4 * Copyright (c) 1997 Ben Harrison, and others
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Spoiler generation -BEN- */
20 * The spoiler file being created
22 static FILE *fff = NULL;
27 * Extract a textual representation of an attribute
29 static cptr attr_to_text(monster_race *r_ptr)
32 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Æ©ÌÀ¤Ê";
33 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Ëü¿§¤Î";
34 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "½à¥é¥ó¥À¥à¤Ê";
36 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Clear";
37 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Multi";
38 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "S.Rand";
41 switch (r_ptr->d_attr)
44 case TERM_DARK: return "XXX¤¤";
45 case TERM_WHITE: return "Çò¤¤";
46 case TERM_SLATE: return "Àij¥¿§¤Î";
47 case TERM_ORANGE: return "¥ª¥ì¥ó¥¸¤Î";
48 case TERM_RED: return "ÀÖ¤¤";
49 case TERM_GREEN: return "ÎФÎ";
50 case TERM_BLUE: return "ÀĤ¤";
51 case TERM_UMBER: return "àèàῧ¤Î";
52 case TERM_L_DARK: return "³¥¿§¤Î";
53 case TERM_L_WHITE: return "ÌÀÀij¥¿§¤Î";
54 case TERM_VIOLET: return "»ç¤Î";
55 case TERM_YELLOW: return "²«¿§¤¤";
56 case TERM_L_RED: return "ÌÀ¤¤ÀÖ¤Î";
57 case TERM_L_GREEN: return "ÌÀ¤¤ÎФÎ";
58 case TERM_L_BLUE: return "ÌÀ¤¤ÀĤÎ";
59 case TERM_L_UMBER: return "ÌÀ¤¤àèàῧ¤Î";
61 case TERM_DARK: return "xxx";
62 case TERM_WHITE: return "White";
63 case TERM_SLATE: return "Slate";
64 case TERM_ORANGE: return "Orange";
65 case TERM_RED: return "Red";
66 case TERM_GREEN: return "Green";
67 case TERM_BLUE: return "Blue";
68 case TERM_UMBER: return "Umber";
69 case TERM_L_DARK: return "L.Dark";
70 case TERM_L_WHITE: return "L.Slate";
71 case TERM_VIOLET: return "Violet";
72 case TERM_YELLOW: return "Yellow";
73 case TERM_L_RED: return "L.Red";
74 case TERM_L_GREEN: return "L.Green";
75 case TERM_L_BLUE: return "L.Blue";
76 case TERM_L_UMBER: return "L.Umber";
102 * Item Spoilers by: benh@phial.com (Ben Harrison)
107 * The basic items categorized by type
109 static grouper group_item[] =
112 { TV_SHOT, "¼Í·âʪ" },
127 { TV_DIGGING, "Éð´ï" },
129 { TV_DIGGING, "Weapons" },
132 { TV_POLEARM, NULL },
137 { TV_SOFT_ARMOR, "Ëɶñ (ÂÎ)" },
139 { TV_SOFT_ARMOR, "Armour (Body)" },
142 { TV_HARD_ARMOR, NULL },
143 { TV_DRAG_ARMOR, NULL },
146 { TV_BOOTS, "Ëɶñ (¤½¤Î¾)" },
148 { TV_BOOTS, "Armour (Misc)" },
159 { TV_AMULET, "¥¢¥ß¥å¥ì¥Ã¥È" },
162 { TV_LITE, "Light Sources" },
163 { TV_AMULET, "Amulets" },
164 { TV_RING, "Rings" },
169 { TV_WAND, "ËâË¡ËÀ" },
170 { TV_ROD, "¥í¥Ã¥É" },
172 { TV_STAFF, "Staffs" },
173 { TV_WAND, "Wands" },
178 { TV_SCROLL, "´¬Êª" },
182 { TV_SCROLL, "Scrolls" },
183 { TV_POTION, "Potions" },
188 { TV_LIFE_BOOK, "ËâË¡½ñ (À¸Ì¿)" },
189 { TV_SORCERY_BOOK, "ËâË¡½ñ (Àç½Ñ)" },
190 { TV_NATURE_BOOK, "ËâË¡½ñ (¼«Á³)" },
191 { TV_CHAOS_BOOK, "ËâË¡½ñ (¥«¥ª¥¹)" },
192 { TV_DEATH_BOOK, "ËâË¡½ñ (°Å¹õ)" },
193 { TV_TRUMP_BOOK, "ËâË¡½ñ (¥È¥é¥ó¥×)" },
194 { TV_ARCANE_BOOK, "ËâË¡½ñ (Èë½Ñ)" },
195 { TV_CRAFT_BOOK, "ËâË¡½ñ (¾¢)" },
196 { TV_DAEMON_BOOK, "ËâË¡½ñ (°Ëâ)" },
197 { TV_CRUSADE_BOOK, "ËâË¡½ñ (Ç˼Ù)" },
198 { TV_MUSIC_BOOK, "²Î½¸" },
199 { TV_HISSATSU_BOOK, "Éð·Ý¤Î½ñ" },
200 { TV_HEX_BOOK, "ËâË¡½ñ (¼ö½Ñ)" },
202 { TV_LIFE_BOOK, "Books (Life)" },
203 { TV_SORCERY_BOOK, "Books (Sorcery)" },
204 { TV_NATURE_BOOK, "Books (Nature)" },
205 { TV_CHAOS_BOOK, "Books (Chaos)" },
206 { TV_DEATH_BOOK, "Books (Death)" },
207 { TV_TRUMP_BOOK, "Books (Trump)" },
208 { TV_ARCANE_BOOK, "Books (Arcane)" },
209 { TV_CRAFT_BOOK, "Books (Craft)" },
210 { TV_DAEMON_BOOK, "Books (Daemon)" },
211 { TV_CRUSADE_BOOK, "Books (Crusade)" },
212 { TV_MUSIC_BOOK, "Song Books" },
213 { TV_HISSATSU_BOOK, "Books (Kendo)" },
214 { TV_HEX_BOOK, "Books (Hex)" },
219 { TV_CAPTURE, "¥¥ã¥×¥Á¥ã¡¼¡¦¥Ü¡¼¥ë" },
220 { TV_CARD, "¥¨¥¯¥¹¥×¥ì¥¹¥«¡¼¥É" },
222 { TV_WHISTLE, "Whistle" },
223 { TV_CAPTURE, "Capture Ball" },
224 { TV_CARD, "Express Card" },
230 { TV_CHEST, "Chests" },
234 { TV_FIGURINE, "¿Í·Á" },
236 { TV_CORPSE, "»àÂÎ" },
238 { TV_FIGURINE, "Magical Figurines" },
239 { TV_STATUE, "Statues" },
240 { TV_CORPSE, "Corpses" },
244 { TV_SKELETON, "¤½¤Î¾" },
246 { TV_SKELETON, "Misc" },
253 { TV_PARCHMENT, NULL },
262 static void kind_info(char *buf, char *dam, char *wgt, int *lev, s32b *val, int k)
268 /* Get local object */
271 /* Prepare a fake item */
272 object_prep(q_ptr, k);
275 q_ptr->ident |= (IDENT_KNOWN);
285 (*lev) = k_info[q_ptr->k_idx].level;
288 (*val) = object_value(q_ptr);
292 if (!buf || !dam || !wgt) return;
295 /* Description (too brief) */
296 object_desc(buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
316 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
326 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
341 sprintf(dam, "%d", q_ptr->ac);
348 sprintf(wgt, "%3d.%d", q_ptr->weight / 10, q_ptr->weight % 10);
353 * Create a spoiler file for items
355 static void spoil_obj_desc(cptr fname)
357 int i, k, s, t, n = 0, group_start = 0;
367 /* Build the filename */
368 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
370 /* File type is "TEXT" */
371 FILE_TYPE(FILE_TYPE_TEXT);
374 fff = my_fopen(buf, "w");
379 msg_print("Cannot create spoiler file.");
385 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d)\n\n\n",
386 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
389 fprintf(fff, "%-45s %8s%7s%5s%9s\n",
390 "Description", "Dam/AC", "Wgt", "Lev", "Cost");
391 fprintf(fff, "%-45s %8s%7s%5s%9s\n",
392 "----------------------------------------",
393 "------", "---", "---", "----");
395 /* List the groups */
396 for (i = 0; TRUE; i++)
398 /* Write out the group title */
399 if (group_item[i].name)
403 /* Hack -- bubble-sort by cost and then level */
404 for (s = 0; s < n - 1; s++)
406 for (t = 0; t < n - 1; t++)
417 kind_info(NULL, NULL, NULL, &e1, &t1, who[i1]);
418 kind_info(NULL, NULL, NULL, &e2, &t2, who[i2]);
420 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
429 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
431 /* Spoil each item */
432 for (s = 0; s < n; s++)
437 /* Describe the kind */
438 kind_info(buf, dam, wgt, &e, &v, who[s]);
441 fprintf(fff, " %-45s%8s%7s%5d%9ld\n",
442 buf, dam, wgt, e, (long)(v));
445 /* Start a new set */
450 if (!group_item[i].tval) break;
452 /* Start a new set */
456 /* Acquire legal item types */
457 for (k = 1; k < max_k_idx; k++)
459 object_kind *k_ptr = &k_info[k];
461 /* Skip wrong tval's */
462 if (k_ptr->tval != group_item[i].tval) continue;
464 /* Hack -- Skip instant-artifacts */
465 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
473 /* Check for errors */
474 if (ferror(fff) || my_fclose(fff))
476 msg_print("Cannot close spoiler file.");
481 msg_print("Successfully created a spoiler file.");
486 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
491 * Returns a "+" string if a number is non-negative and an empty
494 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
497 * These are used to format the artifact spoiler file. INDENT1 is used
498 * to indent all but the first line of an artifact spoiler. INDENT2 is
499 * used when a line "wraps". (Bladeturner's resistances cause this.)
505 * MAX_LINE_LEN specifies when a line should wrap.
507 #define MAX_LINE_LEN 75
510 * Given an array, determine how many elements are in the array
512 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
515 * The artifacts categorized by type
517 static grouper group_artifact[] =
520 { TV_SWORD, "Åá·õ" },
521 { TV_POLEARM, "Áä/Éà" },
522 { TV_HAFTED, "Æß´ï" },
523 { TV_DIGGING, "¥·¥ã¥Ù¥ë/¤Ä¤ë¤Ï¤·" },
524 { TV_BOW, "Èô¤ÓÆ»¶ñ" },
527 { TV_SOFT_ARMOR, "³»" },
528 { TV_HARD_ARMOR, NULL },
529 { TV_DRAG_ARMOR, NULL },
531 { TV_CLOAK, "¥¯¥í¡¼¥¯" },
534 { TV_HELM, "³õ/´§" },
536 { TV_GLOVES, "äƼê" },
540 { TV_AMULET, "¥¢¥ß¥å¥ì¥Ã¥È" },
543 { TV_SWORD, "Edged Weapons" },
544 { TV_POLEARM, "Polearms" },
545 { TV_HAFTED, "Hafted Weapons" },
546 { TV_DIGGING, "Shovels/Picks" },
548 { TV_ARROW, "Ammo" },
550 { TV_SOFT_ARMOR, "Body Armor" },
551 { TV_HARD_ARMOR, NULL },
552 { TV_DRAG_ARMOR, NULL },
554 { TV_CLOAK, "Cloaks" },
555 { TV_SHIELD, "Shields" },
557 { TV_HELM, "Helms/Crowns" },
559 { TV_GLOVES, "Gloves" },
560 { TV_BOOTS, "Boots" },
562 { TV_LITE, "Light Sources" },
563 { TV_AMULET, "Amulets" },
564 { TV_RING, "Rings" },
573 * Pair together a constant flag with a textual description.
575 * Used by both "init.c" and "wiz-spo.c".
577 * Note that it sometimes more efficient to actually make an array
578 * of textual names, where entry 'N' is assumed to be paired with
579 * the flag whose value is "1L << N", but that requires hard-coding.
582 typedef struct flag_desc flag_desc;
587 const char *const desc;
593 * These are used for "+3 to STR, DEX", etc. These are separate from
594 * the other pval affected traits to simplify the case where an object
595 * affects all stats. In this case, "All stats" is used instead of
596 * listing each stat individually.
599 static flag_desc stat_flags_desc[] =
605 { TR_DEX, "´ïÍѤµ" },
606 { TR_CON, "Âѵ×ÎÏ" },
619 * Besides stats, these are the other player traits
620 * which may be affected by an object's pval
623 static flag_desc pval_flags1_desc[] =
626 { TR_MAGIC_MASTERY, "ËâË¡Æ»¶ñ»ÈÍÑǽÎÏ" },
627 { TR_STEALTH, "±£Ì©" },
628 { TR_SEARCH, "õº÷" },
629 { TR_INFRA, "ÀÖ³°Àþ»ëÎÏ" },
630 { TR_TUNNEL, "ºÎ·¡" },
631 { TR_BLOWS, "¹¶·â²ó¿ô" },
632 { TR_SPEED, "¥¹¥Ô¡¼¥É" }
634 { TR_STEALTH, "Stealth" },
635 { TR_SEARCH, "Searching" },
636 { TR_INFRA, "Infravision" },
637 { TR_TUNNEL, "Tunneling" },
638 { TR_BLOWS, "Attacks" },
639 { TR_SPEED, "Speed" }
644 * Slaying preferences for weapons
647 static flag_desc slay_flags_desc[] =
650 { TR_SLAY_ANIMAL, "ưʪ" },
651 { TR_KILL_ANIMAL, "*ưʪ*" },
652 { TR_SLAY_EVIL, "¼Ù°" },
653 { TR_KILL_EVIL, "*¼Ù°*" },
654 { TR_SLAY_HUMAN, "¿Í´Ö" },
655 { TR_KILL_HUMAN, "*¿Í´Ö*" },
656 { TR_SLAY_UNDEAD, "¥¢¥ó¥Ç¥Ã¥É" },
657 { TR_KILL_UNDEAD, "*¥¢¥ó¥Ç¥Ã¥É*" },
658 { TR_SLAY_DEMON, "°Ëâ" },
659 { TR_KILL_DEMON, "*°Ëâ*" },
660 { TR_SLAY_ORC, "¥ª¡¼¥¯" },
661 { TR_KILL_ORC, "*¥ª¡¼¥¯*" },
662 { TR_SLAY_TROLL, "¥È¥í¥ë" },
663 { TR_KILL_TROLL, "*¥È¥í¥ë*" },
664 { TR_SLAY_GIANT, "µð¿Í" },
665 { TR_KILL_GIANT, "*µð¿Í*" },
666 { TR_SLAY_DRAGON, "¥É¥é¥´¥ó" },
667 { TR_KILL_DRAGON, "*¥É¥é¥´¥ó*" },
669 { TR_SLAY_ANIMAL, "Animal" },
670 { TR_KILL_ANIMAL, "XAnimal" },
671 { TR_SLAY_EVIL, "Evil" },
672 { TR_KILL_EVIL, "XEvil" },
673 { TR_SLAY_HUMAN, "Human" },
674 { TR_KILL_HUMAN, "XHuman" },
675 { TR_SLAY_UNDEAD, "Undead" },
676 { TR_KILL_UNDEAD, "XUndead" },
677 { TR_SLAY_DEMON, "Demon" },
678 { TR_KILL_DEMON, "XDemon" },
679 { TR_SLAY_ORC, "Orc" },
680 { TR_KILL_ORC, "XOrc" },
681 { TR_SLAY_TROLL, "Troll" },
682 { TR_KILL_TROLL, "XTroll" },
683 { TR_SLAY_GIANT, "Giant" },
684 { TR_KILL_GIANT, "Xgiant" },
685 { TR_SLAY_DRAGON, "Dragon" },
686 { TR_KILL_DRAGON, "Xdragon" }
691 * Elemental brands for weapons
693 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
694 * coding, it has been included here along with the elemental
695 * brands. It does seem to fit in with the brands and slaying
696 * more than the miscellaneous section.
698 static flag_desc brand_flags_desc[] =
701 { TR_BRAND_ACID, "Íϲò" },
702 { TR_BRAND_ELEC, "ÅÅ·â" },
703 { TR_BRAND_FIRE, "¾Æ´þ" },
704 { TR_BRAND_COLD, "Åà·ë" },
705 { TR_BRAND_POIS, "ÆÇ»¦" },
707 { TR_FORCE_WEAPON, "ÍýÎÏ" },
708 { TR_CHAOTIC, "º®ÆÙ" },
709 { TR_VAMPIRIC, "µÛ·ì" },
710 { TR_IMPACT, "ÃÏ¿Ì" },
711 { TR_VORPAL, "ÀÚ¤ìÌ£" },
713 { TR_BRAND_ACID, "Acid Brand" },
714 { TR_BRAND_ELEC, "Lightning Brand" },
715 { TR_BRAND_FIRE, "Flame Tongue" },
716 { TR_BRAND_COLD, "Frost Brand" },
717 { TR_BRAND_POIS, "Poisoned" },
719 { TR_FORCE_WEAPON, "Force" },
720 { TR_CHAOTIC, "Mark of Chaos" },
721 { TR_VAMPIRIC, "Vampiric" },
722 { TR_IMPACT, "Earthquake impact on hit" },
723 { TR_VORPAL, "Very sharp" },
731 static const flag_desc resist_flags_desc[] =
734 { TR_RES_ACID, "»À" },
735 { TR_RES_ELEC, "ÅÅ·â" },
736 { TR_RES_FIRE, "²Ð±ê" },
737 { TR_RES_COLD, "Î䵤" },
738 { TR_RES_POIS, "ÆÇ" },
739 { TR_RES_FEAR, "¶²ÉÝ"},
740 { TR_RES_LITE, "Á®¸÷" },
741 { TR_RES_DARK, "°Å¹õ" },
742 { TR_RES_BLIND, "ÌÕÌÜ" },
743 { TR_RES_CONF, "º®Íð" },
744 { TR_RES_SOUND, "¹ì²»" },
745 { TR_RES_SHARDS, "ÇËÊÒ" },
746 { TR_RES_NETHER, "ÃϹö" },
747 { TR_RES_NEXUS, "°ø²Ìº®Íð" },
748 { TR_RES_CHAOS, "¥«¥ª¥¹" },
749 { TR_RES_DISEN, "Îô²½" },
751 { TR_RES_ACID, "Acid" },
752 { TR_RES_ELEC, "Lightning" },
753 { TR_RES_FIRE, "Fire" },
754 { TR_RES_COLD, "Cold" },
755 { TR_RES_POIS, "Poison" },
756 { TR_RES_FEAR, "Fear"},
757 { TR_RES_LITE, "Light" },
758 { TR_RES_DARK, "Dark" },
759 { TR_RES_BLIND, "Blindness" },
760 { TR_RES_CONF, "Confusion" },
761 { TR_RES_SOUND, "Sound" },
762 { TR_RES_SHARDS, "Shards" },
763 { TR_RES_NETHER, "Nether" },
764 { TR_RES_NEXUS, "Nexus" },
765 { TR_RES_CHAOS, "Chaos" },
766 { TR_RES_DISEN, "Disenchantment" },
771 * Elemental immunities (along with poison)
774 static const flag_desc immune_flags_desc[] =
777 { TR_IM_ACID, "»À" },
778 { TR_IM_ELEC, "ÅÅ·â" },
779 { TR_IM_FIRE, "²Ð±ê" },
780 { TR_IM_COLD, "Î䵤" },
782 { TR_IM_ACID, "Acid" },
783 { TR_IM_ELEC, "Lightning" },
784 { TR_IM_FIRE, "Fire" },
785 { TR_IM_COLD, "Cold" },
790 * Sustain stats - these are given their "own" line in the
791 * spoiler file, mainly for simplicity
793 static const flag_desc sustain_flags_desc[] =
796 { TR_SUST_STR, "ÏÓÎÏ" },
797 { TR_SUST_INT, "ÃÎǽ" },
798 { TR_SUST_WIS, "¸¤µ" },
799 { TR_SUST_DEX, "´ïÍѤµ" },
800 { TR_SUST_CON, "Âѵ×ÎÏ" },
801 { TR_SUST_CHR, "Ì¥ÎÏ" },
803 { TR_SUST_STR, "STR" },
804 { TR_SUST_INT, "INT" },
805 { TR_SUST_WIS, "WIS" },
806 { TR_SUST_DEX, "DEX" },
807 { TR_SUST_CON, "CON" },
808 { TR_SUST_CHR, "CHR" },
813 * Miscellaneous magic given by an object's "flags2" field
816 static const flag_desc misc_flags2_desc[] =
819 { TR_THROW, "ÅêÚ³" },
820 { TR_REFLECT, "È¿¼Í" },
821 { TR_FREE_ACT, "ËãáãÃΤ餺" },
822 { TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý" },
824 { TR_THROW, "Throwing" },
825 { TR_REFLECT, "Reflection" },
826 { TR_FREE_ACT, "Free Action" },
827 { TR_HOLD_LIFE, "Hold Life" },
832 * Miscellaneous magic given by an object's "flags3" field
834 * Note that cursed artifacts and objects with permanent light
835 * are handled "directly" -- see analyze_misc_magic()
838 static const flag_desc misc_flags3_desc[] =
841 { TR_SH_FIRE, "²Ð±ê¥ª¡¼¥é" },
842 { TR_SH_ELEC, "Åŷ⥪¡¼¥é" },
843 { TR_SH_COLD, "Î䵤¥ª¡¼¥é" },
844 { TR_NO_TELE, "È¿¥Æ¥ì¥Ý¡¼¥È" },
845 { TR_NO_MAGIC, "È¿ËâË¡" },
846 { TR_LEVITATION, "ÉâÍ·" },
847 { TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ" },
848 { TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼" },
849 { TR_ESP_ANIMAL, "ưʪ´¶ÃÎ" },
850 { TR_ESP_UNDEAD, "ÉԻശÃÎ" },
851 { TR_ESP_DEMON, "°Ëâ´¶ÃÎ" },
852 { TR_ESP_ORC, "¥ª¡¼¥¯´¶ÃÎ" },
853 { TR_ESP_TROLL, "¥È¥í¥ë´¶ÃÎ" },
854 { TR_ESP_GIANT, "µð¿Í´¶ÃÎ" },
855 { TR_ESP_DRAGON, "¥É¥é¥´¥ó´¶ÃÎ" },
856 { TR_ESP_HUMAN, "¿Í´Ö´¶ÃÎ" },
857 { TR_ESP_EVIL, "¼Ù°´¶ÃÎ" },
858 { TR_ESP_GOOD, "Á±ÎÉ´¶ÃÎ" },
859 { TR_ESP_NONLIVING, "̵À¸Êª´¶ÃÎ" },
860 { TR_ESP_UNIQUE, "¥æ¥Ë¡¼¥¯´¶ÃÎ" },
861 { TR_SLOW_DIGEST, "Ãپò½" },
862 { TR_REGEN, "µÞ®²óÉü" },
863 { TR_WARNING, "·Ù¹ð" },
864 /* { TR_XTRA_MIGHT, "¶¯Îϼͷâ" }, */
865 { TR_XTRA_SHOTS, "Äɲüͷâ" }, /* always +1? */
866 { TR_DRAIN_EXP, "·Ð¸³Ã͵ۼý" },
867 { TR_AGGRAVATE, "È¿´¶" },
868 { TR_BLESSED, "½ËÊ¡" },
869 { TR_DEC_MANA, "¾ÃÈñËâÎϸº¾¯" },
871 { TR_SH_FIRE, "Fiery Aura" },
872 { TR_SH_ELEC, "Electric Aura" },
873 { TR_SH_COLD, "Coldly Aura" },
874 { TR_NO_TELE, "Prevent Teleportation" },
875 { TR_NO_MAGIC, "Anti-Magic" },
876 { TR_LEVITATION, "Levitation" },
877 { TR_SEE_INVIS, "See Invisible" },
878 { TR_TELEPATHY, "ESP" },
879 { TR_SLOW_DIGEST, "Slow Digestion" },
880 { TR_REGEN, "Regeneration" },
881 { TR_WARNING, "Warning" },
882 /* { TR_XTRA_MIGHT, "Extra Might" }, */
883 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
884 { TR_DRAIN_EXP, "Drains Experience" },
885 { TR_AGGRAVATE, "Aggravates" },
886 { TR_BLESSED, "Blessed Blade" },
887 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
893 * A special type used just for deailing with pvals
898 * This will contain a string such as "+2", "-10", etc.
903 * A list of various player traits affected by an object's pval such
904 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
905 * this list since it will probably be desirable to format its
906 * description differently.
908 * Note that room need only be reserved for the number of stats - 1
909 * since the description "All stats" is used if an object affects all
910 * all stats. Also, room must be reserved for a sentinel NULL pointer.
912 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
914 * This list includes extra attacks, for simplicity.
916 cptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
917 N_ELEMENTS(pval_flags1_desc) + 1];
923 * An "object analysis structure"
925 * It will be filled with descriptive strings detailing an object's
926 * various magical powers. The "ignore X" traits are not noted since
927 * all artifacts ignore "normal" destruction.
932 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
933 char description[MAX_NLEN];
935 /* Description of what is affected by an object's pval */
936 pval_info_type pval_info;
938 /* A list of an object's slaying preferences */
939 cptr slays[N_ELEMENTS(slay_flags_desc) + 1];
941 /* A list if an object's elemental brands */
942 cptr brands[N_ELEMENTS(brand_flags_desc) + 1];
944 /* A list of immunities granted by an object */
945 cptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
947 /* A list of resistances granted by an object */
948 cptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
950 /* A list of stats sustained by an object */
951 cptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
953 /* A list of various magical qualities an object may have */
954 cptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
955 + 1 /* Permanent Light */
957 + 1 /* type of curse */
958 + 1]; /* sentinel NULL */
960 /* Additional ability or resistance */
963 /* A string describing an artifact's activation */
966 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
972 * Write out `n' of the character `c' to the spoiler file
974 static void spoiler_out_n_chars(int n, char c)
976 while (--n >= 0) fputc(c, fff);
981 * Write out `n' blank lines to the spoiler file
983 static void spoiler_blanklines(int n)
985 spoiler_out_n_chars(n, '\n');
990 * Write a line to the spoiler file and then "underline" it with hypens
992 static void spoiler_underline(cptr str)
994 fprintf(fff, "%s\n", str);
995 spoiler_out_n_chars(strlen(str), '-');
1002 * This function does most of the actual "analysis". Given a set of bit flags
1003 * (which will be from one of the flags fields from the object in question),
1004 * a "flag description structure", a "description list", and the number of
1005 * elements in the "flag description structure", this function sets the
1006 * "description list" members to the appropriate descriptions contained in
1007 * the "flag description structure".
1009 * The possibly updated description pointer is returned.
1011 static cptr *spoiler_flag_aux(const u32b art_flags[TR_FLAG_SIZE],
1012 const flag_desc *flag_ptr,
1013 cptr *desc_ptr, const int n_elmnts)
1017 for (i = 0; i < n_elmnts; ++i)
1019 if (have_flag(art_flags, flag_ptr[i].flag))
1021 *desc_ptr++ = flag_ptr[i].desc;
1030 * Acquire a "basic" description "The Cloak of Death [1,+10]"
1032 static void analyze_general(object_type *o_ptr, char *desc_ptr)
1034 /* Get a "useful" description of the object */
1035 object_desc(desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
1040 * List "player traits" altered by an artifact's pval. These include stats,
1041 * speed, infravision, tunneling, stealth, searching, and extra attacks.
1043 static void analyze_pval(object_type *o_ptr, pval_info_type *p_ptr)
1045 u32b flgs[TR_FLAG_SIZE];
1049 /* If pval == 0, there is nothing to do. */
1052 /* An "empty" pval description indicates that pval == 0 */
1053 p_ptr->pval_desc[0] = '\0';
1057 /* Extract the flags */
1058 object_flags(o_ptr, flgs);
1060 affects_list = p_ptr->pval_affects;
1062 /* Create the "+N" string */
1063 sprintf(p_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1065 /* First, check to see if the pval affects all stats */
1066 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1067 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1068 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1071 *affects_list++ = "Á´Ç½ÎÏ";
1073 *affects_list++ = "All stats";
1077 /* Are any stats affected? */
1078 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1079 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1080 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1082 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1084 N_ELEMENTS(stat_flags_desc));
1087 /* And now the "rest" */
1088 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1090 N_ELEMENTS(pval_flags1_desc));
1092 /* Terminate the description list */
1093 *affects_list = NULL;
1097 /* Note the slaying specialties of a weapon */
1098 static void analyze_slay(object_type *o_ptr, cptr *slay_list)
1100 u32b flgs[TR_FLAG_SIZE];
1102 object_flags(o_ptr, flgs);
1104 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1105 N_ELEMENTS(slay_flags_desc));
1107 /* Terminate the description list */
1111 /* Note an object's elemental brands */
1112 static void analyze_brand(object_type *o_ptr, cptr *brand_list)
1114 u32b flgs[TR_FLAG_SIZE];
1116 object_flags(o_ptr, flgs);
1118 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1119 N_ELEMENTS(brand_flags_desc));
1121 /* Terminate the description list */
1126 /* Note the resistances granted by an object */
1127 static void analyze_resist(object_type *o_ptr, cptr *resist_list)
1129 u32b flgs[TR_FLAG_SIZE];
1131 object_flags(o_ptr, flgs);
1133 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1134 resist_list, N_ELEMENTS(resist_flags_desc));
1136 /* Terminate the description list */
1137 *resist_list = NULL;
1141 /* Note the immunities granted by an object */
1142 static void analyze_immune(object_type *o_ptr, cptr *immune_list)
1144 u32b flgs[TR_FLAG_SIZE];
1146 object_flags(o_ptr, flgs);
1148 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1149 immune_list, N_ELEMENTS(immune_flags_desc));
1151 /* Terminate the description list */
1152 *immune_list = NULL;
1156 /* Note which stats an object sustains */
1157 static void analyze_sustains(object_type *o_ptr, cptr *sustain_list)
1159 u32b flgs[TR_FLAG_SIZE];
1161 object_flags(o_ptr, flgs);
1163 /* Simplify things if an item sustains all stats */
1164 if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
1165 have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
1166 have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
1169 *sustain_list++ = "Á´Ç½ÎÏ";
1171 *sustain_list++ = "All stats";
1175 /* Should we bother? */
1176 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1177 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1178 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1180 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1182 N_ELEMENTS(sustain_flags_desc));
1185 /* Terminate the description list */
1186 *sustain_list = NULL;
1191 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1192 * free action, permanent light, etc.
1194 static void analyze_misc_magic(object_type *o_ptr, cptr *misc_list)
1196 u32b flgs[TR_FLAG_SIZE];
1198 object_flags(o_ptr, flgs);
1200 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
1201 N_ELEMENTS(misc_flags2_desc));
1203 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list,
1204 N_ELEMENTS(misc_flags3_desc));
1207 * Artifact lights -- large radius light.
1209 if ((o_ptr->tval == TV_LITE) && object_is_fixed_artifact(o_ptr))
1212 *misc_list++ = "±Êµ×¸÷¸»(Ⱦ·Â3)";
1214 *misc_list++ = "Permanent Light(3)";
1219 * Glowing artifacts -- small radius light.
1221 if (have_flag(flgs, TR_LITE))
1224 *misc_list++ = "±Êµ×¸÷¸»(Ⱦ·Â1)";
1226 *misc_list++ = "Permanent Light(1)";
1231 * Handle cursed objects here to avoid redundancies such as noting
1232 * that a permanently cursed object is heavily cursed as well as
1233 * being "lightly cursed".
1236 /* if (object_is_cursed(o_ptr)) */
1238 if (have_flag(flgs, TR_TY_CURSE))
1241 *misc_list++ = "ÂÀ¸Å¤Î±åÇ°";
1243 *misc_list++ = "Ancient Curse";
1246 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1249 *misc_list++ = "±Ê±ó¤Î¼ö¤¤";
1251 *misc_list++ = "Permanently Cursed";
1254 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1257 *misc_list++ = "¶¯ÎϤʼö¤¤";
1259 *misc_list++ = "Heavily Cursed";
1263 else if (o_ptr->curse_flags & TRC_CURSED)
1266 *misc_list++ = "¼ö¤¤";
1268 *misc_list++ = "Cursed";
1273 /* Terminate the description list */
1279 * Note additional ability and/or resistance of fixed artifacts
1281 static void analyze_addition(object_type *o_ptr, char *addition)
1283 artifact_type *a_ptr = &a_info[o_ptr->name1];
1286 strcpy(addition, "");
1289 if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) strcat(addition, "ǽÎÏandÂÑÀ");
1290 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1292 strcat(addition, "ǽÎÏ");
1293 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(1/2¤ÇandÂÑÀ)");
1295 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1297 strcat(addition, "ÂÑÀ");
1298 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(1/2¤ÇandǽÎÏ)");
1300 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "ǽÎÏorÂÑÀ");
1302 if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) strcat(addition, "Ability and Resistance");
1303 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1305 strcat(addition, "Ability");
1306 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(plus Resistance about 1/2)");
1308 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1310 strcat(addition, "Resistance");
1311 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(plus Ability about 1/2)");
1313 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "Ability or Resistance");
1319 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1320 * and its value in gold pieces
1322 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1324 artifact_type *a_ptr = &a_info[o_ptr->name1];
1327 sprintf(misc_desc, "¥ì¥Ù¥ë %u, ´õ¾¯ÅÙ %u, %d.%d kg, ¡ð%ld",
1328 a_ptr->level, a_ptr->rarity,
1329 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), a_ptr->cost);
1331 sprintf(misc_desc, "Level %u, Rarity %u, %d.%d lbs, %ld Gold",
1332 a_ptr->level, a_ptr->rarity,
1333 a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
1339 * Fill in an object description structure for a given object
1341 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1343 analyze_general(o_ptr, desc_ptr->description);
1344 analyze_pval(o_ptr, &desc_ptr->pval_info);
1345 analyze_brand(o_ptr, desc_ptr->brands);
1346 analyze_slay(o_ptr, desc_ptr->slays);
1347 analyze_immune(o_ptr, desc_ptr->immunities);
1348 analyze_resist(o_ptr, desc_ptr->resistances);
1349 analyze_sustains(o_ptr, desc_ptr->sustains);
1350 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1351 analyze_addition(o_ptr, desc_ptr->addition);
1352 analyze_misc(o_ptr, desc_ptr->misc_desc);
1353 desc_ptr->activation = item_activation(o_ptr);
1357 static void print_header(void)
1361 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",
1362 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1363 spoiler_underline(buf);
1367 * This is somewhat ugly.
1369 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1370 * and a separator character (',', e.g.), write the list to the spoiler file
1371 * in a "nice" format, such as:
1373 * Resist Fire, Cold, Acid
1375 * That was a simple example, but when the list is long, a line wrap
1376 * should occur, and this should induce a new level of indention if
1377 * a list is being spread across lines. So for example, Bladeturner's
1378 * list of resistances should look something like this
1380 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1381 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1383 * However, the code distinguishes between a single list of many items vs.
1384 * many lists. (The separator is used to make this determination.) A single
1385 * list of many items will not cause line wrapping (since there is no
1386 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1387 * might look like this:
1389 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1392 * So comparing the two, "Regeneration" has no trailing separator and
1393 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1394 * but that's not relevant to line wrapping and indention.)
1397 /* ITEM_SEP separates items within a list */
1398 #define ITEM_SEP ','
1401 /* LIST_SEP separates lists */
1403 #define LIST_SEP ','
1405 #define LIST_SEP ';'
1408 static void spoiler_outlist(cptr header, cptr *list, char separator)
1410 int line_len, buf_len;
1411 char line[MAX_LINE_LEN+1], buf[80];
1413 /* Ignore an empty list */
1414 if (*list == NULL) return;
1416 /* This function always indents */
1417 strcpy(line, INDENT1);
1419 /* Create header (if one was given) */
1420 if (header && (header[0]))
1422 strcat(line, header);
1426 line_len = strlen(line);
1428 /* Now begin the tedious task */
1431 /* Copy the current item to a buffer */
1434 /* Note the buffer's length */
1435 buf_len = strlen(buf);
1438 * If there is an item following this one, pad with separator and
1439 * a space and adjust the buffer length
1444 sprintf(buf + buf_len, "%c ", separator);
1449 * If the buffer will fit on the current line, just append the
1450 * buffer to the line and adjust the line length accordingly.
1453 if (line_len + buf_len <= MAX_LINE_LEN)
1456 line_len += buf_len;
1459 /* Apply line wrapping and indention semantics described above */
1463 * Don't print a trailing list separator but do print a trailing
1466 if (line_len > 1 && line[line_len - 1] == ' '
1467 && line[line_len - 2] == LIST_SEP)
1469 /* Ignore space and separator */
1470 line[line_len - 2] = '\0';
1472 /* Write to spoiler file */
1473 fprintf(fff, "%s\n", line);
1475 /* Begin new line at primary indention level */
1476 sprintf(line, "%s%s", INDENT1, buf);
1481 /* Write to spoiler file */
1482 fprintf(fff, "%s\n", line);
1484 /* Begin new line at secondary indention level */
1485 sprintf(line, "%s%s", INDENT2, buf);
1488 line_len = strlen(line);
1491 /* Advance, with break */
1492 if (!*++list) break;
1495 /* Write what's left to the spoiler file */
1496 fprintf(fff, "%s\n", line);
1500 /* Create a spoiler file entry for an artifact */
1502 static void spoiler_print_art(obj_desc_list *art_ptr)
1504 pval_info_type *pval_ptr = &art_ptr->pval_info;
1508 /* Don't indent the first line */
1509 fprintf(fff, "%s\n", art_ptr->description);
1511 /* An "empty" pval description indicates that the pval affects nothing */
1512 if (pval_ptr->pval_desc[0])
1514 /* Mention the effects of pval */
1516 sprintf(buf, "%s¤Î½¤Àµ:", pval_ptr->pval_desc);
1518 sprintf(buf, "%s to", pval_ptr->pval_desc);
1520 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1523 /* Now deal with the description lists */
1526 spoiler_outlist("ÂÐ:", art_ptr->slays, ITEM_SEP);
1527 spoiler_outlist("Éð´ï°À:", art_ptr->brands, LIST_SEP);
1528 spoiler_outlist("ÌȱÖ:", art_ptr->immunities, ITEM_SEP);
1529 spoiler_outlist("ÂÑÀ:", art_ptr->resistances, ITEM_SEP);
1530 spoiler_outlist("°Ý»ý:", art_ptr->sustains, ITEM_SEP);
1532 spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
1533 spoiler_outlist("", art_ptr->brands, LIST_SEP);
1534 spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
1535 spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
1536 spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
1538 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1540 if (art_ptr->addition[0])
1543 fprintf(fff, "%sÄɲÃ: %s\n", INDENT1, art_ptr->addition);
1545 fprintf(fff, "%sAdditional %s\n", INDENT1, art_ptr->addition);
1549 /* Write out the possible activation at the primary indention level */
1550 if (art_ptr->activation)
1553 fprintf(fff, "%sȯư: %s\n", INDENT1, art_ptr->activation);
1555 fprintf(fff, "%sActivates for %s\n", INDENT1, art_ptr->activation);
1559 /* End with the miscellaneous facts */
1560 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1565 * Hack -- Create a "forged" artifact
1567 static bool make_fake_artifact(object_type *o_ptr, int name1)
1571 artifact_type *a_ptr = &a_info[name1];
1574 /* Ignore "empty" artifacts */
1575 if (!a_ptr->name) return FALSE;
1577 /* Acquire the "kind" index */
1578 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1581 if (!i) return (FALSE);
1583 /* Create the artifact */
1584 object_prep(o_ptr, i);
1587 o_ptr->name1 = name1;
1589 /* Extract the fields */
1590 o_ptr->pval = a_ptr->pval;
1591 o_ptr->ac = a_ptr->ac;
1592 o_ptr->dd = a_ptr->dd;
1593 o_ptr->ds = a_ptr->ds;
1594 o_ptr->to_a = a_ptr->to_a;
1595 o_ptr->to_h = a_ptr->to_h;
1596 o_ptr->to_d = a_ptr->to_d;
1597 o_ptr->weight = a_ptr->weight;
1605 * Create a spoiler file for artifacts
1607 static void spoil_artifact(cptr fname)
1614 obj_desc_list artifact;
1619 /* Build the filename */
1620 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1622 /* File type is "TEXT" */
1623 FILE_TYPE(FILE_TYPE_TEXT);
1626 fff = my_fopen(buf, "w");
1631 msg_print("Cannot create spoiler file.");
1635 /* Dump the header */
1638 /* List the artifacts by tval */
1639 for (i = 0; group_artifact[i].tval; i++)
1641 /* Write out the group title */
1642 if (group_artifact[i].name)
1644 spoiler_blanklines(2);
1645 spoiler_underline(group_artifact[i].name);
1646 spoiler_blanklines(1);
1649 /* Now search through all of the artifacts */
1650 for (j = 1; j < max_a_idx; ++j)
1652 artifact_type *a_ptr = &a_info[j];
1654 /* We only want objects in the current group */
1655 if (a_ptr->tval != group_artifact[i].tval) continue;
1657 /* Get local object */
1660 /* Wipe the object */
1663 /* Attempt to "forge" the artifact */
1664 if (!make_fake_artifact(q_ptr, j)) continue;
1666 /* Analyze the artifact */
1667 object_analyze(q_ptr, &artifact);
1669 /* Write out the artifact description to the spoiler file */
1670 spoiler_print_art(&artifact);
1674 /* Check for errors */
1675 if (ferror(fff) || my_fclose(fff))
1677 msg_print("Cannot close spoiler file.");
1682 msg_print("Successfully created a spoiler file.");
1690 * Create a spoiler file for monsters -BEN-
1692 static void spoil_mon_desc(cptr fname)
1709 /* Build the filename */
1710 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1712 /* File type is "TEXT" */
1713 FILE_TYPE(FILE_TYPE_TEXT);
1716 fff = my_fopen(buf, "w");
1721 msg_print("Cannot create spoiler file.");
1725 /* Allocate the "who" array */
1726 C_MAKE(who, max_r_idx, s16b);
1728 /* Dump the header */
1729 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1730 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1731 fprintf(fff, "------------------------------------------\n\n");
1733 /* Dump the header */
1734 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1735 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1736 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1737 "--------", "---", "---", "---", "--", "--", "-----------");
1740 /* Scan the monsters */
1741 for (i = 1; i < max_r_idx; i++)
1743 monster_race *r_ptr = &r_info[i];
1745 /* Use that monster */
1746 if (r_ptr->name) who[n++] = i;
1749 /* Select the sort method */
1750 ang_sort_comp = ang_sort_comp_hook;
1751 ang_sort_swap = ang_sort_swap_hook;
1753 /* Sort the array by dungeon depth of monsters */
1754 ang_sort(who, &why, n);
1757 for (i = 0; i < n; i++)
1759 monster_race *r_ptr = &r_info[who[i]];
1761 cptr name = (r_name + r_ptr->name);
1762 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1764 /* Get the "name" */
1766 else if (r_ptr->flags1 & (RF1_QUESTOR))
1768 sprintf(nam, "[Q] %s", name);
1771 else if (r_ptr->flags1 & (RF1_UNIQUE))
1773 sprintf(nam, "[U] %s", name);
1778 sprintf(nam, " %s", name);
1780 sprintf(nam, "The %s", name);
1786 sprintf(lev, "%d", r_ptr->level);
1789 sprintf(rar, "%d", r_ptr->rarity);
1792 if (r_ptr->speed >= 110)
1794 sprintf(spd, "+%d", (r_ptr->speed - 110));
1798 sprintf(spd, "-%d", (110 - r_ptr->speed));
1802 sprintf(ac, "%d", r_ptr->ac);
1805 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1807 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1811 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1816 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1818 /* Hack -- use visual instead */
1819 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1822 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1823 nam, lev, rar, spd, hp, ac, exp);
1830 /* Free the "who" array */
1831 C_KILL(who, max_r_idx, s16b);
1833 /* Check for errors */
1834 if (ferror(fff) || my_fclose(fff))
1836 msg_print("Cannot close spoiler file.");
1841 msg_print("Successfully created a spoiler file.");
1848 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1850 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1856 * Buffer text to the given file. (-SHAWN-)
1857 * This is basically c_roff() from mon-desc.c with a few changes.
1859 static void spoil_out(cptr str)
1864 static char roff_buf[256];
1867 static char roff_waiting_buf[256];
1870 bool iskanji_flag = FALSE;
1872 /* Current pointer into line roff_buf */
1873 static char *roff_p = roff_buf;
1875 /* Last space saved into roff_buf */
1876 static char *roff_s = NULL;
1878 /* Mega-Hack -- Delayed output */
1879 static bool waiting_output = FALSE;
1881 /* Special handling for "new sequence" */
1886 fputs(roff_waiting_buf, fff);
1887 waiting_output = FALSE;
1890 if (roff_p != roff_buf) roff_p--;
1891 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1893 if (roff_p == roff_buf) fprintf(fff, "\n");
1896 *(roff_p + 1) = '\0';
1897 fprintf(fff, "%s\n\n", roff_buf);
1906 /* Scan the given string, character at a time */
1911 bool k_flag = iskanji((unsigned char)(*str));
1914 bool wrap = (ch == '\n');
1917 if (!isprint(ch) && !k_flag && !iskanji_flag) ch = ' ';
1918 iskanji_flag = k_flag && !iskanji_flag;
1920 if (!isprint(ch)) ch = ' ';
1925 fputs(roff_waiting_buf, fff);
1926 if (!wrap) fputc('\n', fff);
1927 waiting_output = FALSE;
1933 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1934 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1936 if (roff_p >= roff_buf + 75) wrap = TRUE;
1937 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1944 bool iskanji_flag_local = FALSE;
1945 cptr tail = str + (k_flag ? 2 : 1);
1947 cptr tail = str + 1;
1950 for (; *tail; tail++)
1952 if (*tail == ' ') continue;
1955 k_flag_local = iskanji((unsigned char)(*tail));
1956 if (isprint(*tail) || k_flag_local || iskanji_flag_local) break;
1957 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1959 if (isprint(*tail)) break;
1963 if (!*tail) waiting_output = TRUE;
1967 /* Handle line-wrap */
1975 if (roff_s && (ch != ' '))
1983 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1984 else strcpy(roff_waiting_buf, roff_buf);
1988 if (cbak != ' ') *roff_p++ = cbak;
1990 while (*r) *roff_p++ = *r++;
1994 if ((roff_p > roff_buf) || (ch != ' '))
1999 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
2004 strncmp(str, "¡£", 2) != 0 &&
2005 strncmp(str, "¡¢", 2) != 0 &&
2006 strncmp(str, "¥£", 2) != 0 &&
2007 strncmp(str, "¡¼", 2) != 0) roff_s = roff_p;
2010 if (ch == ' ') roff_s = roff_p;
2021 * Hook function used in spoil_mon_info()
2023 static void roff_func(byte attr, cptr str)
2033 * Create a spoiler file for monsters (-SHAWN-)
2035 static void spoil_mon_info(cptr fname)
2044 /* Build the filename */
2045 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2047 /* File type is "TEXT" */
2048 FILE_TYPE(FILE_TYPE_TEXT);
2051 fff = my_fopen(buf, "w");
2056 msg_print("Cannot create spoiler file.");
2061 /* Dump the header */
2062 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2063 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2066 spoil_out("------------------------------------------\n\n");
2068 /* Allocate the "who" array */
2069 C_MAKE(who, max_r_idx, s16b);
2071 /* Scan the monsters */
2072 for (i = 1; i < max_r_idx; i++)
2074 monster_race *r_ptr = &r_info[i];
2076 /* Use that monster */
2077 if (r_ptr->name) who[n++] = i;
2080 /* Select the sort method */
2081 ang_sort_comp = ang_sort_comp_hook;
2082 ang_sort_swap = ang_sort_swap_hook;
2084 /* Sort the array by dungeon depth of monsters */
2085 ang_sort(who, &why, n);
2089 * List all monsters in order
2091 for (l = 0; l < n; l++)
2093 monster_race *r_ptr = &r_info[who[l]];
2095 /* Extract the flags */
2096 flags1 = r_ptr->flags1;
2100 if (flags1 & (RF1_QUESTOR))
2106 if (flags1 & (RF1_UNIQUE))
2119 sprintf(buf, "%s/%s (", (r_name + r_ptr->name),(r_name+r_ptr->E_name)); /* ---)--- */
2121 sprintf(buf, "%s (", (r_name + r_ptr->name)); /* ---)--- */
2127 spoil_out(attr_to_text(r_ptr));
2130 sprintf(buf, " '%c')\n", r_ptr->d_char);
2135 sprintf(buf, "=== ");
2139 sprintf(buf, "Num:%d ", who[l]);
2143 sprintf(buf, "Lev:%d ", r_ptr->level);
2147 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2151 if (r_ptr->speed >= 110)
2153 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2157 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2162 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2164 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2168 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2173 sprintf(buf, "Ac:%d ", r_ptr->ac);
2177 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2180 /* Reuse the code of monster recall. */
2181 output_monster_spoiler(who[l], roff_func);
2186 /* Free the "who" array */
2187 C_KILL(who, max_r_idx, s16b);
2189 /* Check for errors */
2190 if (ferror(fff) || my_fclose(fff))
2192 msg_print("Cannot close spoiler file.");
2196 msg_print("Successfully created a spoiler file.");
2201 #define MAX_EVOL_DEPTH 64
2205 * Compare two int-type array like strncmp() and return TRUE if equals
2207 static bool int_n_cmp(int *a, int *b, int length)
2209 /* Null-string comparation is always TRUE */
2210 if (!length) return TRUE;
2214 if (*a != *(b++)) return FALSE;
2215 if (!(*(a++))) break;
2224 * Returns TRUE if an evolution tree is "partial tree"
2226 static bool is_partial_tree(int *tree, int *partial_tree)
2228 int pt_head = *(partial_tree++);
2231 while (partial_tree[pt_len]) pt_len++;
2235 if (*(tree++) == pt_head)
2237 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2246 * Sorting hook -- Comp function
2248 static bool ang_sort_comp_evol_tree(vptr u, vptr v, int a, int b)
2250 int **evol_tree = (int **)u;
2252 int w1 = evol_tree[a][0];
2253 int w2 = evol_tree[b][0];
2254 monster_race *r1_ptr = &r_info[w1];
2255 monster_race *r2_ptr = &r_info[w2];
2260 /* Used tree first */
2261 if (w1 && !w2) return TRUE;
2262 if (!w1 && w2) return FALSE;
2264 /* Sort by monster level */
2265 if (r1_ptr->level < r2_ptr->level) return TRUE;
2266 if (r1_ptr->level > r2_ptr->level) return FALSE;
2268 /* Sort by monster experience */
2269 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
2270 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
2272 /* Compare indexes */
2278 * Sorting hook -- Swap function
2280 static void ang_sort_swap_evol_tree(vptr u, vptr v, int a, int b)
2282 int **evol_tree = (int **)u;
2289 holder = evol_tree[a];
2290 evol_tree[a] = evol_tree[b];
2291 evol_tree[b] = holder;
2296 * Print monsters' evolution information to file
2298 static void spoil_mon_evol(cptr fname)
2301 monster_race *r_ptr;
2302 int **evol_tree, i, j, n, r_idx;
2303 int *evol_tree_zero; /* For C_KILL() */
2305 /* Build the filename */
2306 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2308 /* File type is "TEXT" */
2309 FILE_TYPE(FILE_TYPE_TEXT);
2312 fff = my_fopen(buf, "w");
2317 msg_print("Cannot create spoiler file.");
2321 /* Dump the header */
2322 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2323 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2326 spoil_out("------------------------------------------\n\n");
2328 /* Allocate the "evol_tree" array (2-dimension) */
2329 C_MAKE(evol_tree, max_r_idx, int *);
2330 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2331 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2332 evol_tree_zero = *evol_tree;
2334 /* Step 1: Build the evolution tree */
2335 for (i = 1; i < max_r_idx; i++)
2340 if (!r_ptr->next_exp) continue;
2342 /* Trace evolution */
2344 evol_tree[i][n++] = i;
2347 evol_tree[i][n++] = r_ptr->next_r_idx;
2348 r_ptr = &r_info[r_ptr->next_r_idx];
2350 while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2353 /* Step 2: Scan the evolution trees and remove "partial tree" */
2354 for (i = 1; i < max_r_idx; i++)
2356 /* Not evolution tree */
2357 if (!evol_tree[i][0]) continue;
2359 for (j = 1; j < max_r_idx; j++)
2362 if (i == j) continue;
2364 /* Not evolution tree */
2365 if (!evol_tree[j][0]) continue;
2367 /* Is evolution tree[i] is part of [j]? */
2368 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2370 /* Remove this evolution tree */
2371 evol_tree[i][0] = 0;
2377 /* Step 3: Sort the evolution trees */
2379 /* Select the sort method */
2380 ang_sort_comp = ang_sort_comp_evol_tree;
2381 ang_sort_swap = ang_sort_swap_evol_tree;
2383 /* Sort the array */
2384 ang_sort(evol_tree, NULL, max_r_idx);
2386 /* Step 4: Print the evolution trees */
2387 for (i = 0; i < max_r_idx; i++)
2389 r_idx = evol_tree[i][0];
2391 /* No evolution or removed evolution tree */
2392 if (!r_idx) continue;
2394 /* Trace the evolution tree */
2395 r_ptr = &r_info[r_idx];
2397 fprintf(fff, "[%d]: %s (¥ì¥Ù¥ë%d, '%c')\n", r_idx,
2398 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2400 fprintf(fff, "[%d]: %s (Level %d, '%c')\n", r_idx,
2401 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2403 for (n = 1; r_ptr->next_exp; n++)
2405 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2406 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2407 r_ptr = &r_info[r_ptr->next_r_idx];
2409 fprintf(fff, "%s (¥ì¥Ù¥ë%d, '%c')\n",
2410 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2412 fprintf(fff, "%s (Level %d, '%c')\n",
2413 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2417 /* End of evolution tree */
2421 /* Free the "evol_tree" array (2-dimension) */
2422 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2423 C_KILL(evol_tree, max_r_idx, int *);
2425 /* Check for errors */
2426 if (ferror(fff) || my_fclose(fff))
2428 msg_print("Cannot close spoiler file.");
2433 msg_print("Successfully created a spoiler file.");
2441 extern void do_cmd_spoilers(void);
2444 * Create Spoiler files -BEN-
2446 void do_cmd_spoilers(void)
2448 /* Save the screen */
2458 prt("Create a spoiler file.", 2, 0);
2460 /* Prompt for a file */
2461 prt("(1) Brief Object Info (obj-desc.spo)", 5, 5);
2462 prt("(2) Brief Artifact Info (artifact.spo)", 6, 5);
2463 prt("(3) Brief Monster Info (mon-desc.spo)", 7, 5);
2464 prt("(4) Full Monster Info (mon-info.spo)", 8, 5);
2465 prt("(5) Monster Evolution Info (mon-evol.spo)", 9, 5);
2469 prt("¥³¥Þ¥ó¥É:", 18, 0);
2471 prt("Command: ", 12, 0);
2479 /* Restore the screen */
2485 spoil_obj_desc("obj-desc.spo");
2490 spoil_artifact("artifact.spo");
2495 spoil_mon_desc("mon-desc.spo");
2500 spoil_mon_info("mon-info.spo");
2505 spoil_mon_evol("mon-evol.spo");
2514 /* Flush messages */
2520 * Fill in an object description structure for a given object
2522 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
2524 analyze_general(o_ptr, desc_ptr->description);
2525 analyze_pval(o_ptr, &desc_ptr->pval_info);
2526 analyze_brand(o_ptr, desc_ptr->brands);
2527 analyze_slay(o_ptr, desc_ptr->slays);
2528 analyze_immune(o_ptr, desc_ptr->immunities);
2529 analyze_resist(o_ptr, desc_ptr->resistances);
2530 analyze_sustains(o_ptr, desc_ptr->sustains);
2531 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2532 desc_ptr->activation = item_activation(o_ptr);
2534 sprintf(desc_ptr->misc_desc, "½Å¤µ %d.%d kg",
2535 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2537 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2538 o_ptr->weight / 10, o_ptr->weight % 10);
2542 /* Create a spoiler file entry for an artifact */
2544 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2546 pval_info_type *pval_ptr = &art_ptr->pval_info;
2550 /* Don't indent the first line */
2551 fprintf(fff, "%s\n", art_ptr->description);
2554 if (!(o_ptr->ident & (IDENT_MENTAL)))
2557 fprintf(fff, "%sÉÔÌÀ\n",INDENT1);
2559 fprintf(fff, "%sUnknown\n",INDENT1);
2563 /* An "empty" pval description indicates that the pval affects nothing */
2564 if (pval_ptr->pval_desc[0])
2566 /* Mention the effects of pval */
2568 sprintf(buf, "%s¤Î½¤Àµ:", pval_ptr->pval_desc);
2570 sprintf(buf, "%s to", pval_ptr->pval_desc);
2572 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2575 /* Now deal with the description lists */
2578 spoiler_outlist("ÂÐ:", art_ptr->slays, ITEM_SEP);
2579 spoiler_outlist("Éð´ï°À:", art_ptr->brands, LIST_SEP);
2580 spoiler_outlist("ÌȱÖ:", art_ptr->immunities, ITEM_SEP);
2581 spoiler_outlist("ÂÑÀ:", art_ptr->resistances, ITEM_SEP);
2582 spoiler_outlist("°Ý»ý:", art_ptr->sustains, ITEM_SEP);
2584 spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
2585 spoiler_outlist("", art_ptr->brands, LIST_SEP);
2586 spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
2587 spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
2588 spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
2590 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2592 /* Write out the possible activation at the primary indention level */
2593 if (art_ptr->activation)
2596 fprintf(fff, "%sȯư: %s\n", INDENT1, art_ptr->activation);
2598 fprintf(fff, "%sActivates for %s\n", INDENT1, art_ptr->activation);
2602 /* End with the miscellaneous facts */
2603 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2606 /* Create a part of file for random artifacts */
2608 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
2610 obj_desc_list artifact;
2612 if (!object_is_known(o_ptr) || !o_ptr->art_name
2613 || o_ptr->tval != group_artifact[i].tval)
2616 /* Analyze the artifact */
2617 random_artifact_analyze(o_ptr, &artifact);
2619 /* Write out the artifact description to the spoiler file */
2620 spoiler_print_randart(o_ptr, &artifact);
2624 * Create a list file for random artifacts
2626 void spoil_random_artifact(cptr fname)
2636 /* Build the filename */
2637 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2639 /* File type is "TEXT" */
2640 FILE_TYPE(FILE_TYPE_TEXT);
2643 fff = my_fopen(buf, "w");
2648 msg_print("Cannot create list file.");
2652 /* Dump the header */
2653 sprintf(buf, "Random artifacts list.\r");
2654 spoiler_underline(buf);
2656 /* List the artifacts by tval */
2657 for (j = 0; group_artifact[j].tval; j++)
2659 /* random artifacts wielding */
2660 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2662 q_ptr = &inventory[i];
2663 spoil_random_artifact_aux(q_ptr, j);
2666 /* random artifacts in inventory */
2667 for (i = 0; i < INVEN_PACK; i++)
2669 q_ptr = &inventory[i];
2670 spoil_random_artifact_aux(q_ptr, j);
2673 /* random artifacts in home */
2674 st_ptr = &town[1].store[STORE_HOME];
2675 for (i = 0; i < st_ptr->stock_num; i++)
2677 q_ptr = &st_ptr->stock[i];
2678 spoil_random_artifact_aux(q_ptr, j);
2681 /* random artifacts in museum */
2682 st_ptr = &town[1].store[STORE_MUSEUM];
2683 for (i = 0; i < st_ptr->stock_num; i++)
2685 q_ptr = &st_ptr->stock[i];
2686 spoil_random_artifact_aux(q_ptr, j);
2690 /* Check for errors */
2691 if (ferror(fff) || my_fclose(fff))
2693 msg_print("Cannot close list file.");
2698 msg_print("Successfully created a list file.");
2705 #endif /* MACINTOSH */