4 * Copyright (c) 1997 Ben Harrison, and others
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Spoiler generation -BEN- */
20 * The spoiler file being created
22 static FILE *fff = NULL;
27 * Extract a textual representation of an attribute
29 static cptr attr_to_text(byte a)
34 case TERM_DARK: return ("XXX¤¤");
35 case TERM_WHITE: return ("Çò¤¤");
36 case TERM_SLATE: return ("Àij¥¿§¤Î");
37 case TERM_ORANGE: return ("¥ª¥ì¥ó¥¸¤Î");
38 case TERM_RED: return ("ÀÖ¤¤");
39 case TERM_GREEN: return ("ÎФÎ");
40 case TERM_BLUE: return ("ÀĤ¤");
41 case TERM_UMBER: return ("àèàῧ¤Î");
42 case TERM_L_DARK: return ("³¥¿§¤Î");
43 case TERM_L_WHITE: return ("ÌÀÀij¥¿§¤Î");
44 case TERM_VIOLET: return ("»ç¤Î");
45 case TERM_YELLOW: return ("²«¿§¤¤");
46 case TERM_L_RED: return ("ÌÀ¤¤ÀÖ¤Î");
47 case TERM_L_GREEN: return ("ÌÀ¤¤ÎФÎ");
48 case TERM_L_BLUE: return ("ÌÀ¤¤ÀĤÎ");
49 case TERM_L_UMBER: return ("ÌÀ¤¤àèàῧ¤Î");
51 case TERM_DARK: return ("xxx");
52 case TERM_WHITE: return ("White");
53 case TERM_SLATE: return ("Slate");
54 case TERM_ORANGE: return ("Orange");
55 case TERM_RED: return ("Red");
56 case TERM_GREEN: return ("Green");
57 case TERM_BLUE: return ("Blue");
58 case TERM_UMBER: return ("Umber");
59 case TERM_L_DARK: return ("L.Dark");
60 case TERM_L_WHITE: return ("L.Slate");
61 case TERM_VIOLET: return ("Violet");
62 case TERM_YELLOW: return ("Yellow");
63 case TERM_L_RED: return ("L.Red");
64 case TERM_L_GREEN: return ("L.Green");
65 case TERM_L_BLUE: return ("L.Blue");
66 case TERM_L_UMBER: return ("L.Umber");
94 * Item Spoilers by: benh@phial.com (Ben Harrison)
99 * The basic items categorized by type
101 static grouper group_item[] =
104 { TV_SHOT, "¼Í·âʪ" },
119 { TV_DIGGING, "Éð´ï" },
121 { TV_DIGGING, "Weapons" },
124 { TV_POLEARM, NULL },
129 { TV_SOFT_ARMOR, "Ëɶñ (ÂÎ)" },
131 { TV_SOFT_ARMOR, "Armour (Body)" },
134 { TV_HARD_ARMOR, NULL },
135 { TV_DRAG_ARMOR, NULL },
138 { TV_BOOTS, "Ëɶñ (¤½¤Î¾)" },
140 { TV_BOOTS, "Armour (Misc)" },
151 { TV_AMULET, "¥¢¥ß¥å¥ì¥Ã¥È" },
154 { TV_LITE, "Light Sources" },
155 { TV_AMULET, "Amulets" },
156 { TV_RING, "Rings" },
161 { TV_WAND, "ËâË¡ËÀ" },
162 { TV_ROD, "¥í¥Ã¥É" },
164 { TV_STAFF, "Staffs" },
165 { TV_WAND, "Wands" },
170 { TV_SCROLL, "´¬Êª" },
174 { TV_SCROLL, "Scrolls" },
175 { TV_POTION, "Potions" },
180 { TV_LIFE_BOOK, "ËâË¡½ñ (À¸Ì¿)" },
181 { TV_SORCERY_BOOK, "ËâË¡½ñ (Àç½Ñ)" },
182 { TV_NATURE_BOOK, "ËâË¡½ñ (¼«Á³)" },
183 { TV_CHAOS_BOOK, "ËâË¡½ñ (¥«¥ª¥¹)" },
184 { TV_DEATH_BOOK, "ËâË¡½ñ (°Å¹õ)" },
185 { TV_TRUMP_BOOK, "ËâË¡½ñ (¥È¥é¥ó¥×)" },
186 { TV_ARCANE_BOOK, "ËâË¡½ñ (Èë½Ñ)" },
187 { TV_CRAFT_BOOK, "ËâË¡½ñ (¾¢)" },
188 { TV_DAEMON_BOOK, "ËâË¡½ñ (°Ëâ)" },
189 { TV_CRUSADE_BOOK, "ËâË¡½ñ (Ç˼Ù)" },
190 { TV_MUSIC_BOOK, "²Î½¸" },
191 { TV_HISSATSU_BOOK, "Éð·Ý¤Î½ñ" },
193 { TV_LIFE_BOOK, "Books (Life)" },
194 { TV_SORCERY_BOOK, "Books (Sorcery)" },
195 { TV_NATURE_BOOK, "Books (Nature)" },
196 { TV_CHAOS_BOOK, "Books (Chaos)" },
197 { TV_DEATH_BOOK, "Books (Death)" },
198 { TV_TRUMP_BOOK, "Books (Trump)" },
199 { TV_ARCANE_BOOK, "Books (Arcane)" },
200 { TV_CRAFT_BOOK, "Books (Craft)" },
201 { TV_DAEMON_BOOK, "Books (Daemon)" },
202 { TV_CRUSADE_BOOK, "Books (Crusade)" },
203 { TV_MUSIC_BOOK, "Song Books" },
204 { TV_HISSATSU_BOOK, "Books (Kendo)" },
209 { TV_CAPTURE, "¥¥ã¥×¥Á¥ã¡¼¡¦¥Ü¡¼¥ë" },
210 { TV_CARD, "¥¨¥¯¥¹¥×¥ì¥¹¥«¡¼¥É" },
212 { TV_WHISTLE, "Whistle" },
213 { TV_CAPTURE, "Capture Ball" },
214 { TV_CARD, "Express Card" },
220 { TV_CHEST, "Chests" },
224 { TV_FIGURINE, "¿Í·Á" },
226 { TV_CORPSE, "»àÂÎ" },
228 { TV_FIGURINE, "Magical Figurines" },
229 { TV_STATUE, "Statues" },
230 { TV_CORPSE, "Corpses" },
234 { TV_SKELETON, "¤½¤Î¾" },
236 { TV_SKELETON, "Misc" },
243 { TV_PARCHMENT, NULL },
252 static void kind_info(char *buf, char *dam, char *wgt, int *lev, s32b *val, int k)
258 /* Get local object */
261 /* Prepare a fake item */
262 object_prep(q_ptr, k);
265 q_ptr->ident |= (IDENT_KNOWN);
275 (*lev) = k_info[q_ptr->k_idx].level;
278 (*val) = object_value(q_ptr);
282 if (!buf || !dam || !wgt) return;
285 /* Description (too brief) */
286 object_desc(buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
306 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
316 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
331 sprintf(dam, "%d", q_ptr->ac);
338 sprintf(wgt, "%3d.%d", q_ptr->weight / 10, q_ptr->weight % 10);
343 * Create a spoiler file for items
345 static void spoil_obj_desc(cptr fname)
347 int i, k, s, t, n = 0, group_start = 0;
357 /* Build the filename */
358 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
360 /* File type is "TEXT" */
361 FILE_TYPE(FILE_TYPE_TEXT);
364 fff = my_fopen(buf, "w");
369 msg_print("Cannot create spoiler file.");
375 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d)\n\n\n",
376 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
379 fprintf(fff, "%-45s %8s%7s%5s%9s\n",
380 "Description", "Dam/AC", "Wgt", "Lev", "Cost");
381 fprintf(fff, "%-45s %8s%7s%5s%9s\n",
382 "----------------------------------------",
383 "------", "---", "---", "----");
385 /* List the groups */
386 for (i = 0; TRUE; i++)
388 /* Write out the group title */
389 if (group_item[i].name)
393 /* Hack -- bubble-sort by cost and then level */
394 for (s = 0; s < n - 1; s++)
396 for (t = 0; t < n - 1; t++)
407 kind_info(NULL, NULL, NULL, &e1, &t1, who[i1]);
408 kind_info(NULL, NULL, NULL, &e2, &t2, who[i2]);
410 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
419 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
421 /* Spoil each item */
422 for (s = 0; s < n; s++)
427 /* Describe the kind */
428 kind_info(buf, dam, wgt, &e, &v, who[s]);
431 fprintf(fff, " %-45s%8s%7s%5d%9ld\n",
432 buf, dam, wgt, e, (long)(v));
435 /* Start a new set */
440 if (!group_item[i].tval) break;
442 /* Start a new set */
446 /* Acquire legal item types */
447 for (k = 1; k < max_k_idx; k++)
449 object_kind *k_ptr = &k_info[k];
451 /* Skip wrong tval's */
452 if (k_ptr->tval != group_item[i].tval) continue;
454 /* Hack -- Skip instant-artifacts */
455 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
463 /* Check for errors */
464 if (ferror(fff) || my_fclose(fff))
466 msg_print("Cannot close spoiler file.");
471 msg_print("Successfully created a spoiler file.");
476 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
481 * Returns a "+" string if a number is non-negative and an empty
484 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
487 * These are used to format the artifact spoiler file. INDENT1 is used
488 * to indent all but the first line of an artifact spoiler. INDENT2 is
489 * used when a line "wraps". (Bladeturner's resistances cause this.)
495 * MAX_LINE_LEN specifies when a line should wrap.
497 #define MAX_LINE_LEN 75
500 * Given an array, determine how many elements are in the array
502 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
505 * The artifacts categorized by type
507 static grouper group_artifact[] =
510 { TV_SWORD, "Åá·õ" },
511 { TV_POLEARM, "Áä/Éà" },
512 { TV_HAFTED, "Æß´ï" },
513 { TV_DIGGING, "¥·¥ã¥Ù¥ë/¤Ä¤ë¤Ï¤·" },
514 { TV_BOW, "Èô¤ÓÆ»¶ñ" },
517 { TV_SOFT_ARMOR, "³»" },
518 { TV_HARD_ARMOR, NULL },
519 { TV_DRAG_ARMOR, NULL },
521 { TV_CLOAK, "¥¯¥í¡¼¥¯" },
524 { TV_HELM, "³õ/´§" },
526 { TV_GLOVES, "äƼê" },
530 { TV_AMULET, "¥¢¥ß¥å¥ì¥Ã¥È" },
533 { TV_SWORD, "Edged Weapons" },
534 { TV_POLEARM, "Polearms" },
535 { TV_HAFTED, "Hafted Weapons" },
536 { TV_DIGGING, "Shovels/Picks" },
538 { TV_ARROW, "Ammo" },
540 { TV_SOFT_ARMOR, "Body Armor" },
541 { TV_HARD_ARMOR, NULL },
542 { TV_DRAG_ARMOR, NULL },
544 { TV_CLOAK, "Cloaks" },
545 { TV_SHIELD, "Shields" },
547 { TV_HELM, "Helms/Crowns" },
549 { TV_GLOVES, "Gloves" },
550 { TV_BOOTS, "Boots" },
552 { TV_LITE, "Light Sources" },
553 { TV_AMULET, "Amulets" },
554 { TV_RING, "Rings" },
563 * Pair together a constant flag with a textual description.
565 * Used by both "init.c" and "wiz-spo.c".
567 * Note that it sometimes more efficient to actually make an array
568 * of textual names, where entry 'N' is assumed to be paired with
569 * the flag whose value is "1L << N", but that requires hard-coding.
572 typedef struct flag_desc flag_desc;
577 const char *const desc;
583 * These are used for "+3 to STR, DEX", etc. These are separate from
584 * the other pval affected traits to simplify the case where an object
585 * affects all stats. In this case, "All stats" is used instead of
586 * listing each stat individually.
589 static flag_desc stat_flags_desc[] =
595 { TR_DEX, "´ïÍѤµ" },
596 { TR_CON, "Âѵ×ÎÏ" },
609 * Besides stats, these are the other player traits
610 * which may be affected by an object's pval
613 static flag_desc pval_flags1_desc[] =
616 { TR_MAGIC_MASTERY, "ËâË¡Æ»¶ñ»ÈÍÑǽÎÏ" },
617 { TR_STEALTH, "±£Ì©" },
618 { TR_SEARCH, "õº÷" },
619 { TR_INFRA, "ÀÖ³°Àþ»ëÎÏ" },
620 { TR_TUNNEL, "ºÎ·¡" },
621 { TR_BLOWS, "¹¶·â²ó¿ô" },
622 { TR_SPEED, "¥¹¥Ô¡¼¥É" }
624 { TR_STEALTH, "Stealth" },
625 { TR_SEARCH, "Searching" },
626 { TR_INFRA, "Infravision" },
627 { TR_TUNNEL, "Tunneling" },
628 { TR_BLOWS, "Attacks" },
629 { TR_SPEED, "Speed" }
634 * Slaying preferences for weapons
637 static flag_desc slay_flags_desc[] =
640 { TR_SLAY_ANIMAL, "ưʪ" },
641 { TR_KILL_ANIMAL, "*ưʪ*" },
642 { TR_SLAY_EVIL, "¼Ù°" },
643 { TR_KILL_EVIL, "*¼Ù°*" },
644 { TR_SLAY_HUMAN, "¿Í´Ö" },
645 { TR_KILL_HUMAN, "*¿Í´Ö*" },
646 { TR_SLAY_UNDEAD, "¥¢¥ó¥Ç¥Ã¥É" },
647 { TR_KILL_UNDEAD, "*¥¢¥ó¥Ç¥Ã¥É*" },
648 { TR_SLAY_DEMON, "°Ëâ" },
649 { TR_KILL_DEMON, "*°Ëâ*" },
650 { TR_SLAY_ORC, "¥ª¡¼¥¯" },
651 { TR_KILL_ORC, "*¥ª¡¼¥¯*" },
652 { TR_SLAY_TROLL, "¥È¥í¥ë" },
653 { TR_KILL_TROLL, "*¥È¥í¥ë*" },
654 { TR_SLAY_GIANT, "µð¿Í" },
655 { TR_KILL_GIANT, "*µð¿Í*" },
656 { TR_SLAY_DRAGON, "¥É¥é¥´¥ó" },
657 { TR_KILL_DRAGON, "*¥É¥é¥´¥ó*" },
659 { TR_SLAY_ANIMAL, "Animal" },
660 { TR_KILL_ANIMAL, "XAnimal" },
661 { TR_SLAY_EVIL, "Evil" },
662 { TR_KILL_EVIL, "XEvil" },
663 { TR_SLAY_HUMAN, "Human" },
664 { TR_KILL_HUMAN, "XHuman" },
665 { TR_SLAY_UNDEAD, "Undead" },
666 { TR_KILL_UNDEAD, "XUndead" },
667 { TR_SLAY_DEMON, "Demon" },
668 { TR_KILL_DEMON, "XDemon" },
669 { TR_SLAY_ORC, "Orc" },
670 { TR_KILL_ORC, "XOrc" },
671 { TR_SLAY_TROLL, "Troll" },
672 { TR_KILL_TROLL, "XTroll" },
673 { TR_SLAY_GIANT, "Giant" },
674 { TR_KILL_GIANT, "Xgiant" },
675 { TR_SLAY_DRAGON, "Dragon" },
676 { TR_KILL_DRAGON, "Xdragon" }
681 * Elemental brands for weapons
683 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
684 * coding, it has been included here along with the elemental
685 * brands. It does seem to fit in with the brands and slaying
686 * more than the miscellaneous section.
688 static flag_desc brand_flags_desc[] =
691 { TR_BRAND_ACID, "Íϲò" },
692 { TR_BRAND_ELEC, "ÅÅ·â" },
693 { TR_BRAND_FIRE, "¾Æ´þ" },
694 { TR_BRAND_COLD, "Åà·ë" },
695 { TR_BRAND_POIS, "ÆÇ»¦" },
697 { TR_FORCE_WEAPON, "ÍýÎÏ" },
698 { TR_CHAOTIC, "º®ÆÙ" },
699 { TR_VAMPIRIC, "µÛ·ì" },
700 { TR_IMPACT, "ÃÏ¿Ì" },
701 { TR_VORPAL, "ÀÚ¤ìÌ£" },
703 { TR_BRAND_ACID, "Acid Brand" },
704 { TR_BRAND_ELEC, "Lightning Brand" },
705 { TR_BRAND_FIRE, "Flame Tongue" },
706 { TR_BRAND_COLD, "Frost Brand" },
707 { TR_BRAND_POIS, "Poisoned" },
709 { TR_FORCE_WEAPON, "Force" },
710 { TR_CHAOTIC, "Mark of Chaos" },
711 { TR_VAMPIRIC, "Vampiric" },
712 { TR_IMPACT, "Earthquake impact on hit" },
713 { TR_VORPAL, "Very sharp" },
721 static const flag_desc resist_flags_desc[] =
724 { TR_RES_ACID, "»À" },
725 { TR_RES_ELEC, "ÅÅ·â" },
726 { TR_RES_FIRE, "²Ð±ê" },
727 { TR_RES_COLD, "Î䵤" },
728 { TR_RES_POIS, "ÆÇ" },
729 { TR_RES_FEAR, "¶²ÉÝ"},
730 { TR_RES_LITE, "Á®¸÷" },
731 { TR_RES_DARK, "°Å¹õ" },
732 { TR_RES_BLIND, "ÌÕÌÜ" },
733 { TR_RES_CONF, "º®Íð" },
734 { TR_RES_SOUND, "¹ì²»" },
735 { TR_RES_SHARDS, "ÇËÊÒ" },
736 { TR_RES_NETHER, "ÃϹö" },
737 { TR_RES_NEXUS, "°ø²Ìº®Íð" },
738 { TR_RES_CHAOS, "¥«¥ª¥¹" },
739 { TR_RES_DISEN, "Îô²½" },
741 { TR_RES_ACID, "Acid" },
742 { TR_RES_ELEC, "Lightning" },
743 { TR_RES_FIRE, "Fire" },
744 { TR_RES_COLD, "Cold" },
745 { TR_RES_POIS, "Poison" },
746 { TR_RES_FEAR, "Fear"},
747 { TR_RES_LITE, "Light" },
748 { TR_RES_DARK, "Dark" },
749 { TR_RES_BLIND, "Blindness" },
750 { TR_RES_CONF, "Confusion" },
751 { TR_RES_SOUND, "Sound" },
752 { TR_RES_SHARDS, "Shards" },
753 { TR_RES_NETHER, "Nether" },
754 { TR_RES_NEXUS, "Nexus" },
755 { TR_RES_CHAOS, "Chaos" },
756 { TR_RES_DISEN, "Disenchantment" },
761 * Elemental immunities (along with poison)
764 static const flag_desc immune_flags_desc[] =
767 { TR_IM_ACID, "»À" },
768 { TR_IM_ELEC, "ÅÅ·â" },
769 { TR_IM_FIRE, "²Ð±ê" },
770 { TR_IM_COLD, "Î䵤" },
772 { TR_IM_ACID, "Acid" },
773 { TR_IM_ELEC, "Lightning" },
774 { TR_IM_FIRE, "Fire" },
775 { TR_IM_COLD, "Cold" },
780 * Sustain stats - these are given their "own" line in the
781 * spoiler file, mainly for simplicity
783 static const flag_desc sustain_flags_desc[] =
786 { TR_SUST_STR, "ÏÓÎÏ" },
787 { TR_SUST_INT, "ÃÎǽ" },
788 { TR_SUST_WIS, "¸¤µ" },
789 { TR_SUST_DEX, "´ïÍѤµ" },
790 { TR_SUST_CON, "Âѵ×ÎÏ" },
791 { TR_SUST_CHR, "Ì¥ÎÏ" },
793 { TR_SUST_STR, "STR" },
794 { TR_SUST_INT, "INT" },
795 { TR_SUST_WIS, "WIS" },
796 { TR_SUST_DEX, "DEX" },
797 { TR_SUST_CON, "CON" },
798 { TR_SUST_CHR, "CHR" },
803 * Miscellaneous magic given by an object's "flags2" field
806 static const flag_desc misc_flags2_desc[] =
809 { TR_THROW, "ÅêÚ³" },
810 { TR_REFLECT, "È¿¼Í" },
811 { TR_FREE_ACT, "ËãáãÃΤ餺" },
812 { TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý" },
814 { TR_THROW, "Throwing" },
815 { TR_REFLECT, "Reflection" },
816 { TR_FREE_ACT, "Free Action" },
817 { TR_HOLD_LIFE, "Hold Life" },
822 * Miscellaneous magic given by an object's "flags3" field
824 * Note that cursed artifacts and objects with permanent light
825 * are handled "directly" -- see analyze_misc_magic()
828 static const flag_desc misc_flags3_desc[] =
831 { TR_SH_FIRE, "²Ð±ê¥ª¡¼¥é" },
832 { TR_SH_ELEC, "Åŷ⥪¡¼¥é" },
833 { TR_SH_COLD, "Î䵤¥ª¡¼¥é" },
834 { TR_NO_TELE, "È¿¥Æ¥ì¥Ý¡¼¥È" },
835 { TR_NO_MAGIC, "È¿ËâË¡" },
836 { TR_LEVITATION, "ÉâÍ·" },
837 { TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ" },
838 { TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼" },
839 { TR_ESP_ANIMAL, "ưʪ´¶ÃÎ" },
840 { TR_ESP_UNDEAD, "ÉԻശÃÎ" },
841 { TR_ESP_DEMON, "°Ëâ´¶ÃÎ" },
842 { TR_ESP_ORC, "¥ª¡¼¥¯´¶ÃÎ" },
843 { TR_ESP_TROLL, "¥È¥í¥ë´¶ÃÎ" },
844 { TR_ESP_GIANT, "µð¿Í´¶ÃÎ" },
845 { TR_ESP_DRAGON, "¥É¥é¥´¥ó´¶ÃÎ" },
846 { TR_ESP_HUMAN, "¿Í´Ö´¶ÃÎ" },
847 { TR_ESP_EVIL, "¼Ù°´¶ÃÎ" },
848 { TR_ESP_GOOD, "Á±ÎÉ´¶ÃÎ" },
849 { TR_ESP_NONLIVING, "̵À¸Êª´¶ÃÎ" },
850 { TR_ESP_UNIQUE, "¥æ¥Ë¡¼¥¯´¶ÃÎ" },
851 { TR_SLOW_DIGEST, "Ãپò½" },
852 { TR_REGEN, "µÞ®²óÉü" },
853 { TR_WARNING, "·Ù¹ð" },
854 /* { TR_XTRA_MIGHT, "¶¯Îϼͷâ" }, */
855 { TR_XTRA_SHOTS, "Äɲüͷâ" }, /* always +1? */
856 { TR_DRAIN_EXP, "·Ð¸³Ã͵ۼý" },
857 { TR_AGGRAVATE, "È¿´¶" },
858 { TR_BLESSED, "½ËÊ¡" },
859 { TR_DEC_MANA, "¾ÃÈñËâÎϸº¾¯" },
861 { TR_SH_FIRE, "Fiery Aura" },
862 { TR_SH_ELEC, "Electric Aura" },
863 { TR_SH_COLD, "Coldly Aura" },
864 { TR_NO_TELE, "Prevent Teleportation" },
865 { TR_NO_MAGIC, "Anti-Magic" },
866 { TR_LEVITATION, "Levitation" },
867 { TR_SEE_INVIS, "See Invisible" },
868 { TR_TELEPATHY, "ESP" },
869 { TR_SLOW_DIGEST, "Slow Digestion" },
870 { TR_REGEN, "Regeneration" },
871 { TR_WARNING, "Warning" },
872 /* { TR_XTRA_MIGHT, "Extra Might" }, */
873 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
874 { TR_DRAIN_EXP, "Drains Experience" },
875 { TR_AGGRAVATE, "Aggravates" },
876 { TR_BLESSED, "Blessed Blade" },
877 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
883 * A special type used just for deailing with pvals
888 * This will contain a string such as "+2", "-10", etc.
893 * A list of various player traits affected by an object's pval such
894 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
895 * this list since it will probably be desirable to format its
896 * description differently.
898 * Note that room need only be reserved for the number of stats - 1
899 * since the description "All stats" is used if an object affects all
900 * all stats. Also, room must be reserved for a sentinel NULL pointer.
902 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
904 * This list includes extra attacks, for simplicity.
906 cptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
907 N_ELEMENTS(pval_flags1_desc) + 1];
913 * An "object analysis structure"
915 * It will be filled with descriptive strings detailing an object's
916 * various magical powers. The "ignore X" traits are not noted since
917 * all artifacts ignore "normal" destruction.
922 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
923 char description[MAX_NLEN];
925 /* Description of what is affected by an object's pval */
926 pval_info_type pval_info;
928 /* A list of an object's slaying preferences */
929 cptr slays[N_ELEMENTS(slay_flags_desc) + 1];
931 /* A list if an object's elemental brands */
932 cptr brands[N_ELEMENTS(brand_flags_desc) + 1];
934 /* A list of immunities granted by an object */
935 cptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
937 /* A list of resistances granted by an object */
938 cptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
940 /* A list of stats sustained by an object */
941 cptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
943 /* A list of various magical qualities an object may have */
944 cptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
945 + 1 /* Permanent Light */
947 + 1 /* type of curse */
948 + 1]; /* sentinel NULL */
950 /* Additional ability or resistance */
953 /* A string describing an artifact's activation */
956 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
962 * Write out `n' of the character `c' to the spoiler file
964 static void spoiler_out_n_chars(int n, char c)
966 while (--n >= 0) fputc(c, fff);
971 * Write out `n' blank lines to the spoiler file
973 static void spoiler_blanklines(int n)
975 spoiler_out_n_chars(n, '\n');
980 * Write a line to the spoiler file and then "underline" it with hypens
982 static void spoiler_underline(cptr str)
984 fprintf(fff, "%s\n", str);
985 spoiler_out_n_chars(strlen(str), '-');
992 * This function does most of the actual "analysis". Given a set of bit flags
993 * (which will be from one of the flags fields from the object in question),
994 * a "flag description structure", a "description list", and the number of
995 * elements in the "flag description structure", this function sets the
996 * "description list" members to the appropriate descriptions contained in
997 * the "flag description structure".
999 * The possibly updated description pointer is returned.
1001 static cptr *spoiler_flag_aux(const u32b art_flags[TR_FLAG_SIZE],
1002 const flag_desc *flag_ptr,
1003 cptr *desc_ptr, const int n_elmnts)
1007 for (i = 0; i < n_elmnts; ++i)
1009 if (have_flag(art_flags, flag_ptr[i].flag))
1011 *desc_ptr++ = flag_ptr[i].desc;
1020 * Acquire a "basic" description "The Cloak of Death [1,+10]"
1022 static void analyze_general(object_type *o_ptr, char *desc_ptr)
1024 /* Get a "useful" description of the object */
1025 object_desc(desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
1030 * List "player traits" altered by an artifact's pval. These include stats,
1031 * speed, infravision, tunneling, stealth, searching, and extra attacks.
1033 static void analyze_pval(object_type *o_ptr, pval_info_type *p_ptr)
1035 u32b flgs[TR_FLAG_SIZE];
1039 /* If pval == 0, there is nothing to do. */
1042 /* An "empty" pval description indicates that pval == 0 */
1043 p_ptr->pval_desc[0] = '\0';
1047 /* Extract the flags */
1048 object_flags(o_ptr, flgs);
1050 affects_list = p_ptr->pval_affects;
1052 /* Create the "+N" string */
1053 sprintf(p_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1055 /* First, check to see if the pval affects all stats */
1056 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1057 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1058 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1061 *affects_list++ = "Á´Ç½ÎÏ";
1063 *affects_list++ = "All stats";
1067 /* Are any stats affected? */
1068 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1069 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1070 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1072 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1074 N_ELEMENTS(stat_flags_desc));
1077 /* And now the "rest" */
1078 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1080 N_ELEMENTS(pval_flags1_desc));
1082 /* Terminate the description list */
1083 *affects_list = NULL;
1087 /* Note the slaying specialties of a weapon */
1088 static void analyze_slay(object_type *o_ptr, cptr *slay_list)
1090 u32b flgs[TR_FLAG_SIZE];
1092 object_flags(o_ptr, flgs);
1094 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1095 N_ELEMENTS(slay_flags_desc));
1097 /* Terminate the description list */
1101 /* Note an object's elemental brands */
1102 static void analyze_brand(object_type *o_ptr, cptr *brand_list)
1104 u32b flgs[TR_FLAG_SIZE];
1106 object_flags(o_ptr, flgs);
1108 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1109 N_ELEMENTS(brand_flags_desc));
1111 /* Terminate the description list */
1116 /* Note the resistances granted by an object */
1117 static void analyze_resist(object_type *o_ptr, cptr *resist_list)
1119 u32b flgs[TR_FLAG_SIZE];
1121 object_flags(o_ptr, flgs);
1123 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1124 resist_list, N_ELEMENTS(resist_flags_desc));
1126 /* Terminate the description list */
1127 *resist_list = NULL;
1131 /* Note the immunities granted by an object */
1132 static void analyze_immune(object_type *o_ptr, cptr *immune_list)
1134 u32b flgs[TR_FLAG_SIZE];
1136 object_flags(o_ptr, flgs);
1138 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1139 immune_list, N_ELEMENTS(immune_flags_desc));
1141 /* Terminate the description list */
1142 *immune_list = NULL;
1146 /* Note which stats an object sustains */
1147 static void analyze_sustains(object_type *o_ptr, cptr *sustain_list)
1149 u32b flgs[TR_FLAG_SIZE];
1151 object_flags(o_ptr, flgs);
1153 /* Simplify things if an item sustains all stats */
1154 if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
1155 have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
1156 have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
1159 *sustain_list++ = "Á´Ç½ÎÏ";
1161 *sustain_list++ = "All stats";
1165 /* Should we bother? */
1166 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1167 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1168 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1170 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1172 N_ELEMENTS(sustain_flags_desc));
1175 /* Terminate the description list */
1176 *sustain_list = NULL;
1181 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1182 * free action, permanent light, etc.
1184 static void analyze_misc_magic(object_type *o_ptr, cptr *misc_list)
1186 u32b flgs[TR_FLAG_SIZE];
1188 object_flags(o_ptr, flgs);
1190 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
1191 N_ELEMENTS(misc_flags2_desc));
1193 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list,
1194 N_ELEMENTS(misc_flags3_desc));
1197 * Artifact lights -- large radius light.
1199 if ((o_ptr->tval == TV_LITE) && object_is_fixed_artifact(o_ptr))
1202 *misc_list++ = "±Êµ×¸÷¸»(Ⱦ·Â3)";
1204 *misc_list++ = "Permanent Light(3)";
1209 * Glowing artifacts -- small radius light.
1211 if (have_flag(flgs, TR_LITE))
1214 *misc_list++ = "±Êµ×¸÷¸»(Ⱦ·Â1)";
1216 *misc_list++ = "Permanent Light(1)";
1221 * Handle cursed objects here to avoid redundancies such as noting
1222 * that a permanently cursed object is heavily cursed as well as
1223 * being "lightly cursed".
1226 /* if (object_is_cursed(o_ptr)) */
1228 if (have_flag(flgs, TR_TY_CURSE))
1231 *misc_list++ = "ÂÀ¸Å¤Î±åÇ°";
1233 *misc_list++ = "Ancient Curse";
1236 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1239 *misc_list++ = "±Ê±ó¤Î¼ö¤¤";
1241 *misc_list++ = "Permanently Cursed";
1244 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1247 *misc_list++ = "¶¯ÎϤʼö¤¤";
1249 *misc_list++ = "Heavily Cursed";
1253 else if (o_ptr->curse_flags & TRC_CURSED)
1256 *misc_list++ = "¼ö¤¤";
1258 *misc_list++ = "Cursed";
1263 /* Terminate the description list */
1269 * Note additional ability and/or resistance of fixed artifacts
1271 static void analyze_addition(object_type *o_ptr, char *addition)
1273 artifact_type *a_ptr = &a_info[o_ptr->name1];
1276 strcpy(addition, "");
1279 if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) strcat(addition, "ǽÎÏandÂÑÀ");
1280 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1282 strcat(addition, "ǽÎÏ");
1283 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(1/2¤ÇandÂÑÀ)");
1285 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1287 strcat(addition, "ÂÑÀ");
1288 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(1/2¤ÇandǽÎÏ)");
1290 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "ǽÎÏorÂÑÀ");
1292 if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) strcat(addition, "Ability and Resistance");
1293 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1295 strcat(addition, "Ability");
1296 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(plus Resistance about 1/2)");
1298 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1300 strcat(addition, "Resistance");
1301 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(plus Ability about 1/2)");
1303 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "Ability or Resistance");
1309 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1310 * and its value in gold pieces
1312 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1314 artifact_type *a_ptr = &a_info[o_ptr->name1];
1317 sprintf(misc_desc, "¥ì¥Ù¥ë %u, ´õ¾¯ÅÙ %u, %d.%d kg, ¡ð%ld",
1318 a_ptr->level, a_ptr->rarity,
1319 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), a_ptr->cost);
1321 sprintf(misc_desc, "Level %u, Rarity %u, %d.%d lbs, %ld Gold",
1322 a_ptr->level, a_ptr->rarity,
1323 a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
1329 * Fill in an object description structure for a given object
1331 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1333 analyze_general(o_ptr, desc_ptr->description);
1334 analyze_pval(o_ptr, &desc_ptr->pval_info);
1335 analyze_brand(o_ptr, desc_ptr->brands);
1336 analyze_slay(o_ptr, desc_ptr->slays);
1337 analyze_immune(o_ptr, desc_ptr->immunities);
1338 analyze_resist(o_ptr, desc_ptr->resistances);
1339 analyze_sustains(o_ptr, desc_ptr->sustains);
1340 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1341 analyze_addition(o_ptr, desc_ptr->addition);
1342 analyze_misc(o_ptr, desc_ptr->misc_desc);
1343 desc_ptr->activation = item_activation(o_ptr);
1347 static void print_header(void)
1351 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",
1352 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1353 spoiler_underline(buf);
1357 * This is somewhat ugly.
1359 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1360 * and a separator character (',', e.g.), write the list to the spoiler file
1361 * in a "nice" format, such as:
1363 * Resist Fire, Cold, Acid
1365 * That was a simple example, but when the list is long, a line wrap
1366 * should occur, and this should induce a new level of indention if
1367 * a list is being spread across lines. So for example, Bladeturner's
1368 * list of resistances should look something like this
1370 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1371 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1373 * However, the code distinguishes between a single list of many items vs.
1374 * many lists. (The separator is used to make this determination.) A single
1375 * list of many items will not cause line wrapping (since there is no
1376 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1377 * might look like this:
1379 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1382 * So comparing the two, "Regeneration" has no trailing separator and
1383 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1384 * but that's not relevant to line wrapping and indention.)
1387 /* ITEM_SEP separates items within a list */
1388 #define ITEM_SEP ','
1391 /* LIST_SEP separates lists */
1393 #define LIST_SEP ','
1395 #define LIST_SEP ';'
1398 static void spoiler_outlist(cptr header, cptr *list, char separator)
1400 int line_len, buf_len;
1401 char line[MAX_LINE_LEN+1], buf[80];
1403 /* Ignore an empty list */
1404 if (*list == NULL) return;
1406 /* This function always indents */
1407 strcpy(line, INDENT1);
1409 /* Create header (if one was given) */
1410 if (header && (header[0]))
1412 strcat(line, header);
1416 line_len = strlen(line);
1418 /* Now begin the tedious task */
1421 /* Copy the current item to a buffer */
1424 /* Note the buffer's length */
1425 buf_len = strlen(buf);
1428 * If there is an item following this one, pad with separator and
1429 * a space and adjust the buffer length
1434 sprintf(buf + buf_len, "%c ", separator);
1439 * If the buffer will fit on the current line, just append the
1440 * buffer to the line and adjust the line length accordingly.
1443 if (line_len + buf_len <= MAX_LINE_LEN)
1446 line_len += buf_len;
1449 /* Apply line wrapping and indention semantics described above */
1453 * Don't print a trailing list separator but do print a trailing
1456 if (line_len > 1 && line[line_len - 1] == ' '
1457 && line[line_len - 2] == LIST_SEP)
1459 /* Ignore space and separator */
1460 line[line_len - 2] = '\0';
1462 /* Write to spoiler file */
1463 fprintf(fff, "%s\n", line);
1465 /* Begin new line at primary indention level */
1466 sprintf(line, "%s%s", INDENT1, buf);
1471 /* Write to spoiler file */
1472 fprintf(fff, "%s\n", line);
1474 /* Begin new line at secondary indention level */
1475 sprintf(line, "%s%s", INDENT2, buf);
1478 line_len = strlen(line);
1481 /* Advance, with break */
1482 if (!*++list) break;
1485 /* Write what's left to the spoiler file */
1486 fprintf(fff, "%s\n", line);
1490 /* Create a spoiler file entry for an artifact */
1492 static void spoiler_print_art(obj_desc_list *art_ptr)
1494 pval_info_type *pval_ptr = &art_ptr->pval_info;
1498 /* Don't indent the first line */
1499 fprintf(fff, "%s\n", art_ptr->description);
1501 /* An "empty" pval description indicates that the pval affects nothing */
1502 if (pval_ptr->pval_desc[0])
1504 /* Mention the effects of pval */
1506 sprintf(buf, "%s¤Î½¤Àµ:", pval_ptr->pval_desc);
1508 sprintf(buf, "%s to", pval_ptr->pval_desc);
1510 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1513 /* Now deal with the description lists */
1516 spoiler_outlist("ÂÐ:", art_ptr->slays, ITEM_SEP);
1517 spoiler_outlist("Éð´ï°À:", art_ptr->brands, LIST_SEP);
1518 spoiler_outlist("ÌȱÖ:", art_ptr->immunities, ITEM_SEP);
1519 spoiler_outlist("ÂÑÀ:", art_ptr->resistances, ITEM_SEP);
1520 spoiler_outlist("°Ý»ý:", art_ptr->sustains, ITEM_SEP);
1522 spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
1523 spoiler_outlist("", art_ptr->brands, LIST_SEP);
1524 spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
1525 spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
1526 spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
1528 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1530 if (art_ptr->addition[0])
1533 fprintf(fff, "%sÄɲÃ: %s\n", INDENT1, art_ptr->addition);
1535 fprintf(fff, "%sAdditional %s\n", INDENT1, art_ptr->addition);
1539 /* Write out the possible activation at the primary indention level */
1540 if (art_ptr->activation)
1543 fprintf(fff, "%sȯư: %s\n", INDENT1, art_ptr->activation);
1545 fprintf(fff, "%sActivates for %s\n", INDENT1, art_ptr->activation);
1549 /* End with the miscellaneous facts */
1550 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1555 * Hack -- Create a "forged" artifact
1557 static bool make_fake_artifact(object_type *o_ptr, int name1)
1561 artifact_type *a_ptr = &a_info[name1];
1564 /* Ignore "empty" artifacts */
1565 if (!a_ptr->name) return FALSE;
1567 /* Acquire the "kind" index */
1568 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1571 if (!i) return (FALSE);
1573 /* Create the artifact */
1574 object_prep(o_ptr, i);
1577 o_ptr->name1 = name1;
1579 /* Extract the fields */
1580 o_ptr->pval = a_ptr->pval;
1581 o_ptr->ac = a_ptr->ac;
1582 o_ptr->dd = a_ptr->dd;
1583 o_ptr->ds = a_ptr->ds;
1584 o_ptr->to_a = a_ptr->to_a;
1585 o_ptr->to_h = a_ptr->to_h;
1586 o_ptr->to_d = a_ptr->to_d;
1587 o_ptr->weight = a_ptr->weight;
1595 * Create a spoiler file for artifacts
1597 static void spoil_artifact(cptr fname)
1604 obj_desc_list artifact;
1609 /* Build the filename */
1610 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1612 /* File type is "TEXT" */
1613 FILE_TYPE(FILE_TYPE_TEXT);
1616 fff = my_fopen(buf, "w");
1621 msg_print("Cannot create spoiler file.");
1625 /* Dump the header */
1628 /* List the artifacts by tval */
1629 for (i = 0; group_artifact[i].tval; i++)
1631 /* Write out the group title */
1632 if (group_artifact[i].name)
1634 spoiler_blanklines(2);
1635 spoiler_underline(group_artifact[i].name);
1636 spoiler_blanklines(1);
1639 /* Now search through all of the artifacts */
1640 for (j = 1; j < max_a_idx; ++j)
1642 artifact_type *a_ptr = &a_info[j];
1644 /* We only want objects in the current group */
1645 if (a_ptr->tval != group_artifact[i].tval) continue;
1647 /* Get local object */
1650 /* Wipe the object */
1653 /* Attempt to "forge" the artifact */
1654 if (!make_fake_artifact(q_ptr, j)) continue;
1656 /* Analyze the artifact */
1657 object_analyze(q_ptr, &artifact);
1659 /* Write out the artifact description to the spoiler file */
1660 spoiler_print_art(&artifact);
1664 /* Check for errors */
1665 if (ferror(fff) || my_fclose(fff))
1667 msg_print("Cannot close spoiler file.");
1672 msg_print("Successfully created a spoiler file.");
1680 * Create a spoiler file for monsters -BEN-
1682 static void spoil_mon_desc(cptr fname)
1699 /* Build the filename */
1700 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1702 /* File type is "TEXT" */
1703 FILE_TYPE(FILE_TYPE_TEXT);
1706 fff = my_fopen(buf, "w");
1711 msg_print("Cannot create spoiler file.");
1715 /* Allocate the "who" array */
1716 C_MAKE(who, max_r_idx, s16b);
1718 /* Dump the header */
1719 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1720 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1721 fprintf(fff, "------------------------------------------\n\n");
1723 /* Dump the header */
1724 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1725 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1726 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1727 "--------", "---", "---", "---", "--", "--", "-----------");
1730 /* Scan the monsters */
1731 for (i = 1; i < max_r_idx; i++)
1733 monster_race *r_ptr = &r_info[i];
1735 /* Use that monster */
1736 if (r_ptr->name) who[n++] = i;
1739 /* Select the sort method */
1740 ang_sort_comp = ang_sort_comp_hook;
1741 ang_sort_swap = ang_sort_swap_hook;
1743 /* Sort the array by dungeon depth of monsters */
1744 ang_sort(who, &why, n);
1747 for (i = 0; i < n; i++)
1749 monster_race *r_ptr = &r_info[who[i]];
1751 cptr name = (r_name + r_ptr->name);
1752 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1754 /* Get the "name" */
1756 else if (r_ptr->flags1 & (RF1_QUESTOR))
1758 sprintf(nam, "[Q] %s", name);
1761 else if (r_ptr->flags1 & (RF1_UNIQUE))
1763 sprintf(nam, "[U] %s", name);
1768 sprintf(nam, " %s", name);
1770 sprintf(nam, "The %s", name);
1776 sprintf(lev, "%d", r_ptr->level);
1779 sprintf(rar, "%d", r_ptr->rarity);
1782 if (r_ptr->speed >= 110)
1784 sprintf(spd, "+%d", (r_ptr->speed - 110));
1788 sprintf(spd, "-%d", (110 - r_ptr->speed));
1792 sprintf(ac, "%d", r_ptr->ac);
1795 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1797 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1801 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1806 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1808 /* Hack -- use visual instead */
1809 sprintf(exp, "%s '%c'", attr_to_text(r_ptr->d_attr), r_ptr->d_char);
1812 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1813 nam, lev, rar, spd, hp, ac, exp);
1820 /* Free the "who" array */
1821 C_KILL(who, max_r_idx, s16b);
1823 /* Check for errors */
1824 if (ferror(fff) || my_fclose(fff))
1826 msg_print("Cannot close spoiler file.");
1831 msg_print("Successfully created a spoiler file.");
1838 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1840 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1846 * Buffer text to the given file. (-SHAWN-)
1847 * This is basically c_roff() from mon-desc.c with a few changes.
1849 static void spoil_out(cptr str)
1854 static char roff_buf[256];
1857 static char roff_waiting_buf[256];
1860 bool iskanji_flag = FALSE;
1862 /* Current pointer into line roff_buf */
1863 static char *roff_p = roff_buf;
1865 /* Last space saved into roff_buf */
1866 static char *roff_s = NULL;
1868 /* Mega-Hack -- Delayed output */
1869 static bool waiting_output = FALSE;
1871 /* Special handling for "new sequence" */
1876 fputs(roff_waiting_buf, fff);
1877 waiting_output = FALSE;
1880 if (roff_p != roff_buf) roff_p--;
1881 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1883 if (roff_p == roff_buf) fprintf(fff, "\n");
1886 *(roff_p + 1) = '\0';
1887 fprintf(fff, "%s\n\n", roff_buf);
1896 /* Scan the given string, character at a time */
1901 bool k_flag = iskanji((unsigned char)(*str));
1904 bool wrap = (ch == '\n');
1907 if (!isprint(ch) && !k_flag && !iskanji_flag) ch = ' ';
1908 iskanji_flag = k_flag && !iskanji_flag;
1910 if (!isprint(ch)) ch = ' ';
1915 fputs(roff_waiting_buf, fff);
1916 if (!wrap) fputc('\n', fff);
1917 waiting_output = FALSE;
1923 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1924 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1926 if (roff_p >= roff_buf + 75) wrap = TRUE;
1927 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1934 bool iskanji_flag_local = FALSE;
1935 cptr tail = str + (k_flag ? 2 : 1);
1937 cptr tail = str + 1;
1940 for (; *tail; tail++)
1942 if (*tail == ' ') continue;
1945 k_flag_local = iskanji((unsigned char)(*tail));
1946 if (isprint(*tail) || k_flag_local || iskanji_flag_local) break;
1947 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1949 if (isprint(*tail)) break;
1953 if (!*tail) waiting_output = TRUE;
1957 /* Handle line-wrap */
1965 if (roff_s && (ch != ' '))
1973 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1974 else strcpy(roff_waiting_buf, roff_buf);
1978 if (cbak != ' ') *roff_p++ = cbak;
1980 while (*r) *roff_p++ = *r++;
1984 if ((roff_p > roff_buf) || (ch != ' '))
1989 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1994 strncmp(str, "¡£", 2) != 0 &&
1995 strncmp(str, "¡¢", 2) != 0 &&
1996 strncmp(str, "¥£", 2) != 0 &&
1997 strncmp(str, "¡¼", 2) != 0) roff_s = roff_p;
2000 if (ch == ' ') roff_s = roff_p;
2011 * Hook function used in spoil_mon_info()
2013 static void roff_func(byte attr, cptr str)
2023 * Create a spoiler file for monsters (-SHAWN-)
2025 static void spoil_mon_info(cptr fname)
2034 /* Build the filename */
2035 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2037 /* File type is "TEXT" */
2038 FILE_TYPE(FILE_TYPE_TEXT);
2041 fff = my_fopen(buf, "w");
2046 msg_print("Cannot create spoiler file.");
2051 /* Dump the header */
2052 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2053 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2056 spoil_out("------------------------------------------\n\n");
2058 /* Allocate the "who" array */
2059 C_MAKE(who, max_r_idx, s16b);
2061 /* Scan the monsters */
2062 for (i = 1; i < max_r_idx; i++)
2064 monster_race *r_ptr = &r_info[i];
2066 /* Use that monster */
2067 if (r_ptr->name) who[n++] = i;
2070 /* Select the sort method */
2071 ang_sort_comp = ang_sort_comp_hook;
2072 ang_sort_swap = ang_sort_swap_hook;
2074 /* Sort the array by dungeon depth of monsters */
2075 ang_sort(who, &why, n);
2079 * List all monsters in order
2081 for (l = 0; l < n; l++)
2083 monster_race *r_ptr = &r_info[who[l]];
2085 /* Extract the flags */
2086 flags1 = r_ptr->flags1;
2090 if (flags1 & (RF1_QUESTOR))
2096 if (flags1 & (RF1_UNIQUE))
2109 sprintf(buf, "%s/%s (", (r_name + r_ptr->name),(r_name+r_ptr->E_name)); /* ---)--- */
2111 sprintf(buf, "%s (", (r_name + r_ptr->name)); /* ---)--- */
2117 spoil_out(attr_to_text(r_ptr->d_attr));
2120 sprintf(buf, " '%c')\n", r_ptr->d_char);
2125 sprintf(buf, "=== ");
2129 sprintf(buf, "Num:%d ", who[l]);
2133 sprintf(buf, "Lev:%d ", r_ptr->level);
2137 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2141 if (r_ptr->speed >= 110)
2143 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2147 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2152 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2154 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2158 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2163 sprintf(buf, "Ac:%d ", r_ptr->ac);
2167 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2170 /* Reuse the code of monster recall. */
2171 output_monster_spoiler(who[l], roff_func);
2176 /* Free the "who" array */
2177 C_KILL(who, max_r_idx, s16b);
2179 /* Check for errors */
2180 if (ferror(fff) || my_fclose(fff))
2182 msg_print("Cannot close spoiler file.");
2186 msg_print("Successfully created a spoiler file.");
2191 #define MAX_EVOL_DEPTH 64
2195 * Compare two int-type array like strncmp() and return TRUE if equals
2197 static bool int_n_cmp(int *a, int *b, int length)
2199 /* Null-string comparation is always TRUE */
2200 if (!length) return TRUE;
2204 if (*a != *(b++)) return FALSE;
2205 if (!(*(a++))) break;
2214 * Returns TRUE if an evolution tree is "partial tree"
2216 static bool is_partial_tree(int *tree, int *partial_tree)
2218 int pt_head = *(partial_tree++);
2221 while (partial_tree[pt_len]) pt_len++;
2225 if (*(tree++) == pt_head)
2227 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2236 * Sorting hook -- Comp function
2238 static bool ang_sort_comp_evol_tree(vptr u, vptr v, int a, int b)
2240 int **evol_tree = (int **)u;
2242 int w1 = evol_tree[a][0];
2243 int w2 = evol_tree[b][0];
2244 monster_race *r1_ptr = &r_info[w1];
2245 monster_race *r2_ptr = &r_info[w2];
2250 /* Used tree first */
2251 if (w1 && !w2) return TRUE;
2252 if (!w1 && w2) return FALSE;
2254 /* Sort by monster level */
2255 if (r1_ptr->level < r2_ptr->level) return TRUE;
2256 if (r1_ptr->level > r2_ptr->level) return FALSE;
2258 /* Sort by monster experience */
2259 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
2260 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
2262 /* Compare indexes */
2268 * Sorting hook -- Swap function
2270 static void ang_sort_swap_evol_tree(vptr u, vptr v, int a, int b)
2272 int **evol_tree = (int **)u;
2279 holder = evol_tree[a];
2280 evol_tree[a] = evol_tree[b];
2281 evol_tree[b] = holder;
2286 * Print monsters' evolution information to file
2288 static void spoil_mon_evol(cptr fname)
2291 monster_race *r_ptr;
2292 int **evol_tree, i, j, n, r_idx;
2293 int *evol_tree_zero; /* For C_KILL() */
2295 /* Build the filename */
2296 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2298 /* File type is "TEXT" */
2299 FILE_TYPE(FILE_TYPE_TEXT);
2302 fff = my_fopen(buf, "w");
2307 msg_print("Cannot create spoiler file.");
2311 /* Dump the header */
2312 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2313 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2316 spoil_out("------------------------------------------\n\n");
2318 /* Allocate the "evol_tree" array (2-dimension) */
2319 C_MAKE(evol_tree, max_r_idx, int *);
2320 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2321 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2322 evol_tree_zero = *evol_tree;
2324 /* Step 1: Build the evolution tree */
2325 for (i = 1; i < max_r_idx; i++)
2330 if (!r_ptr->next_exp) continue;
2332 /* Trace evolution */
2334 evol_tree[i][n++] = i;
2337 evol_tree[i][n++] = r_ptr->next_r_idx;
2338 r_ptr = &r_info[r_ptr->next_r_idx];
2340 while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2343 /* Step 2: Scan the evolution trees and remove "partial tree" */
2344 for (i = 1; i < max_r_idx; i++)
2346 /* Not evolution tree */
2347 if (!evol_tree[i][0]) continue;
2349 for (j = 1; j < max_r_idx; j++)
2352 if (i == j) continue;
2354 /* Not evolution tree */
2355 if (!evol_tree[j][0]) continue;
2357 /* Is evolution tree[i] is part of [j]? */
2358 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2360 /* Remove this evolution tree */
2361 evol_tree[i][0] = 0;
2367 /* Step 3: Sort the evolution trees */
2369 /* Select the sort method */
2370 ang_sort_comp = ang_sort_comp_evol_tree;
2371 ang_sort_swap = ang_sort_swap_evol_tree;
2373 /* Sort the array */
2374 ang_sort(evol_tree, NULL, max_r_idx);
2376 /* Step 4: Print the evolution trees */
2377 for (i = 0; i < max_r_idx; i++)
2379 r_idx = evol_tree[i][0];
2381 /* No evolution or removed evolution tree */
2382 if (!r_idx) continue;
2384 /* Trace the evolution tree */
2385 r_ptr = &r_info[r_idx];
2387 fprintf(fff, "[%d]: %s (¥ì¥Ù¥ë%d, '%c')\n", r_idx,
2388 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2390 fprintf(fff, "[%d]: %s (Level %d, '%c')\n", r_idx,
2391 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2393 for (n = 1; r_ptr->next_exp; n++)
2395 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", r_ptr->next_exp);
2396 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2397 r_ptr = &r_info[r_ptr->next_r_idx];
2399 fprintf(fff, "%s (¥ì¥Ù¥ë%d, '%c')\n",
2400 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2402 fprintf(fff, "%s (Level %d, '%c')\n",
2403 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2407 /* End of evolution tree */
2411 /* Free the "evol_tree" array (2-dimension) */
2412 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2413 C_KILL(evol_tree, max_r_idx, int *);
2415 /* Check for errors */
2416 if (ferror(fff) || my_fclose(fff))
2418 msg_print("Cannot close spoiler file.");
2423 msg_print("Successfully created a spoiler file.");
2431 extern void do_cmd_spoilers(void);
2434 * Create Spoiler files -BEN-
2436 void do_cmd_spoilers(void)
2438 /* Save the screen */
2448 prt("Create a spoiler file.", 2, 0);
2450 /* Prompt for a file */
2451 prt("(1) Brief Object Info (obj-desc.spo)", 5, 5);
2452 prt("(2) Brief Artifact Info (artifact.spo)", 6, 5);
2453 prt("(3) Brief Monster Info (mon-desc.spo)", 7, 5);
2454 prt("(4) Full Monster Info (mon-info.spo)", 8, 5);
2455 prt("(5) Monster Evolution Info (mon-evol.spo)", 9, 5);
2459 prt("¥³¥Þ¥ó¥É:", 18, 0);
2461 prt("Command: ", 12, 0);
2469 /* Restore the screen */
2475 spoil_obj_desc("obj-desc.spo");
2480 spoil_artifact("artifact.spo");
2485 spoil_mon_desc("mon-desc.spo");
2490 spoil_mon_info("mon-info.spo");
2495 spoil_mon_evol("mon-evol.spo");
2504 /* Flush messages */
2510 * Fill in an object description structure for a given object
2512 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
2514 analyze_general(o_ptr, desc_ptr->description);
2515 analyze_pval(o_ptr, &desc_ptr->pval_info);
2516 analyze_brand(o_ptr, desc_ptr->brands);
2517 analyze_slay(o_ptr, desc_ptr->slays);
2518 analyze_immune(o_ptr, desc_ptr->immunities);
2519 analyze_resist(o_ptr, desc_ptr->resistances);
2520 analyze_sustains(o_ptr, desc_ptr->sustains);
2521 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2522 desc_ptr->activation = item_activation(o_ptr);
2524 sprintf(desc_ptr->misc_desc, "½Å¤µ %d.%d kg",
2525 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2527 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2528 o_ptr->weight / 10, o_ptr->weight % 10);
2532 /* Create a spoiler file entry for an artifact */
2534 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2536 pval_info_type *pval_ptr = &art_ptr->pval_info;
2540 /* Don't indent the first line */
2541 fprintf(fff, "%s\n", art_ptr->description);
2544 if (!(o_ptr->ident & (IDENT_MENTAL)))
2547 fprintf(fff, "%sÉÔÌÀ\n",INDENT1);
2549 fprintf(fff, "%sUnknown\n",INDENT1);
2553 /* An "empty" pval description indicates that the pval affects nothing */
2554 if (pval_ptr->pval_desc[0])
2556 /* Mention the effects of pval */
2558 sprintf(buf, "%s¤Î½¤Àµ:", pval_ptr->pval_desc);
2560 sprintf(buf, "%s to", pval_ptr->pval_desc);
2562 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2565 /* Now deal with the description lists */
2568 spoiler_outlist("ÂÐ:", art_ptr->slays, ITEM_SEP);
2569 spoiler_outlist("Éð´ï°À:", art_ptr->brands, LIST_SEP);
2570 spoiler_outlist("ÌȱÖ:", art_ptr->immunities, ITEM_SEP);
2571 spoiler_outlist("ÂÑÀ:", art_ptr->resistances, ITEM_SEP);
2572 spoiler_outlist("°Ý»ý:", art_ptr->sustains, ITEM_SEP);
2574 spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
2575 spoiler_outlist("", art_ptr->brands, LIST_SEP);
2576 spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
2577 spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
2578 spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
2580 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2582 /* Write out the possible activation at the primary indention level */
2583 if (art_ptr->activation)
2586 fprintf(fff, "%sȯư: %s\n", INDENT1, art_ptr->activation);
2588 fprintf(fff, "%sActivates for %s\n", INDENT1, art_ptr->activation);
2592 /* End with the miscellaneous facts */
2593 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2596 /* Create a part of file for random artifacts */
2598 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
2600 obj_desc_list artifact;
2602 if (!object_is_known(o_ptr) || !o_ptr->art_name
2603 || o_ptr->tval != group_artifact[i].tval)
2606 /* Analyze the artifact */
2607 random_artifact_analyze(o_ptr, &artifact);
2609 /* Write out the artifact description to the spoiler file */
2610 spoiler_print_randart(o_ptr, &artifact);
2614 * Create a list file for random artifacts
2616 void spoil_random_artifact(cptr fname)
2626 /* Build the filename */
2627 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2629 /* File type is "TEXT" */
2630 FILE_TYPE(FILE_TYPE_TEXT);
2633 fff = my_fopen(buf, "w");
2638 msg_print("Cannot create list file.");
2642 /* Dump the header */
2643 sprintf(buf, "Random artifacts list.\r");
2644 spoiler_underline(buf);
2646 /* List the artifacts by tval */
2647 for (j = 0; group_artifact[j].tval; j++)
2649 /* random artifacts wielding */
2650 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2652 q_ptr = &inventory[i];
2653 spoil_random_artifact_aux(q_ptr, j);
2656 /* random artifacts in inventory */
2657 for (i = 0; i < INVEN_PACK; i++)
2659 q_ptr = &inventory[i];
2660 spoil_random_artifact_aux(q_ptr, j);
2663 /* random artifacts in home */
2664 st_ptr = &town[1].store[STORE_HOME];
2665 for (i = 0; i < st_ptr->stock_num; i++)
2667 q_ptr = &st_ptr->stock[i];
2668 spoil_random_artifact_aux(q_ptr, j);
2671 /* random artifacts in museum */
2672 st_ptr = &town[1].store[STORE_MUSEUM];
2673 for (i = 0; i < st_ptr->stock_num; i++)
2675 q_ptr = &st_ptr->stock[i];
2676 spoil_random_artifact_aux(q_ptr, j);
2680 /* Check for errors */
2681 if (ferror(fff) || my_fclose(fff))
2683 msg_print("Cannot close list file.");
2688 msg_print("Successfully created a list file.");
2695 #endif /* MACINTOSH */