3 /* Purpose: Spoiler generation -BEN- */
12 * The spoiler file being created
14 static FILE *fff = NULL;
19 * Extract a textual representation of an attribute
21 static cptr attr_to_text(byte a)
26 case TERM_DARK: return ("XXX¤¤");
27 case TERM_WHITE: return ("Çò¤¤");
28 case TERM_SLATE: return ("Àij¥¿§¤Î");
29 case TERM_ORANGE: return ("¥ª¥ì¥ó¥¸¤Î");
30 case TERM_RED: return ("ÀÖ¤¤");
31 case TERM_GREEN: return ("ÎФÎ");
32 case TERM_BLUE: return ("ÀĤ¤");
33 case TERM_UMBER: return ("àèàῧ¤Î");
34 case TERM_L_DARK: return ("³¥¿§¤Î");
35 case TERM_L_WHITE: return ("ÌÀÀij¥¿§¤Î");
36 case TERM_VIOLET: return ("»ç¤Î");
37 case TERM_YELLOW: return ("²«¿§¤¤");
38 case TERM_L_RED: return ("ÌÀ¤¤ÀÖ¤Î");
39 case TERM_L_GREEN: return ("ÌÀ¤¤ÎФÎ");
40 case TERM_L_BLUE: return ("ÌÀ¤¤ÀĤÎ");
41 case TERM_L_UMBER: return ("ÌÀ¤¤àèàῧ¤Î");
43 case TERM_DARK: return ("xxx");
44 case TERM_WHITE: return ("White");
45 case TERM_SLATE: return ("Slate");
46 case TERM_ORANGE: return ("Orange");
47 case TERM_RED: return ("Red");
48 case TERM_GREEN: return ("Green");
49 case TERM_BLUE: return ("Blue");
50 case TERM_UMBER: return ("Umber");
51 case TERM_L_DARK: return ("L.Dark");
52 case TERM_L_WHITE: return ("L.Slate");
53 case TERM_VIOLET: return ("Violet");
54 case TERM_YELLOW: return ("Yellow");
55 case TERM_L_RED: return ("L.Red");
56 case TERM_L_GREEN: return ("L.Green");
57 case TERM_L_BLUE: return ("L.Blue");
58 case TERM_L_UMBER: return ("L.Umber");
86 * Item Spoilers by: benh@phial.com (Ben Harrison)
91 * The basic items categorized by type
93 static grouper group_item[] =
96 { TV_SHOT, "¼Í·âʪ" },
112 { TV_SWORD, "Éð´ï" },
114 { TV_SWORD, "Weapons" },
117 { TV_POLEARM, NULL },
119 { TV_DIGGING, NULL },
122 { TV_SOFT_ARMOR, "Ëɶñ¡ÊÂΡË" },
124 { TV_SOFT_ARMOR, "Armour (Body)" },
127 { TV_HARD_ARMOR, NULL },
128 { TV_DRAG_ARMOR, NULL },
131 { TV_CLOAK, "Ëɶñ¡Ê¤½¤Î¾¡Ë" },
133 { TV_CLOAK, "Armour (Misc)" },
143 { TV_AMULET, "¥¢¥ß¥å¥ì¥Ã¥È" },
146 { TV_AMULET, "Amulets" },
147 { TV_RING, "Rings" },
152 { TV_SCROLL, "´¬Êª" },
156 { TV_SCROLL, "Scrolls" },
157 { TV_POTION, "Potions" },
163 { TV_ROD, "¥í¥Ã¥É" },
164 { TV_WAND, "ËâË¡ËÀ" },
168 { TV_WAND, "Wands" },
169 { TV_STAFF, "Staffs" },
174 { TV_LIFE_BOOK, "ËâË¡½ñ¡ÊÀ¸Ì¿¡Ë" },
175 { TV_SORCERY_BOOK, "ËâË¡½ñ¡ÊÀç½Ñ¡Ë" },
176 { TV_NATURE_BOOK, "ËâË¡½ñ¡Ê¼«Á³¡Ë" },
177 { TV_CHAOS_BOOK, "ËâË¡½ñ¡Ê¥«¥ª¥¹¡Ë" },
178 { TV_DEATH_BOOK, "ËâË¡½ñ¡Ê°Å¹õ¡Ë" },
179 { TV_TRUMP_BOOK, "ËâË¡½ñ¡Ê¥È¥é¥ó¥×¡Ë" },
180 { TV_ARCANE_BOOK, "ËâË¡½ñ¡ÊÈë½Ñ¡Ë" },
181 { TV_ENCHANT_BOOK, "ËâË¡½ñ¡Ê¾¢¡Ë" },
182 { TV_DAEMON_BOOK, "ËâË¡½ñ¡Ê°Ëâ¡Ë" },
183 { TV_MUSIC_BOOK, "²Î½¸" },
184 { TV_HISSATSU_BOOK, "Éð·Ý¤Î½ñ" },
186 { TV_LIFE_BOOK, "Books (Life)" },
187 { TV_SORCERY_BOOK, "Books (Sorcery)" },
188 { TV_NATURE_BOOK, "Books (Nature)" },
189 { TV_CHAOS_BOOK, "Books (Chaos)" },
190 { TV_DEATH_BOOK, "Books (Death)" },
191 { TV_TRUMP_BOOK, "Books (Trump)" },
192 { TV_ARCANE_BOOK, "Books (Arcane)" },
193 { TV_ENCHANT_BOOK, "Books (Craft)" },
194 { TV_DAEMON_BOOK, "Books (Daemon)" },
195 { TV_MUSIC_BOOK, "Song Books" },
196 { TV_HISSATSU_BOOK, "Books (Kendo)" },
200 { TV_PARCHEMENT, "ÍÓÈé»æ" },
202 { TV_PARCHEMENT, "Parchement" },
208 { TV_CHEST, "Chests" },
212 { TV_CAPTURE, "¥¥ã¥×¥Á¥ã¡¼¡¦¥Ü¡¼¥ë" },
214 { TV_CAPTURE, "Capture Ball" },
218 { TV_CARD, "¥¨¥¯¥¹¥×¥ì¥¹¥«¡¼¥É" },
220 { TV_CARD, "Express Card" },
223 { TV_FIGURINE, "Magical Figurines" },
224 { TV_STATUE, "Statues" },
225 { TV_CORPSE, "Corpses" },
230 { TV_WHISTLE, "Whistle" },
234 { TV_SPIKE, "¤¯¤µ¤Ó" },
236 { TV_SPIKE, "Spike" },
243 { TV_SKELETON, NULL },
252 static void kind_info(char *buf, char *dam, char *wgt, int *lev, s32b *val, int k)
258 /* Get local object */
261 /* Prepare a fake item */
262 object_prep(q_ptr, k);
265 q_ptr->ident |= (IDENT_KNOWN);
275 (*lev) = get_object_level(q_ptr);
278 (*val) = object_value(q_ptr);
282 if (!buf || !dam || !wgt) return;
285 /* Description (too brief) */
286 object_desc_store(buf, q_ptr, FALSE, 0);
306 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
316 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
331 sprintf(dam, "%d", q_ptr->ac);
338 sprintf(wgt, "%3d.%d", q_ptr->weight / 10, q_ptr->weight % 10);
343 * Create a spoiler file for items
345 static void spoil_obj_desc(cptr fname)
347 int i, k, s, t, n = 0;
357 /* Build the filename */
358 path_build(buf, 1024, ANGBAND_DIR_USER, fname);
360 /* File type is "TEXT" */
361 FILE_TYPE(FILE_TYPE_TEXT);
364 fff = my_fopen(buf, "w");
369 msg_print("Cannot create spoiler file.");
375 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d)\n\n\n",
376 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
379 fprintf(fff, "%-45s %8s%7s%5s%9s\n",
380 "Description", "Dam/AC", "Wgt", "Lev", "Cost");
381 fprintf(fff, "%-45s %8s%7s%5s%9s\n",
382 "----------------------------------------",
383 "------", "---", "---", "----");
385 /* List the groups */
386 for (i = 0; TRUE; i++)
388 /* Write out the group title */
389 if (group_item[i].name)
391 /* Hack -- bubble-sort by cost and then level */
392 for (s = 0; s < n - 1; s++)
394 for (t = 0; t < n - 1; t++)
405 kind_info(NULL, NULL, NULL, &e1, &t1, who[i1]);
406 kind_info(NULL, NULL, NULL, &e2, &t2, who[i2]);
408 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
417 /* Spoil each item */
418 for (s = 0; s < n; s++)
423 /* Describe the kind */
424 kind_info(buf, dam, wgt, &e, &v, who[s]);
427 fprintf(fff, " %-45s%8s%7s%5d%9ld\n",
428 buf, dam, wgt, e, (long)(v));
431 /* Start a new set */
435 if (!group_item[i].tval) break;
437 /* Start a new set */
438 fprintf(fff, "\n\n%s\n\n", group_item[i].name);
441 /* Acquire legal item types */
442 for (k = 1; k < max_k_idx; k++)
444 object_kind *k_ptr = &k_info[k];
446 /* Skip wrong tval's */
447 if (k_ptr->tval != group_item[i].tval) continue;
449 /* Hack -- Skip instant-artifacts */
450 if (k_ptr->flags3 & (TR3_INSTA_ART)) continue;
458 /* Check for errors */
459 if (ferror(fff) || my_fclose(fff))
461 msg_print("Cannot close spoiler file.");
466 msg_print("Successfully created a spoiler file.");
471 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
476 * Returns a "+" string if a number is non-negative and an empty
479 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
482 * These are used to format the artifact spoiler file. INDENT1 is used
483 * to indent all but the first line of an artifact spoiler. INDENT2 is
484 * used when a line "wraps". (Bladeturner's resistances cause this.)
490 * MAX_LINE_LEN specifies when a line should wrap.
492 #define MAX_LINE_LEN 75
495 * Given an array, determine how many elements are in the array
497 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
500 * The artifacts categorized by type
502 static grouper group_artifact[] =
505 { TV_SWORD, "Åá·õ" },
506 { TV_POLEARM, "Áä/Éà" },
507 { TV_HAFTED, "Æß´ï" },
508 { TV_BOW, "Èô¤ÓÆ»¶ñ" },
510 { TV_SOFT_ARMOR, "³»" },
511 { TV_HARD_ARMOR, NULL },
512 { TV_DRAG_ARMOR, NULL },
514 { TV_CLOAK, "¥¯¥í¡¼¥¯" },
516 { TV_HELM, "³õ/´§" },
518 { TV_GLOVES, "äƼê" },
522 { TV_AMULET, "¥¢¥ß¥å¥ì¥Ã¥È" },
525 { TV_SWORD, "Edged Weapons" },
526 { TV_POLEARM, "Polearms" },
527 { TV_HAFTED, "Hafted Weapons" },
530 { TV_SOFT_ARMOR, "Body Armor" },
531 { TV_HARD_ARMOR, NULL },
532 { TV_DRAG_ARMOR, NULL },
534 { TV_CLOAK, "Cloaks" },
535 { TV_SHIELD, "Shields" },
536 { TV_HELM, "Helms/Crowns" },
538 { TV_GLOVES, "Gloves" },
539 { TV_BOOTS, "Boots" },
541 { TV_LITE, "Light Sources" },
542 { TV_AMULET, "Amulets" },
543 { TV_RING, "Rings" },
552 * Pair together a constant flag with a textual description.
554 * Used by both "init.c" and "wiz-spo.c".
556 * Note that it sometimes more efficient to actually make an array
557 * of textual names, where entry 'N' is assumed to be paired with
558 * the flag whose value is "1L << N", but that requires hard-coding.
561 typedef struct flag_desc flag_desc;
566 const char *const desc;
572 * These are used for "+3 to STR, DEX", etc. These are separate from
573 * the other pval affected traits to simplify the case where an object
574 * affects all stats. In this case, "All stats" is used instead of
575 * listing each stat individually.
578 static flag_desc stat_flags_desc[] =
584 { TR1_DEX, "´ïÍѤµ" },
585 { TR1_CON, "Âѵ×ÎÏ" },
598 * Besides stats, these are the other player traits
599 * which may be affected by an object's pval
602 static flag_desc pval_flags1_desc[] =
605 { TR1_MAGIC_MASTERY, "ËâË¡Æ»¶ñ»ÈÍÑǽÎÏ" },
606 { TR1_STEALTH, "±£Ì©" },
607 { TR1_SEARCH, "õº÷" },
608 { TR1_INFRA, "ÀÖ³°Àþ»ëÎÏ" },
609 { TR1_TUNNEL, "ºÎ·¡" },
610 { TR1_BLOWS, "¹¶·â²ó¿ô" },
611 { TR1_SPEED, "¥¹¥Ô¡¼¥É" }
613 { TR1_STEALTH, "Stealth" },
614 { TR1_SEARCH, "Searching" },
615 { TR1_INFRA, "Infravision" },
616 { TR1_TUNNEL, "Tunneling" },
617 { TR1_BLOWS, "Attacks" },
618 { TR1_SPEED, "Speed" }
623 * Slaying preferences for weapons
626 static flag_desc slay_flags_desc[] =
629 { TR1_SLAY_ANIMAL, "ưʪ" },
630 { TR1_SLAY_EVIL, "¼Ù°" },
631 { TR1_SLAY_UNDEAD, "¥¢¥ó¥Ç¥Ã¥É" },
632 { TR1_SLAY_DEMON, "°Ëâ" },
633 { TR1_SLAY_ORC, "¥ª¡¼¥¯" },
634 { TR1_SLAY_TROLL, "¥È¥í¥ë" },
635 { TR1_SLAY_GIANT, "µð¿Í" },
636 { TR1_SLAY_DRAGON, "¥É¥é¥´¥ó" },
637 { TR1_KILL_DRAGON, "*¥É¥é¥´¥ó*" },
639 { TR1_SLAY_ANIMAL, "Animal" },
640 { TR1_SLAY_EVIL, "Evil" },
641 { TR1_SLAY_UNDEAD, "Undead" },
642 { TR1_SLAY_DEMON, "Demon" },
643 { TR1_SLAY_ORC, "Orc" },
644 { TR1_SLAY_TROLL, "Troll" },
645 { TR1_SLAY_GIANT, "Giant" },
646 { TR1_SLAY_DRAGON, "Dragon" },
647 { TR1_KILL_DRAGON, "Xdragon" }
652 * Elemental brands for weapons
654 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
655 * coding, it has been included here along with the elemental
656 * brands. It does seem to fit in with the brands and slaying
657 * more than the miscellaneous section.
659 static flag_desc brand_flags_desc[] =
662 { TR1_BRAND_ACID, "Íϲò" },
663 { TR1_BRAND_ELEC, "ÅÅ·â" },
664 { TR1_BRAND_FIRE, "¾Æ´þ" },
665 { TR1_BRAND_COLD, "Åà·ë" },
666 { TR1_BRAND_POIS, "ÆÇ»¦" },
668 { TR1_FORCE_WEPON, "ÍýÎÏ" },
669 { TR1_CHAOTIC, "º®ÆÙ" },
670 { TR1_VAMPIRIC, "µÛ·ì" },
671 { TR1_IMPACT, "ÃÏ¿Ì" },
672 { TR1_VORPAL, "ÀÚ¤ìÌ£" },
674 { TR1_BRAND_ACID, "Acid Brand" },
675 { TR1_BRAND_ELEC, "Lightning Brand" },
676 { TR1_BRAND_FIRE, "Flame Tongue" },
677 { TR1_BRAND_COLD, "Frost Brand" },
678 { TR1_BRAND_POIS, "Poisoned" },
680 { TR1_FORCE_WEPON, "Force" },
681 { TR1_CHAOTIC, "Mark of Chaos" },
682 { TR1_VAMPIRIC, "Vampiric" },
683 { TR1_IMPACT, "Earthquake impact on hit" },
684 { TR1_VORPAL, "Very sharp" },
692 static const flag_desc resist_flags_desc[] =
695 { TR2_RES_ACID, "»À" },
696 { TR2_RES_ELEC, "ÅÅ·â" },
697 { TR2_RES_FIRE, "²Ð±ê" },
698 { TR2_RES_COLD, "Î䵤" },
699 { TR2_RES_POIS, "ÆÇ" },
700 { TR2_RES_FEAR, "¶²ÉÝ"},
701 { TR2_RES_LITE, "Á®¸÷" },
702 { TR2_RES_DARK, "°Å¹õ" },
703 { TR2_RES_BLIND, "ÌÕÌÜ" },
704 { TR2_RES_CONF, "º®Íð" },
705 { TR2_RES_SOUND, "¹ì²»" },
706 { TR2_RES_SHARDS, "ÇËÊÒ" },
707 { TR2_RES_NETHER, "ÃϹö" },
708 { TR2_RES_NEXUS, "°ø²Ìº®Íð" },
709 { TR2_RES_CHAOS, "¥«¥ª¥¹" },
710 { TR2_RES_DISEN, "Îô²½" },
712 { TR2_RES_ACID, "Acid" },
713 { TR2_RES_ELEC, "Lightning" },
714 { TR2_RES_FIRE, "Fire" },
715 { TR2_RES_COLD, "Cold" },
716 { TR2_RES_POIS, "Poison" },
717 { TR2_RES_FEAR, "Fear"},
718 { TR2_RES_LITE, "Light" },
719 { TR2_RES_DARK, "Dark" },
720 { TR2_RES_BLIND, "Blindness" },
721 { TR2_RES_CONF, "Confusion" },
722 { TR2_RES_SOUND, "Sound" },
723 { TR2_RES_SHARDS, "Shards" },
724 { TR2_RES_NETHER, "Nether" },
725 { TR2_RES_NEXUS, "Nexus" },
726 { TR2_RES_CHAOS, "Chaos" },
727 { TR2_RES_DISEN, "Disenchantment" },
732 * Elemental immunities (along with poison)
735 static const flag_desc immune_flags_desc[] =
738 { TR2_IM_ACID, "»À" },
739 { TR2_IM_ELEC, "ÅÅ·â" },
740 { TR2_IM_FIRE, "²Ð±ê" },
741 { TR2_IM_COLD, "Î䵤" },
743 { TR2_IM_ACID, "Acid" },
744 { TR2_IM_ELEC, "Lightning" },
745 { TR2_IM_FIRE, "Fire" },
746 { TR2_IM_COLD, "Cold" },
751 * Sustain stats - these are given their "own" line in the
752 * spoiler file, mainly for simplicity
754 static const flag_desc sustain_flags_desc[] =
757 { TR2_SUST_STR, "ÏÓÎÏ" },
758 { TR2_SUST_INT, "ÃÎǽ" },
759 { TR2_SUST_WIS, "¸¤µ" },
760 { TR2_SUST_DEX, "´ïÍѤµ" },
761 { TR2_SUST_CON, "Âѵ×ÎÏ" },
762 { TR2_SUST_CHR, "Ì¥ÎÏ" },
764 { TR2_SUST_STR, "STR" },
765 { TR2_SUST_INT, "INT" },
766 { TR2_SUST_WIS, "WIS" },
767 { TR2_SUST_DEX, "DEX" },
768 { TR2_SUST_CON, "CON" },
769 { TR2_SUST_CHR, "CHR" },
774 * Miscellaneous magic given by an object's "flags2" field
777 static const flag_desc misc_flags2_desc[] =
780 { TR2_THROW, "ÅêÚ³" },
781 { TR2_REFLECT, "È¿¼Í" },
782 { TR2_FREE_ACT, "ËãáãÃΤ餺" },
783 { TR2_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý" },
785 { TR2_THROW, "Throwing" },
786 { TR2_REFLECT, "Reflection" },
787 { TR2_FREE_ACT, "Free Action" },
788 { TR2_HOLD_LIFE, "Hold Life" },
793 * Miscellaneous magic given by an object's "flags3" field
795 * Note that cursed artifacts and objects with permanent light
796 * are handled "directly" -- see analyze_misc_magic()
799 static const flag_desc misc_flags3_desc[] =
802 { TR3_SH_FIRE, "²Ð±ê¥ª¡¼¥é" },
803 { TR3_SH_ELEC, "Åŷ⥪¡¼¥é" },
804 { TR3_SH_COLD, "Î䵤¥ª¡¼¥é" },
805 { TR3_NO_TELE, "È¿¥Æ¥ì¥Ý¡¼¥È" },
806 { TR3_NO_MAGIC, "È¿ËâË¡" },
807 { TR3_FEATHER, "ÉâÍ·" },
808 { TR3_SEE_INVIS, "²Ä»ëÆ©ÌÀ" },
809 { TR3_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼" },
810 { TR3_SLOW_DIGEST, "Ãپò½" },
811 { TR3_REGEN, "µÞ®²óÉü" },
812 /* { TR3_XTRA_MIGHT, "¶¯Îϼͷâ" }, */
813 { TR3_XTRA_SHOTS, "Äɲüͷâ" }, /* always +1? */
814 { TR3_DRAIN_EXP, "·Ð¸³Ã͵ۼý" },
815 { TR3_AGGRAVATE, "È¿´¶" },
816 { TR3_BLESSED, "½ËÊ¡" },
817 { TR3_DEC_MANA, "¾ÃÈñËâÎϸº¾¯" },
819 { TR3_SH_FIRE, "Fiery Aura" },
820 { TR3_SH_ELEC, "Electric Aura" },
821 { TR3_SH_COLD, "Coldly Aura" },
822 { TR3_NO_TELE, "Prevent Teleportation" },
823 { TR3_NO_MAGIC, "Anti-Magic" },
824 { TR3_FEATHER, "Levitation" },
825 { TR3_SEE_INVIS, "See Invisible" },
826 { TR3_TELEPATHY, "ESP" },
827 { TR3_SLOW_DIGEST, "Slow Digestion" },
828 { TR3_REGEN, "Regeneration" },
829 /* { TR3_XTRA_MIGHT, "Extra Might" }, */
830 { TR3_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
831 { TR3_DRAIN_EXP, "Drains Experience" },
832 { TR3_AGGRAVATE, "Aggravates" },
833 { TR3_BLESSED, "Blessed Blade" },
834 { TR3_DEC_MANA, "Decrease Shouhi Mana" },
840 * A special type used just for deailing with pvals
845 * This will contain a string such as "+2", "-10", etc.
850 * A list of various player traits affected by an object's pval such
851 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
852 * this list since it will probably be desirable to format its
853 * description differently.
855 * Note that room need only be reserved for the number of stats - 1
856 * since the description "All stats" is used if an object affects all
857 * all stats. Also, room must be reserved for a sentinel NULL pointer.
859 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
861 * This list includes extra attacks, for simplicity.
863 cptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
864 N_ELEMENTS(pval_flags1_desc) + 1];
870 * An "object analysis structure"
872 * It will be filled with descriptive strings detailing an object's
873 * various magical powers. The "ignore X" traits are not noted since
874 * all artifacts ignore "normal" destruction.
879 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
880 char description[MAX_NLEN];
882 /* Description of what is affected by an object's pval */
883 pval_info_type pval_info;
885 /* A list of an object's slaying preferences */
886 cptr slays[N_ELEMENTS(slay_flags_desc) + 1];
888 /* A list if an object's elemental brands */
889 cptr brands[N_ELEMENTS(brand_flags_desc) + 1];
891 /* A list of immunities granted by an object */
892 cptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
894 /* A list of resistances granted by an object */
895 cptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
897 /* A list of stats sustained by an object */
898 cptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
900 /* A list of various magical qualities an object may have */
901 cptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
902 + 1 /* Permanent Light */
904 + 1 /* type of curse */
905 + 1]; /* sentinel NULL */
907 /* A string describing an artifact's activation */
910 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
916 * Write out `n' of the character `c' to the spoiler file
918 static void spoiler_out_n_chars(int n, char c)
920 while (--n >= 0) fputc(c, fff);
925 * Write out `n' blank lines to the spoiler file
927 static void spoiler_blanklines(int n)
929 spoiler_out_n_chars(n, '\n');
934 * Write a line to the spoiler file and then "underline" it with hypens
936 static void spoiler_underline(cptr str)
938 fprintf(fff, "%s\n", str);
939 spoiler_out_n_chars(strlen(str), '-');
946 * This function does most of the actual "analysis". Given a set of bit flags
947 * (which will be from one of the flags fields from the object in question),
948 * a "flag description structure", a "description list", and the number of
949 * elements in the "flag description structure", this function sets the
950 * "description list" members to the appropriate descriptions contained in
951 * the "flag description structure".
953 * The possibly updated description pointer is returned.
955 static cptr *spoiler_flag_aux(const u32b art_flags, const flag_desc *flag_ptr,
956 cptr *desc_ptr, const int n_elmnts)
960 for (i = 0; i < n_elmnts; ++i)
962 if (art_flags & flag_ptr[i].flag)
964 *desc_ptr++ = flag_ptr[i].desc;
973 * Acquire a "basic" description "The Cloak of Death [1,+10]"
975 static void analyze_general (object_type *o_ptr, char *desc_ptr)
977 /* Get a "useful" description of the object */
978 object_desc_store(desc_ptr, o_ptr, TRUE, 1);
983 * List "player traits" altered by an artifact's pval. These include stats,
984 * speed, infravision, tunneling, stealth, searching, and extra attacks.
986 static void analyze_pval (object_type *o_ptr, pval_info_type *p_ptr)
988 const u32b all_stats = (TR1_STR | TR1_INT | TR1_WIS |
989 TR1_DEX | TR1_CON | TR1_CHR);
995 /* If pval == 0, there is nothing to do. */
998 /* An "empty" pval description indicates that pval == 0 */
999 p_ptr->pval_desc[0] = '\0';
1003 /* Extract the flags */
1004 object_flags(o_ptr, &f1, &f2, &f3);
1006 affects_list = p_ptr->pval_affects;
1008 /* Create the "+N" string */
1009 sprintf(p_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1011 /* First, check to see if the pval affects all stats */
1012 if ((f1 & all_stats) == all_stats)
1015 *affects_list++ = "Á´Ç½ÎÏ";
1017 *affects_list++ = "All stats";
1021 /* Are any stats affected? */
1022 else if (f1 & all_stats)
1024 affects_list = spoiler_flag_aux(f1, stat_flags_desc,
1026 N_ELEMENTS(stat_flags_desc));
1029 /* And now the "rest" */
1030 affects_list = spoiler_flag_aux(f1, pval_flags1_desc,
1032 N_ELEMENTS(pval_flags1_desc));
1034 /* Terminate the description list */
1035 *affects_list = NULL;
1039 /* Note the slaying specialties of a weapon */
1040 static void analyze_slay (object_type *o_ptr, cptr *slay_list)
1044 object_flags(o_ptr, &f1, &f2, &f3);
1046 slay_list = spoiler_flag_aux(f1, slay_flags_desc, slay_list,
1047 N_ELEMENTS(slay_flags_desc));
1049 /* Terminate the description list */
1053 /* Note an object's elemental brands */
1054 static void analyze_brand (object_type *o_ptr, cptr *brand_list)
1058 object_flags(o_ptr, &f1, &f2, &f3);
1060 brand_list = spoiler_flag_aux(f1, brand_flags_desc, brand_list,
1061 N_ELEMENTS(brand_flags_desc));
1063 /* Terminate the description list */
1068 /* Note the resistances granted by an object */
1069 static void analyze_resist (object_type *o_ptr, cptr *resist_list)
1073 object_flags(o_ptr, &f1, &f2, &f3);
1075 resist_list = spoiler_flag_aux(f2, resist_flags_desc,
1076 resist_list, N_ELEMENTS(resist_flags_desc));
1078 /* Terminate the description list */
1079 *resist_list = NULL;
1083 /* Note the immunities granted by an object */
1084 static void analyze_immune (object_type *o_ptr, cptr *immune_list)
1088 object_flags(o_ptr, &f1, &f2, &f3);
1090 immune_list = spoiler_flag_aux(f2, immune_flags_desc,
1091 immune_list, N_ELEMENTS(immune_flags_desc));
1093 /* Terminate the description list */
1094 *immune_list = NULL;
1097 /* Note which stats an object sustains */
1099 static void analyze_sustains (object_type *o_ptr, cptr *sustain_list)
1101 const u32b all_sustains = (TR2_SUST_STR | TR2_SUST_INT | TR2_SUST_WIS |
1102 TR2_SUST_DEX | TR2_SUST_CON | TR2_SUST_CHR);
1106 object_flags(o_ptr, &f1, &f2, &f3);
1108 /* Simplify things if an item sustains all stats */
1109 if ((f2 & all_sustains) == all_sustains)
1112 *sustain_list++ = "Á´Ç½ÎÏ";
1114 *sustain_list++ = "All stats";
1118 /* Should we bother? */
1119 else if ((f2 & all_sustains))
1121 sustain_list = spoiler_flag_aux(f2, sustain_flags_desc,
1123 N_ELEMENTS(sustain_flags_desc));
1126 /* Terminate the description list */
1127 *sustain_list = NULL;
1132 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1133 * free action, permanent light, etc.
1135 static void analyze_misc_magic (object_type *o_ptr, cptr *misc_list)
1139 object_flags(o_ptr, &f1, &f2, &f3);
1141 misc_list = spoiler_flag_aux(f2, misc_flags2_desc, misc_list,
1142 N_ELEMENTS(misc_flags2_desc));
1144 misc_list = spoiler_flag_aux(f3, misc_flags3_desc, misc_list,
1145 N_ELEMENTS(misc_flags3_desc));
1148 * Artifact lights -- large radius light.
1150 if ((o_ptr->tval == TV_LITE) && artifact_p(o_ptr))
1153 *misc_list++ = "±Êµ×¸÷¸»(Ⱦ·Â3)";
1155 *misc_list++ = "Permanent Light(3)";
1160 * Glowing artifacts -- small radius light.
1162 if (f3 & (TR3_LITE))
1165 *misc_list++ = "±Êµ×¸÷¸»(Ⱦ·Â1)";
1167 *misc_list++ = "Permanent Light(1)";
1172 * Handle cursed objects here to avoid redundancies such as noting
1173 * that a permanently cursed object is heavily cursed as well as
1174 * being "lightly cursed".
1177 /* if (cursed_p(o_ptr)) */
1180 if (f3 & TR3_TY_CURSE)
1183 *misc_list++ = "ÂÀ¸Å¤Î±åÇ°";
1185 *misc_list++ = "Ancient Curse";
1188 if (f3 & TR3_PERMA_CURSE)
1191 *misc_list++ = "±Ê±ó¤Î¼ö¤¤";
1193 *misc_list++ = "Permanently Cursed";
1196 else if (f3 & TR3_HEAVY_CURSE)
1199 *misc_list++ = "¶¯ÎϤʼö¤¤";
1201 *misc_list++ = "Heavily Cursed";
1205 else if (f3 & TR3_CURSED)
1208 *misc_list++ = "¼ö¤¤";
1210 *misc_list++ = "Cursed";
1215 /* Terminate the description list */
1223 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1224 * and its value in gold pieces
1226 static void analyze_misc (object_type *o_ptr, char *misc_desc)
1228 artifact_type *a_ptr = &a_info[o_ptr->name1];
1231 sprintf(misc_desc, "¥ì¥Ù¥ë %u, ´õ¾¯ÅÙ %u, %d.%d kg, ¡ð%ld",
1232 a_ptr->level, a_ptr->rarity,
1233 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), a_ptr->cost);
1235 sprintf(misc_desc, "Level %u, Rarity %u, %d.%d lbs, %ld Gold",
1236 a_ptr->level, a_ptr->rarity,
1237 a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
1243 * Fill in an object description structure for a given object
1245 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1247 analyze_general(o_ptr, desc_ptr->description);
1249 analyze_pval(o_ptr, &desc_ptr->pval_info);
1251 analyze_brand(o_ptr, desc_ptr->brands);
1253 analyze_slay(o_ptr, desc_ptr->slays);
1255 analyze_immune(o_ptr, desc_ptr->immunities);
1257 analyze_resist(o_ptr, desc_ptr->resistances);
1259 analyze_sustains(o_ptr, desc_ptr->sustains);
1261 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1263 analyze_misc(o_ptr, desc_ptr->misc_desc);
1265 desc_ptr->activation = item_activation(o_ptr);
1269 static void print_header(void)
1273 #ifndef FAKE_VERSION
1274 sprintf(buf, "Artifact Spoilers for Angband Version %d.%d.%d",
1275 VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
1276 spoiler_underline(buf);
1277 #else /* FAKE_VERSION */
1278 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",
1279 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1280 spoiler_underline(buf);
1281 #endif /* FAKE_VERSION */
1286 * This is somewhat ugly.
1288 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1289 * and a separator character (',', e.g.), write the list to the spoiler file
1290 * in a "nice" format, such as:
1292 * Resist Fire, Cold, Acid
1294 * That was a simple example, but when the list is long, a line wrap
1295 * should occur, and this should induce a new level of indention if
1296 * a list is being spread across lines. So for example, Bladeturner's
1297 * list of resistances should look something like this
1299 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1300 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1302 * However, the code distinguishes between a single list of many items vs.
1303 * many lists. (The separator is used to make this determination.) A single
1304 * list of many items will not cause line wrapping (since there is no
1305 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1306 * might look like this:
1308 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1311 * So comparing the two, "Regeneration" has no trailing separator and
1312 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1313 * but that's not relevant to line wrapping and indention.)
1316 /* ITEM_SEP separates items within a list */
1317 #define ITEM_SEP ','
1320 /* LIST_SEP separates lists */
1322 #define LIST_SEP ','
1324 #define LIST_SEP ';'
1327 static void spoiler_outlist(cptr header, cptr *list, char separator)
1329 int line_len, buf_len;
1330 char line[MAX_LINE_LEN+1], buf[80];
1332 /* Ignore an empty list */
1333 if (*list == NULL) return;
1335 /* This function always indents */
1336 strcpy(line, INDENT1);
1338 /* Create header (if one was given) */
1339 if (header && (header[0]))
1341 strcat(line, header);
1345 line_len = strlen(line);
1347 /* Now begin the tedious task */
1350 /* Copy the current item to a buffer */
1353 /* Note the buffer's length */
1354 buf_len = strlen(buf);
1357 * If there is an item following this one, pad with separator and
1358 * a space and adjust the buffer length
1363 sprintf(buf + buf_len, "%c ", separator);
1368 * If the buffer will fit on the current line, just append the
1369 * buffer to the line and adjust the line length accordingly.
1372 if (line_len + buf_len <= MAX_LINE_LEN)
1375 line_len += buf_len;
1378 /* Apply line wrapping and indention semantics described above */
1382 * Don't print a trailing list separator but do print a trailing
1385 if (line_len > 1 && line[line_len - 1] == ' '
1386 && line[line_len - 2] == LIST_SEP)
1388 /* Ignore space and separator */
1389 line[line_len - 2] = '\0';
1391 /* Write to spoiler file */
1392 fprintf(fff, "%s\n", line);
1394 /* Begin new line at primary indention level */
1395 sprintf(line, "%s%s", INDENT1, buf);
1400 /* Write to spoiler file */
1401 fprintf(fff, "%s\n", line);
1403 /* Begin new line at secondary indention level */
1404 sprintf(line, "%s%s", INDENT2, buf);
1407 line_len = strlen(line);
1410 /* Advance, with break */
1411 if (!*++list) break;
1414 /* Write what's left to the spoiler file */
1415 fprintf(fff, "%s\n", line);
1419 /* Create a spoiler file entry for an artifact */
1421 static void spoiler_print_art(obj_desc_list *art_ptr)
1423 pval_info_type *pval_ptr = &art_ptr->pval_info;
1427 /* Don't indent the first line */
1428 fprintf(fff, "%s\n", art_ptr->description);
1430 /* An "empty" pval description indicates that the pval affects nothing */
1431 if (pval_ptr->pval_desc[0])
1433 /* Mention the effects of pval */
1435 sprintf(buf, "%s¤Î½¤Àµ:", pval_ptr->pval_desc);
1437 sprintf(buf, "%s to", pval_ptr->pval_desc);
1439 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1442 /* Now deal with the description lists */
1445 spoiler_outlist("ÂÐ:", art_ptr->slays, ITEM_SEP);
1447 spoiler_outlist("Éð´ï°À:", art_ptr->brands, LIST_SEP);
1449 spoiler_outlist("ÌȱÖ:", art_ptr->immunities, ITEM_SEP);
1451 spoiler_outlist("ÂÑÀ:", art_ptr->resistances, ITEM_SEP);
1453 spoiler_outlist("°Ý»ý:", art_ptr->sustains, ITEM_SEP);
1455 spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
1457 spoiler_outlist("", art_ptr->brands, LIST_SEP);
1459 spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
1461 spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
1463 spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
1465 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1468 /* Write out the possible activation at the primary indention level */
1469 if (art_ptr->activation)
1472 fprintf(fff, "%sȯư: %s\n", INDENT1, art_ptr->activation);
1474 fprintf(fff, "%sActivates for %s\n", INDENT1, art_ptr->activation);
1478 /* End with the miscellaneous facts */
1479 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1484 * Hack -- Create a "forged" artifact
1486 static bool make_fake_artifact(object_type *o_ptr, int name1)
1490 artifact_type *a_ptr = &a_info[name1];
1493 /* Ignore "empty" artifacts */
1494 if (!a_ptr->name) return FALSE;
1496 /* Acquire the "kind" index */
1497 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1500 if (!i) return (FALSE);
1502 /* Create the artifact */
1503 object_prep(o_ptr, i);
1506 o_ptr->name1 = name1;
1508 /* Extract the fields */
1509 o_ptr->pval = a_ptr->pval;
1510 o_ptr->ac = a_ptr->ac;
1511 o_ptr->dd = a_ptr->dd;
1512 o_ptr->ds = a_ptr->ds;
1513 o_ptr->to_a = a_ptr->to_a;
1514 o_ptr->to_h = a_ptr->to_h;
1515 o_ptr->to_d = a_ptr->to_d;
1516 o_ptr->weight = a_ptr->weight;
1524 * Create a spoiler file for artifacts
1526 static void spoil_artifact(cptr fname)
1533 obj_desc_list artifact;
1538 /* Build the filename */
1539 path_build(buf, 1024, ANGBAND_DIR_USER, fname);
1541 /* File type is "TEXT" */
1542 FILE_TYPE(FILE_TYPE_TEXT);
1545 fff = my_fopen(buf, "w");
1550 msg_print("Cannot create spoiler file.");
1554 /* Dump the header */
1557 /* List the artifacts by tval */
1558 for (i = 0; group_artifact[i].tval; i++)
1560 /* Write out the group title */
1561 if (group_artifact[i].name)
1563 spoiler_blanklines(2);
1564 spoiler_underline(group_artifact[i].name);
1565 spoiler_blanklines(1);
1568 /* Now search through all of the artifacts */
1569 for (j = 1; j < max_a_idx; ++j)
1571 artifact_type *a_ptr = &a_info[j];
1573 /* We only want objects in the current group */
1574 if (a_ptr->tval != group_artifact[i].tval) continue;
1576 /* Get local object */
1579 /* Wipe the object */
1582 /* Attempt to "forge" the artifact */
1583 if (!make_fake_artifact(q_ptr, j)) continue;
1585 /* Analyze the artifact */
1586 object_analyze(q_ptr, &artifact);
1588 /* Write out the artifact description to the spoiler file */
1589 spoiler_print_art(&artifact);
1593 /* Check for errors */
1594 if (ferror(fff) || my_fclose(fff))
1596 msg_print("Cannot close spoiler file.");
1601 msg_print("Successfully created a spoiler file.");
1609 * Create a spoiler file for monsters -BEN-
1611 static void spoil_mon_desc(cptr fname)
1628 /* Allocate the "who" array */
1629 C_MAKE(who, max_r_idx, s16b);
1631 /* Build the filename */
1632 path_build(buf, 1024, ANGBAND_DIR_USER, fname);
1634 /* File type is "TEXT" */
1635 FILE_TYPE(FILE_TYPE_TEXT);
1638 fff = my_fopen(buf, "w");
1643 msg_print("Cannot create spoiler file.");
1647 /* Dump the header */
1649 #ifndef FAKE_VERSION
1650 fprintf(fff, "Monster Spoilers for Angband Version %d.%d.%d\n",
1651 VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
1652 fprintf(fff, "------------------------------------------\n\n");
1654 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1655 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1656 fprintf(fff, "------------------------------------------\n\n");
1659 /* Dump the header */
1660 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1661 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1662 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1663 "--------", "---", "---", "---", "--", "--", "-----------");
1666 /* Scan the monsters */
1667 for (i = 1; i < max_r_idx; i++)
1669 monster_race *r_ptr = &r_info[i];
1671 /* Use that monster */
1672 if (r_ptr->name) who[n++] = i;
1675 /* Select the sort method */
1676 ang_sort_comp = ang_sort_comp_hook;
1677 ang_sort_swap = ang_sort_swap_hook;
1679 /* Sort the array by dungeon depth of monsters */
1680 ang_sort(who, &why, n);
1683 for (i = 0; i < n; i++)
1685 monster_race *r_ptr = &r_info[who[i]];
1687 cptr name = (r_name + r_ptr->name);
1688 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1690 /* Get the "name" */
1691 /* if (r_ptr->flags1 & (RF1_QUESTOR)) */
1694 sprintf(nam, "[Q] %s", name);
1696 else if (r_ptr->flags1 & (RF1_UNIQUE))
1698 sprintf(nam, "[U] %s", name);
1703 sprintf(nam, " %s", name);
1705 sprintf(nam, "The %s", name);
1711 sprintf(lev, "%d", r_ptr->level);
1714 sprintf(rar, "%d", r_ptr->rarity);
1717 if (r_ptr->speed >= 110)
1719 sprintf(spd, "+%d", (r_ptr->speed - 110));
1723 sprintf(spd, "-%d", (110 - r_ptr->speed));
1727 sprintf(ac, "%d", r_ptr->ac);
1730 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1732 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1736 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1741 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1743 /* Hack -- use visual instead */
1744 sprintf(exp, "%s '%c'", attr_to_text(r_ptr->d_attr), r_ptr->d_char);
1747 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1748 nam, lev, rar, spd, hp, ac, exp);
1755 /* Check for errors */
1756 if (ferror(fff) || my_fclose(fff))
1758 msg_print("Cannot close spoiler file.");
1763 msg_print("Successfully created a spoiler file.");
1770 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1772 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1778 static cptr wd_che[3] =
1780 { "¤½¤ì", "Èà", "Èà½÷" };
1782 { "It", "He", "She" };
1786 static cptr wd_lhe[3] =
1787 { "it", "he", "she" };
1792 * Buffer text to the given file. (-SHAWN-)
1793 * This is basically c_roff() from mon-desc.c with a few changes.
1795 static void spoil_out(cptr str)
1800 static char roff_buf[256];
1805 /* Current pointer into line roff_buf */
1806 static char *roff_p = roff_buf;
1808 /* Last space saved into roff_buf */
1809 static char *roff_s = NULL;
1811 /* Special handling for "new sequence" */
1814 if (roff_p != roff_buf) roff_p--;
1815 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1816 if (roff_p == roff_buf) fprintf(fff, "\n");
1819 *(roff_p + 1) = '\0';
1820 fprintf(fff, "%s\n\n", roff_buf);
1828 /* Scan the given string, character at a time */
1833 int k_flag = iskanji((unsigned char)(*str));
1836 int wrap = (ch == '\n');
1839 if (!isprint(ch) && !k_flag && !iskanji2) ch = ' ';
1840 if(k_flag && !iskanji2)iskanji2=1;else iskanji2=0;
1842 if (!isprint(ch)) ch = ' ';
1846 if ( roff_p >= roff_buf+( (k_flag) ? 74 : 75) ) wrap=1;
1847 if ((ch == ' ') && (roff_p + 2 >= roff_buf + ((k_flag) ? 74 : 75))) wrap = 1;
1849 if (roff_p >= roff_buf + 75) wrap = 1;
1850 if ((ch == ' ') && (roff_p + 2 >= roff_buf + 75)) wrap = 1;
1854 /* Handle line-wrap */
1862 if (roff_s && (ch != ' '))
1870 fprintf(fff, "%s\n", roff_buf);
1874 if(cbak != ' ') *roff_p++ = cbak;
1876 while (*r) *roff_p++ = *r++;
1880 if ((roff_p > roff_buf) || (ch != ' '))
1884 if (ch == ' ' || ch == '(' ) roff_s = roff_p;
1888 strncmp(str, "¡£", 2) != 0 &&
1889 strncmp(str, "¡¢", 2) != 0 &&
1890 strncmp(str, "¥£", 2) != 0 &&
1891 strncmp(str, "¡¼", 2) != 0) roff_s = roff_p;
1894 if (ch == ' ') roff_s = roff_p;
1904 * Create a spoiler file for monsters (-SHAWN-)
1906 static void spoil_mon_info(cptr fname)
1909 int msex, vn, i, j, k, l, n=0;
1910 bool breath, magic, sin;
1913 u32b flags1, flags2, flags3, flags4, flags5, flags6, flags7;
1922 /* Build the filename */
1923 path_build(buf, 1024, ANGBAND_DIR_USER, fname);
1925 /* File type is "TEXT" */
1926 FILE_TYPE(FILE_TYPE_TEXT);
1929 fff = my_fopen(buf, "w");
1934 msg_print("Cannot create spoiler file.");
1939 /* Dump the header */
1940 #ifndef FAKE_VERSION
1941 sprintf(buf, "Monster Spoilers for Angband Version %d.%d.%d\n",
1942 VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
1944 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1945 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1949 spoil_out("------------------------------------------\n\n");
1951 /* Allocate the "who" array */
1952 C_MAKE(who, max_r_idx, s16b);
1954 /* Scan the monsters */
1955 for (i = 1; i < max_r_idx; i++)
1957 monster_race *r_ptr = &r_info[i];
1959 /* Use that monster */
1960 if (r_ptr->name) who[n++] = i;
1963 /* Select the sort method */
1964 ang_sort_comp = ang_sort_comp_hook;
1965 ang_sort_swap = ang_sort_swap_hook;
1967 /* Sort the array by dungeon depth of monsters */
1968 ang_sort(who, &why, n);
1972 * List all monsters in order
1974 for (l = 0; l < n; l++)
1976 monster_race *r_ptr = &r_info[who[l]];
1978 /* Extract the flags */
1979 flags1 = r_ptr->flags1;
1980 flags2 = r_ptr->flags2;
1981 flags3 = r_ptr->flags3;
1982 flags4 = r_ptr->flags4;
1983 flags5 = r_ptr->flags5;
1984 flags6 = r_ptr->flags6;
1985 flags7 = r_ptr->flags7;
1989 /* Extract a gender (if applicable) */
1990 if (flags1 & (RF1_FEMALE)) msex = 2;
1991 else if (flags1 & (RF1_MALE)) msex = 1;
1996 if (flags1 & (RF1_QUESTOR))
2000 else if (flags1 & (RF1_UNIQUE))
2013 sprintf(buf, "%s/%s (", (r_name + r_ptr->name),(E_r_name+r_ptr->E_name)); /* ---)--- */
2015 sprintf(buf, "%s (", (r_name + r_ptr->name)); /* ---)--- */
2021 spoil_out(attr_to_text(r_ptr->d_attr));
2024 sprintf(buf, " '%c')\n", r_ptr->d_char);
2029 sprintf(buf, "=== ");
2033 sprintf(buf, "Num:%d ", n);
2037 sprintf(buf, "Lev:%d ", r_ptr->level);
2041 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2045 if (r_ptr->speed >= 110)
2047 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2051 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2056 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2058 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2062 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2067 sprintf(buf, "Ac:%d ", r_ptr->ac);
2071 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2076 spoil_out(r_text + r_ptr->text);
2088 if (flags2 & RF2_ELDRITCH_HORROR) spoil_out("¶¸µ¤¤òͶ¤¦");/*nuke me*/
2089 if (flags3 & RF3_ANIMAL) spoil_out("¼«Á³³¦¤Î");
2090 if (flags3 & RF3_EVIL) spoil_out("¼Ù°¤Ê¤ë");
2091 if (flags3 & RF3_GOOD) spoil_out("Á±ÎɤÊ");
2092 if (flags3 & RF3_UNDEAD) spoil_out("¥¢¥ó¥Ç¥Ã¥É¤Î");
2094 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_AMBERITE)) || (flags2 & RF2_QUANTUM))
2096 if (flags3 & RF3_DRAGON) spoil_out("¥É¥é¥´¥ó");
2097 if (flags3 & RF3_DEMON) spoil_out("¥Ç¡¼¥â¥ó");
2098 if (flags3 & RF3_GIANT) spoil_out("¥¸¥ã¥¤¥¢¥ó¥È");
2099 if (flags3 & RF3_TROLL) spoil_out("¥È¥í¥ë");
2100 if (flags3 & RF3_ORC) spoil_out("¥ª¡¼¥¯");
2101 if (flags3 & RF3_AMBERITE) spoil_out("¥¢¥ó¥Ð¡¼¤Î²¦Â²");/*nuke me*/
2102 if (flags2 & RF2_QUANTUM) spoil_out("ÎÌ»ÒÀ¸Êª");
2104 else spoil_out("¥â¥ó¥¹¥¿¡¼");
2108 if (flags2 & (RF2_ELDRITCH_HORROR)) spoil_out (" sanity-blasting");
2109 if (flags3 & (RF3_ANIMAL)) spoil_out(" natural");
2110 if (flags3 & (RF3_EVIL)) spoil_out(" evil");
2111 if (flags3 & (RF3_GOOD)) spoil_out(" good");
2112 if (flags3 & (RF3_UNDEAD)) spoil_out(" undead");
2114 if (flags3 & (RF3_DRAGON)) spoil_out(" dragon");
2115 else if (flags3 & (RF3_DEMON)) spoil_out(" demon");
2116 else if (flags3 & (RF3_GIANT)) spoil_out(" giant");
2117 else if (flags3 & (RF3_TROLL)) spoil_out(" troll");
2118 else if (flags3 & (RF3_ORC)) spoil_out(" orc");
2119 else if (flags3 & (RF3_AMBERITE)) spoil_out (" Amberite");
2120 else spoil_out(" creature");
2127 spoil_out(" moves");
2131 if ((flags1 & (RF1_RAND_50)) && (flags1 & (RF1_RAND_25)))
2134 spoil_out("¤«¤Ê¤êÉÔµ¬Â§¤Ë");
2136 spoil_out(" extremely erratically");
2140 else if (flags1 & (RF1_RAND_50))
2143 spoil_out("´öʬÉÔµ¬Â§¤Ë");
2145 spoil_out(" somewhat erratically");
2149 else if (flags1 & (RF1_RAND_25))
2152 spoil_out("¾¯¡¹ÉÔµ¬Â§¤Ë");
2154 spoil_out(" a bit erratically");
2161 spoil_out("ÉáÄ̤Ë");
2163 spoil_out(" normally");
2169 spoil_out("Æ°¤¤¤Æ¤¤¤ë");
2171 if (flags1 & (RF1_NEVER_MOVE))
2174 spoil_out("¤¬¡¢¿¯Æþ¼Ô¤òÄÉÀפ·¤Ê¤¤");
2176 spoil_out(", but does not deign to chase intruders");
2182 spoil_out("¤³¤È¤¬¤¢¤ë¡£");
2188 if (!r_ptr->level || (flags1 & (RF1_FORCE_DEPTH)))
2190 sprintf(buf, "%s is never found out of depth. ", wd_che[msex]);
2194 if (flags1 & (RF1_FORCE_SLEEP))
2196 sprintf(buf, "%s is always created sluggish. ", wd_che[msex]);
2200 if (flags2 & (RF2_AURA_FIRE))
2202 sprintf(buf, "%s is surrounded by flames. ", wd_che[msex]);
2206 if (flags3 & (RF3_AURA_COLD))
2208 sprintf(buf, "%s is surrounded by ice. ", wd_che[msex]);
2212 if (flags2 & (RF2_AURA_ELEC))
2214 sprintf(buf, "%s is surrounded by electricity. ", wd_che[msex]);
2218 if (flags2 & (RF2_REFLECTING))
2220 sprintf(buf, "%s reflects bolt spells. ", wd_che[msex]);
2224 if (flags1 & (RF1_ESCORT))
2226 sprintf(buf, "%s usually appears with ", wd_che[msex]);
2228 if (flags1 & (RF1_ESCORTS)) spoil_out("escorts. ");
2229 else spoil_out("an escort. ");
2232 if ((flags1 & RF1_FRIEND) || (flags1 & RF1_FRIENDS))
2234 sprintf(buf, "%s usually appears in groups. ", wd_che[msex]);
2238 /* Collect inate attacks */
2241 if (flags4 & RF4_SHRIEK) vp[vn++] = "ÈáÌĤǽõ¤±¤òµá¤á¤ë";
2242 if (flags4 & RF4_ROCKET) vp[vn++] = "¥í¥±¥Ã¥È¤òȯ¼Í¤¹¤ë";
2243 if (flags4 & RF4_ARROW_2) vp[vn++] = "¿ô²óÌð¤ò·â¤Ä";
2244 if (flags4 & RF4_ARROW_2) vp[vn++] = "¿ô²óÌð¤ò·â¤Ä";
2245 if (flags4 & RF4_ARROW_4) vp[vn++] = "¿ô²ó¼Í·â¤ò¤¹¤ë";
2246 if (flags4 & RF4_ARROW_4) vp[vn++] = "¿ô²ó¼Í·â¤ò¤¹¤ë";
2247 if (flags6 & (RF6_SPECIAL)) vp[vn++] = "ÆÃÊ̤ʹÔÆ°¤ò¤¹¤ë";
2249 if (flags4 & RF4_SHRIEK) vp[vn++] = "shriek for help";
2250 if (flags4 & RF4_ROCKET) vp[vn++] = "shoot a rocket";
2251 if (flags4 & RF4_ARROW_1) vp[vn++] = "fire arrows";
2252 if (flags4 & RF4_ARROW_2) vp[vn++] = "fire arrows";
2253 if (flags4 & RF4_ARROW_3) vp[vn++] = "fire missiles";
2254 if (flags4 & RF4_ARROW_4) vp[vn++] = "fire missiles";
2255 if (flags6 & (RF6_SPECIAL)) vp[vn++] = "do something";
2262 spoil_out(wd_che[msex]);
2265 spoil_out(wd_che[msex]);
2268 for (i = 0; i < vn; i++)
2272 jverb3(vp[i],jverb_buf);
2273 spoil_out(jverb_buf);
2276 else spoil_out(vp[i]);
2278 if (!i) spoil_out(" may ");
2279 else if (i < vn-1) spoil_out(", ");
2280 else spoil_out(" or ");
2286 spoil_out("¤³¤È¤¬¤Ç¤¤ë¡£");
2293 /* Collect breaths */
2296 if (flags4 & (RF4_BR_ACID)) vp[vn++] = "»À";
2297 if (flags4 & (RF4_BR_ELEC)) vp[vn++] = "°ðºÊ";
2298 if (flags4 & (RF4_BR_FIRE)) vp[vn++] = "²Ð±ê";
2299 if (flags4 & (RF4_BR_COLD)) vp[vn++] = "Î䵤";
2300 if (flags4 & (RF4_BR_POIS)) vp[vn++] = "ÆÇ";
2301 if (flags4 & (RF4_BR_NETH)) vp[vn++] = "ÃϹö";
2302 if (flags4 & (RF4_BR_LITE)) vp[vn++] = "Á®¸÷";
2303 if (flags4 & (RF4_BR_DARK)) vp[vn++] = "°Å¹õ";
2304 if (flags4 & (RF4_BR_CONF)) vp[vn++] = "º®Íð";
2305 if (flags4 & (RF4_BR_SOUN)) vp[vn++] = "¹ì²»";
2306 if (flags4 & (RF4_BR_CHAO)) vp[vn++] = "¥«¥ª¥¹";
2307 if (flags4 & (RF4_BR_DISE)) vp[vn++] = "Îô²½";
2308 if (flags4 & (RF4_BR_NEXU)) vp[vn++] = "°ø²Ìº®Íð";
2309 if (flags4 & (RF4_BR_TIME)) vp[vn++] = "»þ´ÖµÕž";
2310 if (flags4 & (RF4_BR_INER)) vp[vn++] = "ÃÙÆß";
2311 if (flags4 & (RF4_BR_GRAV)) vp[vn++] = "½ÅÎÏ";
2312 if (flags4 & (RF4_BR_SHAR)) vp[vn++] = "ÇËÊÒ";
2313 if (flags4 & (RF4_BR_PLAS)) vp[vn++] = "¥×¥é¥º¥Þ";
2314 if (flags4 & (RF4_BR_WALL)) vp[vn++] = "¥Õ¥©¡¼¥¹";
2315 if (flags4 & (RF4_BR_MANA)) vp[vn++] = "ËâÎÏ";
2316 if (flags4 & (RF4_BR_NUKE)) vp[vn++] = "Êü¼ÍÀÇÑ´þʪ";
2317 if (flags4 & (RF4_BR_DISI)) vp[vn++] = "ʬ²ò";
2319 if (flags4 & (RF4_BR_ACID)) vp[vn++] = "acid";
2320 if (flags4 & (RF4_BR_ELEC)) vp[vn++] = "lightning";
2321 if (flags4 & (RF4_BR_FIRE)) vp[vn++] = "fire";
2322 if (flags4 & (RF4_BR_COLD)) vp[vn++] = "frost";
2323 if (flags4 & (RF4_BR_POIS)) vp[vn++] = "poison";
2324 if (flags4 & (RF4_BR_NETH)) vp[vn++] = "nether";
2325 if (flags4 & (RF4_BR_LITE)) vp[vn++] = "light";
2326 if (flags4 & (RF4_BR_DARK)) vp[vn++] = "darkness";
2327 if (flags4 & (RF4_BR_CONF)) vp[vn++] = "confusion";
2328 if (flags4 & (RF4_BR_SOUN)) vp[vn++] = "sound";
2329 if (flags4 & (RF4_BR_CHAO)) vp[vn++] = "chaos";
2330 if (flags4 & (RF4_BR_DISE)) vp[vn++] = "disenchantment";
2331 if (flags4 & (RF4_BR_NEXU)) vp[vn++] = "nexus";
2332 if (flags4 & (RF4_BR_TIME)) vp[vn++] = "time";
2333 if (flags4 & (RF4_BR_INER)) vp[vn++] = "inertia";
2334 if (flags4 & (RF4_BR_GRAV)) vp[vn++] = "gravity";
2335 if (flags4 & (RF4_BR_SHAR)) vp[vn++] = "shards";
2336 if (flags4 & (RF4_BR_PLAS)) vp[vn++] = "plasma";
2337 if (flags4 & (RF4_BR_WALL)) vp[vn++] = "force";
2338 if (flags4 & (RF4_BR_MANA)) vp[vn++] = "mana";
2339 if (flags4 & (RF4_BR_NUKE)) vp[vn++] = "toxic waste";
2340 if (flags4 & (RF4_BR_DISI)) vp[vn++] = "disintegration";
2348 spoil_out(wd_che[msex]);
2351 spoil_out(wd_che[msex]);
2357 for (i = 0; i < vn; i++)
2360 if ( i != 0 ) spoil_out("¤ä");
2362 if (!i) spoil_out(" may breathe ");
2363 else if (i < vn-1) spoil_out(", ");
2364 else spoil_out(" or ");
2370 spoil_out("¤Î¥Ö¥ì¥¹¤ò");
2371 if (flags2 & (RF2_POWERFUL)) spoil_out("¶¯ÎϤË");
2372 spoil_out("ÅǤ¯¤³¤È¤¬¤¢");
2374 if (flags2 & (RF2_POWERFUL)) spoil_out(" powerfully");
2379 /* Collect spells */
2382 if (flags5 & (RF5_BA_ACID)) vp[vn++] = "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î";
2383 if (flags5 & (RF5_BA_ELEC)) vp[vn++] = "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î";
2384 if (flags5 & (RF5_BA_FIRE)) vp[vn++] = "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î";
2385 if (flags5 & (RF5_BA_COLD)) vp[vn++] = "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î";
2386 if (flags5 & (RF5_BA_POIS)) vp[vn++] = "°½±À¤Î";
2387 if (flags5 & (RF5_BA_NETH)) vp[vn++] = "ÃϹöµå¤Î";
2388 if (flags5 & (RF5_BA_WATE)) vp[vn++] = "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë¤Î";
2389 if (flags4 & (RF4_BA_NUKE)) vp[vn++] = "Êü¼Íǽµå¤Î";
2391 if (flags5 & (RF5_BA_ACID)) vp[vn++] = "produce acid balls";
2392 if (flags5 & (RF5_BA_ELEC)) vp[vn++] = "produce lightning balls";
2393 if (flags5 & (RF5_BA_FIRE)) vp[vn++] = "produce fire balls";
2394 if (flags5 & (RF5_BA_COLD)) vp[vn++] = "produce frost balls";
2395 if (flags5 & (RF5_BA_POIS)) vp[vn++] = "produce poison balls";
2396 if (flags5 & (RF5_BA_NETH)) vp[vn++] = "produce nether balls";
2397 if (flags5 & (RF5_BA_WATE)) vp[vn++] = "produce water balls";
2398 if (flags4 & (RF4_BA_NUKE)) vp[vn++] = "produce balls of radiation";
2402 if (flags5 & (RF5_BA_MANA)) vp[vn++] = "ËâÎϤÎÍò¤Î";
2403 if (flags5 & (RF5_BA_DARK)) vp[vn++] = "°Å¹õ¤ÎÍò¤Î";
2404 if (flags5 & (RF5_BA_LITE)) vp[vn++] = "¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î";
2405 if (flags4 & (RF4_BA_CHAO)) vp[vn++] = "½ã¥í¥°¥ë¥¹¤Î";
2407 if (flags5 & (RF5_BA_MANA)) vp[vn++] = "produce mana storms";
2408 if (flags5 & (RF5_BA_DARK)) vp[vn++] = "produce darkness storms";
2409 if (flags4 & (RF5_BA_LITE)) vp[vn++] = "produce starburst";
2410 if (flags4 & (RF4_BA_CHAO)) vp[vn++] = "invoke raw Logrus";
2413 if (flags6 & (RF6_HAND_DOOM)) vp[vn++] = "ÇËÌǤμê¤Î";
2414 if (flags6 & (RF6_PSY_SPEAR)) vp[vn++] = "¸÷¤Î·õ¤Î";
2415 if (flags5 & (RF5_DRAIN_MANA)) vp[vn++] = "ËâÎϤòµÛ¤¤¼è¤ë";
2416 if (flags5 & (RF5_MIND_BLAST)) vp[vn++] = "Àº¿À¤ò¹¶·â¤¹¤ë";
2417 if (flags5 & (RF5_BRAIN_SMASH)) vp[vn++] = "Ǿ¤ò¹¶·â¤¹¤ë";
2418 if (flags5 & (RF5_CAUSE_1)) vp[vn++] = "·Ú½ý¤ò°ú¤µ¯¤³¤·¤Æ¼ö¤¤¤ò¤«¤±¤ë";
2419 if (flags5 & (RF5_CAUSE_2)) vp[vn++] = "½Å½ý¤ò°ú¤µ¯¤³¤·¤Æ¼ö¤¤¤ò¤«¤±¤ë";
2420 if (flags5 & (RF5_CAUSE_3)) vp[vn++] = "Ã×Ì¿½ý¤ò°ú¤µ¯¤³¤·¤Æ¼ö¤¤¤ò¤«¤±¤ë";
2421 if (flags5 & (RF5_CAUSE_4)) vp[vn++] = "È빦¤òÆͤ¯";
2422 if (flags5 & (RF5_BO_ACID)) vp[vn++] = "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î";
2423 if (flags5 & (RF5_BO_ELEC)) vp[vn++] = "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î";
2424 if (flags5 & (RF5_BO_FIRE)) vp[vn++] = "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î";
2425 if (flags5 & (RF5_BO_COLD)) vp[vn++] = "¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î";
2426 if (flags5 & (RF5_BO_NETH)) vp[vn++] = "ÃϹö¤ÎÌð¤Î";
2427 if (flags5 & (RF5_BO_WATE)) vp[vn++] = "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î";
2428 if (flags5 & (RF5_BO_MANA)) vp[vn++] = "ËâÎϤÎÌð¤Î";
2429 if (flags5 & (RF5_BO_PLAS)) vp[vn++] = "¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î";
2430 if (flags5 & (RF5_BO_ICEE)) vp[vn++] = "¶Ë´¨¤ÎÌð¤Î";
2431 if (flags5 & (RF5_MISSILE)) vp[vn++] = "¥Þ¥¸¥Ã¥¯¥ß¥µ¥¤¥ë¤Î";
2432 if (flags5 & (RF5_SCARE)) vp[vn++] = "¶²Éݤò¸Æ¤Óµ¯¤³¤¹";
2433 if (flags5 & (RF5_BLIND)) vp[vn++] = "Ìܤò¤¯¤é¤Þ¤»¤ë";
2434 if (flags5 & (RF5_CONF)) vp[vn++] = "º®Í𤵤»¤ë";
2435 if (flags5 & (RF5_SLOW)) vp[vn++] = "¸ºÂ®¤µ¤»¤ë";
2436 if (flags5 & (RF5_HOLD)) vp[vn++] = "Ëãá㤵¤»¤ë";
2437 if (flags6 & (RF6_HASTE)) vp[vn++] = "¼«Ê¬¤ò²Ã®¤¹¤ë";
2438 if (flags6 & (RF6_HEAL)) vp[vn++] = "¼«Ê¬¤ò¼£Ìþ¤¹¤ë";
2439 if (flags6 & (RF6_INVULNER)) vp[vn++] = "̵½ý¤Îµå¤Î";
2440 if (flags4 & (RF4_DISPEL)) vp[vn++] = "ËâÎϤò¾Ã¤·µî¤ë";
2441 if (flags6 & (RF6_BLINK)) vp[vn++] = "½Ö»þ¤Ë¾Ã¤¨¤ë";
2442 if (flags6 & (RF6_TPORT)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤¹¤ë";
2443 if (flags6 & (RF6_WORLD)) vp[vn++] = "»þ¤ò»ß¤á¤ë";
2444 if (flags6 & (RF6_TELE_TO)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤Ç°ú¤Ì᤹";
2445 if (flags6 & (RF6_TELE_AWAY)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤ë";
2446 if (flags6 & (RF6_TELE_LEVEL)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤µ¤»¤ë";
2447 if (flags6 & (RF6_DARKNESS)) vp[vn++] = "°Å°Ç¤òºî¤ë";
2448 if (flags6 & (RF6_TRAPS)) vp[vn++] = "¥È¥é¥Ã¥×¤òºî¤ë";
2449 if (flags6 & (RF6_FORGET)) vp[vn++] = "µ²±¤ò¾Ãµî¤¹¤ë";
2450 if (flags6 & (RF6_RAISE_DEAD)) vp[vn++] = "»à¼Ô¤òᴤ餻¤ë";
2451 if (flags6 & (RF6_S_MONSTER)) vp[vn++] = "°ìÂΤΥâ¥ó¥¹¥¿¡¼¤ò¾¤´¤¹¤ë";
2452 if (flags6 & (RF6_S_MONSTERS)) vp[vn++] = "Ê£¿ô¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤¹¤ë";
2453 if (flags6 & (RF6_S_KIN)) vp[vn++] = "µß±ç¤ò¾¤´¤¹¤ë";
2454 if (flags6 & (RF6_S_ANT)) vp[vn++] = "¥¢¥ê¤ò¾¤´¤¹¤ë";
2455 if (flags6 & (RF6_S_SPIDER)) vp[vn++] = "¥¯¥â¤ò¾¤´¤¹¤ë";
2456 if (flags6 & (RF6_S_HOUND)) vp[vn++] = "¥Ï¥¦¥ó¥É¤ò¾¤´¤¹¤ë";
2457 if (flags6 & (RF6_S_HYDRA)) vp[vn++] = "¥Ò¥É¥é¤ò¾¤´¤¹¤ë";
2458 if (flags6 & (RF6_S_ANGEL)) vp[vn++] = "°ìÂΤÎÅ·»È¤ò¾¤´¤¹¤ë";
2459 if (flags6 & (RF6_S_DEMON)) vp[vn++] = "°ìÂΤΥǡ¼¥â¥ó¤ò¾¤´¤¹¤ë";
2460 if (flags6 & (RF6_S_UNDEAD)) vp[vn++] = "°ìÂΤΥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤¹¤ë";
2461 if (flags6 & (RF6_S_DRAGON)) vp[vn++] = "°ìÂΤΥɥ饴¥ó¤ò¾¤´¤¹¤ë";
2462 if (flags6 & (RF6_S_HI_UNDEAD)) vp[vn++] = "¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤¹¤ë";
2463 if (flags6 & (RF6_S_HI_DRAGON)) vp[vn++] = "¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤¹¤ë";
2464 if (flags6 & (RF6_S_CYBER)) vp[vn++] = "¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤¹¤ë";
2465 if (flags6 & (RF6_S_AMBERITES)) vp[vn++] = "¥¢¥ó¥Ð¡¼¤Î²¦¤ò¾¤´¤¹¤ë";
2466 if (flags6 & (RF6_S_UNIQUE)) vp[vn++] = "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤¹¤ë";
2468 if (flags6 & (RF6_HAND_DOOM)) vp[vn++] = "invoke the Hand of Doom";
2469 if (flags6 & (RF6_PSY_SPEAR)) vp[vn++] = "psycho-spear";
2470 if (flags5 & (RF5_DRAIN_MANA)) vp[vn++] = "drain mana";
2471 if (flags5 & (RF5_MIND_BLAST)) vp[vn++] = "cause mind blasting";
2472 if (flags5 & (RF5_BRAIN_SMASH)) vp[vn++] = "cause brain smashing";
2473 if (flags5 & (RF5_CAUSE_1)) vp[vn++] = "cause light wounds and cursing";
2474 if (flags5 & (RF5_CAUSE_2)) vp[vn++] = "cause serious wounds and cursing";
2475 if (flags5 & (RF5_CAUSE_3)) vp[vn++] = "cause critical wounds and cursing";
2476 if (flags5 & (RF5_CAUSE_4)) vp[vn++] = "cause mortal wounds";
2477 if (flags5 & (RF5_BO_ACID)) vp[vn++] = "produce acid bolts";
2478 if (flags5 & (RF5_BO_ELEC)) vp[vn++] = "produce lightning bolts";
2479 if (flags5 & (RF5_BO_FIRE)) vp[vn++] = "produce fire bolts";
2480 if (flags5 & (RF5_BO_COLD)) vp[vn++] = "produce frost bolts";
2481 if (flags5 & (RF5_BO_NETH)) vp[vn++] = "produce nether bolts";
2482 if (flags5 & (RF5_BO_WATE)) vp[vn++] = "produce water bolts";
2483 if (flags5 & (RF5_BO_MANA)) vp[vn++] = "produce mana bolts";
2484 if (flags5 & (RF5_BO_PLAS)) vp[vn++] = "produce plasma bolts";
2485 if (flags5 & (RF5_BO_ICEE)) vp[vn++] = "produce ice bolts";
2486 if (flags5 & (RF5_MISSILE)) vp[vn++] = "produce magic missiles";
2487 if (flags5 & (RF5_SCARE)) vp[vn++] = "terrify";
2488 if (flags5 & (RF5_BLIND)) vp[vn++] = "blind";
2489 if (flags5 & (RF5_CONF)) vp[vn++] = "confuse";
2490 if (flags5 & (RF5_SLOW)) vp[vn++] = "slow";
2491 if (flags5 & (RF5_HOLD)) vp[vn++] = "paralyze";
2492 if (flags6 & (RF6_HASTE)) vp[vn++] = "haste-self";
2493 if (flags6 & (RF6_HEAL)) vp[vn++] = "heal-self";
2494 if (flags6 & (RF6_INVULNER)) vp[vn++] = "make invulnerable";
2495 if (flags6 & (RF6_BLINK)) vp[vn++] = "blink-self";
2496 if (flags6 & (RF6_TPORT)) vp[vn++] = "teleport-self";
2497 if (flags6 & (RF6_WORLD)) vp[vn++] = "stop the time";
2498 if (flags6 & (RF6_TELE_TO)) vp[vn++] = "teleport to";
2499 if (flags6 & (RF6_TELE_AWAY)) vp[vn++] = "teleport away";
2500 if (flags6 & (RF6_TELE_LEVEL)) vp[vn++] = "teleport level";
2501 if (flags6 & (RF6_DARKNESS)) vp[vn++] = "create darkness";
2502 if (flags6 & (RF6_TRAPS)) vp[vn++] = "create traps";
2503 if (flags6 & (RF6_FORGET)) vp[vn++] = "cause amnesia";
2504 if (flags6 & (RF6_RAISE_DEAD)) vp[vn++] = "raise dead";
2505 if (flags6 & (RF6_S_MONSTER)) vp[vn++] = "summon a monster";
2506 if (flags6 & (RF6_S_MONSTERS)) vp[vn++] = "summon monsters";
2507 if (flags6 & (RF6_S_KIN)) vp[vn++] = "summon aid";
2508 if (flags6 & (RF6_S_ANT)) vp[vn++] = "summon ants";
2509 if (flags6 & (RF6_S_SPIDER)) vp[vn++] = "summon spiders";
2510 if (flags6 & (RF6_S_HOUND)) vp[vn++] = "summon hounds";
2511 if (flags6 & (RF6_S_HYDRA)) vp[vn++] = "summon hydras";
2512 if (flags6 & (RF6_S_ANGEL)) vp[vn++] = "summon an angel";
2513 if (flags6 & (RF6_S_DEMON)) vp[vn++] = "summon a demon";
2514 if (flags6 & (RF6_S_UNDEAD)) vp[vn++] = "summon an undead";
2515 if (flags6 & (RF6_S_DRAGON)) vp[vn++] = "summon a dragon";
2516 if (flags6 & (RF6_S_HI_UNDEAD)) vp[vn++] = "summon greater undead";
2517 if (flags6 & (RF6_S_HI_DRAGON)) vp[vn++] = "summon ancient dragons";
2518 if (flags6 & (RF6_S_CYBER)) vp[vn++] = "summon Cyberdemons";
2519 if (flags6 & (RF6_S_AMBERITES)) vp[vn++] = "summon Lords of Amber";
2520 if (flags6 & (RF6_S_UNIQUE)) vp[vn++] = "summon unique monsters";
2530 spoil_out("¤ê¡¢¤Ê¤ª¤«¤Ä");
2532 spoil_out(", and is also");
2539 spoil_out(wd_che[msex]);
2542 spoil_out(wd_che[msex]);
2550 if (flags2 & (RF2_SMART)) spoil_out("Ū³Î¤Ë");
2553 spoil_out("ËâË¡¤ò»È¤¦¤³¤È¤¬¤Ç¤¡¢");
2555 spoil_out(" magical, casting spells");
2556 if (flags2 & (RF2_SMART)) spoil_out(" intelligently");
2560 for (i = 0; i < vn; i++)
2563 if ( i != 0 ) spoil_out("¼öʸ¡¢");
2565 if (!i) spoil_out(" which ");
2566 else if (i < vn-1) spoil_out(", ");
2567 else spoil_out(" or ");
2573 spoil_out("¼öʸ¤ò¾§¤¨¤ë¤³¤È¤¬¤¢");
2577 if (breath || magic)
2580 sprintf(buf, "¤ë(³ÎΨ:Ìó1/%d)¡£",
2581 200 / (r_ptr->freq_inate + r_ptr->freq_spell));
2584 sprintf(buf, "; 1 time in %d. ",
2585 200 / (r_ptr->freq_inate + r_ptr->freq_spell));
2591 /* Collect special abilities. */
2594 if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) vp[vn++] = "¥À¥ó¥¸¥ç¥ó¤ò¾È¤é¤¹";
2595 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) vp[vn++] = "¸÷¤Ã¤Æ¤¤¤ë";
2596 if (flags2 & (RF2_OPEN_DOOR)) vp[vn++] = "¥É¥¢¤ò³«¤±¤ë";
2597 if (flags2 & (RF2_BASH_DOOR)) vp[vn++] = "¥É¥¢¤òÂǤÁÇˤë";
2598 if (flags2 & (RF2_PASS_WALL)) vp[vn++] = "Êɤò¤¹¤êÈ´¤±¤ë";
2599 if (flags2 & (RF2_KILL_WALL)) vp[vn++] = "Êɤò·¡¤ê¿Ê¤à";
2600 if (flags2 & (RF2_MOVE_BODY)) vp[vn++] = "¼å¤¤¥â¥ó¥¹¥¿¡¼¤ò²¡¤·¤Î¤±¤ë";
2601 if (flags2 & (RF2_KILL_BODY)) vp[vn++] = "¼å¤¤¥â¥ó¥¹¥¿¡¼¤òÅݤ¹";
2602 if (flags2 & (RF2_TAKE_ITEM)) vp[vn++] = "¥¢¥¤¥Æ¥à¤ò½¦¤¦";
2603 if (flags2 & (RF2_KILL_ITEM)) vp[vn++] = "¥¢¥¤¥Æ¥à¤ò²õ¤¹";
2605 if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) vp[vn++] = "illuminate the dungeon";
2606 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) vp[vn++] = "illuminate the dungeon";
2607 if (flags2 & (RF2_OPEN_DOOR)) vp[vn++] = "open doors";
2608 if (flags2 & (RF2_BASH_DOOR)) vp[vn++] = "bash down doors";
2609 if (flags2 & (RF2_PASS_WALL)) vp[vn++] = "pass through walls";
2610 if (flags2 & (RF2_KILL_WALL)) vp[vn++] = "bore through walls";
2611 if (flags2 & (RF2_MOVE_BODY)) vp[vn++] = "push past weaker monsters";
2612 if (flags2 & (RF2_KILL_BODY)) vp[vn++] = "destroy weaker monsters";
2613 if (flags2 & (RF2_TAKE_ITEM)) vp[vn++] = "pick up objects";
2614 if (flags2 & (RF2_KILL_ITEM)) vp[vn++] = "destroy objects";
2620 spoil_out(wd_che[msex]);
2621 for (i = 0; i < vn; i++)
2625 jverb1(vp[i],jverb_buf);
2626 spoil_out(jverb_buf);
2629 else spoil_out(vp[i]);
2631 if (!i) spoil_out(" can ");
2632 else if (i < vn-1) spoil_out(", ");
2633 else spoil_out(" and ");
2641 if (flags2 & (RF2_INVISIBLE))
2643 spoil_out(wd_che[msex]);
2645 spoil_out("¤ÏÆ©ÌÀ¤ÇÌܤ˸«¤¨¤Ê¤¤¡£");
2647 spoil_out(" is invisible. ");
2651 if (flags2 & (RF2_COLD_BLOOD))
2653 spoil_out(wd_che[msex]);
2655 spoil_out("¤ÏÎä·ìưʪ¤Ç¤¢¤ë¡£");
2657 spoil_out(" is cold blooded. ");
2661 if (flags2 & (RF2_EMPTY_MIND))
2663 spoil_out(wd_che[msex]);
2665 spoil_out("¤Ï¥Æ¥ì¥Ñ¥·¡¼¤Ç¤Ï´¶ÃΤǤ¤Ê¤¤¡£");
2667 spoil_out(" is not detected by telepathy. ");
2671 if (flags2 & (RF2_WEIRD_MIND))
2673 spoil_out(wd_che[msex]);
2675 spoil_out("¤Ï¤Þ¤ì¤Ë¥Æ¥ì¥Ñ¥·¡¼¤Ç´¶ÃΤǤ¤ë¡£");
2677 spoil_out(" is rarely detected by telepathy. ");
2681 if (flags2 & (RF2_MULTIPLY))
2683 spoil_out(wd_che[msex]);
2685 spoil_out("¤ÏÇúȯŪ¤ËÁý¿£¤¹¤ë¡£");
2687 spoil_out(" breeds explosively. ");
2691 if (flags2 & (RF2_REGENERATE))
2693 spoil_out(wd_che[msex]);
2695 spoil_out("¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£");
2697 spoil_out(" regenerates quickly. ");
2702 /* Collect susceptibilities */
2705 if (flags3 & (RF3_HURT_ROCK)) vp[vn++] = "´ä¤ò½üµî¤¹¤ë¤â¤Î";
2706 if (flags3 & (RF3_HURT_LITE)) vp[vn++] = "ÌÀ¤ë¤¤¸÷";
2707 if (flags3 & (RF3_HURT_FIRE)) vp[vn++] = "²Ð";
2708 if (flags3 & (RF3_HURT_COLD)) vp[vn++] = "Î䵤";
2710 if (flags3 & (RF3_HURT_ROCK)) vp[vn++] = "rock remover";
2711 if (flags3 & (RF3_HURT_LITE)) vp[vn++] = "bright light";
2712 if (flags3 & (RF3_HURT_FIRE)) vp[vn++] = "fire";
2713 if (flags3 & (RF3_HURT_COLD)) vp[vn++] = "cold";
2719 spoil_out(wd_che[msex]);
2720 for (i = 0; i < vn; i++)
2722 if (!i) spoil_out(" is hurt by ");
2723 else if (i < vn-1) spoil_out(", ");
2724 else spoil_out(" and ");
2730 /* Collect immunities */
2733 if (flags3 & (RF3_IM_ACID)) vp[vn++] = "»À";
2734 if (flags3 & (RF3_IM_ELEC)) vp[vn++] = "ÅÅ·â";
2735 if (flags3 & (RF3_IM_FIRE)) vp[vn++] = "²Ð";
2736 if (flags3 & (RF3_IM_COLD)) vp[vn++] = "Î䵤";
2737 if (flags3 & (RF3_IM_POIS)) vp[vn++] = "ÆÇ";
2739 if (flags3 & (RF3_IM_ACID)) vp[vn++] = "acid";
2740 if (flags3 & (RF3_IM_ELEC)) vp[vn++] = "lightning";
2741 if (flags3 & (RF3_IM_FIRE)) vp[vn++] = "fire";
2742 if (flags3 & (RF3_IM_COLD)) vp[vn++] = "cold";
2743 if (flags3 & (RF3_IM_POIS)) vp[vn++] = "poison";
2749 spoil_out(wd_che[msex]);
2750 for (i = 0; i < vn; i++)
2752 if (!i) spoil_out(" resists ");
2753 else if (i < vn-1) spoil_out(", ");
2754 else spoil_out(" and ");
2760 /* Collect resistances */
2763 if (flags3 & (RF3_RES_NETH)) vp[vn++] = "ÃϹö";
2764 if (flags3 & (RF3_RES_WATE)) vp[vn++] = "¿å";
2765 if (flags3 & (RF3_RES_PLAS)) vp[vn++] = "¥×¥é¥º¥Þ";
2766 if (flags3 & (RF3_RES_NEXU)) vp[vn++] = "°ø²Ìº®Íð";
2767 if (flags3 & (RF3_RES_DISE)) vp[vn++] = "Îô²½";
2768 if (flags3 & (RF3_RES_ALL )) vp[vn++] = "¤¢¤é¤æ¤ë¸ú²Ì";
2770 if (flags3 & (RF3_RES_NETH)) vp[vn++] = "nether";
2771 if (flags3 & (RF3_RES_WATE)) vp[vn++] = "water";
2772 if (flags3 & (RF3_RES_PLAS)) vp[vn++] = "plasma";
2773 if (flags3 & (RF3_RES_NEXU)) vp[vn++] = "nexus";
2774 if (flags3 & (RF3_RES_DISE)) vp[vn++] = "disenchantment";
2775 if (flags3 & (RF3_RES_ALL )) vp[vn++] = "all";
2778 if (flags3 & (RF3_RES_TELE)) vp[vn++] = "teleportation";
2780 if ((flags3 & RF3_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È";
2782 if ((flags3 & RF3_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "teleportation";
2788 spoil_out(wd_che[msex]);
2789 for (i = 0; i < vn; i++)
2791 if (!i) spoil_out(" resists ");
2792 else if (i < vn-1) spoil_out(", ");
2793 else spoil_out(" and ");
2799 /* Collect non-effects */
2802 if (flags3 & (RF3_NO_STUN)) vp[vn++] = "Û¯Û°¤È¤·¤Ê¤¤";
2803 if (flags3 & (RF3_NO_FEAR)) vp[vn++] = "¶²Éݤò´¶¤¸¤Ê¤¤";
2804 if (flags3 & (RF3_NO_CONF)) vp[vn++] = "º®Í𤷤ʤ¤";
2805 if (flags3 & (RF3_NO_SLEEP)) vp[vn++] = "̲¤é¤µ¤ì¤Ê¤¤";
2806 if ((flags3 & RF3_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤µ¤ì¤Ê¤¤";
2808 if (flags3 & (RF3_NO_STUN)) vp[vn++] = "stunned";
2809 if (flags3 & (RF3_NO_FEAR)) vp[vn++] = "frightened";
2810 if (flags3 & (RF3_NO_CONF)) vp[vn++] = "confused";
2811 if (flags3 & (RF3_NO_SLEEP)) vp[vn++] = "slept";
2812 if ((flags3 & RF3_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "teleported";
2818 spoil_out(wd_che[msex]);
2819 for (i = 0; i < vn; i++)
2821 if (!i) spoil_out(" cannot be ");
2822 else if (i < vn-1) spoil_out(", ");
2823 else spoil_out(" or ");
2829 spoil_out(wd_che[msex]);
2831 spoil_out("¤Ï¿¯Æþ¼Ô");
2832 if (r_ptr->sleep > 200) spoil_out("¤ò̵»ë¤·¤¬¤Á¤Ç¤¢¤ë¤¬");
2833 else if (r_ptr->sleep > 95) spoil_out("¤ËÂФ·¤Æ¤Û¤È¤ó¤ÉÃí°Õ¤òʧ¤ï¤Ê¤¤¤¬");
2834 else if (r_ptr->sleep > 75) spoil_out("¤ËÂФ·¤Æ¤¢¤Þ¤êÃí°Õ¤òʧ¤ï¤Ê¤¤¤¬");
2835 else if (r_ptr->sleep > 45) spoil_out("¤ò¸«²á¤´¤·¤¬¤Á¤Ç¤¢¤ë¤¬");
2836 else if (r_ptr->sleep > 25) spoil_out("¤ò¤Û¤ó¤Î¾¯¤·¤Ï¸«¤Æ¤ª¤ê");
2837 else if (r_ptr->sleep > 10) spoil_out("¤ò¤·¤Ð¤é¤¯¤Ï¸«¤Æ¤ª¤ê");
2838 else if (r_ptr->sleep > 5) spoil_out("¤ò´öʬÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê");
2839 else if (r_ptr->sleep > 3) spoil_out("¤òÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê");
2840 else if (r_ptr->sleep > 1) spoil_out("¤ò¤«¤Ê¤êÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê");
2841 else if (r_ptr->sleep > 0) spoil_out("¤ò·Ù²ü¤·¤Æ¤ª¤ê");
2842 else spoil_out("¤ò¤«¤Ê¤ê·Ù²ü¤·¤Æ¤ª¤ê");
2844 sprintf(buf, " %d ¥Õ¥£¡¼¥ÈÀ褫¤é¿¯Æþ¼Ô¤Ëµ¤ÉÕ¤¯¤³¤È¤¬¤¢¤ë¡£",
2848 if (r_ptr->sleep > 200) spoil_out(" prefers to ignore");
2849 else if (r_ptr->sleep > 95) spoil_out(" pays very little attention to");
2850 else if (r_ptr->sleep > 75) spoil_out(" pays little attention to");
2851 else if (r_ptr->sleep > 45) spoil_out(" tends to overlook");
2852 else if (r_ptr->sleep > 25) spoil_out(" takes quite a while to see");
2853 else if (r_ptr->sleep > 10) spoil_out(" takes a while to see");
2854 else if (r_ptr->sleep > 5) spoil_out(" is fairly observant of");
2855 else if (r_ptr->sleep > 3) spoil_out(" is observant of");
2856 else if (r_ptr->sleep > 1) spoil_out(" is very observant of");
2857 else if (r_ptr->sleep > 0) spoil_out(" is vigilant for");
2858 else spoil_out(" is ever vigilant for");
2860 sprintf(buf, " intruders, which %s may notice from %d feet. ",
2861 wd_lhe[msex], 10 * r_ptr->aaf);
2867 if (flags1 & (RF1_DROP_60)) i += 1;
2868 if (flags1 & (RF1_DROP_90)) i += 2;
2869 if (flags1 & (RF1_DROP_1D2)) i += 2;
2870 if (flags1 & (RF1_DROP_2D2)) i += 4;
2871 if (flags1 & (RF1_DROP_3D2)) i += 6;
2872 if (flags1 & (RF1_DROP_4D2)) i += 8;
2874 /* Drops gold and/or items */
2878 spoil_out(wd_che[msex]);
2879 spoil_out(" will carry");
2883 spoil_out(" a"); sin = TRUE;
2887 spoil_out(" one or two");
2892 sprintf(buf, " up to %u", i);
2896 if (flags1 & (RF1_DROP_GREAT))
2898 if (sin) spoil_out("n");
2899 spoil_out(" exceptional object");
2901 else if (flags1 & (RF1_DROP_GOOD))
2903 spoil_out(" good object");
2905 else if (flags1 & (RF1_DROP_USEFUL))
2907 spoil_out(" useful object");
2909 else if (flags1 & (RF1_ONLY_ITEM))
2911 spoil_out(" object");
2913 else if (flags1 & (RF1_ONLY_GOLD))
2915 spoil_out(" treasure");
2919 spoil_out(" object");
2920 if (i > 1) spoil_out("s");
2921 spoil_out(" or treasure");
2923 if (i > 1) spoil_out("s");
2925 if (flags1 & (RF1_DROP_CHOSEN))
2927 spoil_out(", in addition to chosen objects");
2933 /* Count the actual attacks */
2934 for (i = 0, j = 0; j < 4; j++)
2936 if (r_ptr->blow[j].method) i++;
2939 /* Examine the actual attacks */
2940 for (k = 0, j = 0; j < 4; j++)
2942 if (!r_ptr->blow[j].method) continue;
2947 /* Acquire the method */
2948 switch (r_ptr->blow[j].method)
2951 case RBM_HIT: p = "²¥¤ë"; break;
2952 case RBM_TOUCH: p = "¿¨¤ë"; break;
2953 case RBM_PUNCH: p = "¥Ñ¥ó¥Á¤¹¤ë"; break;
2954 case RBM_KICK: p = "½³¤ë"; break;
2955 case RBM_CLAW: p = "¤Ò¤Ã¤«¤¯"; break;
2956 case RBM_BITE: p = "³ú¤à"; break;
2957 case RBM_STING: p = "»É¤¹"; break;
2958 case RBM_SLASH: p = "»Â¤ë"; break;
2960 case RBM_HIT: p = "hit"; break;
2961 case RBM_TOUCH: p = "touch"; break;
2962 case RBM_PUNCH: p = "punch"; break;
2963 case RBM_KICK: p = "kick"; break;
2964 case RBM_CLAW: p = "claw"; break;
2965 case RBM_BITE: p = "bite"; break;
2966 case RBM_STING: p = "sting"; break;
2967 case RBM_SLASH: p = "slash"; break;
2970 case RBM_BUTT: p = "³Ñ¤ÇÆͤ¯"; break;
2971 case RBM_CRUSH: p = "ÂÎÅö¤¿¤ê¤¹¤ë"; break;
2972 case RBM_ENGULF: p = "°û¤ß¹þ¤à"; break;
2973 case RBM_CHARGE: p = "ÀÁµá½ñ¤ò¤è¤³¤¹"; break;
2974 case RBM_CRAWL: p = "ÂΤξå¤òÇ礤²ó¤ë"; break;
2975 case RBM_DROOL: p = "¤è¤À¤ì¤ò¤¿¤é¤¹"; break;
2976 case RBM_SPIT: p = "¤Ä¤Ð¤òÅǤ¯"; break;
2977 case RBM_EXPLODE: p = "Çúȯ¤¹¤ë"; break;
2978 case RBM_GAZE: p = "¤Ë¤é¤à"; break;
2979 case RBM_WAIL: p = "µã¤¶«¤Ö"; break;
2980 case RBM_SPORE: p = "˦»Ò¤òÈô¤Ð¤¹"; break;
2982 case RBM_BUTT: p = "butt"; break;
2983 case RBM_CRUSH: p = "crush"; break;
2984 case RBM_ENGULF: p = "engulf"; break;
2985 case RBM_CHARGE: p = "charge"; break;
2986 case RBM_CRAWL: p = "crawl on you"; break;
2987 case RBM_DROOL: p = "drool on you"; break;
2988 case RBM_SPIT: p = "spit"; break;
2989 case RBM_EXPLODE: p = "explode"; break;
2990 case RBM_GAZE: p = "gaze"; break;
2991 case RBM_WAIL: p = "wail"; break;
2992 case RBM_SPORE: p = "release spores"; break;
2995 case RBM_XXX4: break;
2997 case RBM_BEG: p = "¶â¤ò¤»¤¬¤à"; break;
2998 case RBM_INSULT: p = "Éî¿«¤¹¤ë"; break;
2999 case RBM_MOAN: p = "¤¦¤á¤¯"; break;
3000 case RBM_SHOW: p = "²Î¤¦"; break;
3002 case RBM_BEG: p = "beg"; break;
3003 case RBM_INSULT: p = "insult"; break;
3004 case RBM_MOAN: p = "moan"; break;
3005 case RBM_SHOW: p = "sing"; break;
3011 /* Default effect */
3014 /* Acquire the effect */
3015 switch (r_ptr->blow[j].effect)
3019 case RBE_HURT: q = "¹¶·â¤¹¤ë"; break;
3020 case RBE_POISON: q = "ÆǤò¤¯¤é¤ï¤¹"; break;
3021 case RBE_UN_BONUS: q = "Îô²½¤µ¤»¤ë"; break;
3022 case RBE_UN_POWER: q = "ËâÎϤòµÛ¤¤¼è¤ë"; break;
3023 case RBE_EAT_GOLD: q = "¶â¤òÅð¤à"; break;
3024 case RBE_EAT_ITEM: q = "¥¢¥¤¥Æ¥à¤òÅð¤à"; break;
3025 case RBE_EAT_FOOD: q = "¤¢¤Ê¤¿¤Î¿©ÎÁ¤ò¿©¤Ù¤ë"; break;
3026 case RBE_EAT_LITE: q = "ÌÀ¤«¤ê¤òµÛ¼ý¤¹¤ë"; break;
3027 case RBE_ACID: q = "»À¤òÈô¤Ð¤¹"; break;
3028 case RBE_ELEC: q = "´¶ÅŤµ¤»¤ë"; break;
3031 case RBE_HURT: q = "attack"; break;
3032 case RBE_POISON: q = "poison"; break;
3033 case RBE_UN_BONUS: q = "disenchant"; break;
3034 case RBE_UN_POWER: q = "drain charges"; break;
3035 case RBE_EAT_GOLD: q = "steal gold"; break;
3036 case RBE_EAT_ITEM: q = "steal items"; break;
3037 case RBE_EAT_FOOD: q = "eat your food"; break;
3038 case RBE_EAT_LITE: q = "absorb light"; break;
3039 case RBE_ACID: q = "shoot acid"; break;
3040 case RBE_ELEC: q = "electrocute"; break;
3044 case RBE_FIRE: q = "dz¤ä¤¹"; break;
3045 case RBE_COLD: q = "Åà¤é¤»¤ë"; break;
3046 case RBE_BLIND: q = "ÌÕÌܤˤ¹¤ë"; break;
3047 case RBE_CONFUSE: q = "º®Í𤵤»¤ë"; break;
3048 case RBE_TERRIFY: q = "¶²Éݤµ¤»¤ë"; break;
3049 case RBE_PARALYZE: q = "Ëãá㤵¤»¤ë"; break;
3050 case RBE_LOSE_STR: q = "ÏÓÎϤò¸º¾¯¤µ¤»¤ë"; break;
3051 case RBE_LOSE_INT: q = "ÃÎǽ¤ò¸º¾¯¤µ¤»¤ë"; break;
3052 case RBE_LOSE_WIS: q = "¸¤µ¤ò¸º¾¯¤µ¤»¤ë"; break;
3053 case RBE_LOSE_DEX: q = "´ïÍѤµ¤ò¸º¾¯¤µ¤»¤ë"; break;
3054 case RBE_LOSE_CON: q = "Âѵ×ÎϤò¸º¾¯¤µ¤»¤ë"; break;
3055 case RBE_LOSE_CHR: q = "Ì¥ÎϤò¸º¾¯¤µ¤»¤ë"; break;
3056 case RBE_LOSE_ALL: q = "Á´¥¹¥Æ¡¼¥¿¥¹¤ò¸º¾¯¤µ¤»¤ë"; break;
3057 case RBE_SHATTER: q = "Ê´ºÕ¤¹¤ë"; break;
3058 case RBE_EXP_10: q = "·Ð¸³Ãͤò¸º¾¯(10d6+)¤µ¤»¤ë"; break;
3059 case RBE_EXP_20: q = "·Ð¸³Ãͤò¸º¾¯(20d6+)¤µ¤»¤ë"; break;
3060 case RBE_EXP_40: q = "·Ð¸³Ãͤò¸º¾¯(40d6+)¤µ¤»¤ë"; break;
3061 case RBE_EXP_80: q = "·Ð¸³Ãͤò¸º¾¯(80d6+)¤µ¤»¤ë"; break;
3062 case RBE_DISEASE: q = "ɵ¤¤Ë¤¹¤ë"; break;
3063 case RBE_TIME: q = "»þ´ÖµÕž"; break;
3064 case RBE_EXP_VAMP: q = "À¸Ì¿ÎϤòµÛ¼ý¤¹¤ë"; break;
3065 case RBE_DR_MANA: q = "ËâÎϤòÃ¥¤¦"; break;
3067 case RBE_FIRE: q = "burn"; break;
3068 case RBE_COLD: q = "freeze"; break;
3069 case RBE_BLIND: q = "blind"; break;
3070 case RBE_CONFUSE: q = "confuse"; break;
3071 case RBE_TERRIFY: q = "terrify"; break;
3072 case RBE_PARALYZE: q = "paralyze"; break;
3073 case RBE_LOSE_STR: q = "reduce strength"; break;
3074 case RBE_LOSE_INT: q = "reduce intelligence"; break;
3075 case RBE_LOSE_WIS: q = "reduce wisdom"; break;
3076 case RBE_LOSE_DEX: q = "reduce dexterity"; break;
3077 case RBE_LOSE_CON: q = "reduce constitution"; break;
3078 case RBE_LOSE_CHR: q = "reduce charisma"; break;
3079 case RBE_LOSE_ALL: q = "reduce all stats"; break;
3080 case RBE_SHATTER: q = "shatter"; break;
3081 case RBE_EXP_10: q = "lower experience (by 10d6+)"; break;
3082 case RBE_EXP_20: q = "lower experience (by 20d6+)"; break;
3083 case RBE_EXP_40: q = "lower experience (by 40d6+)"; break;
3084 case RBE_EXP_80: q = "lower experience (by 80d6+)"; break;
3085 case RBE_DISEASE: q = "disease"; break;
3086 case RBE_TIME: q = "time"; break;
3087 case RBE_EXP_VAMP: q = "drain life force"; break;
3088 case RBE_DR_MANA: q = "drain mana force"; break;
3095 spoil_out(wd_che[msex]);
3104 spoil_out(", and ");
3107 /* Describe the method */
3110 /* Describe the effect, if any */
3111 if (r_ptr->blow[j].effect)
3115 if (r_ptr->blow[j].d_dice && r_ptr->blow[j].d_side)
3117 spoil_out(" with damage");
3118 if (r_ptr->blow[j].d_side == 1)
3119 sprintf(buf, " %d", r_ptr->blow[j].d_dice);
3121 sprintf(buf, " %dd%d",
3122 r_ptr->blow[j].d_dice, r_ptr->blow[j].d_side);
3134 else if (flags1 & (RF1_NEVER_BLOW))
3136 sprintf(buf, "%s has no physical attacks. ", wd_che[msex]);
3143 /* Check for errors */
3144 if (ferror(fff) || my_fclose(fff))
3146 msg_print("Cannot close spoiler file.");
3150 msg_print("Successfully created a spoiler file.");
3161 extern void do_cmd_spoilers(void);
3164 * Create Spoiler files -BEN-
3166 void do_cmd_spoilers(void)
3171 /* Save the screen */
3186 prt("Create a spoiler file.", 2, 0);
3188 /* Prompt for a file */
3189 prt("(1) Brief Object Info (obj-desc.spo)", 5, 5);
3190 prt("(2) Brief Artifact Info (artifact.spo)", 6, 5);
3191 prt("(3) Brief Monster Info (mon-desc.spo)", 7, 5);
3192 prt("(4) Full Monster Info (mon-info.spo)", 8, 5);
3196 prt("¥³¥Þ¥ó¥É:", 18, 0);
3198 prt("Command: ", 12, 0);
3214 spoil_obj_desc("obj-desc.spo");
3220 spoil_artifact("artifact.spo");
3226 spoil_mon_desc("mon-desc.spo");
3232 spoil_mon_info("mon-info.spo");
3241 /* Flush messages */
3250 /* Restore the screen */
3255 * Fill in an object description structure for a given object
3257 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
3259 analyze_general(o_ptr, desc_ptr->description);
3260 analyze_pval(o_ptr, &desc_ptr->pval_info);
3261 analyze_brand(o_ptr, desc_ptr->brands);
3262 analyze_slay(o_ptr, desc_ptr->slays);
3263 analyze_immune(o_ptr, desc_ptr->immunities);
3264 analyze_resist(o_ptr, desc_ptr->resistances);
3265 analyze_sustains(o_ptr, desc_ptr->sustains);
3266 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
3267 desc_ptr->activation = item_activation(o_ptr);
3269 sprintf(desc_ptr->misc_desc, "½Å¤µ %d.%d kg",
3270 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
3272 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
3273 o_ptr->weight / 10, o_ptr->weight % 10);
3277 /* Create a spoiler file entry for an artifact */
3279 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
3281 pval_info_type *pval_ptr = &art_ptr->pval_info;
3285 /* Don't indent the first line */
3286 fprintf(fff, "%s\n", art_ptr->description);
3289 if (!(o_ptr->ident & (IDENT_MENTAL)))
3292 fprintf(fff, "%sÉÔÌÀ\n",INDENT1);
3294 fprintf(fff, "%sUnknown\n",INDENT1);
3298 /* An "empty" pval description indicates that the pval affects nothing */
3299 if (pval_ptr->pval_desc[0])
3301 /* Mention the effects of pval */
3303 sprintf(buf, "%s¤Î½¤Àµ:", pval_ptr->pval_desc);
3305 sprintf(buf, "%s to", pval_ptr->pval_desc);
3307 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
3310 /* Now deal with the description lists */
3313 spoiler_outlist("ÂÐ:", art_ptr->slays, ITEM_SEP);
3314 spoiler_outlist("Éð´ï°À:", art_ptr->brands, LIST_SEP);
3315 spoiler_outlist("ÌȱÖ:", art_ptr->immunities, ITEM_SEP);
3316 spoiler_outlist("ÂÑÀ:", art_ptr->resistances, ITEM_SEP);
3317 spoiler_outlist("°Ý»ý:", art_ptr->sustains, ITEM_SEP);
3319 spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
3320 spoiler_outlist("", art_ptr->brands, LIST_SEP);
3321 spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
3322 spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
3323 spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
3325 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
3327 /* Write out the possible activation at the primary indention level */
3328 if (art_ptr->activation)
3331 fprintf(fff, "%sȯư: %s\n", INDENT1, art_ptr->activation);
3333 fprintf(fff, "%sActivates for %s\n", INDENT1, art_ptr->activation);
3337 /* End with the miscellaneous facts */
3338 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
3341 /* Create a part of file for random artifacts */
3343 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
3345 obj_desc_list artifact;
3347 if (!object_known_p(o_ptr) || !o_ptr->art_name
3348 || o_ptr->tval != group_artifact[i].tval)
3351 /* Analyze the artifact */
3352 random_artifact_analyze(o_ptr, &artifact);
3354 /* Write out the artifact description to the spoiler file */
3355 spoiler_print_randart(o_ptr, &artifact);
3359 * Create a list file for random artifacts
3361 void spoil_random_artifact(cptr fname)
3371 /* Build the filename */
3372 path_build(buf, 1024, ANGBAND_DIR_USER, fname);
3374 /* File type is "TEXT" */
3375 FILE_TYPE(FILE_TYPE_TEXT);
3378 fff = my_fopen(buf, "w");
3383 msg_print("Cannot create list file.");
3387 /* Dump the header */
3388 sprintf(buf, "Random artifacts list.\r");
3389 spoiler_underline(buf);
3391 /* List the artifacts by tval */
3392 for (j = 0; group_artifact[j].tval; j++)
3394 /* random artifacts wielding */
3395 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3397 q_ptr = &inventory[i];
3398 spoil_random_artifact_aux(q_ptr, j);
3401 /* random artifacts in inventory */
3402 for (i = 0; i < INVEN_PACK; i++)
3404 q_ptr = &inventory[i];
3405 spoil_random_artifact_aux(q_ptr, j);
3408 /* random artifacts in home */
3409 st_ptr = &town[1].store[STORE_HOME];
3410 for (i = 0; i < st_ptr->stock_num; i++)
3412 q_ptr = &st_ptr->stock[i];
3413 spoil_random_artifact_aux(q_ptr, j);
3416 /* random artifacts in museum */
3417 st_ptr = &town[1].store[STORE_MUSEUM];
3418 for (i = 0; i < st_ptr->stock_num; i++)
3420 q_ptr = &st_ptr->stock[i];
3421 spoil_random_artifact_aux(q_ptr, j);
3425 /* Check for errors */
3426 if (ferror(fff) || my_fclose(fff))
3428 msg_print("Cannot close list file.");
3433 msg_print("Successfully created a list file.");
3440 #endif /* MACINTOSH */