#include "angband.h"
#include "util.h"
-#include "term.h"
+#include "gameterm.h"
#include "core.h"
#include "artifact.h"
#include "sort.h"
-#include "store.h"
+#include "market/store.h"
+#include "market/store-util.h"
#include "monster.h"
#include "object-flavor.h"
#include "object-hook.h"
#include "object-ego.h"
-#include "objectkind.h"
+#include "object/object-kind.h"
#include "floor-town.h"
#include "files.h"
-
-#ifdef ALLOW_SPOILERS
-
-
-/*
- * The spoiler file being created
- */
+ /*
+ * The spoiler file being created
+ */
static FILE *fff = NULL;
-
-
/*!
* @brief シンボル職の記述名を返す /
* Extract a textual representation of an attribute
*/
static concptr attr_to_text(monster_race *r_ptr)
{
-#ifdef JP000
- if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "透明な";
- if (r_ptr->flags1 & RF1_ATTR_MULTI) return "万色の";
- if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "準ランダムな";
-#else
- if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Clear";
- if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Multi";
- if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "S.Rand";
-#endif
+ if (r_ptr->flags1 & RF1_ATTR_CLEAR) return _("透明な", "Clear");
+ if (r_ptr->flags1 & RF1_ATTR_MULTI) return _("万色の", "Multi");
+ if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return _("準ランダムな", "S.Rand");
switch (r_ptr->d_attr)
{
-#ifdef JP000
- case TERM_DARK: return "XXXい";
- case TERM_WHITE: return "白い";
- case TERM_SLATE: return "青灰色の";
- case TERM_ORANGE: return "オレンジの";
- case TERM_RED: return "赤い";
- case TERM_GREEN: return "緑の";
- case TERM_BLUE: return "青い";
- case TERM_UMBER: return "琥珀色の";
- case TERM_L_DARK: return "灰色の";
- case TERM_L_WHITE: return "明青灰色の";
- case TERM_VIOLET: return "紫の";
- case TERM_YELLOW: return "黄色い";
- case TERM_L_RED: return "明い赤の";
- case TERM_L_GREEN: return "明い緑の";
- case TERM_L_BLUE: return "明い青の";
- case TERM_L_UMBER: return "明い琥珀色の";
-#else
- case TERM_DARK: return "xxx";
- case TERM_WHITE: return "White";
- case TERM_SLATE: return "Slate";
- case TERM_ORANGE: return "Orange";
- case TERM_RED: return "Red";
- case TERM_GREEN: return "Green";
- case TERM_BLUE: return "Blue";
- case TERM_UMBER: return "Umber";
- case TERM_L_DARK: return "L.Dark";
- case TERM_L_WHITE: return "L.Slate";
- case TERM_VIOLET: return "Violet";
- case TERM_YELLOW: return "Yellow";
- case TERM_L_RED: return "L.Red";
- case TERM_L_GREEN: return "L.Green";
- case TERM_L_BLUE: return "L.Blue";
- case TERM_L_UMBER: return "L.Umber";
-#endif
+ case TERM_DARK: return _("黒い", "Dark");
+ case TERM_WHITE: return _("白い", "White");
+ case TERM_SLATE: return _("青灰色の", "Slate");
+ case TERM_ORANGE: return _("オレンジの", "Orange");
+ case TERM_RED: return _("赤い", "Red");
+ case TERM_GREEN: return _("緑の", "Green");
+ case TERM_BLUE: return _("青い", "Blue");
+ case TERM_UMBER: return _("琥珀色の", "Umber");
+ case TERM_L_DARK: return _("灰色の", "L.Dark");
+ case TERM_L_WHITE: return _("明るい青灰色の", "L.Slate");
+ case TERM_VIOLET: return _("紫の", "Violet");
+ case TERM_YELLOW: return _("黄色の", "Yellow");
+ case TERM_L_RED: return _("明るい赤の", "L.Red");
+ case TERM_L_GREEN: return _("明るい緑の", "L.Green");
+ case TERM_L_BLUE: return _("明るい青の", "L.Blue");
+ case TERM_L_UMBER: return _("明るい琥珀色の", "L.Umber");
}
-#ifdef JP000
- return "変な";
-#else
- return "Icky";
-#endif
+ return _("変な色の", "Icky");
}
*/
-/*
- * The basic items categorized by type
- */
+ /*
+ * The basic items categorized by type
+ */
static grouper group_item[] =
{
{ TV_SHOT, _("射撃物", "Ammo") },
{ TV_CLOAK, NULL },
{ TV_LITE, _("光源", "Light Sources") },
- { TV_AMULET, _("アミュレット", "Amulets" )},
+ { TV_AMULET, _("アミュレット", "Amulets")},
{ TV_RING, _("指輪", "Rings") },
{ TV_STAFF, _("杖", "Staffs") },
{ TV_WAND, _("魔法棒", "Wands") },
/*!
* @brief ベースアイテムの各情報を文字列化する /
* Describe the kind
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param buf 名称を返すバッファ参照ポインタ
* @param dam ダメージダイス記述を返すバッファ参照ポインタ
* @param wgt 重量記述を返すバッファ参照ポインタ
* @param k ベースアイテムID
* @return なし
*/
-static void kind_info(char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
+static void kind_info(player_type *player_ptr, char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
{
object_type forge;
object_type *q_ptr;
(*lev) = k_info[q_ptr->k_idx].level;
(*val) = object_value(q_ptr);
- /* Hack */
if (!buf || !dam || !chance || !wgt) return;
/* Description (too brief) */
- object_desc(buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
+ object_desc(player_ptr, buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
/* Misc info */
strcpy(dam, "");
switch (q_ptr->tval)
{
/* Bows */
- case TV_BOW:
- {
- break;
- }
+ case TV_BOW:
+ {
+ break;
+ }
- /* Ammo */
- case TV_SHOT:
- case TV_BOLT:
- case TV_ARROW:
- {
- sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
- break;
- }
+ /* Ammo */
+ case TV_SHOT:
+ case TV_BOLT:
+ case TV_ARROW:
+ {
+ sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
+ break;
+ }
- /* Weapons */
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
- case TV_DIGGING:
- {
- sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
- break;
- }
+ /* Weapons */
+ case TV_HAFTED:
+ case TV_POLEARM:
+ case TV_SWORD:
+ case TV_DIGGING:
+ {
+ sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
+ break;
+ }
- /* Armour */
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_CLOAK:
- case TV_CROWN:
- case TV_HELM:
- case TV_SHIELD:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
- case TV_DRAG_ARMOR:
- {
- sprintf(dam, "%d", q_ptr->ac);
- break;
- }
+ /* Armour */
+ case TV_BOOTS:
+ case TV_GLOVES:
+ case TV_CLOAK:
+ case TV_CROWN:
+ case TV_HELM:
+ case TV_SHIELD:
+ case TV_SOFT_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_DRAG_ARMOR:
+ {
+ sprintf(dam, "%d", q_ptr->ac);
+ break;
+ }
}
/* Chance */
strcpy(chance, "");
- for(i = 0; i < 4; i++)
+ for (i = 0; i < 4; i++)
{
char chance_aux[20] = "";
- if(k_info[q_ptr->k_idx].chance[i] > 0)
+ if (k_info[q_ptr->k_idx].chance[i] > 0)
{
sprintf(chance_aux, "%s%3dF:%+4d", (i != 0 ? "/" : ""),
- (int)k_info[q_ptr->k_idx].locale[i], 100/k_info[q_ptr->k_idx].chance[i]);
+ (int)k_info[q_ptr->k_idx].locale[i], 100 / k_info[q_ptr->k_idx].chance[i]);
strcat(chance, chance_aux);
}
}
/*!
* @brief 各ベースアイテムの情報を一行毎に記述する /
+ * @param player_ptr プレーヤーへの参照ポインタ
* Create a spoiler file for items
* @param fname ファイル名
* @return なし
*/
-static void spoil_obj_desc(concptr fname)
+static void spoil_obj_desc(player_type *player_ptr, concptr fname)
{
int i, k, s, t, n = 0, group_start = 0;
char chance[80];
char dam[80];
-
- /* Build the filename */
path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
-
- /* Open the file */
fff = my_fopen(buf, "w");
if (!fff)
/* Header */
fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d.%d)\n\n\n",
- FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
+ FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
/* More Header */
fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
PRICE t1;
PRICE t2;
- kind_info(NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
- kind_info(NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
+ kind_info(player_ptr, NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
+ kind_info(player_ptr, NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
{
PRICE v;
/* Describe the kind */
- kind_info(buf, dam, wgt, chance, &e, &v, who[s]);
+ kind_info(player_ptr, buf, dam, wgt, chance, &e, &v, who[s]);
/* Dump it */
fprintf(fff, " %-35s%8s%7s%5d %-40s%9ld\n",
*/
-/*
- * Returns a "+" string if a number is non-negative and an empty
- * string if negative
- */
+ /*
+ * Returns a "+" string if a number is non-negative and an empty
+ * string if negative
+ */
#define POSITIZE(v) (((v) >= 0) ? "+" : "")
-/*
- * These are used to format the artifact spoiler file. INDENT1 is used
- * to indent all but the first line of an artifact spoiler. INDENT2 is
- * used when a line "wraps". (Bladeturner's resistances cause this.)
- */
+ /*
+ * These are used to format the artifact spoiler file. INDENT1 is used
+ * to indent all but the first line of an artifact spoiler. INDENT2 is
+ * used when a line "wraps". (Bladeturner's resistances cause this.)
+ */
#define INDENT1 " "
#define INDENT2 " "
-/*
- * MAX_LINE_LEN specifies when a line should wrap.
- */
+ /*
+ * MAX_LINE_LEN specifies when a line should wrap.
+ */
#define MAX_LINE_LEN 75
-/*
- * Given an array, determine how many elements are in the array
- */
+ /*
+ * Given an array, determine how many elements are in the array
+ */
#define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
-/*
- * The artifacts categorized by type
- */
+ /*
+ * The artifacts categorized by type
+ */
static grouper group_artifact[] =
{
#ifdef JP
* of textual names, where entry 'N' is assumed to be paired with
* the flag whose value is "1L << N", but that requires hard-coding.
*/
-
-typedef struct flag_desc flag_desc;
-
-struct flag_desc
+typedef struct flag_desc
{
const int flag;
concptr const desc;
-};
+} flag_desc;
{ TR_SLOW_DIGEST, "遅消化" },
{ TR_REGEN, "急速回復" },
{ TR_WARNING, "警告" },
-/* { TR_XTRA_MIGHT, "強力射撃" }, */
- { TR_XTRA_SHOTS, "追加射撃" }, /* always +1? */
- { TR_DRAIN_EXP, "経験値吸収" },
- { TR_AGGRAVATE, "反感" },
- { TR_BLESSED, "祝福" },
- { TR_DEC_MANA, "消費魔力減少" },
-#else
- { TR_SH_FIRE, "Fiery Aura" },
- { TR_SH_ELEC, "Electric Aura" },
- { TR_SH_COLD, "Coldly Aura" },
- { TR_NO_TELE, "Prevent Teleportation" },
- { TR_NO_MAGIC, "Anti-Magic" },
- { TR_LEVITATION, "Levitation" },
- { TR_SEE_INVIS, "See Invisible" },
- { TR_TELEPATHY, "ESP" },
- { TR_ESP_ANIMAL, "Sense Animal" },
- { TR_ESP_UNDEAD, "Sense Undead" },
- { TR_ESP_DEMON, "Sense Demon" },
- { TR_ESP_ORC, "Sense Orc" },
- { TR_ESP_TROLL, "Sense Troll" },
- { TR_ESP_GIANT, "Sense Giant" },
- { TR_ESP_DRAGON, "Sense Dragon" },
- { TR_ESP_HUMAN, "Sense Human" },
- { TR_ESP_EVIL, "Sense Evil" },
- { TR_ESP_GOOD, "Sense Good" },
- { TR_ESP_NONLIVING, "Sense Nonliving" },
- { TR_ESP_UNIQUE, "Sense Unique" },
- { TR_SLOW_DIGEST, "Slow Digestion" },
- { TR_REGEN, "Regeneration" },
- { TR_WARNING, "Warning" },
-/* { TR_XTRA_MIGHT, "Extra Might" }, */
- { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
- { TR_DRAIN_EXP, "Drains Experience" },
- { TR_AGGRAVATE, "Aggravates" },
- { TR_BLESSED, "Blessed Blade" },
- { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
-#endif
+ /* { TR_XTRA_MIGHT, "強力射撃" }, */
+ { TR_XTRA_SHOTS, "追加射撃" }, /* always +1? */
+ { TR_DRAIN_EXP, "経験値吸収" },
+ { TR_AGGRAVATE, "反感" },
+ { TR_BLESSED, "祝福" },
+ { TR_DEC_MANA, "消費魔力減少" },
+ #else
+ { TR_SH_FIRE, "Fiery Aura" },
+ { TR_SH_ELEC, "Electric Aura" },
+ { TR_SH_COLD, "Coldly Aura" },
+ { TR_NO_TELE, "Prevent Teleportation" },
+ { TR_NO_MAGIC, "Anti-Magic" },
+ { TR_LEVITATION, "Levitation" },
+ { TR_SEE_INVIS, "See Invisible" },
+ { TR_TELEPATHY, "ESP" },
+ { TR_ESP_ANIMAL, "Sense Animal" },
+ { TR_ESP_UNDEAD, "Sense Undead" },
+ { TR_ESP_DEMON, "Sense Demon" },
+ { TR_ESP_ORC, "Sense Orc" },
+ { TR_ESP_TROLL, "Sense Troll" },
+ { TR_ESP_GIANT, "Sense Giant" },
+ { TR_ESP_DRAGON, "Sense Dragon" },
+ { TR_ESP_HUMAN, "Sense Human" },
+ { TR_ESP_EVIL, "Sense Evil" },
+ { TR_ESP_GOOD, "Sense Good" },
+ { TR_ESP_NONLIVING, "Sense Nonliving" },
+ { TR_ESP_UNIQUE, "Sense Unique" },
+ { TR_SLOW_DIGEST, "Slow Digestion" },
+ { TR_REGEN, "Regeneration" },
+ { TR_WARNING, "Warning" },
+ /* { TR_XTRA_MIGHT, "Extra Might" }, */
+ { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
+ { TR_DRAIN_EXP, "Drains Experience" },
+ { TR_AGGRAVATE, "Aggravates" },
+ { TR_BLESSED, "Blessed Blade" },
+ { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
+ #endif
};
* This list includes extra attacks, for simplicity.
*/
concptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
- N_ELEMENTS(pval_flags1_desc) + 1];
+ N_ELEMENTS(pval_flags1_desc) + 1];
} pval_info_type;
concptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
/* A list of stats sustained by an object */
- concptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
+ concptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
/* A list of various magical qualities an object may have */
concptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
- + 1 /* Permanent Light */
- + 1 /* TY curse */
- + 1 /* type of curse */
- + 1]; /* sentinel NULL */
+ + 1 /* Permanent Light */
+ + 1 /* TY curse */
+ + 1 /* type of curse */
+ + 1]; /* sentinel NULL */
- /* Additional ability or resistance */
+/* Additional ability or resistance */
char addition[80];
/* A string describing an artifact's activation */
* </pre>
*/
static concptr *spoiler_flag_aux(const BIT_FLAGS art_flags[TR_FLAG_SIZE],
- const flag_desc *flag_ptr,
- concptr *desc_ptr, const int n_elmnts)
+ const flag_desc *flag_ptr,
+ concptr *desc_ptr, const int n_elmnts)
{
int i;
* @param desc_ptr 記述内容を返すための文字列参照ポインタ
* @return なし
*/
-static void analyze_general(object_type *o_ptr, char *desc_ptr)
+static void analyze_general(player_type *player_ptr, object_type *o_ptr, char *desc_ptr)
{
/* Get a "useful" description of the object */
- object_desc(desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
+ object_desc(player_ptr, desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
}
* List "player traits" altered by an artifact's pval. These include stats,
* speed, infravision, tunneling, stealth, searching, and extra attacks.
* @param o_ptr オブジェクト構造体の参照ポインタ
- * @param p_ptr pval修正構造体の参照ポインタ
+ * @param pi_ptr pval修正構造体の参照ポインタ
* @return なし
*/
static void analyze_pval(object_type *o_ptr, pval_info_type *pi_ptr)
/* First, check to see if the pval affects all stats */
if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
- have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
- have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
+ have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
+ have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
{
*affects_list++ = _("全能力", "All stats");
}
/* Are any stats affected? */
else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
- have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
- have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
+ have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
+ have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
{
affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
- affects_list,
- N_ELEMENTS(stat_flags_desc));
+ affects_list,
+ N_ELEMENTS(stat_flags_desc));
}
/* And now the "rest" */
affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
- affects_list,
- N_ELEMENTS(pval_flags1_desc));
+ affects_list,
+ N_ELEMENTS(pval_flags1_desc));
/* Terminate the description list */
*affects_list = NULL;
object_flags(o_ptr, flgs);
slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
- N_ELEMENTS(slay_flags_desc));
+ N_ELEMENTS(slay_flags_desc));
/* Terminate the description list */
*slay_list = NULL;
object_flags(o_ptr, flgs);
brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
- N_ELEMENTS(brand_flags_desc));
+ N_ELEMENTS(brand_flags_desc));
/* Terminate the description list */
*brand_list = NULL;
object_flags(o_ptr, flgs);
resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
- resist_list, N_ELEMENTS(resist_flags_desc));
+ resist_list, N_ELEMENTS(resist_flags_desc));
/* Terminate the description list */
*resist_list = NULL;
object_flags(o_ptr, flgs);
immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
- immune_list, N_ELEMENTS(immune_flags_desc));
+ immune_list, N_ELEMENTS(immune_flags_desc));
/* Terminate the description list */
*immune_list = NULL;
/* Simplify things if an item sustains all stats */
if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
- have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
- have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
+ have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
+ have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
{
*sustain_list++ = _("全能力", "All stats");
}
/* Should we bother? */
else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
- have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
- have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
+ have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
+ have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
{
sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
- sustain_list,
- N_ELEMENTS(sustain_flags_desc));
+ sustain_list,
+ N_ELEMENTS(sustain_flags_desc));
}
/* Terminate the description list */
object_flags(o_ptr, flgs);
misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
- N_ELEMENTS(misc_flags2_desc));
+ N_ELEMENTS(misc_flags2_desc));
misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
/*
* Glowing artifacts -- small radius light.
- */
+ */
rad = 0;
if (have_flag(flgs, TR_LITE_1)) rad += 1;
if (have_flag(flgs, TR_LITE_2)) rad += 2;
if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
-
- if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
+
+ if (o_ptr->name2 == EGO_LITE_SHINE) rad++;
if (have_flag(flgs, TR_LITE_FUEL))
{
- if(rad > 0) sprintf(desc, _("それは燃料補給によって明かり(半径 %d)を授ける。", "It provides light (radius %d) when fueled."), (int)rad);
+ if (rad > 0) sprintf(desc, _("それは燃料補給によって明かり(半径 %d)を授ける。", "It provides light (radius %d) when fueled."), (int)rad);
}
else
{
- if(rad > 0) sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
- if(rad < 0) sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
+ if (rad > 0) sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
+ if (rad < 0) sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
}
- if(rad != 0) *misc_list++ = quark_str(quark_add(desc));
+ if (rad != 0) *misc_list++ = quark_str(quark_add(desc));
/*
* Handle cursed objects here to avoid redundancies such as noting
* being "lightly cursed".
*/
-/* if (object_is_cursed(o_ptr)) */
+ /* if (object_is_cursed(o_ptr)) */
{
if (have_flag(flgs, TR_TY_CURSE))
{
{
*misc_list++ = _("強力な呪い", "Heavily Cursed");
}
-/* else */
+ /* else */
else if (o_ptr->curse_flags & TRC_CURSED)
{
*misc_list++ = _("呪い", "Cursed");
#ifdef JP
lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
#else
- a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
+ a_ptr->weight / 10, a_ptr->weight % 10, (long int)a_ptr->cost);
#endif
}
* @brief アーティファクトの情報全体を構造体に収める /
* Fill in an object description structure for a given object
* and its value in gold pieces
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param o_ptr オブジェクト構造体の参照ポインタ
* @param desc_ptr 全アーティファクト情報を収める文字列参照ポインタ
* @return なし
*/
-static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
+static void object_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
{
- analyze_general(o_ptr, desc_ptr->description);
+ analyze_general(player_ptr, o_ptr, desc_ptr->description);
analyze_pval(o_ptr, &desc_ptr->pval_info);
analyze_brand(o_ptr, desc_ptr->brands);
analyze_slay(o_ptr, desc_ptr->slays);
{
char buf[80];
- sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
+ sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d", FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
spoiler_underline(buf);
}
* but that's not relevant to line wrapping and indention.)
*/
-/* ITEM_SEP separates items within a list */
+ /* ITEM_SEP separates items within a list */
#define ITEM_SEP ','
static void spoiler_outlist(concptr header, concptr *list, char separator)
{
int line_len, buf_len;
- char line[MAX_LINE_LEN+1], buf[80];
+ char line[MAX_LINE_LEN + 1], buf[80];
/* Ignore an empty list */
if (*list == NULL) return;
line_len = strlen(line);
/* Now begin the tedious task */
- while (1)
+ while (TRUE)
{
/* Copy the current item to a buffer */
strcpy(buf, *list);
* item separator.
*/
if (line_len > 1 && line[line_len - 1] == ' '
- && line[line_len - 2] == LIST_SEP)
+ && line[line_len - 2] == LIST_SEP)
{
/* Ignore space and separator */
line[line_len - 2] = '\0';
/* Acquire the "kind" index */
i = lookup_kind(a_ptr->tval, a_ptr->sval);
- if (!i) return (FALSE);
+ if (!i) return FALSE;
object_prep(o_ptr, i);
/* Save the name */
- o_ptr->name1 = (byte_hack)name1;
+ o_ptr->name1 = (byte)name1;
/* Extract the fields */
o_ptr->pval = a_ptr->pval;
o_ptr->weight = a_ptr->weight;
/* Success */
- return (TRUE);
+ return TRUE;
}
/*!
* @brief アーティファクト情報のスポイラー出力を行うメインルーチン /
* Create a spoiler file for artifacts
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param fname 生成ファイル名
* @return なし
*/
-static void spoil_artifact(concptr fname)
+static void spoil_artifact(player_type *player_ptr, concptr fname)
{
int i;
IDX j;
object_type *q_ptr;
obj_desc_list artifact;
char buf[1024];
-
- /* Build the filename */
path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
-
- /* Open the file */
fff = my_fopen(buf, "w");
if (!fff)
if (!make_fake_artifact(q_ptr, j)) continue;
/* Analyze the artifact */
- object_analyze(q_ptr, &artifact);
+ object_analyze(player_ptr, q_ptr, &artifact);
/* Write out the artifact description to the spoiler file */
spoiler_print_art(&artifact);
char ac[80];
char hp[80];
char exp[80];
-
- /* Build the filename */
path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
-
- /* Open the file */
fff = my_fopen(buf, "w");
if (!fff)
/* Dump the header */
fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
- FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
+ FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
fprintf(fff, "------------------------------------------\n\n");
/* Dump the header */
-/*!
- * @brief 文字列をファイルポインタに出力する /
- * Buffer text to the given file. (-SHAWN-)
- * This is basically c_roff() from mon-desc.c with a few changes.
- * @param str 文字列参照ポインタ
- * @return なし
- */
+ /*!
+ * @brief 文字列をファイルポインタに出力する /
+ * Buffer text to the given file. (-SHAWN-)
+ * This is basically c_roff() from mon-desc.c with a few changes.
+ * @param str 文字列参照ポインタ
+ * @return なし
+ */
static void spoil_out(concptr str)
{
concptr r;
else
{
if (iskanji_flag &&
- strncmp(str, "。", 2) != 0 &&
- strncmp(str, "、", 2) != 0 &&
- strncmp(str, "ィ", 2) != 0 &&
- strncmp(str, "ー", 2) != 0) roff_s = roff_p;
+ strncmp(str, "。", 2) != 0 &&
+ strncmp(str, "、", 2) != 0 &&
+ strncmp(str, "ィ", 2) != 0 &&
+ strncmp(str, "ー", 2) != 0) roff_s = roff_p;
}
#else
if (ch == ' ') roff_s = roff_p;
* @param fname ファイル名
* @return なし
*/
-static void spoil_mon_info(concptr fname)
+static void spoil_mon_info(player_type *player_ptr, concptr fname)
{
char buf[1024];
int i, l, n = 0;
u16b why = 2;
MONRACE_IDX *who;
-
- /* Build the filename */
path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
-
- /* Open the file */
fff = my_fopen(buf, "w");
if (!fff)
/* Dump the header */
sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
- FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
+ FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
spoil_out(buf);
spoil_out("------------------------------------------\n\n");
}
else
{
-#ifndef JP
+#ifdef JP
+#else
spoil_out("The ");
#endif
}
/* Name */
- sprintf(buf, _("%s/%s (", "%s ("), (r_name + r_ptr->name), _(r_name+r_ptr->E_name, "")); /* ---)--- */
+ sprintf(buf, _("%s/%s (", "%s%s ("), (r_name + r_ptr->name), _(r_name + r_ptr->E_name, "")); /* ---)--- */
spoil_out(buf);
spoil_out(buf);
/* Reuse the code of monster recall. */
- output_monster_spoiler(who[l], roff_func);
+ output_monster_spoiler(player_ptr, who[l], roff_func);
spoil_out(NULL);
}
/*!
- * @brief int配列でstrncmp()と似た比較処理を行う /
+ * @brief int配列でstrncmp()と似た比較処理を行う /
* Compare two int-type array like strncmp() and return TRUE if equals
* @param a 比較するint配列1
* @param b 比較するint配列2
- * @param length
+ * @param length
* @return 両者の値が等しければTRUEを返す
*/
static bool int_n_cmp(int *a, int *b, int length)
{
if (*a != *(b++)) return FALSE;
if (!(*(a++))) break;
- }
- while (--length);
+ } while (--length);
return TRUE;
}
/*!
- * @brief ある木が指定された木の部分木かどうかを返す /
+ * @brief ある木が指定された木の部分木かどうかを返す /
* Returns TRUE if an evolution tree is "partial tree"
* @param tree 元となる木構造リスト
* @param partial_tree 部分木かどうか判定したい木構造リスト
}
/*!
- * @brief 進化ツリーをスポイラー出力するメインルーチン /
+ * @brief 進化ツリーをスポイラー出力するメインルーチン /
* Print monsters' evolution information to file
* @param fname 出力ファイル名
* @return なし
monster_race *r_ptr;
int **evol_tree, i, j, n, r_idx;
int *evol_tree_zero; /* For C_KILL() */
-
- /* Build the filename */
path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
-
- /* Open the file */
fff = my_fopen(buf, "w");
if (!fff)
{
msg_print("Cannot create spoiler file.");
- return;
+ return;
}
/* Dump the header */
sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
- FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
+ FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
spoil_out(buf);
spoil_out("------------------------------------------\n\n");
{
evol_tree[i][n++] = r_ptr->next_r_idx;
r_ptr = &r_info[r_ptr->next_r_idx];
- }
- while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
+ } while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
}
/* Step 2: Scan the evolution trees and remove "partial tree" */
/*!
- * @brief スポイラー出力を行うコマンドのメインルーチン /
+ * @brief スポイラー出力を行うコマンドのメインルーチン /
* Create Spoiler files -BEN-
* @return なし
*/
-void do_cmd_spoilers(void)
+void do_cmd_spoilers(player_type *player_ptr)
{
screen_save();
/* Interact */
- while (1)
+ while (TRUE)
{
Term_clear();
/* Get a choice */
switch (inkey())
{
- /* Escape */
+ /* Escape */
case ESCAPE:
screen_load();
return;
- /* Option (1) */
+ /* Option (1) */
case '1':
- spoil_obj_desc("obj-desc.txt");
+ spoil_obj_desc(player_ptr, "obj-desc.txt");
break;
- /* Option (2) */
+ /* Option (2) */
case '2':
- spoil_artifact("artifact.txt");
+ spoil_artifact(player_ptr, "artifact.txt");
break;
- /* Option (3) */
+ /* Option (3) */
case '3':
spoil_mon_desc("mon-desc.txt");
break;
- /* Option (4) */
+ /* Option (4) */
case '4':
- spoil_mon_info("mon-info.txt");
+ spoil_mon_info(player_ptr, "mon-info.txt");
break;
- /* Option (5) */
+ /* Option (5) */
case '5':
spoil_mon_evol("mon-evol.txt");
break;
}
/*!
- * @brief ランダムアーティファクト1件を解析する /
+ * @brief ランダムアーティファクト1件を解析する /
* Fill in an object description structure for a given object
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param o_ptr ランダムアーティファクトのオブジェクト構造体参照ポインタ
* @param desc_ptr 記述内容を収める構造体参照ポインタ
* @return なし
*/
-static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
+static void random_artifact_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
{
- analyze_general(o_ptr, desc_ptr->description);
+ analyze_general(player_ptr, o_ptr, desc_ptr->description);
analyze_pval(o_ptr, &desc_ptr->pval_info);
analyze_brand(o_ptr, desc_ptr->brands);
analyze_slay(o_ptr, desc_ptr->slays);
}
/*!
- * @brief ランダムアーティファクト1件をスポイラー出力する /
+ * @brief ランダムアーティファクト1件をスポイラー出力する /
* Create a spoiler file entry for an artifact
* @param o_ptr ランダムアーティファクトのオブジェクト構造体参照ポインタ
* @param art_ptr 記述内容を収めた構造体参照ポインタ
/* Don't indent the first line */
fprintf(fff, "%s\n", art_ptr->description);
-
+
/* unidentified */
- if (!(o_ptr->ident & (IDENT_MENTAL)))
+ if (!OBJECT_IS_FULL_KNOWN(o_ptr))
{
- fprintf(fff, _("%s不明\n", "%sUnknown\n"),INDENT1);
+ fprintf(fff, _("%s不明\n", "%sUnknown\n"), INDENT1);
}
else {
/* An "empty" pval description indicates that the pval affects nothing */
/*!
- * @brief ランダムアーティファクト内容をスポイラー出力するサブルーチン /
+ * @brief ランダムアーティファクト内容をスポイラー出力するサブルーチン /
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param o_ptr ランダムアーティファクトのオブジェクト構造体参照ポインタ
* @param i 出力したい記録ランダムアーティファクトID
* @return なし
*/
-static void spoil_random_artifact_aux(object_type *o_ptr, int i)
+static void spoil_random_artifact_aux(player_type *player_ptr, object_type *o_ptr, int i)
{
obj_desc_list artifact;
return;
/* Analyze the artifact */
- random_artifact_analyze(o_ptr, &artifact);
+ random_artifact_analyze(player_ptr, o_ptr, &artifact);
/* Write out the artifact description to the spoiler file */
spoiler_print_randart(o_ptr, &artifact);
}
/*!
- * @brief ランダムアーティファクト内容をスポイラー出力するメインルーチン /
+ * @brief ランダムアーティファクト内容をスポイラー出力するメインルーチン /
* Create a list file for random artifacts
* @param fname 出力ファイル名
* @return なし
*/
-void spoil_random_artifact(concptr fname)
+void spoil_random_artifact(player_type *creature_ptr, concptr fname)
{
- int i,j;
+ int i, j;
- store_type *st_ptr;
+ store_type *store_ptr;
object_type *q_ptr;
char buf[1024];
-
- /* Build the filename */
path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
-
- /* Open the file */
fff = my_fopen(buf, "w");
if (!fff)
/* random artifacts wielding */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
- q_ptr = &p_ptr->inventory_list[i];
- spoil_random_artifact_aux(q_ptr, j);
+ q_ptr = &creature_ptr->inventory_list[i];
+ spoil_random_artifact_aux(creature_ptr, q_ptr, j);
}
- /* random artifacts in p_ptr->inventory_list */
for (i = 0; i < INVEN_PACK; i++)
{
- q_ptr = &p_ptr->inventory_list[i];
- spoil_random_artifact_aux(q_ptr, j);
+ q_ptr = &creature_ptr->inventory_list[i];
+ spoil_random_artifact_aux(creature_ptr, q_ptr, j);
}
/* random artifacts in home */
- st_ptr = &town_info[1].store[STORE_HOME];
- for (i = 0; i < st_ptr->stock_num; i++)
+ store_ptr = &town_info[1].store[STORE_HOME];
+ for (i = 0; i < store_ptr->stock_num; i++)
{
- q_ptr = &st_ptr->stock[i];
- spoil_random_artifact_aux(q_ptr, j);
+ q_ptr = &store_ptr->stock[i];
+ spoil_random_artifact_aux(creature_ptr, q_ptr, j);
}
/* random artifacts in museum */
- st_ptr = &town_info[1].store[STORE_MUSEUM];
- for (i = 0; i < st_ptr->stock_num; i++)
+ store_ptr = &town_info[1].store[STORE_MUSEUM];
+ for (i = 0; i < store_ptr->stock_num; i++)
{
- q_ptr = &st_ptr->stock[i];
- spoil_random_artifact_aux(q_ptr, j);
+ q_ptr = &store_ptr->stock[i];
+ spoil_random_artifact_aux(creature_ptr, q_ptr, j);
}
}
msg_print("Successfully created a list file.");
}
-
-#else
-
-#ifdef MACINTOSH
-static int i = 0;
-#endif /* MACINTOSH */
-
-#endif