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.
20 #include "object-flavor.h"
21 #include "object-hook.h"
28 * The spoiler file being created
30 static FILE *fff = NULL;
35 * @brief シンボル職の記述名を返す /
36 * Extract a textual representation of an attribute
37 * @param r_ptr モンスター種族の構造体ポインタ
40 static concptr attr_to_text(monster_race *r_ptr)
43 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "透明な";
44 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "万色の";
45 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "準ランダムな";
47 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Clear";
48 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Multi";
49 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "S.Rand";
52 switch (r_ptr->d_attr)
55 case TERM_DARK: return "XXXい";
56 case TERM_WHITE: return "白い";
57 case TERM_SLATE: return "青灰色の";
58 case TERM_ORANGE: return "オレンジの";
59 case TERM_RED: return "赤い";
60 case TERM_GREEN: return "緑の";
61 case TERM_BLUE: return "青い";
62 case TERM_UMBER: return "琥珀色の";
63 case TERM_L_DARK: return "灰色の";
64 case TERM_L_WHITE: return "明青灰色の";
65 case TERM_VIOLET: return "紫の";
66 case TERM_YELLOW: return "黄色い";
67 case TERM_L_RED: return "明い赤の";
68 case TERM_L_GREEN: return "明い緑の";
69 case TERM_L_BLUE: return "明い青の";
70 case TERM_L_UMBER: return "明い琥珀色の";
72 case TERM_DARK: return "xxx";
73 case TERM_WHITE: return "White";
74 case TERM_SLATE: return "Slate";
75 case TERM_ORANGE: return "Orange";
76 case TERM_RED: return "Red";
77 case TERM_GREEN: return "Green";
78 case TERM_BLUE: return "Blue";
79 case TERM_UMBER: return "Umber";
80 case TERM_L_DARK: return "L.Dark";
81 case TERM_L_WHITE: return "L.Slate";
82 case TERM_VIOLET: return "Violet";
83 case TERM_YELLOW: return "Yellow";
84 case TERM_L_RED: return "L.Red";
85 case TERM_L_GREEN: return "L.Green";
86 case TERM_L_BLUE: return "L.Blue";
87 case TERM_L_UMBER: return "L.Umber";
105 OBJECT_TYPE_VALUE tval;
112 * Item Spoilers by: benh@phial.com (Ben Harrison)
117 * The basic items categorized by type
119 static grouper group_item[] =
121 { TV_SHOT, _("射撃物", "Ammo") },
124 { TV_BOW, _("弓", "Bows") },
125 { TV_DIGGING, _("武器", "Weapons") },
126 { TV_POLEARM, NULL },
129 { TV_SOFT_ARMOR, _("防具 (体)", "Armour (Body)") },
130 { TV_HARD_ARMOR, NULL },
131 { TV_DRAG_ARMOR, NULL },
132 { TV_BOOTS, _("防具 (その他)", "Armour (Misc)") },
139 { TV_LITE, _("光源", "Light Sources") },
140 { TV_AMULET, _("アミュレット", "Amulets" )},
141 { TV_RING, _("指輪", "Rings") },
142 { TV_STAFF, _("杖", "Staffs") },
143 { TV_WAND, _("魔法棒", "Wands") },
144 { TV_ROD, _("ロッド", "Rods") },
145 { TV_SCROLL, _("巻物", "Scrolls") },
146 { TV_POTION, _("薬", "Potions") },
147 { TV_FOOD, _("食料", "Food") },
149 { TV_LIFE_BOOK, _("魔法書 (生命)", "Books (Life)") },
150 { TV_SORCERY_BOOK, _("魔法書 (仙術)", "Books (Sorcery)") },
151 { TV_NATURE_BOOK, _("魔法書 (自然)", "Books (Nature)") },
152 { TV_CHAOS_BOOK, _("魔法書 (カオス)", "Books (Chaos)") },
153 { TV_DEATH_BOOK, _("魔法書 (暗黒)", "Books (Death)") },
154 { TV_TRUMP_BOOK, _("魔法書 (トランプ)", "Books (Trump)") },
155 { TV_ARCANE_BOOK, _("魔法書 (秘術)", "Books (Arcane)") },
156 { TV_CRAFT_BOOK, _("魔法書 (匠)", "Books (Craft)") },
157 { TV_DAEMON_BOOK, _("魔法書 (悪魔)", "Books (Daemon)") },
158 { TV_CRUSADE_BOOK, _("魔法書 (破邪)", "Books (Crusade)") },
159 { TV_MUSIC_BOOK, _("歌集", "Song Books") },
160 { TV_HISSATSU_BOOK, _("武芸の書", "Books (Kendo)") },
161 { TV_HEX_BOOK, _("魔法書 (呪術)", "Books (Hex)") },
163 { TV_WHISTLE, _("笛", "Whistle") },
164 { TV_CAPTURE, _("キャプチャー・ボール", "Capture Ball") },
165 { TV_CARD, _("エクスプレスカード", "Express Card") },
167 { TV_CHEST, _("箱", "Chests") },
169 { TV_FIGURINE, _("人形", "Magical Figurines") },
170 { TV_STATUE, _("像", "Statues") },
171 { TV_CORPSE, _("死体", "Corpses") },
173 { TV_SKELETON, _("その他", "Misc") },
178 { TV_PARCHMENT, NULL },
185 * @brief ベースアイテムの各情報を文字列化する /
187 * @param buf 名称を返すバッファ参照ポインタ
188 * @param dam ダメージダイス記述を返すバッファ参照ポインタ
189 * @param wgt 重量記述を返すバッファ参照ポインタ
190 * @param lev 生成階記述を返すバッファ参照ポインタ
191 * @param chance 生成機会を返すバッファ参照ポインタ
192 * @param val 価値を返すバッファ参照ポインタ
196 static void kind_info(char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
203 /* Prepare a fake item */
204 object_prep(q_ptr, k);
207 q_ptr->ident |= (IDENT_KNOWN);
215 (*lev) = k_info[q_ptr->k_idx].level;
216 (*val) = object_value(q_ptr);
219 if (!buf || !dam || !chance || !wgt) return;
221 /* Description (too brief) */
222 object_desc(buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
241 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
251 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
266 sprintf(dam, "%d", q_ptr->ac);
273 for(i = 0; i < 4; i++)
275 char chance_aux[20] = "";
276 if(k_info[q_ptr->k_idx].chance[i] > 0)
278 sprintf(chance_aux, "%s%3dF:%+4d", (i != 0 ? "/" : ""),
279 (int)k_info[q_ptr->k_idx].locale[i], 100/k_info[q_ptr->k_idx].chance[i]);
280 strcat(chance, chance_aux);
286 sprintf(wgt, "%3d.%d", (int)(q_ptr->weight / 10), (int)(q_ptr->weight % 10));
291 * @brief 各ベースアイテムの情報を一行毎に記述する /
292 * Create a spoiler file for items
296 static void spoil_obj_desc(concptr fname)
298 int i, k, s, t, n = 0, group_start = 0;
309 /* Build the filename */
310 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
312 /* File type is "TEXT" */
313 FILE_TYPE(FILE_TYPE_TEXT);
316 fff = my_fopen(buf, "w");
320 msg_print("Cannot create spoiler file.");
326 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d.%d)\n\n\n",
327 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
330 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
331 "Description", "Dam/AC", "Wgt", "Lev", "Chance", "Cost");
332 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
333 "-------------------------------------", "------", "---", "---", "----------------", "----");
335 /* List the groups */
336 for (i = 0; TRUE; i++)
338 /* Write out the group title */
339 if (group_item[i].name)
343 /* Hack -- bubble-sort by cost and then level */
344 for (s = 0; s < n - 1; s++)
346 for (t = 0; t < n - 1; t++)
357 kind_info(NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
358 kind_info(NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
360 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
369 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
371 /* Spoil each item */
372 for (s = 0; s < n; s++)
377 /* Describe the kind */
378 kind_info(buf, dam, wgt, chance, &e, &v, who[s]);
381 fprintf(fff, " %-35s%8s%7s%5d %-40s%9ld\n",
382 buf, dam, wgt, (int)e, chance, (long)(v));
385 /* Start a new set */
390 if (!group_item[i].tval) break;
392 /* Start a new set */
396 /* Acquire legal item types */
397 for (k = 1; k < max_k_idx; k++)
399 object_kind *k_ptr = &k_info[k];
401 /* Skip wrong tval's */
402 if (k_ptr->tval != group_item[i].tval) continue;
404 /* Hack -- Skip instant-artifacts */
405 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
413 /* Check for errors */
414 if (ferror(fff) || my_fclose(fff))
416 msg_print("Cannot close spoiler file.");
420 msg_print("Successfully created a spoiler file.");
425 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
430 * Returns a "+" string if a number is non-negative and an empty
433 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
436 * These are used to format the artifact spoiler file. INDENT1 is used
437 * to indent all but the first line of an artifact spoiler. INDENT2 is
438 * used when a line "wraps". (Bladeturner's resistances cause this.)
444 * MAX_LINE_LEN specifies when a line should wrap.
446 #define MAX_LINE_LEN 75
449 * Given an array, determine how many elements are in the array
451 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
454 * The artifacts categorized by type
456 static grouper group_artifact[] =
460 { TV_POLEARM, "槍/斧" },
462 { TV_DIGGING, "シャベル/つるはし" },
467 { TV_SOFT_ARMOR, "鎧" },
468 { TV_HARD_ARMOR, NULL },
469 { TV_DRAG_ARMOR, NULL },
471 { TV_CLOAK, "クローク" },
480 { TV_AMULET, "アミュレット" },
483 { TV_SWORD, "Edged Weapons" },
484 { TV_POLEARM, "Polearms" },
485 { TV_HAFTED, "Hafted Weapons" },
486 { TV_DIGGING, "Shovels/Picks" },
488 { TV_ARROW, "Ammo" },
491 { TV_SOFT_ARMOR, "Body Armor" },
492 { TV_HARD_ARMOR, NULL },
493 { TV_DRAG_ARMOR, NULL },
495 { TV_CLOAK, "Cloaks" },
496 { TV_SHIELD, "Shields" },
498 { TV_HELM, "Helms/Crowns" },
500 { TV_GLOVES, "Gloves" },
501 { TV_BOOTS, "Boots" },
503 { TV_LITE, "Light Sources" },
504 { TV_AMULET, "Amulets" },
505 { TV_RING, "Rings" },
514 * Pair together a constant flag with a textual description.
516 * Used by both "init.c" and "wiz-spo.c".
518 * Note that it sometimes more efficient to actually make an array
519 * of textual names, where entry 'N' is assumed to be paired with
520 * the flag whose value is "1L << N", but that requires hard-coding.
523 typedef struct flag_desc flag_desc;
534 * These are used for "+3 to STR, DEX", etc. These are separate from
535 * the other pval affected traits to simplify the case where an object
536 * affects all stats. In this case, "All stats" is used instead of
537 * listing each stat individually.
540 static flag_desc stat_flags_desc[] =
560 * Besides stats, these are the other player traits
561 * which may be affected by an object's pval
564 static flag_desc pval_flags1_desc[] =
567 { TR_MAGIC_MASTERY, "魔法道具使用能力" },
568 { TR_STEALTH, "隠密" },
570 { TR_INFRA, "赤外線視力" },
572 { TR_BLOWS, "攻撃回数" },
575 { TR_STEALTH, "Stealth" },
576 { TR_SEARCH, "Searching" },
577 { TR_INFRA, "Infravision" },
578 { TR_TUNNEL, "Tunneling" },
579 { TR_BLOWS, "Attacks" },
580 { TR_SPEED, "Speed" }
585 * Slaying preferences for weapons
588 static flag_desc slay_flags_desc[] =
591 { TR_SLAY_ANIMAL, "動物" },
592 { TR_KILL_ANIMAL, "*動物*" },
593 { TR_SLAY_EVIL, "邪悪" },
594 { TR_KILL_EVIL, "*邪悪*" },
595 { TR_SLAY_HUMAN, "人間" },
596 { TR_KILL_HUMAN, "*人間*" },
597 { TR_SLAY_UNDEAD, "アンデッド" },
598 { TR_KILL_UNDEAD, "*アンデッド*" },
599 { TR_SLAY_DEMON, "悪魔" },
600 { TR_KILL_DEMON, "*悪魔*" },
601 { TR_SLAY_ORC, "オーク" },
602 { TR_KILL_ORC, "*オーク*" },
603 { TR_SLAY_TROLL, "トロル" },
604 { TR_KILL_TROLL, "*トロル*" },
605 { TR_SLAY_GIANT, "巨人" },
606 { TR_KILL_GIANT, "*巨人*" },
607 { TR_SLAY_DRAGON, "ドラゴン" },
608 { TR_KILL_DRAGON, "*ドラゴン*" },
610 { TR_SLAY_ANIMAL, "Animal" },
611 { TR_KILL_ANIMAL, "XAnimal" },
612 { TR_SLAY_EVIL, "Evil" },
613 { TR_KILL_EVIL, "XEvil" },
614 { TR_SLAY_HUMAN, "Human" },
615 { TR_KILL_HUMAN, "XHuman" },
616 { TR_SLAY_UNDEAD, "Undead" },
617 { TR_KILL_UNDEAD, "XUndead" },
618 { TR_SLAY_DEMON, "Demon" },
619 { TR_KILL_DEMON, "XDemon" },
620 { TR_SLAY_ORC, "Orc" },
621 { TR_KILL_ORC, "XOrc" },
622 { TR_SLAY_TROLL, "Troll" },
623 { TR_KILL_TROLL, "XTroll" },
624 { TR_SLAY_GIANT, "Giant" },
625 { TR_KILL_GIANT, "Xgiant" },
626 { TR_SLAY_DRAGON, "Dragon" },
627 { TR_KILL_DRAGON, "Xdragon" }
632 * Elemental brands for weapons
634 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
635 * coding, it has been included here along with the elemental
636 * brands. It does seem to fit in with the brands and slaying
637 * more than the miscellaneous section.
639 static flag_desc brand_flags_desc[] =
642 { TR_BRAND_ACID, "溶解" },
643 { TR_BRAND_ELEC, "電撃" },
644 { TR_BRAND_FIRE, "焼棄" },
645 { TR_BRAND_COLD, "凍結" },
646 { TR_BRAND_POIS, "毒殺" },
648 { TR_FORCE_WEAPON, "理力" },
649 { TR_CHAOTIC, "混沌" },
650 { TR_VAMPIRIC, "吸血" },
652 { TR_VORPAL, "切れ味" },
654 { TR_BRAND_ACID, "Acid Brand" },
655 { TR_BRAND_ELEC, "Lightning Brand" },
656 { TR_BRAND_FIRE, "Flame Tongue" },
657 { TR_BRAND_COLD, "Frost Brand" },
658 { TR_BRAND_POIS, "Poisoned" },
660 { TR_FORCE_WEAPON, "Force" },
661 { TR_CHAOTIC, "Mark of Chaos" },
662 { TR_VAMPIRIC, "Vampiric" },
663 { TR_IMPACT, "Earthquake impact on hit" },
664 { TR_VORPAL, "Very sharp" },
672 static const flag_desc resist_flags_desc[] =
675 { TR_RES_ACID, "酸" },
676 { TR_RES_ELEC, "電撃" },
677 { TR_RES_FIRE, "火炎" },
678 { TR_RES_COLD, "冷気" },
679 { TR_RES_POIS, "毒" },
680 { TR_RES_FEAR, "恐怖"},
681 { TR_RES_LITE, "閃光" },
682 { TR_RES_DARK, "暗黒" },
683 { TR_RES_BLIND, "盲目" },
684 { TR_RES_CONF, "混乱" },
685 { TR_RES_SOUND, "轟音" },
686 { TR_RES_SHARDS, "破片" },
687 { TR_RES_NETHER, "地獄" },
688 { TR_RES_NEXUS, "因果混乱" },
689 { TR_RES_CHAOS, "カオス" },
690 { TR_RES_DISEN, "劣化" },
692 { TR_RES_ACID, "Acid" },
693 { TR_RES_ELEC, "Lightning" },
694 { TR_RES_FIRE, "Fire" },
695 { TR_RES_COLD, "Cold" },
696 { TR_RES_POIS, "Poison" },
697 { TR_RES_FEAR, "Fear"},
698 { TR_RES_LITE, "Light" },
699 { TR_RES_DARK, "Dark" },
700 { TR_RES_BLIND, "Blindness" },
701 { TR_RES_CONF, "Confusion" },
702 { TR_RES_SOUND, "Sound" },
703 { TR_RES_SHARDS, "Shards" },
704 { TR_RES_NETHER, "Nether" },
705 { TR_RES_NEXUS, "Nexus" },
706 { TR_RES_CHAOS, "Chaos" },
707 { TR_RES_DISEN, "Disenchantment" },
712 * Elemental immunities (along with poison)
715 static const flag_desc immune_flags_desc[] =
719 { TR_IM_ELEC, "電撃" },
720 { TR_IM_FIRE, "火炎" },
721 { TR_IM_COLD, "冷気" },
723 { TR_IM_ACID, "Acid" },
724 { TR_IM_ELEC, "Lightning" },
725 { TR_IM_FIRE, "Fire" },
726 { TR_IM_COLD, "Cold" },
731 * Sustain stats - these are given their "own" line in the
732 * spoiler file, mainly for simplicity
734 static const flag_desc sustain_flags_desc[] =
737 { TR_SUST_STR, "腕力" },
738 { TR_SUST_INT, "知能" },
739 { TR_SUST_WIS, "賢さ" },
740 { TR_SUST_DEX, "器用さ" },
741 { TR_SUST_CON, "耐久力" },
742 { TR_SUST_CHR, "魅力" },
744 { TR_SUST_STR, "STR" },
745 { TR_SUST_INT, "INT" },
746 { TR_SUST_WIS, "WIS" },
747 { TR_SUST_DEX, "DEX" },
748 { TR_SUST_CON, "CON" },
749 { TR_SUST_CHR, "CHR" },
754 * Miscellaneous magic given by an object's "flags2" field
757 static const flag_desc misc_flags2_desc[] =
761 { TR_REFLECT, "反射" },
762 { TR_FREE_ACT, "麻痺知らず" },
763 { TR_HOLD_EXP, "経験値維持" },
765 { TR_THROW, "Throwing" },
766 { TR_REFLECT, "Reflection" },
767 { TR_FREE_ACT, "Free Action" },
768 { TR_HOLD_EXP, "Hold Experience" },
773 * Miscellaneous magic given by an object's "flags3" field
775 * Note that cursed artifacts and objects with permanent light
776 * are handled "directly" -- see analyze_misc_magic()
779 static const flag_desc misc_flags3_desc[] =
782 { TR_SH_FIRE, "火炎オーラ" },
783 { TR_SH_ELEC, "電撃オーラ" },
784 { TR_SH_COLD, "冷気オーラ" },
785 { TR_NO_TELE, "反テレポート" },
786 { TR_NO_MAGIC, "反魔法" },
787 { TR_LEVITATION, "浮遊" },
788 { TR_SEE_INVIS, "可視透明" },
789 { TR_TELEPATHY, "テレパシー" },
790 { TR_ESP_ANIMAL, "動物感知" },
791 { TR_ESP_UNDEAD, "不死感知" },
792 { TR_ESP_DEMON, "悪魔感知" },
793 { TR_ESP_ORC, "オーク感知" },
794 { TR_ESP_TROLL, "トロル感知" },
795 { TR_ESP_GIANT, "巨人感知" },
796 { TR_ESP_DRAGON, "ドラゴン感知" },
797 { TR_ESP_HUMAN, "人間感知" },
798 { TR_ESP_EVIL, "邪悪感知" },
799 { TR_ESP_GOOD, "善良感知" },
800 { TR_ESP_NONLIVING, "無生物感知" },
801 { TR_ESP_UNIQUE, "ユニーク感知" },
802 { TR_SLOW_DIGEST, "遅消化" },
803 { TR_REGEN, "急速回復" },
804 { TR_WARNING, "警告" },
805 /* { TR_XTRA_MIGHT, "強力射撃" }, */
806 { TR_XTRA_SHOTS, "追加射撃" }, /* always +1? */
807 { TR_DRAIN_EXP, "経験値吸収" },
808 { TR_AGGRAVATE, "反感" },
809 { TR_BLESSED, "祝福" },
810 { TR_DEC_MANA, "消費魔力減少" },
812 { TR_SH_FIRE, "Fiery Aura" },
813 { TR_SH_ELEC, "Electric Aura" },
814 { TR_SH_COLD, "Coldly Aura" },
815 { TR_NO_TELE, "Prevent Teleportation" },
816 { TR_NO_MAGIC, "Anti-Magic" },
817 { TR_LEVITATION, "Levitation" },
818 { TR_SEE_INVIS, "See Invisible" },
819 { TR_TELEPATHY, "ESP" },
820 { TR_ESP_ANIMAL, "Sense Animal" },
821 { TR_ESP_UNDEAD, "Sense Undead" },
822 { TR_ESP_DEMON, "Sense Demon" },
823 { TR_ESP_ORC, "Sense Orc" },
824 { TR_ESP_TROLL, "Sense Troll" },
825 { TR_ESP_GIANT, "Sense Giant" },
826 { TR_ESP_DRAGON, "Sense Dragon" },
827 { TR_ESP_HUMAN, "Sense Human" },
828 { TR_ESP_EVIL, "Sense Evil" },
829 { TR_ESP_GOOD, "Sense Good" },
830 { TR_ESP_NONLIVING, "Sense Nonliving" },
831 { TR_ESP_UNIQUE, "Sense Unique" },
832 { TR_SLOW_DIGEST, "Slow Digestion" },
833 { TR_REGEN, "Regeneration" },
834 { TR_WARNING, "Warning" },
835 /* { TR_XTRA_MIGHT, "Extra Might" }, */
836 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
837 { TR_DRAIN_EXP, "Drains Experience" },
838 { TR_AGGRAVATE, "Aggravates" },
839 { TR_BLESSED, "Blessed Blade" },
840 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
846 * A special type used just for deailing with pvals
851 * This will contain a string such as "+2", "-10", etc.
856 * A list of various player traits affected by an object's pval such
857 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
858 * this list since it will probably be desirable to format its
859 * description differently.
861 * Note that room need only be reserved for the number of stats - 1
862 * since the description "All stats" is used if an object affects all
863 * all stats. Also, room must be reserved for a sentinel NULL pointer.
865 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
867 * This list includes extra attacks, for simplicity.
869 concptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
870 N_ELEMENTS(pval_flags1_desc) + 1];
876 * An "object analysis structure"
878 * It will be filled with descriptive strings detailing an object's
879 * various magical powers. The "ignore X" traits are not noted since
880 * all artifacts ignore "normal" destruction.
885 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
886 char description[MAX_NLEN];
888 /* Description of what is affected by an object's pval */
889 pval_info_type pval_info;
891 /* A list of an object's slaying preferences */
892 concptr slays[N_ELEMENTS(slay_flags_desc) + 1];
894 /* A list if an object's elemental brands */
895 concptr brands[N_ELEMENTS(brand_flags_desc) + 1];
897 /* A list of immunities granted by an object */
898 concptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
900 /* A list of resistances granted by an object */
901 concptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
903 /* A list of stats sustained by an object */
904 concptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
906 /* A list of various magical qualities an object may have */
907 concptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
908 + 1 /* Permanent Light */
910 + 1 /* type of curse */
911 + 1]; /* sentinel NULL */
913 /* Additional ability or resistance */
916 /* A string describing an artifact's activation */
919 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
925 * @brief ファイルポインタ先に同じ文字を複数出力する /
926 * Write out `n' of the character `c' to the spoiler file
931 static void spoiler_out_n_chars(int n, char c)
933 while (--n >= 0) fputc(c, fff);
938 * @brief ファイルポインタ先に改行を複数出力する /
939 * Write out `n' blank lines to the spoiler file
943 static void spoiler_blanklines(int n)
945 spoiler_out_n_chars(n, '\n');
950 * @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 /
951 * Write a line to the spoiler file and then "underline" it with hypens
952 * @param str 出力したい文字列
955 static void spoiler_underline(concptr str)
957 fprintf(fff, "%s\n", str);
958 spoiler_out_n_chars(strlen(str), '-');
965 * @brief アーティファクトの特性一覧を出力する /
966 * Write a line to the spoiler file and then "underline" it with hypens
967 * @param art_flags アーティファクトのフラグ群
968 * @param flag_ptr フラグ記述情報の参照ポインタ
969 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
970 * @param n_elmnts フラグの要素数
971 * @return desc_ptrと同じアドレス
974 * This function does most of the actual "analysis". Given a set of bit flags
975 * (which will be from one of the flags fields from the object in question),
976 * a "flag description structure", a "description list", and the number of
977 * elements in the "flag description structure", this function sets the
978 * "description list" members to the appropriate descriptions contained in
979 * the "flag description structure".
980 * The possibly updated description pointer is returned.
983 static concptr *spoiler_flag_aux(const BIT_FLAGS art_flags[TR_FLAG_SIZE],
984 const flag_desc *flag_ptr,
985 concptr *desc_ptr, const int n_elmnts)
989 for (i = 0; i < n_elmnts; ++i)
991 if (have_flag(art_flags, flag_ptr[i].flag))
993 *desc_ptr++ = flag_ptr[i].desc;
1002 * @brief アイテムの特定記述内容を返す /
1003 * Acquire a "basic" description "The Cloak of Death [1,+10]"
1004 * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
1005 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
1008 static void analyze_general(object_type *o_ptr, char *desc_ptr)
1010 /* Get a "useful" description of the object */
1011 object_desc(desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
1016 * @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 /
1017 * List "player traits" altered by an artifact's pval. These include stats,
1018 * speed, infravision, tunneling, stealth, searching, and extra attacks.
1019 * @param o_ptr オブジェクト構造体の参照ポインタ
1020 * @param p_ptr pval修正構造体の参照ポインタ
1023 static void analyze_pval(object_type *o_ptr, pval_info_type *pi_ptr)
1025 BIT_FLAGS flgs[TR_FLAG_SIZE];
1027 concptr *affects_list;
1029 /* If pval == 0, there is nothing to do. */
1032 /* An "empty" pval description indicates that pval == 0 */
1033 pi_ptr->pval_desc[0] = '\0';
1036 object_flags(o_ptr, flgs);
1038 affects_list = pi_ptr->pval_affects;
1040 /* Create the "+N" string */
1041 sprintf(pi_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1043 /* First, check to see if the pval affects all stats */
1044 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1045 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1046 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1048 *affects_list++ = _("全能力", "All stats");
1051 /* Are any stats affected? */
1052 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1053 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1054 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1056 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1058 N_ELEMENTS(stat_flags_desc));
1061 /* And now the "rest" */
1062 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1064 N_ELEMENTS(pval_flags1_desc));
1066 /* Terminate the description list */
1067 *affects_list = NULL;
1071 * @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 /
1072 * Note the slaying specialties of a weapon
1073 * @param o_ptr オブジェクト構造体の参照ポインタ
1074 * @param slay_list 種族スレイ構造体の参照ポインタ
1077 static void analyze_slay(object_type *o_ptr, concptr *slay_list)
1079 BIT_FLAGS flgs[TR_FLAG_SIZE];
1081 object_flags(o_ptr, flgs);
1083 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1084 N_ELEMENTS(slay_flags_desc));
1086 /* Terminate the description list */
1092 * @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 /
1093 * Note an object's elemental brands
1094 * @param o_ptr オブジェクト構造体の参照ポインタ
1095 * @param brand_list 属性ブランド構造体の参照ポインタ
1098 static void analyze_brand(object_type *o_ptr, concptr *brand_list)
1100 BIT_FLAGS flgs[TR_FLAG_SIZE];
1102 object_flags(o_ptr, flgs);
1104 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1105 N_ELEMENTS(brand_flags_desc));
1107 /* Terminate the description list */
1113 * @brief アーティファクトの通常耐性を構造体に収める /
1114 * Note an object's elemental brands
1115 * @param o_ptr オブジェクト構造体の参照ポインタ
1116 * @param resist_list 通常耐性構造体の参照ポインタ
1119 static void analyze_resist(object_type *o_ptr, concptr *resist_list)
1121 BIT_FLAGS flgs[TR_FLAG_SIZE];
1123 object_flags(o_ptr, flgs);
1125 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1126 resist_list, N_ELEMENTS(resist_flags_desc));
1128 /* Terminate the description list */
1129 *resist_list = NULL;
1134 * @brief アーティファクトの免疫特性を構造体に収める /
1135 * Note the immunities granted by an object
1136 * @param o_ptr オブジェクト構造体の参照ポインタ
1137 * @param immune_list 免疫構造体の参照ポインタ
1140 static void analyze_immune(object_type *o_ptr, concptr *immune_list)
1142 BIT_FLAGS flgs[TR_FLAG_SIZE];
1144 object_flags(o_ptr, flgs);
1146 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1147 immune_list, N_ELEMENTS(immune_flags_desc));
1149 /* Terminate the description list */
1150 *immune_list = NULL;
1155 * @brief アーティファクトの維持特性を構造体に収める /
1156 * Note which stats an object sustains
1157 * @param o_ptr オブジェクト構造体の参照ポインタ
1158 * @param sustain_list 維持特性構造体の参照ポインタ
1161 static void analyze_sustains(object_type *o_ptr, concptr *sustain_list)
1163 BIT_FLAGS flgs[TR_FLAG_SIZE];
1165 object_flags(o_ptr, flgs);
1167 /* Simplify things if an item sustains all stats */
1168 if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
1169 have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
1170 have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
1172 *sustain_list++ = _("全能力", "All stats");
1175 /* Should we bother? */
1176 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1177 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1178 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1180 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1182 N_ELEMENTS(sustain_flags_desc));
1185 /* Terminate the description list */
1186 *sustain_list = NULL;
1191 * @brief アーティファクトのその他の特性を構造体に収める /
1192 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1193 * free action, permanent light, etc.
1194 * @param o_ptr オブジェクト構造体の参照ポインタ
1195 * @param misc_list その他の特性構造体の参照ポインタ
1198 static void analyze_misc_magic(object_type *o_ptr, concptr *misc_list)
1200 BIT_FLAGS flgs[TR_FLAG_SIZE];
1204 object_flags(o_ptr, flgs);
1206 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
1207 N_ELEMENTS(misc_flags2_desc));
1209 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
1212 * Glowing artifacts -- small radius light.
1215 if (have_flag(flgs, TR_LITE_1)) rad += 1;
1216 if (have_flag(flgs, TR_LITE_2)) rad += 2;
1217 if (have_flag(flgs, TR_LITE_3)) rad += 3;
1218 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
1219 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
1220 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
1222 if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
1224 if (have_flag(flgs, TR_LITE_FUEL))
1226 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);
1230 if(rad > 0) sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
1231 if(rad < 0) sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
1234 if(rad != 0) *misc_list++ = quark_str(quark_add(desc));
1237 * Handle cursed objects here to avoid redundancies such as noting
1238 * that a permanently cursed object is heavily cursed as well as
1239 * being "lightly cursed".
1242 /* if (object_is_cursed(o_ptr)) */
1244 if (have_flag(flgs, TR_TY_CURSE))
1246 *misc_list++ = _("太古の怨念", "Ancient Curse");
1248 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1250 *misc_list++ = _("永遠の呪い", "Permanently Cursed");
1252 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1254 *misc_list++ = _("強力な呪い", "Heavily Cursed");
1257 else if (o_ptr->curse_flags & TRC_CURSED)
1259 *misc_list++ = _("呪い", "Cursed");
1261 if (have_flag(flgs, TR_ADD_L_CURSE))
1263 *misc_list++ = _("呪いを増やす", "Cursing");
1265 if (have_flag(flgs, TR_ADD_H_CURSE))
1267 *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
1271 /* Terminate the description list */
1277 * @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 /
1278 * Note additional ability and/or resistance of fixed artifacts
1279 * @param o_ptr オブジェクト構造体の参照ポインタ
1280 * @param addition 追加ランダム耐性構造体の参照ポインタ
1283 static void analyze_addition(object_type *o_ptr, char *addition)
1285 artifact_type *a_ptr = &a_info[o_ptr->name1];
1288 strcpy(addition, "");
1290 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"));
1291 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1293 strcat(addition, _("能力", "Ability"));
1294 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
1296 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1298 strcat(addition, _("耐性", "Resistance"));
1299 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
1301 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("能力or耐性", "Ability or Resistance"));
1306 * @brief アーティファクトの基本情報を文字列に収める /
1307 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1308 * and its value in gold pieces
1309 * @param o_ptr オブジェクト構造体の参照ポインタ
1310 * @param misc_desc 基本情報を収める文字列参照ポインタ
1313 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1315 artifact_type *a_ptr = &a_info[o_ptr->name1];
1317 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,
1319 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
1321 a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
1327 * @brief アーティファクトの情報全体を構造体に収める /
1328 * Fill in an object description structure for a given object
1329 * and its value in gold pieces
1330 * @param o_ptr オブジェクト構造体の参照ポインタ
1331 * @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
1334 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1336 analyze_general(o_ptr, desc_ptr->description);
1337 analyze_pval(o_ptr, &desc_ptr->pval_info);
1338 analyze_brand(o_ptr, desc_ptr->brands);
1339 analyze_slay(o_ptr, desc_ptr->slays);
1340 analyze_immune(o_ptr, desc_ptr->immunities);
1341 analyze_resist(o_ptr, desc_ptr->resistances);
1342 analyze_sustains(o_ptr, desc_ptr->sustains);
1343 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1344 analyze_addition(o_ptr, desc_ptr->addition);
1345 analyze_misc(o_ptr, desc_ptr->misc_desc);
1346 desc_ptr->activation = item_activation(o_ptr);
1351 * @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 /
1354 static void print_header(void)
1358 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1359 spoiler_underline(buf);
1363 * This is somewhat ugly.
1365 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1366 * and a separator character (',', e.g.), write the list to the spoiler file
1367 * in a "nice" format, such as:
1369 * Resist Fire, Cold, Acid
1371 * That was a simple example, but when the list is long, a line wrap
1372 * should occur, and this should induce a new level of indention if
1373 * a list is being spread across lines. So for example, Bladeturner's
1374 * list of resistances should look something like this
1376 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1377 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1379 * However, the code distinguishes between a single list of many items vs.
1380 * many lists. (The separator is used to make this determination.) A single
1381 * list of many items will not cause line wrapping (since there is no
1382 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1383 * might look like this:
1385 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1388 * So comparing the two, "Regeneration" has no trailing separator and
1389 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1390 * but that's not relevant to line wrapping and indention.)
1393 /* ITEM_SEP separates items within a list */
1394 #define ITEM_SEP ','
1397 /* LIST_SEP separates lists */
1399 #define LIST_SEP ','
1401 #define LIST_SEP ';'
1405 * @brief フラグ名称を出力する汎用関数
1406 * @param header ヘッダに出力するフラグ群の名前
1407 * @param list フラグ名リスト
1408 * @param separator フラグ表示の区切り記号
1411 static void spoiler_outlist(concptr header, concptr *list, char separator)
1413 int line_len, buf_len;
1414 char line[MAX_LINE_LEN+1], buf[80];
1416 /* Ignore an empty list */
1417 if (*list == NULL) return;
1419 /* This function always indents */
1420 strcpy(line, INDENT1);
1422 /* Create header (if one was given) */
1423 if (header && (header[0]))
1425 strcat(line, header);
1429 line_len = strlen(line);
1431 /* Now begin the tedious task */
1434 /* Copy the current item to a buffer */
1437 /* Note the buffer's length */
1438 buf_len = strlen(buf);
1441 * If there is an item following this one, pad with separator and
1442 * a space and adjust the buffer length
1447 sprintf(buf + buf_len, "%c ", separator);
1452 * If the buffer will fit on the current line, just append the
1453 * buffer to the line and adjust the line length accordingly.
1456 if (line_len + buf_len <= MAX_LINE_LEN)
1459 line_len += buf_len;
1462 /* Apply line wrapping and indention semantics described above */
1466 * Don't print a trailing list separator but do print a trailing
1469 if (line_len > 1 && line[line_len - 1] == ' '
1470 && line[line_len - 2] == LIST_SEP)
1472 /* Ignore space and separator */
1473 line[line_len - 2] = '\0';
1475 /* Write to spoiler file */
1476 fprintf(fff, "%s\n", line);
1478 /* Begin new line at primary indention level */
1479 sprintf(line, "%s%s", INDENT1, buf);
1484 /* Write to spoiler file */
1485 fprintf(fff, "%s\n", line);
1487 /* Begin new line at secondary indention level */
1488 sprintf(line, "%s%s", INDENT2, buf);
1491 line_len = strlen(line);
1494 /* Advance, with break */
1495 if (!*++list) break;
1498 /* Write what's left to the spoiler file */
1499 fprintf(fff, "%s\n", line);
1503 * @brief アーティファクト一件をスポイラー出力する /
1504 * Create a spoiler file entry for an artifact
1505 * @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
1508 static void spoiler_print_art(obj_desc_list *art_ptr)
1510 pval_info_type *pval_ptr = &art_ptr->pval_info;
1513 /* Don't indent the first line */
1514 fprintf(fff, "%s\n", art_ptr->description);
1516 /* An "empty" pval description indicates that the pval affects nothing */
1517 if (pval_ptr->pval_desc[0])
1519 /* Mention the effects of pval */
1520 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
1521 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1524 /* Now deal with the description lists */
1525 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
1526 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
1527 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
1528 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
1529 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
1530 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1532 if (art_ptr->addition[0])
1534 fprintf(fff, _("%s追加: %s\n", "%sAdditional %s\n"), INDENT1, art_ptr->addition);
1537 /* Write out the possible activation at the primary indention level */
1538 if (art_ptr->activation)
1540 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
1543 /* End with the miscellaneous facts */
1544 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1549 * @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 /
1550 * Hack -- Create a "forged" artifact
1551 * @param o_ptr 一時生成先を保管するオブジェクト構造体
1552 * @param name1 生成するアーティファクトID
1553 * @return 生成が成功した場合TRUEを返す
1555 static bool make_fake_artifact(object_type *o_ptr, IDX name1)
1558 artifact_type *a_ptr = &a_info[name1];
1560 /* Ignore "empty" artifacts */
1561 if (!a_ptr->name) return FALSE;
1563 /* Acquire the "kind" index */
1564 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1566 if (!i) return (FALSE);
1568 object_prep(o_ptr, i);
1571 o_ptr->name1 = (byte_hack)name1;
1573 /* Extract the fields */
1574 o_ptr->pval = a_ptr->pval;
1575 o_ptr->ac = a_ptr->ac;
1576 o_ptr->dd = a_ptr->dd;
1577 o_ptr->ds = a_ptr->ds;
1578 o_ptr->to_a = a_ptr->to_a;
1579 o_ptr->to_h = a_ptr->to_h;
1580 o_ptr->to_d = a_ptr->to_d;
1581 o_ptr->weight = a_ptr->weight;
1589 * @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 /
1590 * Create a spoiler file for artifacts
1591 * @param fname 生成ファイル名
1594 static void spoil_artifact(concptr fname)
1601 obj_desc_list artifact;
1604 /* Build the filename */
1605 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1607 /* File type is "TEXT" */
1608 FILE_TYPE(FILE_TYPE_TEXT);
1611 fff = my_fopen(buf, "w");
1615 msg_print("Cannot create spoiler file.");
1619 /* Dump the header */
1622 /* List the artifacts by tval */
1623 for (i = 0; group_artifact[i].tval; i++)
1625 /* Write out the group title */
1626 if (group_artifact[i].name)
1628 spoiler_blanklines(2);
1629 spoiler_underline(group_artifact[i].name);
1630 spoiler_blanklines(1);
1633 /* Now search through all of the artifacts */
1634 for (j = 1; j < max_a_idx; ++j)
1636 artifact_type *a_ptr = &a_info[j];
1638 /* We only want objects in the current group */
1639 if (a_ptr->tval != group_artifact[i].tval) continue;
1643 /* Attempt to "forge" the artifact */
1644 if (!make_fake_artifact(q_ptr, j)) continue;
1646 /* Analyze the artifact */
1647 object_analyze(q_ptr, &artifact);
1649 /* Write out the artifact description to the spoiler file */
1650 spoiler_print_art(&artifact);
1654 /* Check for errors */
1655 if (ferror(fff) || my_fclose(fff))
1657 msg_print("Cannot close spoiler file.");
1661 msg_print("Successfully created a spoiler file.");
1666 * @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 /
1667 * Create a spoiler file for monsters -BEN-
1668 * @param fname 生成ファイル名
1671 static void spoil_mon_desc(concptr fname)
1688 /* Build the filename */
1689 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1691 /* File type is "TEXT" */
1692 FILE_TYPE(FILE_TYPE_TEXT);
1695 fff = my_fopen(buf, "w");
1699 msg_print("Cannot create spoiler file.");
1703 /* Allocate the "who" array */
1704 C_MAKE(who, max_r_idx, MONRACE_IDX);
1706 /* Dump the header */
1707 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1708 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1709 fprintf(fff, "------------------------------------------\n\n");
1711 /* Dump the header */
1712 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1713 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1714 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1715 "--------", "---", "---", "---", "--", "--", "-----------");
1718 /* Scan the monsters */
1719 for (i = 1; i < max_r_idx; i++)
1721 monster_race *r_ptr = &r_info[i];
1723 /* Use that monster */
1724 if (r_ptr->name) who[n++] = (s16b)i;
1727 /* Sort the array by dungeon depth of monsters */
1728 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1731 for (i = 0; i < n; i++)
1733 monster_race *r_ptr = &r_info[who[i]];
1735 concptr name = (r_name + r_ptr->name);
1736 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1738 /* Get the "name" */
1740 else if (r_ptr->flags3 & (RF3_NO_CONF))
1742 sprintf(nam, "[*] %s", name);
1745 else if (r_ptr->flags1 & (RF1_UNIQUE))
1747 sprintf(nam, "[U] %s", name);
1751 sprintf(nam, _(" %s", "The %s"), name);
1755 sprintf(lev, "%d", (int)r_ptr->level);
1758 sprintf(rar, "%d", (int)r_ptr->rarity);
1760 if (r_ptr->speed >= 110)
1762 sprintf(spd, "+%d", (r_ptr->speed - 110));
1766 sprintf(spd, "-%d", (110 - r_ptr->speed));
1770 sprintf(ac, "%d", r_ptr->ac);
1773 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1775 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1779 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1784 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1786 /* Hack -- use visual instead */
1787 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1790 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1791 nam, lev, rar, spd, hp, ac, exp);
1798 /* Free the "who" array */
1799 C_KILL(who, max_r_idx, s16b);
1801 /* Check for errors */
1802 if (ferror(fff) || my_fclose(fff))
1804 msg_print("Cannot close spoiler file.");
1809 msg_print("Successfully created a spoiler file.");
1816 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1818 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1824 * @brief 文字列をファイルポインタに出力する /
1825 * Buffer text to the given file. (-SHAWN-)
1826 * This is basically c_roff() from mon-desc.c with a few changes.
1827 * @param str 文字列参照ポインタ
1830 static void spoil_out(concptr str)
1835 static char roff_buf[256];
1838 static char roff_waiting_buf[256];
1841 bool iskanji_flag = FALSE;
1843 /* Current pointer into line roff_buf */
1844 static char *roff_p = roff_buf;
1846 /* Last space saved into roff_buf */
1847 static char *roff_s = NULL;
1849 /* Mega-Hack -- Delayed output */
1850 static bool waiting_output = FALSE;
1852 /* Special handling for "new sequence" */
1857 fputs(roff_waiting_buf, fff);
1858 waiting_output = FALSE;
1861 if (roff_p != roff_buf) roff_p--;
1862 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1864 if (roff_p == roff_buf) fprintf(fff, "\n");
1867 *(roff_p + 1) = '\0';
1868 fprintf(fff, "%s\n\n", roff_buf);
1877 /* Scan the given string, character at a time */
1882 bool k_flag = iskanji((unsigned char)(*str));
1885 bool wrap = (ch == '\n');
1888 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1889 iskanji_flag = k_flag && !iskanji_flag;
1891 if (!isprint(ch)) ch = ' ';
1896 fputs(roff_waiting_buf, fff);
1897 if (!wrap) fputc('\n', fff);
1898 waiting_output = FALSE;
1904 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1905 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1907 if (roff_p >= roff_buf + 75) wrap = TRUE;
1908 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1915 bool iskanji_flag_local = FALSE;
1916 concptr tail = str + (k_flag ? 2 : 1);
1918 concptr tail = str + 1;
1921 for (; *tail; tail++)
1923 if (*tail == ' ') continue;
1926 k_flag_local = iskanji((unsigned char)(*tail));
1927 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1928 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1930 if (isprint(*tail)) break;
1934 if (!*tail) waiting_output = TRUE;
1938 /* Handle line-wrap */
1946 if (roff_s && (ch != ' '))
1954 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1955 else strcpy(roff_waiting_buf, roff_buf);
1959 if (cbak != ' ') *roff_p++ = cbak;
1961 while (*r) *roff_p++ = *r++;
1965 if ((roff_p > roff_buf) || (ch != ' '))
1970 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1975 strncmp(str, "。", 2) != 0 &&
1976 strncmp(str, "、", 2) != 0 &&
1977 strncmp(str, "ィ", 2) != 0 &&
1978 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1981 if (ch == ' ') roff_s = roff_p;
1992 * @brief 関数ポインタ用の出力関数 /
1993 * Hook function used in spoil_mon_info()
1995 * @param str 文字列参照ポインタ
1998 static void roff_func(TERM_COLOR attr, concptr str)
2008 * @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 /
2009 * Create a spoiler file for monsters (-SHAWN-)
2010 * @param fname ファイル名
2013 static void spoil_mon_info(concptr fname)
2022 /* Build the filename */
2023 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2025 /* File type is "TEXT" */
2026 FILE_TYPE(FILE_TYPE_TEXT);
2029 fff = my_fopen(buf, "w");
2033 msg_print("Cannot create spoiler file.");
2038 /* Dump the header */
2039 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2040 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2043 spoil_out("------------------------------------------\n\n");
2045 /* Allocate the "who" array */
2046 C_MAKE(who, max_r_idx, MONRACE_IDX);
2048 /* Scan the monsters */
2049 for (i = 1; i < max_r_idx; i++)
2051 monster_race *r_ptr = &r_info[i];
2053 /* Use that monster */
2054 if (r_ptr->name) who[n++] = (s16b)i;
2057 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2060 * List all monsters in order
2062 for (l = 0; l < n; l++)
2064 monster_race *r_ptr = &r_info[who[l]];
2065 flags1 = r_ptr->flags1;
2069 if (flags1 & (RF1_QUESTOR))
2075 if (flags1 & (RF1_UNIQUE))
2087 sprintf(buf, _("%s/%s (", "%s ("), (r_name + r_ptr->name), _(r_name+r_ptr->E_name, "")); /* ---)--- */
2092 spoil_out(attr_to_text(r_ptr));
2095 sprintf(buf, " '%c')\n", r_ptr->d_char);
2100 sprintf(buf, "=== ");
2104 sprintf(buf, "Num:%d ", who[l]);
2108 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2112 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2115 if (r_ptr->speed >= 110)
2117 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2121 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2126 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2128 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2132 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2137 sprintf(buf, "Ac:%d ", r_ptr->ac);
2141 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2144 /* Reuse the code of monster recall. */
2145 output_monster_spoiler(who[l], roff_func);
2150 /* Free the "who" array */
2151 C_KILL(who, max_r_idx, s16b);
2153 /* Check for errors */
2154 if (ferror(fff) || my_fclose(fff))
2156 msg_print("Cannot close spoiler file.");
2160 msg_print("Successfully created a spoiler file.");
2165 #define MAX_EVOL_DEPTH 64
2169 * @brief int配列でstrncmp()と似た比較処理を行う /
2170 * Compare two int-type array like strncmp() and return TRUE if equals
2171 * @param a 比較するint配列1
2172 * @param b 比較するint配列2
2174 * @return 両者の値が等しければTRUEを返す
2176 static bool int_n_cmp(int *a, int *b, int length)
2178 /* Null-string comparation is always TRUE */
2179 if (!length) return TRUE;
2183 if (*a != *(b++)) return FALSE;
2184 if (!(*(a++))) break;
2193 * @brief ある木が指定された木の部分木かどうかを返す /
2194 * Returns TRUE if an evolution tree is "partial tree"
2195 * @param tree 元となる木構造リスト
2196 * @param partial_tree 部分木かどうか判定したい木構造リスト
2197 * @return 部分木ならばTRUEを返す
2199 static bool is_partial_tree(int *tree, int *partial_tree)
2201 int pt_head = *(partial_tree++);
2204 while (partial_tree[pt_len]) pt_len++;
2208 if (*(tree++) == pt_head)
2210 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2218 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2219 * Print monsters' evolution information to file
2220 * @param fname 出力ファイル名
2223 static void spoil_mon_evol(concptr fname)
2226 monster_race *r_ptr;
2227 int **evol_tree, i, j, n, r_idx;
2228 int *evol_tree_zero; /* For C_KILL() */
2230 /* Build the filename */
2231 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2233 /* File type is "TEXT" */
2234 FILE_TYPE(FILE_TYPE_TEXT);
2237 fff = my_fopen(buf, "w");
2241 msg_print("Cannot create spoiler file.");
2245 /* Dump the header */
2246 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2247 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2250 spoil_out("------------------------------------------\n\n");
2252 /* Allocate the "evol_tree" array (2-dimension) */
2253 C_MAKE(evol_tree, max_r_idx, int *);
2254 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2255 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2256 evol_tree_zero = *evol_tree;
2258 /* Step 1: Build the evolution tree */
2259 for (i = 1; i < max_r_idx; i++)
2264 if (!r_ptr->next_exp) continue;
2266 /* Trace evolution */
2268 evol_tree[i][n++] = i;
2271 evol_tree[i][n++] = r_ptr->next_r_idx;
2272 r_ptr = &r_info[r_ptr->next_r_idx];
2274 while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2277 /* Step 2: Scan the evolution trees and remove "partial tree" */
2278 for (i = 1; i < max_r_idx; i++)
2280 /* Not evolution tree */
2281 if (!evol_tree[i][0]) continue;
2283 for (j = 1; j < max_r_idx; j++)
2286 if (i == j) continue;
2288 /* Not evolution tree */
2289 if (!evol_tree[j][0]) continue;
2291 /* Is evolution tree[i] is part of [j]? */
2292 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2294 /* Remove this evolution tree */
2295 evol_tree[i][0] = 0;
2301 /* Step 3: Sort the evolution trees */
2302 ang_sort(evol_tree, NULL, max_r_idx, ang_sort_comp_evol_tree, ang_sort_swap_evol_tree);
2304 /* Step 4: Print the evolution trees */
2305 for (i = 0; i < max_r_idx; i++)
2307 r_idx = evol_tree[i][0];
2309 /* No evolution or removed evolution tree */
2310 if (!r_idx) continue;
2312 /* Trace the evolution tree */
2313 r_ptr = &r_info[r_idx];
2314 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2315 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2317 for (n = 1; r_ptr->next_exp; n++)
2319 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2320 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2321 r_ptr = &r_info[r_ptr->next_r_idx];
2322 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2323 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2326 /* End of evolution tree */
2330 /* Free the "evol_tree" array (2-dimension) */
2331 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2332 C_KILL(evol_tree, max_r_idx, int *);
2334 /* Check for errors */
2335 if (ferror(fff) || my_fclose(fff))
2337 msg_print("Cannot close spoiler file.");
2341 msg_print("Successfully created a spoiler file.");
2349 extern void do_cmd_spoilers(void);
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 = &inventory[i];
2560 spoil_random_artifact_aux(q_ptr, j);
2563 /* random artifacts in inventory */
2564 for (i = 0; i < INVEN_PACK; i++)
2566 q_ptr = &inventory[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 */