3 /* Purpose: Spoiler generation -BEN- */
12 * The spoiler file being created
14 static FILE *fff = NULL;
19 * Extract a textual representation of an attribute
21 static cptr attr_to_text(byte a)
26 case TERM_DARK: return ("XXX¤¤");
27 case TERM_WHITE: return ("Çò¤¤");
28 case TERM_SLATE: return ("Àij¥¿§¤Î");
29 case TERM_ORANGE: return ("¥ª¥ì¥ó¥¸¤Î");
30 case TERM_RED: return ("ÀÖ¤¤");
31 case TERM_GREEN: return ("ÎФÎ");
32 case TERM_BLUE: return ("ÀĤ¤");
33 case TERM_UMBER: return ("àèàῧ¤Î");
34 case TERM_L_DARK: return ("³¥¿§¤Î");
35 case TERM_L_WHITE: return ("ÌÀÀij¥¿§¤Î");
36 case TERM_VIOLET: return ("»ç¤Î");
37 case TERM_YELLOW: return ("²«¿§¤¤");
38 case TERM_L_RED: return ("ÌÀ¤¤ÀÖ¤Î");
39 case TERM_L_GREEN: return ("ÌÀ¤¤ÎФÎ");
40 case TERM_L_BLUE: return ("ÌÀ¤¤ÀĤÎ");
41 case TERM_L_UMBER: return ("ÌÀ¤¤àèàῧ¤Î");
43 case TERM_DARK: return ("xxx");
44 case TERM_WHITE: return ("White");
45 case TERM_SLATE: return ("Slate");
46 case TERM_ORANGE: return ("Orange");
47 case TERM_RED: return ("Red");
48 case TERM_GREEN: return ("Green");
49 case TERM_BLUE: return ("Blue");
50 case TERM_UMBER: return ("Umber");
51 case TERM_L_DARK: return ("L.Dark");
52 case TERM_L_WHITE: return ("L.Slate");
53 case TERM_VIOLET: return ("Violet");
54 case TERM_YELLOW: return ("Yellow");
55 case TERM_L_RED: return ("L.Red");
56 case TERM_L_GREEN: return ("L.Green");
57 case TERM_L_BLUE: return ("L.Blue");
58 case TERM_L_UMBER: return ("L.Umber");
86 * Item Spoilers by: benh@phial.com (Ben Harrison)
91 * The basic items categorized by type
93 static grouper group_item[] =
96 { TV_SHOT, "¼Í·âʪ" },
112 { TV_SWORD, "Éð´ï" },
114 { TV_SWORD, "Weapons" },
117 { TV_POLEARM, NULL },
119 { TV_DIGGING, NULL },
122 { TV_SOFT_ARMOR, "Ëɶñ¡ÊÂΡË" },
124 { TV_SOFT_ARMOR, "Armour (Body)" },
127 { TV_HARD_ARMOR, NULL },
128 { TV_DRAG_ARMOR, NULL },
131 { TV_CLOAK, "Ëɶñ¡Ê¤½¤Î¾¡Ë" },
133 { TV_CLOAK, "Armour (Misc)" },
143 { TV_AMULET, "¥¢¥ß¥å¥ì¥Ã¥È" },
146 { TV_AMULET, "Amulets" },
147 { TV_RING, "Rings" },
152 { TV_SCROLL, "´¬Êª" },
156 { TV_SCROLL, "Scrolls" },
157 { TV_POTION, "Potions" },
163 { TV_ROD, "¥í¥Ã¥É" },
164 { TV_WAND, "ËâË¡ËÀ" },
168 { TV_WAND, "Wands" },
169 { TV_STAFF, "Staffs" },
174 { TV_LIFE_BOOK, "ËâË¡½ñ¡ÊÀ¸Ì¿¡Ë" },
175 { TV_SORCERY_BOOK, "ËâË¡½ñ¡ÊÀç½Ñ¡Ë" },
176 { TV_NATURE_BOOK, "ËâË¡½ñ¡Ê¼«Á³¡Ë" },
177 { TV_CHAOS_BOOK, "ËâË¡½ñ¡Ê¥«¥ª¥¹¡Ë" },
178 { TV_DEATH_BOOK, "ËâË¡½ñ¡Ê°Å¹õ¡Ë" },
179 { TV_TRUMP_BOOK, "ËâË¡½ñ¡Ê¥È¥é¥ó¥×¡Ë" },
180 { TV_ARCANE_BOOK, "ËâË¡½ñ¡ÊÈë½Ñ¡Ë" },
181 { TV_ENCHANT_BOOK, "ËâË¡½ñ¡Ê¾¢¡Ë" },
182 { TV_DAEMON_BOOK, "ËâË¡½ñ¡Ê°Ëâ¡Ë" },
183 { TV_MUSIC_BOOK, "²Î½¸" },
184 { TV_HISSATSU_BOOK, "Éð·Ý¤Î½ñ" },
186 { TV_LIFE_BOOK, "Books (Life)" },
187 { TV_SORCERY_BOOK, "Books (Sorcery)" },
188 { TV_NATURE_BOOK, "Books (Nature)" },
189 { TV_CHAOS_BOOK, "Books (Chaos)" },
190 { TV_DEATH_BOOK, "Books (Death)" },
191 { TV_TRUMP_BOOK, "Books (Trump)" },
192 { TV_ARCANE_BOOK, "Books (Arcane)" },
193 { TV_ENCHANT_BOOK, "Books (Craft)" },
194 { TV_DAEMON_BOOK, "Books (Daemon)" },
195 { TV_MUSIC_BOOK, "Song Books" },
196 { TV_HISSATSU_BOOK, "Books (Kendo)" },
200 { TV_PARCHEMENT, "ÍÓÈé»æ" },
202 { TV_PARCHEMENT, "Parchement" },
208 { TV_CHEST, "Chests" },
212 { TV_CAPTURE, "¥¥ã¥×¥Á¥ã¡¼¡¦¥Ü¡¼¥ë" },
214 { TV_CAPTURE, "Capture Ball" },
218 { TV_CARD, "¥¨¥¯¥¹¥×¥ì¥¹¥«¡¼¥É" },
220 { TV_CARD, "Express Card" },
223 { TV_FIGURINE, "Magical Figurines" },
224 { TV_STATUE, "Statues" },
225 { TV_CORPSE, "Corpses" },
230 { TV_WHISTLE, "Whistle" },
234 { TV_SPIKE, "¤¯¤µ¤Ó" },
236 { TV_SPIKE, "Spike" },
243 { TV_SKELETON, 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) = get_object_level(q_ptr);
278 (*val) = object_value(q_ptr);
282 if (!buf || !dam || !wgt) return;
285 /* Description (too brief) */
286 object_desc_store(buf, q_ptr, FALSE, 0);
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;
357 /* Build the filename */
358 path_build(buf, 1024, 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)
391 /* Hack -- bubble-sort by cost and then level */
392 for (s = 0; s < n - 1; s++)
394 for (t = 0; t < n - 1; t++)
405 kind_info(NULL, NULL, NULL, &e1, &t1, who[i1]);
406 kind_info(NULL, NULL, NULL, &e2, &t2, who[i2]);
408 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
417 /* Spoil each item */
418 for (s = 0; s < n; s++)
423 /* Describe the kind */
424 kind_info(buf, dam, wgt, &e, &v, who[s]);
427 fprintf(fff, " %-45s%8s%7s%5d%9ld\n",
428 buf, dam, wgt, e, (long)(v));
431 /* Start a new set */
435 if (!group_item[i].tval) break;
437 /* Start a new set */
438 fprintf(fff, "\n\n%s\n\n", group_item[i].name);
441 /* Acquire legal item types */
442 for (k = 1; k < max_k_idx; k++)
444 object_kind *k_ptr = &k_info[k];
446 /* Skip wrong tval's */
447 if (k_ptr->tval != group_item[i].tval) continue;
449 /* Hack -- Skip instant-artifacts */
450 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
458 /* Check for errors */
459 if (ferror(fff) || my_fclose(fff))
461 msg_print("Cannot close spoiler file.");
466 msg_print("Successfully created a spoiler file.");
471 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
476 * Returns a "+" string if a number is non-negative and an empty
479 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
482 * These are used to format the artifact spoiler file. INDENT1 is used
483 * to indent all but the first line of an artifact spoiler. INDENT2 is
484 * used when a line "wraps". (Bladeturner's resistances cause this.)
490 * MAX_LINE_LEN specifies when a line should wrap.
492 #define MAX_LINE_LEN 75
495 * Given an array, determine how many elements are in the array
497 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
500 * The artifacts categorized by type
502 static grouper group_artifact[] =
505 { TV_SWORD, "Åá·õ" },
506 { TV_POLEARM, "Áä/Éà" },
507 { TV_HAFTED, "Æß´ï" },
508 { TV_DIGGING, "¥·¥ã¥Ù¥ë/¤Ä¤ë¤Ï¤·" },
509 { TV_BOW, "Èô¤ÓÆ»¶ñ" },
512 { TV_SOFT_ARMOR, "³»" },
513 { TV_HARD_ARMOR, NULL },
514 { TV_DRAG_ARMOR, NULL },
516 { TV_CLOAK, "¥¯¥í¡¼¥¯" },
519 { TV_HELM, "³õ/´§" },
521 { TV_GLOVES, "äƼê" },
525 { TV_AMULET, "¥¢¥ß¥å¥ì¥Ã¥È" },
528 { TV_SWORD, "Edged Weapons" },
529 { TV_POLEARM, "Polearms" },
530 { TV_HAFTED, "Hafted Weapons" },
531 { TV_DIGGING, "Shovels/Picks" },
533 { TV_ARROW, "Ammo" },
535 { TV_SOFT_ARMOR, "Body Armor" },
536 { TV_HARD_ARMOR, NULL },
537 { TV_DRAG_ARMOR, NULL },
539 { TV_CLOAK, "Cloaks" },
540 { TV_SHIELD, "Shields" },
542 { TV_HELM, "Helms/Crowns" },
544 { TV_GLOVES, "Gloves" },
545 { TV_BOOTS, "Boots" },
547 { TV_LITE, "Light Sources" },
548 { TV_AMULET, "Amulets" },
549 { TV_RING, "Rings" },
558 * Pair together a constant flag with a textual description.
560 * Used by both "init.c" and "wiz-spo.c".
562 * Note that it sometimes more efficient to actually make an array
563 * of textual names, where entry 'N' is assumed to be paired with
564 * the flag whose value is "1L << N", but that requires hard-coding.
567 typedef struct flag_desc flag_desc;
572 const char *const desc;
578 * These are used for "+3 to STR, DEX", etc. These are separate from
579 * the other pval affected traits to simplify the case where an object
580 * affects all stats. In this case, "All stats" is used instead of
581 * listing each stat individually.
584 static flag_desc stat_flags_desc[] =
590 { TR1_DEX, "´ïÍѤµ" },
591 { TR1_CON, "Âѵ×ÎÏ" },
604 * Besides stats, these are the other player traits
605 * which may be affected by an object's pval
608 static flag_desc pval_flags1_desc[] =
611 { TR1_MAGIC_MASTERY, "ËâË¡Æ»¶ñ»ÈÍÑǽÎÏ" },
612 { TR1_STEALTH, "±£Ì©" },
613 { TR1_SEARCH, "õº÷" },
614 { TR1_INFRA, "ÀÖ³°Àþ»ëÎÏ" },
615 { TR1_TUNNEL, "ºÎ·¡" },
616 { TR1_BLOWS, "¹¶·â²ó¿ô" },
617 { TR1_SPEED, "¥¹¥Ô¡¼¥É" }
619 { TR1_STEALTH, "Stealth" },
620 { TR1_SEARCH, "Searching" },
621 { TR1_INFRA, "Infravision" },
622 { TR1_TUNNEL, "Tunneling" },
623 { TR1_BLOWS, "Attacks" },
624 { TR1_SPEED, "Speed" }
629 * Slaying preferences for weapons
632 static flag_desc slay_flags_desc[] =
635 { TR1_SLAY_ANIMAL, "ưʪ" },
636 { TR1_SLAY_EVIL, "¼Ù°" },
637 { TR1_SLAY_UNDEAD, "¥¢¥ó¥Ç¥Ã¥É" },
638 { TR1_SLAY_DEMON, "°Ëâ" },
639 { TR1_SLAY_ORC, "¥ª¡¼¥¯" },
640 { TR1_SLAY_TROLL, "¥È¥í¥ë" },
641 { TR1_SLAY_GIANT, "µð¿Í" },
642 { TR1_SLAY_DRAGON, "¥É¥é¥´¥ó" },
643 { TR1_KILL_DRAGON, "*¥É¥é¥´¥ó*" },
645 { TR1_SLAY_ANIMAL, "Animal" },
646 { TR1_SLAY_EVIL, "Evil" },
647 { TR1_SLAY_UNDEAD, "Undead" },
648 { TR1_SLAY_DEMON, "Demon" },
649 { TR1_SLAY_ORC, "Orc" },
650 { TR1_SLAY_TROLL, "Troll" },
651 { TR1_SLAY_GIANT, "Giant" },
652 { TR1_SLAY_DRAGON, "Dragon" },
653 { TR1_KILL_DRAGON, "Xdragon" }
658 * Elemental brands for weapons
660 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
661 * coding, it has been included here along with the elemental
662 * brands. It does seem to fit in with the brands and slaying
663 * more than the miscellaneous section.
665 static flag_desc brand_flags_desc[] =
668 { TR1_BRAND_ACID, "Íϲò" },
669 { TR1_BRAND_ELEC, "ÅÅ·â" },
670 { TR1_BRAND_FIRE, "¾Æ´þ" },
671 { TR1_BRAND_COLD, "Åà·ë" },
672 { TR1_BRAND_POIS, "ÆÇ»¦" },
674 { TR1_FORCE_WEAPON, "ÍýÎÏ" },
675 { TR1_CHAOTIC, "º®ÆÙ" },
676 { TR1_VAMPIRIC, "µÛ·ì" },
677 { TR1_IMPACT, "ÃÏ¿Ì" },
678 { TR1_VORPAL, "ÀÚ¤ìÌ£" },
680 { TR1_BRAND_ACID, "Acid Brand" },
681 { TR1_BRAND_ELEC, "Lightning Brand" },
682 { TR1_BRAND_FIRE, "Flame Tongue" },
683 { TR1_BRAND_COLD, "Frost Brand" },
684 { TR1_BRAND_POIS, "Poisoned" },
686 { TR1_FORCE_WEAPON, "Force" },
687 { TR1_CHAOTIC, "Mark of Chaos" },
688 { TR1_VAMPIRIC, "Vampiric" },
689 { TR1_IMPACT, "Earthquake impact on hit" },
690 { TR1_VORPAL, "Very sharp" },
698 static const flag_desc resist_flags_desc[] =
701 { TR2_RES_ACID, "»À" },
702 { TR2_RES_ELEC, "ÅÅ·â" },
703 { TR2_RES_FIRE, "²Ð±ê" },
704 { TR2_RES_COLD, "Î䵤" },
705 { TR2_RES_POIS, "ÆÇ" },
706 { TR2_RES_FEAR, "¶²ÉÝ"},
707 { TR2_RES_LITE, "Á®¸÷" },
708 { TR2_RES_DARK, "°Å¹õ" },
709 { TR2_RES_BLIND, "ÌÕÌÜ" },
710 { TR2_RES_CONF, "º®Íð" },
711 { TR2_RES_SOUND, "¹ì²»" },
712 { TR2_RES_SHARDS, "ÇËÊÒ" },
713 { TR2_RES_NETHER, "ÃϹö" },
714 { TR2_RES_NEXUS, "°ø²Ìº®Íð" },
715 { TR2_RES_CHAOS, "¥«¥ª¥¹" },
716 { TR2_RES_DISEN, "Îô²½" },
718 { TR2_RES_ACID, "Acid" },
719 { TR2_RES_ELEC, "Lightning" },
720 { TR2_RES_FIRE, "Fire" },
721 { TR2_RES_COLD, "Cold" },
722 { TR2_RES_POIS, "Poison" },
723 { TR2_RES_FEAR, "Fear"},
724 { TR2_RES_LITE, "Light" },
725 { TR2_RES_DARK, "Dark" },
726 { TR2_RES_BLIND, "Blindness" },
727 { TR2_RES_CONF, "Confusion" },
728 { TR2_RES_SOUND, "Sound" },
729 { TR2_RES_SHARDS, "Shards" },
730 { TR2_RES_NETHER, "Nether" },
731 { TR2_RES_NEXUS, "Nexus" },
732 { TR2_RES_CHAOS, "Chaos" },
733 { TR2_RES_DISEN, "Disenchantment" },
738 * Elemental immunities (along with poison)
741 static const flag_desc immune_flags_desc[] =
744 { TR2_IM_ACID, "»À" },
745 { TR2_IM_ELEC, "ÅÅ·â" },
746 { TR2_IM_FIRE, "²Ð±ê" },
747 { TR2_IM_COLD, "Î䵤" },
749 { TR2_IM_ACID, "Acid" },
750 { TR2_IM_ELEC, "Lightning" },
751 { TR2_IM_FIRE, "Fire" },
752 { TR2_IM_COLD, "Cold" },
757 * Sustain stats - these are given their "own" line in the
758 * spoiler file, mainly for simplicity
760 static const flag_desc sustain_flags_desc[] =
763 { TR2_SUST_STR, "ÏÓÎÏ" },
764 { TR2_SUST_INT, "ÃÎǽ" },
765 { TR2_SUST_WIS, "¸¤µ" },
766 { TR2_SUST_DEX, "´ïÍѤµ" },
767 { TR2_SUST_CON, "Âѵ×ÎÏ" },
768 { TR2_SUST_CHR, "Ì¥ÎÏ" },
770 { TR2_SUST_STR, "STR" },
771 { TR2_SUST_INT, "INT" },
772 { TR2_SUST_WIS, "WIS" },
773 { TR2_SUST_DEX, "DEX" },
774 { TR2_SUST_CON, "CON" },
775 { TR2_SUST_CHR, "CHR" },
780 * Miscellaneous magic given by an object's "flags2" field
783 static const flag_desc misc_flags2_desc[] =
786 { TR2_THROW, "ÅêÚ³" },
787 { TR2_REFLECT, "È¿¼Í" },
788 { TR2_FREE_ACT, "ËãáãÃΤ餺" },
789 { TR2_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý" },
791 { TR2_THROW, "Throwing" },
792 { TR2_REFLECT, "Reflection" },
793 { TR2_FREE_ACT, "Free Action" },
794 { TR2_HOLD_LIFE, "Hold Life" },
799 * Miscellaneous magic given by an object's "flags3" field
801 * Note that cursed artifacts and objects with permanent light
802 * are handled "directly" -- see analyze_misc_magic()
805 static const flag_desc misc_flags3_desc[] =
808 { TR3_SH_FIRE, "²Ð±ê¥ª¡¼¥é" },
809 { TR3_SH_ELEC, "Åŷ⥪¡¼¥é" },
810 { TR3_SH_COLD, "Î䵤¥ª¡¼¥é" },
811 { TR3_NO_TELE, "È¿¥Æ¥ì¥Ý¡¼¥È" },
812 { TR3_NO_MAGIC, "È¿ËâË¡" },
813 { TR3_FEATHER, "ÉâÍ·" },
814 { TR3_SEE_INVIS, "²Ä»ëÆ©ÌÀ" },
815 { TR3_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼" },
816 { TR3_SLOW_DIGEST, "Ãپò½" },
817 { TR3_REGEN, "µÞ®²óÉü" },
818 { TR3_WARNING, "·Ù¹ð" },
819 /* { TR3_XTRA_MIGHT, "¶¯Îϼͷâ" }, */
820 { TR3_XTRA_SHOTS, "Äɲüͷâ" }, /* always +1? */
821 { TR3_DRAIN_EXP, "·Ð¸³Ã͵ۼý" },
822 { TR3_AGGRAVATE, "È¿´¶" },
823 { TR3_BLESSED, "½ËÊ¡" },
824 { TR3_DEC_MANA, "¾ÃÈñËâÎϸº¾¯" },
826 { TR3_SH_FIRE, "Fiery Aura" },
827 { TR3_SH_ELEC, "Electric Aura" },
828 { TR3_SH_COLD, "Coldly Aura" },
829 { TR3_NO_TELE, "Prevent Teleportation" },
830 { TR3_NO_MAGIC, "Anti-Magic" },
831 { TR3_FEATHER, "Levitation" },
832 { TR3_SEE_INVIS, "See Invisible" },
833 { TR3_TELEPATHY, "ESP" },
834 { TR3_SLOW_DIGEST, "Slow Digestion" },
835 { TR3_REGEN, "Regeneration" },
836 { TR3_WARNING, "Warning" },
837 /* { TR3_XTRA_MIGHT, "Extra Might" }, */
838 { TR3_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
839 { TR3_DRAIN_EXP, "Drains Experience" },
840 { TR3_AGGRAVATE, "Aggravates" },
841 { TR3_BLESSED, "Blessed Blade" },
842 { TR3_DEC_MANA, "Decrease Shouhi Mana" },
848 * A special type used just for deailing with pvals
853 * This will contain a string such as "+2", "-10", etc.
858 * A list of various player traits affected by an object's pval such
859 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
860 * this list since it will probably be desirable to format its
861 * description differently.
863 * Note that room need only be reserved for the number of stats - 1
864 * since the description "All stats" is used if an object affects all
865 * all stats. Also, room must be reserved for a sentinel NULL pointer.
867 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
869 * This list includes extra attacks, for simplicity.
871 cptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
872 N_ELEMENTS(pval_flags1_desc) + 1];
878 * An "object analysis structure"
880 * It will be filled with descriptive strings detailing an object's
881 * various magical powers. The "ignore X" traits are not noted since
882 * all artifacts ignore "normal" destruction.
887 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
888 char description[MAX_NLEN];
890 /* Description of what is affected by an object's pval */
891 pval_info_type pval_info;
893 /* A list of an object's slaying preferences */
894 cptr slays[N_ELEMENTS(slay_flags_desc) + 1];
896 /* A list if an object's elemental brands */
897 cptr brands[N_ELEMENTS(brand_flags_desc) + 1];
899 /* A list of immunities granted by an object */
900 cptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
902 /* A list of resistances granted by an object */
903 cptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
905 /* A list of stats sustained by an object */
906 cptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
908 /* A list of various magical qualities an object may have */
909 cptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
910 + 1 /* Permanent Light */
912 + 1 /* type of curse */
913 + 1]; /* sentinel NULL */
915 /* A string describing an artifact's activation */
918 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
924 * Write out `n' of the character `c' to the spoiler file
926 static void spoiler_out_n_chars(int n, char c)
928 while (--n >= 0) fputc(c, fff);
933 * Write out `n' blank lines to the spoiler file
935 static void spoiler_blanklines(int n)
937 spoiler_out_n_chars(n, '\n');
942 * Write a line to the spoiler file and then "underline" it with hypens
944 static void spoiler_underline(cptr str)
946 fprintf(fff, "%s\n", str);
947 spoiler_out_n_chars(strlen(str), '-');
954 * This function does most of the actual "analysis". Given a set of bit flags
955 * (which will be from one of the flags fields from the object in question),
956 * a "flag description structure", a "description list", and the number of
957 * elements in the "flag description structure", this function sets the
958 * "description list" members to the appropriate descriptions contained in
959 * the "flag description structure".
961 * The possibly updated description pointer is returned.
963 static cptr *spoiler_flag_aux(const u32b art_flags, const flag_desc *flag_ptr,
964 cptr *desc_ptr, const int n_elmnts)
968 for (i = 0; i < n_elmnts; ++i)
970 if (art_flags & flag_ptr[i].flag)
972 *desc_ptr++ = flag_ptr[i].desc;
981 * Acquire a "basic" description "The Cloak of Death [1,+10]"
983 static void analyze_general (object_type *o_ptr, char *desc_ptr)
985 /* Get a "useful" description of the object */
986 object_desc_store(desc_ptr, o_ptr, TRUE, 1);
991 * List "player traits" altered by an artifact's pval. These include stats,
992 * speed, infravision, tunneling, stealth, searching, and extra attacks.
994 static void analyze_pval (object_type *o_ptr, pval_info_type *p_ptr)
996 const u32b all_stats = (TR1_STR | TR1_INT | TR1_WIS |
997 TR1_DEX | TR1_CON | TR1_CHR);
1003 /* If pval == 0, there is nothing to do. */
1006 /* An "empty" pval description indicates that pval == 0 */
1007 p_ptr->pval_desc[0] = '\0';
1011 /* Extract the flags */
1012 object_flags(o_ptr, &f1, &f2, &f3);
1014 affects_list = p_ptr->pval_affects;
1016 /* Create the "+N" string */
1017 sprintf(p_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1019 /* First, check to see if the pval affects all stats */
1020 if ((f1 & all_stats) == all_stats)
1023 *affects_list++ = "Á´Ç½ÎÏ";
1025 *affects_list++ = "All stats";
1029 /* Are any stats affected? */
1030 else if (f1 & all_stats)
1032 affects_list = spoiler_flag_aux(f1, stat_flags_desc,
1034 N_ELEMENTS(stat_flags_desc));
1037 /* And now the "rest" */
1038 affects_list = spoiler_flag_aux(f1, pval_flags1_desc,
1040 N_ELEMENTS(pval_flags1_desc));
1042 /* Terminate the description list */
1043 *affects_list = NULL;
1047 /* Note the slaying specialties of a weapon */
1048 static void analyze_slay (object_type *o_ptr, cptr *slay_list)
1052 object_flags(o_ptr, &f1, &f2, &f3);
1054 slay_list = spoiler_flag_aux(f1, slay_flags_desc, slay_list,
1055 N_ELEMENTS(slay_flags_desc));
1057 /* Terminate the description list */
1061 /* Note an object's elemental brands */
1062 static void analyze_brand (object_type *o_ptr, cptr *brand_list)
1066 object_flags(o_ptr, &f1, &f2, &f3);
1068 brand_list = spoiler_flag_aux(f1, brand_flags_desc, brand_list,
1069 N_ELEMENTS(brand_flags_desc));
1071 /* Terminate the description list */
1076 /* Note the resistances granted by an object */
1077 static void analyze_resist (object_type *o_ptr, cptr *resist_list)
1081 object_flags(o_ptr, &f1, &f2, &f3);
1083 resist_list = spoiler_flag_aux(f2, resist_flags_desc,
1084 resist_list, N_ELEMENTS(resist_flags_desc));
1086 /* Terminate the description list */
1087 *resist_list = NULL;
1091 /* Note the immunities granted by an object */
1092 static void analyze_immune (object_type *o_ptr, cptr *immune_list)
1096 object_flags(o_ptr, &f1, &f2, &f3);
1098 immune_list = spoiler_flag_aux(f2, immune_flags_desc,
1099 immune_list, N_ELEMENTS(immune_flags_desc));
1101 /* Terminate the description list */
1102 *immune_list = NULL;
1105 /* Note which stats an object sustains */
1107 static void analyze_sustains (object_type *o_ptr, cptr *sustain_list)
1109 const u32b all_sustains = (TR2_SUST_STR | TR2_SUST_INT | TR2_SUST_WIS |
1110 TR2_SUST_DEX | TR2_SUST_CON | TR2_SUST_CHR);
1114 object_flags(o_ptr, &f1, &f2, &f3);
1116 /* Simplify things if an item sustains all stats */
1117 if ((f2 & all_sustains) == all_sustains)
1120 *sustain_list++ = "Á´Ç½ÎÏ";
1122 *sustain_list++ = "All stats";
1126 /* Should we bother? */
1127 else if ((f2 & all_sustains))
1129 sustain_list = spoiler_flag_aux(f2, sustain_flags_desc,
1131 N_ELEMENTS(sustain_flags_desc));
1134 /* Terminate the description list */
1135 *sustain_list = NULL;
1140 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1141 * free action, permanent light, etc.
1143 static void analyze_misc_magic (object_type *o_ptr, cptr *misc_list)
1147 object_flags(o_ptr, &f1, &f2, &f3);
1149 misc_list = spoiler_flag_aux(f2, misc_flags2_desc, misc_list,
1150 N_ELEMENTS(misc_flags2_desc));
1152 misc_list = spoiler_flag_aux(f3, misc_flags3_desc, misc_list,
1153 N_ELEMENTS(misc_flags3_desc));
1156 * Artifact lights -- large radius light.
1158 if ((o_ptr->tval == TV_LITE) && artifact_p(o_ptr))
1161 *misc_list++ = "±Êµ×¸÷¸»(Ⱦ·Â3)";
1163 *misc_list++ = "Permanent Light(3)";
1168 * Glowing artifacts -- small radius light.
1170 if (f3 & (TR3_LITE))
1173 *misc_list++ = "±Êµ×¸÷¸»(Ⱦ·Â1)";
1175 *misc_list++ = "Permanent Light(1)";
1180 * Handle cursed objects here to avoid redundancies such as noting
1181 * that a permanently cursed object is heavily cursed as well as
1182 * being "lightly cursed".
1185 /* if (cursed_p(o_ptr)) */
1188 if (f3 & TR3_TY_CURSE)
1191 *misc_list++ = "ÂÀ¸Å¤Î±åÇ°";
1193 *misc_list++ = "Ancient Curse";
1196 if (f3 & TR3_PERMA_CURSE)
1199 *misc_list++ = "±Ê±ó¤Î¼ö¤¤";
1201 *misc_list++ = "Permanently Cursed";
1204 else if (f3 & TR3_HEAVY_CURSE)
1207 *misc_list++ = "¶¯ÎϤʼö¤¤";
1209 *misc_list++ = "Heavily Cursed";
1213 else if (f3 & TR3_CURSED)
1216 *misc_list++ = "¼ö¤¤";
1218 *misc_list++ = "Cursed";
1223 /* Terminate the description list */
1231 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1232 * and its value in gold pieces
1234 static void analyze_misc (object_type *o_ptr, char *misc_desc)
1236 artifact_type *a_ptr = &a_info[o_ptr->name1];
1239 sprintf(misc_desc, "¥ì¥Ù¥ë %u, ´õ¾¯ÅÙ %u, %d.%d kg, ¡ð%ld",
1240 a_ptr->level, a_ptr->rarity,
1241 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), a_ptr->cost);
1243 sprintf(misc_desc, "Level %u, Rarity %u, %d.%d lbs, %ld Gold",
1244 a_ptr->level, a_ptr->rarity,
1245 a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
1251 * Fill in an object description structure for a given object
1253 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1255 analyze_general(o_ptr, desc_ptr->description);
1257 analyze_pval(o_ptr, &desc_ptr->pval_info);
1259 analyze_brand(o_ptr, desc_ptr->brands);
1261 analyze_slay(o_ptr, desc_ptr->slays);
1263 analyze_immune(o_ptr, desc_ptr->immunities);
1265 analyze_resist(o_ptr, desc_ptr->resistances);
1267 analyze_sustains(o_ptr, desc_ptr->sustains);
1269 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1271 analyze_misc(o_ptr, desc_ptr->misc_desc);
1273 desc_ptr->activation = item_activation(o_ptr);
1277 static void print_header(void)
1281 #ifndef FAKE_VERSION
1282 sprintf(buf, "Artifact Spoilers for Angband Version %d.%d.%d",
1283 VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
1284 spoiler_underline(buf);
1285 #else /* FAKE_VERSION */
1286 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",
1287 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1288 spoiler_underline(buf);
1289 #endif /* FAKE_VERSION */
1294 * This is somewhat ugly.
1296 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1297 * and a separator character (',', e.g.), write the list to the spoiler file
1298 * in a "nice" format, such as:
1300 * Resist Fire, Cold, Acid
1302 * That was a simple example, but when the list is long, a line wrap
1303 * should occur, and this should induce a new level of indention if
1304 * a list is being spread across lines. So for example, Bladeturner's
1305 * list of resistances should look something like this
1307 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1308 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1310 * However, the code distinguishes between a single list of many items vs.
1311 * many lists. (The separator is used to make this determination.) A single
1312 * list of many items will not cause line wrapping (since there is no
1313 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1314 * might look like this:
1316 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1319 * So comparing the two, "Regeneration" has no trailing separator and
1320 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1321 * but that's not relevant to line wrapping and indention.)
1324 /* ITEM_SEP separates items within a list */
1325 #define ITEM_SEP ','
1328 /* LIST_SEP separates lists */
1330 #define LIST_SEP ','
1332 #define LIST_SEP ';'
1335 static void spoiler_outlist(cptr header, cptr *list, char separator)
1337 int line_len, buf_len;
1338 char line[MAX_LINE_LEN+1], buf[80];
1340 /* Ignore an empty list */
1341 if (*list == NULL) return;
1343 /* This function always indents */
1344 strcpy(line, INDENT1);
1346 /* Create header (if one was given) */
1347 if (header && (header[0]))
1349 strcat(line, header);
1353 line_len = strlen(line);
1355 /* Now begin the tedious task */
1358 /* Copy the current item to a buffer */
1361 /* Note the buffer's length */
1362 buf_len = strlen(buf);
1365 * If there is an item following this one, pad with separator and
1366 * a space and adjust the buffer length
1371 sprintf(buf + buf_len, "%c ", separator);
1376 * If the buffer will fit on the current line, just append the
1377 * buffer to the line and adjust the line length accordingly.
1380 if (line_len + buf_len <= MAX_LINE_LEN)
1383 line_len += buf_len;
1386 /* Apply line wrapping and indention semantics described above */
1390 * Don't print a trailing list separator but do print a trailing
1393 if (line_len > 1 && line[line_len - 1] == ' '
1394 && line[line_len - 2] == LIST_SEP)
1396 /* Ignore space and separator */
1397 line[line_len - 2] = '\0';
1399 /* Write to spoiler file */
1400 fprintf(fff, "%s\n", line);
1402 /* Begin new line at primary indention level */
1403 sprintf(line, "%s%s", INDENT1, buf);
1408 /* Write to spoiler file */
1409 fprintf(fff, "%s\n", line);
1411 /* Begin new line at secondary indention level */
1412 sprintf(line, "%s%s", INDENT2, buf);
1415 line_len = strlen(line);
1418 /* Advance, with break */
1419 if (!*++list) break;
1422 /* Write what's left to the spoiler file */
1423 fprintf(fff, "%s\n", line);
1427 /* Create a spoiler file entry for an artifact */
1429 static void spoiler_print_art(obj_desc_list *art_ptr)
1431 pval_info_type *pval_ptr = &art_ptr->pval_info;
1435 /* Don't indent the first line */
1436 fprintf(fff, "%s\n", art_ptr->description);
1438 /* An "empty" pval description indicates that the pval affects nothing */
1439 if (pval_ptr->pval_desc[0])
1441 /* Mention the effects of pval */
1443 sprintf(buf, "%s¤Î½¤Àµ:", pval_ptr->pval_desc);
1445 sprintf(buf, "%s to", pval_ptr->pval_desc);
1447 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1450 /* Now deal with the description lists */
1453 spoiler_outlist("ÂÐ:", art_ptr->slays, ITEM_SEP);
1455 spoiler_outlist("Éð´ï°À:", art_ptr->brands, LIST_SEP);
1457 spoiler_outlist("ÌȱÖ:", art_ptr->immunities, ITEM_SEP);
1459 spoiler_outlist("ÂÑÀ:", art_ptr->resistances, ITEM_SEP);
1461 spoiler_outlist("°Ý»ý:", art_ptr->sustains, ITEM_SEP);
1463 spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
1465 spoiler_outlist("", art_ptr->brands, LIST_SEP);
1467 spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
1469 spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
1471 spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
1473 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1476 /* Write out the possible activation at the primary indention level */
1477 if (art_ptr->activation)
1480 fprintf(fff, "%sȯư: %s\n", INDENT1, art_ptr->activation);
1482 fprintf(fff, "%sActivates for %s\n", INDENT1, art_ptr->activation);
1486 /* End with the miscellaneous facts */
1487 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1492 * Hack -- Create a "forged" artifact
1494 static bool make_fake_artifact(object_type *o_ptr, int name1)
1498 artifact_type *a_ptr = &a_info[name1];
1501 /* Ignore "empty" artifacts */
1502 if (!a_ptr->name) return FALSE;
1504 /* Acquire the "kind" index */
1505 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1508 if (!i) return (FALSE);
1510 /* Create the artifact */
1511 object_prep(o_ptr, i);
1514 o_ptr->name1 = name1;
1516 /* Extract the fields */
1517 o_ptr->pval = a_ptr->pval;
1518 o_ptr->ac = a_ptr->ac;
1519 o_ptr->dd = a_ptr->dd;
1520 o_ptr->ds = a_ptr->ds;
1521 o_ptr->to_a = a_ptr->to_a;
1522 o_ptr->to_h = a_ptr->to_h;
1523 o_ptr->to_d = a_ptr->to_d;
1524 o_ptr->weight = a_ptr->weight;
1532 * Create a spoiler file for artifacts
1534 static void spoil_artifact(cptr fname)
1541 obj_desc_list artifact;
1546 /* Build the filename */
1547 path_build(buf, 1024, ANGBAND_DIR_USER, fname);
1549 /* File type is "TEXT" */
1550 FILE_TYPE(FILE_TYPE_TEXT);
1553 fff = my_fopen(buf, "w");
1558 msg_print("Cannot create spoiler file.");
1562 /* Dump the header */
1565 /* List the artifacts by tval */
1566 for (i = 0; group_artifact[i].tval; i++)
1568 /* Write out the group title */
1569 if (group_artifact[i].name)
1571 spoiler_blanklines(2);
1572 spoiler_underline(group_artifact[i].name);
1573 spoiler_blanklines(1);
1576 /* Now search through all of the artifacts */
1577 for (j = 1; j < max_a_idx; ++j)
1579 artifact_type *a_ptr = &a_info[j];
1581 /* We only want objects in the current group */
1582 if (a_ptr->tval != group_artifact[i].tval) continue;
1584 /* Get local object */
1587 /* Wipe the object */
1590 /* Attempt to "forge" the artifact */
1591 if (!make_fake_artifact(q_ptr, j)) continue;
1593 /* Analyze the artifact */
1594 object_analyze(q_ptr, &artifact);
1596 /* Write out the artifact description to the spoiler file */
1597 spoiler_print_art(&artifact);
1601 /* Check for errors */
1602 if (ferror(fff) || my_fclose(fff))
1604 msg_print("Cannot close spoiler file.");
1609 msg_print("Successfully created a spoiler file.");
1617 * Create a spoiler file for monsters -BEN-
1619 static void spoil_mon_desc(cptr fname)
1636 /* Build the filename */
1637 path_build(buf, 1024, ANGBAND_DIR_USER, fname);
1639 /* File type is "TEXT" */
1640 FILE_TYPE(FILE_TYPE_TEXT);
1643 fff = my_fopen(buf, "w");
1648 msg_print("Cannot create spoiler file.");
1652 /* Allocate the "who" array */
1653 C_MAKE(who, max_r_idx, s16b);
1655 /* Dump the header */
1657 #ifndef FAKE_VERSION
1658 fprintf(fff, "Monster Spoilers for Angband Version %d.%d.%d\n",
1659 VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
1660 fprintf(fff, "------------------------------------------\n\n");
1662 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1663 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1664 fprintf(fff, "------------------------------------------\n\n");
1667 /* Dump the header */
1668 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1669 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1670 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1671 "--------", "---", "---", "---", "--", "--", "-----------");
1674 /* Scan the monsters */
1675 for (i = 1; i < max_r_idx; i++)
1677 monster_race *r_ptr = &r_info[i];
1679 /* Use that monster */
1680 if (r_ptr->name) who[n++] = i;
1683 /* Select the sort method */
1684 ang_sort_comp = ang_sort_comp_hook;
1685 ang_sort_swap = ang_sort_swap_hook;
1687 /* Sort the array by dungeon depth of monsters */
1688 ang_sort(who, &why, n);
1691 for (i = 0; i < n; i++)
1693 monster_race *r_ptr = &r_info[who[i]];
1695 cptr name = (r_name + r_ptr->name);
1696 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1698 /* Get the "name" */
1699 /* if (r_ptr->flags1 & (RF1_QUESTOR)) */
1702 sprintf(nam, "[Q] %s", name);
1704 else if (r_ptr->flags1 & (RF1_UNIQUE))
1706 sprintf(nam, "[U] %s", name);
1711 sprintf(nam, " %s", name);
1713 sprintf(nam, "The %s", name);
1719 sprintf(lev, "%d", r_ptr->level);
1722 sprintf(rar, "%d", r_ptr->rarity);
1725 if (r_ptr->speed >= 110)
1727 sprintf(spd, "+%d", (r_ptr->speed - 110));
1731 sprintf(spd, "-%d", (110 - r_ptr->speed));
1735 sprintf(ac, "%d", r_ptr->ac);
1738 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1740 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1744 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1749 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1751 /* Hack -- use visual instead */
1752 sprintf(exp, "%s '%c'", attr_to_text(r_ptr->d_attr), r_ptr->d_char);
1755 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1756 nam, lev, rar, spd, hp, ac, exp);
1763 /* Free the "who" array */
1764 C_KILL(who, max_r_idx, s16b);
1766 /* Check for errors */
1767 if (ferror(fff) || my_fclose(fff))
1769 msg_print("Cannot close spoiler file.");
1774 msg_print("Successfully created a spoiler file.");
1781 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1783 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1789 static cptr wd_che[3] =
1791 { "¤½¤ì", "Èà", "Èà½÷" };
1793 { "It", "He", "She" };
1797 static cptr wd_lhe[3] =
1798 { "it", "he", "she" };
1803 * Buffer text to the given file. (-SHAWN-)
1804 * This is basically c_roff() from mon-desc.c with a few changes.
1806 static void spoil_out(cptr str)
1811 static char roff_buf[256];
1816 /* Current pointer into line roff_buf */
1817 static char *roff_p = roff_buf;
1819 /* Last space saved into roff_buf */
1820 static char *roff_s = NULL;
1822 /* Special handling for "new sequence" */
1825 if (roff_p != roff_buf) roff_p--;
1826 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1827 if (roff_p == roff_buf) fprintf(fff, "\n");
1830 *(roff_p + 1) = '\0';
1831 fprintf(fff, "%s\n\n", roff_buf);
1839 /* Scan the given string, character at a time */
1844 int k_flag = iskanji((unsigned char)(*str));
1847 int wrap = (ch == '\n');
1850 if (!isprint(ch) && !k_flag && !iskanji2) ch = ' ';
1851 if(k_flag && !iskanji2)iskanji2=1;else iskanji2=0;
1853 if (!isprint(ch)) ch = ' ';
1857 if ( roff_p >= roff_buf+( (k_flag) ? 74 : 75) ) wrap=1;
1858 if ((ch == ' ') && (roff_p + 2 >= roff_buf + ((k_flag) ? 74 : 75))) wrap = 1;
1860 if (roff_p >= roff_buf + 75) wrap = 1;
1861 if ((ch == ' ') && (roff_p + 2 >= roff_buf + 75)) wrap = 1;
1865 /* Handle line-wrap */
1873 if (roff_s && (ch != ' '))
1881 fprintf(fff, "%s\n", roff_buf);
1885 if(cbak != ' ') *roff_p++ = cbak;
1887 while (*r) *roff_p++ = *r++;
1891 if ((roff_p > roff_buf) || (ch != ' '))
1895 if (ch == ' ' || ch == '(' ) roff_s = roff_p;
1899 strncmp(str, "¡£", 2) != 0 &&
1900 strncmp(str, "¡¢", 2) != 0 &&
1901 strncmp(str, "¥£", 2) != 0 &&
1902 strncmp(str, "¡¼", 2) != 0) roff_s = roff_p;
1905 if (ch == ' ') roff_s = roff_p;
1915 * Create a spoiler file for monsters (-SHAWN-)
1917 static void spoil_mon_info(cptr fname)
1920 int msex, vn, i, j, k, l, n=0;
1921 bool breath, magic, sin;
1924 u32b flags1, flags2, flags3, flags4, flags5, flags6, flags7;
1933 /* Build the filename */
1934 path_build(buf, 1024, ANGBAND_DIR_USER, fname);
1936 /* File type is "TEXT" */
1937 FILE_TYPE(FILE_TYPE_TEXT);
1940 fff = my_fopen(buf, "w");
1945 msg_print("Cannot create spoiler file.");
1950 /* Dump the header */
1951 #ifndef FAKE_VERSION
1952 sprintf(buf, "Monster Spoilers for Angband Version %d.%d.%d\n",
1953 VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
1955 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1956 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1960 spoil_out("------------------------------------------\n\n");
1962 /* Allocate the "who" array */
1963 C_MAKE(who, max_r_idx, s16b);
1965 /* Scan the monsters */
1966 for (i = 1; i < max_r_idx; i++)
1968 monster_race *r_ptr = &r_info[i];
1970 /* Use that monster */
1971 if (r_ptr->name) who[n++] = i;
1974 /* Select the sort method */
1975 ang_sort_comp = ang_sort_comp_hook;
1976 ang_sort_swap = ang_sort_swap_hook;
1978 /* Sort the array by dungeon depth of monsters */
1979 ang_sort(who, &why, n);
1983 * List all monsters in order
1985 for (l = 0; l < n; l++)
1987 monster_race *r_ptr = &r_info[who[l]];
1989 /* Extract the flags */
1990 flags1 = r_ptr->flags1;
1991 flags2 = r_ptr->flags2;
1992 flags3 = r_ptr->flags3;
1993 flags4 = r_ptr->flags4;
1994 flags5 = r_ptr->flags5;
1995 flags6 = r_ptr->flags6;
1996 flags7 = r_ptr->flags7;
2000 /* Extract a gender (if applicable) */
2001 if (flags1 & (RF1_FEMALE)) msex = 2;
2002 else if (flags1 & (RF1_MALE)) msex = 1;
2007 if (flags1 & (RF1_QUESTOR))
2011 else if (flags1 & (RF1_UNIQUE))
2024 sprintf(buf, "%s/%s (", (r_name + r_ptr->name),(r_name+r_ptr->E_name)); /* ---)--- */
2026 sprintf(buf, "%s (", (r_name + r_ptr->name)); /* ---)--- */
2032 spoil_out(attr_to_text(r_ptr->d_attr));
2035 sprintf(buf, " '%c')\n", r_ptr->d_char);
2040 sprintf(buf, "=== ");
2044 sprintf(buf, "Num:%d ", n);
2048 sprintf(buf, "Lev:%d ", r_ptr->level);
2052 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2056 if (r_ptr->speed >= 110)
2058 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2062 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2067 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2069 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2073 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2078 sprintf(buf, "Ac:%d ", r_ptr->ac);
2082 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2087 spoil_out(r_text + r_ptr->text);
2099 if (flags2 & RF2_ELDRITCH_HORROR) spoil_out("¶¸µ¤¤òͶ¤¦");/*nuke me*/
2100 if (flags3 & RF3_ANIMAL) spoil_out("¼«Á³³¦¤Î");
2101 if (flags3 & RF3_EVIL) spoil_out("¼Ù°¤Ê¤ë");
2102 if (flags3 & RF3_GOOD) spoil_out("Á±ÎɤÊ");
2103 if (flags3 & RF3_UNDEAD) spoil_out("¥¢¥ó¥Ç¥Ã¥É¤Î");
2105 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_AMBERITE)) || (flags2 & RF2_QUANTUM))
2107 if (flags3 & RF3_DRAGON) spoil_out("¥É¥é¥´¥ó");
2108 if (flags3 & RF3_DEMON) spoil_out("¥Ç¡¼¥â¥ó");
2109 if (flags3 & RF3_GIANT) spoil_out("¥¸¥ã¥¤¥¢¥ó¥È");
2110 if (flags3 & RF3_TROLL) spoil_out("¥È¥í¥ë");
2111 if (flags3 & RF3_ORC) spoil_out("¥ª¡¼¥¯");
2112 if (flags3 & RF3_AMBERITE) spoil_out("¥¢¥ó¥Ð¡¼¤Î²¦Â²");/*nuke me*/
2113 if (flags2 & RF2_QUANTUM) spoil_out("ÎÌ»ÒÀ¸Êª");
2115 else spoil_out("¥â¥ó¥¹¥¿¡¼");
2119 if (flags2 & (RF2_ELDRITCH_HORROR)) spoil_out (" sanity-blasting");
2120 if (flags3 & (RF3_ANIMAL)) spoil_out(" natural");
2121 if (flags3 & (RF3_EVIL)) spoil_out(" evil");
2122 if (flags3 & (RF3_GOOD)) spoil_out(" good");
2123 if (flags3 & (RF3_UNDEAD)) spoil_out(" undead");
2125 if (flags3 & (RF3_DRAGON)) spoil_out(" dragon");
2126 else if (flags3 & (RF3_DEMON)) spoil_out(" demon");
2127 else if (flags3 & (RF3_GIANT)) spoil_out(" giant");
2128 else if (flags3 & (RF3_TROLL)) spoil_out(" troll");
2129 else if (flags3 & (RF3_ORC)) spoil_out(" orc");
2130 else if (flags3 & (RF3_AMBERITE)) spoil_out (" Amberite");
2131 else spoil_out(" creature");
2138 spoil_out(" moves");
2142 if ((flags1 & (RF1_RAND_50)) && (flags1 & (RF1_RAND_25)))
2145 spoil_out("¤«¤Ê¤êÉÔµ¬Â§¤Ë");
2147 spoil_out(" extremely erratically");
2151 else if (flags1 & (RF1_RAND_50))
2154 spoil_out("´öʬÉÔµ¬Â§¤Ë");
2156 spoil_out(" somewhat erratically");
2160 else if (flags1 & (RF1_RAND_25))
2163 spoil_out("¾¯¡¹ÉÔµ¬Â§¤Ë");
2165 spoil_out(" a bit erratically");
2172 spoil_out("ÉáÄ̤Ë");
2174 spoil_out(" normally");
2180 spoil_out("Æ°¤¤¤Æ¤¤¤ë");
2182 if (flags1 & (RF1_NEVER_MOVE))
2185 spoil_out("¤¬¡¢¿¯Æþ¼Ô¤òÄÉÀפ·¤Ê¤¤");
2187 spoil_out(", but does not deign to chase intruders");
2193 spoil_out("¤³¤È¤¬¤¢¤ë¡£");
2199 if (!r_ptr->level || (flags1 & (RF1_FORCE_DEPTH)))
2201 sprintf(buf, "%s is never found out of depth. ", wd_che[msex]);
2205 if (flags1 & (RF1_FORCE_SLEEP))
2207 sprintf(buf, "%s is always created sluggish. ", wd_che[msex]);
2211 if (flags2 & (RF2_AURA_FIRE))
2213 sprintf(buf, "%s is surrounded by flames. ", wd_che[msex]);
2217 if (flags3 & (RF3_AURA_COLD))
2219 sprintf(buf, "%s is surrounded by ice. ", wd_che[msex]);
2223 if (flags2 & (RF2_AURA_ELEC))
2225 sprintf(buf, "%s is surrounded by electricity. ", wd_che[msex]);
2229 if (flags2 & (RF2_REFLECTING))
2231 sprintf(buf, "%s reflects bolt spells. ", wd_che[msex]);
2235 if (flags1 & (RF1_ESCORT))
2237 sprintf(buf, "%s usually appears with ", wd_che[msex]);
2239 if (flags1 & (RF1_ESCORTS)) spoil_out("escorts. ");
2240 else spoil_out("an escort. ");
2243 if ((flags1 & RF1_FRIEND) || (flags1 & RF1_FRIENDS))
2245 sprintf(buf, "%s usually appears in groups. ", wd_che[msex]);
2249 /* Collect inate attacks */
2252 if (flags4 & RF4_SHRIEK) vp[vn++] = "ÈáÌĤǽõ¤±¤òµá¤á¤ë";
2253 if (flags4 & RF4_ROCKET) vp[vn++] = "¥í¥±¥Ã¥È¤òȯ¼Í¤¹¤ë";
2254 if (flags4 & RF4_SHOOT) vp[vn++] = "¼Í·â¤ò¤¹¤ë";
2255 if (flags6 & (RF6_SPECIAL)) vp[vn++] = "ÆÃÊ̤ʹÔÆ°¤ò¤¹¤ë";
2257 if (flags4 & RF4_SHRIEK) vp[vn++] = "shriek for help";
2258 if (flags4 & RF4_ROCKET) vp[vn++] = "shoot a rocket";
2259 if (flags4 & RF4_SHOOT) vp[vn++] = "fire missiles";
2260 if (flags6 & (RF6_SPECIAL)) vp[vn++] = "do something";
2267 spoil_out(wd_che[msex]);
2270 spoil_out(wd_che[msex]);
2273 for (i = 0; i < vn; i++)
2277 jverb3(vp[i],jverb_buf);
2278 spoil_out(jverb_buf);
2281 else spoil_out(vp[i]);
2283 if (!i) spoil_out(" may ");
2284 else if (i < vn-1) spoil_out(", ");
2285 else spoil_out(" or ");
2291 spoil_out("¤³¤È¤¬¤Ç¤¤ë¡£");
2298 /* Collect breaths */
2301 if (flags4 & (RF4_BR_ACID)) vp[vn++] = "»À";
2302 if (flags4 & (RF4_BR_ELEC)) vp[vn++] = "°ðºÊ";
2303 if (flags4 & (RF4_BR_FIRE)) vp[vn++] = "²Ð±ê";
2304 if (flags4 & (RF4_BR_COLD)) vp[vn++] = "Î䵤";
2305 if (flags4 & (RF4_BR_POIS)) vp[vn++] = "ÆÇ";
2306 if (flags4 & (RF4_BR_NETH)) vp[vn++] = "ÃϹö";
2307 if (flags4 & (RF4_BR_LITE)) vp[vn++] = "Á®¸÷";
2308 if (flags4 & (RF4_BR_DARK)) vp[vn++] = "°Å¹õ";
2309 if (flags4 & (RF4_BR_CONF)) vp[vn++] = "º®Íð";
2310 if (flags4 & (RF4_BR_SOUN)) vp[vn++] = "¹ì²»";
2311 if (flags4 & (RF4_BR_CHAO)) vp[vn++] = "¥«¥ª¥¹";
2312 if (flags4 & (RF4_BR_DISE)) vp[vn++] = "Îô²½";
2313 if (flags4 & (RF4_BR_NEXU)) vp[vn++] = "°ø²Ìº®Íð";
2314 if (flags4 & (RF4_BR_TIME)) vp[vn++] = "»þ´ÖµÕž";
2315 if (flags4 & (RF4_BR_INER)) vp[vn++] = "ÃÙÆß";
2316 if (flags4 & (RF4_BR_GRAV)) vp[vn++] = "½ÅÎÏ";
2317 if (flags4 & (RF4_BR_SHAR)) vp[vn++] = "ÇËÊÒ";
2318 if (flags4 & (RF4_BR_PLAS)) vp[vn++] = "¥×¥é¥º¥Þ";
2319 if (flags4 & (RF4_BR_WALL)) vp[vn++] = "¥Õ¥©¡¼¥¹";
2320 if (flags4 & (RF4_BR_MANA)) vp[vn++] = "ËâÎÏ";
2321 if (flags4 & (RF4_BR_NUKE)) vp[vn++] = "Êü¼ÍÀÇÑ´þʪ";
2322 if (flags4 & (RF4_BR_DISI)) vp[vn++] = "ʬ²ò";
2324 if (flags4 & (RF4_BR_ACID)) vp[vn++] = "acid";
2325 if (flags4 & (RF4_BR_ELEC)) vp[vn++] = "lightning";
2326 if (flags4 & (RF4_BR_FIRE)) vp[vn++] = "fire";
2327 if (flags4 & (RF4_BR_COLD)) vp[vn++] = "frost";
2328 if (flags4 & (RF4_BR_POIS)) vp[vn++] = "poison";
2329 if (flags4 & (RF4_BR_NETH)) vp[vn++] = "nether";
2330 if (flags4 & (RF4_BR_LITE)) vp[vn++] = "light";
2331 if (flags4 & (RF4_BR_DARK)) vp[vn++] = "darkness";
2332 if (flags4 & (RF4_BR_CONF)) vp[vn++] = "confusion";
2333 if (flags4 & (RF4_BR_SOUN)) vp[vn++] = "sound";
2334 if (flags4 & (RF4_BR_CHAO)) vp[vn++] = "chaos";
2335 if (flags4 & (RF4_BR_DISE)) vp[vn++] = "disenchantment";
2336 if (flags4 & (RF4_BR_NEXU)) vp[vn++] = "nexus";
2337 if (flags4 & (RF4_BR_TIME)) vp[vn++] = "time";
2338 if (flags4 & (RF4_BR_INER)) vp[vn++] = "inertia";
2339 if (flags4 & (RF4_BR_GRAV)) vp[vn++] = "gravity";
2340 if (flags4 & (RF4_BR_SHAR)) vp[vn++] = "shards";
2341 if (flags4 & (RF4_BR_PLAS)) vp[vn++] = "plasma";
2342 if (flags4 & (RF4_BR_WALL)) vp[vn++] = "force";
2343 if (flags4 & (RF4_BR_MANA)) vp[vn++] = "mana";
2344 if (flags4 & (RF4_BR_NUKE)) vp[vn++] = "toxic waste";
2345 if (flags4 & (RF4_BR_DISI)) vp[vn++] = "disintegration";
2353 spoil_out(wd_che[msex]);
2356 spoil_out(wd_che[msex]);
2362 for (i = 0; i < vn; i++)
2365 if ( i != 0 ) spoil_out("¤ä");
2367 if (!i) spoil_out(" may breathe ");
2368 else if (i < vn-1) spoil_out(", ");
2369 else spoil_out(" or ");
2375 spoil_out("¤Î¥Ö¥ì¥¹¤ò");
2376 if (flags2 & (RF2_POWERFUL)) spoil_out("¶¯ÎϤË");
2377 spoil_out("ÅǤ¯¤³¤È¤¬¤¢");
2379 if (flags2 & (RF2_POWERFUL)) spoil_out(" powerfully");
2384 /* Collect spells */
2387 if (flags5 & (RF5_BA_ACID)) vp[vn++] = "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î";
2388 if (flags5 & (RF5_BA_ELEC)) vp[vn++] = "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î";
2389 if (flags5 & (RF5_BA_FIRE)) vp[vn++] = "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î";
2390 if (flags5 & (RF5_BA_COLD)) vp[vn++] = "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î";
2391 if (flags5 & (RF5_BA_POIS)) vp[vn++] = "°½±À¤Î";
2392 if (flags5 & (RF5_BA_NETH)) vp[vn++] = "ÃϹöµå¤Î";
2393 if (flags5 & (RF5_BA_WATE)) vp[vn++] = "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë¤Î";
2394 if (flags4 & (RF4_BA_NUKE)) vp[vn++] = "Êü¼Íǽµå¤Î";
2396 if (flags5 & (RF5_BA_ACID)) vp[vn++] = "produce acid balls";
2397 if (flags5 & (RF5_BA_ELEC)) vp[vn++] = "produce lightning balls";
2398 if (flags5 & (RF5_BA_FIRE)) vp[vn++] = "produce fire balls";
2399 if (flags5 & (RF5_BA_COLD)) vp[vn++] = "produce frost balls";
2400 if (flags5 & (RF5_BA_POIS)) vp[vn++] = "produce poison balls";
2401 if (flags5 & (RF5_BA_NETH)) vp[vn++] = "produce nether balls";
2402 if (flags5 & (RF5_BA_WATE)) vp[vn++] = "produce water balls";
2403 if (flags4 & (RF4_BA_NUKE)) vp[vn++] = "produce balls of radiation";
2407 if (flags5 & (RF5_BA_MANA)) vp[vn++] = "ËâÎϤÎÍò¤Î";
2408 if (flags5 & (RF5_BA_DARK)) vp[vn++] = "°Å¹õ¤ÎÍò¤Î";
2409 if (flags5 & (RF5_BA_LITE)) vp[vn++] = "¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î";
2410 if (flags4 & (RF4_BA_CHAO)) vp[vn++] = "½ã¥í¥°¥ë¥¹¤Î";
2412 if (flags5 & (RF5_BA_MANA)) vp[vn++] = "produce mana storms";
2413 if (flags5 & (RF5_BA_DARK)) vp[vn++] = "produce darkness storms";
2414 if (flags4 & (RF5_BA_LITE)) vp[vn++] = "produce starburst";
2415 if (flags4 & (RF4_BA_CHAO)) vp[vn++] = "invoke raw Logrus";
2418 if (flags6 & (RF6_HAND_DOOM)) vp[vn++] = "ÇËÌǤμê¤Î";
2419 if (flags6 & (RF6_PSY_SPEAR)) vp[vn++] = "¸÷¤Î·õ¤Î";
2420 if (flags5 & (RF5_DRAIN_MANA)) vp[vn++] = "ËâÎϤòµÛ¤¤¼è¤ë";
2421 if (flags5 & (RF5_MIND_BLAST)) vp[vn++] = "Àº¿À¤ò¹¶·â¤¹¤ë";
2422 if (flags5 & (RF5_BRAIN_SMASH)) vp[vn++] = "Ǿ¤ò¹¶·â¤¹¤ë";
2423 if (flags5 & (RF5_CAUSE_1)) vp[vn++] = "·Ú½ý¤ò°ú¤µ¯¤³¤·¤Æ¼ö¤¤¤ò¤«¤±¤ë";
2424 if (flags5 & (RF5_CAUSE_2)) vp[vn++] = "½Å½ý¤ò°ú¤µ¯¤³¤·¤Æ¼ö¤¤¤ò¤«¤±¤ë";
2425 if (flags5 & (RF5_CAUSE_3)) vp[vn++] = "Ã×Ì¿½ý¤ò°ú¤µ¯¤³¤·¤Æ¼ö¤¤¤ò¤«¤±¤ë";
2426 if (flags5 & (RF5_CAUSE_4)) vp[vn++] = "È빦¤òÆͤ¯";
2427 if (flags5 & (RF5_BO_ACID)) vp[vn++] = "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î";
2428 if (flags5 & (RF5_BO_ELEC)) vp[vn++] = "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î";
2429 if (flags5 & (RF5_BO_FIRE)) vp[vn++] = "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î";
2430 if (flags5 & (RF5_BO_COLD)) vp[vn++] = "¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î";
2431 if (flags5 & (RF5_BO_NETH)) vp[vn++] = "ÃϹö¤ÎÌð¤Î";
2432 if (flags5 & (RF5_BO_WATE)) vp[vn++] = "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î";
2433 if (flags5 & (RF5_BO_MANA)) vp[vn++] = "ËâÎϤÎÌð¤Î";
2434 if (flags5 & (RF5_BO_PLAS)) vp[vn++] = "¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î";
2435 if (flags5 & (RF5_BO_ICEE)) vp[vn++] = "¶Ë´¨¤ÎÌð¤Î";
2436 if (flags5 & (RF5_MISSILE)) vp[vn++] = "¥Þ¥¸¥Ã¥¯¥ß¥µ¥¤¥ë¤Î";
2437 if (flags5 & (RF5_SCARE)) vp[vn++] = "¶²Éݤò¸Æ¤Óµ¯¤³¤¹";
2438 if (flags5 & (RF5_BLIND)) vp[vn++] = "Ìܤò¤¯¤é¤Þ¤»¤ë";
2439 if (flags5 & (RF5_CONF)) vp[vn++] = "º®Í𤵤»¤ë";
2440 if (flags5 & (RF5_SLOW)) vp[vn++] = "¸ºÂ®¤µ¤»¤ë";
2441 if (flags5 & (RF5_HOLD)) vp[vn++] = "Ëãá㤵¤»¤ë";
2442 if (flags6 & (RF6_HASTE)) vp[vn++] = "¼«Ê¬¤ò²Ã®¤¹¤ë";
2443 if (flags6 & (RF6_HEAL)) vp[vn++] = "¼«Ê¬¤ò¼£Ìþ¤¹¤ë";
2444 if (flags6 & (RF6_INVULNER)) vp[vn++] = "̵½ý¤Îµå¤Î";
2445 if (flags4 & (RF4_DISPEL)) vp[vn++] = "ËâÎϤò¾Ã¤·µî¤ë";
2446 if (flags6 & (RF6_BLINK)) vp[vn++] = "½Ö»þ¤Ë¾Ã¤¨¤ë";
2447 if (flags6 & (RF6_TPORT)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤¹¤ë";
2448 if (flags6 & (RF6_WORLD)) vp[vn++] = "»þ¤ò»ß¤á¤ë";
2449 if (flags6 & (RF6_TELE_TO)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤Ç°ú¤Ì᤹";
2450 if (flags6 & (RF6_TELE_AWAY)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤ë";
2451 if (flags6 & (RF6_TELE_LEVEL)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤µ¤»¤ë";
2452 if (flags6 & (RF6_DARKNESS)) vp[vn++] = "°Å°Ç¤òºî¤ë";
2453 if (flags6 & (RF6_TRAPS)) vp[vn++] = "¥È¥é¥Ã¥×¤òºî¤ë";
2454 if (flags6 & (RF6_FORGET)) vp[vn++] = "µ²±¤ò¾Ãµî¤¹¤ë";
2455 if (flags6 & (RF6_RAISE_DEAD)) vp[vn++] = "»à¼Ô¤òᴤ餻¤ë";
2456 if (flags6 & (RF6_S_MONSTER)) vp[vn++] = "°ìÂΤΥâ¥ó¥¹¥¿¡¼¤ò¾¤´¤¹¤ë";
2457 if (flags6 & (RF6_S_MONSTERS)) vp[vn++] = "Ê£¿ô¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤¹¤ë";
2458 if (flags6 & (RF6_S_KIN)) vp[vn++] = "µß±ç¤ò¾¤´¤¹¤ë";
2459 if (flags6 & (RF6_S_ANT)) vp[vn++] = "¥¢¥ê¤ò¾¤´¤¹¤ë";
2460 if (flags6 & (RF6_S_SPIDER)) vp[vn++] = "¥¯¥â¤ò¾¤´¤¹¤ë";
2461 if (flags6 & (RF6_S_HOUND)) vp[vn++] = "¥Ï¥¦¥ó¥É¤ò¾¤´¤¹¤ë";
2462 if (flags6 & (RF6_S_HYDRA)) vp[vn++] = "¥Ò¥É¥é¤ò¾¤´¤¹¤ë";
2463 if (flags6 & (RF6_S_ANGEL)) vp[vn++] = "°ìÂΤÎÅ·»È¤ò¾¤´¤¹¤ë";
2464 if (flags6 & (RF6_S_DEMON)) vp[vn++] = "°ìÂΤΥǡ¼¥â¥ó¤ò¾¤´¤¹¤ë";
2465 if (flags6 & (RF6_S_UNDEAD)) vp[vn++] = "°ìÂΤΥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤¹¤ë";
2466 if (flags6 & (RF6_S_DRAGON)) vp[vn++] = "°ìÂΤΥɥ饴¥ó¤ò¾¤´¤¹¤ë";
2467 if (flags6 & (RF6_S_HI_UNDEAD)) vp[vn++] = "¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤¹¤ë";
2468 if (flags6 & (RF6_S_HI_DRAGON)) vp[vn++] = "¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤¹¤ë";
2469 if (flags6 & (RF6_S_CYBER)) vp[vn++] = "¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤¹¤ë";
2470 if (flags6 & (RF6_S_AMBERITES)) vp[vn++] = "¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤¹¤ë";
2471 if (flags6 & (RF6_S_UNIQUE)) vp[vn++] = "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤¹¤ë";
2473 if (flags6 & (RF6_HAND_DOOM)) vp[vn++] = "invoke the Hand of Doom";
2474 if (flags6 & (RF6_PSY_SPEAR)) vp[vn++] = "psycho-spear";
2475 if (flags5 & (RF5_DRAIN_MANA)) vp[vn++] = "drain mana";
2476 if (flags5 & (RF5_MIND_BLAST)) vp[vn++] = "cause mind blasting";
2477 if (flags5 & (RF5_BRAIN_SMASH)) vp[vn++] = "cause brain smashing";
2478 if (flags5 & (RF5_CAUSE_1)) vp[vn++] = "cause light wounds and cursing";
2479 if (flags5 & (RF5_CAUSE_2)) vp[vn++] = "cause serious wounds and cursing";
2480 if (flags5 & (RF5_CAUSE_3)) vp[vn++] = "cause critical wounds and cursing";
2481 if (flags5 & (RF5_CAUSE_4)) vp[vn++] = "cause mortal wounds";
2482 if (flags5 & (RF5_BO_ACID)) vp[vn++] = "produce acid bolts";
2483 if (flags5 & (RF5_BO_ELEC)) vp[vn++] = "produce lightning bolts";
2484 if (flags5 & (RF5_BO_FIRE)) vp[vn++] = "produce fire bolts";
2485 if (flags5 & (RF5_BO_COLD)) vp[vn++] = "produce frost bolts";
2486 if (flags5 & (RF5_BO_NETH)) vp[vn++] = "produce nether bolts";
2487 if (flags5 & (RF5_BO_WATE)) vp[vn++] = "produce water bolts";
2488 if (flags5 & (RF5_BO_MANA)) vp[vn++] = "produce mana bolts";
2489 if (flags5 & (RF5_BO_PLAS)) vp[vn++] = "produce plasma bolts";
2490 if (flags5 & (RF5_BO_ICEE)) vp[vn++] = "produce ice bolts";
2491 if (flags5 & (RF5_MISSILE)) vp[vn++] = "produce magic missiles";
2492 if (flags5 & (RF5_SCARE)) vp[vn++] = "terrify";
2493 if (flags5 & (RF5_BLIND)) vp[vn++] = "blind";
2494 if (flags5 & (RF5_CONF)) vp[vn++] = "confuse";
2495 if (flags5 & (RF5_SLOW)) vp[vn++] = "slow";
2496 if (flags5 & (RF5_HOLD)) vp[vn++] = "paralyze";
2497 if (flags6 & (RF6_HASTE)) vp[vn++] = "haste-self";
2498 if (flags6 & (RF6_HEAL)) vp[vn++] = "heal-self";
2499 if (flags6 & (RF6_INVULNER)) vp[vn++] = "make invulnerable";
2500 if (flags6 & (RF6_BLINK)) vp[vn++] = "blink-self";
2501 if (flags6 & (RF6_TPORT)) vp[vn++] = "teleport-self";
2502 if (flags6 & (RF6_WORLD)) vp[vn++] = "stop the time";
2503 if (flags6 & (RF6_TELE_TO)) vp[vn++] = "teleport to";
2504 if (flags6 & (RF6_TELE_AWAY)) vp[vn++] = "teleport away";
2505 if (flags6 & (RF6_TELE_LEVEL)) vp[vn++] = "teleport level";
2506 if (flags6 & (RF6_DARKNESS)) vp[vn++] = "create darkness";
2507 if (flags6 & (RF6_TRAPS)) vp[vn++] = "create traps";
2508 if (flags6 & (RF6_FORGET)) vp[vn++] = "cause amnesia";
2509 if (flags6 & (RF6_RAISE_DEAD)) vp[vn++] = "raise dead";
2510 if (flags6 & (RF6_S_MONSTER)) vp[vn++] = "summon a monster";
2511 if (flags6 & (RF6_S_MONSTERS)) vp[vn++] = "summon monsters";
2512 if (flags6 & (RF6_S_KIN)) vp[vn++] = "summon aid";
2513 if (flags6 & (RF6_S_ANT)) vp[vn++] = "summon ants";
2514 if (flags6 & (RF6_S_SPIDER)) vp[vn++] = "summon spiders";
2515 if (flags6 & (RF6_S_HOUND)) vp[vn++] = "summon hounds";
2516 if (flags6 & (RF6_S_HYDRA)) vp[vn++] = "summon hydras";
2517 if (flags6 & (RF6_S_ANGEL)) vp[vn++] = "summon an angel";
2518 if (flags6 & (RF6_S_DEMON)) vp[vn++] = "summon a demon";
2519 if (flags6 & (RF6_S_UNDEAD)) vp[vn++] = "summon an undead";
2520 if (flags6 & (RF6_S_DRAGON)) vp[vn++] = "summon a dragon";
2521 if (flags6 & (RF6_S_HI_UNDEAD)) vp[vn++] = "summon greater undead";
2522 if (flags6 & (RF6_S_HI_DRAGON)) vp[vn++] = "summon ancient dragons";
2523 if (flags6 & (RF6_S_CYBER)) vp[vn++] = "summon Cyberdemons";
2524 if (flags6 & (RF6_S_AMBERITES)) vp[vn++] = "summon Lords of Amber";
2525 if (flags6 & (RF6_S_UNIQUE)) vp[vn++] = "summon unique monsters";
2535 spoil_out("¤ê¡¢¤Ê¤ª¤«¤Ä");
2537 spoil_out(", and is also");
2544 spoil_out(wd_che[msex]);
2547 spoil_out(wd_che[msex]);
2555 if (flags2 & (RF2_SMART)) spoil_out("Ū³Î¤Ë");
2558 spoil_out("ËâË¡¤ò»È¤¦¤³¤È¤¬¤Ç¤¡¢");
2560 spoil_out(" magical, casting spells");
2561 if (flags2 & (RF2_SMART)) spoil_out(" intelligently");
2565 for (i = 0; i < vn; i++)
2568 if ( i != 0 ) spoil_out("¼öʸ¡¢");
2570 if (!i) spoil_out(" which ");
2571 else if (i < vn-1) spoil_out(", ");
2572 else spoil_out(" or ");
2578 spoil_out("¼öʸ¤ò¾§¤¨¤ë¤³¤È¤¬¤¢");
2582 if (breath || magic)
2585 sprintf(buf, "¤ë(³ÎΨ:Ìó1/%d)¡£",
2586 200 / (r_ptr->freq_inate + r_ptr->freq_spell));
2589 sprintf(buf, "; 1 time in %d. ",
2590 200 / (r_ptr->freq_inate + r_ptr->freq_spell));
2596 /* Collect special abilities. */
2599 if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) vp[vn++] = "¥À¥ó¥¸¥ç¥ó¤ò¾È¤é¤¹";
2600 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) vp[vn++] = "¸÷¤Ã¤Æ¤¤¤ë";
2601 if (flags2 & (RF2_OPEN_DOOR)) vp[vn++] = "¥É¥¢¤ò³«¤±¤ë";
2602 if (flags2 & (RF2_BASH_DOOR)) vp[vn++] = "¥É¥¢¤òÂǤÁÇˤë";
2603 if (flags2 & (RF2_PASS_WALL)) vp[vn++] = "Êɤò¤¹¤êÈ´¤±¤ë";
2604 if (flags2 & (RF2_KILL_WALL)) vp[vn++] = "Êɤò·¡¤ê¿Ê¤à";
2605 if (flags2 & (RF2_MOVE_BODY)) vp[vn++] = "¼å¤¤¥â¥ó¥¹¥¿¡¼¤ò²¡¤·¤Î¤±¤ë";
2606 if (flags2 & (RF2_KILL_BODY)) vp[vn++] = "¼å¤¤¥â¥ó¥¹¥¿¡¼¤òÅݤ¹";
2607 if (flags2 & (RF2_TAKE_ITEM)) vp[vn++] = "¥¢¥¤¥Æ¥à¤ò½¦¤¦";
2608 if (flags2 & (RF2_KILL_ITEM)) vp[vn++] = "¥¢¥¤¥Æ¥à¤ò²õ¤¹";
2610 if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) vp[vn++] = "illuminate the dungeon";
2611 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) vp[vn++] = "illuminate the dungeon";
2612 if (flags2 & (RF2_OPEN_DOOR)) vp[vn++] = "open doors";
2613 if (flags2 & (RF2_BASH_DOOR)) vp[vn++] = "bash down doors";
2614 if (flags2 & (RF2_PASS_WALL)) vp[vn++] = "pass through walls";
2615 if (flags2 & (RF2_KILL_WALL)) vp[vn++] = "bore through walls";
2616 if (flags2 & (RF2_MOVE_BODY)) vp[vn++] = "push past weaker monsters";
2617 if (flags2 & (RF2_KILL_BODY)) vp[vn++] = "destroy weaker monsters";
2618 if (flags2 & (RF2_TAKE_ITEM)) vp[vn++] = "pick up objects";
2619 if (flags2 & (RF2_KILL_ITEM)) vp[vn++] = "destroy objects";
2625 spoil_out(wd_che[msex]);
2626 for (i = 0; i < vn; i++)
2630 jverb1(vp[i],jverb_buf);
2631 spoil_out(jverb_buf);
2634 else spoil_out(vp[i]);
2636 if (!i) spoil_out(" can ");
2637 else if (i < vn-1) spoil_out(", ");
2638 else spoil_out(" and ");
2646 if (flags2 & (RF2_INVISIBLE))
2648 spoil_out(wd_che[msex]);
2650 spoil_out("¤ÏÆ©ÌÀ¤ÇÌܤ˸«¤¨¤Ê¤¤¡£");
2652 spoil_out(" is invisible. ");
2656 if (flags2 & (RF2_COLD_BLOOD))
2658 spoil_out(wd_che[msex]);
2660 spoil_out("¤ÏÎä·ìưʪ¤Ç¤¢¤ë¡£");
2662 spoil_out(" is cold blooded. ");
2666 if (flags2 & (RF2_EMPTY_MIND))
2668 spoil_out(wd_che[msex]);
2670 spoil_out("¤Ï¥Æ¥ì¥Ñ¥·¡¼¤Ç¤Ï´¶ÃΤǤ¤Ê¤¤¡£");
2672 spoil_out(" is not detected by telepathy. ");
2676 if (flags2 & (RF2_WEIRD_MIND))
2678 spoil_out(wd_che[msex]);
2680 spoil_out("¤Ï¤Þ¤ì¤Ë¥Æ¥ì¥Ñ¥·¡¼¤Ç´¶ÃΤǤ¤ë¡£");
2682 spoil_out(" is rarely detected by telepathy. ");
2686 if (flags2 & (RF2_MULTIPLY))
2688 spoil_out(wd_che[msex]);
2690 spoil_out("¤ÏÇúȯŪ¤ËÁý¿£¤¹¤ë¡£");
2692 spoil_out(" breeds explosively. ");
2696 if (flags2 & (RF2_REGENERATE))
2698 spoil_out(wd_che[msex]);
2700 spoil_out("¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£");
2702 spoil_out(" regenerates quickly. ");
2707 /* Collect susceptibilities */
2710 if (flags3 & (RF3_HURT_ROCK)) vp[vn++] = "´ä¤ò½üµî¤¹¤ë¤â¤Î";
2711 if (flags3 & (RF3_HURT_LITE)) vp[vn++] = "ÌÀ¤ë¤¤¸÷";
2712 if (flags3 & (RF3_HURT_FIRE)) vp[vn++] = "²Ð";
2713 if (flags3 & (RF3_HURT_COLD)) vp[vn++] = "Î䵤";
2715 if (flags3 & (RF3_HURT_ROCK)) vp[vn++] = "rock remover";
2716 if (flags3 & (RF3_HURT_LITE)) vp[vn++] = "bright light";
2717 if (flags3 & (RF3_HURT_FIRE)) vp[vn++] = "fire";
2718 if (flags3 & (RF3_HURT_COLD)) vp[vn++] = "cold";
2724 spoil_out(wd_che[msex]);
2725 for (i = 0; i < vn; i++)
2727 if (!i) spoil_out(" is hurt by ");
2728 else if (i < vn-1) spoil_out(", ");
2729 else spoil_out(" and ");
2735 /* Collect immunities */
2738 if (flags3 & (RF3_IM_ACID)) vp[vn++] = "»À";
2739 if (flags3 & (RF3_IM_ELEC)) vp[vn++] = "ÅÅ·â";
2740 if (flags3 & (RF3_IM_FIRE)) vp[vn++] = "²Ð";
2741 if (flags3 & (RF3_IM_COLD)) vp[vn++] = "Î䵤";
2742 if (flags3 & (RF3_IM_POIS)) vp[vn++] = "ÆÇ";
2744 if (flags3 & (RF3_IM_ACID)) vp[vn++] = "acid";
2745 if (flags3 & (RF3_IM_ELEC)) vp[vn++] = "lightning";
2746 if (flags3 & (RF3_IM_FIRE)) vp[vn++] = "fire";
2747 if (flags3 & (RF3_IM_COLD)) vp[vn++] = "cold";
2748 if (flags3 & (RF3_IM_POIS)) vp[vn++] = "poison";
2754 spoil_out(wd_che[msex]);
2755 for (i = 0; i < vn; i++)
2757 if (!i) spoil_out(" resists ");
2758 else if (i < vn-1) spoil_out(", ");
2759 else spoil_out(" and ");
2765 /* Collect resistances */
2768 if (flags3 & (RF3_RES_NETH)) vp[vn++] = "ÃϹö";
2769 if (flags3 & (RF3_RES_WATE)) vp[vn++] = "¿å";
2770 if (flags3 & (RF3_RES_PLAS)) vp[vn++] = "¥×¥é¥º¥Þ";
2771 if (flags3 & (RF3_RES_NEXU)) vp[vn++] = "°ø²Ìº®Íð";
2772 if (flags3 & (RF3_RES_DISE)) vp[vn++] = "Îô²½";
2773 if (flags3 & (RF3_RES_ALL )) vp[vn++] = "¤¢¤é¤æ¤ë¸ú²Ì";
2775 if (flags3 & (RF3_RES_NETH)) vp[vn++] = "nether";
2776 if (flags3 & (RF3_RES_WATE)) vp[vn++] = "water";
2777 if (flags3 & (RF3_RES_PLAS)) vp[vn++] = "plasma";
2778 if (flags3 & (RF3_RES_NEXU)) vp[vn++] = "nexus";
2779 if (flags3 & (RF3_RES_DISE)) vp[vn++] = "disenchantment";
2780 if (flags3 & (RF3_RES_ALL )) vp[vn++] = "all";
2783 if (flags3 & (RF3_RES_TELE)) vp[vn++] = "teleportation";
2785 if ((flags3 & RF3_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È";
2787 if ((flags3 & RF3_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "teleportation";
2793 spoil_out(wd_che[msex]);
2794 for (i = 0; i < vn; i++)
2796 if (!i) spoil_out(" resists ");
2797 else if (i < vn-1) spoil_out(", ");
2798 else spoil_out(" and ");
2804 /* Collect non-effects */
2807 if (flags3 & (RF3_NO_STUN)) vp[vn++] = "Û¯Û°¤È¤·¤Ê¤¤";
2808 if (flags3 & (RF3_NO_FEAR)) vp[vn++] = "¶²Éݤò´¶¤¸¤Ê¤¤";
2809 if (flags3 & (RF3_NO_CONF)) vp[vn++] = "º®Í𤷤ʤ¤";
2810 if (flags3 & (RF3_NO_SLEEP)) vp[vn++] = "̲¤é¤µ¤ì¤Ê¤¤";
2811 if ((flags3 & RF3_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤µ¤ì¤Ê¤¤";
2813 if (flags3 & (RF3_NO_STUN)) vp[vn++] = "stunned";
2814 if (flags3 & (RF3_NO_FEAR)) vp[vn++] = "frightened";
2815 if (flags3 & (RF3_NO_CONF)) vp[vn++] = "confused";
2816 if (flags3 & (RF3_NO_SLEEP)) vp[vn++] = "slept";
2817 if ((flags3 & RF3_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "teleported";
2823 spoil_out(wd_che[msex]);
2824 for (i = 0; i < vn; i++)
2826 if (!i) spoil_out(" cannot be ");
2827 else if (i < vn-1) spoil_out(", ");
2828 else spoil_out(" or ");
2834 spoil_out(wd_che[msex]);
2836 spoil_out("¤Ï¿¯Æþ¼Ô");
2837 if (r_ptr->sleep > 200) spoil_out("¤ò̵»ë¤·¤¬¤Á¤Ç¤¢¤ë¤¬");
2838 else if (r_ptr->sleep > 95) spoil_out("¤ËÂФ·¤Æ¤Û¤È¤ó¤ÉÃí°Õ¤òʧ¤ï¤Ê¤¤¤¬");
2839 else if (r_ptr->sleep > 75) spoil_out("¤ËÂФ·¤Æ¤¢¤Þ¤êÃí°Õ¤òʧ¤ï¤Ê¤¤¤¬");
2840 else if (r_ptr->sleep > 45) spoil_out("¤ò¸«²á¤´¤·¤¬¤Á¤Ç¤¢¤ë¤¬");
2841 else if (r_ptr->sleep > 25) spoil_out("¤ò¤Û¤ó¤Î¾¯¤·¤Ï¸«¤Æ¤ª¤ê");
2842 else if (r_ptr->sleep > 10) spoil_out("¤ò¤·¤Ð¤é¤¯¤Ï¸«¤Æ¤ª¤ê");
2843 else if (r_ptr->sleep > 5) spoil_out("¤ò´öʬÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê");
2844 else if (r_ptr->sleep > 3) spoil_out("¤òÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê");
2845 else if (r_ptr->sleep > 1) spoil_out("¤ò¤«¤Ê¤êÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê");
2846 else if (r_ptr->sleep > 0) spoil_out("¤ò·Ù²ü¤·¤Æ¤ª¤ê");
2847 else spoil_out("¤ò¤«¤Ê¤ê·Ù²ü¤·¤Æ¤ª¤ê");
2849 sprintf(buf, " %d ¥Õ¥£¡¼¥ÈÀ褫¤é¿¯Æþ¼Ô¤Ëµ¤ÉÕ¤¯¤³¤È¤¬¤¢¤ë¡£",
2853 if (r_ptr->sleep > 200) spoil_out(" prefers to ignore");
2854 else if (r_ptr->sleep > 95) spoil_out(" pays very little attention to");
2855 else if (r_ptr->sleep > 75) spoil_out(" pays little attention to");
2856 else if (r_ptr->sleep > 45) spoil_out(" tends to overlook");
2857 else if (r_ptr->sleep > 25) spoil_out(" takes quite a while to see");
2858 else if (r_ptr->sleep > 10) spoil_out(" takes a while to see");
2859 else if (r_ptr->sleep > 5) spoil_out(" is fairly observant of");
2860 else if (r_ptr->sleep > 3) spoil_out(" is observant of");
2861 else if (r_ptr->sleep > 1) spoil_out(" is very observant of");
2862 else if (r_ptr->sleep > 0) spoil_out(" is vigilant for");
2863 else spoil_out(" is ever vigilant for");
2865 sprintf(buf, " intruders, which %s may notice from %d feet. ",
2866 wd_lhe[msex], 10 * r_ptr->aaf);
2872 if (flags1 & (RF1_DROP_60)) i += 1;
2873 if (flags1 & (RF1_DROP_90)) i += 2;
2874 if (flags1 & (RF1_DROP_1D2)) i += 2;
2875 if (flags1 & (RF1_DROP_2D2)) i += 4;
2876 if (flags1 & (RF1_DROP_3D2)) i += 6;
2877 if (flags1 & (RF1_DROP_4D2)) i += 8;
2879 /* Drops gold and/or items */
2883 spoil_out(wd_che[msex]);
2884 spoil_out(" will carry");
2888 spoil_out(" a"); sin = TRUE;
2892 spoil_out(" one or two");
2897 sprintf(buf, " up to %u", i);
2901 if (flags1 & (RF1_DROP_GREAT))
2903 if (sin) spoil_out("n");
2904 spoil_out(" exceptional object");
2906 else if (flags1 & (RF1_DROP_GOOD))
2908 spoil_out(" good object");
2910 else if (flags1 & (RF1_ONLY_ITEM))
2912 spoil_out(" object");
2914 else if (flags1 & (RF1_ONLY_GOLD))
2916 spoil_out(" treasure");
2920 spoil_out(" object");
2921 if (i > 1) spoil_out("s");
2922 spoil_out(" or treasure");
2924 if (i > 1) spoil_out("s");
2929 /* Count the actual attacks */
2930 for (i = 0, j = 0; j < 4; j++)
2932 if (r_ptr->blow[j].method) i++;
2935 /* Examine the actual attacks */
2936 for (k = 0, j = 0; j < 4; j++)
2938 if (!r_ptr->blow[j].method) continue;
2940 if (r_ptr->blow[j].method == RBM_SHOOT) continue;
2945 /* Acquire the method */
2946 switch (r_ptr->blow[j].method)
2949 case RBM_HIT: p = "²¥¤ë"; break;
2950 case RBM_TOUCH: p = "¿¨¤ë"; break;
2951 case RBM_PUNCH: p = "¥Ñ¥ó¥Á¤¹¤ë"; break;
2952 case RBM_KICK: p = "½³¤ë"; break;
2953 case RBM_CLAW: p = "¤Ò¤Ã¤«¤¯"; break;
2954 case RBM_BITE: p = "³ú¤à"; break;
2955 case RBM_STING: p = "»É¤¹"; break;
2956 case RBM_SLASH: p = "»Â¤ë"; break;
2958 case RBM_HIT: p = "hit"; break;
2959 case RBM_TOUCH: p = "touch"; break;
2960 case RBM_PUNCH: p = "punch"; break;
2961 case RBM_KICK: p = "kick"; break;
2962 case RBM_CLAW: p = "claw"; break;
2963 case RBM_BITE: p = "bite"; break;
2964 case RBM_STING: p = "sting"; break;
2965 case RBM_SLASH: p = "slash"; break;
2968 case RBM_BUTT: p = "³Ñ¤ÇÆͤ¯"; break;
2969 case RBM_CRUSH: p = "ÂÎÅö¤¿¤ê¤¹¤ë"; break;
2970 case RBM_ENGULF: p = "°û¤ß¹þ¤à"; break;
2971 case RBM_CHARGE: p = "ÀÁµá½ñ¤ò¤è¤³¤¹"; break;
2972 case RBM_CRAWL: p = "ÂΤξå¤òÇ礤²ó¤ë"; break;
2973 case RBM_DROOL: p = "¤è¤À¤ì¤ò¤¿¤é¤¹"; break;
2974 case RBM_SPIT: p = "¤Ä¤Ð¤òÅǤ¯"; break;
2975 case RBM_EXPLODE: p = "Çúȯ¤¹¤ë"; break;
2976 case RBM_GAZE: p = "¤Ë¤é¤à"; break;
2977 case RBM_WAIL: p = "µã¤¶«¤Ö"; break;
2978 case RBM_SPORE: p = "˦»Ò¤òÈô¤Ð¤¹"; break;
2980 case RBM_BUTT: p = "butt"; break;
2981 case RBM_CRUSH: p = "crush"; break;
2982 case RBM_ENGULF: p = "engulf"; break;
2983 case RBM_CHARGE: p = "charge"; break;
2984 case RBM_CRAWL: p = "crawl on you"; break;
2985 case RBM_DROOL: p = "drool on you"; break;
2986 case RBM_SPIT: p = "spit"; break;
2987 case RBM_EXPLODE: p = "explode"; break;
2988 case RBM_GAZE: p = "gaze"; break;
2989 case RBM_WAIL: p = "wail"; break;
2990 case RBM_SPORE: p = "release spores"; break;
2993 case RBM_XXX4: break;
2995 case RBM_BEG: p = "¶â¤ò¤»¤¬¤à"; break;
2996 case RBM_INSULT: p = "Éî¿«¤¹¤ë"; break;
2997 case RBM_MOAN: p = "¤¦¤á¤¯"; break;
2998 case RBM_SHOW: p = "²Î¤¦"; break;
3000 case RBM_BEG: p = "beg"; break;
3001 case RBM_INSULT: p = "insult"; break;
3002 case RBM_MOAN: p = "moan"; break;
3003 case RBM_SHOW: p = "sing"; break;
3009 /* Default effect */
3012 /* Acquire the effect */
3013 switch (r_ptr->blow[j].effect)
3017 case RBE_HURT: q = "¹¶·â¤¹¤ë"; break;
3018 case RBE_POISON: q = "ÆǤò¤¯¤é¤ï¤¹"; break;
3019 case RBE_UN_BONUS: q = "Îô²½¤µ¤»¤ë"; break;
3020 case RBE_UN_POWER: q = "ËâÎϤòµÛ¤¤¼è¤ë"; break;
3021 case RBE_EAT_GOLD: q = "¶â¤òÅð¤à"; break;
3022 case RBE_EAT_ITEM: q = "¥¢¥¤¥Æ¥à¤òÅð¤à"; break;
3023 case RBE_EAT_FOOD: q = "¤¢¤Ê¤¿¤Î¿©ÎÁ¤ò¿©¤Ù¤ë"; break;
3024 case RBE_EAT_LITE: q = "ÌÀ¤«¤ê¤òµÛ¼ý¤¹¤ë"; break;
3025 case RBE_ACID: q = "»À¤òÈô¤Ð¤¹"; break;
3026 case RBE_ELEC: q = "´¶ÅŤµ¤»¤ë"; break;
3029 case RBE_HURT: q = "attack"; break;
3030 case RBE_POISON: q = "poison"; break;
3031 case RBE_UN_BONUS: q = "disenchant"; break;
3032 case RBE_UN_POWER: q = "drain charges"; break;
3033 case RBE_EAT_GOLD: q = "steal gold"; break;
3034 case RBE_EAT_ITEM: q = "steal items"; break;
3035 case RBE_EAT_FOOD: q = "eat your food"; break;
3036 case RBE_EAT_LITE: q = "absorb light"; break;
3037 case RBE_ACID: q = "shoot acid"; break;
3038 case RBE_ELEC: q = "electrocute"; break;
3042 case RBE_FIRE: q = "dz¤ä¤¹"; break;
3043 case RBE_COLD: q = "Åà¤é¤»¤ë"; break;
3044 case RBE_BLIND: q = "ÌÕÌܤˤ¹¤ë"; break;
3045 case RBE_CONFUSE: q = "º®Í𤵤»¤ë"; break;
3046 case RBE_TERRIFY: q = "¶²Éݤµ¤»¤ë"; break;
3047 case RBE_PARALYZE: q = "Ëãá㤵¤»¤ë"; break;
3048 case RBE_LOSE_STR: q = "ÏÓÎϤò¸º¾¯¤µ¤»¤ë"; break;
3049 case RBE_LOSE_INT: q = "ÃÎǽ¤ò¸º¾¯¤µ¤»¤ë"; break;
3050 case RBE_LOSE_WIS: q = "¸¤µ¤ò¸º¾¯¤µ¤»¤ë"; break;
3051 case RBE_LOSE_DEX: q = "´ïÍѤµ¤ò¸º¾¯¤µ¤»¤ë"; break;
3052 case RBE_LOSE_CON: q = "Âѵ×ÎϤò¸º¾¯¤µ¤»¤ë"; break;
3053 case RBE_LOSE_CHR: q = "Ì¥ÎϤò¸º¾¯¤µ¤»¤ë"; break;
3054 case RBE_LOSE_ALL: q = "Á´¥¹¥Æ¡¼¥¿¥¹¤ò¸º¾¯¤µ¤»¤ë"; break;
3055 case RBE_SHATTER: q = "Ê´ºÕ¤¹¤ë"; break;
3056 case RBE_EXP_10: q = "·Ð¸³Ãͤò¸º¾¯(10d6+)¤µ¤»¤ë"; break;
3057 case RBE_EXP_20: q = "·Ð¸³Ãͤò¸º¾¯(20d6+)¤µ¤»¤ë"; break;
3058 case RBE_EXP_40: q = "·Ð¸³Ãͤò¸º¾¯(40d6+)¤µ¤»¤ë"; break;
3059 case RBE_EXP_80: q = "·Ð¸³Ãͤò¸º¾¯(80d6+)¤µ¤»¤ë"; break;
3060 case RBE_DISEASE: q = "ɵ¤¤Ë¤¹¤ë"; break;
3061 case RBE_TIME: q = "»þ´ÖµÕž"; break;
3062 case RBE_EXP_VAMP: q = "À¸Ì¿ÎϤòµÛ¼ý¤¹¤ë"; break;
3063 case RBE_DR_MANA: q = "ËâÎϤòÃ¥¤¦"; break;
3065 case RBE_FIRE: q = "burn"; break;
3066 case RBE_COLD: q = "freeze"; break;
3067 case RBE_BLIND: q = "blind"; break;
3068 case RBE_CONFUSE: q = "confuse"; break;
3069 case RBE_TERRIFY: q = "terrify"; break;
3070 case RBE_PARALYZE: q = "paralyze"; break;
3071 case RBE_LOSE_STR: q = "reduce strength"; break;
3072 case RBE_LOSE_INT: q = "reduce intelligence"; break;
3073 case RBE_LOSE_WIS: q = "reduce wisdom"; break;
3074 case RBE_LOSE_DEX: q = "reduce dexterity"; break;
3075 case RBE_LOSE_CON: q = "reduce constitution"; break;
3076 case RBE_LOSE_CHR: q = "reduce charisma"; break;
3077 case RBE_LOSE_ALL: q = "reduce all stats"; break;
3078 case RBE_SHATTER: q = "shatter"; break;
3079 case RBE_EXP_10: q = "lower experience (by 10d6+)"; break;
3080 case RBE_EXP_20: q = "lower experience (by 20d6+)"; break;
3081 case RBE_EXP_40: q = "lower experience (by 40d6+)"; break;
3082 case RBE_EXP_80: q = "lower experience (by 80d6+)"; break;
3083 case RBE_DISEASE: q = "disease"; break;
3084 case RBE_TIME: q = "time"; break;
3085 case RBE_EXP_VAMP: q = "drain life force"; break;
3086 case RBE_DR_MANA: q = "drain mana force"; break;
3093 spoil_out(wd_che[msex]);
3102 spoil_out(", and ");
3105 /* Describe the method */
3108 /* Describe the effect, if any */
3109 if (r_ptr->blow[j].effect)
3113 if (r_ptr->blow[j].d_dice && r_ptr->blow[j].d_side)
3115 spoil_out(" with damage");
3116 if (r_ptr->blow[j].d_side == 1)
3117 sprintf(buf, " %d", r_ptr->blow[j].d_dice);
3119 sprintf(buf, " %dd%d",
3120 r_ptr->blow[j].d_dice, r_ptr->blow[j].d_side);
3132 else if (flags1 & (RF1_NEVER_BLOW))
3134 sprintf(buf, "%s has no physical attacks. ", wd_che[msex]);
3141 /* Free the "who" array */
3142 C_KILL(who, max_r_idx, s16b);
3144 /* Check for errors */
3145 if (ferror(fff) || my_fclose(fff))
3147 msg_print("Cannot close spoiler file.");
3151 msg_print("Successfully created a spoiler file.");
3162 extern void do_cmd_spoilers(void);
3165 * Create Spoiler files -BEN-
3167 void do_cmd_spoilers(void)
3172 /* Save the screen */
3187 prt("Create a spoiler file.", 2, 0);
3189 /* Prompt for a file */
3190 prt("(1) Brief Object Info (obj-desc.spo)", 5, 5);
3191 prt("(2) Brief Artifact Info (artifact.spo)", 6, 5);
3192 prt("(3) Brief Monster Info (mon-desc.spo)", 7, 5);
3193 prt("(4) Full Monster Info (mon-info.spo)", 8, 5);
3197 prt("¥³¥Þ¥ó¥É:", 18, 0);
3199 prt("Command: ", 12, 0);
3215 spoil_obj_desc("obj-desc.spo");
3221 spoil_artifact("artifact.spo");
3227 spoil_mon_desc("mon-desc.spo");
3233 spoil_mon_info("mon-info.spo");
3242 /* Flush messages */
3251 /* Restore the screen */
3256 * Fill in an object description structure for a given object
3258 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
3260 analyze_general(o_ptr, desc_ptr->description);
3261 analyze_pval(o_ptr, &desc_ptr->pval_info);
3262 analyze_brand(o_ptr, desc_ptr->brands);
3263 analyze_slay(o_ptr, desc_ptr->slays);
3264 analyze_immune(o_ptr, desc_ptr->immunities);
3265 analyze_resist(o_ptr, desc_ptr->resistances);
3266 analyze_sustains(o_ptr, desc_ptr->sustains);
3267 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
3268 desc_ptr->activation = item_activation(o_ptr);
3270 sprintf(desc_ptr->misc_desc, "½Å¤µ %d.%d kg",
3271 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
3273 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
3274 o_ptr->weight / 10, o_ptr->weight % 10);
3278 /* Create a spoiler file entry for an artifact */
3280 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
3282 pval_info_type *pval_ptr = &art_ptr->pval_info;
3286 /* Don't indent the first line */
3287 fprintf(fff, "%s\n", art_ptr->description);
3290 if (!(o_ptr->ident & (IDENT_MENTAL)))
3293 fprintf(fff, "%sÉÔÌÀ\n",INDENT1);
3295 fprintf(fff, "%sUnknown\n",INDENT1);
3299 /* An "empty" pval description indicates that the pval affects nothing */
3300 if (pval_ptr->pval_desc[0])
3302 /* Mention the effects of pval */
3304 sprintf(buf, "%s¤Î½¤Àµ:", pval_ptr->pval_desc);
3306 sprintf(buf, "%s to", pval_ptr->pval_desc);
3308 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
3311 /* Now deal with the description lists */
3314 spoiler_outlist("ÂÐ:", art_ptr->slays, ITEM_SEP);
3315 spoiler_outlist("Éð´ï°À:", art_ptr->brands, LIST_SEP);
3316 spoiler_outlist("ÌȱÖ:", art_ptr->immunities, ITEM_SEP);
3317 spoiler_outlist("ÂÑÀ:", art_ptr->resistances, ITEM_SEP);
3318 spoiler_outlist("°Ý»ý:", art_ptr->sustains, ITEM_SEP);
3320 spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
3321 spoiler_outlist("", art_ptr->brands, LIST_SEP);
3322 spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
3323 spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
3324 spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
3326 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
3328 /* Write out the possible activation at the primary indention level */
3329 if (art_ptr->activation)
3332 fprintf(fff, "%sȯư: %s\n", INDENT1, art_ptr->activation);
3334 fprintf(fff, "%sActivates for %s\n", INDENT1, art_ptr->activation);
3338 /* End with the miscellaneous facts */
3339 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
3342 /* Create a part of file for random artifacts */
3344 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
3346 obj_desc_list artifact;
3348 if (!object_known_p(o_ptr) || !o_ptr->art_name
3349 || o_ptr->tval != group_artifact[i].tval)
3352 /* Analyze the artifact */
3353 random_artifact_analyze(o_ptr, &artifact);
3355 /* Write out the artifact description to the spoiler file */
3356 spoiler_print_randart(o_ptr, &artifact);
3360 * Create a list file for random artifacts
3362 void spoil_random_artifact(cptr fname)
3375 /* Build the filename */
3376 path_build(buf, 1024, ANGBAND_DIR_USER, fname);
3378 /* File type is "TEXT" */
3379 FILE_TYPE(FILE_TYPE_TEXT);
3382 fff = my_fopen(buf, "w");
3387 msg_print("Cannot create list file.");
3391 /* Dump the header */
3392 sprintf(buf, "Random artifacts list.\r");
3393 spoiler_underline(buf);
3395 /* List the artifacts by tval */
3396 for (j = 0; group_artifact[j].tval; j++)
3398 /* random artifacts wielding */
3399 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3401 q_ptr = &inventory[i];
3402 spoil_random_artifact_aux(q_ptr, j);
3405 /* random artifacts in inventory */
3406 for (i = 0; i < INVEN_PACK; i++)
3408 q_ptr = &inventory[i];
3409 spoil_random_artifact_aux(q_ptr, j);
3412 /* random artifacts in home */
3413 st_ptr = &town[1].store[STORE_HOME];
3414 for (i = 0; i < st_ptr->stock_num; i++)
3416 q_ptr = &st_ptr->stock[i];
3417 spoil_random_artifact_aux(q_ptr, j);
3420 /* random artifacts in museum */
3421 st_ptr = &town[1].store[STORE_MUSEUM];
3422 for (i = 0; i < st_ptr->stock_num; i++)
3424 q_ptr = &st_ptr->stock[i];
3425 spoil_random_artifact_aux(q_ptr, j);
3429 /* Check for errors */
3430 if (ferror(fff) || my_fclose(fff))
3432 msg_print("Cannot close list file.");
3440 msg_print("Successfully created a list file.");
3447 #endif /* MACINTOSH */