423 * @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
2424 * @param desc_ptr 記述内容を収める構造体参照ポインタ
2427 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
2429 analyze_general(o_ptr, desc_ptr->description);
2430 analyze_pval(o_ptr, &desc_ptr->pval_info);
2431 analyze_brand(o_ptr, desc_ptr->brands);
2432 analyze_slay(o_ptr, desc_ptr->slays);
2433 analyze_immune(o_ptr, desc_ptr->immunities);
2434 analyze_resist(o_ptr, desc_ptr->resistances);
2435 analyze_sustains(o_ptr, desc_ptr->sustains);
2436 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2437 desc_ptr->activation = item_activation(o_ptr);
2439 sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
2440 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2442 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2443 o_ptr->weight / 10, o_ptr->weight % 10);
2448 * @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 /
2449 * Create a spoiler file entry for an artifact
2450 * @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
2451 * @param art_ptr 記述内容を収めた構造体参照ポインタ
2452 * Fill in an object description structure for a given object
2455 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2457 pval_info_type *pval_ptr = &art_ptr->pval_info;
2461 /* Don't indent the first line */
2462 fprintf(fff, "%s\n", art_ptr->description);
2465 if (!(o_ptr->ident & (IDENT_MENTAL)))
2467 fprintf(fff, _("%s不明\n", "%sUnknown\n"),INDENT1);
2470 /* An "empty" pval description indicates that the pval affects nothing */
2471 if (pval_ptr->pval_desc[0])
2473 /* Mention the effects of pval */
2474 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
2475 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2478 /* Now deal with the description lists */
2480 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
2481 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
2482 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
2483 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
2484 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
2485 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2487 /* Write out the possible activation at the primary indention level */
2488 if (art_ptr->activation)
2490 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
2493 /* End with the miscellaneous facts */
2494 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2499 * @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 /
2500 * @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
2501 * @param i 出力したい記録ランダムアーティファクトID
2504 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
2506 obj_desc_list artifact;
2508 if (!object_is_known(o_ptr) || !o_ptr->art_name
2509 || o_ptr->tval != group_artifact[i].tval)
2512 /* Analyze the artifact */
2513 random_artifact_analyze(o_ptr, &artifact);
2515 /* Write out the artifact description to the spoiler file */
2516 spoiler_print_randart(o_ptr, &artifact);
2520 * @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 /
2521 * Create a list file for random artifacts
2522 * @param fname 出力ファイル名
2525 void spoil_random_artifact(concptr fname)
2534 /* Build the filename */
2535 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2537 /* File type is "TEXT" */
2538 FILE_TYPE(FILE_TYPE_TEXT);
2541 fff = my_fopen(buf, "w");
2545 msg_print("Cannot create list file.");
2549 /* Dump the header */
2550 sprintf(buf, "Random artifacts list.\r");
2551 spoiler_underline(buf);
2553 /* List the artifacts by tval */
2554 for (j = 0; group_artifact[j].tval; j++)
2556 /* random artifacts wielding */
2557 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2559 q_ptr = &p_ptr->inventory_list[i];
2560 spoil_random_artifact_aux(q_ptr, j);
2563 /* random artifacts in p_ptr->inventory_list */
2564 for (i = 0; i < INVEN_PACK; i++)
2566 q_ptr = &p_ptr->inventory_list[i];
2567 spoil_random_artifact_aux(q_ptr, j);
2570 /* random artifacts in home */
2571 st_ptr = &town_info[1].store[STORE_HOME];
2572 for (i = 0; i < st_ptr->stock_num; i++)
2574 q_ptr = &st_ptr->stock[i];
2575 spoil_random_artifact_aux(q_ptr, j);
2578 /* random artifacts in museum */
2579 st_ptr = &town_info[1].store[STORE_MUSEUM];
2580 for (i = 0; i < st_ptr->stock_num; i++)
2582 q_ptr = &st_ptr->stock[i];
2583 spoil_random_artifact_aux(q_ptr, j);
2587 /* Check for errors */
2588 if (ferror(fff) || my_fclose(fff))
2590 msg_print("Cannot close list file.");
2594 msg_print("Successfully created a list file.");
2601 #endif /* MACINTOSH */