/* File: wizard1.c */
+/*
+ * Copyright (c) 1997 Ben Harrison, and others
+ *
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
+ */
+
/* Purpose: Spoiler generation -BEN- */
#include "angband.h"
{ TV_ARCANE_BOOK, "ËâË¡½ñ¡ÊÈë½Ñ¡Ë" },
{ TV_ENCHANT_BOOK, "ËâË¡½ñ¡Ê¾¢¡Ë" },
{ TV_DAEMON_BOOK, "ËâË¡½ñ¡Ê°Ëâ¡Ë" },
+{ TV_CRUSADE_BOOK, "ËâË¡½ñ¡ÊÇ˼١Ë" },
{ TV_MUSIC_BOOK, "²Î½¸" },
{ TV_HISSATSU_BOOK, "Éð·Ý¤Î½ñ" },
#else
{ TV_ARCANE_BOOK, "Books (Arcane)" },
{ TV_ENCHANT_BOOK, "Books (Craft)" },
{ TV_DAEMON_BOOK, "Books (Daemon)" },
+ { TV_CRUSADE_BOOK, "Books (Crusade)" },
{ TV_MUSIC_BOOK, "Song Books" },
{ TV_HISSATSU_BOOK, "Books (Kendo)" },
#endif
/* Build the filename */
- path_build(buf, 1024, ANGBAND_DIR_USER, fname);
+ path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
struct flag_desc
{
- const u32b flag;
+ const int flag;
const char *const desc;
};
static flag_desc stat_flags_desc[] =
{
#ifdef JP
- { TR1_STR, "ÏÓÎÏ" },
- { TR1_INT, "ÃÎǽ" },
- { TR1_WIS, "¸¤µ" },
- { TR1_DEX, "´ïÍѤµ" },
- { TR1_CON, "Âѵ×ÎÏ" },
- { TR1_CHR, "Ì¥ÎÏ" }
+ { TR_STR, "ÏÓÎÏ" },
+ { TR_INT, "ÃÎǽ" },
+ { TR_WIS, "¸¤µ" },
+ { TR_DEX, "´ïÍѤµ" },
+ { TR_CON, "Âѵ×ÎÏ" },
+ { TR_CHR, "Ì¥ÎÏ" }
#else
- { TR1_STR, "STR" },
- { TR1_INT, "INT" },
- { TR1_WIS, "WIS" },
- { TR1_DEX, "DEX" },
- { TR1_CON, "CON" },
- { TR1_CHR, "CHR" }
+ { TR_STR, "STR" },
+ { TR_INT, "INT" },
+ { TR_WIS, "WIS" },
+ { TR_DEX, "DEX" },
+ { TR_CON, "CON" },
+ { TR_CHR, "CHR" }
#endif
};
static flag_desc pval_flags1_desc[] =
{
#ifdef JP
- { TR1_MAGIC_MASTERY, "ËâË¡Æ»¶ñ»ÈÍÑǽÎÏ" },
- { TR1_STEALTH, "±£Ì©" },
- { TR1_SEARCH, "õº÷" },
- { TR1_INFRA, "ÀÖ³°Àþ»ëÎÏ" },
- { TR1_TUNNEL, "ºÎ·¡" },
- { TR1_BLOWS, "¹¶·â²ó¿ô" },
- { TR1_SPEED, "¥¹¥Ô¡¼¥É" }
-#else
- { TR1_STEALTH, "Stealth" },
- { TR1_SEARCH, "Searching" },
- { TR1_INFRA, "Infravision" },
- { TR1_TUNNEL, "Tunneling" },
- { TR1_BLOWS, "Attacks" },
- { TR1_SPEED, "Speed" }
+ { TR_MAGIC_MASTERY, "ËâË¡Æ»¶ñ»ÈÍÑǽÎÏ" },
+ { TR_STEALTH, "±£Ì©" },
+ { TR_SEARCH, "õº÷" },
+ { TR_INFRA, "ÀÖ³°Àþ»ëÎÏ" },
+ { TR_TUNNEL, "ºÎ·¡" },
+ { TR_BLOWS, "¹¶·â²ó¿ô" },
+ { TR_SPEED, "¥¹¥Ô¡¼¥É" }
+#else
+ { TR_STEALTH, "Stealth" },
+ { TR_SEARCH, "Searching" },
+ { TR_INFRA, "Infravision" },
+ { TR_TUNNEL, "Tunneling" },
+ { TR_BLOWS, "Attacks" },
+ { TR_SPEED, "Speed" }
#endif
};
static flag_desc slay_flags_desc[] =
{
#ifdef JP
- { TR1_SLAY_ANIMAL, "ưʪ" },
- { TR1_SLAY_EVIL, "¼Ù°" },
- { TR1_SLAY_UNDEAD, "¥¢¥ó¥Ç¥Ã¥É" },
- { TR1_SLAY_DEMON, "°Ëâ" },
- { TR1_SLAY_ORC, "¥ª¡¼¥¯" },
- { TR1_SLAY_TROLL, "¥È¥í¥ë" },
- { TR1_SLAY_GIANT, "µð¿Í" },
- { TR1_SLAY_DRAGON, "¥É¥é¥´¥ó" },
- { TR1_KILL_DRAGON, "*¥É¥é¥´¥ó*" },
-#else
- { TR1_SLAY_ANIMAL, "Animal" },
- { TR1_SLAY_EVIL, "Evil" },
- { TR1_SLAY_UNDEAD, "Undead" },
- { TR1_SLAY_DEMON, "Demon" },
- { TR1_SLAY_ORC, "Orc" },
- { TR1_SLAY_TROLL, "Troll" },
- { TR1_SLAY_GIANT, "Giant" },
- { TR1_SLAY_DRAGON, "Dragon" },
- { TR1_KILL_DRAGON, "Xdragon" }
+ { TR_SLAY_ANIMAL, "ưʪ" },
+ { TR_KILL_ANIMAL, "*ưʪ*" },
+ { TR_SLAY_EVIL, "¼Ù°" },
+ { TR_KILL_EVIL, "*¼Ù°*" },
+ { TR_SLAY_HUMAN, "¿Í´Ö" },
+ { TR_KILL_HUMAN, "*¿Í´Ö*" },
+ { TR_SLAY_UNDEAD, "¥¢¥ó¥Ç¥Ã¥É" },
+ { TR_KILL_UNDEAD, "*¥¢¥ó¥Ç¥Ã¥É*" },
+ { TR_SLAY_DEMON, "°Ëâ" },
+ { TR_KILL_DEMON, "*°Ëâ*" },
+ { TR_SLAY_ORC, "¥ª¡¼¥¯" },
+ { TR_KILL_ORC, "*¥ª¡¼¥¯*" },
+ { TR_SLAY_TROLL, "¥È¥í¥ë" },
+ { TR_KILL_TROLL, "*¥È¥í¥ë*" },
+ { TR_SLAY_GIANT, "µð¿Í" },
+ { TR_KILL_GIANT, "*µð¿Í*" },
+ { TR_SLAY_DRAGON, "¥É¥é¥´¥ó" },
+ { TR_KILL_DRAGON, "*¥É¥é¥´¥ó*" },
+#else
+ { TR_SLAY_ANIMAL, "Animal" },
+ { TR_KILL_ANIMAL, "XAnimal" },
+ { TR_SLAY_EVIL, "Evil" },
+ { TR_KILL_EVIL, "XEvil" },
+ { TR_SLAY_HUMAN, "Human" },
+ { TR_KILL_HUMAN, "XHuman" },
+ { TR_SLAY_UNDEAD, "Undead" },
+ { TR_KILL_UNDEAD, "XUndead" },
+ { TR_SLAY_DEMON, "Demon" },
+ { TR_KILL_DEMON, "XDemon" },
+ { TR_SLAY_ORC, "Orc" },
+ { TR_KILL_ORC, "XOrc" },
+ { TR_SLAY_TROLL, "Troll" },
+ { TR_KILL_TROLL, "XTroll" },
+ { TR_SLAY_GIANT, "Giant" },
+ { TR_KILL_GIANT, "Xgiant" },
+ { TR_SLAY_DRAGON, "Dragon" },
+ { TR_KILL_DRAGON, "Xdragon" }
#endif
};
static flag_desc brand_flags_desc[] =
{
#ifdef JP
- { TR1_BRAND_ACID, "Íϲò" },
- { TR1_BRAND_ELEC, "ÅÅ·â" },
- { TR1_BRAND_FIRE, "¾Æ´þ" },
- { TR1_BRAND_COLD, "Åà·ë" },
- { TR1_BRAND_POIS, "ÆÇ»¦" },
-
- { TR1_FORCE_WEAPON, "ÍýÎÏ" },
- { TR1_CHAOTIC, "º®ÆÙ" },
- { TR1_VAMPIRIC, "µÛ·ì" },
- { TR1_IMPACT, "ÃÏ¿Ì" },
- { TR1_VORPAL, "ÀÚ¤ìÌ£" },
-#else
- { TR1_BRAND_ACID, "Acid Brand" },
- { TR1_BRAND_ELEC, "Lightning Brand" },
- { TR1_BRAND_FIRE, "Flame Tongue" },
- { TR1_BRAND_COLD, "Frost Brand" },
- { TR1_BRAND_POIS, "Poisoned" },
-
- { TR1_FORCE_WEAPON, "Force" },
- { TR1_CHAOTIC, "Mark of Chaos" },
- { TR1_VAMPIRIC, "Vampiric" },
- { TR1_IMPACT, "Earthquake impact on hit" },
- { TR1_VORPAL, "Very sharp" },
+ { TR_BRAND_ACID, "Íϲò" },
+ { TR_BRAND_ELEC, "ÅÅ·â" },
+ { TR_BRAND_FIRE, "¾Æ´þ" },
+ { TR_BRAND_COLD, "Åà·ë" },
+ { TR_BRAND_POIS, "ÆÇ»¦" },
+
+ { TR_FORCE_WEAPON, "ÍýÎÏ" },
+ { TR_CHAOTIC, "º®ÆÙ" },
+ { TR_VAMPIRIC, "µÛ·ì" },
+ { TR_IMPACT, "ÃÏ¿Ì" },
+ { TR_VORPAL, "ÀÚ¤ìÌ£" },
+#else
+ { TR_BRAND_ACID, "Acid Brand" },
+ { TR_BRAND_ELEC, "Lightning Brand" },
+ { TR_BRAND_FIRE, "Flame Tongue" },
+ { TR_BRAND_COLD, "Frost Brand" },
+ { TR_BRAND_POIS, "Poisoned" },
+
+ { TR_FORCE_WEAPON, "Force" },
+ { TR_CHAOTIC, "Mark of Chaos" },
+ { TR_VAMPIRIC, "Vampiric" },
+ { TR_IMPACT, "Earthquake impact on hit" },
+ { TR_VORPAL, "Very sharp" },
#endif
};
static const flag_desc resist_flags_desc[] =
{
#ifdef JP
- { TR2_RES_ACID, "»À" },
- { TR2_RES_ELEC, "ÅÅ·â" },
- { TR2_RES_FIRE, "²Ð±ê" },
- { TR2_RES_COLD, "Î䵤" },
- { TR2_RES_POIS, "ÆÇ" },
- { TR2_RES_FEAR, "¶²ÉÝ"},
- { TR2_RES_LITE, "Á®¸÷" },
- { TR2_RES_DARK, "°Å¹õ" },
- { TR2_RES_BLIND, "ÌÕÌÜ" },
- { TR2_RES_CONF, "º®Íð" },
- { TR2_RES_SOUND, "¹ì²»" },
- { TR2_RES_SHARDS, "ÇËÊÒ" },
- { TR2_RES_NETHER, "ÃϹö" },
- { TR2_RES_NEXUS, "°ø²Ìº®Íð" },
- { TR2_RES_CHAOS, "¥«¥ª¥¹" },
- { TR2_RES_DISEN, "Îô²½" },
-#else
- { TR2_RES_ACID, "Acid" },
- { TR2_RES_ELEC, "Lightning" },
- { TR2_RES_FIRE, "Fire" },
- { TR2_RES_COLD, "Cold" },
- { TR2_RES_POIS, "Poison" },
- { TR2_RES_FEAR, "Fear"},
- { TR2_RES_LITE, "Light" },
- { TR2_RES_DARK, "Dark" },
- { TR2_RES_BLIND, "Blindness" },
- { TR2_RES_CONF, "Confusion" },
- { TR2_RES_SOUND, "Sound" },
- { TR2_RES_SHARDS, "Shards" },
- { TR2_RES_NETHER, "Nether" },
- { TR2_RES_NEXUS, "Nexus" },
- { TR2_RES_CHAOS, "Chaos" },
- { TR2_RES_DISEN, "Disenchantment" },
+ { TR_RES_ACID, "»À" },
+ { TR_RES_ELEC, "ÅÅ·â" },
+ { TR_RES_FIRE, "²Ð±ê" },
+ { TR_RES_COLD, "Î䵤" },
+ { TR_RES_POIS, "ÆÇ" },
+ { TR_RES_FEAR, "¶²ÉÝ"},
+ { TR_RES_LITE, "Á®¸÷" },
+ { TR_RES_DARK, "°Å¹õ" },
+ { TR_RES_BLIND, "ÌÕÌÜ" },
+ { TR_RES_CONF, "º®Íð" },
+ { TR_RES_SOUND, "¹ì²»" },
+ { TR_RES_SHARDS, "ÇËÊÒ" },
+ { TR_RES_NETHER, "ÃϹö" },
+ { TR_RES_NEXUS, "°ø²Ìº®Íð" },
+ { TR_RES_CHAOS, "¥«¥ª¥¹" },
+ { TR_RES_DISEN, "Îô²½" },
+#else
+ { TR_RES_ACID, "Acid" },
+ { TR_RES_ELEC, "Lightning" },
+ { TR_RES_FIRE, "Fire" },
+ { TR_RES_COLD, "Cold" },
+ { TR_RES_POIS, "Poison" },
+ { TR_RES_FEAR, "Fear"},
+ { TR_RES_LITE, "Light" },
+ { TR_RES_DARK, "Dark" },
+ { TR_RES_BLIND, "Blindness" },
+ { TR_RES_CONF, "Confusion" },
+ { TR_RES_SOUND, "Sound" },
+ { TR_RES_SHARDS, "Shards" },
+ { TR_RES_NETHER, "Nether" },
+ { TR_RES_NEXUS, "Nexus" },
+ { TR_RES_CHAOS, "Chaos" },
+ { TR_RES_DISEN, "Disenchantment" },
#endif
};
static const flag_desc immune_flags_desc[] =
{
#ifdef JP
- { TR2_IM_ACID, "»À" },
- { TR2_IM_ELEC, "ÅÅ·â" },
- { TR2_IM_FIRE, "²Ð±ê" },
- { TR2_IM_COLD, "Î䵤" },
+ { TR_IM_ACID, "»À" },
+ { TR_IM_ELEC, "ÅÅ·â" },
+ { TR_IM_FIRE, "²Ð±ê" },
+ { TR_IM_COLD, "Î䵤" },
#else
- { TR2_IM_ACID, "Acid" },
- { TR2_IM_ELEC, "Lightning" },
- { TR2_IM_FIRE, "Fire" },
- { TR2_IM_COLD, "Cold" },
+ { TR_IM_ACID, "Acid" },
+ { TR_IM_ELEC, "Lightning" },
+ { TR_IM_FIRE, "Fire" },
+ { TR_IM_COLD, "Cold" },
#endif
};
static const flag_desc sustain_flags_desc[] =
{
#ifdef JP
- { TR2_SUST_STR, "ÏÓÎÏ" },
- { TR2_SUST_INT, "ÃÎǽ" },
- { TR2_SUST_WIS, "¸¤µ" },
- { TR2_SUST_DEX, "´ïÍѤµ" },
- { TR2_SUST_CON, "Âѵ×ÎÏ" },
- { TR2_SUST_CHR, "Ì¥ÎÏ" },
+ { TR_SUST_STR, "ÏÓÎÏ" },
+ { TR_SUST_INT, "ÃÎǽ" },
+ { TR_SUST_WIS, "¸¤µ" },
+ { TR_SUST_DEX, "´ïÍѤµ" },
+ { TR_SUST_CON, "Âѵ×ÎÏ" },
+ { TR_SUST_CHR, "Ì¥ÎÏ" },
#else
- { TR2_SUST_STR, "STR" },
- { TR2_SUST_INT, "INT" },
- { TR2_SUST_WIS, "WIS" },
- { TR2_SUST_DEX, "DEX" },
- { TR2_SUST_CON, "CON" },
- { TR2_SUST_CHR, "CHR" },
+ { TR_SUST_STR, "STR" },
+ { TR_SUST_INT, "INT" },
+ { TR_SUST_WIS, "WIS" },
+ { TR_SUST_DEX, "DEX" },
+ { TR_SUST_CON, "CON" },
+ { TR_SUST_CHR, "CHR" },
#endif
};
static const flag_desc misc_flags2_desc[] =
{
#ifdef JP
- { TR2_THROW, "ÅêÚ³" },
- { TR2_REFLECT, "È¿¼Í" },
- { TR2_FREE_ACT, "ËãáãÃΤ餺" },
- { TR2_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý" },
+ { TR_THROW, "ÅêÚ³" },
+ { TR_REFLECT, "È¿¼Í" },
+ { TR_FREE_ACT, "ËãáãÃΤ餺" },
+ { TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý" },
#else
- { TR2_THROW, "Throwing" },
- { TR2_REFLECT, "Reflection" },
- { TR2_FREE_ACT, "Free Action" },
- { TR2_HOLD_LIFE, "Hold Life" },
+ { TR_THROW, "Throwing" },
+ { TR_REFLECT, "Reflection" },
+ { TR_FREE_ACT, "Free Action" },
+ { TR_HOLD_LIFE, "Hold Life" },
#endif
};
static const flag_desc misc_flags3_desc[] =
{
#ifdef JP
- { TR3_SH_FIRE, "²Ð±ê¥ª¡¼¥é" },
- { TR3_SH_ELEC, "Åŷ⥪¡¼¥é" },
- { TR3_SH_COLD, "Î䵤¥ª¡¼¥é" },
- { TR3_NO_TELE, "È¿¥Æ¥ì¥Ý¡¼¥È" },
- { TR3_NO_MAGIC, "È¿ËâË¡" },
- { TR3_FEATHER, "ÉâÍ·" },
- { TR3_SEE_INVIS, "²Ä»ëÆ©ÌÀ" },
- { TR3_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼" },
- { TR3_SLOW_DIGEST, "Ãپò½" },
- { TR3_REGEN, "µÞ®²óÉü" },
- { TR3_WARNING, "·Ù¹ð" },
-/* { TR3_XTRA_MIGHT, "¶¯Îϼͷâ" }, */
- { TR3_XTRA_SHOTS, "Äɲüͷâ" }, /* always +1? */
- { TR3_DRAIN_EXP, "·Ð¸³Ã͵ۼý" },
- { TR3_AGGRAVATE, "È¿´¶" },
- { TR3_BLESSED, "½ËÊ¡" },
- { TR3_DEC_MANA, "¾ÃÈñËâÎϸº¾¯" },
-#else
- { TR3_SH_FIRE, "Fiery Aura" },
- { TR3_SH_ELEC, "Electric Aura" },
- { TR3_SH_COLD, "Coldly Aura" },
- { TR3_NO_TELE, "Prevent Teleportation" },
- { TR3_NO_MAGIC, "Anti-Magic" },
- { TR3_FEATHER, "Levitation" },
- { TR3_SEE_INVIS, "See Invisible" },
- { TR3_TELEPATHY, "ESP" },
- { TR3_SLOW_DIGEST, "Slow Digestion" },
- { TR3_REGEN, "Regeneration" },
- { TR3_WARNING, "Warning" },
-/* { TR3_XTRA_MIGHT, "Extra Might" }, */
- { TR3_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
- { TR3_DRAIN_EXP, "Drains Experience" },
- { TR3_AGGRAVATE, "Aggravates" },
- { TR3_BLESSED, "Blessed Blade" },
- { TR3_DEC_MANA, "Decrease Shouhi Mana" },
+ { TR_SH_FIRE, "²Ð±ê¥ª¡¼¥é" },
+ { TR_SH_ELEC, "Åŷ⥪¡¼¥é" },
+ { TR_SH_COLD, "Î䵤¥ª¡¼¥é" },
+ { TR_NO_TELE, "È¿¥Æ¥ì¥Ý¡¼¥È" },
+ { TR_NO_MAGIC, "È¿ËâË¡" },
+ { TR_FEATHER, "ÉâÍ·" },
+ { TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ" },
+ { TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼" },
+ { TR_ESP_ANIMAL, "ưʪ´¶ÃÎ" },
+ { TR_ESP_UNDEAD, "ÉԻശÃÎ" },
+ { TR_ESP_DEMON, "°Ëâ´¶ÃÎ" },
+ { TR_ESP_ORC, "¥ª¡¼¥¯´¶ÃÎ" },
+ { TR_ESP_TROLL, "¥È¥í¥ë´¶ÃÎ" },
+ { TR_ESP_GIANT, "µð¿Í´¶ÃÎ" },
+ { TR_ESP_DRAGON, "¥É¥é¥´¥ó´¶ÃÎ" },
+ { TR_ESP_HUMAN, "¿Í´Ö´¶ÃÎ" },
+ { TR_ESP_EVIL, "¼Ù°´¶ÃÎ" },
+ { TR_ESP_GOOD, "Á±ÎÉ´¶ÃÎ" },
+ { TR_ESP_NONLIVING, "̵À¸Êª´¶ÃÎ" },
+ { TR_ESP_UNIQUE, "¥æ¥Ë¡¼¥¯´¶ÃÎ" },
+ { TR_SLOW_DIGEST, "Ãپò½" },
+ { TR_REGEN, "µÞ®²óÉü" },
+ { TR_WARNING, "·Ù¹ð" },
+/* { TR_XTRA_MIGHT, "¶¯Îϼͷâ" }, */
+ { TR_XTRA_SHOTS, "Äɲüͷâ" }, /* always +1? */
+ { TR_DRAIN_EXP, "·Ð¸³Ã͵ۼý" },
+ { TR_AGGRAVATE, "È¿´¶" },
+ { TR_BLESSED, "½ËÊ¡" },
+ { TR_DEC_MANA, "¾ÃÈñËâÎϸº¾¯" },
+#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_FEATHER, "Levitation" },
+ { TR_SEE_INVIS, "See Invisible" },
+ { TR_TELEPATHY, "ESP" },
+ { 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
};
+ 1 /* type of curse */
+ 1]; /* sentinel NULL */
+ /* Additional ability or resistance */
+ char addition[80];
+
/* A string describing an artifact's activation */
cptr activation;
*
* The possibly updated description pointer is returned.
*/
-static cptr *spoiler_flag_aux(const u32b art_flags, const flag_desc *flag_ptr,
+static cptr *spoiler_flag_aux(const u32b art_flags[TR_FLAG_SIZE],
+ const flag_desc *flag_ptr,
cptr *desc_ptr, const int n_elmnts)
{
int i;
for (i = 0; i < n_elmnts; ++i)
{
- if (art_flags & flag_ptr[i].flag)
+ if (have_flag(art_flags, flag_ptr[i].flag))
{
*desc_ptr++ = flag_ptr[i].desc;
}
/*
* Acquire a "basic" description "The Cloak of Death [1,+10]"
*/
-static void analyze_general (object_type *o_ptr, char *desc_ptr)
+static void analyze_general(object_type *o_ptr, char *desc_ptr)
{
/* Get a "useful" description of the object */
object_desc_store(desc_ptr, o_ptr, TRUE, 1);
* List "player traits" altered by an artifact's pval. These include stats,
* speed, infravision, tunneling, stealth, searching, and extra attacks.
*/
-static void analyze_pval (object_type *o_ptr, pval_info_type *p_ptr)
+static void analyze_pval(object_type *o_ptr, pval_info_type *p_ptr)
{
- const u32b all_stats = (TR1_STR | TR1_INT | TR1_WIS |
- TR1_DEX | TR1_CON | TR1_CHR);
-
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
cptr *affects_list;
}
/* Extract the flags */
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
affects_list = p_ptr->pval_affects;
sprintf(p_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
/* First, check to see if the pval affects all stats */
- if ((f1 & all_stats) == 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))
{
#ifdef JP
*affects_list++ = "Á´Ç½ÎÏ";
}
/* Are any stats affected? */
- else if (f1 & all_stats)
+ 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))
{
- affects_list = spoiler_flag_aux(f1, stat_flags_desc,
+ affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
affects_list,
N_ELEMENTS(stat_flags_desc));
}
/* And now the "rest" */
- affects_list = spoiler_flag_aux(f1, pval_flags1_desc,
+ affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
affects_list,
N_ELEMENTS(pval_flags1_desc));
/* Note the slaying specialties of a weapon */
-static void analyze_slay (object_type *o_ptr, cptr *slay_list)
+static void analyze_slay(object_type *o_ptr, cptr *slay_list)
{
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
- slay_list = spoiler_flag_aux(f1, slay_flags_desc, slay_list,
+ slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
N_ELEMENTS(slay_flags_desc));
/* Terminate the description list */
}
/* Note an object's elemental brands */
-static void analyze_brand (object_type *o_ptr, cptr *brand_list)
+static void analyze_brand(object_type *o_ptr, cptr *brand_list)
{
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
- brand_list = spoiler_flag_aux(f1, brand_flags_desc, brand_list,
+ brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
N_ELEMENTS(brand_flags_desc));
/* Terminate the description list */
/* Note the resistances granted by an object */
-static void analyze_resist (object_type *o_ptr, cptr *resist_list)
+static void analyze_resist(object_type *o_ptr, cptr *resist_list)
{
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
- resist_list = spoiler_flag_aux(f2, resist_flags_desc,
+ resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
resist_list, N_ELEMENTS(resist_flags_desc));
/* Terminate the description list */
/* Note the immunities granted by an object */
-static void analyze_immune (object_type *o_ptr, cptr *immune_list)
+static void analyze_immune(object_type *o_ptr, cptr *immune_list)
{
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
- immune_list = spoiler_flag_aux(f2, immune_flags_desc,
+ immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
immune_list, N_ELEMENTS(immune_flags_desc));
/* Terminate the description list */
*immune_list = NULL;
}
-/* Note which stats an object sustains */
-static void analyze_sustains (object_type *o_ptr, cptr *sustain_list)
+/* Note which stats an object sustains */
+static void analyze_sustains(object_type *o_ptr, cptr *sustain_list)
{
- const u32b all_sustains = (TR2_SUST_STR | TR2_SUST_INT | TR2_SUST_WIS |
- TR2_SUST_DEX | TR2_SUST_CON | TR2_SUST_CHR);
-
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
/* Simplify things if an item sustains all stats */
- if ((f2 & all_sustains) == all_sustains)
+ 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))
{
#ifdef JP
*sustain_list++ = "Á´Ç½ÎÏ";
}
/* Should we bother? */
- else if ((f2 & all_sustains))
+ 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))
{
- sustain_list = spoiler_flag_aux(f2, sustain_flags_desc,
+ sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
sustain_list,
N_ELEMENTS(sustain_flags_desc));
}
* Note miscellaneous powers bestowed by an artifact such as see invisible,
* free action, permanent light, etc.
*/
-static void analyze_misc_magic (object_type *o_ptr, cptr *misc_list)
+static void analyze_misc_magic(object_type *o_ptr, cptr *misc_list)
{
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
- misc_list = spoiler_flag_aux(f2, misc_flags2_desc, misc_list,
+ misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
N_ELEMENTS(misc_flags2_desc));
- misc_list = spoiler_flag_aux(f3, misc_flags3_desc, misc_list,
+ misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list,
N_ELEMENTS(misc_flags3_desc));
/*
/*
* Glowing artifacts -- small radius light.
*/
- if (f3 & (TR3_LITE))
+ if (have_flag(flgs, TR_LITE))
{
#ifdef JP
*misc_list++ = "±Êµ×¸÷¸»(Ⱦ·Â1)";
*/
/* if (cursed_p(o_ptr)) */
- if (1)
{
- if (f3 & TR3_TY_CURSE)
+ if (have_flag(flgs, TR_TY_CURSE))
{
#ifdef JP
*misc_list++ = "ÂÀ¸Å¤Î±åÇ°";
*misc_list++ = "Ancient Curse";
#endif
}
- if (f3 & TR3_PERMA_CURSE)
+ if (o_ptr->curse_flags & TRC_PERMA_CURSE)
{
#ifdef JP
*misc_list++ = "±Ê±ó¤Î¼ö¤¤";
*misc_list++ = "Permanently Cursed";
#endif
}
- else if (f3 & TR3_HEAVY_CURSE)
+ else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
{
#ifdef JP
*misc_list++ = "¶¯ÎϤʼö¤¤";
#endif
}
/* else */
- else if (f3 & TR3_CURSED)
+ else if (o_ptr->curse_flags & TRC_CURSED)
{
#ifdef JP
*misc_list++ = "¼ö¤¤";
}
+/*
+ * Note additional ability and/or resistance of fixed artifacts
+ */
+static void analyze_addition(object_type *o_ptr, char *addition)
+{
+ artifact_type *a_ptr = &a_info[o_ptr->name1];
+
+ /* Init */
+ strcpy(addition, "");
+
+#ifdef JP
+ if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) strcat(addition, "ǽÎÏandÂÑÀ");
+ else if (a_ptr->gen_flags & TRG_XTRA_POWER)
+ {
+ strcat(addition, "ǽÎÏ");
+ if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(1/2¤ÇandÂÑÀ)");
+ }
+ else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
+ {
+ strcat(addition, "ÂÑÀ");
+ if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(1/2¤ÇandǽÎÏ)");
+ }
+ else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "ǽÎÏorÂÑÀ");
+#else
+ if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) strcat(addition, "Ability and Resistance");
+ else if (a_ptr->gen_flags & TRG_XTRA_POWER)
+ {
+ strcat(addition, "Ability");
+ if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(plus Resistance about 1/2)");
+ }
+ else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
+ {
+ strcat(addition, "Resistance");
+ if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(plus Ability about 1/2)");
+ }
+ else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "Ability or Resistance");
+#endif
+}
/*
* Determine the minimum depth an artifact can appear, its rarity, its weight,
* and its value in gold pieces
*/
-static void analyze_misc (object_type *o_ptr, char *misc_desc)
+static void analyze_misc(object_type *o_ptr, char *misc_desc)
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
{
analyze_general(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);
-
analyze_immune(o_ptr, desc_ptr->immunities);
-
analyze_resist(o_ptr, desc_ptr->resistances);
-
analyze_sustains(o_ptr, desc_ptr->sustains);
-
analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
-
+ analyze_addition(o_ptr, desc_ptr->addition);
analyze_misc(o_ptr, desc_ptr->misc_desc);
-
desc_ptr->activation = item_activation(o_ptr);
}
{
char buf[80];
-#ifndef FAKE_VERSION
- sprintf(buf, "Artifact Spoilers for Angband Version %d.%d.%d",
- VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
- spoiler_underline(buf);
-#else /* FAKE_VERSION */
sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",
- FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
+ FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
spoiler_underline(buf);
-#endif /* FAKE_VERSION */
-
}
/*
#ifdef JP
spoiler_outlist("ÂÐ:", art_ptr->slays, ITEM_SEP);
-
spoiler_outlist("Éð´ï°À:", art_ptr->brands, LIST_SEP);
-
spoiler_outlist("ÌȱÖ:", art_ptr->immunities, ITEM_SEP);
-
spoiler_outlist("ÂÑÀ:", art_ptr->resistances, ITEM_SEP);
-
spoiler_outlist("°Ý»ý:", art_ptr->sustains, ITEM_SEP);
#else
spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
-
spoiler_outlist("", art_ptr->brands, LIST_SEP);
-
spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
-
spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
-
spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
#endif
spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
+ if (art_ptr->addition[0])
+ {
+#ifdef JP
+ fprintf(fff, "%sÄɲÃ: %s\n", INDENT1, art_ptr->addition);
+#else
+ fprintf(fff, "%sAdditional %s\n", INDENT1, art_ptr->addition);
+#endif
+ }
/* Write out the possible activation at the primary indention level */
if (art_ptr->activation)
/* Build the filename */
- path_build(buf, 1024, ANGBAND_DIR_USER, fname);
+ path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
char exp[80];
/* Build the filename */
- path_build(buf, 1024, ANGBAND_DIR_USER, fname);
+ path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
C_MAKE(who, max_r_idx, s16b);
/* Dump the header */
-
-#ifndef FAKE_VERSION
- fprintf(fff, "Monster Spoilers for Angband Version %d.%d.%d\n",
- VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
- fprintf(fff, "------------------------------------------\n\n");
-#else
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");
-#endif
/* Dump the header */
fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
if (r_ptr->name) who[n++] = i;
}
- /* Select the sort method */
- ang_sort_comp = ang_sort_comp_hook;
- ang_sort_swap = ang_sort_swap_hook;
+ /* Select the sort method */
+ ang_sort_comp = ang_sort_comp_hook;
+ ang_sort_swap = ang_sort_swap_hook;
- /* Sort the array by dungeon depth of monsters */
- ang_sort(who, &why, n);
+ /* Sort the array by dungeon depth of monsters */
+ ang_sort(who, &why, n);
/* Scan again */
for (i = 0; i < n; i++)
if (r_ptr->flags7 & (RF7_KAGE)) continue;
/* Get the "name" */
-/* if (r_ptr->flags1 & (RF1_QUESTOR)) */
- if (0)
+ /*
+ else if (r_ptr->flags1 & (RF1_QUESTOR))
{
sprintf(nam, "[Q] %s", name);
}
+ */
else if (r_ptr->flags1 & (RF1_UNIQUE))
{
sprintf(nam, "[U] %s", name);
* Primarily based on code already in mon-desc.c, mostly by -BEN-
*/
-/*
- * Pronoun arrays
- */
-static cptr wd_che[3] =
-#ifdef JP
-{ "¤½¤ì", "Èà", "Èà½÷" };
-#else
-{ "It", "He", "She" };
-#endif
-
-#ifndef JP
-static cptr wd_lhe[3] =
-{ "it", "he", "she" };
-#endif
/*
for (; *str; str++)
{
#ifdef JP
- char cbak;
- int k_flag = iskanji((unsigned char)(*str));
+ char cbak;
+ int k_flag = iskanji((unsigned char)(*str));
#endif
char ch = *str;
int wrap = (ch == '\n');
#ifdef JP
- if (!isprint(ch) && !k_flag && !iskanji2) ch = ' ';
+ if (!isprint(ch) && !k_flag && !iskanji2) ch = ' ';
if(k_flag && !iskanji2)iskanji2=1;else iskanji2=0;
#else
if (!isprint(ch)) ch = ' ';
#endif
#ifdef JP
- if ( roff_p >= roff_buf+( (k_flag) ? 74 : 75) ) wrap=1;
+ if ( roff_p >= roff_buf+( (k_flag) ? 74 : 75) ) wrap=1;
if ((ch == ' ') && (roff_p + 2 >= roff_buf + ((k_flag) ? 74 : 75))) wrap = 1;
#else
if (roff_p >= roff_buf + 75) wrap = 1;
*roff_p = '\0';
r = roff_p;
#ifdef JP
- cbak=' ';
+ cbak=' ';
#endif
if (roff_s && (ch != ' '))
{
#ifdef JP
- cbak=*roff_s;
+ cbak=*roff_s;
#endif
*roff_s = '\0';
r = roff_s + 1;
}
else{
if( iskanji2 &&
- strncmp(str, "¡£", 2) != 0 &&
+ strncmp(str, "¡£", 2) != 0 &&
strncmp(str, "¡¢", 2) != 0 &&
- strncmp(str, "¥£", 2) != 0 &&
+ strncmp(str, "¥£", 2) != 0 &&
strncmp(str, "¡¼", 2) != 0) roff_s = roff_p;
}
#else
}
+
+/*
+ * Hook function used in spoil_mon_info()
+ */
+static void roff_func(byte attr, cptr str)
+{
+ /* Unused */
+ (void)attr;
+
+ spoil_out(str);
+}
+
+
/*
* Create a spoiler file for monsters (-SHAWN-)
*/
static void spoil_mon_info(cptr fname)
{
char buf[1024];
- int msex, vn, i, j, k, l, n=0;
- bool breath, magic, sin;
- cptr p, q;
- cptr vp[64];
- u32b flags1, flags2, flags3, flags4, flags5, flags6, flags7;
+ int i, l, n = 0;
+ u32b flags1;
u16b why = 2;
s16b *who;
-
-#ifdef JP
- char jverb_buf[64];
-#endif
/* Build the filename */
- path_build(buf, 1024, ANGBAND_DIR_USER, fname);
+ path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
/* Dump the header */
-#ifndef FAKE_VERSION
- sprintf(buf, "Monster Spoilers for Angband Version %d.%d.%d\n",
- VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
-#else
sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
-#endif
spoil_out(buf);
spoil_out("------------------------------------------\n\n");
/* Extract the flags */
flags1 = r_ptr->flags1;
- flags2 = r_ptr->flags2;
- flags3 = r_ptr->flags3;
- flags4 = r_ptr->flags4;
- flags5 = r_ptr->flags5;
- flags6 = r_ptr->flags6;
- flags7 = r_ptr->flags7;
- breath = FALSE;
- magic = FALSE;
-
- /* Extract a gender (if applicable) */
- if (flags1 & (RF1_FEMALE)) msex = 2;
- else if (flags1 & (RF1_MALE)) msex = 1;
- else msex = 0;
-
/* Prefix */
if (flags1 & (RF1_QUESTOR))
spoil_out(buf);
/* Number */
- sprintf(buf, "Num:%d ", n);
+ sprintf(buf, "Num:%d ", who[l]);
spoil_out(buf);
/* Level */
sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
spoil_out(buf);
-
- /* Describe */
- spoil_out(r_text + r_ptr->text);
-#ifdef JP
- spoil_out("¡£ ");
-#else
- spoil_out(" ");
-#endif
-
-
-
-#ifdef JP
- spoil_out("¤³¤Î");
-
-if (flags2 & RF2_ELDRITCH_HORROR) spoil_out("¶¸µ¤¤òͶ¤¦");/*nuke me*/
-if (flags3 & RF3_ANIMAL) spoil_out("¼«Á³³¦¤Î");
-if (flags3 & RF3_EVIL) spoil_out("¼Ù°¤Ê¤ë");
-if (flags3 & RF3_GOOD) spoil_out("Á±ÎɤÊ");
-if (flags3 & RF3_UNDEAD) spoil_out("¥¢¥ó¥Ç¥Ã¥É¤Î");
-
-if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_AMBERITE)) || (flags2 & RF2_QUANTUM))
-{
- if (flags3 & RF3_DRAGON) spoil_out("¥É¥é¥´¥ó");
- if (flags3 & RF3_DEMON) spoil_out("¥Ç¡¼¥â¥ó");
- if (flags3 & RF3_GIANT) spoil_out("¥¸¥ã¥¤¥¢¥ó¥È");
- if (flags3 & RF3_TROLL) spoil_out("¥È¥í¥ë");
- if (flags3 & RF3_ORC) spoil_out("¥ª¡¼¥¯");
- if (flags3 & RF3_AMBERITE) spoil_out("¥¢¥ó¥Ð¡¼¤Î²¦Â²");/*nuke me*/
- if (flags2 & RF2_QUANTUM) spoil_out("ÎÌ»ÒÀ¸Êª");
-}
-else spoil_out("¥â¥ó¥¹¥¿¡¼");
-#else
- spoil_out("This");
-
- if (flags2 & (RF2_ELDRITCH_HORROR)) spoil_out (" sanity-blasting");
- if (flags3 & (RF3_ANIMAL)) spoil_out(" natural");
- if (flags3 & (RF3_EVIL)) spoil_out(" evil");
- if (flags3 & (RF3_GOOD)) spoil_out(" good");
- if (flags3 & (RF3_UNDEAD)) spoil_out(" undead");
-
- if (flags3 & (RF3_DRAGON)) spoil_out(" dragon");
- else if (flags3 & (RF3_DEMON)) spoil_out(" demon");
- else if (flags3 & (RF3_GIANT)) spoil_out(" giant");
- else if (flags3 & (RF3_TROLL)) spoil_out(" troll");
- else if (flags3 & (RF3_ORC)) spoil_out(" orc");
- else if (flags3 & (RF3_AMBERITE)) spoil_out (" Amberite");
- else spoil_out(" creature");
-#endif
-
-
-#ifdef JP
- spoil_out("¤Ï");
-#else
- spoil_out(" moves");
-#endif
-
-
- if ((flags1 & (RF1_RAND_50)) && (flags1 & (RF1_RAND_25)))
- {
-#ifdef JP
-spoil_out("¤«¤Ê¤êÉÔµ¬Â§¤Ë");
-#else
- spoil_out(" extremely erratically");
-#endif
-
- }
- else if (flags1 & (RF1_RAND_50))
- {
-#ifdef JP
-spoil_out("´öʬÉÔµ¬Â§¤Ë");
-#else
- spoil_out(" somewhat erratically");
-#endif
-
- }
- else if (flags1 & (RF1_RAND_25))
- {
-#ifdef JP
-spoil_out("¾¯¡¹ÉÔµ¬Â§¤Ë");
-#else
- spoil_out(" a bit erratically");
-#endif
-
- }
- else
- {
-#ifdef JP
-spoil_out("ÉáÄ̤Ë");
-#else
- spoil_out(" normally");
-#endif
-
- }
-
-#ifdef JP
-spoil_out("Æ°¤¤¤Æ¤¤¤ë");
-#endif
- if (flags1 & (RF1_NEVER_MOVE))
- {
-#ifdef JP
-spoil_out("¤¬¡¢¿¯Æþ¼Ô¤òÄÉÀפ·¤Ê¤¤");
-#else
- spoil_out(", but does not deign to chase intruders");
-#endif
-
- }
-
-#ifdef JP
- spoil_out("¤³¤È¤¬¤¢¤ë¡£");
-#else
- spoil_out(". ");
-#endif
-
-
- if (!r_ptr->level || (flags1 & (RF1_FORCE_DEPTH)))
- {
- sprintf(buf, "%s is never found out of depth. ", wd_che[msex]);
- spoil_out(buf);
- }
-
- if (flags1 & (RF1_FORCE_SLEEP))
- {
- sprintf(buf, "%s is always created sluggish. ", wd_che[msex]);
- spoil_out(buf);
- }
-
- if (flags2 & (RF2_AURA_FIRE))
- {
- sprintf(buf, "%s is surrounded by flames. ", wd_che[msex]);
- spoil_out(buf);
- }
-
- if (flags3 & (RF3_AURA_COLD))
- {
- sprintf(buf, "%s is surrounded by ice. ", wd_che[msex]);
- spoil_out(buf);
- }
-
- if (flags2 & (RF2_AURA_ELEC))
- {
- sprintf(buf, "%s is surrounded by electricity. ", wd_che[msex]);
- spoil_out(buf);
- }
-
- if (flags2 & (RF2_REFLECTING))
- {
- sprintf(buf, "%s reflects bolt spells. ", wd_che[msex]);
- spoil_out(buf);
- }
-
- if (flags1 & (RF1_ESCORT))
- {
- sprintf(buf, "%s usually appears with ", wd_che[msex]);
- spoil_out(buf);
- if (flags1 & (RF1_ESCORTS)) spoil_out("escorts. ");
- else spoil_out("an escort. ");
- }
-
- if ((flags1 & RF1_FRIEND) || (flags1 & RF1_FRIENDS))
- {
- sprintf(buf, "%s usually appears in groups. ", wd_che[msex]);
- spoil_out(buf);
- }
-
- /* Collect inate attacks */
- vn = 0;
-#ifdef JP
-if (flags4 & RF4_SHRIEK) vp[vn++] = "ÈáÌĤǽõ¤±¤òµá¤á¤ë";
-if (flags4 & RF4_ROCKET) vp[vn++] = "¥í¥±¥Ã¥È¤òȯ¼Í¤¹¤ë";
-if (flags4 & RF4_SHOOT) vp[vn++] = "¼Í·â¤ò¤¹¤ë";
-if (flags6 & (RF6_SPECIAL)) vp[vn++] = "ÆÃÊ̤ʹÔÆ°¤ò¤¹¤ë";
-#else
- if (flags4 & RF4_SHRIEK) vp[vn++] = "shriek for help";
- if (flags4 & RF4_ROCKET) vp[vn++] = "shoot a rocket";
- if (flags4 & RF4_SHOOT) vp[vn++] = "fire missiles";
- if (flags6 & (RF6_SPECIAL)) vp[vn++] = "do something";
-#endif
-
-
- if (vn)
- {
-#ifdef JP
- spoil_out(wd_che[msex]);
- spoil_out("¤Ï");
-#else
- spoil_out(wd_che[msex]);
-#endif
-
- for (i = 0; i < vn; i++)
- {
-#ifdef JP
- if(i!=vn-1){
- jverb3(vp[i],jverb_buf);
- spoil_out(jverb_buf);
- spoil_out("¤ê¡¢");
- }
- else spoil_out(vp[i]);
-#else
- if (!i) spoil_out(" may ");
- else if (i < vn-1) spoil_out(", ");
- else spoil_out(" or ");
- spoil_out(vp[i]);
-#endif
-
- }
-#ifdef JP
- spoil_out("¤³¤È¤¬¤Ç¤¤ë¡£");
-#else
- spoil_out(". ");
-#endif
-
- }
-
- /* Collect breaths */
- vn = 0;
-#ifdef JP
-if (flags4 & (RF4_BR_ACID)) vp[vn++] = "»À";
-if (flags4 & (RF4_BR_ELEC)) vp[vn++] = "°ðºÊ";
-if (flags4 & (RF4_BR_FIRE)) vp[vn++] = "²Ð±ê";
-if (flags4 & (RF4_BR_COLD)) vp[vn++] = "Î䵤";
-if (flags4 & (RF4_BR_POIS)) vp[vn++] = "ÆÇ";
-if (flags4 & (RF4_BR_NETH)) vp[vn++] = "ÃϹö";
-if (flags4 & (RF4_BR_LITE)) vp[vn++] = "Á®¸÷";
-if (flags4 & (RF4_BR_DARK)) vp[vn++] = "°Å¹õ";
-if (flags4 & (RF4_BR_CONF)) vp[vn++] = "º®Íð";
-if (flags4 & (RF4_BR_SOUN)) vp[vn++] = "¹ì²»";
-if (flags4 & (RF4_BR_CHAO)) vp[vn++] = "¥«¥ª¥¹";
-if (flags4 & (RF4_BR_DISE)) vp[vn++] = "Îô²½";
-if (flags4 & (RF4_BR_NEXU)) vp[vn++] = "°ø²Ìº®Íð";
-if (flags4 & (RF4_BR_TIME)) vp[vn++] = "»þ´ÖµÕž";
-if (flags4 & (RF4_BR_INER)) vp[vn++] = "ÃÙÆß";
-if (flags4 & (RF4_BR_GRAV)) vp[vn++] = "½ÅÎÏ";
-if (flags4 & (RF4_BR_SHAR)) vp[vn++] = "ÇËÊÒ";
-if (flags4 & (RF4_BR_PLAS)) vp[vn++] = "¥×¥é¥º¥Þ";
-if (flags4 & (RF4_BR_WALL)) vp[vn++] = "¥Õ¥©¡¼¥¹";
-if (flags4 & (RF4_BR_MANA)) vp[vn++] = "ËâÎÏ";
-if (flags4 & (RF4_BR_NUKE)) vp[vn++] = "Êü¼ÍÀÇÑ´þʪ";
-if (flags4 & (RF4_BR_DISI)) vp[vn++] = "ʬ²ò";
-#else
- if (flags4 & (RF4_BR_ACID)) vp[vn++] = "acid";
- if (flags4 & (RF4_BR_ELEC)) vp[vn++] = "lightning";
- if (flags4 & (RF4_BR_FIRE)) vp[vn++] = "fire";
- if (flags4 & (RF4_BR_COLD)) vp[vn++] = "frost";
- if (flags4 & (RF4_BR_POIS)) vp[vn++] = "poison";
- if (flags4 & (RF4_BR_NETH)) vp[vn++] = "nether";
- if (flags4 & (RF4_BR_LITE)) vp[vn++] = "light";
- if (flags4 & (RF4_BR_DARK)) vp[vn++] = "darkness";
- if (flags4 & (RF4_BR_CONF)) vp[vn++] = "confusion";
- if (flags4 & (RF4_BR_SOUN)) vp[vn++] = "sound";
- if (flags4 & (RF4_BR_CHAO)) vp[vn++] = "chaos";
- if (flags4 & (RF4_BR_DISE)) vp[vn++] = "disenchantment";
- if (flags4 & (RF4_BR_NEXU)) vp[vn++] = "nexus";
- if (flags4 & (RF4_BR_TIME)) vp[vn++] = "time";
- if (flags4 & (RF4_BR_INER)) vp[vn++] = "inertia";
- if (flags4 & (RF4_BR_GRAV)) vp[vn++] = "gravity";
- if (flags4 & (RF4_BR_SHAR)) vp[vn++] = "shards";
- if (flags4 & (RF4_BR_PLAS)) vp[vn++] = "plasma";
- if (flags4 & (RF4_BR_WALL)) vp[vn++] = "force";
- if (flags4 & (RF4_BR_MANA)) vp[vn++] = "mana";
- if (flags4 & (RF4_BR_NUKE)) vp[vn++] = "toxic waste";
- if (flags4 & (RF4_BR_DISI)) vp[vn++] = "disintegration";
-#endif
-
-
- if (vn)
- {
- breath = TRUE;
-#ifdef JP
- spoil_out(wd_che[msex]);
- spoil_out("¤Ï");
-#else
- spoil_out(wd_che[msex]);
-#endif
-
-#ifdef JP
- spoil_out("¤Ï");
-#endif
- for (i = 0; i < vn; i++)
- {
-#ifdef JP
- if ( i != 0 ) spoil_out("¤ä");
-#else
- if (!i) spoil_out(" may breathe ");
- else if (i < vn-1) spoil_out(", ");
- else spoil_out(" or ");
-#endif
-
- spoil_out(vp[i]);
- }
-#ifdef JP
- spoil_out("¤Î¥Ö¥ì¥¹¤ò");
- if (flags2 & (RF2_POWERFUL)) spoil_out("¶¯ÎϤË");
- spoil_out("ÅǤ¯¤³¤È¤¬¤¢");
-#else
- if (flags2 & (RF2_POWERFUL)) spoil_out(" powerfully");
-#endif
-
- }
-
- /* Collect spells */
- vn = 0;
-#ifdef JP
-if (flags5 & (RF5_BA_ACID)) vp[vn++] = "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î";
-if (flags5 & (RF5_BA_ELEC)) vp[vn++] = "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î";
-if (flags5 & (RF5_BA_FIRE)) vp[vn++] = "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î";
-if (flags5 & (RF5_BA_COLD)) vp[vn++] = "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î";
-if (flags5 & (RF5_BA_POIS)) vp[vn++] = "°½±À¤Î";
-if (flags5 & (RF5_BA_NETH)) vp[vn++] = "ÃϹöµå¤Î";
-if (flags5 & (RF5_BA_WATE)) vp[vn++] = "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë¤Î";
-if (flags4 & (RF4_BA_NUKE)) vp[vn++] = "Êü¼Íǽµå¤Î";
-#else
- if (flags5 & (RF5_BA_ACID)) vp[vn++] = "produce acid balls";
- if (flags5 & (RF5_BA_ELEC)) vp[vn++] = "produce lightning balls";
- if (flags5 & (RF5_BA_FIRE)) vp[vn++] = "produce fire balls";
- if (flags5 & (RF5_BA_COLD)) vp[vn++] = "produce frost balls";
- if (flags5 & (RF5_BA_POIS)) vp[vn++] = "produce poison balls";
- if (flags5 & (RF5_BA_NETH)) vp[vn++] = "produce nether balls";
- if (flags5 & (RF5_BA_WATE)) vp[vn++] = "produce water balls";
- if (flags4 & (RF4_BA_NUKE)) vp[vn++] = "produce balls of radiation";
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BA_MANA)) vp[vn++] = "ËâÎϤÎÍò¤Î";
-if (flags5 & (RF5_BA_DARK)) vp[vn++] = "°Å¹õ¤ÎÍò¤Î";
-if (flags5 & (RF5_BA_LITE)) vp[vn++] = "¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î";
-if (flags4 & (RF4_BA_CHAO)) vp[vn++] = "½ã¥í¥°¥ë¥¹¤Î";
-#else
- if (flags5 & (RF5_BA_MANA)) vp[vn++] = "produce mana storms";
- if (flags5 & (RF5_BA_DARK)) vp[vn++] = "produce darkness storms";
- if (flags4 & (RF5_BA_LITE)) vp[vn++] = "produce starburst";
- if (flags4 & (RF4_BA_CHAO)) vp[vn++] = "invoke raw Logrus";
-#endif
-#ifdef JP
-if (flags6 & (RF6_HAND_DOOM)) vp[vn++] = "ÇËÌǤμê¤Î";
-if (flags6 & (RF6_PSY_SPEAR)) vp[vn++] = "¸÷¤Î·õ¤Î";
-if (flags5 & (RF5_DRAIN_MANA)) vp[vn++] = "ËâÎϤòµÛ¤¤¼è¤ë";
-if (flags5 & (RF5_MIND_BLAST)) vp[vn++] = "Àº¿À¤ò¹¶·â¤¹¤ë";
-if (flags5 & (RF5_BRAIN_SMASH)) vp[vn++] = "Ǿ¤ò¹¶·â¤¹¤ë";
-if (flags5 & (RF5_CAUSE_1)) vp[vn++] = "·Ú½ý¤ò°ú¤µ¯¤³¤·¤Æ¼ö¤¤¤ò¤«¤±¤ë";
-if (flags5 & (RF5_CAUSE_2)) vp[vn++] = "½Å½ý¤ò°ú¤µ¯¤³¤·¤Æ¼ö¤¤¤ò¤«¤±¤ë";
-if (flags5 & (RF5_CAUSE_3)) vp[vn++] = "Ã×Ì¿½ý¤ò°ú¤µ¯¤³¤·¤Æ¼ö¤¤¤ò¤«¤±¤ë";
-if (flags5 & (RF5_CAUSE_4)) vp[vn++] = "È빦¤òÆͤ¯";
-if (flags5 & (RF5_BO_ACID)) vp[vn++] = "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î";
-if (flags5 & (RF5_BO_ELEC)) vp[vn++] = "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î";
-if (flags5 & (RF5_BO_FIRE)) vp[vn++] = "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î";
-if (flags5 & (RF5_BO_COLD)) vp[vn++] = "¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î";
-if (flags5 & (RF5_BO_NETH)) vp[vn++] = "ÃϹö¤ÎÌð¤Î";
-if (flags5 & (RF5_BO_WATE)) vp[vn++] = "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î";
-if (flags5 & (RF5_BO_MANA)) vp[vn++] = "ËâÎϤÎÌð¤Î";
-if (flags5 & (RF5_BO_PLAS)) vp[vn++] = "¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î";
-if (flags5 & (RF5_BO_ICEE)) vp[vn++] = "¶Ë´¨¤ÎÌð¤Î";
-if (flags5 & (RF5_MISSILE)) vp[vn++] = "¥Þ¥¸¥Ã¥¯¥ß¥µ¥¤¥ë¤Î";
-if (flags5 & (RF5_SCARE)) vp[vn++] = "¶²Éݤò¸Æ¤Óµ¯¤³¤¹";
-if (flags5 & (RF5_BLIND)) vp[vn++] = "Ìܤò¤¯¤é¤Þ¤»¤ë";
-if (flags5 & (RF5_CONF)) vp[vn++] = "º®Í𤵤»¤ë";
-if (flags5 & (RF5_SLOW)) vp[vn++] = "¸ºÂ®¤µ¤»¤ë";
-if (flags5 & (RF5_HOLD)) vp[vn++] = "Ëãá㤵¤»¤ë";
-if (flags6 & (RF6_HASTE)) vp[vn++] = "¼«Ê¬¤ò²Ã®¤¹¤ë";
-if (flags6 & (RF6_HEAL)) vp[vn++] = "¼«Ê¬¤ò¼£Ìþ¤¹¤ë";
-if (flags6 & (RF6_INVULNER)) vp[vn++] = "̵½ý¤Îµå¤Î";
-if (flags4 & (RF4_DISPEL)) vp[vn++] = "ËâÎϤò¾Ã¤·µî¤ë";
-if (flags6 & (RF6_BLINK)) vp[vn++] = "½Ö»þ¤Ë¾Ã¤¨¤ë";
-if (flags6 & (RF6_TPORT)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤¹¤ë";
-if (flags6 & (RF6_WORLD)) vp[vn++] = "»þ¤ò»ß¤á¤ë";
-if (flags6 & (RF6_TELE_TO)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤Ç°ú¤Ì᤹";
-if (flags6 & (RF6_TELE_AWAY)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤ë";
-if (flags6 & (RF6_TELE_LEVEL)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤µ¤»¤ë";
-if (flags6 & (RF6_DARKNESS)) vp[vn++] = "°Å°Ç¤òºî¤ë";
-if (flags6 & (RF6_TRAPS)) vp[vn++] = "¥È¥é¥Ã¥×¤òºî¤ë";
-if (flags6 & (RF6_FORGET)) vp[vn++] = "µ²±¤ò¾Ãµî¤¹¤ë";
-if (flags6 & (RF6_RAISE_DEAD)) vp[vn++] = "»à¼Ô¤òᴤ餻¤ë";
-if (flags6 & (RF6_S_MONSTER)) vp[vn++] = "°ìÂΤΥâ¥ó¥¹¥¿¡¼¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_MONSTERS)) vp[vn++] = "Ê£¿ô¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_KIN)) vp[vn++] = "µß±ç¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_ANT)) vp[vn++] = "¥¢¥ê¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_SPIDER)) vp[vn++] = "¥¯¥â¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_HOUND)) vp[vn++] = "¥Ï¥¦¥ó¥É¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_HYDRA)) vp[vn++] = "¥Ò¥É¥é¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_ANGEL)) vp[vn++] = "°ìÂΤÎÅ·»È¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_DEMON)) vp[vn++] = "°ìÂΤΥǡ¼¥â¥ó¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_UNDEAD)) vp[vn++] = "°ìÂΤΥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_DRAGON)) vp[vn++] = "°ìÂΤΥɥ饴¥ó¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_HI_UNDEAD)) vp[vn++] = "¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_HI_DRAGON)) vp[vn++] = "¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_CYBER)) vp[vn++] = "¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_AMBERITES)) vp[vn++] = "¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤¹¤ë";
-if (flags6 & (RF6_S_UNIQUE)) vp[vn++] = "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤¹¤ë";
-#else
- if (flags6 & (RF6_HAND_DOOM)) vp[vn++] = "invoke the Hand of Doom";
- if (flags6 & (RF6_PSY_SPEAR)) vp[vn++] = "psycho-spear";
- if (flags5 & (RF5_DRAIN_MANA)) vp[vn++] = "drain mana";
- if (flags5 & (RF5_MIND_BLAST)) vp[vn++] = "cause mind blasting";
- if (flags5 & (RF5_BRAIN_SMASH)) vp[vn++] = "cause brain smashing";
- if (flags5 & (RF5_CAUSE_1)) vp[vn++] = "cause light wounds and cursing";
- if (flags5 & (RF5_CAUSE_2)) vp[vn++] = "cause serious wounds and cursing";
- if (flags5 & (RF5_CAUSE_3)) vp[vn++] = "cause critical wounds and cursing";
- if (flags5 & (RF5_CAUSE_4)) vp[vn++] = "cause mortal wounds";
- if (flags5 & (RF5_BO_ACID)) vp[vn++] = "produce acid bolts";
- if (flags5 & (RF5_BO_ELEC)) vp[vn++] = "produce lightning bolts";
- if (flags5 & (RF5_BO_FIRE)) vp[vn++] = "produce fire bolts";
- if (flags5 & (RF5_BO_COLD)) vp[vn++] = "produce frost bolts";
- if (flags5 & (RF5_BO_NETH)) vp[vn++] = "produce nether bolts";
- if (flags5 & (RF5_BO_WATE)) vp[vn++] = "produce water bolts";
- if (flags5 & (RF5_BO_MANA)) vp[vn++] = "produce mana bolts";
- if (flags5 & (RF5_BO_PLAS)) vp[vn++] = "produce plasma bolts";
- if (flags5 & (RF5_BO_ICEE)) vp[vn++] = "produce ice bolts";
- if (flags5 & (RF5_MISSILE)) vp[vn++] = "produce magic missiles";
- if (flags5 & (RF5_SCARE)) vp[vn++] = "terrify";
- if (flags5 & (RF5_BLIND)) vp[vn++] = "blind";
- if (flags5 & (RF5_CONF)) vp[vn++] = "confuse";
- if (flags5 & (RF5_SLOW)) vp[vn++] = "slow";
- if (flags5 & (RF5_HOLD)) vp[vn++] = "paralyze";
- if (flags6 & (RF6_HASTE)) vp[vn++] = "haste-self";
- if (flags6 & (RF6_HEAL)) vp[vn++] = "heal-self";
- if (flags6 & (RF6_INVULNER)) vp[vn++] = "make invulnerable";
- if (flags6 & (RF6_BLINK)) vp[vn++] = "blink-self";
- if (flags6 & (RF6_TPORT)) vp[vn++] = "teleport-self";
- if (flags6 & (RF6_WORLD)) vp[vn++] = "stop the time";
- if (flags6 & (RF6_TELE_TO)) vp[vn++] = "teleport to";
- if (flags6 & (RF6_TELE_AWAY)) vp[vn++] = "teleport away";
- if (flags6 & (RF6_TELE_LEVEL)) vp[vn++] = "teleport level";
- if (flags6 & (RF6_DARKNESS)) vp[vn++] = "create darkness";
- if (flags6 & (RF6_TRAPS)) vp[vn++] = "create traps";
- if (flags6 & (RF6_FORGET)) vp[vn++] = "cause amnesia";
- if (flags6 & (RF6_RAISE_DEAD)) vp[vn++] = "raise dead";
- if (flags6 & (RF6_S_MONSTER)) vp[vn++] = "summon a monster";
- if (flags6 & (RF6_S_MONSTERS)) vp[vn++] = "summon monsters";
- if (flags6 & (RF6_S_KIN)) vp[vn++] = "summon aid";
- if (flags6 & (RF6_S_ANT)) vp[vn++] = "summon ants";
- if (flags6 & (RF6_S_SPIDER)) vp[vn++] = "summon spiders";
- if (flags6 & (RF6_S_HOUND)) vp[vn++] = "summon hounds";
- if (flags6 & (RF6_S_HYDRA)) vp[vn++] = "summon hydras";
- if (flags6 & (RF6_S_ANGEL)) vp[vn++] = "summon an angel";
- if (flags6 & (RF6_S_DEMON)) vp[vn++] = "summon a demon";
- if (flags6 & (RF6_S_UNDEAD)) vp[vn++] = "summon an undead";
- if (flags6 & (RF6_S_DRAGON)) vp[vn++] = "summon a dragon";
- if (flags6 & (RF6_S_HI_UNDEAD)) vp[vn++] = "summon greater undead";
- if (flags6 & (RF6_S_HI_DRAGON)) vp[vn++] = "summon ancient dragons";
- if (flags6 & (RF6_S_CYBER)) vp[vn++] = "summon Cyberdemons";
- if (flags6 & (RF6_S_AMBERITES)) vp[vn++] = "summon Lords of Amber";
- if (flags6 & (RF6_S_UNIQUE)) vp[vn++] = "summon unique monsters";
-#endif
-
-
- if (vn)
- {
- magic = TRUE;
- if (breath)
- {
-#ifdef JP
- spoil_out("¤ê¡¢¤Ê¤ª¤«¤Ä");
-#else
- spoil_out(", and is also");
-#endif
-
- }
- else
- {
-#ifdef JP
- spoil_out(wd_che[msex]);
- spoil_out("¤Ï");
-#else
- spoil_out(wd_che[msex]);
- spoil_out(" is");
-#endif
-
- }
-
-#ifdef JP
- /* Adverb */
- if (flags2 & (RF2_SMART)) spoil_out("Ū³Î¤Ë");
-
- /* Verb Phrase */
- spoil_out("ËâË¡¤ò»È¤¦¤³¤È¤¬¤Ç¤¡¢");
-#else
- spoil_out(" magical, casting spells");
- if (flags2 & (RF2_SMART)) spoil_out(" intelligently");
-#endif
-
-
- for (i = 0; i < vn; i++)
- {
-#ifdef JP
- if ( i != 0 ) spoil_out("¼öʸ¡¢");
-#else
- if (!i) spoil_out(" which ");
- else if (i < vn-1) spoil_out(", ");
- else spoil_out(" or ");
-#endif
-
- spoil_out(vp[i]);
- }
-#ifdef JP
- spoil_out("¼öʸ¤ò¾§¤¨¤ë¤³¤È¤¬¤¢");
-#endif
- }
-
- if (breath || magic)
- {
-#ifdef JP
- sprintf(buf, "¤ë(³ÎΨ:Ìó1/%d)¡£",
- 200 / (r_ptr->freq_inate + r_ptr->freq_spell));
- spoil_out(buf);
-#else
- sprintf(buf, "; 1 time in %d. ",
- 200 / (r_ptr->freq_inate + r_ptr->freq_spell));
- spoil_out(buf);
-#endif
-
- }
-
- /* Collect special abilities. */
- vn = 0;
-#ifdef JP
-if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) vp[vn++] = "¥À¥ó¥¸¥ç¥ó¤ò¾È¤é¤¹";
-if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) vp[vn++] = "¸÷¤Ã¤Æ¤¤¤ë";
-if (flags2 & (RF2_OPEN_DOOR)) vp[vn++] = "¥É¥¢¤ò³«¤±¤ë";
-if (flags2 & (RF2_BASH_DOOR)) vp[vn++] = "¥É¥¢¤òÂǤÁÇˤë";
-if (flags2 & (RF2_PASS_WALL)) vp[vn++] = "Êɤò¤¹¤êÈ´¤±¤ë";
-if (flags2 & (RF2_KILL_WALL)) vp[vn++] = "Êɤò·¡¤ê¿Ê¤à";
-if (flags2 & (RF2_MOVE_BODY)) vp[vn++] = "¼å¤¤¥â¥ó¥¹¥¿¡¼¤ò²¡¤·¤Î¤±¤ë";
-if (flags2 & (RF2_KILL_BODY)) vp[vn++] = "¼å¤¤¥â¥ó¥¹¥¿¡¼¤òÅݤ¹";
-if (flags2 & (RF2_TAKE_ITEM)) vp[vn++] = "¥¢¥¤¥Æ¥à¤ò½¦¤¦";
-if (flags2 & (RF2_KILL_ITEM)) vp[vn++] = "¥¢¥¤¥Æ¥à¤ò²õ¤¹";
-#else
- if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) vp[vn++] = "illuminate the dungeon";
- if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) vp[vn++] = "illuminate the dungeon";
- if (flags2 & (RF2_OPEN_DOOR)) vp[vn++] = "open doors";
- if (flags2 & (RF2_BASH_DOOR)) vp[vn++] = "bash down doors";
- if (flags2 & (RF2_PASS_WALL)) vp[vn++] = "pass through walls";
- if (flags2 & (RF2_KILL_WALL)) vp[vn++] = "bore through walls";
- if (flags2 & (RF2_MOVE_BODY)) vp[vn++] = "push past weaker monsters";
- if (flags2 & (RF2_KILL_BODY)) vp[vn++] = "destroy weaker monsters";
- if (flags2 & (RF2_TAKE_ITEM)) vp[vn++] = "pick up objects";
- if (flags2 & (RF2_KILL_ITEM)) vp[vn++] = "destroy objects";
-#endif
-
-
- if (vn)
- {
- spoil_out(wd_che[msex]);
- for (i = 0; i < vn; i++)
- {
-#ifdef JP
- if(i!=vn-1){
- jverb1(vp[i],jverb_buf);
- spoil_out(jverb_buf);
- spoil_out("¡¢");
- }
- else spoil_out(vp[i]);
-#else
- if (!i) spoil_out(" can ");
- else if (i < vn-1) spoil_out(", ");
- else spoil_out(" and ");
- spoil_out(vp[i]);
-#endif
-
- }
- spoil_out(". ");
- }
-
- if (flags2 & (RF2_INVISIBLE))
- {
- spoil_out(wd_che[msex]);
-#ifdef JP
-spoil_out("¤ÏÆ©ÌÀ¤ÇÌܤ˸«¤¨¤Ê¤¤¡£");
-#else
- spoil_out(" is invisible. ");
-#endif
-
- }
- if (flags2 & (RF2_COLD_BLOOD))
- {
- spoil_out(wd_che[msex]);
-#ifdef JP
-spoil_out("¤ÏÎä·ìưʪ¤Ç¤¢¤ë¡£");
-#else
- spoil_out(" is cold blooded. ");
-#endif
-
- }
- if (flags2 & (RF2_EMPTY_MIND))
- {
- spoil_out(wd_che[msex]);
-#ifdef JP
-spoil_out("¤Ï¥Æ¥ì¥Ñ¥·¡¼¤Ç¤Ï´¶ÃΤǤ¤Ê¤¤¡£");
-#else
- spoil_out(" is not detected by telepathy. ");
-#endif
-
- }
- if (flags2 & (RF2_WEIRD_MIND))
- {
- spoil_out(wd_che[msex]);
-#ifdef JP
-spoil_out("¤Ï¤Þ¤ì¤Ë¥Æ¥ì¥Ñ¥·¡¼¤Ç´¶ÃΤǤ¤ë¡£");
-#else
- spoil_out(" is rarely detected by telepathy. ");
-#endif
-
- }
- if (flags2 & (RF2_MULTIPLY))
- {
- spoil_out(wd_che[msex]);
-#ifdef JP
-spoil_out("¤ÏÇúȯŪ¤ËÁý¿£¤¹¤ë¡£");
-#else
- spoil_out(" breeds explosively. ");
-#endif
-
- }
- if (flags2 & (RF2_REGENERATE))
- {
- spoil_out(wd_che[msex]);
-#ifdef JP
-spoil_out("¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£");
-#else
- spoil_out(" regenerates quickly. ");
-#endif
-
- }
-
- /* Collect susceptibilities */
- vn = 0;
-#ifdef JP
-if (flags3 & (RF3_HURT_ROCK)) vp[vn++] = "´ä¤ò½üµî¤¹¤ë¤â¤Î";
-if (flags3 & (RF3_HURT_LITE)) vp[vn++] = "ÌÀ¤ë¤¤¸÷";
-if (flags3 & (RF3_HURT_FIRE)) vp[vn++] = "²Ð";
-if (flags3 & (RF3_HURT_COLD)) vp[vn++] = "Î䵤";
-#else
- if (flags3 & (RF3_HURT_ROCK)) vp[vn++] = "rock remover";
- if (flags3 & (RF3_HURT_LITE)) vp[vn++] = "bright light";
- if (flags3 & (RF3_HURT_FIRE)) vp[vn++] = "fire";
- if (flags3 & (RF3_HURT_COLD)) vp[vn++] = "cold";
-#endif
-
-
- if (vn)
- {
- spoil_out(wd_che[msex]);
- for (i = 0; i < vn; i++)
- {
- if (!i) spoil_out(" is hurt by ");
- else if (i < vn-1) spoil_out(", ");
- else spoil_out(" and ");
- spoil_out(vp[i]);
- }
- spoil_out(". ");
- }
-
- /* Collect immunities */
- vn = 0;
-#ifdef JP
-if (flags3 & (RF3_IM_ACID)) vp[vn++] = "»À";
-if (flags3 & (RF3_IM_ELEC)) vp[vn++] = "ÅÅ·â";
-if (flags3 & (RF3_IM_FIRE)) vp[vn++] = "²Ð";
-if (flags3 & (RF3_IM_COLD)) vp[vn++] = "Î䵤";
-if (flags3 & (RF3_IM_POIS)) vp[vn++] = "ÆÇ";
-#else
- if (flags3 & (RF3_IM_ACID)) vp[vn++] = "acid";
- if (flags3 & (RF3_IM_ELEC)) vp[vn++] = "lightning";
- if (flags3 & (RF3_IM_FIRE)) vp[vn++] = "fire";
- if (flags3 & (RF3_IM_COLD)) vp[vn++] = "cold";
- if (flags3 & (RF3_IM_POIS)) vp[vn++] = "poison";
-#endif
-
-
- if (vn)
- {
- spoil_out(wd_che[msex]);
- for (i = 0; i < vn; i++)
- {
- if (!i) spoil_out(" resists ");
- else if (i < vn-1) spoil_out(", ");
- else spoil_out(" and ");
- spoil_out(vp[i]);
- }
- spoil_out(". ");
- }
-
- /* Collect resistances */
- vn = 0;
-#ifdef JP
-if (flags3 & (RF3_RES_NETH)) vp[vn++] = "ÃϹö";
-if (flags3 & (RF3_RES_WATE)) vp[vn++] = "¿å";
-if (flags3 & (RF3_RES_PLAS)) vp[vn++] = "¥×¥é¥º¥Þ";
-if (flags3 & (RF3_RES_NEXU)) vp[vn++] = "°ø²Ìº®Íð";
-if (flags3 & (RF3_RES_DISE)) vp[vn++] = "Îô²½";
-if (flags3 & (RF3_RES_ALL )) vp[vn++] = "¤¢¤é¤æ¤ë¸ú²Ì";
-#else
- if (flags3 & (RF3_RES_NETH)) vp[vn++] = "nether";
- if (flags3 & (RF3_RES_WATE)) vp[vn++] = "water";
- if (flags3 & (RF3_RES_PLAS)) vp[vn++] = "plasma";
- if (flags3 & (RF3_RES_NEXU)) vp[vn++] = "nexus";
- if (flags3 & (RF3_RES_DISE)) vp[vn++] = "disenchantment";
- if (flags3 & (RF3_RES_ALL )) vp[vn++] = "all";
-#endif
-
- if (flags3 & (RF3_RES_TELE)) vp[vn++] = "teleportation";
-#ifdef JP
-if ((flags3 & RF3_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È";
-#else
- if ((flags3 & RF3_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "teleportation";
-#endif
-
-
- if (vn)
- {
- spoil_out(wd_che[msex]);
- for (i = 0; i < vn; i++)
- {
- if (!i) spoil_out(" resists ");
- else if (i < vn-1) spoil_out(", ");
- else spoil_out(" and ");
- spoil_out(vp[i]);
- }
- spoil_out(". ");
- }
-
- /* Collect non-effects */
- vn = 0;
-#ifdef JP
-if (flags3 & (RF3_NO_STUN)) vp[vn++] = "Û¯Û°¤È¤·¤Ê¤¤";
-if (flags3 & (RF3_NO_FEAR)) vp[vn++] = "¶²Éݤò´¶¤¸¤Ê¤¤";
-if (flags3 & (RF3_NO_CONF)) vp[vn++] = "º®Í𤷤ʤ¤";
-if (flags3 & (RF3_NO_SLEEP)) vp[vn++] = "̲¤é¤µ¤ì¤Ê¤¤";
-if ((flags3 & RF3_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "¥Æ¥ì¥Ý¡¼¥È¤µ¤ì¤Ê¤¤";
-#else
- if (flags3 & (RF3_NO_STUN)) vp[vn++] = "stunned";
- if (flags3 & (RF3_NO_FEAR)) vp[vn++] = "frightened";
- if (flags3 & (RF3_NO_CONF)) vp[vn++] = "confused";
- if (flags3 & (RF3_NO_SLEEP)) vp[vn++] = "slept";
- if ((flags3 & RF3_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "teleported";
-#endif
-
-
- if (vn)
- {
- spoil_out(wd_che[msex]);
- for (i = 0; i < vn; i++)
- {
- if (!i) spoil_out(" cannot be ");
- else if (i < vn-1) spoil_out(", ");
- else spoil_out(" or ");
- spoil_out(vp[i]);
- }
- spoil_out(". ");
- }
-
- spoil_out(wd_che[msex]);
-#ifdef JP
-spoil_out("¤Ï¿¯Æþ¼Ô");
-if (r_ptr->sleep > 200) spoil_out("¤ò̵»ë¤·¤¬¤Á¤Ç¤¢¤ë¤¬");
-else if (r_ptr->sleep > 95) spoil_out("¤ËÂФ·¤Æ¤Û¤È¤ó¤ÉÃí°Õ¤òʧ¤ï¤Ê¤¤¤¬");
-else if (r_ptr->sleep > 75) spoil_out("¤ËÂФ·¤Æ¤¢¤Þ¤êÃí°Õ¤òʧ¤ï¤Ê¤¤¤¬");
-else if (r_ptr->sleep > 45) spoil_out("¤ò¸«²á¤´¤·¤¬¤Á¤Ç¤¢¤ë¤¬");
-else if (r_ptr->sleep > 25) spoil_out("¤ò¤Û¤ó¤Î¾¯¤·¤Ï¸«¤Æ¤ª¤ê");
-else if (r_ptr->sleep > 10) spoil_out("¤ò¤·¤Ð¤é¤¯¤Ï¸«¤Æ¤ª¤ê");
-else if (r_ptr->sleep > 5) spoil_out("¤ò´öʬÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê");
-else if (r_ptr->sleep > 3) spoil_out("¤òÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê");
-else if (r_ptr->sleep > 1) spoil_out("¤ò¤«¤Ê¤êÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê");
-else if (r_ptr->sleep > 0) spoil_out("¤ò·Ù²ü¤·¤Æ¤ª¤ê");
-else spoil_out("¤ò¤«¤Ê¤ê·Ù²ü¤·¤Æ¤ª¤ê");
-spoil_out("¡¢");
-sprintf(buf, " %d ¥Õ¥£¡¼¥ÈÀ褫¤é¿¯Æþ¼Ô¤Ëµ¤ÉÕ¤¯¤³¤È¤¬¤¢¤ë¡£",
- 10 * r_ptr->aaf);
- spoil_out(buf);
-#else
- if (r_ptr->sleep > 200) spoil_out(" prefers to ignore");
- else if (r_ptr->sleep > 95) spoil_out(" pays very little attention to");
- else if (r_ptr->sleep > 75) spoil_out(" pays little attention to");
- else if (r_ptr->sleep > 45) spoil_out(" tends to overlook");
- else if (r_ptr->sleep > 25) spoil_out(" takes quite a while to see");
- else if (r_ptr->sleep > 10) spoil_out(" takes a while to see");
- else if (r_ptr->sleep > 5) spoil_out(" is fairly observant of");
- else if (r_ptr->sleep > 3) spoil_out(" is observant of");
- else if (r_ptr->sleep > 1) spoil_out(" is very observant of");
- else if (r_ptr->sleep > 0) spoil_out(" is vigilant for");
- else spoil_out(" is ever vigilant for");
-
- sprintf(buf, " intruders, which %s may notice from %d feet. ",
- wd_lhe[msex], 10 * r_ptr->aaf);
- spoil_out(buf);
-#endif
-
-
- i = 0;
- if (flags1 & (RF1_DROP_60)) i += 1;
- if (flags1 & (RF1_DROP_90)) i += 2;
- if (flags1 & (RF1_DROP_1D2)) i += 2;
- if (flags1 & (RF1_DROP_2D2)) i += 4;
- if (flags1 & (RF1_DROP_3D2)) i += 6;
- if (flags1 & (RF1_DROP_4D2)) i += 8;
-
- /* Drops gold and/or items */
- if (i)
- {
- sin = FALSE;
- spoil_out(wd_che[msex]);
- spoil_out(" will carry");
-
- if (i == 1)
- {
- spoil_out(" a"); sin = TRUE;
- }
- else if (i == 2)
- {
- spoil_out(" one or two");
- sin = TRUE;
- }
- else
- {
- sprintf(buf, " up to %u", i);
- spoil_out(buf);
- }
-
- if (flags1 & (RF1_DROP_GREAT))
- {
- if (sin) spoil_out("n");
- spoil_out(" exceptional object");
- }
- else if (flags1 & (RF1_DROP_GOOD))
- {
- spoil_out(" good object");
- }
- else if (flags1 & (RF1_ONLY_ITEM))
- {
- spoil_out(" object");
- }
- else if (flags1 & (RF1_ONLY_GOLD))
- {
- spoil_out(" treasure");
- }
- else
- {
- spoil_out(" object");
- if (i > 1) spoil_out("s");
- spoil_out(" or treasure");
- }
- if (i > 1) spoil_out("s");
-
- spoil_out(". ");
- }
-
- /* Count the actual attacks */
- for (i = 0, j = 0; j < 4; j++)
- {
- if (r_ptr->blow[j].method) i++;
- }
-
- /* Examine the actual attacks */
- for (k = 0, j = 0; j < 4; j++)
- {
- if (!r_ptr->blow[j].method) continue;
-
- if (r_ptr->blow[j].method == RBM_SHOOT) continue;
-
- /* No method yet */
- p = "???";
-
- /* Acquire the method */
- switch (r_ptr->blow[j].method)
- {
-#ifdef JP
-case RBM_HIT: p = "²¥¤ë"; break;
-case RBM_TOUCH: p = "¿¨¤ë"; break;
-case RBM_PUNCH: p = "¥Ñ¥ó¥Á¤¹¤ë"; break;
-case RBM_KICK: p = "½³¤ë"; break;
-case RBM_CLAW: p = "¤Ò¤Ã¤«¤¯"; break;
-case RBM_BITE: p = "³ú¤à"; break;
-case RBM_STING: p = "»É¤¹"; break;
-case RBM_SLASH: p = "»Â¤ë"; break;
-#else
- case RBM_HIT: p = "hit"; break;
- case RBM_TOUCH: p = "touch"; break;
- case RBM_PUNCH: p = "punch"; break;
- case RBM_KICK: p = "kick"; break;
- case RBM_CLAW: p = "claw"; break;
- case RBM_BITE: p = "bite"; break;
- case RBM_STING: p = "sting"; break;
- case RBM_SLASH: p = "slash"; break;
-#endif
-#ifdef JP
-case RBM_BUTT: p = "³Ñ¤ÇÆͤ¯"; break;
-case RBM_CRUSH: p = "ÂÎÅö¤¿¤ê¤¹¤ë"; break;
-case RBM_ENGULF: p = "°û¤ß¹þ¤à"; break;
-case RBM_CHARGE: p = "ÀÁµá½ñ¤ò¤è¤³¤¹"; break;
-case RBM_CRAWL: p = "ÂΤξå¤òÇ礤²ó¤ë"; break;
-case RBM_DROOL: p = "¤è¤À¤ì¤ò¤¿¤é¤¹"; break;
-case RBM_SPIT: p = "¤Ä¤Ð¤òÅǤ¯"; break;
-case RBM_EXPLODE: p = "Çúȯ¤¹¤ë"; break;
-case RBM_GAZE: p = "¤Ë¤é¤à"; break;
-case RBM_WAIL: p = "µã¤¶«¤Ö"; break;
-case RBM_SPORE: p = "˦»Ò¤òÈô¤Ð¤¹"; break;
-#else
- case RBM_BUTT: p = "butt"; break;
- case RBM_CRUSH: p = "crush"; break;
- case RBM_ENGULF: p = "engulf"; break;
- case RBM_CHARGE: p = "charge"; break;
- case RBM_CRAWL: p = "crawl on you"; break;
- case RBM_DROOL: p = "drool on you"; break;
- case RBM_SPIT: p = "spit"; break;
- case RBM_EXPLODE: p = "explode"; break;
- case RBM_GAZE: p = "gaze"; break;
- case RBM_WAIL: p = "wail"; break;
- case RBM_SPORE: p = "release spores"; break;
-#endif
-
- case RBM_XXX4: break;
-#ifdef JP
-case RBM_BEG: p = "¶â¤ò¤»¤¬¤à"; break;
-case RBM_INSULT: p = "Éî¿«¤¹¤ë"; break;
-case RBM_MOAN: p = "¤¦¤á¤¯"; break;
-case RBM_SHOW: p = "²Î¤¦"; break;
-#else
- case RBM_BEG: p = "beg"; break;
- case RBM_INSULT: p = "insult"; break;
- case RBM_MOAN: p = "moan"; break;
- case RBM_SHOW: p = "sing"; break;
-#endif
-
- }
-
-
- /* Default effect */
- q = "???";
-
- /* Acquire the effect */
- switch (r_ptr->blow[j].effect)
- {
-#ifdef JP
-case RBE_SUPERHURT:
-case RBE_HURT: q = "¹¶·â¤¹¤ë"; break;
-case RBE_POISON: q = "ÆǤò¤¯¤é¤ï¤¹"; break;
-case RBE_UN_BONUS: q = "Îô²½¤µ¤»¤ë"; break;
-case RBE_UN_POWER: q = "ËâÎϤòµÛ¤¤¼è¤ë"; break;
-case RBE_EAT_GOLD: q = "¶â¤òÅð¤à"; break;
-case RBE_EAT_ITEM: q = "¥¢¥¤¥Æ¥à¤òÅð¤à"; break;
-case RBE_EAT_FOOD: q = "¤¢¤Ê¤¿¤Î¿©ÎÁ¤ò¿©¤Ù¤ë"; break;
-case RBE_EAT_LITE: q = "ÌÀ¤«¤ê¤òµÛ¼ý¤¹¤ë"; break;
-case RBE_ACID: q = "»À¤òÈô¤Ð¤¹"; break;
-case RBE_ELEC: q = "´¶ÅŤµ¤»¤ë"; break;
-#else
- case RBE_SUPERHURT:
- case RBE_HURT: q = "attack"; break;
- case RBE_POISON: q = "poison"; break;
- case RBE_UN_BONUS: q = "disenchant"; break;
- case RBE_UN_POWER: q = "drain charges"; break;
- case RBE_EAT_GOLD: q = "steal gold"; break;
- case RBE_EAT_ITEM: q = "steal items"; break;
- case RBE_EAT_FOOD: q = "eat your food"; break;
- case RBE_EAT_LITE: q = "absorb light"; break;
- case RBE_ACID: q = "shoot acid"; break;
- case RBE_ELEC: q = "electrocute"; break;
-#endif
-
-#ifdef JP
-case RBE_FIRE: q = "dz¤ä¤¹"; break;
-case RBE_COLD: q = "Åà¤é¤»¤ë"; break;
-case RBE_BLIND: q = "ÌÕÌܤˤ¹¤ë"; break;
-case RBE_CONFUSE: q = "º®Í𤵤»¤ë"; break;
-case RBE_TERRIFY: q = "¶²Éݤµ¤»¤ë"; break;
-case RBE_PARALYZE: q = "Ëãá㤵¤»¤ë"; break;
-case RBE_LOSE_STR: q = "ÏÓÎϤò¸º¾¯¤µ¤»¤ë"; break;
-case RBE_LOSE_INT: q = "ÃÎǽ¤ò¸º¾¯¤µ¤»¤ë"; break;
-case RBE_LOSE_WIS: q = "¸¤µ¤ò¸º¾¯¤µ¤»¤ë"; break;
-case RBE_LOSE_DEX: q = "´ïÍѤµ¤ò¸º¾¯¤µ¤»¤ë"; break;
-case RBE_LOSE_CON: q = "Âѵ×ÎϤò¸º¾¯¤µ¤»¤ë"; break;
-case RBE_LOSE_CHR: q = "Ì¥ÎϤò¸º¾¯¤µ¤»¤ë"; break;
-case RBE_LOSE_ALL: q = "Á´¥¹¥Æ¡¼¥¿¥¹¤ò¸º¾¯¤µ¤»¤ë"; break;
-case RBE_SHATTER: q = "Ê´ºÕ¤¹¤ë"; break;
-case RBE_EXP_10: q = "·Ð¸³Ãͤò¸º¾¯(10d6+)¤µ¤»¤ë"; break;
-case RBE_EXP_20: q = "·Ð¸³Ãͤò¸º¾¯(20d6+)¤µ¤»¤ë"; break;
-case RBE_EXP_40: q = "·Ð¸³Ãͤò¸º¾¯(40d6+)¤µ¤»¤ë"; break;
-case RBE_EXP_80: q = "·Ð¸³Ãͤò¸º¾¯(80d6+)¤µ¤»¤ë"; break;
-case RBE_DISEASE: q = "ɵ¤¤Ë¤¹¤ë"; break;
-case RBE_TIME: q = "»þ´ÖµÕž"; break;
-case RBE_EXP_VAMP: q = "À¸Ì¿ÎϤòµÛ¼ý¤¹¤ë"; break;
-case RBE_DR_MANA: q = "ËâÎϤòÃ¥¤¦"; break;
-#else
- case RBE_FIRE: q = "burn"; break;
- case RBE_COLD: q = "freeze"; break;
- case RBE_BLIND: q = "blind"; break;
- case RBE_CONFUSE: q = "confuse"; break;
- case RBE_TERRIFY: q = "terrify"; break;
- case RBE_PARALYZE: q = "paralyze"; break;
- case RBE_LOSE_STR: q = "reduce strength"; break;
- case RBE_LOSE_INT: q = "reduce intelligence"; break;
- case RBE_LOSE_WIS: q = "reduce wisdom"; break;
- case RBE_LOSE_DEX: q = "reduce dexterity"; break;
- case RBE_LOSE_CON: q = "reduce constitution"; break;
- case RBE_LOSE_CHR: q = "reduce charisma"; break;
- case RBE_LOSE_ALL: q = "reduce all stats"; break;
- case RBE_SHATTER: q = "shatter"; break;
- case RBE_EXP_10: q = "lower experience (by 10d6+)"; break;
- case RBE_EXP_20: q = "lower experience (by 20d6+)"; break;
- case RBE_EXP_40: q = "lower experience (by 40d6+)"; break;
- case RBE_EXP_80: q = "lower experience (by 80d6+)"; break;
- case RBE_DISEASE: q = "disease"; break;
- case RBE_TIME: q = "time"; break;
- case RBE_EXP_VAMP: q = "drain life force"; break;
- case RBE_DR_MANA: q = "drain mana force"; break;
-#endif
- }
-
-
- if (!k)
- {
- spoil_out(wd_che[msex]);
- spoil_out(" can ");
- }
- else if (k < i-1)
- {
- spoil_out(", ");
- }
- else
- {
- spoil_out(", and ");
- }
-
- /* Describe the method */
- spoil_out(p);
-
- /* Describe the effect, if any */
- if (r_ptr->blow[j].effect)
- {
- spoil_out(" to ");
- spoil_out(q);
- if (r_ptr->blow[j].d_dice && r_ptr->blow[j].d_side)
- {
- spoil_out(" with damage");
- if (r_ptr->blow[j].d_side == 1)
- sprintf(buf, " %d", r_ptr->blow[j].d_dice);
- else
- sprintf(buf, " %dd%d",
- r_ptr->blow[j].d_dice, r_ptr->blow[j].d_side);
- spoil_out(buf);
- }
- }
-
- k++;
- }
-
- if (k)
- {
- spoil_out(". ");
- }
- else if (flags1 & (RF1_NEVER_BLOW))
- {
- sprintf(buf, "%s has no physical attacks. ", wd_che[msex]);
- spoil_out(buf);
- }
+ /* Reuse the code of monster recall. */
+ output_monster_spoiler(who[l], roff_func);
spoil_out(NULL);
}
-
-
-
/*
* Forward declare
*/
screen_save();
- /* Drop priv's */
- safe_setuid_drop();
-
-
/* Interact */
while (1)
{
}
- /* Grab priv's */
- safe_setuid_grab();
-
-
/* Restore the screen */
screen_load();
}
#endif
spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
}
-
+
/* Now deal with the description lists */
#ifdef JP
char buf[1024];
- /* Drop priv's */
- safe_setuid_drop();
-
/* Build the filename */
- path_build(buf, 1024, ANGBAND_DIR_USER, fname);
+ path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
return;
}
- /* Grab priv's */
- safe_setuid_grab();
-
/* Message */
msg_print("Successfully created a list file.");
}