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.
17 #include "core/angband-version.h"
20 #include "market/store.h"
21 #include "market/store-util.h"
23 #include "object-flavor.h"
24 #include "object-hook.h"
25 #include "object-ego.h"
26 #include "object/object-kind.h"
27 #include "floor-town.h"
31 * The spoiler file being created
33 static FILE *fff = NULL;
36 * @brief シンボル職の記述名を返す /
37 * Extract a textual representation of an attribute
38 * @param r_ptr モンスター種族の構造体ポインタ
41 static concptr attr_to_text(monster_race *r_ptr)
43 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return _("透明な", "Clear");
44 if (r_ptr->flags1 & RF1_ATTR_MULTI) return _("万色の", "Multi");
45 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return _("準ランダムな", "S.Rand");
47 switch (r_ptr->d_attr)
49 case TERM_DARK: return _("黒い", "Dark");
50 case TERM_WHITE: return _("白い", "White");
51 case TERM_SLATE: return _("青灰色の", "Slate");
52 case TERM_ORANGE: return _("オレンジの", "Orange");
53 case TERM_RED: return _("赤い", "Red");
54 case TERM_GREEN: return _("緑の", "Green");
55 case TERM_BLUE: return _("青い", "Blue");
56 case TERM_UMBER: return _("琥珀色の", "Umber");
57 case TERM_L_DARK: return _("灰色の", "L.Dark");
58 case TERM_L_WHITE: return _("明るい青灰色の", "L.Slate");
59 case TERM_VIOLET: return _("紫の", "Violet");
60 case TERM_YELLOW: return _("黄色の", "Yellow");
61 case TERM_L_RED: return _("明るい赤の", "L.Red");
62 case TERM_L_GREEN: return _("明るい緑の", "L.Green");
63 case TERM_L_BLUE: return _("明るい青の", "L.Blue");
64 case TERM_L_UMBER: return _("明るい琥珀色の", "L.Umber");
67 return _("変な色の", "Icky");
77 OBJECT_TYPE_VALUE tval;
84 * Item Spoilers by: benh@phial.com (Ben Harrison)
89 * The basic items categorized by type
91 static grouper group_item[] =
93 { TV_SHOT, _("射撃物", "Ammo") },
96 { TV_BOW, _("弓", "Bows") },
97 { TV_DIGGING, _("武器", "Weapons") },
101 { TV_SOFT_ARMOR, _("防具 (体)", "Armour (Body)") },
102 { TV_HARD_ARMOR, NULL },
103 { TV_DRAG_ARMOR, NULL },
104 { TV_BOOTS, _("防具 (その他)", "Armour (Misc)") },
111 { TV_LITE, _("光源", "Light Sources") },
112 { TV_AMULET, _("アミュレット", "Amulets")},
113 { TV_RING, _("指輪", "Rings") },
114 { TV_STAFF, _("杖", "Staffs") },
115 { TV_WAND, _("魔法棒", "Wands") },
116 { TV_ROD, _("ロッド", "Rods") },
117 { TV_SCROLL, _("巻物", "Scrolls") },
118 { TV_POTION, _("薬", "Potions") },
119 { TV_FOOD, _("食料", "Food") },
121 { TV_LIFE_BOOK, _("魔法書 (生命)", "Books (Life)") },
122 { TV_SORCERY_BOOK, _("魔法書 (仙術)", "Books (Sorcery)") },
123 { TV_NATURE_BOOK, _("魔法書 (自然)", "Books (Nature)") },
124 { TV_CHAOS_BOOK, _("魔法書 (カオス)", "Books (Chaos)") },
125 { TV_DEATH_BOOK, _("魔法書 (暗黒)", "Books (Death)") },
126 { TV_TRUMP_BOOK, _("魔法書 (トランプ)", "Books (Trump)") },
127 { TV_ARCANE_BOOK, _("魔法書 (秘術)", "Books (Arcane)") },
128 { TV_CRAFT_BOOK, _("魔法書 (匠)", "Books (Craft)") },
129 { TV_DAEMON_BOOK, _("魔法書 (悪魔)", "Books (Daemon)") },
130 { TV_CRUSADE_BOOK, _("魔法書 (破邪)", "Books (Crusade)") },
131 { TV_MUSIC_BOOK, _("歌集", "Song Books") },
132 { TV_HISSATSU_BOOK, _("武芸の書", "Books (Kendo)") },
133 { TV_HEX_BOOK, _("魔法書 (呪術)", "Books (Hex)") },
135 { TV_WHISTLE, _("笛", "Whistle") },
136 { TV_CAPTURE, _("キャプチャー・ボール", "Capture Ball") },
137 { TV_CARD, _("エクスプレスカード", "Express Card") },
139 { TV_CHEST, _("箱", "Chests") },
141 { TV_FIGURINE, _("人形", "Magical Figurines") },
142 { TV_STATUE, _("像", "Statues") },
143 { TV_CORPSE, _("死体", "Corpses") },
145 { TV_SKELETON, _("その他", "Misc") },
150 { TV_PARCHMENT, NULL },
157 * @brief ベースアイテムの各情報を文字列化する /
159 * @param player_ptr プレーヤーへの参照ポインタ
160 * @param buf 名称を返すバッファ参照ポインタ
161 * @param dam ダメージダイス記述を返すバッファ参照ポインタ
162 * @param wgt 重量記述を返すバッファ参照ポインタ
163 * @param lev 生成階記述を返すバッファ参照ポインタ
164 * @param chance 生成機会を返すバッファ参照ポインタ
165 * @param val 価値を返すバッファ参照ポインタ
169 static void kind_info(player_type *player_ptr, char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
176 /* Prepare a fake item */
177 object_prep(q_ptr, k);
180 q_ptr->ident |= (IDENT_KNOWN);
188 (*lev) = k_info[q_ptr->k_idx].level;
189 (*val) = object_value(q_ptr);
191 if (!buf || !dam || !chance || !wgt) return;
193 /* Description (too brief) */
194 object_desc(player_ptr, buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
213 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
223 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
238 sprintf(dam, "%d", q_ptr->ac);
245 for (i = 0; i < 4; i++)
247 char chance_aux[20] = "";
248 if (k_info[q_ptr->k_idx].chance[i] > 0)
250 sprintf(chance_aux, "%s%3dF:%+4d", (i != 0 ? "/" : ""),
251 (int)k_info[q_ptr->k_idx].locale[i], 100 / k_info[q_ptr->k_idx].chance[i]);
252 strcat(chance, chance_aux);
258 sprintf(wgt, "%3d.%d", (int)(q_ptr->weight / 10), (int)(q_ptr->weight % 10));
263 * @brief 各ベースアイテムの情報を一行毎に記述する /
264 * @param player_ptr プレーヤーへの参照ポインタ
265 * Create a spoiler file for items
269 static void spoil_obj_desc(player_type *player_ptr, concptr fname)
271 int i, k, s, t, n = 0, group_start = 0;
281 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
283 /* File type is "TEXT" */
284 FILE_TYPE(FILE_TYPE_TEXT);
285 fff = my_fopen(buf, "w");
289 msg_print("Cannot create spoiler file.");
295 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d.%d)\n\n\n",
296 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
299 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
300 "Description", "Dam/AC", "Wgt", "Lev", "Chance", "Cost");
301 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
302 "-------------------------------------", "------", "---", "---", "----------------", "----");
304 /* List the groups */
305 for (i = 0; TRUE; i++)
307 /* Write out the group title */
308 if (group_item[i].name)
312 /* Hack -- bubble-sort by cost and then level */
313 for (s = 0; s < n - 1; s++)
315 for (t = 0; t < n - 1; t++)
326 kind_info(player_ptr, NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
327 kind_info(player_ptr, NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
329 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
338 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
340 /* Spoil each item */
341 for (s = 0; s < n; s++)
346 /* Describe the kind */
347 kind_info(player_ptr, buf, dam, wgt, chance, &e, &v, who[s]);
350 fprintf(fff, " %-35s%8s%7s%5d %-40s%9ld\n",
351 buf, dam, wgt, (int)e, chance, (long)(v));
354 /* Start a new set */
359 if (!group_item[i].tval) break;
361 /* Start a new set */
365 /* Acquire legal item types */
366 for (k = 1; k < max_k_idx; k++)
368 object_kind *k_ptr = &k_info[k];
370 /* Skip wrong tval's */
371 if (k_ptr->tval != group_item[i].tval) continue;
373 /* Hack -- Skip instant-artifacts */
374 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
382 /* Check for errors */
383 if (ferror(fff) || my_fclose(fff))
385 msg_print("Cannot close spoiler file.");
389 msg_print("Successfully created a spoiler file.");
394 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
399 * Returns a "+" string if a number is non-negative and an empty
402 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
405 * These are used to format the artifact spoiler file. INDENT1 is used
406 * to indent all but the first line of an artifact spoiler. INDENT2 is
407 * used when a line "wraps". (Bladeturner's resistances cause this.)
413 * MAX_LINE_LEN specifies when a line should wrap.
415 #define MAX_LINE_LEN 75
418 * Given an array, determine how many elements are in the array
420 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
423 * The artifacts categorized by type
425 static grouper group_artifact[] =
429 { TV_POLEARM, "槍/斧" },
431 { TV_DIGGING, "シャベル/つるはし" },
436 { TV_SOFT_ARMOR, "鎧" },
437 { TV_HARD_ARMOR, NULL },
438 { TV_DRAG_ARMOR, NULL },
440 { TV_CLOAK, "クローク" },
449 { TV_AMULET, "アミュレット" },
452 { TV_SWORD, "Edged Weapons" },
453 { TV_POLEARM, "Polearms" },
454 { TV_HAFTED, "Hafted Weapons" },
455 { TV_DIGGING, "Shovels/Picks" },
457 { TV_ARROW, "Ammo" },
460 { TV_SOFT_ARMOR, "Body Armor" },
461 { TV_HARD_ARMOR, NULL },
462 { TV_DRAG_ARMOR, NULL },
464 { TV_CLOAK, "Cloaks" },
465 { TV_SHIELD, "Shields" },
467 { TV_HELM, "Helms/Crowns" },
469 { TV_GLOVES, "Gloves" },
470 { TV_BOOTS, "Boots" },
472 { TV_LITE, "Light Sources" },
473 { TV_AMULET, "Amulets" },
474 { TV_RING, "Rings" },
483 * Pair together a constant flag with a textual description.
485 * Used by both "init.c" and "wiz-spo.c".
487 * Note that it sometimes more efficient to actually make an array
488 * of textual names, where entry 'N' is assumed to be paired with
489 * the flag whose value is "1L << N", but that requires hard-coding.
491 typedef struct flag_desc
500 * These are used for "+3 to STR, DEX", etc. These are separate from
501 * the other pval affected traits to simplify the case where an object
502 * affects all stats. In this case, "All stats" is used instead of
503 * listing each stat individually.
506 static flag_desc stat_flags_desc[] =
526 * Besides stats, these are the other player traits
527 * which may be affected by an object's pval
530 static flag_desc pval_flags1_desc[] =
533 { TR_MAGIC_MASTERY, "魔法道具使用能力" },
534 { TR_STEALTH, "隠密" },
536 { TR_INFRA, "赤外線視力" },
538 { TR_BLOWS, "攻撃回数" },
541 { TR_STEALTH, "Stealth" },
542 { TR_SEARCH, "Searching" },
543 { TR_INFRA, "Infravision" },
544 { TR_TUNNEL, "Tunneling" },
545 { TR_BLOWS, "Attacks" },
546 { TR_SPEED, "Speed" }
551 * Slaying preferences for weapons
554 static flag_desc slay_flags_desc[] =
557 { TR_SLAY_ANIMAL, "動物" },
558 { TR_KILL_ANIMAL, "*動物*" },
559 { TR_SLAY_EVIL, "邪悪" },
560 { TR_KILL_EVIL, "*邪悪*" },
561 { TR_SLAY_HUMAN, "人間" },
562 { TR_KILL_HUMAN, "*人間*" },
563 { TR_SLAY_UNDEAD, "アンデッド" },
564 { TR_KILL_UNDEAD, "*アンデッド*" },
565 { TR_SLAY_DEMON, "悪魔" },
566 { TR_KILL_DEMON, "*悪魔*" },
567 { TR_SLAY_ORC, "オーク" },
568 { TR_KILL_ORC, "*オーク*" },
569 { TR_SLAY_TROLL, "トロル" },
570 { TR_KILL_TROLL, "*トロル*" },
571 { TR_SLAY_GIANT, "巨人" },
572 { TR_KILL_GIANT, "*巨人*" },
573 { TR_SLAY_DRAGON, "ドラゴン" },
574 { TR_KILL_DRAGON, "*ドラゴン*" },
576 { TR_SLAY_ANIMAL, "Animal" },
577 { TR_KILL_ANIMAL, "XAnimal" },
578 { TR_SLAY_EVIL, "Evil" },
579 { TR_KILL_EVIL, "XEvil" },
580 { TR_SLAY_HUMAN, "Human" },
581 { TR_KILL_HUMAN, "XHuman" },
582 { TR_SLAY_UNDEAD, "Undead" },
583 { TR_KILL_UNDEAD, "XUndead" },
584 { TR_SLAY_DEMON, "Demon" },
585 { TR_KILL_DEMON, "XDemon" },
586 { TR_SLAY_ORC, "Orc" },
587 { TR_KILL_ORC, "XOrc" },
588 { TR_SLAY_TROLL, "Troll" },
589 { TR_KILL_TROLL, "XTroll" },
590 { TR_SLAY_GIANT, "Giant" },
591 { TR_KILL_GIANT, "Xgiant" },
592 { TR_SLAY_DRAGON, "Dragon" },
593 { TR_KILL_DRAGON, "Xdragon" }
598 * Elemental brands for weapons
600 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
601 * coding, it has been included here along with the elemental
602 * brands. It does seem to fit in with the brands and slaying
603 * more than the miscellaneous section.
605 static flag_desc brand_flags_desc[] =
608 { TR_BRAND_ACID, "溶解" },
609 { TR_BRAND_ELEC, "電撃" },
610 { TR_BRAND_FIRE, "焼棄" },
611 { TR_BRAND_COLD, "凍結" },
612 { TR_BRAND_POIS, "毒殺" },
614 { TR_FORCE_WEAPON, "理力" },
615 { TR_CHAOTIC, "混沌" },
616 { TR_VAMPIRIC, "吸血" },
618 { TR_VORPAL, "切れ味" },
620 { TR_BRAND_ACID, "Acid Brand" },
621 { TR_BRAND_ELEC, "Lightning Brand" },
622 { TR_BRAND_FIRE, "Flame Tongue" },
623 { TR_BRAND_COLD, "Frost Brand" },
624 { TR_BRAND_POIS, "Poisoned" },
626 { TR_FORCE_WEAPON, "Force" },
627 { TR_CHAOTIC, "Mark of Chaos" },
628 { TR_VAMPIRIC, "Vampiric" },
629 { TR_IMPACT, "Earthquake impact on hit" },
630 { TR_VORPAL, "Very sharp" },
638 static const flag_desc resist_flags_desc[] =
641 { TR_RES_ACID, "酸" },
642 { TR_RES_ELEC, "電撃" },
643 { TR_RES_FIRE, "火炎" },
644 { TR_RES_COLD, "冷気" },
645 { TR_RES_POIS, "毒" },
646 { TR_RES_FEAR, "恐怖"},
647 { TR_RES_LITE, "閃光" },
648 { TR_RES_DARK, "暗黒" },
649 { TR_RES_BLIND, "盲目" },
650 { TR_RES_CONF, "混乱" },
651 { TR_RES_SOUND, "轟音" },
652 { TR_RES_SHARDS, "破片" },
653 { TR_RES_NETHER, "地獄" },
654 { TR_RES_NEXUS, "因果混乱" },
655 { TR_RES_CHAOS, "カオス" },
656 { TR_RES_DISEN, "劣化" },
658 { TR_RES_ACID, "Acid" },
659 { TR_RES_ELEC, "Lightning" },
660 { TR_RES_FIRE, "Fire" },
661 { TR_RES_COLD, "Cold" },
662 { TR_RES_POIS, "Poison" },
663 { TR_RES_FEAR, "Fear"},
664 { TR_RES_LITE, "Light" },
665 { TR_RES_DARK, "Dark" },
666 { TR_RES_BLIND, "Blindness" },
667 { TR_RES_CONF, "Confusion" },
668 { TR_RES_SOUND, "Sound" },
669 { TR_RES_SHARDS, "Shards" },
670 { TR_RES_NETHER, "Nether" },
671 { TR_RES_NEXUS, "Nexus" },
672 { TR_RES_CHAOS, "Chaos" },
673 { TR_RES_DISEN, "Disenchantment" },
678 * Elemental immunities (along with poison)
681 static const flag_desc immune_flags_desc[] =
685 { TR_IM_ELEC, "電撃" },
686 { TR_IM_FIRE, "火炎" },
687 { TR_IM_COLD, "冷気" },
689 { TR_IM_ACID, "Acid" },
690 { TR_IM_ELEC, "Lightning" },
691 { TR_IM_FIRE, "Fire" },
692 { TR_IM_COLD, "Cold" },
697 * Sustain stats - these are given their "own" line in the
698 * spoiler file, mainly for simplicity
700 static const flag_desc sustain_flags_desc[] =
703 { TR_SUST_STR, "腕力" },
704 { TR_SUST_INT, "知能" },
705 { TR_SUST_WIS, "賢さ" },
706 { TR_SUST_DEX, "器用さ" },
707 { TR_SUST_CON, "耐久力" },
708 { TR_SUST_CHR, "魅力" },
710 { TR_SUST_STR, "STR" },
711 { TR_SUST_INT, "INT" },
712 { TR_SUST_WIS, "WIS" },
713 { TR_SUST_DEX, "DEX" },
714 { TR_SUST_CON, "CON" },
715 { TR_SUST_CHR, "CHR" },
720 * Miscellaneous magic given by an object's "flags2" field
723 static const flag_desc misc_flags2_desc[] =
727 { TR_REFLECT, "反射" },
728 { TR_FREE_ACT, "麻痺知らず" },
729 { TR_HOLD_EXP, "経験値維持" },
731 { TR_THROW, "Throwing" },
732 { TR_REFLECT, "Reflection" },
733 { TR_FREE_ACT, "Free Action" },
734 { TR_HOLD_EXP, "Hold Experience" },
739 * Miscellaneous magic given by an object's "flags3" field
741 * Note that cursed artifacts and objects with permanent light
742 * are handled "directly" -- see analyze_misc_magic()
745 static const flag_desc misc_flags3_desc[] =
748 { TR_SH_FIRE, "火炎オーラ" },
749 { TR_SH_ELEC, "電撃オーラ" },
750 { TR_SH_COLD, "冷気オーラ" },
751 { TR_NO_TELE, "反テレポート" },
752 { TR_NO_MAGIC, "反魔法" },
753 { TR_LEVITATION, "浮遊" },
754 { TR_SEE_INVIS, "可視透明" },
755 { TR_TELEPATHY, "テレパシー" },
756 { TR_ESP_ANIMAL, "動物感知" },
757 { TR_ESP_UNDEAD, "不死感知" },
758 { TR_ESP_DEMON, "悪魔感知" },
759 { TR_ESP_ORC, "オーク感知" },
760 { TR_ESP_TROLL, "トロル感知" },
761 { TR_ESP_GIANT, "巨人感知" },
762 { TR_ESP_DRAGON, "ドラゴン感知" },
763 { TR_ESP_HUMAN, "人間感知" },
764 { TR_ESP_EVIL, "邪悪感知" },
765 { TR_ESP_GOOD, "善良感知" },
766 { TR_ESP_NONLIVING, "無生物感知" },
767 { TR_ESP_UNIQUE, "ユニーク感知" },
768 { TR_SLOW_DIGEST, "遅消化" },
769 { TR_REGEN, "急速回復" },
770 { TR_WARNING, "警告" },
771 /* { TR_XTRA_MIGHT, "強力射撃" }, */
772 { TR_XTRA_SHOTS, "追加射撃" }, /* always +1? */
773 { TR_DRAIN_EXP, "経験値吸収" },
774 { TR_AGGRAVATE, "反感" },
775 { TR_BLESSED, "祝福" },
776 { TR_DEC_MANA, "消費魔力減少" },
778 { TR_SH_FIRE, "Fiery Aura" },
779 { TR_SH_ELEC, "Electric Aura" },
780 { TR_SH_COLD, "Coldly Aura" },
781 { TR_NO_TELE, "Prevent Teleportation" },
782 { TR_NO_MAGIC, "Anti-Magic" },
783 { TR_LEVITATION, "Levitation" },
784 { TR_SEE_INVIS, "See Invisible" },
785 { TR_TELEPATHY, "ESP" },
786 { TR_ESP_ANIMAL, "Sense Animal" },
787 { TR_ESP_UNDEAD, "Sense Undead" },
788 { TR_ESP_DEMON, "Sense Demon" },
789 { TR_ESP_ORC, "Sense Orc" },
790 { TR_ESP_TROLL, "Sense Troll" },
791 { TR_ESP_GIANT, "Sense Giant" },
792 { TR_ESP_DRAGON, "Sense Dragon" },
793 { TR_ESP_HUMAN, "Sense Human" },
794 { TR_ESP_EVIL, "Sense Evil" },
795 { TR_ESP_GOOD, "Sense Good" },
796 { TR_ESP_NONLIVING, "Sense Nonliving" },
797 { TR_ESP_UNIQUE, "Sense Unique" },
798 { TR_SLOW_DIGEST, "Slow Digestion" },
799 { TR_REGEN, "Regeneration" },
800 { TR_WARNING, "Warning" },
801 /* { TR_XTRA_MIGHT, "Extra Might" }, */
802 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
803 { TR_DRAIN_EXP, "Drains Experience" },
804 { TR_AGGRAVATE, "Aggravates" },
805 { TR_BLESSED, "Blessed Blade" },
806 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
812 * A special type used just for deailing with pvals
817 * This will contain a string such as "+2", "-10", etc.
822 * A list of various player traits affected by an object's pval such
823 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
824 * this list since it will probably be desirable to format its
825 * description differently.
827 * Note that room need only be reserved for the number of stats - 1
828 * since the description "All stats" is used if an object affects all
829 * all stats. Also, room must be reserved for a sentinel NULL pointer.
831 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
833 * This list includes extra attacks, for simplicity.
835 concptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
836 N_ELEMENTS(pval_flags1_desc) + 1];
842 * An "object analysis structure"
844 * It will be filled with descriptive strings detailing an object's
845 * various magical powers. The "ignore X" traits are not noted since
846 * all artifacts ignore "normal" destruction.
851 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
852 char description[MAX_NLEN];
854 /* Description of what is affected by an object's pval */
855 pval_info_type pval_info;
857 /* A list of an object's slaying preferences */
858 concptr slays[N_ELEMENTS(slay_flags_desc) + 1];
860 /* A list if an object's elemental brands */
861 concptr brands[N_ELEMENTS(brand_flags_desc) + 1];
863 /* A list of immunities granted by an object */
864 concptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
866 /* A list of resistances granted by an object */
867 concptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
869 /* A list of stats sustained by an object */
870 concptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
872 /* A list of various magical qualities an object may have */
873 concptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
874 + 1 /* Permanent Light */
876 + 1 /* type of curse */
877 + 1]; /* sentinel NULL */
879 /* Additional ability or resistance */
882 /* A string describing an artifact's activation */
885 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
891 * @brief ファイルポインタ先に同じ文字を複数出力する /
892 * Write out `n' of the character `c' to the spoiler file
897 static void spoiler_out_n_chars(int n, char c)
899 while (--n >= 0) fputc(c, fff);
904 * @brief ファイルポインタ先に改行を複数出力する /
905 * Write out `n' blank lines to the spoiler file
909 static void spoiler_blanklines(int n)
911 spoiler_out_n_chars(n, '\n');
916 * @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 /
917 * Write a line to the spoiler file and then "underline" it with hypens
918 * @param str 出力したい文字列
921 static void spoiler_underline(concptr str)
923 fprintf(fff, "%s\n", str);
924 spoiler_out_n_chars(strlen(str), '-');
931 * @brief アーティファクトの特性一覧を出力する /
932 * Write a line to the spoiler file and then "underline" it with hypens
933 * @param art_flags アーティファクトのフラグ群
934 * @param flag_ptr フラグ記述情報の参照ポインタ
935 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
936 * @param n_elmnts フラグの要素数
937 * @return desc_ptrと同じアドレス
940 * This function does most of the actual "analysis". Given a set of bit flags
941 * (which will be from one of the flags fields from the object in question),
942 * a "flag description structure", a "description list", and the number of
943 * elements in the "flag description structure", this function sets the
944 * "description list" members to the appropriate descriptions contained in
945 * the "flag description structure".
946 * The possibly updated description pointer is returned.
949 static concptr *spoiler_flag_aux(const BIT_FLAGS art_flags[TR_FLAG_SIZE],
950 const flag_desc *flag_ptr,
951 concptr *desc_ptr, const int n_elmnts)
955 for (i = 0; i < n_elmnts; ++i)
957 if (have_flag(art_flags, flag_ptr[i].flag))
959 *desc_ptr++ = flag_ptr[i].desc;
968 * @brief アイテムの特定記述内容を返す /
969 * Acquire a "basic" description "The Cloak of Death [1,+10]"
970 * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
971 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
974 static void analyze_general(player_type *player_ptr, object_type *o_ptr, char *desc_ptr)
976 /* Get a "useful" description of the object */
977 object_desc(player_ptr, desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
982 * @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 /
983 * List "player traits" altered by an artifact's pval. These include stats,
984 * speed, infravision, tunneling, stealth, searching, and extra attacks.
985 * @param o_ptr オブジェクト構造体の参照ポインタ
986 * @param pi_ptr pval修正構造体の参照ポインタ
989 static void analyze_pval(object_type *o_ptr, pval_info_type *pi_ptr)
991 BIT_FLAGS flgs[TR_FLAG_SIZE];
993 concptr *affects_list;
995 /* If pval == 0, there is nothing to do. */
998 /* An "empty" pval description indicates that pval == 0 */
999 pi_ptr->pval_desc[0] = '\0';
1002 object_flags(o_ptr, flgs);
1004 affects_list = pi_ptr->pval_affects;
1006 /* Create the "+N" string */
1007 sprintf(pi_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1009 /* First, check to see if the pval affects all stats */
1010 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1011 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1012 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1014 *affects_list++ = _("全能力", "All stats");
1017 /* Are any stats affected? */
1018 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1019 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1020 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1022 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1024 N_ELEMENTS(stat_flags_desc));
1027 /* And now the "rest" */
1028 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1030 N_ELEMENTS(pval_flags1_desc));
1032 /* Terminate the description list */
1033 *affects_list = NULL;
1037 * @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 /
1038 * Note the slaying specialties of a weapon
1039 * @param o_ptr オブジェクト構造体の参照ポインタ
1040 * @param slay_list 種族スレイ構造体の参照ポインタ
1043 static void analyze_slay(object_type *o_ptr, concptr *slay_list)
1045 BIT_FLAGS flgs[TR_FLAG_SIZE];
1047 object_flags(o_ptr, flgs);
1049 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1050 N_ELEMENTS(slay_flags_desc));
1052 /* Terminate the description list */
1058 * @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 /
1059 * Note an object's elemental brands
1060 * @param o_ptr オブジェクト構造体の参照ポインタ
1061 * @param brand_list 属性ブランド構造体の参照ポインタ
1064 static void analyze_brand(object_type *o_ptr, concptr *brand_list)
1066 BIT_FLAGS flgs[TR_FLAG_SIZE];
1068 object_flags(o_ptr, flgs);
1070 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1071 N_ELEMENTS(brand_flags_desc));
1073 /* Terminate the description list */
1079 * @brief アーティファクトの通常耐性を構造体に収める /
1080 * Note an object's elemental brands
1081 * @param o_ptr オブジェクト構造体の参照ポインタ
1082 * @param resist_list 通常耐性構造体の参照ポインタ
1085 static void analyze_resist(object_type *o_ptr, concptr *resist_list)
1087 BIT_FLAGS flgs[TR_FLAG_SIZE];
1089 object_flags(o_ptr, flgs);
1091 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1092 resist_list, N_ELEMENTS(resist_flags_desc));
1094 /* Terminate the description list */
1095 *resist_list = NULL;
1100 * @brief アーティファクトの免疫特性を構造体に収める /
1101 * Note the immunities granted by an object
1102 * @param o_ptr オブジェクト構造体の参照ポインタ
1103 * @param immune_list 免疫構造体の参照ポインタ
1106 static void analyze_immune(object_type *o_ptr, concptr *immune_list)
1108 BIT_FLAGS flgs[TR_FLAG_SIZE];
1110 object_flags(o_ptr, flgs);
1112 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1113 immune_list, N_ELEMENTS(immune_flags_desc));
1115 /* Terminate the description list */
1116 *immune_list = NULL;
1121 * @brief アーティファクトの維持特性を構造体に収める /
1122 * Note which stats an object sustains
1123 * @param o_ptr オブジェクト構造体の参照ポインタ
1124 * @param sustain_list 維持特性構造体の参照ポインタ
1127 static void analyze_sustains(object_type *o_ptr, concptr *sustain_list)
1129 BIT_FLAGS flgs[TR_FLAG_SIZE];
1131 object_flags(o_ptr, flgs);
1133 /* Simplify things if an item sustains all stats */
1134 if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
1135 have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
1136 have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
1138 *sustain_list++ = _("全能力", "All stats");
1141 /* Should we bother? */
1142 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1143 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1144 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1146 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1148 N_ELEMENTS(sustain_flags_desc));
1151 /* Terminate the description list */
1152 *sustain_list = NULL;
1157 * @brief アーティファクトのその他の特性を構造体に収める /
1158 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1159 * free action, permanent light, etc.
1160 * @param o_ptr オブジェクト構造体の参照ポインタ
1161 * @param misc_list その他の特性構造体の参照ポインタ
1164 static void analyze_misc_magic(object_type *o_ptr, concptr *misc_list)
1166 BIT_FLAGS flgs[TR_FLAG_SIZE];
1170 object_flags(o_ptr, flgs);
1172 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
1173 N_ELEMENTS(misc_flags2_desc));
1175 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
1178 * Glowing artifacts -- small radius light.
1181 if (have_flag(flgs, TR_LITE_1)) rad += 1;
1182 if (have_flag(flgs, TR_LITE_2)) rad += 2;
1183 if (have_flag(flgs, TR_LITE_3)) rad += 3;
1184 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
1185 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
1186 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
1188 if (o_ptr->name2 == EGO_LITE_SHINE) rad++;
1190 if (have_flag(flgs, TR_LITE_FUEL))
1192 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);
1196 if (rad > 0) sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
1197 if (rad < 0) sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
1200 if (rad != 0) *misc_list++ = quark_str(quark_add(desc));
1203 * Handle cursed objects here to avoid redundancies such as noting
1204 * that a permanently cursed object is heavily cursed as well as
1205 * being "lightly cursed".
1208 /* if (object_is_cursed(o_ptr)) */
1210 if (have_flag(flgs, TR_TY_CURSE))
1212 *misc_list++ = _("太古の怨念", "Ancient Curse");
1214 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1216 *misc_list++ = _("永遠の呪い", "Permanently Cursed");
1218 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1220 *misc_list++ = _("強力な呪い", "Heavily Cursed");
1223 else if (o_ptr->curse_flags & TRC_CURSED)
1225 *misc_list++ = _("呪い", "Cursed");
1227 if (have_flag(flgs, TR_ADD_L_CURSE))
1229 *misc_list++ = _("呪いを増やす", "Cursing");
1231 if (have_flag(flgs, TR_ADD_H_CURSE))
1233 *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
1237 /* Terminate the description list */
1243 * @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 /
1244 * Note additional ability and/or resistance of fixed artifacts
1245 * @param o_ptr オブジェクト構造体の参照ポインタ
1246 * @param addition 追加ランダム耐性構造体の参照ポインタ
1249 static void analyze_addition(object_type *o_ptr, char *addition)
1251 artifact_type *a_ptr = &a_info[o_ptr->name1];
1254 strcpy(addition, "");
1256 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"));
1257 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1259 strcat(addition, _("能力", "Ability"));
1260 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
1262 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1264 strcat(addition, _("耐性", "Resistance"));
1265 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
1267 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("能力or耐性", "Ability or Resistance"));
1272 * @brief アーティファクトの基本情報を文字列に収める /
1273 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1274 * and its value in gold pieces
1275 * @param o_ptr オブジェクト構造体の参照ポインタ
1276 * @param misc_desc 基本情報を収める文字列参照ポインタ
1279 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1281 artifact_type *a_ptr = &a_info[o_ptr->name1];
1283 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,
1285 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
1287 a_ptr->weight / 10, a_ptr->weight % 10, (long int)a_ptr->cost);
1293 * @brief アーティファクトの情報全体を構造体に収める /
1294 * Fill in an object description structure for a given object
1295 * and its value in gold pieces
1296 * @param player_ptr プレーヤーへの参照ポインタ
1297 * @param o_ptr オブジェクト構造体の参照ポインタ
1298 * @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
1301 static void object_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
1303 analyze_general(player_ptr, o_ptr, desc_ptr->description);
1304 analyze_pval(o_ptr, &desc_ptr->pval_info);
1305 analyze_brand(o_ptr, desc_ptr->brands);
1306 analyze_slay(o_ptr, desc_ptr->slays);
1307 analyze_immune(o_ptr, desc_ptr->immunities);
1308 analyze_resist(o_ptr, desc_ptr->resistances);
1309 analyze_sustains(o_ptr, desc_ptr->sustains);
1310 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1311 analyze_addition(o_ptr, desc_ptr->addition);
1312 analyze_misc(o_ptr, desc_ptr->misc_desc);
1313 desc_ptr->activation = item_activation(o_ptr);
1318 * @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 /
1321 static void print_header(void)
1325 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d", FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1326 spoiler_underline(buf);
1330 * This is somewhat ugly.
1332 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1333 * and a separator character (',', e.g.), write the list to the spoiler file
1334 * in a "nice" format, such as:
1336 * Resist Fire, Cold, Acid
1338 * That was a simple example, but when the list is long, a line wrap
1339 * should occur, and this should induce a new level of indention if
1340 * a list is being spread across lines. So for example, Bladeturner's
1341 * list of resistances should look something like this
1343 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1344 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1346 * However, the code distinguishes between a single list of many items vs.
1347 * many lists. (The separator is used to make this determination.) A single
1348 * list of many items will not cause line wrapping (since there is no
1349 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1350 * might look like this:
1352 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1355 * So comparing the two, "Regeneration" has no trailing separator and
1356 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1357 * but that's not relevant to line wrapping and indention.)
1360 /* ITEM_SEP separates items within a list */
1361 #define ITEM_SEP ','
1364 /* LIST_SEP separates lists */
1366 #define LIST_SEP ','
1368 #define LIST_SEP ';'
1372 * @brief フラグ名称を出力する汎用関数
1373 * @param header ヘッダに出力するフラグ群の名前
1374 * @param list フラグ名リスト
1375 * @param separator フラグ表示の区切り記号
1378 static void spoiler_outlist(concptr header, concptr *list, char separator)
1380 int line_len, buf_len;
1381 char line[MAX_LINE_LEN + 1], buf[80];
1383 /* Ignore an empty list */
1384 if (*list == NULL) return;
1386 /* This function always indents */
1387 strcpy(line, INDENT1);
1389 /* Create header (if one was given) */
1390 if (header && (header[0]))
1392 strcat(line, header);
1396 line_len = strlen(line);
1398 /* Now begin the tedious task */
1401 /* Copy the current item to a buffer */
1404 /* Note the buffer's length */
1405 buf_len = strlen(buf);
1408 * If there is an item following this one, pad with separator and
1409 * a space and adjust the buffer length
1414 sprintf(buf + buf_len, "%c ", separator);
1419 * If the buffer will fit on the current line, just append the
1420 * buffer to the line and adjust the line length accordingly.
1423 if (line_len + buf_len <= MAX_LINE_LEN)
1426 line_len += buf_len;
1429 /* Apply line wrapping and indention semantics described above */
1433 * Don't print a trailing list separator but do print a trailing
1436 if (line_len > 1 && line[line_len - 1] == ' '
1437 && line[line_len - 2] == LIST_SEP)
1439 /* Ignore space and separator */
1440 line[line_len - 2] = '\0';
1442 /* Write to spoiler file */
1443 fprintf(fff, "%s\n", line);
1445 /* Begin new line at primary indention level */
1446 sprintf(line, "%s%s", INDENT1, buf);
1451 /* Write to spoiler file */
1452 fprintf(fff, "%s\n", line);
1454 /* Begin new line at secondary indention level */
1455 sprintf(line, "%s%s", INDENT2, buf);
1458 line_len = strlen(line);
1461 /* Advance, with break */
1462 if (!*++list) break;
1465 /* Write what's left to the spoiler file */
1466 fprintf(fff, "%s\n", line);
1470 * @brief アーティファクト一件をスポイラー出力する /
1471 * Create a spoiler file entry for an artifact
1472 * @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
1475 static void spoiler_print_art(obj_desc_list *art_ptr)
1477 pval_info_type *pval_ptr = &art_ptr->pval_info;
1480 /* Don't indent the first line */
1481 fprintf(fff, "%s\n", art_ptr->description);
1483 /* An "empty" pval description indicates that the pval affects nothing */
1484 if (pval_ptr->pval_desc[0])
1486 /* Mention the effects of pval */
1487 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
1488 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1491 /* Now deal with the description lists */
1492 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
1493 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
1494 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
1495 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
1496 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
1497 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1499 if (art_ptr->addition[0])
1501 fprintf(fff, _("%s追加: %s\n", "%sAdditional %s\n"), INDENT1, art_ptr->addition);
1504 /* Write out the possible activation at the primary indention level */
1505 if (art_ptr->activation)
1507 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
1510 /* End with the miscellaneous facts */
1511 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1516 * @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 /
1517 * Hack -- Create a "forged" artifact
1518 * @param o_ptr 一時生成先を保管するオブジェクト構造体
1519 * @param name1 生成するアーティファクトID
1520 * @return 生成が成功した場合TRUEを返す
1522 static bool make_fake_artifact(object_type *o_ptr, IDX name1)
1525 artifact_type *a_ptr = &a_info[name1];
1527 /* Ignore "empty" artifacts */
1528 if (!a_ptr->name) return FALSE;
1530 /* Acquire the "kind" index */
1531 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1533 if (!i) return FALSE;
1535 object_prep(o_ptr, i);
1538 o_ptr->name1 = (byte)name1;
1540 /* Extract the fields */
1541 o_ptr->pval = a_ptr->pval;
1542 o_ptr->ac = a_ptr->ac;
1543 o_ptr->dd = a_ptr->dd;
1544 o_ptr->ds = a_ptr->ds;
1545 o_ptr->to_a = a_ptr->to_a;
1546 o_ptr->to_h = a_ptr->to_h;
1547 o_ptr->to_d = a_ptr->to_d;
1548 o_ptr->weight = a_ptr->weight;
1556 * @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 /
1557 * Create a spoiler file for artifacts
1558 * @param player_ptr プレーヤーへの参照ポインタ
1559 * @param fname 生成ファイル名
1562 static void spoil_artifact(player_type *player_ptr, concptr fname)
1569 obj_desc_list artifact;
1571 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1573 /* File type is "TEXT" */
1574 FILE_TYPE(FILE_TYPE_TEXT);
1575 fff = my_fopen(buf, "w");
1579 msg_print("Cannot create spoiler file.");
1583 /* Dump the header */
1586 /* List the artifacts by tval */
1587 for (i = 0; group_artifact[i].tval; i++)
1589 /* Write out the group title */
1590 if (group_artifact[i].name)
1592 spoiler_blanklines(2);
1593 spoiler_underline(group_artifact[i].name);
1594 spoiler_blanklines(1);
1597 /* Now search through all of the artifacts */
1598 for (j = 1; j < max_a_idx; ++j)
1600 artifact_type *a_ptr = &a_info[j];
1602 /* We only want objects in the current group */
1603 if (a_ptr->tval != group_artifact[i].tval) continue;
1607 /* Attempt to "forge" the artifact */
1608 if (!make_fake_artifact(q_ptr, j)) continue;
1610 /* Analyze the artifact */
1611 object_analyze(player_ptr, q_ptr, &artifact);
1613 /* Write out the artifact description to the spoiler file */
1614 spoiler_print_art(&artifact);
1618 /* Check for errors */
1619 if (ferror(fff) || my_fclose(fff))
1621 msg_print("Cannot close spoiler file.");
1625 msg_print("Successfully created a spoiler file.");
1630 * @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 /
1631 * Create a spoiler file for monsters -BEN-
1632 * @param fname 生成ファイル名
1635 static void spoil_mon_desc(concptr fname)
1651 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1653 /* File type is "TEXT" */
1654 FILE_TYPE(FILE_TYPE_TEXT);
1655 fff = my_fopen(buf, "w");
1659 msg_print("Cannot create spoiler file.");
1663 /* Allocate the "who" array */
1664 C_MAKE(who, max_r_idx, MONRACE_IDX);
1666 /* Dump the header */
1667 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1668 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1669 fprintf(fff, "------------------------------------------\n\n");
1671 /* Dump the header */
1672 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1673 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1674 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1675 "--------", "---", "---", "---", "--", "--", "-----------");
1678 /* Scan the monsters */
1679 for (i = 1; i < max_r_idx; i++)
1681 monster_race *r_ptr = &r_info[i];
1683 /* Use that monster */
1684 if (r_ptr->name) who[n++] = (s16b)i;
1687 /* Sort the array by dungeon depth of monsters */
1688 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1691 for (i = 0; i < n; i++)
1693 monster_race *r_ptr = &r_info[who[i]];
1695 concptr name = (r_name + r_ptr->name);
1696 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1698 /* Get the "name" */
1700 else if (r_ptr->flags3 & (RF3_NO_CONF))
1702 sprintf(nam, "[*] %s", name);
1705 else if (r_ptr->flags1 & (RF1_UNIQUE))
1707 sprintf(nam, "[U] %s", name);
1711 sprintf(nam, _(" %s", "The %s"), name);
1715 sprintf(lev, "%d", (int)r_ptr->level);
1718 sprintf(rar, "%d", (int)r_ptr->rarity);
1720 if (r_ptr->speed >= 110)
1722 sprintf(spd, "+%d", (r_ptr->speed - 110));
1726 sprintf(spd, "-%d", (110 - r_ptr->speed));
1730 sprintf(ac, "%d", r_ptr->ac);
1733 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1735 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1739 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1744 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1746 /* Hack -- use visual instead */
1747 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1750 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1751 nam, lev, rar, spd, hp, ac, exp);
1758 /* Free the "who" array */
1759 C_KILL(who, max_r_idx, s16b);
1761 /* Check for errors */
1762 if (ferror(fff) || my_fclose(fff))
1764 msg_print("Cannot close spoiler file.");
1769 msg_print("Successfully created a spoiler file.");
1776 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1778 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1784 * @brief 文字列をファイルポインタに出力する /
1785 * Buffer text to the given file. (-SHAWN-)
1786 * This is basically c_roff() from mon-desc.c with a few changes.
1787 * @param str 文字列参照ポインタ
1790 static void spoil_out(concptr str)
1795 static char roff_buf[256];
1798 static char roff_waiting_buf[256];
1801 bool iskanji_flag = FALSE;
1803 /* Current pointer into line roff_buf */
1804 static char *roff_p = roff_buf;
1806 /* Last space saved into roff_buf */
1807 static char *roff_s = NULL;
1809 /* Mega-Hack -- Delayed output */
1810 static bool waiting_output = FALSE;
1812 /* Special handling for "new sequence" */
1817 fputs(roff_waiting_buf, fff);
1818 waiting_output = FALSE;
1821 if (roff_p != roff_buf) roff_p--;
1822 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1824 if (roff_p == roff_buf) fprintf(fff, "\n");
1827 *(roff_p + 1) = '\0';
1828 fprintf(fff, "%s\n\n", roff_buf);
1837 /* Scan the given string, character at a time */
1842 bool k_flag = iskanji((unsigned char)(*str));
1845 bool wrap = (ch == '\n');
1848 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1849 iskanji_flag = k_flag && !iskanji_flag;
1851 if (!isprint(ch)) ch = ' ';
1856 fputs(roff_waiting_buf, fff);
1857 if (!wrap) fputc('\n', fff);
1858 waiting_output = FALSE;
1864 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1865 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1867 if (roff_p >= roff_buf + 75) wrap = TRUE;
1868 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1875 bool iskanji_flag_local = FALSE;
1876 concptr tail = str + (k_flag ? 2 : 1);
1878 concptr tail = str + 1;
1881 for (; *tail; tail++)
1883 if (*tail == ' ') continue;
1886 k_flag_local = iskanji((unsigned char)(*tail));
1887 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1888 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1890 if (isprint(*tail)) break;
1894 if (!*tail) waiting_output = TRUE;
1898 /* Handle line-wrap */
1906 if (roff_s && (ch != ' '))
1914 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1915 else strcpy(roff_waiting_buf, roff_buf);
1919 if (cbak != ' ') *roff_p++ = cbak;
1921 while (*r) *roff_p++ = *r++;
1925 if ((roff_p > roff_buf) || (ch != ' '))
1930 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1935 strncmp(str, "。", 2) != 0 &&
1936 strncmp(str, "、", 2) != 0 &&
1937 strncmp(str, "ィ", 2) != 0 &&
1938 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1941 if (ch == ' ') roff_s = roff_p;
1952 * @brief 関数ポインタ用の出力関数 /
1953 * Hook function used in spoil_mon_info()
1955 * @param str 文字列参照ポインタ
1958 static void roff_func(TERM_COLOR attr, concptr str)
1968 * @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 /
1969 * Create a spoiler file for monsters (-SHAWN-)
1970 * @param fname ファイル名
1973 static void spoil_mon_info(player_type *player_ptr, concptr fname)
1981 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1983 /* File type is "TEXT" */
1984 FILE_TYPE(FILE_TYPE_TEXT);
1985 fff = my_fopen(buf, "w");
1989 msg_print("Cannot create spoiler file.");
1994 /* Dump the header */
1995 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1996 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1999 spoil_out("------------------------------------------\n\n");
2001 /* Allocate the "who" array */
2002 C_MAKE(who, max_r_idx, MONRACE_IDX);
2004 /* Scan the monsters */
2005 for (i = 1; i < max_r_idx; i++)
2007 monster_race *r_ptr = &r_info[i];
2009 /* Use that monster */
2010 if (r_ptr->name) who[n++] = (s16b)i;
2013 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2016 * List all monsters in order
2018 for (l = 0; l < n; l++)
2020 monster_race *r_ptr = &r_info[who[l]];
2021 flags1 = r_ptr->flags1;
2025 if (flags1 & (RF1_QUESTOR))
2031 if (flags1 & (RF1_UNIQUE))
2044 sprintf(buf, _("%s/%s (", "%s%s ("), (r_name + r_ptr->name), _(r_name + r_ptr->E_name, "")); /* ---)--- */
2049 spoil_out(attr_to_text(r_ptr));
2052 sprintf(buf, " '%c')\n", r_ptr->d_char);
2057 sprintf(buf, "=== ");
2061 sprintf(buf, "Num:%d ", who[l]);
2065 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2069 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2072 if (r_ptr->speed >= 110)
2074 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2078 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2083 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2085 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2089 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2094 sprintf(buf, "Ac:%d ", r_ptr->ac);
2098 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2101 /* Reuse the code of monster recall. */
2102 output_monster_spoiler(player_ptr, who[l], roff_func);
2107 /* Free the "who" array */
2108 C_KILL(who, max_r_idx, s16b);
2110 /* Check for errors */
2111 if (ferror(fff) || my_fclose(fff))
2113 msg_print("Cannot close spoiler file.");
2117 msg_print("Successfully created a spoiler file.");
2122 #define MAX_EVOL_DEPTH 64
2126 * @brief int配列でstrncmp()と似た比較処理を行う /
2127 * Compare two int-type array like strncmp() and return TRUE if equals
2128 * @param a 比較するint配列1
2129 * @param b 比較するint配列2
2131 * @return 両者の値が等しければTRUEを返す
2133 static bool int_n_cmp(int *a, int *b, int length)
2135 /* Null-string comparation is always TRUE */
2136 if (!length) return TRUE;
2140 if (*a != *(b++)) return FALSE;
2141 if (!(*(a++))) break;
2149 * @brief ある木が指定された木の部分木かどうかを返す /
2150 * Returns TRUE if an evolution tree is "partial tree"
2151 * @param tree 元となる木構造リスト
2152 * @param partial_tree 部分木かどうか判定したい木構造リスト
2153 * @return 部分木ならばTRUEを返す
2155 static bool is_partial_tree(int *tree, int *partial_tree)
2157 int pt_head = *(partial_tree++);
2160 while (partial_tree[pt_len]) pt_len++;
2164 if (*(tree++) == pt_head)
2166 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2174 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2175 * Print monsters' evolution information to file
2176 * @param fname 出力ファイル名
2179 static void spoil_mon_evol(concptr fname)
2182 monster_race *r_ptr;
2183 int **evol_tree, i, j, n, r_idx;
2184 int *evol_tree_zero; /* For C_KILL() */
2185 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2187 /* File type is "TEXT" */
2188 FILE_TYPE(FILE_TYPE_TEXT);
2189 fff = my_fopen(buf, "w");
2193 msg_print("Cannot create spoiler file.");
2197 /* Dump the header */
2198 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2199 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2202 spoil_out("------------------------------------------\n\n");
2204 /* Allocate the "evol_tree" array (2-dimension) */
2205 C_MAKE(evol_tree, max_r_idx, int *);
2206 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2207 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2208 evol_tree_zero = *evol_tree;
2210 /* Step 1: Build the evolution tree */
2211 for (i = 1; i < max_r_idx; i++)
2216 if (!r_ptr->next_exp) continue;
2218 /* Trace evolution */
2220 evol_tree[i][n++] = i;
2223 evol_tree[i][n++] = r_ptr->next_r_idx;
2224 r_ptr = &r_info[r_ptr->next_r_idx];
2225 } while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2228 /* Step 2: Scan the evolution trees and remove "partial tree" */
2229 for (i = 1; i < max_r_idx; i++)
2231 /* Not evolution tree */
2232 if (!evol_tree[i][0]) continue;
2234 for (j = 1; j < max_r_idx; j++)
2237 if (i == j) continue;
2239 /* Not evolution tree */
2240 if (!evol_tree[j][0]) continue;
2242 /* Is evolution tree[i] is part of [j]? */
2243 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2245 /* Remove this evolution tree */
2246 evol_tree[i][0] = 0;
2252 /* Step 3: Sort the evolution trees */
2253 ang_sort(evol_tree, NULL, max_r_idx, ang_sort_comp_evol_tree, ang_sort_swap_evol_tree);
2255 /* Step 4: Print the evolution trees */
2256 for (i = 0; i < max_r_idx; i++)
2258 r_idx = evol_tree[i][0];
2260 /* No evolution or removed evolution tree */
2261 if (!r_idx) continue;
2263 /* Trace the evolution tree */
2264 r_ptr = &r_info[r_idx];
2265 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2266 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2268 for (n = 1; r_ptr->next_exp; n++)
2270 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2271 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2272 r_ptr = &r_info[r_ptr->next_r_idx];
2273 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2274 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2277 /* End of evolution tree */
2281 /* Free the "evol_tree" array (2-dimension) */
2282 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2283 C_KILL(evol_tree, max_r_idx, int *);
2285 /* Check for errors */
2286 if (ferror(fff) || my_fclose(fff))
2288 msg_print("Cannot close spoiler file.");
2292 msg_print("Successfully created a spoiler file.");
2297 * @brief スポイラー出力を行うコマンドのメインルーチン /
2298 * Create Spoiler files -BEN-
2301 void do_cmd_spoilers(player_type *player_ptr)
2311 prt("Create a spoiler file.", 2, 0);
2313 /* Prompt for a file */
2314 prt("(1) Brief Object Info (obj-desc.txt)", 5, 5);
2315 prt("(2) Brief Artifact Info (artifact.txt)", 6, 5);
2316 prt("(3) Brief Monster Info (mon-desc.txt)", 7, 5);
2317 prt("(4) Full Monster Info (mon-info.txt)", 8, 5);
2318 prt("(5) Monster Evolution Info (mon-evol.txt)", 9, 5);
2321 prt(_("コマンド:", "Command: "), _(18, 12), 0);
2333 spoil_obj_desc(player_ptr, "obj-desc.txt");
2338 spoil_artifact(player_ptr, "artifact.txt");
2343 spoil_mon_desc("mon-desc.txt");
2348 spoil_mon_info(player_ptr, "mon-info.txt");
2353 spoil_mon_evol("mon-evol.txt");
2366 * @brief ランダムアーティファクト1件を解析する /
2367 * Fill in an object description structure for a given object
2368 * @param player_ptr プレーヤーへの参照ポインタ
2369 * @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
2370 * @param desc_ptr 記述内容を収める構造体参照ポインタ
2373 static void random_artifact_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
2375 analyze_general(player_ptr, o_ptr, desc_ptr->description);
2376 analyze_pval(o_ptr, &desc_ptr->pval_info);
2377 analyze_brand(o_ptr, desc_ptr->brands);
2378 analyze_slay(o_ptr, desc_ptr->slays);
2379 analyze_immune(o_ptr, desc_ptr->immunities);
2380 analyze_resist(o_ptr, desc_ptr->resistances);
2381 analyze_sustains(o_ptr, desc_ptr->sustains);
2382 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2383 desc_ptr->activation = item_activation(o_ptr);
2385 sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
2386 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2388 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2389 o_ptr->weight / 10, o_ptr->weight % 10);
2394 * @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 /
2395 * Create a spoiler file entry for an artifact
2396 * @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
2397 * @param art_ptr 記述内容を収めた構造体参照ポインタ
2398 * Fill in an object description structure for a given object
2401 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2403 pval_info_type *pval_ptr = &art_ptr->pval_info;
2407 /* Don't indent the first line */
2408 fprintf(fff, "%s\n", art_ptr->description);
2411 if (!OBJECT_IS_FULL_KNOWN(o_ptr))
2413 fprintf(fff, _("%s不明\n", "%sUnknown\n"), INDENT1);
2416 /* An "empty" pval description indicates that the pval affects nothing */
2417 if (pval_ptr->pval_desc[0])
2419 /* Mention the effects of pval */
2420 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
2421 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2424 /* Now deal with the description lists */
2426 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
2427 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
2428 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
2429 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
2430 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
2431 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2433 /* Write out the possible activation at the primary indention level */
2434 if (art_ptr->activation)
2436 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
2439 /* End with the miscellaneous facts */
2440 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2445 * @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 /
2446 * @param player_ptr プレーヤーへの参照ポインタ
2447 * @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
2448 * @param i 出力したい記録ランダムアーティファクトID
2451 static void spoil_random_artifact_aux(player_type *player_ptr, object_type *o_ptr, int i)
2453 obj_desc_list artifact;
2455 if (!object_is_known(o_ptr) || !o_ptr->art_name
2456 || o_ptr->tval != group_artifact[i].tval)
2459 /* Analyze the artifact */
2460 random_artifact_analyze(player_ptr, o_ptr, &artifact);
2462 /* Write out the artifact description to the spoiler file */
2463 spoiler_print_randart(o_ptr, &artifact);
2467 * @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 /
2468 * Create a list file for random artifacts
2469 * @param fname 出力ファイル名
2472 void spoil_random_artifact(player_type *creature_ptr, concptr fname)
2476 store_type *store_ptr;
2480 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2482 /* File type is "TEXT" */
2483 FILE_TYPE(FILE_TYPE_TEXT);
2484 fff = my_fopen(buf, "w");
2488 msg_print("Cannot create list file.");
2492 /* Dump the header */
2493 sprintf(buf, "Random artifacts list.\r");
2494 spoiler_underline(buf);
2496 /* List the artifacts by tval */
2497 for (j = 0; group_artifact[j].tval; j++)
2499 /* random artifacts wielding */
2500 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2502 q_ptr = &creature_ptr->inventory_list[i];
2503 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2506 for (i = 0; i < INVEN_PACK; i++)
2508 q_ptr = &creature_ptr->inventory_list[i];
2509 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2512 /* random artifacts in home */
2513 store_ptr = &town_info[1].store[STORE_HOME];
2514 for (i = 0; i < store_ptr->stock_num; i++)
2516 q_ptr = &store_ptr->stock[i];
2517 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2520 /* random artifacts in museum */
2521 store_ptr = &town_info[1].store[STORE_MUSEUM];
2522 for (i = 0; i < store_ptr->stock_num; i++)
2524 q_ptr = &store_ptr->stock[i];
2525 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2529 /* Check for errors */
2530 if (ferror(fff) || my_fclose(fff))
2532 msg_print("Cannot close list file.");
2536 msg_print("Successfully created a list file.");