3 * @brief ウィザードモードの処理(スポイラー出力中心) / Spoiler generation -BEN-
6 * Copyright (c) 1997 Ben Harrison, and others
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2013 Deskull rearranged comment for Doxygen.
20 #include "object-flavor.h"
21 #include "object-hook.h"
22 #include "objectkind.h"
23 #include "floor-town.h"
31 * The spoiler file being created
33 static FILE *fff = NULL;
38 * @brief シンボル職の記述名を返す /
39 * Extract a textual representation of an attribute
40 * @param r_ptr モンスター種族の構造体ポインタ
43 static concptr attr_to_text(monster_race *r_ptr)
46 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "透明な";
47 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "万色の";
48 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "準ランダムな";
50 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Clear";
51 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Multi";
52 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "S.Rand";
55 switch (r_ptr->d_attr)
58 case TERM_DARK: return "XXXい";
59 case TERM_WHITE: return "白い";
60 case TERM_SLATE: return "青灰色の";
61 case TERM_ORANGE: return "オレンジの";
62 case TERM_RED: return "赤い";
63 case TERM_GREEN: return "緑の";
64 case TERM_BLUE: return "青い";
65 case TERM_UMBER: return "琥珀色の";
66 case TERM_L_DARK: return "灰色の";
67 case TERM_L_WHITE: return "明青灰色の";
68 case TERM_VIOLET: return "紫の";
69 case TERM_YELLOW: return "黄色い";
70 case TERM_L_RED: return "明い赤の";
71 case TERM_L_GREEN: return "明い緑の";
72 case TERM_L_BLUE: return "明い青の";
73 case TERM_L_UMBER: return "明い琥珀色の";
75 case TERM_DARK: return "xxx";
76 case TERM_WHITE: return "White";
77 case TERM_SLATE: return "Slate";
78 case TERM_ORANGE: return "Orange";
79 case TERM_RED: return "Red";
80 case TERM_GREEN: return "Green";
81 case TERM_BLUE: return "Blue";
82 case TERM_UMBER: return "Umber";
83 case TERM_L_DARK: return "L.Dark";
84 case TERM_L_WHITE: return "L.Slate";
85 case TERM_VIOLET: return "Violet";
86 case TERM_YELLOW: return "Yellow";
87 case TERM_L_RED: return "L.Red";
88 case TERM_L_GREEN: return "L.Green";
89 case TERM_L_BLUE: return "L.Blue";
90 case TERM_L_UMBER: return "L.Umber";
108 OBJECT_TYPE_VALUE tval;
115 * Item Spoilers by: benh@phial.com (Ben Harrison)
120 * The basic items categorized by type
122 static grouper group_item[] =
124 { TV_SHOT, _("射撃物", "Ammo") },
127 { TV_BOW, _("弓", "Bows") },
128 { TV_DIGGING, _("武器", "Weapons") },
129 { TV_POLEARM, NULL },
132 { TV_SOFT_ARMOR, _("防具 (体)", "Armour (Body)") },
133 { TV_HARD_ARMOR, NULL },
134 { TV_DRAG_ARMOR, NULL },
135 { TV_BOOTS, _("防具 (その他)", "Armour (Misc)") },
142 { TV_LITE, _("光源", "Light Sources") },
143 { TV_AMULET, _("アミュレット", "Amulets" )},
144 { TV_RING, _("指輪", "Rings") },
145 { TV_STAFF, _("杖", "Staffs") },
146 { TV_WAND, _("魔法棒", "Wands") },
147 { TV_ROD, _("ロッド", "Rods") },
148 { TV_SCROLL, _("巻物", "Scrolls") },
149 { TV_POTION, _("薬", "Potions") },
150 { TV_FOOD, _("食料", "Food") },
152 { TV_LIFE_BOOK, _("魔法書 (生命)", "Books (Life)") },
153 { TV_SORCERY_BOOK, _("魔法書 (仙術)", "Books (Sorcery)") },
154 { TV_NATURE_BOOK, _("魔法書 (自然)", "Books (Nature)") },
155 { TV_CHAOS_BOOK, _("魔法書 (カオス)", "Books (Chaos)") },
156 { TV_DEATH_BOOK, _("魔法書 (暗黒)", "Books (Death)") },
157 { TV_TRUMP_BOOK, _("魔法書 (トランプ)", "Books (Trump)") },
158 { TV_ARCANE_BOOK, _("魔法書 (秘術)", "Books (Arcane)") },
159 { TV_CRAFT_BOOK, _("魔法書 (匠)", "Books (Craft)") },
160 { TV_DAEMON_BOOK, _("魔法書 (悪魔)", "Books (Daemon)") },
161 { TV_CRUSADE_BOOK, _("魔法書 (破邪)", "Books (Crusade)") },
162 { TV_MUSIC_BOOK, _("歌集", "Song Books") },
163 { TV_HISSATSU_BOOK, _("武芸の書", "Books (Kendo)") },
164 { TV_HEX_BOOK, _("魔法書 (呪術)", "Books (Hex)") },
166 { TV_WHISTLE, _("笛", "Whistle") },
167 { TV_CAPTURE, _("キャプチャー・ボール", "Capture Ball") },
168 { TV_CARD, _("エクスプレスカード", "Express Card") },
170 { TV_CHEST, _("箱", "Chests") },
172 { TV_FIGURINE, _("人形", "Magical Figurines") },
173 { TV_STATUE, _("像", "Statues") },
174 { TV_CORPSE, _("死体", "Corpses") },
176 { TV_SKELETON, _("その他", "Misc") },
181 { TV_PARCHMENT, NULL },
188 * @brief ベースアイテムの各情報を文字列化する /
190 * @param buf 名称を返すバッファ参照ポインタ
191 * @param dam ダメージダイス記述を返すバッファ参照ポインタ
192 * @param wgt 重量記述を返すバッファ参照ポインタ
193 * @param lev 生成階記述を返すバッファ参照ポインタ
194 * @param chance 生成機会を返すバッファ参照ポインタ
195 * @param val 価値を返すバッファ参照ポインタ
199 static void kind_info(char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
206 /* Prepare a fake item */
207 object_prep(q_ptr, k);
210 q_ptr->ident |= (IDENT_KNOWN);
218 (*lev) = k_info[q_ptr->k_idx].level;
219 (*val) = object_value(q_ptr);
222 if (!buf || !dam || !chance || !wgt) return;
224 /* Description (too brief) */
225 object_desc(buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
244 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
254 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
269 sprintf(dam, "%d", q_ptr->ac);
276 for(i = 0; i < 4; i++)
278 char chance_aux[20] = "";
279 if(k_info[q_ptr->k_idx].chance[i] > 0)
281 sprintf(chance_aux, "%s%3dF:%+4d", (i != 0 ? "/" : ""),
282 (int)k_info[q_ptr->k_idx].locale[i], 100/k_info[q_ptr->k_idx].chance[i]);
283 strcat(chance, chance_aux);
289 sprintf(wgt, "%3d.%d", (int)(q_ptr->weight / 10), (int)(q_ptr->weight % 10));
294 * @brief 各ベースアイテムの情報を一行毎に記述する /
295 * Create a spoiler file for items
299 static void spoil_obj_desc(concptr fname)
301 int i, k, s, t, n = 0, group_start = 0;
312 /* Build the filename */
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;
1607 /* Build the filename */
1608 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1610 /* File type is "TEXT" */
1611 FILE_TYPE(FILE_TYPE_TEXT);
1614 fff = my_fopen(buf, "w");
1618 msg_print("Cannot create spoiler file.");
1622 /* Dump the header */
1625 /* List the artifacts by tval */
1626 for (i = 0; group_artifact[i].tval; i++)
1628 /* Write out the group title */
1629 if (group_artifact[i].name)
1631 spoiler_blanklines(2);
1632 spoiler_underline(group_artifact[i].name);
1633 spoiler_blanklines(1);
1636 /* Now search through all of the artifacts */
1637 for (j = 1; j < max_a_idx; ++j)
1639 artifact_type *a_ptr = &a_info[j];
1641 /* We only want objects in the current group */
1642 if (a_ptr->tval != group_artifact[i].tval) continue;
1646 /* Attempt to "forge" the artifact */
1647 if (!make_fake_artifact(q_ptr, j)) continue;
1649 /* Analyze the artifact */
1650 object_analyze(q_ptr, &artifact);
1652 /* Write out the artifact description to the spoiler file */
1653 spoiler_print_art(&artifact);
1657 /* Check for errors */
1658 if (ferror(fff) || my_fclose(fff))
1660 msg_print("Cannot close spoiler file.");
1664 msg_print("Successfully created a spoiler file.");
1669 * @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 /
1670 * Create a spoiler file for monsters -BEN-
1671 * @param fname 生成ファイル名
1674 static void spoil_mon_desc(concptr fname)
1691 /* Build the filename */
1692 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1694 /* File type is "TEXT" */
1695 FILE_TYPE(FILE_TYPE_TEXT);
1698 fff = my_fopen(buf, "w");
1702 msg_print("Cannot create spoiler file.");
1706 /* Allocate the "who" array */
1707 C_MAKE(who, max_r_idx, MONRACE_IDX);
1709 /* Dump the header */
1710 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1711 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1712 fprintf(fff, "------------------------------------------\n\n");
1714 /* Dump the header */
1715 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1716 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1717 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1718 "--------", "---", "---", "---", "--", "--", "-----------");
1721 /* Scan the monsters */
1722 for (i = 1; i < max_r_idx; i++)
1724 monster_race *r_ptr = &r_info[i];
1726 /* Use that monster */
1727 if (r_ptr->name) who[n++] = (s16b)i;
1730 /* Sort the array by dungeon depth of monsters */
1731 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1734 for (i = 0; i < n; i++)
1736 monster_race *r_ptr = &r_info[who[i]];
1738 concptr name = (r_name + r_ptr->name);
1739 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1741 /* Get the "name" */
1743 else if (r_ptr->flags3 & (RF3_NO_CONF))
1745 sprintf(nam, "[*] %s", name);
1748 else if (r_ptr->flags1 & (RF1_UNIQUE))
1750 sprintf(nam, "[U] %s", name);
1754 sprintf(nam, _(" %s", "The %s"), name);
1758 sprintf(lev, "%d", (int)r_ptr->level);
1761 sprintf(rar, "%d", (int)r_ptr->rarity);
1763 if (r_ptr->speed >= 110)
1765 sprintf(spd, "+%d", (r_ptr->speed - 110));
1769 sprintf(spd, "-%d", (110 - r_ptr->speed));
1773 sprintf(ac, "%d", r_ptr->ac);
1776 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1778 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1782 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1787 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1789 /* Hack -- use visual instead */
1790 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1793 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1794 nam, lev, rar, spd, hp, ac, exp);
1801 /* Free the "who" array */
1802 C_KILL(who, max_r_idx, s16b);
1804 /* Check for errors */
1805 if (ferror(fff) || my_fclose(fff))
1807 msg_print("Cannot close spoiler file.");
1812 msg_print("Successfully created a spoiler file.");
1819 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1821 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1827 * @brief 文字列をファイルポインタに出力する /
1828 * Buffer text to the given file. (-SHAWN-)
1829 * This is basically c_roff() from mon-desc.c with a few changes.
1830 * @param str 文字列参照ポインタ
1833 static void spoil_out(concptr str)
1838 static char roff_buf[256];
1841 static char roff_waiting_buf[256];
1844 bool iskanji_flag = FALSE;
1846 /* Current pointer into line roff_buf */
1847 static char *roff_p = roff_buf;
1849 /* Last space saved into roff_buf */
1850 static char *roff_s = NULL;
1852 /* Mega-Hack -- Delayed output */
1853 static bool waiting_output = FALSE;
1855 /* Special handling for "new sequence" */
1860 fputs(roff_waiting_buf, fff);
1861 waiting_output = FALSE;
1864 if (roff_p != roff_buf) roff_p--;
1865 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1867 if (roff_p == roff_buf) fprintf(fff, "\n");
1870 *(roff_p + 1) = '\0';
1871 fprintf(fff, "%s\n\n", roff_buf);
1880 /* Scan the given string, character at a time */
1885 bool k_flag = iskanji((unsigned char)(*str));
1888 bool wrap = (ch == '\n');
1891 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1892 iskanji_flag = k_flag && !iskanji_flag;
1894 if (!isprint(ch)) ch = ' ';
1899 fputs(roff_waiting_buf, fff);
1900 if (!wrap) fputc('\n', fff);
1901 waiting_output = FALSE;
1907 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1908 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1910 if (roff_p >= roff_buf + 75) wrap = TRUE;
1911 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1918 bool iskanji_flag_local = FALSE;
1919 concptr tail = str + (k_flag ? 2 : 1);
1921 concptr tail = str + 1;
1924 for (; *tail; tail++)
1926 if (*tail == ' ') continue;
1929 k_flag_local = iskanji((unsigned char)(*tail));
1930 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1931 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1933 if (isprint(*tail)) break;
1937 if (!*tail) waiting_output = TRUE;
1941 /* Handle line-wrap */
1949 if (roff_s && (ch != ' '))
1957 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1958 else strcpy(roff_waiting_buf, roff_buf);
1962 if (cbak != ' ') *roff_p++ = cbak;
1964 while (*r) *roff_p++ = *r++;
1968 if ((roff_p > roff_buf) || (ch != ' '))
1973 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1978 strncmp(str, "。", 2) != 0 &&
1979 strncmp(str, "、", 2) != 0 &&
1980 strncmp(str, "ィ", 2) != 0 &&
1981 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1984 if (ch == ' ') roff_s = roff_p;
1995 * @brief 関数ポインタ用の出力関数 /
1996 * Hook function used in spoil_mon_info()
1998 * @param str 文字列参照ポインタ
2001 static void roff_func(TERM_COLOR attr, concptr str)
2011 * @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 /
2012 * Create a spoiler file for monsters (-SHAWN-)
2013 * @param fname ファイル名
2016 static void spoil_mon_info(concptr fname)
2025 /* Build the filename */
2026 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2028 /* File type is "TEXT" */
2029 FILE_TYPE(FILE_TYPE_TEXT);
2032 fff = my_fopen(buf, "w");
2036 msg_print("Cannot create spoiler file.");
2041 /* Dump the header */
2042 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2043 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2046 spoil_out("------------------------------------------\n\n");
2048 /* Allocate the "who" array */
2049 C_MAKE(who, max_r_idx, MONRACE_IDX);
2051 /* Scan the monsters */
2052 for (i = 1; i < max_r_idx; i++)
2054 monster_race *r_ptr = &r_info[i];
2056 /* Use that monster */
2057 if (r_ptr->name) who[n++] = (s16b)i;
2060 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2063 * List all monsters in order
2065 for (l = 0; l < n; l++)
2067 monster_race *r_ptr = &r_info[who[l]];
2068 flags1 = r_ptr->flags1;
2072 if (flags1 & (RF1_QUESTOR))
2078 if (flags1 & (RF1_UNIQUE))
2090 sprintf(buf, _("%s/%s (", "%s ("), (r_name + r_ptr->name), _(r_name+r_ptr->E_name, "")); /* ---)--- */
2095 spoil_out(attr_to_text(r_ptr));
2098 sprintf(buf, " '%c')\n", r_ptr->d_char);
2103 sprintf(buf, "=== ");
2107 sprintf(buf, "Num:%d ", who[l]);
2111 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2115 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2118 if (r_ptr->speed >= 110)
2120 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2124 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2129 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2131 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2135 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2140 sprintf(buf, "Ac:%d ", r_ptr->ac);
2144 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2147 /* Reuse the code of monster recall. */
2148 output_monster_spoiler(who[l], roff_func);
2153 /* Free the "who" array */
2154 C_KILL(who, max_r_idx, s16b);
2156 /* Check for errors */
2157 if (ferror(fff) || my_fclose(fff))
2159 msg_print("Cannot close spoiler file.");
2163 msg_print("Successfully created a spoiler file.");
2168 #define MAX_EVOL_DEPTH 64
2172 * @brief int配列でstrncmp()と似た比較処理を行う /
2173 * Compare two int-type array like strncmp() and return TRUE if equals
2174 * @param a 比較するint配列1
2175 * @param b 比較するint配列2
2177 * @return 両者の値が等しければTRUEを返す
2179 static bool int_n_cmp(int *a, int *b, int length)
2181 /* Null-string comparation is always TRUE */
2182 if (!length) return TRUE;
2186 if (*a != *(b++)) return FALSE;
2187 if (!(*(a++))) break;
2196 * @brief ある木が指定された木の部分木かどうかを返す /
2197 * Returns TRUE if an evolution tree is "partial tree"
2198 * @param tree 元となる木構造リスト
2199 * @param partial_tree 部分木かどうか判定したい木構造リスト
2200 * @return 部分木ならばTRUEを返す
2202 static bool is_partial_tree(int *tree, int *partial_tree)
2204 int pt_head = *(partial_tree++);
2207 while (partial_tree[pt_len]) pt_len++;
2211 if (*(tree++) == pt_head)
2213 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2221 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2222 * Print monsters' evolution information to file
2223 * @param fname 出力ファイル名
2226 static void spoil_mon_evol(concptr fname)
2229 monster_race *r_ptr;
2230 int **evol_tree, i, j, n, r_idx;
2231 int *evol_tree_zero; /* For C_KILL() */
2233 /* Build the filename */
2234 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2236 /* File type is "TEXT" */
2237 FILE_TYPE(FILE_TYPE_TEXT);
2240 fff = my_fopen(buf, "w");
2244 msg_print("Cannot create spoiler file.");
2248 /* Dump the header */
2249 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2250 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2253 spoil_out("------------------------------------------\n\n");
2255 /* Allocate the "evol_tree" array (2-dimension) */
2256 C_MAKE(evol_tree, max_r_idx, int *);
2257 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2258 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2259 evol_tree_zero = *evol_tree;
2261 /* Step 1: Build the evolution tree */
2262 for (i = 1; i < max_r_idx; i++)
2267 if (!r_ptr->next_exp) continue;
2269 /* Trace evolution */
2271 evol_tree[i][n++] = i;
2274 evol_tree[i][n++] = r_ptr->next_r_idx;
2275 r_ptr = &r_info[r_ptr->next_r_idx];
2277 while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2280 /* Step 2: Scan the evolution trees and remove "partial tree" */
2281 for (i = 1; i < max_r_idx; i++)
2283 /* Not evolution tree */
2284 if (!evol_tree[i][0]) continue;
2286 for (j = 1; j < max_r_idx; j++)
2289 if (i == j) continue;
2291 /* Not evolution tree */
2292 if (!evol_tree[j][0]) continue;
2294 /* Is evolution tree[i] is part of [j]? */
2295 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2297 /* Remove this evolution tree */
2298 evol_tree[i][0] = 0;
2304 /* Step 3: Sort the evolution trees */
2305 ang_sort(evol_tree, NULL, max_r_idx, ang_sort_comp_evol_tree, ang_sort_swap_evol_tree);
2307 /* Step 4: Print the evolution trees */
2308 for (i = 0; i < max_r_idx; i++)
2310 r_idx = evol_tree[i][0];
2312 /* No evolution or removed evolution tree */
2313 if (!r_idx) continue;
2315 /* Trace the evolution tree */
2316 r_ptr = &r_info[r_idx];
2317 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2318 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2320 for (n = 1; r_ptr->next_exp; n++)
2322 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2323 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2324 r_ptr = &r_info[r_ptr->next_r_idx];
2325 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2326 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2329 /* End of evolution tree */
2333 /* Free the "evol_tree" array (2-dimension) */
2334 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2335 C_KILL(evol_tree, max_r_idx, int *);
2337 /* Check for errors */
2338 if (ferror(fff) || my_fclose(fff))
2340 msg_print("Cannot close spoiler file.");
2344 msg_print("Successfully created a spoiler file.");
2352 extern void do_cmd_spoilers(void);
2355 * @brief スポイラー出力を行うコマンドのメインルーチン /
2356 * Create Spoiler files -BEN-
2359 void do_cmd_spoilers(void)
2369 prt("Create a spoiler file.", 2, 0);
2371 /* Prompt for a file */
2372 prt("(1) Brief Object Info (obj-desc.txt)", 5, 5);
2373 prt("(2) Brief Artifact Info (artifact.txt)", 6, 5);
2374 prt("(3) Brief Monster Info (mon-desc.txt)", 7, 5);
2375 prt("(4) Full Monster Info (mon-info.txt)", 8, 5);
2376 prt("(5) Monster Evolution Info (mon-evol.txt)", 9, 5);
2379 prt(_("コマンド:", "Command: "), _(18, 12), 0);
2391 spoil_obj_desc("obj-desc.txt");
2396 spoil_artifact("artifact.txt");
2401 spoil_mon_desc("mon-desc.txt");
2406 spoil_mon_info("mon-info.txt");
2411 spoil_mon_evol("mon-evol.txt");
2424 * @brief ランダムアーティファクト1件を解析する /
2425 * Fill in an object description structure for a given object
2426 * @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
2427 * @param desc_ptr 記述内容を収める構造体参照ポインタ
2430 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
2432 analyze_general(o_ptr, desc_ptr->description);
2433 analyze_pval(o_ptr, &desc_ptr->pval_info);
2434 analyze_brand(o_ptr, desc_ptr->brands);
2435 analyze_slay(o_ptr, desc_ptr->slays);
2436 analyze_immune(o_ptr, desc_ptr->immunities);
2437 analyze_resist(o_ptr, desc_ptr->resistances);
2438 analyze_sustains(o_ptr, desc_ptr->sustains);
2439 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2440 desc_ptr->activation = item_activation(o_ptr);
2442 sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
2443 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2445 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2446 o_ptr->weight / 10, o_ptr->weight % 10);
2451 * @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 /
2452 * Create a spoiler file entry for an artifact
2453 * @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
2454 * @param art_ptr 記述内容を収めた構造体参照ポインタ
2455 * Fill in an object description structure for a given object
2458 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2460 pval_info_type *pval_ptr = &art_ptr->pval_info;
2464 /* Don't indent the first line */
2465 fprintf(fff, "%s\n", art_ptr->description);
2468 if (!(o_ptr->ident & (IDENT_MENTAL)))
2470 fprintf(fff, _("%s不明\n", "%sUnknown\n"),INDENT1);
2473 /* An "empty" pval description indicates that the pval affects nothing */
2474 if (pval_ptr->pval_desc[0])
2476 /* Mention the effects of pval */
2477 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
2478 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2481 /* Now deal with the description lists */
2483 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
2484 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
2485 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
2486 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
2487 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
2488 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2490 /* Write out the possible activation at the primary indention level */
2491 if (art_ptr->activation)
2493 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
2496 /* End with the miscellaneous facts */
2497 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2502 * @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 /
2503 * @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
2504 * @param i 出力したい記録ランダムアーティファクトID
2507 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
2509 obj_desc_list artifact;
2511 if (!object_is_known(o_ptr) || !o_ptr->art_name
2512 || o_ptr->tval != group_artifact[i].tval)
2515 /* Analyze the artifact */
2516 random_artifact_analyze(o_ptr, &artifact);
2518 /* Write out the artifact description to the spoiler file */
2519 spoiler_print_randart(o_ptr, &artifact);
2523 * @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 /
2524 * Create a list file for random artifacts
2525 * @param fname 出力ファイル名
2528 void spoil_random_artifact(concptr fname)
2537 /* Build the filename */
2538 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2540 /* File type is "TEXT" */
2541 FILE_TYPE(FILE_TYPE_TEXT);
2544 fff = my_fopen(buf, "w");
2548 msg_print("Cannot create list file.");
2552 /* Dump the header */
2553 sprintf(buf, "Random artifacts list.\r");
2554 spoiler_underline(buf);
2556 /* List the artifacts by tval */
2557 for (j = 0; group_artifact[j].tval; j++)
2559 /* random artifacts wielding */
2560 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2562 q_ptr = &p_ptr->inventory_list[i];
2563 spoil_random_artifact_aux(q_ptr, j);
2566 /* random artifacts in p_ptr->inventory_list */
2567 for (i = 0; i < INVEN_PACK; i++)
2569 q_ptr = &p_ptr->inventory_list[i];
2570 spoil_random_artifact_aux(q_ptr, j);
2573 /* random artifacts in home */
2574 st_ptr = &town_info[1].store[STORE_HOME];
2575 for (i = 0; i < st_ptr->stock_num; i++)
2577 q_ptr = &st_ptr->stock[i];
2578 spoil_random_artifact_aux(q_ptr, j);
2581 /* random artifacts in museum */
2582 st_ptr = &town_info[1].store[STORE_MUSEUM];
2583 for (i = 0; i < st_ptr->stock_num; i++)
2585 q_ptr = &st_ptr->stock[i];
2586 spoil_random_artifact_aux(q_ptr, j);
2590 /* Check for errors */
2591 if (ferror(fff) || my_fclose(fff))
2593 msg_print("Cannot close list file.");
2597 msg_print("Successfully created a list file.");
2604 #endif /* MACINTOSH */