3 * @brief ウィザードモードの処理(スポイラー出力中心) / Spoiler generation -BEN-
6 * Copyright (c) 1997 Ben Harrison, and others
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2013 Deskull rearranged comment for Doxygen.
22 #include "object-flavor.h"
23 #include "object-hook.h"
24 #include "object-ego.h"
25 #include "objectkind.h"
26 #include "floor-town.h"
34 * The spoiler file being created
36 static FILE *fff = NULL;
41 * @brief シンボル職の記述名を返す /
42 * Extract a textual representation of an attribute
43 * @param r_ptr モンスター種族の構造体ポインタ
46 static concptr attr_to_text(monster_race *r_ptr)
49 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "透明な";
50 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "万色の";
51 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "準ランダムな";
53 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Clear";
54 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Multi";
55 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "S.Rand";
58 switch (r_ptr->d_attr)
61 case TERM_DARK: return "XXXい";
62 case TERM_WHITE: return "白い";
63 case TERM_SLATE: return "青灰色の";
64 case TERM_ORANGE: return "オレンジの";
65 case TERM_RED: return "赤い";
66 case TERM_GREEN: return "緑の";
67 case TERM_BLUE: return "青い";
68 case TERM_UMBER: return "琥珀色の";
69 case TERM_L_DARK: return "灰色の";
70 case TERM_L_WHITE: return "明青灰色の";
71 case TERM_VIOLET: return "紫の";
72 case TERM_YELLOW: return "黄色い";
73 case TERM_L_RED: return "明い赤の";
74 case TERM_L_GREEN: return "明い緑の";
75 case TERM_L_BLUE: return "明い青の";
76 case TERM_L_UMBER: return "明い琥珀色の";
78 case TERM_DARK: return "xxx";
79 case TERM_WHITE: return "White";
80 case TERM_SLATE: return "Slate";
81 case TERM_ORANGE: return "Orange";
82 case TERM_RED: return "Red";
83 case TERM_GREEN: return "Green";
84 case TERM_BLUE: return "Blue";
85 case TERM_UMBER: return "Umber";
86 case TERM_L_DARK: return "L.Dark";
87 case TERM_L_WHITE: return "L.Slate";
88 case TERM_VIOLET: return "Violet";
89 case TERM_YELLOW: return "Yellow";
90 case TERM_L_RED: return "L.Red";
91 case TERM_L_GREEN: return "L.Green";
92 case TERM_L_BLUE: return "L.Blue";
93 case TERM_L_UMBER: return "L.Umber";
111 OBJECT_TYPE_VALUE tval;
118 * Item Spoilers by: benh@phial.com (Ben Harrison)
123 * The basic items categorized by type
125 static grouper group_item[] =
127 { TV_SHOT, _("射撃物", "Ammo") },
130 { TV_BOW, _("弓", "Bows") },
131 { TV_DIGGING, _("武器", "Weapons") },
132 { TV_POLEARM, NULL },
135 { TV_SOFT_ARMOR, _("防具 (体)", "Armour (Body)") },
136 { TV_HARD_ARMOR, NULL },
137 { TV_DRAG_ARMOR, NULL },
138 { TV_BOOTS, _("防具 (その他)", "Armour (Misc)") },
145 { TV_LITE, _("光源", "Light Sources") },
146 { TV_AMULET, _("アミュレット", "Amulets")},
147 { TV_RING, _("指輪", "Rings") },
148 { TV_STAFF, _("杖", "Staffs") },
149 { TV_WAND, _("魔法棒", "Wands") },
150 { TV_ROD, _("ロッド", "Rods") },
151 { TV_SCROLL, _("巻物", "Scrolls") },
152 { TV_POTION, _("薬", "Potions") },
153 { TV_FOOD, _("食料", "Food") },
155 { TV_LIFE_BOOK, _("魔法書 (生命)", "Books (Life)") },
156 { TV_SORCERY_BOOK, _("魔法書 (仙術)", "Books (Sorcery)") },
157 { TV_NATURE_BOOK, _("魔法書 (自然)", "Books (Nature)") },
158 { TV_CHAOS_BOOK, _("魔法書 (カオス)", "Books (Chaos)") },
159 { TV_DEATH_BOOK, _("魔法書 (暗黒)", "Books (Death)") },
160 { TV_TRUMP_BOOK, _("魔法書 (トランプ)", "Books (Trump)") },
161 { TV_ARCANE_BOOK, _("魔法書 (秘術)", "Books (Arcane)") },
162 { TV_CRAFT_BOOK, _("魔法書 (匠)", "Books (Craft)") },
163 { TV_DAEMON_BOOK, _("魔法書 (悪魔)", "Books (Daemon)") },
164 { TV_CRUSADE_BOOK, _("魔法書 (破邪)", "Books (Crusade)") },
165 { TV_MUSIC_BOOK, _("歌集", "Song Books") },
166 { TV_HISSATSU_BOOK, _("武芸の書", "Books (Kendo)") },
167 { TV_HEX_BOOK, _("魔法書 (呪術)", "Books (Hex)") },
169 { TV_WHISTLE, _("笛", "Whistle") },
170 { TV_CAPTURE, _("キャプチャー・ボール", "Capture Ball") },
171 { TV_CARD, _("エクスプレスカード", "Express Card") },
173 { TV_CHEST, _("箱", "Chests") },
175 { TV_FIGURINE, _("人形", "Magical Figurines") },
176 { TV_STATUE, _("像", "Statues") },
177 { TV_CORPSE, _("死体", "Corpses") },
179 { TV_SKELETON, _("その他", "Misc") },
184 { TV_PARCHMENT, NULL },
191 * @brief ベースアイテムの各情報を文字列化する /
193 * @param buf 名称を返すバッファ参照ポインタ
194 * @param dam ダメージダイス記述を返すバッファ参照ポインタ
195 * @param wgt 重量記述を返すバッファ参照ポインタ
196 * @param lev 生成階記述を返すバッファ参照ポインタ
197 * @param chance 生成機会を返すバッファ参照ポインタ
198 * @param val 価値を返すバッファ参照ポインタ
202 static void kind_info(char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
209 /* Prepare a fake item */
210 object_prep(q_ptr, k);
213 q_ptr->ident |= (IDENT_KNOWN);
221 (*lev) = k_info[q_ptr->k_idx].level;
222 (*val) = object_value(q_ptr);
224 if (!buf || !dam || !chance || !wgt) return;
226 /* Description (too brief) */
227 object_desc(buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
246 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
256 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
271 sprintf(dam, "%d", q_ptr->ac);
278 for (i = 0; i < 4; i++)
280 char chance_aux[20] = "";
281 if (k_info[q_ptr->k_idx].chance[i] > 0)
283 sprintf(chance_aux, "%s%3dF:%+4d", (i != 0 ? "/" : ""),
284 (int)k_info[q_ptr->k_idx].locale[i], 100 / k_info[q_ptr->k_idx].chance[i]);
285 strcat(chance, chance_aux);
291 sprintf(wgt, "%3d.%d", (int)(q_ptr->weight / 10), (int)(q_ptr->weight % 10));
296 * @brief 各ベースアイテムの情報を一行毎に記述する /
297 * Create a spoiler file for items
301 static void spoil_obj_desc(concptr fname)
303 int i, k, s, t, n = 0, group_start = 0;
313 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
315 /* File type is "TEXT" */
316 FILE_TYPE(FILE_TYPE_TEXT);
317 fff = my_fopen(buf, "w");
321 msg_print("Cannot create spoiler file.");
327 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d.%d)\n\n\n",
328 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
331 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
332 "Description", "Dam/AC", "Wgt", "Lev", "Chance", "Cost");
333 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
334 "-------------------------------------", "------", "---", "---", "----------------", "----");
336 /* List the groups */
337 for (i = 0; TRUE; i++)
339 /* Write out the group title */
340 if (group_item[i].name)
344 /* Hack -- bubble-sort by cost and then level */
345 for (s = 0; s < n - 1; s++)
347 for (t = 0; t < n - 1; t++)
358 kind_info(NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
359 kind_info(NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
361 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
370 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
372 /* Spoil each item */
373 for (s = 0; s < n; s++)
378 /* Describe the kind */
379 kind_info(buf, dam, wgt, chance, &e, &v, who[s]);
382 fprintf(fff, " %-35s%8s%7s%5d %-40s%9ld\n",
383 buf, dam, wgt, (int)e, chance, (long)(v));
386 /* Start a new set */
391 if (!group_item[i].tval) break;
393 /* Start a new set */
397 /* Acquire legal item types */
398 for (k = 1; k < max_k_idx; k++)
400 object_kind *k_ptr = &k_info[k];
402 /* Skip wrong tval's */
403 if (k_ptr->tval != group_item[i].tval) continue;
405 /* Hack -- Skip instant-artifacts */
406 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
414 /* Check for errors */
415 if (ferror(fff) || my_fclose(fff))
417 msg_print("Cannot close spoiler file.");
421 msg_print("Successfully created a spoiler file.");
426 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
431 * Returns a "+" string if a number is non-negative and an empty
434 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
437 * These are used to format the artifact spoiler file. INDENT1 is used
438 * to indent all but the first line of an artifact spoiler. INDENT2 is
439 * used when a line "wraps". (Bladeturner's resistances cause this.)
445 * MAX_LINE_LEN specifies when a line should wrap.
447 #define MAX_LINE_LEN 75
450 * Given an array, determine how many elements are in the array
452 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
455 * The artifacts categorized by type
457 static grouper group_artifact[] =
461 { TV_POLEARM, "槍/斧" },
463 { TV_DIGGING, "シャベル/つるはし" },
468 { TV_SOFT_ARMOR, "鎧" },
469 { TV_HARD_ARMOR, NULL },
470 { TV_DRAG_ARMOR, NULL },
472 { TV_CLOAK, "クローク" },
481 { TV_AMULET, "アミュレット" },
484 { TV_SWORD, "Edged Weapons" },
485 { TV_POLEARM, "Polearms" },
486 { TV_HAFTED, "Hafted Weapons" },
487 { TV_DIGGING, "Shovels/Picks" },
489 { TV_ARROW, "Ammo" },
492 { TV_SOFT_ARMOR, "Body Armor" },
493 { TV_HARD_ARMOR, NULL },
494 { TV_DRAG_ARMOR, NULL },
496 { TV_CLOAK, "Cloaks" },
497 { TV_SHIELD, "Shields" },
499 { TV_HELM, "Helms/Crowns" },
501 { TV_GLOVES, "Gloves" },
502 { TV_BOOTS, "Boots" },
504 { TV_LITE, "Light Sources" },
505 { TV_AMULET, "Amulets" },
506 { TV_RING, "Rings" },
515 * Pair together a constant flag with a textual description.
517 * Used by both "init.c" and "wiz-spo.c".
519 * Note that it sometimes more efficient to actually make an array
520 * of textual names, where entry 'N' is assumed to be paired with
521 * the flag whose value is "1L << N", but that requires hard-coding.
524 typedef struct flag_desc flag_desc;
535 * These are used for "+3 to STR, DEX", etc. These are separate from
536 * the other pval affected traits to simplify the case where an object
537 * affects all stats. In this case, "All stats" is used instead of
538 * listing each stat individually.
541 static flag_desc stat_flags_desc[] =
561 * Besides stats, these are the other player traits
562 * which may be affected by an object's pval
565 static flag_desc pval_flags1_desc[] =
568 { TR_MAGIC_MASTERY, "魔法道具使用能力" },
569 { TR_STEALTH, "隠密" },
571 { TR_INFRA, "赤外線視力" },
573 { TR_BLOWS, "攻撃回数" },
576 { TR_STEALTH, "Stealth" },
577 { TR_SEARCH, "Searching" },
578 { TR_INFRA, "Infravision" },
579 { TR_TUNNEL, "Tunneling" },
580 { TR_BLOWS, "Attacks" },
581 { TR_SPEED, "Speed" }
586 * Slaying preferences for weapons
589 static flag_desc slay_flags_desc[] =
592 { TR_SLAY_ANIMAL, "動物" },
593 { TR_KILL_ANIMAL, "*動物*" },
594 { TR_SLAY_EVIL, "邪悪" },
595 { TR_KILL_EVIL, "*邪悪*" },
596 { TR_SLAY_HUMAN, "人間" },
597 { TR_KILL_HUMAN, "*人間*" },
598 { TR_SLAY_UNDEAD, "アンデッド" },
599 { TR_KILL_UNDEAD, "*アンデッド*" },
600 { TR_SLAY_DEMON, "悪魔" },
601 { TR_KILL_DEMON, "*悪魔*" },
602 { TR_SLAY_ORC, "オーク" },
603 { TR_KILL_ORC, "*オーク*" },
604 { TR_SLAY_TROLL, "トロル" },
605 { TR_KILL_TROLL, "*トロル*" },
606 { TR_SLAY_GIANT, "巨人" },
607 { TR_KILL_GIANT, "*巨人*" },
608 { TR_SLAY_DRAGON, "ドラゴン" },
609 { TR_KILL_DRAGON, "*ドラゴン*" },
611 { TR_SLAY_ANIMAL, "Animal" },
612 { TR_KILL_ANIMAL, "XAnimal" },
613 { TR_SLAY_EVIL, "Evil" },
614 { TR_KILL_EVIL, "XEvil" },
615 { TR_SLAY_HUMAN, "Human" },
616 { TR_KILL_HUMAN, "XHuman" },
617 { TR_SLAY_UNDEAD, "Undead" },
618 { TR_KILL_UNDEAD, "XUndead" },
619 { TR_SLAY_DEMON, "Demon" },
620 { TR_KILL_DEMON, "XDemon" },
621 { TR_SLAY_ORC, "Orc" },
622 { TR_KILL_ORC, "XOrc" },
623 { TR_SLAY_TROLL, "Troll" },
624 { TR_KILL_TROLL, "XTroll" },
625 { TR_SLAY_GIANT, "Giant" },
626 { TR_KILL_GIANT, "Xgiant" },
627 { TR_SLAY_DRAGON, "Dragon" },
628 { TR_KILL_DRAGON, "Xdragon" }
633 * Elemental brands for weapons
635 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
636 * coding, it has been included here along with the elemental
637 * brands. It does seem to fit in with the brands and slaying
638 * more than the miscellaneous section.
640 static flag_desc brand_flags_desc[] =
643 { TR_BRAND_ACID, "溶解" },
644 { TR_BRAND_ELEC, "電撃" },
645 { TR_BRAND_FIRE, "焼棄" },
646 { TR_BRAND_COLD, "凍結" },
647 { TR_BRAND_POIS, "毒殺" },
649 { TR_FORCE_WEAPON, "理力" },
650 { TR_CHAOTIC, "混沌" },
651 { TR_VAMPIRIC, "吸血" },
653 { TR_VORPAL, "切れ味" },
655 { TR_BRAND_ACID, "Acid Brand" },
656 { TR_BRAND_ELEC, "Lightning Brand" },
657 { TR_BRAND_FIRE, "Flame Tongue" },
658 { TR_BRAND_COLD, "Frost Brand" },
659 { TR_BRAND_POIS, "Poisoned" },
661 { TR_FORCE_WEAPON, "Force" },
662 { TR_CHAOTIC, "Mark of Chaos" },
663 { TR_VAMPIRIC, "Vampiric" },
664 { TR_IMPACT, "Earthquake impact on hit" },
665 { TR_VORPAL, "Very sharp" },
673 static const flag_desc resist_flags_desc[] =
676 { TR_RES_ACID, "酸" },
677 { TR_RES_ELEC, "電撃" },
678 { TR_RES_FIRE, "火炎" },
679 { TR_RES_COLD, "冷気" },
680 { TR_RES_POIS, "毒" },
681 { TR_RES_FEAR, "恐怖"},
682 { TR_RES_LITE, "閃光" },
683 { TR_RES_DARK, "暗黒" },
684 { TR_RES_BLIND, "盲目" },
685 { TR_RES_CONF, "混乱" },
686 { TR_RES_SOUND, "轟音" },
687 { TR_RES_SHARDS, "破片" },
688 { TR_RES_NETHER, "地獄" },
689 { TR_RES_NEXUS, "因果混乱" },
690 { TR_RES_CHAOS, "カオス" },
691 { TR_RES_DISEN, "劣化" },
693 { TR_RES_ACID, "Acid" },
694 { TR_RES_ELEC, "Lightning" },
695 { TR_RES_FIRE, "Fire" },
696 { TR_RES_COLD, "Cold" },
697 { TR_RES_POIS, "Poison" },
698 { TR_RES_FEAR, "Fear"},
699 { TR_RES_LITE, "Light" },
700 { TR_RES_DARK, "Dark" },
701 { TR_RES_BLIND, "Blindness" },
702 { TR_RES_CONF, "Confusion" },
703 { TR_RES_SOUND, "Sound" },
704 { TR_RES_SHARDS, "Shards" },
705 { TR_RES_NETHER, "Nether" },
706 { TR_RES_NEXUS, "Nexus" },
707 { TR_RES_CHAOS, "Chaos" },
708 { TR_RES_DISEN, "Disenchantment" },
713 * Elemental immunities (along with poison)
716 static const flag_desc immune_flags_desc[] =
720 { TR_IM_ELEC, "電撃" },
721 { TR_IM_FIRE, "火炎" },
722 { TR_IM_COLD, "冷気" },
724 { TR_IM_ACID, "Acid" },
725 { TR_IM_ELEC, "Lightning" },
726 { TR_IM_FIRE, "Fire" },
727 { TR_IM_COLD, "Cold" },
732 * Sustain stats - these are given their "own" line in the
733 * spoiler file, mainly for simplicity
735 static const flag_desc sustain_flags_desc[] =
738 { TR_SUST_STR, "腕力" },
739 { TR_SUST_INT, "知能" },
740 { TR_SUST_WIS, "賢さ" },
741 { TR_SUST_DEX, "器用さ" },
742 { TR_SUST_CON, "耐久力" },
743 { TR_SUST_CHR, "魅力" },
745 { TR_SUST_STR, "STR" },
746 { TR_SUST_INT, "INT" },
747 { TR_SUST_WIS, "WIS" },
748 { TR_SUST_DEX, "DEX" },
749 { TR_SUST_CON, "CON" },
750 { TR_SUST_CHR, "CHR" },
755 * Miscellaneous magic given by an object's "flags2" field
758 static const flag_desc misc_flags2_desc[] =
762 { TR_REFLECT, "反射" },
763 { TR_FREE_ACT, "麻痺知らず" },
764 { TR_HOLD_EXP, "経験値維持" },
766 { TR_THROW, "Throwing" },
767 { TR_REFLECT, "Reflection" },
768 { TR_FREE_ACT, "Free Action" },
769 { TR_HOLD_EXP, "Hold Experience" },
774 * Miscellaneous magic given by an object's "flags3" field
776 * Note that cursed artifacts and objects with permanent light
777 * are handled "directly" -- see analyze_misc_magic()
780 static const flag_desc misc_flags3_desc[] =
783 { TR_SH_FIRE, "火炎オーラ" },
784 { TR_SH_ELEC, "電撃オーラ" },
785 { TR_SH_COLD, "冷気オーラ" },
786 { TR_NO_TELE, "反テレポート" },
787 { TR_NO_MAGIC, "反魔法" },
788 { TR_LEVITATION, "浮遊" },
789 { TR_SEE_INVIS, "可視透明" },
790 { TR_TELEPATHY, "テレパシー" },
791 { TR_ESP_ANIMAL, "動物感知" },
792 { TR_ESP_UNDEAD, "不死感知" },
793 { TR_ESP_DEMON, "悪魔感知" },
794 { TR_ESP_ORC, "オーク感知" },
795 { TR_ESP_TROLL, "トロル感知" },
796 { TR_ESP_GIANT, "巨人感知" },
797 { TR_ESP_DRAGON, "ドラゴン感知" },
798 { TR_ESP_HUMAN, "人間感知" },
799 { TR_ESP_EVIL, "邪悪感知" },
800 { TR_ESP_GOOD, "善良感知" },
801 { TR_ESP_NONLIVING, "無生物感知" },
802 { TR_ESP_UNIQUE, "ユニーク感知" },
803 { TR_SLOW_DIGEST, "遅消化" },
804 { TR_REGEN, "急速回復" },
805 { TR_WARNING, "警告" },
806 /* { TR_XTRA_MIGHT, "強力射撃" }, */
807 { TR_XTRA_SHOTS, "追加射撃" }, /* always +1? */
808 { TR_DRAIN_EXP, "経験値吸収" },
809 { TR_AGGRAVATE, "反感" },
810 { TR_BLESSED, "祝福" },
811 { TR_DEC_MANA, "消費魔力減少" },
813 { TR_SH_FIRE, "Fiery Aura" },
814 { TR_SH_ELEC, "Electric Aura" },
815 { TR_SH_COLD, "Coldly Aura" },
816 { TR_NO_TELE, "Prevent Teleportation" },
817 { TR_NO_MAGIC, "Anti-Magic" },
818 { TR_LEVITATION, "Levitation" },
819 { TR_SEE_INVIS, "See Invisible" },
820 { TR_TELEPATHY, "ESP" },
821 { TR_ESP_ANIMAL, "Sense Animal" },
822 { TR_ESP_UNDEAD, "Sense Undead" },
823 { TR_ESP_DEMON, "Sense Demon" },
824 { TR_ESP_ORC, "Sense Orc" },
825 { TR_ESP_TROLL, "Sense Troll" },
826 { TR_ESP_GIANT, "Sense Giant" },
827 { TR_ESP_DRAGON, "Sense Dragon" },
828 { TR_ESP_HUMAN, "Sense Human" },
829 { TR_ESP_EVIL, "Sense Evil" },
830 { TR_ESP_GOOD, "Sense Good" },
831 { TR_ESP_NONLIVING, "Sense Nonliving" },
832 { TR_ESP_UNIQUE, "Sense Unique" },
833 { TR_SLOW_DIGEST, "Slow Digestion" },
834 { TR_REGEN, "Regeneration" },
835 { TR_WARNING, "Warning" },
836 /* { TR_XTRA_MIGHT, "Extra Might" }, */
837 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
838 { TR_DRAIN_EXP, "Drains Experience" },
839 { TR_AGGRAVATE, "Aggravates" },
840 { TR_BLESSED, "Blessed Blade" },
841 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
847 * A special type used just for deailing with pvals
852 * This will contain a string such as "+2", "-10", etc.
857 * A list of various player traits affected by an object's pval such
858 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
859 * this list since it will probably be desirable to format its
860 * description differently.
862 * Note that room need only be reserved for the number of stats - 1
863 * since the description "All stats" is used if an object affects all
864 * all stats. Also, room must be reserved for a sentinel NULL pointer.
866 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
868 * This list includes extra attacks, for simplicity.
870 concptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
871 N_ELEMENTS(pval_flags1_desc) + 1];
877 * An "object analysis structure"
879 * It will be filled with descriptive strings detailing an object's
880 * various magical powers. The "ignore X" traits are not noted since
881 * all artifacts ignore "normal" destruction.
886 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
887 char description[MAX_NLEN];
889 /* Description of what is affected by an object's pval */
890 pval_info_type pval_info;
892 /* A list of an object's slaying preferences */
893 concptr slays[N_ELEMENTS(slay_flags_desc) + 1];
895 /* A list if an object's elemental brands */
896 concptr brands[N_ELEMENTS(brand_flags_desc) + 1];
898 /* A list of immunities granted by an object */
899 concptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
901 /* A list of resistances granted by an object */
902 concptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
904 /* A list of stats sustained by an object */
905 concptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
907 /* A list of various magical qualities an object may have */
908 concptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
909 + 1 /* Permanent Light */
911 + 1 /* type of curse */
912 + 1]; /* sentinel NULL */
914 /* Additional ability or resistance */
917 /* A string describing an artifact's activation */
920 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
926 * @brief ファイルポインタ先に同じ文字を複数出力する /
927 * Write out `n' of the character `c' to the spoiler file
932 static void spoiler_out_n_chars(int n, char c)
934 while (--n >= 0) fputc(c, fff);
939 * @brief ファイルポインタ先に改行を複数出力する /
940 * Write out `n' blank lines to the spoiler file
944 static void spoiler_blanklines(int n)
946 spoiler_out_n_chars(n, '\n');
951 * @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 /
952 * Write a line to the spoiler file and then "underline" it with hypens
953 * @param str 出力したい文字列
956 static void spoiler_underline(concptr str)
958 fprintf(fff, "%s\n", str);
959 spoiler_out_n_chars(strlen(str), '-');
966 * @brief アーティファクトの特性一覧を出力する /
967 * Write a line to the spoiler file and then "underline" it with hypens
968 * @param art_flags アーティファクトのフラグ群
969 * @param flag_ptr フラグ記述情報の参照ポインタ
970 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
971 * @param n_elmnts フラグの要素数
972 * @return desc_ptrと同じアドレス
975 * This function does most of the actual "analysis". Given a set of bit flags
976 * (which will be from one of the flags fields from the object in question),
977 * a "flag description structure", a "description list", and the number of
978 * elements in the "flag description structure", this function sets the
979 * "description list" members to the appropriate descriptions contained in
980 * the "flag description structure".
981 * The possibly updated description pointer is returned.
984 static concptr *spoiler_flag_aux(const BIT_FLAGS art_flags[TR_FLAG_SIZE],
985 const flag_desc *flag_ptr,
986 concptr *desc_ptr, const int n_elmnts)
990 for (i = 0; i < n_elmnts; ++i)
992 if (have_flag(art_flags, flag_ptr[i].flag))
994 *desc_ptr++ = flag_ptr[i].desc;
1003 * @brief アイテムの特定記述内容を返す /
1004 * Acquire a "basic" description "The Cloak of Death [1,+10]"
1005 * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
1006 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
1009 static void analyze_general(object_type *o_ptr, char *desc_ptr)
1011 /* Get a "useful" description of the object */
1012 object_desc(desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
1017 * @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 /
1018 * List "player traits" altered by an artifact's pval. These include stats,
1019 * speed, infravision, tunneling, stealth, searching, and extra attacks.
1020 * @param o_ptr オブジェクト構造体の参照ポインタ
1021 * @param pi_ptr pval修正構造体の参照ポインタ
1024 static void analyze_pval(object_type *o_ptr, pval_info_type *pi_ptr)
1026 BIT_FLAGS flgs[TR_FLAG_SIZE];
1028 concptr *affects_list;
1030 /* If pval == 0, there is nothing to do. */
1033 /* An "empty" pval description indicates that pval == 0 */
1034 pi_ptr->pval_desc[0] = '\0';
1037 object_flags(o_ptr, flgs);
1039 affects_list = pi_ptr->pval_affects;
1041 /* Create the "+N" string */
1042 sprintf(pi_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1044 /* First, check to see if the pval affects all stats */
1045 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1046 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1047 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1049 *affects_list++ = _("全能力", "All stats");
1052 /* Are any stats affected? */
1053 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1054 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1055 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1057 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1059 N_ELEMENTS(stat_flags_desc));
1062 /* And now the "rest" */
1063 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1065 N_ELEMENTS(pval_flags1_desc));
1067 /* Terminate the description list */
1068 *affects_list = NULL;
1072 * @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 /
1073 * Note the slaying specialties of a weapon
1074 * @param o_ptr オブジェクト構造体の参照ポインタ
1075 * @param slay_list 種族スレイ構造体の参照ポインタ
1078 static void analyze_slay(object_type *o_ptr, concptr *slay_list)
1080 BIT_FLAGS flgs[TR_FLAG_SIZE];
1082 object_flags(o_ptr, flgs);
1084 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1085 N_ELEMENTS(slay_flags_desc));
1087 /* Terminate the description list */
1093 * @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 /
1094 * Note an object's elemental brands
1095 * @param o_ptr オブジェクト構造体の参照ポインタ
1096 * @param brand_list 属性ブランド構造体の参照ポインタ
1099 static void analyze_brand(object_type *o_ptr, concptr *brand_list)
1101 BIT_FLAGS flgs[TR_FLAG_SIZE];
1103 object_flags(o_ptr, flgs);
1105 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1106 N_ELEMENTS(brand_flags_desc));
1108 /* Terminate the description list */
1114 * @brief アーティファクトの通常耐性を構造体に収める /
1115 * Note an object's elemental brands
1116 * @param o_ptr オブジェクト構造体の参照ポインタ
1117 * @param resist_list 通常耐性構造体の参照ポインタ
1120 static void analyze_resist(object_type *o_ptr, concptr *resist_list)
1122 BIT_FLAGS flgs[TR_FLAG_SIZE];
1124 object_flags(o_ptr, flgs);
1126 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1127 resist_list, N_ELEMENTS(resist_flags_desc));
1129 /* Terminate the description list */
1130 *resist_list = NULL;
1135 * @brief アーティファクトの免疫特性を構造体に収める /
1136 * Note the immunities granted by an object
1137 * @param o_ptr オブジェクト構造体の参照ポインタ
1138 * @param immune_list 免疫構造体の参照ポインタ
1141 static void analyze_immune(object_type *o_ptr, concptr *immune_list)
1143 BIT_FLAGS flgs[TR_FLAG_SIZE];
1145 object_flags(o_ptr, flgs);
1147 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1148 immune_list, N_ELEMENTS(immune_flags_desc));
1150 /* Terminate the description list */
1151 *immune_list = NULL;
1156 * @brief アーティファクトの維持特性を構造体に収める /
1157 * Note which stats an object sustains
1158 * @param o_ptr オブジェクト構造体の参照ポインタ
1159 * @param sustain_list 維持特性構造体の参照ポインタ
1162 static void analyze_sustains(object_type *o_ptr, concptr *sustain_list)
1164 BIT_FLAGS flgs[TR_FLAG_SIZE];
1166 object_flags(o_ptr, flgs);
1168 /* Simplify things if an item sustains all stats */
1169 if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
1170 have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
1171 have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
1173 *sustain_list++ = _("全能力", "All stats");
1176 /* Should we bother? */
1177 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1178 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1179 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1181 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1183 N_ELEMENTS(sustain_flags_desc));
1186 /* Terminate the description list */
1187 *sustain_list = NULL;
1192 * @brief アーティファクトのその他の特性を構造体に収める /
1193 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1194 * free action, permanent light, etc.
1195 * @param o_ptr オブジェクト構造体の参照ポインタ
1196 * @param misc_list その他の特性構造体の参照ポインタ
1199 static void analyze_misc_magic(object_type *o_ptr, concptr *misc_list)
1201 BIT_FLAGS flgs[TR_FLAG_SIZE];
1205 object_flags(o_ptr, flgs);
1207 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
1208 N_ELEMENTS(misc_flags2_desc));
1210 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
1213 * Glowing artifacts -- small radius light.
1216 if (have_flag(flgs, TR_LITE_1)) rad += 1;
1217 if (have_flag(flgs, TR_LITE_2)) rad += 2;
1218 if (have_flag(flgs, TR_LITE_3)) rad += 3;
1219 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
1220 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
1221 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
1223 if (o_ptr->name2 == EGO_LITE_SHINE) rad++;
1225 if (have_flag(flgs, TR_LITE_FUEL))
1227 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);
1231 if (rad > 0) sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
1232 if (rad < 0) sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
1235 if (rad != 0) *misc_list++ = quark_str(quark_add(desc));
1238 * Handle cursed objects here to avoid redundancies such as noting
1239 * that a permanently cursed object is heavily cursed as well as
1240 * being "lightly cursed".
1243 /* if (object_is_cursed(o_ptr)) */
1245 if (have_flag(flgs, TR_TY_CURSE))
1247 *misc_list++ = _("太古の怨念", "Ancient Curse");
1249 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1251 *misc_list++ = _("永遠の呪い", "Permanently Cursed");
1253 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1255 *misc_list++ = _("強力な呪い", "Heavily Cursed");
1258 else if (o_ptr->curse_flags & TRC_CURSED)
1260 *misc_list++ = _("呪い", "Cursed");
1262 if (have_flag(flgs, TR_ADD_L_CURSE))
1264 *misc_list++ = _("呪いを増やす", "Cursing");
1266 if (have_flag(flgs, TR_ADD_H_CURSE))
1268 *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
1272 /* Terminate the description list */
1278 * @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 /
1279 * Note additional ability and/or resistance of fixed artifacts
1280 * @param o_ptr オブジェクト構造体の参照ポインタ
1281 * @param addition 追加ランダム耐性構造体の参照ポインタ
1284 static void analyze_addition(object_type *o_ptr, char *addition)
1286 artifact_type *a_ptr = &a_info[o_ptr->name1];
1289 strcpy(addition, "");
1291 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"));
1292 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1294 strcat(addition, _("能力", "Ability"));
1295 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
1297 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1299 strcat(addition, _("耐性", "Resistance"));
1300 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
1302 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("能力or耐性", "Ability or Resistance"));
1307 * @brief アーティファクトの基本情報を文字列に収める /
1308 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1309 * and its value in gold pieces
1310 * @param o_ptr オブジェクト構造体の参照ポインタ
1311 * @param misc_desc 基本情報を収める文字列参照ポインタ
1314 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1316 artifact_type *a_ptr = &a_info[o_ptr->name1];
1318 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,
1320 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
1322 a_ptr->weight / 10, a_ptr->weight % 10, (long int)a_ptr->cost);
1328 * @brief アーティファクトの情報全体を構造体に収める /
1329 * Fill in an object description structure for a given object
1330 * and its value in gold pieces
1331 * @param o_ptr オブジェクト構造体の参照ポインタ
1332 * @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
1335 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1337 analyze_general(o_ptr, desc_ptr->description);
1338 analyze_pval(o_ptr, &desc_ptr->pval_info);
1339 analyze_brand(o_ptr, desc_ptr->brands);
1340 analyze_slay(o_ptr, desc_ptr->slays);
1341 analyze_immune(o_ptr, desc_ptr->immunities);
1342 analyze_resist(o_ptr, desc_ptr->resistances);
1343 analyze_sustains(o_ptr, desc_ptr->sustains);
1344 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1345 analyze_addition(o_ptr, desc_ptr->addition);
1346 analyze_misc(o_ptr, desc_ptr->misc_desc);
1347 desc_ptr->activation = item_activation(o_ptr);
1352 * @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 /
1355 static void print_header(void)
1359 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d", FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1360 spoiler_underline(buf);
1364 * This is somewhat ugly.
1366 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1367 * and a separator character (',', e.g.), write the list to the spoiler file
1368 * in a "nice" format, such as:
1370 * Resist Fire, Cold, Acid
1372 * That was a simple example, but when the list is long, a line wrap
1373 * should occur, and this should induce a new level of indention if
1374 * a list is being spread across lines. So for example, Bladeturner's
1375 * list of resistances should look something like this
1377 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1378 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1380 * However, the code distinguishes between a single list of many items vs.
1381 * many lists. (The separator is used to make this determination.) A single
1382 * list of many items will not cause line wrapping (since there is no
1383 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1384 * might look like this:
1386 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1389 * So comparing the two, "Regeneration" has no trailing separator and
1390 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1391 * but that's not relevant to line wrapping and indention.)
1394 /* ITEM_SEP separates items within a list */
1395 #define ITEM_SEP ','
1398 /* LIST_SEP separates lists */
1400 #define LIST_SEP ','
1402 #define LIST_SEP ';'
1406 * @brief フラグ名称を出力する汎用関数
1407 * @param header ヘッダに出力するフラグ群の名前
1408 * @param list フラグ名リスト
1409 * @param separator フラグ表示の区切り記号
1412 static void spoiler_outlist(concptr header, concptr *list, char separator)
1414 int line_len, buf_len;
1415 char line[MAX_LINE_LEN + 1], buf[80];
1417 /* Ignore an empty list */
1418 if (*list == NULL) return;
1420 /* This function always indents */
1421 strcpy(line, INDENT1);
1423 /* Create header (if one was given) */
1424 if (header && (header[0]))
1426 strcat(line, header);
1430 line_len = strlen(line);
1432 /* Now begin the tedious task */
1435 /* Copy the current item to a buffer */
1438 /* Note the buffer's length */
1439 buf_len = strlen(buf);
1442 * If there is an item following this one, pad with separator and
1443 * a space and adjust the buffer length
1448 sprintf(buf + buf_len, "%c ", separator);
1453 * If the buffer will fit on the current line, just append the
1454 * buffer to the line and adjust the line length accordingly.
1457 if (line_len + buf_len <= MAX_LINE_LEN)
1460 line_len += buf_len;
1463 /* Apply line wrapping and indention semantics described above */
1467 * Don't print a trailing list separator but do print a trailing
1470 if (line_len > 1 && line[line_len - 1] == ' '
1471 && line[line_len - 2] == LIST_SEP)
1473 /* Ignore space and separator */
1474 line[line_len - 2] = '\0';
1476 /* Write to spoiler file */
1477 fprintf(fff, "%s\n", line);
1479 /* Begin new line at primary indention level */
1480 sprintf(line, "%s%s", INDENT1, buf);
1485 /* Write to spoiler file */
1486 fprintf(fff, "%s\n", line);
1488 /* Begin new line at secondary indention level */
1489 sprintf(line, "%s%s", INDENT2, buf);
1492 line_len = strlen(line);
1495 /* Advance, with break */
1496 if (!*++list) break;
1499 /* Write what's left to the spoiler file */
1500 fprintf(fff, "%s\n", line);
1504 * @brief アーティファクト一件をスポイラー出力する /
1505 * Create a spoiler file entry for an artifact
1506 * @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
1509 static void spoiler_print_art(obj_desc_list *art_ptr)
1511 pval_info_type *pval_ptr = &art_ptr->pval_info;
1514 /* Don't indent the first line */
1515 fprintf(fff, "%s\n", art_ptr->description);
1517 /* An "empty" pval description indicates that the pval affects nothing */
1518 if (pval_ptr->pval_desc[0])
1520 /* Mention the effects of pval */
1521 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
1522 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1525 /* Now deal with the description lists */
1526 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
1527 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
1528 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
1529 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
1530 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
1531 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1533 if (art_ptr->addition[0])
1535 fprintf(fff, _("%s追加: %s\n", "%sAdditional %s\n"), INDENT1, art_ptr->addition);
1538 /* Write out the possible activation at the primary indention level */
1539 if (art_ptr->activation)
1541 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
1544 /* End with the miscellaneous facts */
1545 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1550 * @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 /
1551 * Hack -- Create a "forged" artifact
1552 * @param o_ptr 一時生成先を保管するオブジェクト構造体
1553 * @param name1 生成するアーティファクトID
1554 * @return 生成が成功した場合TRUEを返す
1556 static bool make_fake_artifact(object_type *o_ptr, IDX name1)
1559 artifact_type *a_ptr = &a_info[name1];
1561 /* Ignore "empty" artifacts */
1562 if (!a_ptr->name) return FALSE;
1564 /* Acquire the "kind" index */
1565 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1567 if (!i) return FALSE;
1569 object_prep(o_ptr, i);
1572 o_ptr->name1 = (byte_hack)name1;
1574 /* Extract the fields */
1575 o_ptr->pval = a_ptr->pval;
1576 o_ptr->ac = a_ptr->ac;
1577 o_ptr->dd = a_ptr->dd;
1578 o_ptr->ds = a_ptr->ds;
1579 o_ptr->to_a = a_ptr->to_a;
1580 o_ptr->to_h = a_ptr->to_h;
1581 o_ptr->to_d = a_ptr->to_d;
1582 o_ptr->weight = a_ptr->weight;
1590 * @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 /
1591 * Create a spoiler file for artifacts
1592 * @param fname 生成ファイル名
1595 static void spoil_artifact(concptr fname)
1602 obj_desc_list artifact;
1604 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1606 /* File type is "TEXT" */
1607 FILE_TYPE(FILE_TYPE_TEXT);
1608 fff = my_fopen(buf, "w");
1612 msg_print("Cannot create spoiler file.");
1616 /* Dump the header */
1619 /* List the artifacts by tval */
1620 for (i = 0; group_artifact[i].tval; i++)
1622 /* Write out the group title */
1623 if (group_artifact[i].name)
1625 spoiler_blanklines(2);
1626 spoiler_underline(group_artifact[i].name);
1627 spoiler_blanklines(1);
1630 /* Now search through all of the artifacts */
1631 for (j = 1; j < max_a_idx; ++j)
1633 artifact_type *a_ptr = &a_info[j];
1635 /* We only want objects in the current group */
1636 if (a_ptr->tval != group_artifact[i].tval) continue;
1640 /* Attempt to "forge" the artifact */
1641 if (!make_fake_artifact(q_ptr, j)) continue;
1643 /* Analyze the artifact */
1644 object_analyze(q_ptr, &artifact);
1646 /* Write out the artifact description to the spoiler file */
1647 spoiler_print_art(&artifact);
1651 /* Check for errors */
1652 if (ferror(fff) || my_fclose(fff))
1654 msg_print("Cannot close spoiler file.");
1658 msg_print("Successfully created a spoiler file.");
1663 * @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 /
1664 * Create a spoiler file for monsters -BEN-
1665 * @param fname 生成ファイル名
1668 static void spoil_mon_desc(concptr fname)
1684 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1686 /* File type is "TEXT" */
1687 FILE_TYPE(FILE_TYPE_TEXT);
1688 fff = my_fopen(buf, "w");
1692 msg_print("Cannot create spoiler file.");
1696 /* Allocate the "who" array */
1697 C_MAKE(who, max_r_idx, MONRACE_IDX);
1699 /* Dump the header */
1700 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1701 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1702 fprintf(fff, "------------------------------------------\n\n");
1704 /* Dump the header */
1705 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1706 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1707 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1708 "--------", "---", "---", "---", "--", "--", "-----------");
1711 /* Scan the monsters */
1712 for (i = 1; i < max_r_idx; i++)
1714 monster_race *r_ptr = &r_info[i];
1716 /* Use that monster */
1717 if (r_ptr->name) who[n++] = (s16b)i;
1720 /* Sort the array by dungeon depth of monsters */
1721 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1724 for (i = 0; i < n; i++)
1726 monster_race *r_ptr = &r_info[who[i]];
1728 concptr name = (r_name + r_ptr->name);
1729 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1731 /* Get the "name" */
1733 else if (r_ptr->flags3 & (RF3_NO_CONF))
1735 sprintf(nam, "[*] %s", name);
1738 else if (r_ptr->flags1 & (RF1_UNIQUE))
1740 sprintf(nam, "[U] %s", name);
1744 sprintf(nam, _(" %s", "The %s"), name);
1748 sprintf(lev, "%d", (int)r_ptr->level);
1751 sprintf(rar, "%d", (int)r_ptr->rarity);
1753 if (r_ptr->speed >= 110)
1755 sprintf(spd, "+%d", (r_ptr->speed - 110));
1759 sprintf(spd, "-%d", (110 - r_ptr->speed));
1763 sprintf(ac, "%d", r_ptr->ac);
1766 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1768 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1772 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1777 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1779 /* Hack -- use visual instead */
1780 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1783 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1784 nam, lev, rar, spd, hp, ac, exp);
1791 /* Free the "who" array */
1792 C_KILL(who, max_r_idx, s16b);
1794 /* Check for errors */
1795 if (ferror(fff) || my_fclose(fff))
1797 msg_print("Cannot close spoiler file.");
1802 msg_print("Successfully created a spoiler file.");
1809 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1811 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1817 * @brief 文字列をファイルポインタに出力する /
1818 * Buffer text to the given file. (-SHAWN-)
1819 * This is basically c_roff() from mon-desc.c with a few changes.
1820 * @param str 文字列参照ポインタ
1823 static void spoil_out(concptr str)
1828 static char roff_buf[256];
1831 static char roff_waiting_buf[256];
1834 bool iskanji_flag = FALSE;
1836 /* Current pointer into line roff_buf */
1837 static char *roff_p = roff_buf;
1839 /* Last space saved into roff_buf */
1840 static char *roff_s = NULL;
1842 /* Mega-Hack -- Delayed output */
1843 static bool waiting_output = FALSE;
1845 /* Special handling for "new sequence" */
1850 fputs(roff_waiting_buf, fff);
1851 waiting_output = FALSE;
1854 if (roff_p != roff_buf) roff_p--;
1855 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1857 if (roff_p == roff_buf) fprintf(fff, "\n");
1860 *(roff_p + 1) = '\0';
1861 fprintf(fff, "%s\n\n", roff_buf);
1870 /* Scan the given string, character at a time */
1875 bool k_flag = iskanji((unsigned char)(*str));
1878 bool wrap = (ch == '\n');
1881 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1882 iskanji_flag = k_flag && !iskanji_flag;
1884 if (!isprint(ch)) ch = ' ';
1889 fputs(roff_waiting_buf, fff);
1890 if (!wrap) fputc('\n', fff);
1891 waiting_output = FALSE;
1897 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1898 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1900 if (roff_p >= roff_buf + 75) wrap = TRUE;
1901 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1908 bool iskanji_flag_local = FALSE;
1909 concptr tail = str + (k_flag ? 2 : 1);
1911 concptr tail = str + 1;
1914 for (; *tail; tail++)
1916 if (*tail == ' ') continue;
1919 k_flag_local = iskanji((unsigned char)(*tail));
1920 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1921 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1923 if (isprint(*tail)) break;
1927 if (!*tail) waiting_output = TRUE;
1931 /* Handle line-wrap */
1939 if (roff_s && (ch != ' '))
1947 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1948 else strcpy(roff_waiting_buf, roff_buf);
1952 if (cbak != ' ') *roff_p++ = cbak;
1954 while (*r) *roff_p++ = *r++;
1958 if ((roff_p > roff_buf) || (ch != ' '))
1963 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1968 strncmp(str, "。", 2) != 0 &&
1969 strncmp(str, "、", 2) != 0 &&
1970 strncmp(str, "ィ", 2) != 0 &&
1971 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1974 if (ch == ' ') roff_s = roff_p;
1985 * @brief 関数ポインタ用の出力関数 /
1986 * Hook function used in spoil_mon_info()
1988 * @param str 文字列参照ポインタ
1991 static void roff_func(TERM_COLOR attr, concptr str)
2001 * @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 /
2002 * Create a spoiler file for monsters (-SHAWN-)
2003 * @param fname ファイル名
2006 static void spoil_mon_info(player_type *player_ptr, concptr fname)
2014 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2016 /* File type is "TEXT" */
2017 FILE_TYPE(FILE_TYPE_TEXT);
2018 fff = my_fopen(buf, "w");
2022 msg_print("Cannot create spoiler file.");
2027 /* Dump the header */
2028 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2029 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2032 spoil_out("------------------------------------------\n\n");
2034 /* Allocate the "who" array */
2035 C_MAKE(who, max_r_idx, MONRACE_IDX);
2037 /* Scan the monsters */
2038 for (i = 1; i < max_r_idx; i++)
2040 monster_race *r_ptr = &r_info[i];
2042 /* Use that monster */
2043 if (r_ptr->name) who[n++] = (s16b)i;
2046 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2049 * List all monsters in order
2051 for (l = 0; l < n; l++)
2053 monster_race *r_ptr = &r_info[who[l]];
2054 flags1 = r_ptr->flags1;
2058 if (flags1 & (RF1_QUESTOR))
2064 if (flags1 & (RF1_UNIQUE))
2077 sprintf(buf, _("%s/%s (", "%s%s ("), (r_name + r_ptr->name), _(r_name + r_ptr->E_name, "")); /* ---)--- */
2082 spoil_out(attr_to_text(r_ptr));
2085 sprintf(buf, " '%c')\n", r_ptr->d_char);
2090 sprintf(buf, "=== ");
2094 sprintf(buf, "Num:%d ", who[l]);
2098 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2102 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2105 if (r_ptr->speed >= 110)
2107 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2111 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2116 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2118 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2122 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2127 sprintf(buf, "Ac:%d ", r_ptr->ac);
2131 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2134 /* Reuse the code of monster recall. */
2135 output_monster_spoiler(player_ptr, who[l], roff_func);
2140 /* Free the "who" array */
2141 C_KILL(who, max_r_idx, s16b);
2143 /* Check for errors */
2144 if (ferror(fff) || my_fclose(fff))
2146 msg_print("Cannot close spoiler file.");
2150 msg_print("Successfully created a spoiler file.");
2155 #define MAX_EVOL_DEPTH 64
2159 * @brief int配列でstrncmp()と似た比較処理を行う /
2160 * Compare two int-type array like strncmp() and return TRUE if equals
2161 * @param a 比較するint配列1
2162 * @param b 比較するint配列2
2164 * @return 両者の値が等しければTRUEを返す
2166 static bool int_n_cmp(int *a, int *b, int length)
2168 /* Null-string comparation is always TRUE */
2169 if (!length) return TRUE;
2173 if (*a != *(b++)) return FALSE;
2174 if (!(*(a++))) break;
2182 * @brief ある木が指定された木の部分木かどうかを返す /
2183 * Returns TRUE if an evolution tree is "partial tree"
2184 * @param tree 元となる木構造リスト
2185 * @param partial_tree 部分木かどうか判定したい木構造リスト
2186 * @return 部分木ならばTRUEを返す
2188 static bool is_partial_tree(int *tree, int *partial_tree)
2190 int pt_head = *(partial_tree++);
2193 while (partial_tree[pt_len]) pt_len++;
2197 if (*(tree++) == pt_head)
2199 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2207 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2208 * Print monsters' evolution information to file
2209 * @param fname 出力ファイル名
2212 static void spoil_mon_evol(concptr fname)
2215 monster_race *r_ptr;
2216 int **evol_tree, i, j, n, r_idx;
2217 int *evol_tree_zero; /* For C_KILL() */
2218 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2220 /* File type is "TEXT" */
2221 FILE_TYPE(FILE_TYPE_TEXT);
2222 fff = my_fopen(buf, "w");
2226 msg_print("Cannot create spoiler file.");
2230 /* Dump the header */
2231 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2232 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2235 spoil_out("------------------------------------------\n\n");
2237 /* Allocate the "evol_tree" array (2-dimension) */
2238 C_MAKE(evol_tree, max_r_idx, int *);
2239 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2240 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2241 evol_tree_zero = *evol_tree;
2243 /* Step 1: Build the evolution tree */
2244 for (i = 1; i < max_r_idx; i++)
2249 if (!r_ptr->next_exp) continue;
2251 /* Trace evolution */
2253 evol_tree[i][n++] = i;
2256 evol_tree[i][n++] = r_ptr->next_r_idx;
2257 r_ptr = &r_info[r_ptr->next_r_idx];
2258 } while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2261 /* Step 2: Scan the evolution trees and remove "partial tree" */
2262 for (i = 1; i < max_r_idx; i++)
2264 /* Not evolution tree */
2265 if (!evol_tree[i][0]) continue;
2267 for (j = 1; j < max_r_idx; j++)
2270 if (i == j) continue;
2272 /* Not evolution tree */
2273 if (!evol_tree[j][0]) continue;
2275 /* Is evolution tree[i] is part of [j]? */
2276 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2278 /* Remove this evolution tree */
2279 evol_tree[i][0] = 0;
2285 /* Step 3: Sort the evolution trees */
2286 ang_sort(evol_tree, NULL, max_r_idx, ang_sort_comp_evol_tree, ang_sort_swap_evol_tree);
2288 /* Step 4: Print the evolution trees */
2289 for (i = 0; i < max_r_idx; i++)
2291 r_idx = evol_tree[i][0];
2293 /* No evolution or removed evolution tree */
2294 if (!r_idx) continue;
2296 /* Trace the evolution tree */
2297 r_ptr = &r_info[r_idx];
2298 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2299 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2301 for (n = 1; r_ptr->next_exp; n++)
2303 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2304 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2305 r_ptr = &r_info[r_ptr->next_r_idx];
2306 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2307 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2310 /* End of evolution tree */
2314 /* Free the "evol_tree" array (2-dimension) */
2315 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2316 C_KILL(evol_tree, max_r_idx, int *);
2318 /* Check for errors */
2319 if (ferror(fff) || my_fclose(fff))
2321 msg_print("Cannot close spoiler file.");
2325 msg_print("Successfully created a spoiler file.");
2330 * @brief スポイラー出力を行うコマンドのメインルーチン /
2331 * Create Spoiler files -BEN-
2334 void do_cmd_spoilers(player_type *player_ptr)
2344 prt("Create a spoiler file.", 2, 0);
2346 /* Prompt for a file */
2347 prt("(1) Brief Object Info (obj-desc.txt)", 5, 5);
2348 prt("(2) Brief Artifact Info (artifact.txt)", 6, 5);
2349 prt("(3) Brief Monster Info (mon-desc.txt)", 7, 5);
2350 prt("(4) Full Monster Info (mon-info.txt)", 8, 5);
2351 prt("(5) Monster Evolution Info (mon-evol.txt)", 9, 5);
2354 prt(_("コマンド:", "Command: "), _(18, 12), 0);
2366 spoil_obj_desc("obj-desc.txt");
2371 spoil_artifact("artifact.txt");
2376 spoil_mon_desc("mon-desc.txt");
2381 spoil_mon_info(player_ptr, "mon-info.txt");
2386 spoil_mon_evol("mon-evol.txt");
2399 * @brief ランダムアーティファクト1件を解析する /
2400 * Fill in an object description structure for a given object
2401 * @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
2402 * @param desc_ptr 記述内容を収める構造体参照ポインタ
2405 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
2407 analyze_general(o_ptr, desc_ptr->description);
2408 analyze_pval(o_ptr, &desc_ptr->pval_info);
2409 analyze_brand(o_ptr, desc_ptr->brands);
2410 analyze_slay(o_ptr, desc_ptr->slays);
2411 analyze_immune(o_ptr, desc_ptr->immunities);
2412 analyze_resist(o_ptr, desc_ptr->resistances);
2413 analyze_sustains(o_ptr, desc_ptr->sustains);
2414 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2415 desc_ptr->activation = item_activation(o_ptr);
2417 sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
2418 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2420 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2421 o_ptr->weight / 10, o_ptr->weight % 10);
2426 * @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 /
2427 * Create a spoiler file entry for an artifact
2428 * @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
2429 * @param art_ptr 記述内容を収めた構造体参照ポインタ
2430 * Fill in an object description structure for a given object
2433 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2435 pval_info_type *pval_ptr = &art_ptr->pval_info;
2439 /* Don't indent the first line */
2440 fprintf(fff, "%s\n", art_ptr->description);
2443 if (!(o_ptr->ident & (IDENT_MENTAL)))
2445 fprintf(fff, _("%s不明\n", "%sUnknown\n"), INDENT1);
2448 /* An "empty" pval description indicates that the pval affects nothing */
2449 if (pval_ptr->pval_desc[0])
2451 /* Mention the effects of pval */
2452 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
2453 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2456 /* Now deal with the description lists */
2458 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
2459 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
2460 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
2461 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
2462 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
2463 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2465 /* Write out the possible activation at the primary indention level */
2466 if (art_ptr->activation)
2468 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
2471 /* End with the miscellaneous facts */
2472 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2477 * @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 /
2478 * @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
2479 * @param i 出力したい記録ランダムアーティファクトID
2482 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
2484 obj_desc_list artifact;
2486 if (!object_is_known(o_ptr) || !o_ptr->art_name
2487 || o_ptr->tval != group_artifact[i].tval)
2490 /* Analyze the artifact */
2491 random_artifact_analyze(o_ptr, &artifact);
2493 /* Write out the artifact description to the spoiler file */
2494 spoiler_print_randart(o_ptr, &artifact);
2498 * @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 /
2499 * Create a list file for random artifacts
2500 * @param fname 出力ファイル名
2503 void spoil_random_artifact(player_type *creature_ptr, concptr fname)
2511 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2513 /* File type is "TEXT" */
2514 FILE_TYPE(FILE_TYPE_TEXT);
2515 fff = my_fopen(buf, "w");
2519 msg_print("Cannot create list file.");
2523 /* Dump the header */
2524 sprintf(buf, "Random artifacts list.\r");
2525 spoiler_underline(buf);
2527 /* List the artifacts by tval */
2528 for (j = 0; group_artifact[j].tval; j++)
2530 /* random artifacts wielding */
2531 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2533 q_ptr = &creature_ptr->inventory_list[i];
2534 spoil_random_artifact_aux(q_ptr, j);
2537 for (i = 0; i < INVEN_PACK; i++)
2539 q_ptr = &creature_ptr->inventory_list[i];
2540 spoil_random_artifact_aux(q_ptr, j);
2543 /* random artifacts in home */
2544 st_ptr = &town_info[1].store[STORE_HOME];
2545 for (i = 0; i < st_ptr->stock_num; i++)
2547 q_ptr = &st_ptr->stock[i];
2548 spoil_random_artifact_aux(q_ptr, j);
2551 /* random artifacts in museum */
2552 st_ptr = &town_info[1].store[STORE_MUSEUM];
2553 for (i = 0; i < st_ptr->stock_num; i++)
2555 q_ptr = &st_ptr->stock[i];
2556 spoil_random_artifact_aux(q_ptr, j);
2560 /* Check for errors */
2561 if (ferror(fff) || my_fclose(fff))
2563 msg_print("Cannot close list file.");
2567 msg_print("Successfully created a list file.");
2574 #endif /* MACINTOSH */