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);
319 fff = my_fopen(buf, "w");
323 msg_print("Cannot create spoiler file.");
329 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d.%d)\n\n\n",
330 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
333 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
334 "Description", "Dam/AC", "Wgt", "Lev", "Chance", "Cost");
335 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
336 "-------------------------------------", "------", "---", "---", "----------------", "----");
338 /* List the groups */
339 for (i = 0; TRUE; i++)
341 /* Write out the group title */
342 if (group_item[i].name)
346 /* Hack -- bubble-sort by cost and then level */
347 for (s = 0; s < n - 1; s++)
349 for (t = 0; t < n - 1; t++)
360 kind_info(NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
361 kind_info(NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
363 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
372 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
374 /* Spoil each item */
375 for (s = 0; s < n; s++)
380 /* Describe the kind */
381 kind_info(buf, dam, wgt, chance, &e, &v, who[s]);
384 fprintf(fff, " %-35s%8s%7s%5d %-40s%9ld\n",
385 buf, dam, wgt, (int)e, chance, (long)(v));
388 /* Start a new set */
393 if (!group_item[i].tval) break;
395 /* Start a new set */
399 /* Acquire legal item types */
400 for (k = 1; k < max_k_idx; k++)
402 object_kind *k_ptr = &k_info[k];
404 /* Skip wrong tval's */
405 if (k_ptr->tval != group_item[i].tval) continue;
407 /* Hack -- Skip instant-artifacts */
408 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
416 /* Check for errors */
417 if (ferror(fff) || my_fclose(fff))
419 msg_print("Cannot close spoiler file.");
423 msg_print("Successfully created a spoiler file.");
428 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
433 * Returns a "+" string if a number is non-negative and an empty
436 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
439 * These are used to format the artifact spoiler file. INDENT1 is used
440 * to indent all but the first line of an artifact spoiler. INDENT2 is
441 * used when a line "wraps". (Bladeturner's resistances cause this.)
447 * MAX_LINE_LEN specifies when a line should wrap.
449 #define MAX_LINE_LEN 75
452 * Given an array, determine how many elements are in the array
454 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
457 * The artifacts categorized by type
459 static grouper group_artifact[] =
463 { TV_POLEARM, "槍/斧" },
465 { TV_DIGGING, "シャベル/つるはし" },
470 { TV_SOFT_ARMOR, "鎧" },
471 { TV_HARD_ARMOR, NULL },
472 { TV_DRAG_ARMOR, NULL },
474 { TV_CLOAK, "クローク" },
483 { TV_AMULET, "アミュレット" },
486 { TV_SWORD, "Edged Weapons" },
487 { TV_POLEARM, "Polearms" },
488 { TV_HAFTED, "Hafted Weapons" },
489 { TV_DIGGING, "Shovels/Picks" },
491 { TV_ARROW, "Ammo" },
494 { TV_SOFT_ARMOR, "Body Armor" },
495 { TV_HARD_ARMOR, NULL },
496 { TV_DRAG_ARMOR, NULL },
498 { TV_CLOAK, "Cloaks" },
499 { TV_SHIELD, "Shields" },
501 { TV_HELM, "Helms/Crowns" },
503 { TV_GLOVES, "Gloves" },
504 { TV_BOOTS, "Boots" },
506 { TV_LITE, "Light Sources" },
507 { TV_AMULET, "Amulets" },
508 { TV_RING, "Rings" },
517 * Pair together a constant flag with a textual description.
519 * Used by both "init.c" and "wiz-spo.c".
521 * Note that it sometimes more efficient to actually make an array
522 * of textual names, where entry 'N' is assumed to be paired with
523 * the flag whose value is "1L << N", but that requires hard-coding.
526 typedef struct flag_desc flag_desc;
537 * These are used for "+3 to STR, DEX", etc. These are separate from
538 * the other pval affected traits to simplify the case where an object
539 * affects all stats. In this case, "All stats" is used instead of
540 * listing each stat individually.
543 static flag_desc stat_flags_desc[] =
563 * Besides stats, these are the other player traits
564 * which may be affected by an object's pval
567 static flag_desc pval_flags1_desc[] =
570 { TR_MAGIC_MASTERY, "魔法道具使用能力" },
571 { TR_STEALTH, "隠密" },
573 { TR_INFRA, "赤外線視力" },
575 { TR_BLOWS, "攻撃回数" },
578 { TR_STEALTH, "Stealth" },
579 { TR_SEARCH, "Searching" },
580 { TR_INFRA, "Infravision" },
581 { TR_TUNNEL, "Tunneling" },
582 { TR_BLOWS, "Attacks" },
583 { TR_SPEED, "Speed" }
588 * Slaying preferences for weapons
591 static flag_desc slay_flags_desc[] =
594 { TR_SLAY_ANIMAL, "動物" },
595 { TR_KILL_ANIMAL, "*動物*" },
596 { TR_SLAY_EVIL, "邪悪" },
597 { TR_KILL_EVIL, "*邪悪*" },
598 { TR_SLAY_HUMAN, "人間" },
599 { TR_KILL_HUMAN, "*人間*" },
600 { TR_SLAY_UNDEAD, "アンデッド" },
601 { TR_KILL_UNDEAD, "*アンデッド*" },
602 { TR_SLAY_DEMON, "悪魔" },
603 { TR_KILL_DEMON, "*悪魔*" },
604 { TR_SLAY_ORC, "オーク" },
605 { TR_KILL_ORC, "*オーク*" },
606 { TR_SLAY_TROLL, "トロル" },
607 { TR_KILL_TROLL, "*トロル*" },
608 { TR_SLAY_GIANT, "巨人" },
609 { TR_KILL_GIANT, "*巨人*" },
610 { TR_SLAY_DRAGON, "ドラゴン" },
611 { TR_KILL_DRAGON, "*ドラゴン*" },
613 { TR_SLAY_ANIMAL, "Animal" },
614 { TR_KILL_ANIMAL, "XAnimal" },
615 { TR_SLAY_EVIL, "Evil" },
616 { TR_KILL_EVIL, "XEvil" },
617 { TR_SLAY_HUMAN, "Human" },
618 { TR_KILL_HUMAN, "XHuman" },
619 { TR_SLAY_UNDEAD, "Undead" },
620 { TR_KILL_UNDEAD, "XUndead" },
621 { TR_SLAY_DEMON, "Demon" },
622 { TR_KILL_DEMON, "XDemon" },
623 { TR_SLAY_ORC, "Orc" },
624 { TR_KILL_ORC, "XOrc" },
625 { TR_SLAY_TROLL, "Troll" },
626 { TR_KILL_TROLL, "XTroll" },
627 { TR_SLAY_GIANT, "Giant" },
628 { TR_KILL_GIANT, "Xgiant" },
629 { TR_SLAY_DRAGON, "Dragon" },
630 { TR_KILL_DRAGON, "Xdragon" }
635 * Elemental brands for weapons
637 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
638 * coding, it has been included here along with the elemental
639 * brands. It does seem to fit in with the brands and slaying
640 * more than the miscellaneous section.
642 static flag_desc brand_flags_desc[] =
645 { TR_BRAND_ACID, "溶解" },
646 { TR_BRAND_ELEC, "電撃" },
647 { TR_BRAND_FIRE, "焼棄" },
648 { TR_BRAND_COLD, "凍結" },
649 { TR_BRAND_POIS, "毒殺" },
651 { TR_FORCE_WEAPON, "理力" },
652 { TR_CHAOTIC, "混沌" },
653 { TR_VAMPIRIC, "吸血" },
655 { TR_VORPAL, "切れ味" },
657 { TR_BRAND_ACID, "Acid Brand" },
658 { TR_BRAND_ELEC, "Lightning Brand" },
659 { TR_BRAND_FIRE, "Flame Tongue" },
660 { TR_BRAND_COLD, "Frost Brand" },
661 { TR_BRAND_POIS, "Poisoned" },
663 { TR_FORCE_WEAPON, "Force" },
664 { TR_CHAOTIC, "Mark of Chaos" },
665 { TR_VAMPIRIC, "Vampiric" },
666 { TR_IMPACT, "Earthquake impact on hit" },
667 { TR_VORPAL, "Very sharp" },
675 static const flag_desc resist_flags_desc[] =
678 { TR_RES_ACID, "酸" },
679 { TR_RES_ELEC, "電撃" },
680 { TR_RES_FIRE, "火炎" },
681 { TR_RES_COLD, "冷気" },
682 { TR_RES_POIS, "毒" },
683 { TR_RES_FEAR, "恐怖"},
684 { TR_RES_LITE, "閃光" },
685 { TR_RES_DARK, "暗黒" },
686 { TR_RES_BLIND, "盲目" },
687 { TR_RES_CONF, "混乱" },
688 { TR_RES_SOUND, "轟音" },
689 { TR_RES_SHARDS, "破片" },
690 { TR_RES_NETHER, "地獄" },
691 { TR_RES_NEXUS, "因果混乱" },
692 { TR_RES_CHAOS, "カオス" },
693 { TR_RES_DISEN, "劣化" },
695 { TR_RES_ACID, "Acid" },
696 { TR_RES_ELEC, "Lightning" },
697 { TR_RES_FIRE, "Fire" },
698 { TR_RES_COLD, "Cold" },
699 { TR_RES_POIS, "Poison" },
700 { TR_RES_FEAR, "Fear"},
701 { TR_RES_LITE, "Light" },
702 { TR_RES_DARK, "Dark" },
703 { TR_RES_BLIND, "Blindness" },
704 { TR_RES_CONF, "Confusion" },
705 { TR_RES_SOUND, "Sound" },
706 { TR_RES_SHARDS, "Shards" },
707 { TR_RES_NETHER, "Nether" },
708 { TR_RES_NEXUS, "Nexus" },
709 { TR_RES_CHAOS, "Chaos" },
710 { TR_RES_DISEN, "Disenchantment" },
715 * Elemental immunities (along with poison)
718 static const flag_desc immune_flags_desc[] =
722 { TR_IM_ELEC, "電撃" },
723 { TR_IM_FIRE, "火炎" },
724 { TR_IM_COLD, "冷気" },
726 { TR_IM_ACID, "Acid" },
727 { TR_IM_ELEC, "Lightning" },
728 { TR_IM_FIRE, "Fire" },
729 { TR_IM_COLD, "Cold" },
734 * Sustain stats - these are given their "own" line in the
735 * spoiler file, mainly for simplicity
737 static const flag_desc sustain_flags_desc[] =
740 { TR_SUST_STR, "腕力" },
741 { TR_SUST_INT, "知能" },
742 { TR_SUST_WIS, "賢さ" },
743 { TR_SUST_DEX, "器用さ" },
744 { TR_SUST_CON, "耐久力" },
745 { TR_SUST_CHR, "魅力" },
747 { TR_SUST_STR, "STR" },
748 { TR_SUST_INT, "INT" },
749 { TR_SUST_WIS, "WIS" },
750 { TR_SUST_DEX, "DEX" },
751 { TR_SUST_CON, "CON" },
752 { TR_SUST_CHR, "CHR" },
757 * Miscellaneous magic given by an object's "flags2" field
760 static const flag_desc misc_flags2_desc[] =
764 { TR_REFLECT, "反射" },
765 { TR_FREE_ACT, "麻痺知らず" },
766 { TR_HOLD_EXP, "経験値維持" },
768 { TR_THROW, "Throwing" },
769 { TR_REFLECT, "Reflection" },
770 { TR_FREE_ACT, "Free Action" },
771 { TR_HOLD_EXP, "Hold Experience" },
776 * Miscellaneous magic given by an object's "flags3" field
778 * Note that cursed artifacts and objects with permanent light
779 * are handled "directly" -- see analyze_misc_magic()
782 static const flag_desc misc_flags3_desc[] =
785 { TR_SH_FIRE, "火炎オーラ" },
786 { TR_SH_ELEC, "電撃オーラ" },
787 { TR_SH_COLD, "冷気オーラ" },
788 { TR_NO_TELE, "反テレポート" },
789 { TR_NO_MAGIC, "反魔法" },
790 { TR_LEVITATION, "浮遊" },
791 { TR_SEE_INVIS, "可視透明" },
792 { TR_TELEPATHY, "テレパシー" },
793 { TR_ESP_ANIMAL, "動物感知" },
794 { TR_ESP_UNDEAD, "不死感知" },
795 { TR_ESP_DEMON, "悪魔感知" },
796 { TR_ESP_ORC, "オーク感知" },
797 { TR_ESP_TROLL, "トロル感知" },
798 { TR_ESP_GIANT, "巨人感知" },
799 { TR_ESP_DRAGON, "ドラゴン感知" },
800 { TR_ESP_HUMAN, "人間感知" },
801 { TR_ESP_EVIL, "邪悪感知" },
802 { TR_ESP_GOOD, "善良感知" },
803 { TR_ESP_NONLIVING, "無生物感知" },
804 { TR_ESP_UNIQUE, "ユニーク感知" },
805 { TR_SLOW_DIGEST, "遅消化" },
806 { TR_REGEN, "急速回復" },
807 { TR_WARNING, "警告" },
808 /* { TR_XTRA_MIGHT, "強力射撃" }, */
809 { TR_XTRA_SHOTS, "追加射撃" }, /* always +1? */
810 { TR_DRAIN_EXP, "経験値吸収" },
811 { TR_AGGRAVATE, "反感" },
812 { TR_BLESSED, "祝福" },
813 { TR_DEC_MANA, "消費魔力減少" },
815 { TR_SH_FIRE, "Fiery Aura" },
816 { TR_SH_ELEC, "Electric Aura" },
817 { TR_SH_COLD, "Coldly Aura" },
818 { TR_NO_TELE, "Prevent Teleportation" },
819 { TR_NO_MAGIC, "Anti-Magic" },
820 { TR_LEVITATION, "Levitation" },
821 { TR_SEE_INVIS, "See Invisible" },
822 { TR_TELEPATHY, "ESP" },
823 { TR_ESP_ANIMAL, "Sense Animal" },
824 { TR_ESP_UNDEAD, "Sense Undead" },
825 { TR_ESP_DEMON, "Sense Demon" },
826 { TR_ESP_ORC, "Sense Orc" },
827 { TR_ESP_TROLL, "Sense Troll" },
828 { TR_ESP_GIANT, "Sense Giant" },
829 { TR_ESP_DRAGON, "Sense Dragon" },
830 { TR_ESP_HUMAN, "Sense Human" },
831 { TR_ESP_EVIL, "Sense Evil" },
832 { TR_ESP_GOOD, "Sense Good" },
833 { TR_ESP_NONLIVING, "Sense Nonliving" },
834 { TR_ESP_UNIQUE, "Sense Unique" },
835 { TR_SLOW_DIGEST, "Slow Digestion" },
836 { TR_REGEN, "Regeneration" },
837 { TR_WARNING, "Warning" },
838 /* { TR_XTRA_MIGHT, "Extra Might" }, */
839 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
840 { TR_DRAIN_EXP, "Drains Experience" },
841 { TR_AGGRAVATE, "Aggravates" },
842 { TR_BLESSED, "Blessed Blade" },
843 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
849 * A special type used just for deailing with pvals
854 * This will contain a string such as "+2", "-10", etc.
859 * A list of various player traits affected by an object's pval such
860 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
861 * this list since it will probably be desirable to format its
862 * description differently.
864 * Note that room need only be reserved for the number of stats - 1
865 * since the description "All stats" is used if an object affects all
866 * all stats. Also, room must be reserved for a sentinel NULL pointer.
868 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
870 * This list includes extra attacks, for simplicity.
872 concptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
873 N_ELEMENTS(pval_flags1_desc) + 1];
879 * An "object analysis structure"
881 * It will be filled with descriptive strings detailing an object's
882 * various magical powers. The "ignore X" traits are not noted since
883 * all artifacts ignore "normal" destruction.
888 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
889 char description[MAX_NLEN];
891 /* Description of what is affected by an object's pval */
892 pval_info_type pval_info;
894 /* A list of an object's slaying preferences */
895 concptr slays[N_ELEMENTS(slay_flags_desc) + 1];
897 /* A list if an object's elemental brands */
898 concptr brands[N_ELEMENTS(brand_flags_desc) + 1];
900 /* A list of immunities granted by an object */
901 concptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
903 /* A list of resistances granted by an object */
904 concptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
906 /* A list of stats sustained by an object */
907 concptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
909 /* A list of various magical qualities an object may have */
910 concptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
911 + 1 /* Permanent Light */
913 + 1 /* type of curse */
914 + 1]; /* sentinel NULL */
916 /* Additional ability or resistance */
919 /* A string describing an artifact's activation */
922 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
928 * @brief ファイルポインタ先に同じ文字を複数出力する /
929 * Write out `n' of the character `c' to the spoiler file
934 static void spoiler_out_n_chars(int n, char c)
936 while (--n >= 0) fputc(c, fff);
941 * @brief ファイルポインタ先に改行を複数出力する /
942 * Write out `n' blank lines to the spoiler file
946 static void spoiler_blanklines(int n)
948 spoiler_out_n_chars(n, '\n');
953 * @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 /
954 * Write a line to the spoiler file and then "underline" it with hypens
955 * @param str 出力したい文字列
958 static void spoiler_underline(concptr str)
960 fprintf(fff, "%s\n", str);
961 spoiler_out_n_chars(strlen(str), '-');
968 * @brief アーティファクトの特性一覧を出力する /
969 * Write a line to the spoiler file and then "underline" it with hypens
970 * @param art_flags アーティファクトのフラグ群
971 * @param flag_ptr フラグ記述情報の参照ポインタ
972 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
973 * @param n_elmnts フラグの要素数
974 * @return desc_ptrと同じアドレス
977 * This function does most of the actual "analysis". Given a set of bit flags
978 * (which will be from one of the flags fields from the object in question),
979 * a "flag description structure", a "description list", and the number of
980 * elements in the "flag description structure", this function sets the
981 * "description list" members to the appropriate descriptions contained in
982 * the "flag description structure".
983 * The possibly updated description pointer is returned.
986 static concptr *spoiler_flag_aux(const BIT_FLAGS art_flags[TR_FLAG_SIZE],
987 const flag_desc *flag_ptr,
988 concptr *desc_ptr, const int n_elmnts)
992 for (i = 0; i < n_elmnts; ++i)
994 if (have_flag(art_flags, flag_ptr[i].flag))
996 *desc_ptr++ = flag_ptr[i].desc;
1005 * @brief アイテムの特定記述内容を返す /
1006 * Acquire a "basic" description "The Cloak of Death [1,+10]"
1007 * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
1008 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
1011 static void analyze_general(object_type *o_ptr, char *desc_ptr)
1013 /* Get a "useful" description of the object */
1014 object_desc(desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
1019 * @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 /
1020 * List "player traits" altered by an artifact's pval. These include stats,
1021 * speed, infravision, tunneling, stealth, searching, and extra attacks.
1022 * @param o_ptr オブジェクト構造体の参照ポインタ
1023 * @param p_ptr pval修正構造体の参照ポインタ
1026 static void analyze_pval(object_type *o_ptr, pval_info_type *pi_ptr)
1028 BIT_FLAGS flgs[TR_FLAG_SIZE];
1030 concptr *affects_list;
1032 /* If pval == 0, there is nothing to do. */
1035 /* An "empty" pval description indicates that pval == 0 */
1036 pi_ptr->pval_desc[0] = '\0';
1039 object_flags(o_ptr, flgs);
1041 affects_list = pi_ptr->pval_affects;
1043 /* Create the "+N" string */
1044 sprintf(pi_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1046 /* First, check to see if the pval affects all stats */
1047 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1048 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1049 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1051 *affects_list++ = _("全能力", "All stats");
1054 /* Are any stats affected? */
1055 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1056 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1057 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1059 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1061 N_ELEMENTS(stat_flags_desc));
1064 /* And now the "rest" */
1065 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1067 N_ELEMENTS(pval_flags1_desc));
1069 /* Terminate the description list */
1070 *affects_list = NULL;
1074 * @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 /
1075 * Note the slaying specialties of a weapon
1076 * @param o_ptr オブジェクト構造体の参照ポインタ
1077 * @param slay_list 種族スレイ構造体の参照ポインタ
1080 static void analyze_slay(object_type *o_ptr, concptr *slay_list)
1082 BIT_FLAGS flgs[TR_FLAG_SIZE];
1084 object_flags(o_ptr, flgs);
1086 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1087 N_ELEMENTS(slay_flags_desc));
1089 /* Terminate the description list */
1095 * @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 /
1096 * Note an object's elemental brands
1097 * @param o_ptr オブジェクト構造体の参照ポインタ
1098 * @param brand_list 属性ブランド構造体の参照ポインタ
1101 static void analyze_brand(object_type *o_ptr, concptr *brand_list)
1103 BIT_FLAGS flgs[TR_FLAG_SIZE];
1105 object_flags(o_ptr, flgs);
1107 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1108 N_ELEMENTS(brand_flags_desc));
1110 /* Terminate the description list */
1116 * @brief アーティファクトの通常耐性を構造体に収める /
1117 * Note an object's elemental brands
1118 * @param o_ptr オブジェクト構造体の参照ポインタ
1119 * @param resist_list 通常耐性構造体の参照ポインタ
1122 static void analyze_resist(object_type *o_ptr, concptr *resist_list)
1124 BIT_FLAGS flgs[TR_FLAG_SIZE];
1126 object_flags(o_ptr, flgs);
1128 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1129 resist_list, N_ELEMENTS(resist_flags_desc));
1131 /* Terminate the description list */
1132 *resist_list = NULL;
1137 * @brief アーティファクトの免疫特性を構造体に収める /
1138 * Note the immunities granted by an object
1139 * @param o_ptr オブジェクト構造体の参照ポインタ
1140 * @param immune_list 免疫構造体の参照ポインタ
1143 static void analyze_immune(object_type *o_ptr, concptr *immune_list)
1145 BIT_FLAGS flgs[TR_FLAG_SIZE];
1147 object_flags(o_ptr, flgs);
1149 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1150 immune_list, N_ELEMENTS(immune_flags_desc));
1152 /* Terminate the description list */
1153 *immune_list = NULL;
1158 * @brief アーティファクトの維持特性を構造体に収める /
1159 * Note which stats an object sustains
1160 * @param o_ptr オブジェクト構造体の参照ポインタ
1161 * @param sustain_list 維持特性構造体の参照ポインタ
1164 static void analyze_sustains(object_type *o_ptr, concptr *sustain_list)
1166 BIT_FLAGS flgs[TR_FLAG_SIZE];
1168 object_flags(o_ptr, flgs);
1170 /* Simplify things if an item sustains all stats */
1171 if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
1172 have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
1173 have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
1175 *sustain_list++ = _("全能力", "All stats");
1178 /* Should we bother? */
1179 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1180 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1181 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1183 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1185 N_ELEMENTS(sustain_flags_desc));
1188 /* Terminate the description list */
1189 *sustain_list = NULL;
1194 * @brief アーティファクトのその他の特性を構造体に収める /
1195 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1196 * free action, permanent light, etc.
1197 * @param o_ptr オブジェクト構造体の参照ポインタ
1198 * @param misc_list その他の特性構造体の参照ポインタ
1201 static void analyze_misc_magic(object_type *o_ptr, concptr *misc_list)
1203 BIT_FLAGS flgs[TR_FLAG_SIZE];
1207 object_flags(o_ptr, flgs);
1209 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
1210 N_ELEMENTS(misc_flags2_desc));
1212 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
1215 * Glowing artifacts -- small radius light.
1218 if (have_flag(flgs, TR_LITE_1)) rad += 1;
1219 if (have_flag(flgs, TR_LITE_2)) rad += 2;
1220 if (have_flag(flgs, TR_LITE_3)) rad += 3;
1221 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
1222 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
1223 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
1225 if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
1227 if (have_flag(flgs, TR_LITE_FUEL))
1229 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);
1233 if(rad > 0) sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
1234 if(rad < 0) sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
1237 if(rad != 0) *misc_list++ = quark_str(quark_add(desc));
1240 * Handle cursed objects here to avoid redundancies such as noting
1241 * that a permanently cursed object is heavily cursed as well as
1242 * being "lightly cursed".
1245 /* if (object_is_cursed(o_ptr)) */
1247 if (have_flag(flgs, TR_TY_CURSE))
1249 *misc_list++ = _("太古の怨念", "Ancient Curse");
1251 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1253 *misc_list++ = _("永遠の呪い", "Permanently Cursed");
1255 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1257 *misc_list++ = _("強力な呪い", "Heavily Cursed");
1260 else if (o_ptr->curse_flags & TRC_CURSED)
1262 *misc_list++ = _("呪い", "Cursed");
1264 if (have_flag(flgs, TR_ADD_L_CURSE))
1266 *misc_list++ = _("呪いを増やす", "Cursing");
1268 if (have_flag(flgs, TR_ADD_H_CURSE))
1270 *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
1274 /* Terminate the description list */
1280 * @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 /
1281 * Note additional ability and/or resistance of fixed artifacts
1282 * @param o_ptr オブジェクト構造体の参照ポインタ
1283 * @param addition 追加ランダム耐性構造体の参照ポインタ
1286 static void analyze_addition(object_type *o_ptr, char *addition)
1288 artifact_type *a_ptr = &a_info[o_ptr->name1];
1291 strcpy(addition, "");
1293 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"));
1294 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1296 strcat(addition, _("能力", "Ability"));
1297 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
1299 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1301 strcat(addition, _("耐性", "Resistance"));
1302 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
1304 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("能力or耐性", "Ability or Resistance"));
1309 * @brief アーティファクトの基本情報を文字列に収める /
1310 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1311 * and its value in gold pieces
1312 * @param o_ptr オブジェクト構造体の参照ポインタ
1313 * @param misc_desc 基本情報を収める文字列参照ポインタ
1316 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1318 artifact_type *a_ptr = &a_info[o_ptr->name1];
1320 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,
1322 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
1324 a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
1330 * @brief アーティファクトの情報全体を構造体に収める /
1331 * Fill in an object description structure for a given object
1332 * and its value in gold pieces
1333 * @param o_ptr オブジェクト構造体の参照ポインタ
1334 * @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
1337 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1339 analyze_general(o_ptr, desc_ptr->description);
1340 analyze_pval(o_ptr, &desc_ptr->pval_info);
1341 analyze_brand(o_ptr, desc_ptr->brands);
1342 analyze_slay(o_ptr, desc_ptr->slays);
1343 analyze_immune(o_ptr, desc_ptr->immunities);
1344 analyze_resist(o_ptr, desc_ptr->resistances);
1345 analyze_sustains(o_ptr, desc_ptr->sustains);
1346 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1347 analyze_addition(o_ptr, desc_ptr->addition);
1348 analyze_misc(o_ptr, desc_ptr->misc_desc);
1349 desc_ptr->activation = item_activation(o_ptr);
1354 * @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 /
1357 static void print_header(void)
1361 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1362 spoiler_underline(buf);
1366 * This is somewhat ugly.
1368 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1369 * and a separator character (',', e.g.), write the list to the spoiler file
1370 * in a "nice" format, such as:
1372 * Resist Fire, Cold, Acid
1374 * That was a simple example, but when the list is long, a line wrap
1375 * should occur, and this should induce a new level of indention if
1376 * a list is being spread across lines. So for example, Bladeturner's
1377 * list of resistances should look something like this
1379 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1380 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1382 * However, the code distinguishes between a single list of many items vs.
1383 * many lists. (The separator is used to make this determination.) A single
1384 * list of many items will not cause line wrapping (since there is no
1385 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1386 * might look like this:
1388 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1391 * So comparing the two, "Regeneration" has no trailing separator and
1392 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1393 * but that's not relevant to line wrapping and indention.)
1396 /* ITEM_SEP separates items within a list */
1397 #define ITEM_SEP ','
1400 /* LIST_SEP separates lists */
1402 #define LIST_SEP ','
1404 #define LIST_SEP ';'
1408 * @brief フラグ名称を出力する汎用関数
1409 * @param header ヘッダに出力するフラグ群の名前
1410 * @param list フラグ名リスト
1411 * @param separator フラグ表示の区切り記号
1414 static void spoiler_outlist(concptr header, concptr *list, char separator)
1416 int line_len, buf_len;
1417 char line[MAX_LINE_LEN+1], buf[80];
1419 /* Ignore an empty list */
1420 if (*list == NULL) return;
1422 /* This function always indents */
1423 strcpy(line, INDENT1);
1425 /* Create header (if one was given) */
1426 if (header && (header[0]))
1428 strcat(line, header);
1432 line_len = strlen(line);
1434 /* Now begin the tedious task */
1437 /* Copy the current item to a buffer */
1440 /* Note the buffer's length */
1441 buf_len = strlen(buf);
1444 * If there is an item following this one, pad with separator and
1445 * a space and adjust the buffer length
1450 sprintf(buf + buf_len, "%c ", separator);
1455 * If the buffer will fit on the current line, just append the
1456 * buffer to the line and adjust the line length accordingly.
1459 if (line_len + buf_len <= MAX_LINE_LEN)
1462 line_len += buf_len;
1465 /* Apply line wrapping and indention semantics described above */
1469 * Don't print a trailing list separator but do print a trailing
1472 if (line_len > 1 && line[line_len - 1] == ' '
1473 && line[line_len - 2] == LIST_SEP)
1475 /* Ignore space and separator */
1476 line[line_len - 2] = '\0';
1478 /* Write to spoiler file */
1479 fprintf(fff, "%s\n", line);
1481 /* Begin new line at primary indention level */
1482 sprintf(line, "%s%s", INDENT1, buf);
1487 /* Write to spoiler file */
1488 fprintf(fff, "%s\n", line);
1490 /* Begin new line at secondary indention level */
1491 sprintf(line, "%s%s", INDENT2, buf);
1494 line_len = strlen(line);
1497 /* Advance, with break */
1498 if (!*++list) break;
1501 /* Write what's left to the spoiler file */
1502 fprintf(fff, "%s\n", line);
1506 * @brief アーティファクト一件をスポイラー出力する /
1507 * Create a spoiler file entry for an artifact
1508 * @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
1511 static void spoiler_print_art(obj_desc_list *art_ptr)
1513 pval_info_type *pval_ptr = &art_ptr->pval_info;
1516 /* Don't indent the first line */
1517 fprintf(fff, "%s\n", art_ptr->description);
1519 /* An "empty" pval description indicates that the pval affects nothing */
1520 if (pval_ptr->pval_desc[0])
1522 /* Mention the effects of pval */
1523 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
1524 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1527 /* Now deal with the description lists */
1528 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
1529 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
1530 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
1531 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
1532 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
1533 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1535 if (art_ptr->addition[0])
1537 fprintf(fff, _("%s追加: %s\n", "%sAdditional %s\n"), INDENT1, art_ptr->addition);
1540 /* Write out the possible activation at the primary indention level */
1541 if (art_ptr->activation)
1543 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
1546 /* End with the miscellaneous facts */
1547 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1552 * @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 /
1553 * Hack -- Create a "forged" artifact
1554 * @param o_ptr 一時生成先を保管するオブジェクト構造体
1555 * @param name1 生成するアーティファクトID
1556 * @return 生成が成功した場合TRUEを返す
1558 static bool make_fake_artifact(object_type *o_ptr, IDX name1)
1561 artifact_type *a_ptr = &a_info[name1];
1563 /* Ignore "empty" artifacts */
1564 if (!a_ptr->name) return FALSE;
1566 /* Acquire the "kind" index */
1567 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1569 if (!i) return (FALSE);
1571 object_prep(o_ptr, i);
1574 o_ptr->name1 = (byte_hack)name1;
1576 /* Extract the fields */
1577 o_ptr->pval = a_ptr->pval;
1578 o_ptr->ac = a_ptr->ac;
1579 o_ptr->dd = a_ptr->dd;
1580 o_ptr->ds = a_ptr->ds;
1581 o_ptr->to_a = a_ptr->to_a;
1582 o_ptr->to_h = a_ptr->to_h;
1583 o_ptr->to_d = a_ptr->to_d;
1584 o_ptr->weight = a_ptr->weight;
1592 * @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 /
1593 * Create a spoiler file for artifacts
1594 * @param fname 生成ファイル名
1597 static void spoil_artifact(concptr fname)
1604 obj_desc_list artifact;
1606 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1608 /* File type is "TEXT" */
1609 FILE_TYPE(FILE_TYPE_TEXT);
1612 fff = my_fopen(buf, "w");
1616 msg_print("Cannot create spoiler file.");
1620 /* Dump the header */
1623 /* List the artifacts by tval */
1624 for (i = 0; group_artifact[i].tval; i++)
1626 /* Write out the group title */
1627 if (group_artifact[i].name)
1629 spoiler_blanklines(2);
1630 spoiler_underline(group_artifact[i].name);
1631 spoiler_blanklines(1);
1634 /* Now search through all of the artifacts */
1635 for (j = 1; j < max_a_idx; ++j)
1637 artifact_type *a_ptr = &a_info[j];
1639 /* We only want objects in the current group */
1640 if (a_ptr->tval != group_artifact[i].tval) continue;
1644 /* Attempt to "forge" the artifact */
1645 if (!make_fake_artifact(q_ptr, j)) continue;
1647 /* Analyze the artifact */
1648 object_analyze(q_ptr, &artifact);
1650 /* Write out the artifact description to the spoiler file */
1651 spoiler_print_art(&artifact);
1655 /* Check for errors */
1656 if (ferror(fff) || my_fclose(fff))
1658 msg_print("Cannot close spoiler file.");
1662 msg_print("Successfully created a spoiler file.");
1667 * @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 /
1668 * Create a spoiler file for monsters -BEN-
1669 * @param fname 生成ファイル名
1672 static void spoil_mon_desc(concptr fname)
1688 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1690 /* File type is "TEXT" */
1691 FILE_TYPE(FILE_TYPE_TEXT);
1694 fff = my_fopen(buf, "w");
1698 msg_print("Cannot create spoiler file.");
1702 /* Allocate the "who" array */
1703 C_MAKE(who, max_r_idx, MONRACE_IDX);
1705 /* Dump the header */
1706 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1707 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1708 fprintf(fff, "------------------------------------------\n\n");
1710 /* Dump the header */
1711 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1712 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1713 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1714 "--------", "---", "---", "---", "--", "--", "-----------");
1717 /* Scan the monsters */
1718 for (i = 1; i < max_r_idx; i++)
1720 monster_race *r_ptr = &r_info[i];
1722 /* Use that monster */
1723 if (r_ptr->name) who[n++] = (s16b)i;
1726 /* Sort the array by dungeon depth of monsters */
1727 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1730 for (i = 0; i < n; i++)
1732 monster_race *r_ptr = &r_info[who[i]];
1734 concptr name = (r_name + r_ptr->name);
1735 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1737 /* Get the "name" */
1739 else if (r_ptr->flags3 & (RF3_NO_CONF))
1741 sprintf(nam, "[*] %s", name);
1744 else if (r_ptr->flags1 & (RF1_UNIQUE))
1746 sprintf(nam, "[U] %s", name);
1750 sprintf(nam, _(" %s", "The %s"), name);
1754 sprintf(lev, "%d", (int)r_ptr->level);
1757 sprintf(rar, "%d", (int)r_ptr->rarity);
1759 if (r_ptr->speed >= 110)
1761 sprintf(spd, "+%d", (r_ptr->speed - 110));
1765 sprintf(spd, "-%d", (110 - r_ptr->speed));
1769 sprintf(ac, "%d", r_ptr->ac);
1772 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1774 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1778 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1783 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1785 /* Hack -- use visual instead */
1786 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1789 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1790 nam, lev, rar, spd, hp, ac, exp);
1797 /* Free the "who" array */
1798 C_KILL(who, max_r_idx, s16b);
1800 /* Check for errors */
1801 if (ferror(fff) || my_fclose(fff))
1803 msg_print("Cannot close spoiler file.");
1808 msg_print("Successfully created a spoiler file.");
1815 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1817 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1823 * @brief 文字列をファイルポインタに出力する /
1824 * Buffer text to the given file. (-SHAWN-)
1825 * This is basically c_roff() from mon-desc.c with a few changes.
1826 * @param str 文字列参照ポインタ
1829 static void spoil_out(concptr str)
1834 static char roff_buf[256];
1837 static char roff_waiting_buf[256];
1840 bool iskanji_flag = FALSE;
1842 /* Current pointer into line roff_buf */
1843 static char *roff_p = roff_buf;
1845 /* Last space saved into roff_buf */
1846 static char *roff_s = NULL;
1848 /* Mega-Hack -- Delayed output */
1849 static bool waiting_output = FALSE;
1851 /* Special handling for "new sequence" */
1856 fputs(roff_waiting_buf, fff);
1857 waiting_output = FALSE;
1860 if (roff_p != roff_buf) roff_p--;
1861 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1863 if (roff_p == roff_buf) fprintf(fff, "\n");
1866 *(roff_p + 1) = '\0';
1867 fprintf(fff, "%s\n\n", roff_buf);
1876 /* Scan the given string, character at a time */
1881 bool k_flag = iskanji((unsigned char)(*str));
1884 bool wrap = (ch == '\n');
1887 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1888 iskanji_flag = k_flag && !iskanji_flag;
1890 if (!isprint(ch)) ch = ' ';
1895 fputs(roff_waiting_buf, fff);
1896 if (!wrap) fputc('\n', fff);
1897 waiting_output = FALSE;
1903 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1904 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1906 if (roff_p >= roff_buf + 75) wrap = TRUE;
1907 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1914 bool iskanji_flag_local = FALSE;
1915 concptr tail = str + (k_flag ? 2 : 1);
1917 concptr tail = str + 1;
1920 for (; *tail; tail++)
1922 if (*tail == ' ') continue;
1925 k_flag_local = iskanji((unsigned char)(*tail));
1926 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1927 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1929 if (isprint(*tail)) break;
1933 if (!*tail) waiting_output = TRUE;
1937 /* Handle line-wrap */
1945 if (roff_s && (ch != ' '))
1953 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1954 else strcpy(roff_waiting_buf, roff_buf);
1958 if (cbak != ' ') *roff_p++ = cbak;
1960 while (*r) *roff_p++ = *r++;
1964 if ((roff_p > roff_buf) || (ch != ' '))
1969 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1974 strncmp(str, "。", 2) != 0 &&
1975 strncmp(str, "、", 2) != 0 &&
1976 strncmp(str, "ィ", 2) != 0 &&
1977 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1980 if (ch == ' ') roff_s = roff_p;
1991 * @brief 関数ポインタ用の出力関数 /
1992 * Hook function used in spoil_mon_info()
1994 * @param str 文字列参照ポインタ
1997 static void roff_func(TERM_COLOR attr, concptr str)
2007 * @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 /
2008 * Create a spoiler file for monsters (-SHAWN-)
2009 * @param fname ファイル名
2012 static void spoil_mon_info(concptr fname)
2020 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2022 /* File type is "TEXT" */
2023 FILE_TYPE(FILE_TYPE_TEXT);
2026 fff = my_fopen(buf, "w");
2030 msg_print("Cannot create spoiler file.");
2035 /* Dump the header */
2036 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2037 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2040 spoil_out("------------------------------------------\n\n");
2042 /* Allocate the "who" array */
2043 C_MAKE(who, max_r_idx, MONRACE_IDX);
2045 /* Scan the monsters */
2046 for (i = 1; i < max_r_idx; i++)
2048 monster_race *r_ptr = &r_info[i];
2050 /* Use that monster */
2051 if (r_ptr->name) who[n++] = (s16b)i;
2054 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2057 * List all monsters in order
2059 for (l = 0; l < n; l++)
2061 monster_race *r_ptr = &r_info[who[l]];
2062 flags1 = r_ptr->flags1;
2066 if (flags1 & (RF1_QUESTOR))
2072 if (flags1 & (RF1_UNIQUE))
2084 sprintf(buf, _("%s/%s (", "%s ("), (r_name + r_ptr->name), _(r_name+r_ptr->E_name, "")); /* ---)--- */
2089 spoil_out(attr_to_text(r_ptr));
2092 sprintf(buf, " '%c')\n", r_ptr->d_char);
2097 sprintf(buf, "=== ");
2101 sprintf(buf, "Num:%d ", who[l]);
2105 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2109 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2112 if (r_ptr->speed >= 110)
2114 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2118 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2123 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2125 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2129 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2134 sprintf(buf, "Ac:%d ", r_ptr->ac);
2138 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2141 /* Reuse the code of monster recall. */
2142 output_monster_spoiler(who[l], roff_func);
2147 /* Free the "who" array */
2148 C_KILL(who, max_r_idx, s16b);
2150 /* Check for errors */
2151 if (ferror(fff) || my_fclose(fff))
2153 msg_print("Cannot close spoiler file.");
2157 msg_print("Successfully created a spoiler file.");
2162 #define MAX_EVOL_DEPTH 64
2166 * @brief int配列でstrncmp()と似た比較処理を行う /
2167 * Compare two int-type array like strncmp() and return TRUE if equals
2168 * @param a 比較するint配列1
2169 * @param b 比較するint配列2
2171 * @return 両者の値が等しければTRUEを返す
2173 static bool int_n_cmp(int *a, int *b, int length)
2175 /* Null-string comparation is always TRUE */
2176 if (!length) return TRUE;
2180 if (*a != *(b++)) return FALSE;
2181 if (!(*(a++))) break;
2190 * @brief ある木が指定された木の部分木かどうかを返す /
2191 * Returns TRUE if an evolution tree is "partial tree"
2192 * @param tree 元となる木構造リスト
2193 * @param partial_tree 部分木かどうか判定したい木構造リスト
2194 * @return 部分木ならばTRUEを返す
2196 static bool is_partial_tree(int *tree, int *partial_tree)
2198 int pt_head = *(partial_tree++);
2201 while (partial_tree[pt_len]) pt_len++;
2205 if (*(tree++) == pt_head)
2207 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2215 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2216 * Print monsters' evolution information to file
2217 * @param fname 出力ファイル名
2220 static void spoil_mon_evol(concptr fname)
2223 monster_race *r_ptr;
2224 int **evol_tree, i, j, n, r_idx;
2225 int *evol_tree_zero; /* For C_KILL() */
2226 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2228 /* File type is "TEXT" */
2229 FILE_TYPE(FILE_TYPE_TEXT);
2232 fff = my_fopen(buf, "w");
2236 msg_print("Cannot create spoiler file.");
2240 /* Dump the header */
2241 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2242 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2245 spoil_out("------------------------------------------\n\n");
2247 /* Allocate the "evol_tree" array (2-dimension) */
2248 C_MAKE(evol_tree, max_r_idx, int *);
2249 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2250 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2251 evol_tree_zero = *evol_tree;
2253 /* Step 1: Build the evolution tree */
2254 for (i = 1; i < max_r_idx; i++)
2259 if (!r_ptr->next_exp) continue;
2261 /* Trace evolution */
2263 evol_tree[i][n++] = i;
2266 evol_tree[i][n++] = r_ptr->next_r_idx;
2267 r_ptr = &r_info[r_ptr->next_r_idx];
2269 while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2272 /* Step 2: Scan the evolution trees and remove "partial tree" */
2273 for (i = 1; i < max_r_idx; i++)
2275 /* Not evolution tree */
2276 if (!evol_tree[i][0]) continue;
2278 for (j = 1; j < max_r_idx; j++)
2281 if (i == j) continue;
2283 /* Not evolution tree */
2284 if (!evol_tree[j][0]) continue;
2286 /* Is evolution tree[i] is part of [j]? */
2287 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2289 /* Remove this evolution tree */
2290 evol_tree[i][0] = 0;
2296 /* Step 3: Sort the evolution trees */
2297 ang_sort(evol_tree, NULL, max_r_idx, ang_sort_comp_evol_tree, ang_sort_swap_evol_tree);
2299 /* Step 4: Print the evolution trees */
2300 for (i = 0; i < max_r_idx; i++)
2302 r_idx = evol_tree[i][0];
2304 /* No evolution or removed evolution tree */
2305 if (!r_idx) continue;
2307 /* Trace the evolution tree */
2308 r_ptr = &r_info[r_idx];
2309 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2310 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2312 for (n = 1; r_ptr->next_exp; n++)
2314 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2315 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2316 r_ptr = &r_info[r_ptr->next_r_idx];
2317 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2318 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2321 /* End of evolution tree */
2325 /* Free the "evol_tree" array (2-dimension) */
2326 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2327 C_KILL(evol_tree, max_r_idx, int *);
2329 /* Check for errors */
2330 if (ferror(fff) || my_fclose(fff))
2332 msg_print("Cannot close spoiler file.");
2336 msg_print("Successfully created a spoiler file.");
2341 * @brief スポイラー出力を行うコマンドのメインルーチン /
2342 * Create Spoiler files -BEN-
2345 void do_cmd_spoilers(void)
2355 prt("Create a spoiler file.", 2, 0);
2357 /* Prompt for a file */
2358 prt("(1) Brief Object Info (obj-desc.txt)", 5, 5);
2359 prt("(2) Brief Artifact Info (artifact.txt)", 6, 5);
2360 prt("(3) Brief Monster Info (mon-desc.txt)", 7, 5);
2361 prt("(4) Full Monster Info (mon-info.txt)", 8, 5);
2362 prt("(5) Monster Evolution Info (mon-evol.txt)", 9, 5);
2365 prt(_("コマンド:", "Command: "), _(18, 12), 0);
2377 spoil_obj_desc("obj-desc.txt");
2382 spoil_artifact("artifact.txt");
2387 spoil_mon_desc("mon-desc.txt");
2392 spoil_mon_info("mon-info.txt");
2397 spoil_mon_evol("mon-evol.txt");
2410 * @brief ランダムアーティファクト1件を解析する /
2411 * Fill in an object description structure for a given object
2412 * @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
2413 * @param desc_ptr 記述内容を収める構造体参照ポインタ
2416 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
2418 analyze_general(o_ptr, desc_ptr->description);
2419 analyze_pval(o_ptr, &desc_ptr->pval_info);
2420 analyze_brand(o_ptr, desc_ptr->brands);
2421 analyze_slay(o_ptr, desc_ptr->slays);
2422 analyze_immune(o_ptr, desc_ptr->immunities);
2423 analyze_resist(o_ptr, desc_ptr->resistances);
2424 analyze_sustains(o_ptr, desc_ptr->sustains);
2425 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2426 desc_ptr->activation = item_activation(o_ptr);
2428 sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
2429 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2431 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2432 o_ptr->weight / 10, o_ptr->weight % 10);
2437 * @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 /
2438 * Create a spoiler file entry for an artifact
2439 * @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
2440 * @param art_ptr 記述内容を収めた構造体参照ポインタ
2441 * Fill in an object description structure for a given object
2444 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2446 pval_info_type *pval_ptr = &art_ptr->pval_info;
2450 /* Don't indent the first line */
2451 fprintf(fff, "%s\n", art_ptr->description);
2454 if (!(o_ptr->ident & (IDENT_MENTAL)))
2456 fprintf(fff, _("%s不明\n", "%sUnknown\n"),INDENT1);
2459 /* An "empty" pval description indicates that the pval affects nothing */
2460 if (pval_ptr->pval_desc[0])
2462 /* Mention the effects of pval */
2463 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
2464 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2467 /* Now deal with the description lists */
2469 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
2470 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
2471 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
2472 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
2473 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
2474 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2476 /* Write out the possible activation at the primary indention level */
2477 if (art_ptr->activation)
2479 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
2482 /* End with the miscellaneous facts */
2483 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2488 * @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 /
2489 * @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
2490 * @param i 出力したい記録ランダムアーティファクトID
2493 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
2495 obj_desc_list artifact;
2497 if (!object_is_known(o_ptr) || !o_ptr->art_name
2498 || o_ptr->tval != group_artifact[i].tval)
2501 /* Analyze the artifact */
2502 random_artifact_analyze(o_ptr, &artifact);
2504 /* Write out the artifact description to the spoiler file */
2505 spoiler_print_randart(o_ptr, &artifact);
2509 * @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 /
2510 * Create a list file for random artifacts
2511 * @param fname 出力ファイル名
2514 void spoil_random_artifact(concptr fname)
2522 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2524 /* File type is "TEXT" */
2525 FILE_TYPE(FILE_TYPE_TEXT);
2528 fff = my_fopen(buf, "w");
2532 msg_print("Cannot create list file.");
2536 /* Dump the header */
2537 sprintf(buf, "Random artifacts list.\r");
2538 spoiler_underline(buf);
2540 /* List the artifacts by tval */
2541 for (j = 0; group_artifact[j].tval; j++)
2543 /* random artifacts wielding */
2544 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2546 q_ptr = &p_ptr->inventory_list[i];
2547 spoil_random_artifact_aux(q_ptr, j);
2550 /* random artifacts in p_ptr->inventory_list */
2551 for (i = 0; i < INVEN_PACK; i++)
2553 q_ptr = &p_ptr->inventory_list[i];
2554 spoil_random_artifact_aux(q_ptr, j);
2557 /* random artifacts in home */
2558 st_ptr = &town_info[1].store[STORE_HOME];
2559 for (i = 0; i < st_ptr->stock_num; i++)
2561 q_ptr = &st_ptr->stock[i];
2562 spoil_random_artifact_aux(q_ptr, j);
2565 /* random artifacts in museum */
2566 st_ptr = &town_info[1].store[STORE_MUSEUM];
2567 for (i = 0; i < st_ptr->stock_num; i++)
2569 q_ptr = &st_ptr->stock[i];
2570 spoil_random_artifact_aux(q_ptr, j);
2574 /* Check for errors */
2575 if (ferror(fff) || my_fclose(fff))
2577 msg_print("Cannot close list file.");
2581 msg_print("Successfully created a list file.");
2588 #endif /* MACINTOSH */