3 * @brief ウィザードモードの処理(スポイラー出力中心) / Spoiler generation -BEN-
6 * Copyright (c) 1997 Ben Harrison, and others
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2013 Deskull rearranged comment for Doxygen.
13 #include "wizard/wizard-spoiler.h"
14 #include "core/sort.h"
15 #include "floor/floor-town.h"
16 #include "io/files-util.h"
17 #include "monster/monster.h"
18 #include "object-enchant/artifact.h"
19 #include "perception/object-perception.h"
20 #include "object-enchant/object-ego.h"
21 #include "object/object-flavor.h"
22 #include "object/object-generator.h"
23 #include "object/object-kind-hook.h"
24 #include "object/object-kind.h"
25 #include "object/object-value.h"
26 #include "object-enchant/special-object-flags.h"
27 #include "object-enchant/tr-types.h"
28 #include "object-enchant/trc-types.h"
29 #include "store/store-util.h"
30 #include "store/store.h"
31 #include "system/angband-version.h"
32 #include "term/term-color-types.h"
33 #include "util/util.h"
36 * The spoiler file being created
38 static FILE *fff = NULL;
41 * @brief シンボル職の記述名を返す /
42 * Extract a textual representation of an attribute
43 * @param r_ptr モンスター種族の構造体ポインタ
46 static concptr attr_to_text(monster_race *r_ptr)
48 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return _("透明な", "Clear");
49 if (r_ptr->flags1 & RF1_ATTR_MULTI) return _("万色の", "Multi");
50 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return _("準ランダムな", "S.Rand");
52 switch (r_ptr->d_attr)
54 case TERM_DARK: return _("黒い", "Dark");
55 case TERM_WHITE: return _("白い", "White");
56 case TERM_SLATE: return _("青灰色の", "Slate");
57 case TERM_ORANGE: return _("オレンジの", "Orange");
58 case TERM_RED: return _("赤い", "Red");
59 case TERM_GREEN: return _("緑の", "Green");
60 case TERM_BLUE: return _("青い", "Blue");
61 case TERM_UMBER: return _("琥珀色の", "Umber");
62 case TERM_L_DARK: return _("灰色の", "L.Dark");
63 case TERM_L_WHITE: return _("明るい青灰色の", "L.Slate");
64 case TERM_VIOLET: return _("紫の", "Violet");
65 case TERM_YELLOW: return _("黄色の", "Yellow");
66 case TERM_L_RED: return _("明るい赤の", "L.Red");
67 case TERM_L_GREEN: return _("明るい緑の", "L.Green");
68 case TERM_L_BLUE: return _("明るい青の", "L.Blue");
69 case TERM_L_UMBER: return _("明るい琥珀色の", "L.Umber");
72 return _("変な色の", "Icky");
89 * Item Spoilers by: benh@phial.com (Ben Harrison)
94 * The basic items categorized by type
96 static grouper group_item[] =
98 { TV_SHOT, _("射撃物", "Ammo") },
101 { TV_BOW, _("弓", "Bows") },
102 { TV_DIGGING, _("武器", "Weapons") },
103 { TV_POLEARM, NULL },
106 { TV_SOFT_ARMOR, _("防具 (体)", "Armour (Body)") },
107 { TV_HARD_ARMOR, NULL },
108 { TV_DRAG_ARMOR, NULL },
109 { TV_BOOTS, _("防具 (その他)", "Armour (Misc)") },
116 { TV_LITE, _("光源", "Light Sources") },
117 { TV_AMULET, _("アミュレット", "Amulets")},
118 { TV_RING, _("指輪", "Rings") },
119 { TV_STAFF, _("杖", "Staffs") },
120 { TV_WAND, _("魔法棒", "Wands") },
121 { TV_ROD, _("ロッド", "Rods") },
122 { TV_SCROLL, _("巻物", "Scrolls") },
123 { TV_POTION, _("薬", "Potions") },
124 { TV_FOOD, _("食料", "Food") },
126 { TV_LIFE_BOOK, _("魔法書 (生命)", "Books (Life)") },
127 { TV_SORCERY_BOOK, _("魔法書 (仙術)", "Books (Sorcery)") },
128 { TV_NATURE_BOOK, _("魔法書 (自然)", "Books (Nature)") },
129 { TV_CHAOS_BOOK, _("魔法書 (カオス)", "Books (Chaos)") },
130 { TV_DEATH_BOOK, _("魔法書 (暗黒)", "Books (Death)") },
131 { TV_TRUMP_BOOK, _("魔法書 (トランプ)", "Books (Trump)") },
132 { TV_ARCANE_BOOK, _("魔法書 (秘術)", "Books (Arcane)") },
133 { TV_CRAFT_BOOK, _("魔法書 (匠)", "Books (Craft)") },
134 { TV_DAEMON_BOOK, _("魔法書 (悪魔)", "Books (Daemon)") },
135 { TV_CRUSADE_BOOK, _("魔法書 (破邪)", "Books (Crusade)") },
136 { TV_MUSIC_BOOK, _("歌集", "Song Books") },
137 { TV_HISSATSU_BOOK, _("武芸の書", "Books (Kendo)") },
138 { TV_HEX_BOOK, _("魔法書 (呪術)", "Books (Hex)") },
140 { TV_WHISTLE, _("笛", "Whistle") },
141 { TV_CAPTURE, _("キャプチャー・ボール", "Capture Ball") },
142 { TV_CARD, _("エクスプレスカード", "Express Card") },
144 { TV_CHEST, _("箱", "Chests") },
146 { TV_FIGURINE, _("人形", "Magical Figurines") },
147 { TV_STATUE, _("像", "Statues") },
148 { TV_CORPSE, _("死体", "Corpses") },
150 { TV_SKELETON, _("その他", "Misc") },
155 { TV_PARCHMENT, NULL },
162 * @brief ベースアイテムの各情報を文字列化する /
164 * @param player_ptr プレーヤーへの参照ポインタ
165 * @param buf 名称を返すバッファ参照ポインタ
166 * @param dam ダメージダイス記述を返すバッファ参照ポインタ
167 * @param wgt 重量記述を返すバッファ参照ポインタ
168 * @param lev 生成階記述を返すバッファ参照ポインタ
169 * @param chance 生成機会を返すバッファ参照ポインタ
170 * @param val 価値を返すバッファ参照ポインタ
174 static void kind_info(player_type *player_ptr, char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
181 /* Prepare a fake item */
182 object_prep(q_ptr, k);
185 q_ptr->ident |= (IDENT_KNOWN);
193 (*lev) = k_info[q_ptr->k_idx].level;
194 (*val) = object_value(q_ptr);
196 if (!buf || !dam || !chance || !wgt) return;
198 /* Description (too brief) */
199 object_desc(player_ptr, buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
218 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
228 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
243 sprintf(dam, "%d", q_ptr->ac);
250 for (i = 0; i < 4; i++)
252 char chance_aux[20] = "";
253 if (k_info[q_ptr->k_idx].chance[i] > 0)
255 sprintf(chance_aux, "%s%3dF:%+4d", (i != 0 ? "/" : ""),
256 (int)k_info[q_ptr->k_idx].locale[i], 100 / k_info[q_ptr->k_idx].chance[i]);
257 strcat(chance, chance_aux);
263 sprintf(wgt, "%3d.%d", (int)(q_ptr->weight / 10), (int)(q_ptr->weight % 10));
268 * @brief 各ベースアイテムの情報を一行毎に記述する /
269 * @param player_ptr プレーヤーへの参照ポインタ
270 * Create a spoiler file for items
274 static void spoil_obj_desc(player_type *player_ptr, concptr fname)
276 int i, k, s, t, n = 0, group_start = 0;
286 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
288 fff = my_fopen(buf, "w");
292 msg_print("Cannot create spoiler file.");
298 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d.%d)\n\n\n",
299 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
302 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
303 "Description", "Dam/AC", "Wgt", "Lev", "Chance", "Cost");
304 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
305 "-------------------------------------", "------", "---", "---", "----------------", "----");
307 /* List the groups */
308 for (i = 0; TRUE; i++)
310 /* Write out the group title */
311 if (group_item[i].name)
315 /* Hack -- bubble-sort by cost and then level */
316 for (s = 0; s < n - 1; s++)
318 for (t = 0; t < n - 1; t++)
329 kind_info(player_ptr, NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
330 kind_info(player_ptr, NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
332 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
341 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
343 /* Spoil each item */
344 for (s = 0; s < n; s++)
349 /* Describe the kind */
350 kind_info(player_ptr, buf, dam, wgt, chance, &e, &v, who[s]);
353 fprintf(fff, " %-35s%8s%7s%5d %-40s%9ld\n",
354 buf, dam, wgt, (int)e, chance, (long)(v));
357 /* Start a new set */
362 if (!group_item[i].tval) break;
364 /* Start a new set */
368 /* Acquire legal item types */
369 for (k = 1; k < max_k_idx; k++)
371 object_kind *k_ptr = &k_info[k];
373 /* Skip wrong tval's */
374 if (k_ptr->tval != group_item[i].tval) continue;
376 /* Hack -- Skip instant-artifacts */
377 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
385 /* Check for errors */
386 if (ferror(fff) || my_fclose(fff))
388 msg_print("Cannot close spoiler file.");
392 msg_print("Successfully created a spoiler file.");
397 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
402 * Returns a "+" string if a number is non-negative and an empty
405 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
408 * These are used to format the artifact spoiler file. INDENT1 is used
409 * to indent all but the first line of an artifact spoiler. INDENT2 is
410 * used when a line "wraps". (Bladeturner's resistances cause this.)
416 * MAX_LINE_LEN specifies when a line should wrap.
418 #define MAX_LINE_LEN 75
421 * Given an array, determine how many elements are in the array
423 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
426 * The artifacts categorized by type
428 static grouper group_artifact[] =
432 { TV_POLEARM, "槍/斧" },
434 { TV_DIGGING, "シャベル/つるはし" },
439 { TV_SOFT_ARMOR, "鎧" },
440 { TV_HARD_ARMOR, NULL },
441 { TV_DRAG_ARMOR, NULL },
443 { TV_CLOAK, "クローク" },
452 { TV_AMULET, "アミュレット" },
455 { TV_SWORD, "Edged Weapons" },
456 { TV_POLEARM, "Polearms" },
457 { TV_HAFTED, "Hafted Weapons" },
458 { TV_DIGGING, "Shovels/Picks" },
460 { TV_ARROW, "Ammo" },
463 { TV_SOFT_ARMOR, "Body Armor" },
464 { TV_HARD_ARMOR, NULL },
465 { TV_DRAG_ARMOR, NULL },
467 { TV_CLOAK, "Cloaks" },
468 { TV_SHIELD, "Shields" },
470 { TV_HELM, "Helms/Crowns" },
472 { TV_GLOVES, "Gloves" },
473 { TV_BOOTS, "Boots" },
475 { TV_LITE, "Light Sources" },
476 { TV_AMULET, "Amulets" },
477 { TV_RING, "Rings" },
486 * Pair together a constant flag with a textual description.
488 * Used by both "init.c" and "wiz-spo.c".
490 * Note that it sometimes more efficient to actually make an array
491 * of textual names, where entry 'N' is assumed to be paired with
492 * the flag whose value is "1L << N", but that requires hard-coding.
494 typedef struct flag_desc
503 * These are used for "+3 to STR, DEX", etc. These are separate from
504 * the other pval affected traits to simplify the case where an object
505 * affects all stats. In this case, "All stats" is used instead of
506 * listing each stat individually.
509 static flag_desc stat_flags_desc[] =
529 * Besides stats, these are the other player traits
530 * which may be affected by an object's pval
533 static flag_desc pval_flags1_desc[] =
536 { TR_MAGIC_MASTERY, "魔法道具使用能力" },
537 { TR_STEALTH, "隠密" },
539 { TR_INFRA, "赤外線視力" },
541 { TR_BLOWS, "攻撃回数" },
544 { TR_STEALTH, "Stealth" },
545 { TR_SEARCH, "Searching" },
546 { TR_INFRA, "Infravision" },
547 { TR_TUNNEL, "Tunneling" },
548 { TR_BLOWS, "Attacks" },
549 { TR_SPEED, "Speed" }
554 * Slaying preferences for weapons
557 static flag_desc slay_flags_desc[] =
560 { TR_SLAY_ANIMAL, "動物" },
561 { TR_KILL_ANIMAL, "*動物*" },
562 { TR_SLAY_EVIL, "邪悪" },
563 { TR_KILL_EVIL, "*邪悪*" },
564 { TR_SLAY_HUMAN, "人間" },
565 { TR_KILL_HUMAN, "*人間*" },
566 { TR_SLAY_UNDEAD, "アンデッド" },
567 { TR_KILL_UNDEAD, "*アンデッド*" },
568 { TR_SLAY_DEMON, "悪魔" },
569 { TR_KILL_DEMON, "*悪魔*" },
570 { TR_SLAY_ORC, "オーク" },
571 { TR_KILL_ORC, "*オーク*" },
572 { TR_SLAY_TROLL, "トロル" },
573 { TR_KILL_TROLL, "*トロル*" },
574 { TR_SLAY_GIANT, "巨人" },
575 { TR_KILL_GIANT, "*巨人*" },
576 { TR_SLAY_DRAGON, "ドラゴン" },
577 { TR_KILL_DRAGON, "*ドラゴン*" },
579 { TR_SLAY_ANIMAL, "Animal" },
580 { TR_KILL_ANIMAL, "XAnimal" },
581 { TR_SLAY_EVIL, "Evil" },
582 { TR_KILL_EVIL, "XEvil" },
583 { TR_SLAY_HUMAN, "Human" },
584 { TR_KILL_HUMAN, "XHuman" },
585 { TR_SLAY_UNDEAD, "Undead" },
586 { TR_KILL_UNDEAD, "XUndead" },
587 { TR_SLAY_DEMON, "Demon" },
588 { TR_KILL_DEMON, "XDemon" },
589 { TR_SLAY_ORC, "Orc" },
590 { TR_KILL_ORC, "XOrc" },
591 { TR_SLAY_TROLL, "Troll" },
592 { TR_KILL_TROLL, "XTroll" },
593 { TR_SLAY_GIANT, "Giant" },
594 { TR_KILL_GIANT, "Xgiant" },
595 { TR_SLAY_DRAGON, "Dragon" },
596 { TR_KILL_DRAGON, "Xdragon" }
601 * Elemental brands for weapons
603 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
604 * coding, it has been included here along with the elemental
605 * brands. It does seem to fit in with the brands and slaying
606 * more than the miscellaneous section.
608 static flag_desc brand_flags_desc[] =
611 { TR_BRAND_ACID, "溶解" },
612 { TR_BRAND_ELEC, "電撃" },
613 { TR_BRAND_FIRE, "焼棄" },
614 { TR_BRAND_COLD, "凍結" },
615 { TR_BRAND_POIS, "毒殺" },
617 { TR_FORCE_WEAPON, "理力" },
618 { TR_CHAOTIC, "混沌" },
619 { TR_VAMPIRIC, "吸血" },
621 { TR_VORPAL, "切れ味" },
623 { TR_BRAND_ACID, "Acid Brand" },
624 { TR_BRAND_ELEC, "Lightning Brand" },
625 { TR_BRAND_FIRE, "Flame Tongue" },
626 { TR_BRAND_COLD, "Frost Brand" },
627 { TR_BRAND_POIS, "Poisoned" },
629 { TR_FORCE_WEAPON, "Force" },
630 { TR_CHAOTIC, "Mark of Chaos" },
631 { TR_VAMPIRIC, "Vampiric" },
632 { TR_IMPACT, "Earthquake impact on hit" },
633 { TR_VORPAL, "Very sharp" },
641 static const flag_desc resist_flags_desc[] =
644 { TR_RES_ACID, "酸" },
645 { TR_RES_ELEC, "電撃" },
646 { TR_RES_FIRE, "火炎" },
647 { TR_RES_COLD, "冷気" },
648 { TR_RES_POIS, "毒" },
649 { TR_RES_FEAR, "恐怖"},
650 { TR_RES_LITE, "閃光" },
651 { TR_RES_DARK, "暗黒" },
652 { TR_RES_BLIND, "盲目" },
653 { TR_RES_CONF, "混乱" },
654 { TR_RES_SOUND, "轟音" },
655 { TR_RES_SHARDS, "破片" },
656 { TR_RES_NETHER, "地獄" },
657 { TR_RES_NEXUS, "因果混乱" },
658 { TR_RES_CHAOS, "カオス" },
659 { TR_RES_DISEN, "劣化" },
661 { TR_RES_ACID, "Acid" },
662 { TR_RES_ELEC, "Lightning" },
663 { TR_RES_FIRE, "Fire" },
664 { TR_RES_COLD, "Cold" },
665 { TR_RES_POIS, "Poison" },
666 { TR_RES_FEAR, "Fear"},
667 { TR_RES_LITE, "Light" },
668 { TR_RES_DARK, "Dark" },
669 { TR_RES_BLIND, "Blindness" },
670 { TR_RES_CONF, "Confusion" },
671 { TR_RES_SOUND, "Sound" },
672 { TR_RES_SHARDS, "Shards" },
673 { TR_RES_NETHER, "Nether" },
674 { TR_RES_NEXUS, "Nexus" },
675 { TR_RES_CHAOS, "Chaos" },
676 { TR_RES_DISEN, "Disenchantment" },
681 * Elemental immunities (along with poison)
684 static const flag_desc immune_flags_desc[] =
688 { TR_IM_ELEC, "電撃" },
689 { TR_IM_FIRE, "火炎" },
690 { TR_IM_COLD, "冷気" },
692 { TR_IM_ACID, "Acid" },
693 { TR_IM_ELEC, "Lightning" },
694 { TR_IM_FIRE, "Fire" },
695 { TR_IM_COLD, "Cold" },
700 * Sustain stats - these are given their "own" line in the
701 * spoiler file, mainly for simplicity
703 static const flag_desc sustain_flags_desc[] =
706 { TR_SUST_STR, "腕力" },
707 { TR_SUST_INT, "知能" },
708 { TR_SUST_WIS, "賢さ" },
709 { TR_SUST_DEX, "器用さ" },
710 { TR_SUST_CON, "耐久力" },
711 { TR_SUST_CHR, "魅力" },
713 { TR_SUST_STR, "STR" },
714 { TR_SUST_INT, "INT" },
715 { TR_SUST_WIS, "WIS" },
716 { TR_SUST_DEX, "DEX" },
717 { TR_SUST_CON, "CON" },
718 { TR_SUST_CHR, "CHR" },
723 * Miscellaneous magic given by an object's "flags2" field
726 static const flag_desc misc_flags2_desc[] =
730 { TR_REFLECT, "反射" },
731 { TR_FREE_ACT, "麻痺知らず" },
732 { TR_HOLD_EXP, "経験値維持" },
734 { TR_THROW, "Throwing" },
735 { TR_REFLECT, "Reflection" },
736 { TR_FREE_ACT, "Free Action" },
737 { TR_HOLD_EXP, "Hold Experience" },
742 * Miscellaneous magic given by an object's "flags3" field
744 * Note that cursed artifacts and objects with permanent light
745 * are handled "directly" -- see analyze_misc_magic()
748 static const flag_desc misc_flags3_desc[] =
751 { TR_SH_FIRE, "火炎オーラ" },
752 { TR_SH_ELEC, "電撃オーラ" },
753 { TR_SH_COLD, "冷気オーラ" },
754 { TR_NO_TELE, "反テレポート" },
755 { TR_NO_MAGIC, "反魔法" },
756 { TR_LEVITATION, "浮遊" },
757 { TR_SEE_INVIS, "可視透明" },
758 { TR_TELEPATHY, "テレパシー" },
759 { TR_ESP_ANIMAL, "動物感知" },
760 { TR_ESP_UNDEAD, "不死感知" },
761 { TR_ESP_DEMON, "悪魔感知" },
762 { TR_ESP_ORC, "オーク感知" },
763 { TR_ESP_TROLL, "トロル感知" },
764 { TR_ESP_GIANT, "巨人感知" },
765 { TR_ESP_DRAGON, "ドラゴン感知" },
766 { TR_ESP_HUMAN, "人間感知" },
767 { TR_ESP_EVIL, "邪悪感知" },
768 { TR_ESP_GOOD, "善良感知" },
769 { TR_ESP_NONLIVING, "無生物感知" },
770 { TR_ESP_UNIQUE, "ユニーク感知" },
771 { TR_SLOW_DIGEST, "遅消化" },
772 { TR_REGEN, "急速回復" },
773 { TR_WARNING, "警告" },
774 /* { TR_XTRA_MIGHT, "強力射撃" }, */
775 { TR_XTRA_SHOTS, "追加射撃" }, /* always +1? */
776 { TR_DRAIN_EXP, "経験値吸収" },
777 { TR_AGGRAVATE, "反感" },
778 { TR_BLESSED, "祝福" },
779 { TR_DEC_MANA, "消費魔力減少" },
781 { TR_SH_FIRE, "Fiery Aura" },
782 { TR_SH_ELEC, "Electric Aura" },
783 { TR_SH_COLD, "Coldly Aura" },
784 { TR_NO_TELE, "Prevent Teleportation" },
785 { TR_NO_MAGIC, "Anti-Magic" },
786 { TR_LEVITATION, "Levitation" },
787 { TR_SEE_INVIS, "See Invisible" },
788 { TR_TELEPATHY, "ESP" },
789 { TR_ESP_ANIMAL, "Sense Animal" },
790 { TR_ESP_UNDEAD, "Sense Undead" },
791 { TR_ESP_DEMON, "Sense Demon" },
792 { TR_ESP_ORC, "Sense Orc" },
793 { TR_ESP_TROLL, "Sense Troll" },
794 { TR_ESP_GIANT, "Sense Giant" },
795 { TR_ESP_DRAGON, "Sense Dragon" },
796 { TR_ESP_HUMAN, "Sense Human" },
797 { TR_ESP_EVIL, "Sense Evil" },
798 { TR_ESP_GOOD, "Sense Good" },
799 { TR_ESP_NONLIVING, "Sense Nonliving" },
800 { TR_ESP_UNIQUE, "Sense Unique" },
801 { TR_SLOW_DIGEST, "Slow Digestion" },
802 { TR_REGEN, "Regeneration" },
803 { TR_WARNING, "Warning" },
804 /* { TR_XTRA_MIGHT, "Extra Might" }, */
805 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
806 { TR_DRAIN_EXP, "Drains Experience" },
807 { TR_AGGRAVATE, "Aggravates" },
808 { TR_BLESSED, "Blessed Blade" },
809 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
815 * A special type used just for deailing with pvals
820 * This will contain a string such as "+2", "-10", etc.
825 * A list of various player traits affected by an object's pval such
826 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
827 * this list since it will probably be desirable to format its
828 * description differently.
830 * Note that room need only be reserved for the number of stats - 1
831 * since the description "All stats" is used if an object affects all
832 * all stats. Also, room must be reserved for a sentinel NULL pointer.
834 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
836 * This list includes extra attacks, for simplicity.
838 concptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
839 N_ELEMENTS(pval_flags1_desc) + 1];
845 * An "object analysis structure"
847 * It will be filled with descriptive strings detailing an object's
848 * various magical powers. The "ignore X" traits are not noted since
849 * all artifacts ignore "normal" destruction.
854 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
855 char description[MAX_NLEN];
857 /* Description of what is affected by an object's pval */
858 pval_info_type pval_info;
860 /* A list of an object's slaying preferences */
861 concptr slays[N_ELEMENTS(slay_flags_desc) + 1];
863 /* A list if an object's elemental brands */
864 concptr brands[N_ELEMENTS(brand_flags_desc) + 1];
866 /* A list of immunities granted by an object */
867 concptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
869 /* A list of resistances granted by an object */
870 concptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
872 /* A list of stats sustained by an object */
873 concptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
875 /* A list of various magical qualities an object may have */
876 concptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
877 + 1 /* Permanent Light */
879 + 1 /* type of curse */
880 + 1]; /* sentinel NULL */
882 /* Additional ability or resistance */
885 /* A string describing an artifact's activation */
888 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
894 * @brief ファイルポインタ先に同じ文字を複数出力する /
895 * Write out `n' of the character `c' to the spoiler file
900 static void spoiler_out_n_chars(int n, char c)
902 while (--n >= 0) fputc(c, fff);
907 * @brief ファイルポインタ先に改行を複数出力する /
908 * Write out `n' blank lines to the spoiler file
912 static void spoiler_blanklines(int n)
914 spoiler_out_n_chars(n, '\n');
919 * @brief ファイルポインタ先に複数のハイフンで装飾した文字列を出力する /
920 * Write a line to the spoiler file and then "underline" it with hypens
921 * @param str 出力したい文字列
924 static void spoiler_underline(concptr str)
926 fprintf(fff, "%s\n", str);
927 spoiler_out_n_chars(strlen(str), '-');
934 * @brief アーティファクトの特性一覧を出力する /
935 * Write a line to the spoiler file and then "underline" it with hypens
936 * @param art_flags アーティファクトのフラグ群
937 * @param flag_ptr フラグ記述情報の参照ポインタ
938 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
939 * @param n_elmnts フラグの要素数
940 * @return desc_ptrと同じアドレス
943 * This function does most of the actual "analysis". Given a set of bit flags
944 * (which will be from one of the flags fields from the object in question),
945 * a "flag description structure", a "description list", and the number of
946 * elements in the "flag description structure", this function sets the
947 * "description list" members to the appropriate descriptions contained in
948 * the "flag description structure".
949 * The possibly updated description pointer is returned.
952 static concptr *spoiler_flag_aux(const BIT_FLAGS art_flags[TR_FLAG_SIZE],
953 const flag_desc *flag_ptr,
954 concptr *desc_ptr, const int n_elmnts)
958 for (i = 0; i < n_elmnts; ++i)
960 if (have_flag(art_flags, flag_ptr[i].flag))
962 *desc_ptr++ = flag_ptr[i].desc;
971 * @brief アイテムの特定記述内容を返す /
972 * Acquire a "basic" description "The Cloak of Death [1,+10]"
973 * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
974 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
977 static void analyze_general(player_type *player_ptr, object_type *o_ptr, char *desc_ptr)
979 /* Get a "useful" description of the object */
980 object_desc(player_ptr, desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
985 * @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 /
986 * List "player traits" altered by an artifact's pval. These include stats,
987 * speed, infravision, tunneling, stealth, searching, and extra attacks.
988 * @param o_ptr オブジェクト構造体の参照ポインタ
989 * @param pi_ptr pval修正構造体の参照ポインタ
992 static void analyze_pval(object_type *o_ptr, pval_info_type *pi_ptr)
994 BIT_FLAGS flgs[TR_FLAG_SIZE];
996 concptr *affects_list;
998 /* If pval == 0, there is nothing to do. */
1001 /* An "empty" pval description indicates that pval == 0 */
1002 pi_ptr->pval_desc[0] = '\0';
1005 object_flags(o_ptr, flgs);
1007 affects_list = pi_ptr->pval_affects;
1009 /* Create the "+N" string */
1010 sprintf(pi_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1012 /* First, check to see if the pval affects all stats */
1013 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1014 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1015 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1017 *affects_list++ = _("全能力", "All stats");
1020 /* Are any stats affected? */
1021 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1022 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1023 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1025 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1027 N_ELEMENTS(stat_flags_desc));
1030 /* And now the "rest" */
1031 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1033 N_ELEMENTS(pval_flags1_desc));
1035 /* Terminate the description list */
1036 *affects_list = NULL;
1040 * @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 /
1041 * Note the slaying specialties of a weapon
1042 * @param o_ptr オブジェクト構造体の参照ポインタ
1043 * @param slay_list 種族スレイ構造体の参照ポインタ
1046 static void analyze_slay(object_type *o_ptr, concptr *slay_list)
1048 BIT_FLAGS flgs[TR_FLAG_SIZE];
1050 object_flags(o_ptr, flgs);
1052 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1053 N_ELEMENTS(slay_flags_desc));
1055 /* Terminate the description list */
1061 * @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 /
1062 * Note an object's elemental brands
1063 * @param o_ptr オブジェクト構造体の参照ポインタ
1064 * @param brand_list 属性ブランド構造体の参照ポインタ
1067 static void analyze_brand(object_type *o_ptr, concptr *brand_list)
1069 BIT_FLAGS flgs[TR_FLAG_SIZE];
1071 object_flags(o_ptr, flgs);
1073 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1074 N_ELEMENTS(brand_flags_desc));
1076 /* Terminate the description list */
1082 * @brief アーティファクトの通常耐性を構造体に収める /
1083 * Note an object's elemental brands
1084 * @param o_ptr オブジェクト構造体の参照ポインタ
1085 * @param resist_list 通常耐性構造体の参照ポインタ
1088 static void analyze_resist(object_type *o_ptr, concptr *resist_list)
1090 BIT_FLAGS flgs[TR_FLAG_SIZE];
1092 object_flags(o_ptr, flgs);
1094 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1095 resist_list, N_ELEMENTS(resist_flags_desc));
1097 /* Terminate the description list */
1098 *resist_list = NULL;
1103 * @brief アーティファクトの免疫特性を構造体に収める /
1104 * Note the immunities granted by an object
1105 * @param o_ptr オブジェクト構造体の参照ポインタ
1106 * @param immune_list 免疫構造体の参照ポインタ
1109 static void analyze_immune(object_type *o_ptr, concptr *immune_list)
1111 BIT_FLAGS flgs[TR_FLAG_SIZE];
1113 object_flags(o_ptr, flgs);
1115 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1116 immune_list, N_ELEMENTS(immune_flags_desc));
1118 /* Terminate the description list */
1119 *immune_list = NULL;
1124 * @brief アーティファクトの維持特性を構造体に収める /
1125 * Note which stats an object sustains
1126 * @param o_ptr オブジェクト構造体の参照ポインタ
1127 * @param sustain_list 維持特性構造体の参照ポインタ
1130 static void analyze_sustains(object_type *o_ptr, concptr *sustain_list)
1132 BIT_FLAGS flgs[TR_FLAG_SIZE];
1134 object_flags(o_ptr, flgs);
1136 /* Simplify things if an item sustains all stats */
1137 if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
1138 have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
1139 have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
1141 *sustain_list++ = _("全能力", "All stats");
1144 /* Should we bother? */
1145 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1146 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1147 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1149 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1151 N_ELEMENTS(sustain_flags_desc));
1154 /* Terminate the description list */
1155 *sustain_list = NULL;
1160 * @brief アーティファクトのその他の特性を構造体に収める /
1161 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1162 * free action, permanent light, etc.
1163 * @param o_ptr オブジェクト構造体の参照ポインタ
1164 * @param misc_list その他の特性構造体の参照ポインタ
1167 static void analyze_misc_magic(object_type *o_ptr, concptr *misc_list)
1169 BIT_FLAGS flgs[TR_FLAG_SIZE];
1173 object_flags(o_ptr, flgs);
1175 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
1176 N_ELEMENTS(misc_flags2_desc));
1178 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
1181 * Glowing artifacts -- small radius light.
1184 if (have_flag(flgs, TR_LITE_1)) rad += 1;
1185 if (have_flag(flgs, TR_LITE_2)) rad += 2;
1186 if (have_flag(flgs, TR_LITE_3)) rad += 3;
1187 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
1188 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
1189 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
1191 if (o_ptr->name2 == EGO_LITE_SHINE) rad++;
1193 if (have_flag(flgs, TR_LITE_FUEL))
1195 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);
1199 if (rad > 0) sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
1200 if (rad < 0) sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
1203 if (rad != 0) *misc_list++ = quark_str(quark_add(desc));
1206 * Handle cursed objects here to avoid redundancies such as noting
1207 * that a permanently cursed object is heavily cursed as well as
1208 * being "lightly cursed".
1211 /* if (object_is_cursed(o_ptr)) */
1213 if (have_flag(flgs, TR_TY_CURSE))
1215 *misc_list++ = _("太古の怨念", "Ancient Curse");
1217 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1219 *misc_list++ = _("永遠の呪い", "Permanently Cursed");
1221 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1223 *misc_list++ = _("強力な呪い", "Heavily Cursed");
1226 else if (o_ptr->curse_flags & TRC_CURSED)
1228 *misc_list++ = _("呪い", "Cursed");
1230 if (have_flag(flgs, TR_ADD_L_CURSE))
1232 *misc_list++ = _("呪いを増やす", "Cursing");
1234 if (have_flag(flgs, TR_ADD_H_CURSE))
1236 *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
1240 /* Terminate the description list */
1246 * @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 /
1247 * Note additional ability and/or resistance of fixed artifacts
1248 * @param o_ptr オブジェクト構造体の参照ポインタ
1249 * @param addition 追加ランダム耐性構造体の参照ポインタ
1252 static void analyze_addition(object_type *o_ptr, char *addition)
1254 artifact_type *a_ptr = &a_info[o_ptr->name1];
1257 strcpy(addition, "");
1259 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"));
1260 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1262 strcat(addition, _("能力", "Ability"));
1263 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
1265 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1267 strcat(addition, _("耐性", "Resistance"));
1268 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
1270 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("能力or耐性", "Ability or Resistance"));
1275 * @brief アーティファクトの基本情報を文字列に収める /
1276 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1277 * and its value in gold pieces
1278 * @param o_ptr オブジェクト構造体の参照ポインタ
1279 * @param misc_desc 基本情報を収める文字列参照ポインタ
1282 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1284 artifact_type *a_ptr = &a_info[o_ptr->name1];
1286 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,
1288 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
1290 a_ptr->weight / 10, a_ptr->weight % 10, (long int)a_ptr->cost);
1296 * @brief アーティファクトの情報全体を構造体に収める /
1297 * Fill in an object description structure for a given object
1298 * and its value in gold pieces
1299 * @param player_ptr プレーヤーへの参照ポインタ
1300 * @param o_ptr オブジェクト構造体の参照ポインタ
1301 * @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
1304 static void object_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
1306 analyze_general(player_ptr, o_ptr, desc_ptr->description);
1307 analyze_pval(o_ptr, &desc_ptr->pval_info);
1308 analyze_brand(o_ptr, desc_ptr->brands);
1309 analyze_slay(o_ptr, desc_ptr->slays);
1310 analyze_immune(o_ptr, desc_ptr->immunities);
1311 analyze_resist(o_ptr, desc_ptr->resistances);
1312 analyze_sustains(o_ptr, desc_ptr->sustains);
1313 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1314 analyze_addition(o_ptr, desc_ptr->addition);
1315 analyze_misc(o_ptr, desc_ptr->misc_desc);
1316 desc_ptr->activation = item_activation(o_ptr);
1321 * @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 /
1324 static void print_header(void)
1328 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d", FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1329 spoiler_underline(buf);
1333 * This is somewhat ugly.
1335 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1336 * and a separator character (',', e.g.), write the list to the spoiler file
1337 * in a "nice" format, such as:
1339 * Resist Fire, Cold, Acid
1341 * That was a simple example, but when the list is long, a line wrap
1342 * should occur, and this should induce a new level of indention if
1343 * a list is being spread across lines. So for example, Bladeturner's
1344 * list of resistances should look something like this
1346 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1347 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1349 * However, the code distinguishes between a single list of many items vs.
1350 * many lists. (The separator is used to make this determination.) A single
1351 * list of many items will not cause line wrapping (since there is no
1352 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1353 * might look like this:
1355 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1358 * So comparing the two, "Regeneration" has no trailing separator and
1359 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1360 * but that's not relevant to line wrapping and indention.)
1363 /* ITEM_SEP separates items within a list */
1364 #define ITEM_SEP ','
1367 /* LIST_SEP separates lists */
1369 #define LIST_SEP ','
1371 #define LIST_SEP ';'
1375 * @brief フラグ名称を出力する汎用関数
1376 * @param header ヘッダに出力するフラグ群の名前
1377 * @param list フラグ名リスト
1378 * @param separator フラグ表示の区切り記号
1381 static void spoiler_outlist(concptr header, concptr *list, char separator)
1383 int line_len, buf_len;
1384 char line[MAX_LINE_LEN + 1], buf[80];
1386 /* Ignore an empty list */
1387 if (*list == NULL) return;
1389 /* This function always indents */
1390 strcpy(line, INDENT1);
1392 /* Create header (if one was given) */
1393 if (header && (header[0]))
1395 strcat(line, header);
1399 line_len = strlen(line);
1401 /* Now begin the tedious task */
1404 /* Copy the current item to a buffer */
1407 /* Note the buffer's length */
1408 buf_len = strlen(buf);
1411 * If there is an item following this one, pad with separator and
1412 * a space and adjust the buffer length
1417 sprintf(buf + buf_len, "%c ", separator);
1422 * If the buffer will fit on the current line, just append the
1423 * buffer to the line and adjust the line length accordingly.
1426 if (line_len + buf_len <= MAX_LINE_LEN)
1429 line_len += buf_len;
1432 /* Apply line wrapping and indention semantics described above */
1436 * Don't print a trailing list separator but do print a trailing
1439 if (line_len > 1 && line[line_len - 1] == ' '
1440 && line[line_len - 2] == LIST_SEP)
1442 /* Ignore space and separator */
1443 line[line_len - 2] = '\0';
1445 /* Write to spoiler file */
1446 fprintf(fff, "%s\n", line);
1448 /* Begin new line at primary indention level */
1449 sprintf(line, "%s%s", INDENT1, buf);
1454 /* Write to spoiler file */
1455 fprintf(fff, "%s\n", line);
1457 /* Begin new line at secondary indention level */
1458 sprintf(line, "%s%s", INDENT2, buf);
1461 line_len = strlen(line);
1464 /* Advance, with break */
1465 if (!*++list) break;
1468 /* Write what's left to the spoiler file */
1469 fprintf(fff, "%s\n", line);
1473 * @brief アーティファクト一件をスポイラー出力する /
1474 * Create a spoiler file entry for an artifact
1475 * @param art_ptr アーティファクト情報をまとめた構造体の参照ポインタ
1478 static void spoiler_print_art(obj_desc_list *art_ptr)
1480 pval_info_type *pval_ptr = &art_ptr->pval_info;
1483 /* Don't indent the first line */
1484 fprintf(fff, "%s\n", art_ptr->description);
1486 /* An "empty" pval description indicates that the pval affects nothing */
1487 if (pval_ptr->pval_desc[0])
1489 /* Mention the effects of pval */
1490 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
1491 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1494 /* Now deal with the description lists */
1495 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
1496 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
1497 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
1498 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
1499 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
1500 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1502 if (art_ptr->addition[0])
1504 fprintf(fff, _("%s追加: %s\n", "%sAdditional %s\n"), INDENT1, art_ptr->addition);
1507 /* Write out the possible activation at the primary indention level */
1508 if (art_ptr->activation)
1510 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
1513 /* End with the miscellaneous facts */
1514 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1519 * @brief アーティファクト情報を出力するためにダミー生成を行う /
1520 * Hack -- Create a "forged" artifact
1521 * @param o_ptr 一時生成先を保管するオブジェクト構造体
1522 * @param name1 生成するアーティファクトID
1523 * @return 生成が成功した場合TRUEを返す
1525 static bool make_fake_artifact(object_type *o_ptr, IDX name1)
1528 artifact_type *a_ptr = &a_info[name1];
1530 /* Ignore "empty" artifacts */
1531 if (!a_ptr->name) return FALSE;
1533 /* Acquire the "kind" index */
1534 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1536 if (!i) return FALSE;
1538 object_prep(o_ptr, i);
1541 o_ptr->name1 = (byte)name1;
1543 /* Extract the fields */
1544 o_ptr->pval = a_ptr->pval;
1545 o_ptr->ac = a_ptr->ac;
1546 o_ptr->dd = a_ptr->dd;
1547 o_ptr->ds = a_ptr->ds;
1548 o_ptr->to_a = a_ptr->to_a;
1549 o_ptr->to_h = a_ptr->to_h;
1550 o_ptr->to_d = a_ptr->to_d;
1551 o_ptr->weight = a_ptr->weight;
1559 * @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 /
1560 * Create a spoiler file for artifacts
1561 * @param player_ptr プレーヤーへの参照ポインタ
1562 * @param fname 生成ファイル名
1565 static void spoil_artifact(player_type *player_ptr, concptr fname)
1572 obj_desc_list artifact;
1574 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1576 fff = my_fopen(buf, "w");
1580 msg_print("Cannot create spoiler file.");
1584 /* Dump the header */
1587 /* List the artifacts by tval */
1588 for (i = 0; group_artifact[i].tval; i++)
1590 /* Write out the group title */
1591 if (group_artifact[i].name)
1593 spoiler_blanklines(2);
1594 spoiler_underline(group_artifact[i].name);
1595 spoiler_blanklines(1);
1598 /* Now search through all of the artifacts */
1599 for (j = 1; j < max_a_idx; ++j)
1601 artifact_type *a_ptr = &a_info[j];
1603 /* We only want objects in the current group */
1604 if (a_ptr->tval != group_artifact[i].tval) continue;
1608 /* Attempt to "forge" the artifact */
1609 if (!make_fake_artifact(q_ptr, j)) continue;
1611 /* Analyze the artifact */
1612 object_analyze(player_ptr, q_ptr, &artifact);
1614 /* Write out the artifact description to the spoiler file */
1615 spoiler_print_art(&artifact);
1619 /* Check for errors */
1620 if (ferror(fff) || my_fclose(fff))
1622 msg_print("Cannot close spoiler file.");
1626 msg_print("Successfully created a spoiler file.");
1631 * @brief モンスター簡易情報のスポイラー出力を行うメインルーチン /
1632 * Create a spoiler file for monsters -BEN-
1633 * @param fname 生成ファイル名
1636 static void spoil_mon_desc(concptr fname)
1652 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1654 fff = my_fopen(buf, "w");
1657 msg_print("Cannot create spoiler file.");
1661 /* Allocate the "who" array */
1662 C_MAKE(who, max_r_idx, MONRACE_IDX);
1664 /* Dump the header */
1665 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1666 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1667 fprintf(fff, "------------------------------------------\n\n");
1669 /* Dump the header */
1670 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1671 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1672 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1673 "--------", "---", "---", "---", "--", "--", "-----------");
1676 /* Scan the monsters */
1677 for (i = 1; i < max_r_idx; i++)
1679 monster_race *r_ptr = &r_info[i];
1681 /* Use that monster */
1682 if (r_ptr->name) who[n++] = (s16b)i;
1685 /* Sort the array by dungeon depth of monsters */
1686 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1689 for (i = 0; i < n; i++)
1691 monster_race *r_ptr = &r_info[who[i]];
1693 concptr name = (r_name + r_ptr->name);
1694 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1696 /* Get the "name" */
1698 else if (r_ptr->flags3 & (RF3_NO_CONF))
1700 sprintf(nam, "[*] %s", name);
1703 else if (r_ptr->flags1 & (RF1_UNIQUE))
1705 sprintf(nam, "[U] %s", name);
1709 sprintf(nam, _(" %s", "The %s"), name);
1713 sprintf(lev, "%d", (int)r_ptr->level);
1716 sprintf(rar, "%d", (int)r_ptr->rarity);
1718 if (r_ptr->speed >= 110)
1720 sprintf(spd, "+%d", (r_ptr->speed - 110));
1724 sprintf(spd, "-%d", (110 - r_ptr->speed));
1728 sprintf(ac, "%d", r_ptr->ac);
1731 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1733 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1737 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1742 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1744 /* Hack -- use visual instead */
1745 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1748 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1749 nam, lev, rar, spd, hp, ac, exp);
1756 /* Free the "who" array */
1757 C_KILL(who, max_r_idx, s16b);
1759 /* Check for errors */
1760 if (ferror(fff) || my_fclose(fff))
1762 msg_print("Cannot close spoiler file.");
1767 msg_print("Successfully created a spoiler file.");
1774 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1776 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1782 * @brief 文字列をファイルポインタに出力する /
1783 * Buffer text to the given file. (-SHAWN-)
1784 * This is basically c_roff() from mon-desc.c with a few changes.
1785 * @param str 文字列参照ポインタ
1788 static void spoil_out(concptr str)
1793 static char roff_buf[256];
1796 static char roff_waiting_buf[256];
1799 bool iskanji_flag = FALSE;
1801 /* Current pointer into line roff_buf */
1802 static char *roff_p = roff_buf;
1804 /* Last space saved into roff_buf */
1805 static char *roff_s = NULL;
1807 /* Mega-Hack -- Delayed output */
1808 static bool waiting_output = FALSE;
1810 /* Special handling for "new sequence" */
1815 fputs(roff_waiting_buf, fff);
1816 waiting_output = FALSE;
1819 if (roff_p != roff_buf) roff_p--;
1820 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1822 if (roff_p == roff_buf) fprintf(fff, "\n");
1825 *(roff_p + 1) = '\0';
1826 fprintf(fff, "%s\n\n", roff_buf);
1835 /* Scan the given string, character at a time */
1840 bool k_flag = iskanji((unsigned char)(*str));
1843 bool wrap = (ch == '\n');
1846 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1847 iskanji_flag = k_flag && !iskanji_flag;
1849 if (!isprint(ch)) ch = ' ';
1854 fputs(roff_waiting_buf, fff);
1855 if (!wrap) fputc('\n', fff);
1856 waiting_output = FALSE;
1862 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1863 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1865 if (roff_p >= roff_buf + 75) wrap = TRUE;
1866 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1873 bool iskanji_flag_local = FALSE;
1874 concptr tail = str + (k_flag ? 2 : 1);
1876 concptr tail = str + 1;
1879 for (; *tail; tail++)
1881 if (*tail == ' ') continue;
1884 k_flag_local = iskanji((unsigned char)(*tail));
1885 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1886 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1888 if (isprint(*tail)) break;
1892 if (!*tail) waiting_output = TRUE;
1896 /* Handle line-wrap */
1904 if (roff_s && (ch != ' '))
1912 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1913 else strcpy(roff_waiting_buf, roff_buf);
1917 if (cbak != ' ') *roff_p++ = cbak;
1919 while (*r) *roff_p++ = *r++;
1923 if ((roff_p > roff_buf) || (ch != ' '))
1928 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1933 strncmp(str, "。", 2) != 0 &&
1934 strncmp(str, "、", 2) != 0 &&
1935 strncmp(str, "ィ", 2) != 0 &&
1936 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1939 if (ch == ' ') roff_s = roff_p;
1950 * @brief 関数ポインタ用の出力関数 /
1951 * Hook function used in spoil_mon_info()
1953 * @param str 文字列参照ポインタ
1956 static void roff_func(TERM_COLOR attr, concptr str)
1966 * @brief モンスター詳細情報をスポイラー出力するメインルーチン /
1967 * Create a spoiler file for monsters (-SHAWN-)
1968 * @param fname ファイル名
1971 static void spoil_mon_info(player_type *player_ptr, concptr fname)
1979 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1981 fff = my_fopen(buf, "w");
1984 msg_print("Cannot create spoiler file.");
1989 /* Dump the header */
1990 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1991 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1994 spoil_out("------------------------------------------\n\n");
1996 /* Allocate the "who" array */
1997 C_MAKE(who, max_r_idx, MONRACE_IDX);
1999 /* Scan the monsters */
2000 for (i = 1; i < max_r_idx; i++)
2002 monster_race *r_ptr = &r_info[i];
2004 /* Use that monster */
2005 if (r_ptr->name) who[n++] = (s16b)i;
2008 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2011 * List all monsters in order
2013 for (l = 0; l < n; l++)
2015 monster_race *r_ptr = &r_info[who[l]];
2016 flags1 = r_ptr->flags1;
2020 if (flags1 & (RF1_QUESTOR))
2026 if (flags1 & (RF1_UNIQUE))
2039 sprintf(buf, _("%s/%s (", "%s%s ("), (r_name + r_ptr->name), _(r_name + r_ptr->E_name, "")); /* ---)--- */
2044 spoil_out(attr_to_text(r_ptr));
2047 sprintf(buf, " '%c')\n", r_ptr->d_char);
2052 sprintf(buf, "=== ");
2056 sprintf(buf, "Num:%d ", who[l]);
2060 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2064 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2067 if (r_ptr->speed >= 110)
2069 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2073 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2078 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2080 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2084 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2089 sprintf(buf, "Ac:%d ", r_ptr->ac);
2093 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2096 /* Reuse the code of monster recall. */
2097 output_monster_spoiler(player_ptr, who[l], roff_func);
2102 /* Free the "who" array */
2103 C_KILL(who, max_r_idx, s16b);
2105 /* Check for errors */
2106 if (ferror(fff) || my_fclose(fff))
2108 msg_print("Cannot close spoiler file.");
2112 msg_print("Successfully created a spoiler file.");
2117 #define MAX_EVOL_DEPTH 64
2121 * @brief int配列でstrncmp()と似た比較処理を行う /
2122 * Compare two int-type array like strncmp() and return TRUE if equals
2123 * @param a 比較するint配列1
2124 * @param b 比較するint配列2
2126 * @return 両者の値が等しければTRUEを返す
2128 static bool int_n_cmp(int *a, int *b, int length)
2130 /* Null-string comparation is always TRUE */
2131 if (!length) return TRUE;
2135 if (*a != *(b++)) return FALSE;
2136 if (!(*(a++))) break;
2144 * @brief ある木が指定された木の部分木かどうかを返す /
2145 * Returns TRUE if an evolution tree is "partial tree"
2146 * @param tree 元となる木構造リスト
2147 * @param partial_tree 部分木かどうか判定したい木構造リスト
2148 * @return 部分木ならばTRUEを返す
2150 static bool is_partial_tree(int *tree, int *partial_tree)
2152 int pt_head = *(partial_tree++);
2155 while (partial_tree[pt_len]) pt_len++;
2159 if (*(tree++) == pt_head)
2161 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2169 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2170 * Print monsters' evolution information to file
2171 * @param fname 出力ファイル名
2174 static void spoil_mon_evol(concptr fname)
2177 monster_race *r_ptr;
2178 int **evol_tree, i, j, n, r_idx;
2179 int *evol_tree_zero; /* For C_KILL() */
2180 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2182 fff = my_fopen(buf, "w");
2185 msg_print("Cannot create spoiler file.");
2189 /* Dump the header */
2190 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2191 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2194 spoil_out("------------------------------------------\n\n");
2196 /* Allocate the "evol_tree" array (2-dimension) */
2197 C_MAKE(evol_tree, max_r_idx, int *);
2198 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2199 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2200 evol_tree_zero = *evol_tree;
2202 /* Step 1: Build the evolution tree */
2203 for (i = 1; i < max_r_idx; i++)
2208 if (!r_ptr->next_exp) continue;
2210 /* Trace evolution */
2212 evol_tree[i][n++] = i;
2215 evol_tree[i][n++] = r_ptr->next_r_idx;
2216 r_ptr = &r_info[r_ptr->next_r_idx];
2217 } while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2220 /* Step 2: Scan the evolution trees and remove "partial tree" */
2221 for (i = 1; i < max_r_idx; i++)
2223 /* Not evolution tree */
2224 if (!evol_tree[i][0]) continue;
2226 for (j = 1; j < max_r_idx; j++)
2229 if (i == j) continue;
2231 /* Not evolution tree */
2232 if (!evol_tree[j][0]) continue;
2234 /* Is evolution tree[i] is part of [j]? */
2235 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2237 /* Remove this evolution tree */
2238 evol_tree[i][0] = 0;
2244 /* Step 3: Sort the evolution trees */
2245 ang_sort(evol_tree, NULL, max_r_idx, ang_sort_comp_evol_tree, ang_sort_swap_evol_tree);
2247 /* Step 4: Print the evolution trees */
2248 for (i = 0; i < max_r_idx; i++)
2250 r_idx = evol_tree[i][0];
2252 /* No evolution or removed evolution tree */
2253 if (!r_idx) continue;
2255 /* Trace the evolution tree */
2256 r_ptr = &r_info[r_idx];
2257 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2258 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2260 for (n = 1; r_ptr->next_exp; n++)
2262 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2263 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2264 r_ptr = &r_info[r_ptr->next_r_idx];
2265 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2266 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2269 /* End of evolution tree */
2273 /* Free the "evol_tree" array (2-dimension) */
2274 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2275 C_KILL(evol_tree, max_r_idx, int *);
2277 /* Check for errors */
2278 if (ferror(fff) || my_fclose(fff))
2280 msg_print("Cannot close spoiler file.");
2284 msg_print("Successfully created a spoiler file.");
2289 * @brief スポイラー出力を行うコマンドのメインルーチン /
2290 * Create Spoiler files -BEN-
2293 void do_cmd_spoilers(player_type *player_ptr)
2303 prt("Create a spoiler file.", 2, 0);
2305 /* Prompt for a file */
2306 prt("(1) Brief Object Info (obj-desc.txt)", 5, 5);
2307 prt("(2) Brief Artifact Info (artifact.txt)", 6, 5);
2308 prt("(3) Brief Monster Info (mon-desc.txt)", 7, 5);
2309 prt("(4) Full Monster Info (mon-info.txt)", 8, 5);
2310 prt("(5) Monster Evolution Info (mon-evol.txt)", 9, 5);
2313 prt(_("コマンド:", "Command: "), _(18, 12), 0);
2325 spoil_obj_desc(player_ptr, "obj-desc.txt");
2330 spoil_artifact(player_ptr, "artifact.txt");
2335 spoil_mon_desc("mon-desc.txt");
2340 spoil_mon_info(player_ptr, "mon-info.txt");
2345 spoil_mon_evol("mon-evol.txt");
2358 * @brief ランダムアーティファクト1件を解析する /
2359 * Fill in an object description structure for a given object
2360 * @param player_ptr プレーヤーへの参照ポインタ
2361 * @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
2362 * @param desc_ptr 記述内容を収める構造体参照ポインタ
2365 static void random_artifact_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
2367 analyze_general(player_ptr, o_ptr, desc_ptr->description);
2368 analyze_pval(o_ptr, &desc_ptr->pval_info);
2369 analyze_brand(o_ptr, desc_ptr->brands);
2370 analyze_slay(o_ptr, desc_ptr->slays);
2371 analyze_immune(o_ptr, desc_ptr->immunities);
2372 analyze_resist(o_ptr, desc_ptr->resistances);
2373 analyze_sustains(o_ptr, desc_ptr->sustains);
2374 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2375 desc_ptr->activation = item_activation(o_ptr);
2377 sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
2378 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2380 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2381 o_ptr->weight / 10, o_ptr->weight % 10);
2386 * @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 /
2387 * Create a spoiler file entry for an artifact
2388 * @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
2389 * @param art_ptr 記述内容を収めた構造体参照ポインタ
2390 * Fill in an object description structure for a given object
2393 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2395 pval_info_type *pval_ptr = &art_ptr->pval_info;
2399 /* Don't indent the first line */
2400 fprintf(fff, "%s\n", art_ptr->description);
2403 if (!object_is_fully_known(o_ptr))
2405 fprintf(fff, _("%s不明\n", "%sUnknown\n"), INDENT1);
2408 /* An "empty" pval description indicates that the pval affects nothing */
2409 if (pval_ptr->pval_desc[0])
2411 /* Mention the effects of pval */
2412 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
2413 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2416 /* Now deal with the description lists */
2418 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
2419 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
2420 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
2421 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
2422 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
2423 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2425 /* Write out the possible activation at the primary indention level */
2426 if (art_ptr->activation)
2428 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
2431 /* End with the miscellaneous facts */
2432 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2437 * @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 /
2438 * @param player_ptr プレーヤーへの参照ポインタ
2439 * @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
2440 * @param i 出力したい記録ランダムアーティファクトID
2443 static void spoil_random_artifact_aux(player_type *player_ptr, object_type *o_ptr, int i)
2445 obj_desc_list artifact;
2447 if (!object_is_known(o_ptr) || !o_ptr->art_name
2448 || o_ptr->tval != group_artifact[i].tval)
2451 /* Analyze the artifact */
2452 random_artifact_analyze(player_ptr, o_ptr, &artifact);
2454 /* Write out the artifact description to the spoiler file */
2455 spoiler_print_randart(o_ptr, &artifact);
2459 * @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 /
2460 * Create a list file for random artifacts
2461 * @param fname 出力ファイル名
2464 void spoil_random_artifact(player_type *creature_ptr, concptr fname)
2468 store_type *store_ptr;
2472 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2474 fff = my_fopen(buf, "w");
2477 msg_print("Cannot create list file.");
2481 /* Dump the header */
2482 sprintf(buf, "Random artifacts list.\r");
2483 spoiler_underline(buf);
2485 /* List the artifacts by tval */
2486 for (j = 0; group_artifact[j].tval; j++)
2488 /* random artifacts wielding */
2489 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2491 q_ptr = &creature_ptr->inventory_list[i];
2492 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2495 for (i = 0; i < INVEN_PACK; i++)
2497 q_ptr = &creature_ptr->inventory_list[i];
2498 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2501 /* random artifacts in home */
2502 store_ptr = &town_info[1].store[STORE_HOME];
2503 for (i = 0; i < store_ptr->stock_num; i++)
2505 q_ptr = &store_ptr->stock[i];
2506 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2509 /* random artifacts in museum */
2510 store_ptr = &town_info[1].store[STORE_MUSEUM];
2511 for (i = 0; i < store_ptr->stock_num; i++)
2513 q_ptr = &store_ptr->stock[i];
2514 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2518 /* Check for errors */
2519 if (ferror(fff) || my_fclose(fff))
2521 msg_print("Cannot close list file.");
2525 msg_print("Successfully created a list file.");