<ClCompile Include="..\..\src\spell\technic-info-table.c" />\r
<ClCompile Include="..\..\src\combat\aura-counterattack.c" />\r
<ClCompile Include="..\..\src\window\main-window-equipments.c" />\r
+ <ClCompile Include="..\..\src\wizard\artifact-analyzer.c" />\r
<ClCompile Include="..\..\src\wizard\artifact-bias-table.c" />\r
<ClCompile Include="..\..\src\wizard\cmd-wizard.c" />\r
<ClCompile Include="..\..\src\wizard\items-spoiler.c" />\r
<ClInclude Include="..\..\src\view\object-describer.h" />\r
<ClInclude Include="..\..\src\view\status-bars-table.h" />\r
<ClInclude Include="..\..\src\window\main-window-equipments.h" />\r
+ <ClInclude Include="..\..\src\wizard\artifact-analyzer.h" />\r
<ClInclude Include="..\..\src\wizard\artifact-bias-table.h" />\r
<ClInclude Include="..\..\src\wizard\cmd-wizard.h" />\r
<ClInclude Include="..\..\src\wizard\items-spoiler.h" />\r
<ClCompile Include="..\..\src\wizard\items-spoiler.c">
<Filter>wizard</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\wizard\artifact-analyzer.c">
+ <Filter>wizard</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\combat\shoot.h">
<ClInclude Include="..\..\src\wizard\items-spoiler.h">
<Filter>wizard</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\wizard\artifact-analyzer.h">
+ <Filter>wizard</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
window/main-window-util.c window/main-window-util.h \
window/main-window-equipment.c window/main-window-equipment.h \
\
+ wizard/artifact-analyzer.c wizard/artifact-analyzer.h \
wizard/artifact-bias-table.c wizard/artifact-bias-table.h \
wizard/cmd-wizard.c wizard/cmd-wizard.h \
wizard/items-spoiler.c wizard/items-spoiler.h \
--- /dev/null
+#include "wizard/artifact-analyzer.h"
+#include "flavor/flavor-describer.h"
+#include "flavor/object-flavor-types.h"
+#include "object-enchant/object-ego.h"
+#include "object-enchant/trc-types.h"
+#include "object-enchant/trg-types.h"
+#include "object/object-flags.h"
+#include "object/object-info.h"
+#include "system/artifact-type-definition.h"
+#include "system/object-type-definition.h"
+#include "util/bit-flags-calculator.h"
+#include "util/quarks.h"
+#include "wizard/spoiler-util.h"
+
+/*!
+ * @brief アーティファクトの特性一覧を出力する /
+ * Write a line to the spoiler file and then "underline" it with hypens
+ * @param art_flags アーティファクトのフラグ群
+ * @param flag_ptr フラグ記述情報の参照ポインタ
+ * @param desc_ptr 記述内容を返すための文字列参照ポインタ
+ * @param n_elmnts フラグの要素数
+ * @return desc_ptrと同じアドレス
+ * @details
+ * <pre>
+ * This function does most of the actual "analysis". Given a set of bit flags
+ * (which will be from one of the flags fields from the object in question),
+ * a "flag description structure", a "description list", and the number of
+ * elements in the "flag description structure", this function sets the
+ * "description list" members to the appropriate descriptions contained in
+ * the "flag description structure".
+ * The possibly updated description pointer is returned.
+ * </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)
+{
+ for (int i = 0; i < n_elmnts; ++i)
+ if (have_flag(art_flags, flag_ptr[i].flag))
+ *desc_ptr++ = flag_ptr[i].desc;
+
+ return desc_ptr;
+}
+
+/*!
+ * @brief アイテムの特定記述内容を返す /
+ * Acquire a "basic" description "The Cloak of Death [1,+10]"
+ * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
+ * @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(player_type *player_ptr, object_type *o_ptr, char *desc_ptr)
+{
+ describe_flavor(player_ptr, desc_ptr, o_ptr, OD_NAME_AND_ENCHANT | OD_STORE);
+}
+
+/*!
+ * @brief アーティファクトがプレイヤーに与えるpval修正を構造体に収める /
+ * 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 pi_ptr pval修正構造体の参照ポインタ
+ * @return なし
+ */
+static void analyze_pval(player_type *player_ptr, object_type *o_ptr, pval_info_type *pi_ptr)
+{
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ concptr *affects_list;
+ if (!o_ptr->pval) {
+ pi_ptr->pval_desc[0] = '\0';
+ return;
+ }
+
+ object_flags(player_ptr, o_ptr, flgs);
+ affects_list = pi_ptr->pval_affects;
+ sprintf(pi_ptr->pval_desc, "%s%d", o_ptr->pval >= 0 ? "+" : "", o_ptr->pval);
+ 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++ = _("全能力", "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(flgs, stat_flags_desc, affects_list, N_ELEMENTS(stat_flags_desc));
+ }
+
+ affects_list = spoiler_flag_aux(flgs, pval_flags1_desc, affects_list, N_ELEMENTS(pval_flags1_desc));
+ *affects_list = NULL;
+}
+
+/*!
+ * @brief アーティファクトの種族スレイ特性を構造体に収める /
+ * Note the slaying specialties of a weapon
+ * @param o_ptr オブジェクト構造体の参照ポインタ
+ * @param slay_list 種族スレイ構造体の参照ポインタ
+ * @return なし
+ */
+static void analyze_slay(player_type *player_ptr, object_type *o_ptr, concptr *slay_list)
+{
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_flags(player_ptr, o_ptr, flgs);
+ slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list, N_ELEMENTS(slay_flags_desc));
+ *slay_list = NULL;
+}
+
+/*!
+ * @brief アーティファクトの属性ブランド特性を構造体に収める /
+ * Note an object's elemental brands
+ * @param o_ptr オブジェクト構造体の参照ポインタ
+ * @param brand_list 属性ブランド構造体の参照ポインタ
+ * @return なし
+ */
+static void analyze_brand(player_type *player_ptr, object_type *o_ptr, concptr *brand_list)
+{
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_flags(player_ptr, o_ptr, flgs);
+ brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list, N_ELEMENTS(brand_flags_desc));
+ *brand_list = NULL;
+}
+
+/*!
+ * @brief アーティファクトの通常耐性を構造体に収める /
+ * Note an object's elemental brands
+ * @param o_ptr オブジェクト構造体の参照ポインタ
+ * @param resist_list 通常耐性構造体の参照ポインタ
+ * @return なし
+ */
+static void analyze_resist(player_type *player_ptr, object_type *o_ptr, concptr *resist_list)
+{
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_flags(player_ptr, o_ptr, flgs);
+ resist_list = spoiler_flag_aux(flgs, resist_flags_desc, resist_list, N_ELEMENTS(resist_flags_desc));
+ *resist_list = NULL;
+}
+
+/*!
+ * @brief アーティファクトの免疫特性を構造体に収める /
+ * Note the immunities granted by an object
+ * @param o_ptr オブジェクト構造体の参照ポインタ
+ * @param immune_list 免疫構造体の参照ポインタ
+ * @return なし
+ */
+static void analyze_immune(player_type *player_ptr, object_type *o_ptr, concptr *immune_list)
+{
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_flags(player_ptr, o_ptr, flgs);
+ immune_list = spoiler_flag_aux(flgs, immune_flags_desc, immune_list, N_ELEMENTS(immune_flags_desc));
+ *immune_list = NULL;
+}
+
+/*!
+ * @brief アーティファクトの維持特性を構造体に収める /
+ * Note which stats an object sustains
+ * @param o_ptr オブジェクト構造体の参照ポインタ
+ * @param sustain_list 維持特性構造体の参照ポインタ
+ * @return なし
+ */
+static void analyze_sustains(player_type *player_ptr, object_type *o_ptr, concptr *sustain_list)
+{
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_flags(player_ptr, o_ptr, flgs);
+ 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++ = _("全能力", "All stats");
+ } 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(flgs, sustain_flags_desc, sustain_list, N_ELEMENTS(sustain_flags_desc));
+ }
+
+ *sustain_list = NULL;
+}
+
+/*!
+ * @brief アーティファクトのその他の特性を構造体に収める /
+ * Note miscellaneous powers bestowed by an artifact such as see invisible,
+ * free action, permanent light, etc.
+ * @param o_ptr オブジェクト構造体の参照ポインタ
+ * @param misc_list その他の特性構造体の参照ポインタ
+ * @return なし
+ */
+static void analyze_misc_magic(player_type *player_ptr, object_type *o_ptr, concptr *misc_list)
+{
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ char desc[256];
+
+ object_flags(player_ptr, o_ptr, flgs);
+ misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list, N_ELEMENTS(misc_flags2_desc));
+ misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
+ POSITION 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_3))
+ rad += 3;
+
+ 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 (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);
+ } 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)
+ *misc_list++ = quark_str(quark_add(desc));
+
+ if (have_flag(flgs, TR_TY_CURSE))
+ *misc_list++ = _("太古の怨念", "Ancient Curse");
+
+ if (o_ptr->curse_flags & TRC_PERMA_CURSE)
+ *misc_list++ = _("永遠の呪い", "Permanently Cursed");
+ else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
+ *misc_list++ = _("強力な呪い", "Heavily Cursed");
+ else if (o_ptr->curse_flags & TRC_CURSED)
+ *misc_list++ = _("呪い", "Cursed");
+
+ if (have_flag(flgs, TR_ADD_L_CURSE))
+ *misc_list++ = _("呪いを増やす", "Cursing");
+
+ if (have_flag(flgs, TR_ADD_H_CURSE))
+ *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
+
+ *misc_list = NULL;
+}
+
+/*!
+ * @brief アーティファクトの追加ランダム特性を構造体に収める /
+ * Note additional ability and/or resistance of fixed artifacts
+ * @param o_ptr オブジェクト構造体の参照ポインタ
+ * @param addition 追加ランダム耐性構造体の参照ポインタ
+ * @return なし
+ */
+static void analyze_addition(object_type *o_ptr, char *addition)
+{
+ artifact_type *a_ptr = &a_info[o_ptr->name1];
+ strcpy(addition, "");
+ if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) {
+ strcat(addition, _("能力and耐性", "Ability and Resistance"));
+ return;
+ }
+
+ if (a_ptr->gen_flags & TRG_XTRA_POWER) {
+ strcat(addition, _("能力", "Ability"));
+ if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER)
+ strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
+
+ return;
+ }
+
+ if (a_ptr->gen_flags & TRG_XTRA_H_RES) {
+ strcat(addition, _("耐性", "Resistance"));
+ if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER)
+ strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
+
+ return;
+ }
+
+ if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER)
+ strcat(addition, _("能力or耐性", "Ability or Resistance"));
+}
+
+/*!
+ * @brief アーティファクトの基本情報を文字列に収める /
+ * Determine the minimum depth an artifact can appear, its rarity, its weight,
+ * and its value in gold pieces
+ * @param o_ptr オブジェクト構造体の参照ポインタ
+ * @param misc_desc 基本情報を収める文字列参照ポインタ
+ * @return なし
+ */
+static void analyze_misc(object_type *o_ptr, char *misc_desc)
+{
+ artifact_type *a_ptr = &a_info[o_ptr->name1];
+ sprintf(misc_desc, _("レベル %d, 希少度 %u, %d.%d kg, $%ld", "Level %d, Rarity %u, %d.%d lbs, %ld Gold"), (int)a_ptr->level, a_ptr->rarity,
+ _(lbtokg1(a_ptr->weight), a_ptr->weight / 10), _(lbtokg2(a_ptr->weight), a_ptr->weight % 10), (long int)a_ptr->cost);
+}
+
+/*!
+ * @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
+ */
+void object_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
+{
+ analyze_general(player_ptr, o_ptr, desc_ptr->description);
+ analyze_pval(player_ptr, o_ptr, &desc_ptr->pval_info);
+ analyze_brand(player_ptr, o_ptr, desc_ptr->brands);
+ analyze_slay(player_ptr, o_ptr, desc_ptr->slays);
+ analyze_immune(player_ptr, o_ptr, desc_ptr->immunities);
+ analyze_resist(player_ptr, o_ptr, desc_ptr->resistances);
+ analyze_sustains(player_ptr, o_ptr, desc_ptr->sustains);
+ analyze_misc_magic(player_ptr, o_ptr, desc_ptr->misc_magic);
+ analyze_addition(o_ptr, desc_ptr->addition);
+ analyze_misc(o_ptr, desc_ptr->misc_desc);
+ desc_ptr->activation = activation_explanation(player_ptr, o_ptr);
+}
+
+/*!
+ * @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
+ */
+void random_artifact_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
+{
+ analyze_general(player_ptr, o_ptr, desc_ptr->description);
+ analyze_pval(player_ptr, o_ptr, &desc_ptr->pval_info);
+ analyze_brand(player_ptr, o_ptr, desc_ptr->brands);
+ analyze_slay(player_ptr, o_ptr, desc_ptr->slays);
+ analyze_immune(player_ptr, o_ptr, desc_ptr->immunities);
+ analyze_resist(player_ptr, o_ptr, desc_ptr->resistances);
+ analyze_sustains(player_ptr, o_ptr, desc_ptr->sustains);
+ analyze_misc_magic(player_ptr, o_ptr, desc_ptr->misc_magic);
+ desc_ptr->activation = activation_explanation(player_ptr, o_ptr);
+ sprintf(desc_ptr->misc_desc, _("重さ %d.%d kg", "Weight %d.%d lbs"), _(lbtokg1(o_ptr->weight), o_ptr->weight / 10),
+ _(lbtokg2(o_ptr->weight), o_ptr->weight % 10));
+}
--- /dev/null
+#pragma once
+
+#include "system/angband.h"
+
+typedef struct obj_desc_list obj_desc_list;
+void object_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr);
+void random_artifact_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr);
#include "util/sort.h"
#include "view/display-lore.h"
#include "view/display-messages.h"
+#include "wizard/artifact-analyzer.h"
#include "wizard/items-spoiler.h"
#include "wizard/spoiler-util.h"
/*!
- * @brief アーティファクトの特性一覧を出力する /
- * Write a line to the spoiler file and then "underline" it with hypens
- * @param art_flags アーティファクトのフラグ群
- * @param flag_ptr フラグ記述情報の参照ポインタ
- * @param desc_ptr 記述内容を返すための文字列参照ポインタ
- * @param n_elmnts フラグの要素数
- * @return desc_ptrと同じアドレス
- * @details
- * <pre>
- * This function does most of the actual "analysis". Given a set of bit flags
- * (which will be from one of the flags fields from the object in question),
- * a "flag description structure", a "description list", and the number of
- * elements in the "flag description structure", this function sets the
- * "description list" members to the appropriate descriptions contained in
- * the "flag description structure".
- * The possibly updated description pointer is returned.
- * </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)
-{
- for (int i = 0; i < n_elmnts; ++i) {
- if (have_flag(art_flags, flag_ptr[i].flag)) {
- *desc_ptr++ = flag_ptr[i].desc;
- }
- }
-
- return desc_ptr;
-}
-
-/*!
- * @brief アイテムの特定記述内容を返す /
- * Acquire a "basic" description "The Cloak of Death [1,+10]"
- * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
- * @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(player_type *player_ptr, object_type *o_ptr, char *desc_ptr)
-{
- describe_flavor(player_ptr, desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
-}
-
-/*!
- * @brief アーティファクトがプレイヤーに与えるpval修正を構造体に収める /
- * 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 pi_ptr pval修正構造体の参照ポインタ
- * @return なし
- */
-static void analyze_pval(player_type *player_ptr, object_type *o_ptr, pval_info_type *pi_ptr)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- concptr *affects_list;
- if (!o_ptr->pval) {
- pi_ptr->pval_desc[0] = '\0';
- return;
- }
-
- object_flags(player_ptr, o_ptr, flgs);
- affects_list = pi_ptr->pval_affects;
- sprintf(pi_ptr->pval_desc, "%s%d", o_ptr->pval >= 0 ? "+" : "", o_ptr->pval);
- 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++ = _("全能力", "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(flgs, stat_flags_desc, affects_list, N_ELEMENTS(stat_flags_desc));
- }
-
- affects_list = spoiler_flag_aux(flgs, pval_flags1_desc, affects_list, N_ELEMENTS(pval_flags1_desc));
- *affects_list = NULL;
-}
-
-/*!
- * @brief アーティファクトの種族スレイ特性を構造体に収める /
- * Note the slaying specialties of a weapon
- * @param o_ptr オブジェクト構造体の参照ポインタ
- * @param slay_list 種族スレイ構造体の参照ポインタ
- * @return なし
- */
-static void analyze_slay(player_type *player_ptr, object_type *o_ptr, concptr *slay_list)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(player_ptr, o_ptr, flgs);
- slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list, N_ELEMENTS(slay_flags_desc));
- *slay_list = NULL;
-}
-
-/*!
- * @brief アーティファクトの属性ブランド特性を構造体に収める /
- * Note an object's elemental brands
- * @param o_ptr オブジェクト構造体の参照ポインタ
- * @param brand_list 属性ブランド構造体の参照ポインタ
- * @return なし
- */
-static void analyze_brand(player_type *player_ptr, object_type *o_ptr, concptr *brand_list)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(player_ptr, o_ptr, flgs);
- brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list, N_ELEMENTS(brand_flags_desc));
- *brand_list = NULL;
-}
-
-/*!
- * @brief アーティファクトの通常耐性を構造体に収める /
- * Note an object's elemental brands
- * @param o_ptr オブジェクト構造体の参照ポインタ
- * @param resist_list 通常耐性構造体の参照ポインタ
- * @return なし
- */
-static void analyze_resist(player_type *player_ptr, object_type *o_ptr, concptr *resist_list)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(player_ptr, o_ptr, flgs);
- resist_list = spoiler_flag_aux(flgs, resist_flags_desc, resist_list, N_ELEMENTS(resist_flags_desc));
- *resist_list = NULL;
-}
-
-/*!
- * @brief アーティファクトの免疫特性を構造体に収める /
- * Note the immunities granted by an object
- * @param o_ptr オブジェクト構造体の参照ポインタ
- * @param immune_list 免疫構造体の参照ポインタ
- * @return なし
- */
-static void analyze_immune(player_type *player_ptr, object_type *o_ptr, concptr *immune_list)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(player_ptr, o_ptr, flgs);
- immune_list = spoiler_flag_aux(flgs, immune_flags_desc, immune_list, N_ELEMENTS(immune_flags_desc));
- *immune_list = NULL;
-}
-
-/*!
- * @brief アーティファクトの維持特性を構造体に収める /
- * Note which stats an object sustains
- * @param o_ptr オブジェクト構造体の参照ポインタ
- * @param sustain_list 維持特性構造体の参照ポインタ
- * @return なし
- */
-static void analyze_sustains(player_type *player_ptr, object_type *o_ptr, concptr *sustain_list)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(player_ptr, o_ptr, flgs);
- 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++ = _("全能力", "All stats");
- } 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(flgs, sustain_flags_desc, sustain_list, N_ELEMENTS(sustain_flags_desc));
- }
-
- *sustain_list = NULL;
-}
-
-/*!
- * @brief アーティファクトのその他の特性を構造体に収める /
- * Note miscellaneous powers bestowed by an artifact such as see invisible,
- * free action, permanent light, etc.
- * @param o_ptr オブジェクト構造体の参照ポインタ
- * @param misc_list その他の特性構造体の参照ポインタ
- * @return なし
- */
-static void analyze_misc_magic(player_type *player_ptr, object_type *o_ptr, concptr *misc_list)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- char desc[256];
-
- object_flags(player_ptr, o_ptr, flgs);
- misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list, N_ELEMENTS(misc_flags2_desc));
- misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
- POSITION 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_3))
- rad += 3;
- 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 (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);
- } 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)
- *misc_list++ = quark_str(quark_add(desc));
-
- if (have_flag(flgs, TR_TY_CURSE))
- *misc_list++ = _("太古の怨念", "Ancient Curse");
-
- if (o_ptr->curse_flags & TRC_PERMA_CURSE)
- *misc_list++ = _("永遠の呪い", "Permanently Cursed");
- else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
- *misc_list++ = _("強力な呪い", "Heavily Cursed");
- else if (o_ptr->curse_flags & TRC_CURSED)
- *misc_list++ = _("呪い", "Cursed");
-
- if (have_flag(flgs, TR_ADD_L_CURSE))
- *misc_list++ = _("呪いを増やす", "Cursing");
-
- if (have_flag(flgs, TR_ADD_H_CURSE))
- *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
-
- *misc_list = NULL;
-}
-
-/*!
- * @brief アーティファクトの追加ランダム特性を構造体に収める /
- * Note additional ability and/or resistance of fixed artifacts
- * @param o_ptr オブジェクト構造体の参照ポインタ
- * @param addition 追加ランダム耐性構造体の参照ポインタ
- * @return なし
- */
-static void analyze_addition(object_type *o_ptr, char *addition)
-{
- artifact_type *a_ptr = &a_info[o_ptr->name1];
- strcpy(addition, "");
- if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES))
- strcat(addition, _("能力and耐性", "Ability and Resistance"));
- else if (a_ptr->gen_flags & TRG_XTRA_POWER) {
- strcat(addition, _("能力", "Ability"));
- if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER)
- strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
- } else if (a_ptr->gen_flags & TRG_XTRA_H_RES) {
- strcat(addition, _("耐性", "Resistance"));
- if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER)
- strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
- } else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER)
- strcat(addition, _("能力or耐性", "Ability or Resistance"));
-}
-
-/*!
- * @brief アーティファクトの基本情報を文字列に収める /
- * Determine the minimum depth an artifact can appear, its rarity, its weight,
- * and its value in gold pieces
- * @param o_ptr オブジェクト構造体の参照ポインタ
- * @param misc_desc 基本情報を収める文字列参照ポインタ
- * @return なし
- */
-static void analyze_misc(object_type *o_ptr, char *misc_desc)
-{
- artifact_type *a_ptr = &a_info[o_ptr->name1];
- sprintf(misc_desc, _("レベル %d, 希少度 %u, %d.%d kg, $%ld", "Level %d, Rarity %u, %d.%d lbs, %ld Gold"), (int)a_ptr->level, a_ptr->rarity,
- _(lbtokg1(a_ptr->weight), a_ptr->weight / 10), _(lbtokg2(a_ptr->weight), a_ptr->weight % 10), (long int)a_ptr->cost);
-}
-
-/*!
- * @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(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
-{
- analyze_general(player_ptr, o_ptr, desc_ptr->description);
- analyze_pval(player_ptr, o_ptr, &desc_ptr->pval_info);
- analyze_brand(player_ptr, o_ptr, desc_ptr->brands);
- analyze_slay(player_ptr, o_ptr, desc_ptr->slays);
- analyze_immune(player_ptr, o_ptr, desc_ptr->immunities);
- analyze_resist(player_ptr, o_ptr, desc_ptr->resistances);
- analyze_sustains(player_ptr, o_ptr, desc_ptr->sustains);
- analyze_misc_magic(player_ptr, o_ptr, desc_ptr->misc_magic);
- analyze_addition(o_ptr, desc_ptr->addition);
- analyze_misc(o_ptr, desc_ptr->misc_desc);
- desc_ptr->activation = activation_explanation(player_ptr, o_ptr);
-}
-
-/*!
* @brief バッファにアーティファクト出力情報ヘッダを収める /
* @return なし
*/
}
/*!
- * @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(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
-{
- analyze_general(player_ptr, o_ptr, desc_ptr->description);
- analyze_pval(player_ptr, o_ptr, &desc_ptr->pval_info);
- analyze_brand(player_ptr, o_ptr, desc_ptr->brands);
- analyze_slay(player_ptr, o_ptr, desc_ptr->slays);
- analyze_immune(player_ptr, o_ptr, desc_ptr->immunities);
- analyze_resist(player_ptr, o_ptr, desc_ptr->resistances);
- analyze_sustains(player_ptr, o_ptr, desc_ptr->sustains);
- analyze_misc_magic(player_ptr, o_ptr, desc_ptr->misc_magic);
- desc_ptr->activation = activation_explanation(player_ptr, o_ptr);
- sprintf(desc_ptr->misc_desc, _("重さ %d.%d kg", "Weight %d.%d lbs"), _(lbtokg1(o_ptr->weight), o_ptr->weight / 10),
- _(lbtokg2(o_ptr->weight), o_ptr->weight % 10));
-}
-
-/*!
* @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