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.
23 * The spoiler file being created
25 static FILE *fff = NULL;
30 * @brief シンボル職の記述名を返す /
31 * Extract a textual representation of an attribute
32 * @param r_ptr モンスター種族の構造体ポインタ
35 static concptr attr_to_text(monster_race *r_ptr)
38 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "透明な";
39 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "万色の";
40 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "準ランダムな";
42 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Clear";
43 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Multi";
44 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "S.Rand";
47 switch (r_ptr->d_attr)
50 case TERM_DARK: return "XXXい";
51 case TERM_WHITE: return "白い";
52 case TERM_SLATE: return "青灰色の";
53 case TERM_ORANGE: return "オレンジの";
54 case TERM_RED: return "赤い";
55 case TERM_GREEN: return "緑の";
56 case TERM_BLUE: return "青い";
57 case TERM_UMBER: return "琥珀色の";
58 case TERM_L_DARK: return "灰色の";
59 case TERM_L_WHITE: return "明青灰色の";
60 case TERM_VIOLET: return "紫の";
61 case TERM_YELLOW: return "黄色い";
62 case TERM_L_RED: return "明い赤の";
63 case TERM_L_GREEN: return "明い緑の";
64 case TERM_L_BLUE: return "明い青の";
65 case TERM_L_UMBER: return "明い琥珀色の";
67 case TERM_DARK: return "xxx";
68 case TERM_WHITE: return "White";
69 case TERM_SLATE: return "Slate";
70 case TERM_ORANGE: return "Orange";
71 case TERM_RED: return "Red";
72 case TERM_GREEN: return "Green";
73 case TERM_BLUE: return "Blue";
74 case TERM_UMBER: return "Umber";
75 case TERM_L_DARK: return "L.Dark";
76 case TERM_L_WHITE: return "L.Slate";
77 case TERM_VIOLET: return "Violet";
78 case TERM_YELLOW: return "Yellow";
79 case TERM_L_RED: return "L.Red";
80 case TERM_L_GREEN: return "L.Green";
81 case TERM_L_BLUE: return "L.Blue";
82 case TERM_L_UMBER: return "L.Umber";
100 OBJECT_TYPE_VALUE tval;
107 * Item Spoilers by: benh@phial.com (Ben Harrison)
112 * The basic items categorized by type
114 static grouper group_item[] =
116 { TV_SHOT, _("射撃物", "Ammo") },
119 { TV_BOW, _("弓", "Bows") },
120 { TV_DIGGING, _("武器", "Weapons") },
121 { TV_POLEARM, NULL },
124 { TV_SOFT_ARMOR, _("防具 (体)", "Armour (Body)") },
125 { TV_HARD_ARMOR, NULL },
126 { TV_DRAG_ARMOR, NULL },
127 { TV_BOOTS, _("防具 (その他)", "Armour (Misc)") },
134 { TV_LITE, _("光源", "Light Sources") },
135 { TV_AMULET, _("アミュレット", "Amulets" )},
136 { TV_RING, _("指輪", "Rings") },
137 { TV_STAFF, _("杖", "Staffs") },
138 { TV_WAND, _("魔法棒", "Wands") },
139 { TV_ROD, _("ロッド", "Rods") },
140 { TV_SCROLL, _("巻物", "Scrolls") },
141 { TV_POTION, _("薬", "Potions") },
142 { TV_FOOD, _("食料", "Food") },
144 { TV_LIFE_BOOK, _("魔法書 (生命)", "Books (Life)") },
145 { TV_SORCERY_BOOK, _("魔法書 (仙術)", "Books (Sorcery)") },
146 { TV_NATURE_BOOK, _("魔法書 (自然)", "Books (Nature)") },
147 { TV_CHAOS_BOOK, _("魔法書 (カオス)", "Books (Chaos)") },
148 { TV_DEATH_BOOK, _("魔法書 (暗黒)", "Books (Death)") },
149 { TV_TRUMP_BOOK, _("魔法書 (トランプ)", "Books (Trump)") },
150 { TV_ARCANE_BOOK, _("魔法書 (秘術)", "Books (Arcane)") },
151 { TV_CRAFT_BOOK, _("魔法書 (匠)", "Books (Craft)") },
152 { TV_DAEMON_BOOK, _("魔法書 (悪魔)", "Books (Daemon)") },
153 { TV_CRUSADE_BOOK, _("魔法書 (破邪)", "Books (Crusade)") },
154 { TV_MUSIC_BOOK, _("歌集", "Song Books") },
155 { TV_HISSATSU_BOOK, _("武芸の書", "Books (Kendo)") },
156 { TV_HEX_BOOK, _("魔法書 (呪術)", "Books (Hex)") },
158 { TV_WHISTLE, _("笛", "Whistle") },
159 { TV_CAPTURE, _("キャプチャー・ボール", "Capture Ball") },
160 { TV_CARD, _("エクスプレスカード", "Express Card") },
162 { TV_CHEST, _("箱", "Chests") },
164 { TV_FIGURINE, _("人形", "Magical Figurines") },
165 { TV_STATUE, _("像", "Statues") },
166 { TV_CORPSE, _("死体", "Corpses") },
168 { TV_SKELETON, _("その他", "Misc") },
173 { TV_PARCHMENT, NULL },
180 * @brief ベースアイテムの各情報を文字列化する /
182 * @param buf 名称を返すバッファ参照ポインタ
183 * @param dam ダメージダイス記述を返すバッファ参照ポインタ
184 * @param wgt 重量記述を返すバッファ参照ポインタ
185 * @param lev 生成階記述を返すバッファ参照ポインタ
186 * @param chance 生成機会を返すバッファ参照ポインタ
187 * @param val 価値を返すバッファ参照ポインタ
191 static void kind_info(char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
198 /* Prepare a fake item */
199 object_prep(q_ptr, k);
202 q_ptr->ident |= (IDENT_KNOWN);
210 (*lev) = k_info[q_ptr->k_idx].level;
211 (*val) = object_value(q_ptr);
214 if (!buf || !dam || !chance || !wgt) return;
216 /* Description (too brief) */
217 object_desc(buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
236 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
246 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
261 sprintf(dam, "%d", q_ptr->ac);
268 for(i = 0; i < 4; i++)
270 char chance_aux[20] = "";
271 if(k_info[q_ptr->k_idx].chance[i] > 0)
273 sprintf(chance_aux, "%s%3dF:%+4d", (i != 0 ? "/" : ""),
274 (int)k_info[q_ptr->k_idx].locale[i], 100/k_info[q_ptr->k_idx].chance[i]);
275 strcat(chance, chance_aux);
281 sprintf(wgt, "%3d.%d", (int)(q_ptr->weight / 10), (int)(q_ptr->weight % 10));
286 * @brief 各ベースアイテムの情報を一行毎に記述する /
287 * Create a spoiler file for items
291 static void spoil_obj_desc(concptr fname)
293 int i, k, s, t, n = 0, group_start = 0;
304 /* Build the filename */
305 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
307 /* File type is "TEXT" */
308 FILE_TYPE(FILE_TYPE_TEXT);
311 fff = my_fopen(buf, "w");
315 msg_print("Cannot create spoiler file.");
321 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d.%d)\n\n\n",
322 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
325 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
326 "Description", "Dam/AC", "Wgt", "Lev", "Chance", "Cost");
327 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
328 "-------------------------------------", "------", "---", "---", "----------------", "----");
330 /* List the groups */
331 for (i = 0; TRUE; i++)
333 /* Write out the group title */
334 if (group_item[i].name)
338 /* Hack -- bubble-sort by cost and then level */
339 for (s = 0; s < n - 1; s++)
341 for (t = 0; t < n - 1; t++)
352 kind_info(NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
353 kind_info(NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
355 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
364 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
366 /* Spoil each item */
367 for (s = 0; s < n; s++)
372 /* Describe the kind */
373 kind_info(buf, dam, wgt, chance, &e, &v, who[s]);
376 fprintf(fff, " %-35s%8s%7s%5d %-40s%9ld\n",
377 buf, dam, wgt, (int)e, chance, (long)(v));
380 /* Start a new set */
385 if (!group_item[i].tval) break;
387 /* Start a new set */
391 /* Acquire legal item types */
392 for (k = 1; k < max_k_idx; k++)
394 object_kind *k_ptr = &k_info[k];
396 /* Skip wrong tval's */
397 if (k_ptr->tval != group_item[i].tval) continue;
399 /* Hack -- Skip instant-artifacts */
400 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
408 /* Check for errors */
409 if (ferror(fff) || my_fclose(fff))
411 msg_print("Cannot close spoiler file.");
415 msg_print("Successfully created a spoiler file.");
420 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
425 * Returns a "+" string if a number is non-negative and an empty
428 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
431 * These are used to format the artifact spoiler file. INDENT1 is used
432 * to indent all but the first line of an artifact spoiler. INDENT2 is
433 * used when a line "wraps". (Bladeturner's resistances cause this.)
439 * MAX_LINE_LEN specifies when a line should wrap.
441 #define MAX_LINE_LEN 75
444 * Given an array, determine how many elements are in the array
446 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
449 * The artifacts categorized by type
451 static grouper group_artifact[] =
455 { TV_POLEARM, "槍/斧" },
457 { TV_DIGGING, "シャベル/つるはし" },
462 { TV_SOFT_ARMOR, "鎧" },
463 { TV_HARD_ARMOR, NULL },
464 { TV_DRAG_ARMOR, NULL },
466 { TV_CLOAK, "クローク" },
475 { TV_AMULET, "アミュレット" },
478 { TV_SWORD, "Edged Weapons" },
479 { TV_POLEARM, "Polearms" },
480 { TV_HAFTED, "Hafted Weapons" },
481 { TV_DIGGING, "Shovels/Picks" },
483 { TV_ARROW, "Ammo" },
486 { TV_SOFT_ARMOR, "Body Armor" },
487 { TV_HARD_ARMOR, NULL },
488 { TV_DRAG_ARMOR, NULL },
490 { TV_CLOAK, "Cloaks" },
491 { TV_SHIELD, "Shields" },
493 { TV_HELM, "Helms/Crowns" },
495 { TV_GLOVES, "Gloves" },
496 { TV_BOOTS, "Boots" },
498 { TV_LITE, "Light Sources" },
499 { TV_AMULET, "Amulets" },
500 { TV_RING, "Rings" },
509 * Pair together a constant flag with a textual description.
511 * Used by both "init.c" and "wiz-spo.c".
513 * Note that it sometimes more efficient to actually make an array
514 * of textual names, where entry 'N' is assumed to be paired with
515 * the flag whose value is "1L << N", but that requires hard-coding.
518 typedef struct flag_desc flag_desc;
529 * These are used for "+3 to STR, DEX", etc. These are separate from
530 * the other pval affected traits to simplify the case where an object
531 * affects all stats. In this case, "All stats" is used instead of
532 * listing each stat individually.
535 static flag_desc stat_flags_desc[] =
555 * Besides stats, these are the other player traits
556 * which may be affected by an object's pval
559 static flag_desc pval_flags1_desc[] =
562 { TR_MAGIC_MASTERY, "魔法道具使用能力" },
563 { TR_STEALTH, "隠密" },
565 { TR_INFRA, "赤外線視力" },
567 { TR_BLOWS, "攻撃回数" },
570 { TR_STEALTH, "Stealth" },
571 { TR_SEARCH, "Searching" },
572 { TR_INFRA, "Infravision" },
573 { TR_TUNNEL, "Tunneling" },
574 { TR_BLOWS, "Attacks" },
575 { TR_SPEED, "Speed" }
580 * Slaying preferences for weapons
583 static flag_desc slay_flags_desc[] =
586 { TR_SLAY_ANIMAL, "動物" },
587 { TR_KILL_ANIMAL, "*動物*" },
588 { TR_SLAY_EVIL, "邪悪" },
589 { TR_KILL_EVIL, "*邪悪*" },
590 { TR_SLAY_HUMAN, "人間" },
591 { TR_KILL_HUMAN, "*人間*" },
592 { TR_SLAY_UNDEAD, "アンデッド" },
593 { TR_KILL_UNDEAD, "*アンデッド*" },
594 { TR_SLAY_DEMON, "悪魔" },
595 { TR_KILL_DEMON, "*悪魔*" },
596 { TR_SLAY_ORC, "オーク" },
597 { TR_KILL_ORC, "*オーク*" },
598 { TR_SLAY_TROLL, "トロル" },
599 { TR_KILL_TROLL, "*トロル*" },
600 { TR_SLAY_GIANT, "巨人" },
601 { TR_KILL_GIANT, "*巨人*" },
602 { TR_SLAY_DRAGON, "ドラゴン" },
603 { TR_KILL_DRAGON, "*ドラゴン*" },
605 { TR_SLAY_ANIMAL, "Animal" },
606 { TR_KILL_ANIMAL, "XAnimal" },
607 { TR_SLAY_EVIL, "Evil" },
608 { TR_KILL_EVIL, "XEvil" },
609 { TR_SLAY_HUMAN, "Human" },
610 { TR_KILL_HUMAN, "XHuman" },
611 { TR_SLAY_UNDEAD, "Undead" },
612 { TR_KILL_UNDEAD, "XUndead" },
613 { TR_SLAY_DEMON, "Demon" },
614 { TR_KILL_DEMON, "XDemon" },
615 { TR_SLAY_ORC, "Orc" },
616 { TR_KILL_ORC, "XOrc" },
617 { TR_SLAY_TROLL, "Troll" },
618 { TR_KILL_TROLL, "XTroll" },
619 { TR_SLAY_GIANT, "Giant" },
620 { TR_KILL_GIANT, "Xgiant" },
621 { TR_SLAY_DRAGON, "Dragon" },
622 { TR_KILL_DRAGON, "Xdragon" }
627 * Elemental brands for weapons
629 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
630 * coding, it has been included here along with the elemental
631 * brands. It does seem to fit in with the brands and slaying
632 * more than the miscellaneous section.
634 static flag_desc brand_flags_desc[] =
637 { TR_BRAND_ACID, "溶解" },
638 { TR_BRAND_ELEC, "電撃" },
639 { TR_BRAND_FIRE, "焼棄" },
640 { TR_BRAND_COLD, "凍結" },
641 { TR_BRAND_POIS, "毒殺" },
643 { TR_FORCE_WEAPON, "理力" },
644 { TR_CHAOTIC, "混沌" },
645 { TR_VAMPIRIC, "吸血" },
647 { TR_VORPAL, "切れ味" },
649 { TR_BRAND_ACID, "Acid Brand" },
650 { TR_BRAND_ELEC, "Lightning Brand" },
651 { TR_BRAND_FIRE, "Flame Tongue" },
652 { TR_BRAND_COLD, "Frost Brand" },
653 { TR_BRAND_POIS, "Poisoned" },
655 { TR_FORCE_WEAPON, "Force" },
656 { TR_CHAOTIC, "Mark of Chaos" },
657 { TR_VAMPIRIC, "Vampiric" },
658 { TR_IMPACT, "Earthquake impact on hit" },
659 { TR_VORPAL, "Very sharp" },
667 static const flag_desc resist_flags_desc[] =
670 { TR_RES_ACID, "酸" },
671 { TR_RES_ELEC, "電撃" },
672 { TR_RES_FIRE, "火炎" },
673 { TR_RES_COLD, "冷気" },
674 { TR_RES_POIS, "毒" },
675 { TR_RES_FEAR, "恐怖"},
676 { TR_RES_LITE, "閃光" },
677 { TR_RES_DARK, "暗黒" },
678 { TR_RES_BLIND, "盲目" },
679 { TR_RES_CONF, "混乱" },
680 { TR_RES_SOUND, "轟音" },
681 { TR_RES_SHARDS, "破片" },
682 { TR_RES_NETHER, "地獄" },
683 { TR_RES_NEXUS, "因果混乱" },
684 { TR_RES_CHAOS, "カオス" },
685 { TR_RES_DISEN, "劣化" },
687 { TR_RES_ACID, "Acid" },
688 { TR_RES_ELEC, "Lightning" },
689 { TR_RES_FIRE, "Fire" },
690 { TR_RES_COLD, "Cold" },
691 { TR_RES_POIS, "Poison" },
692 { TR_RES_FEAR, "Fear"},
693 { TR_RES_LITE, "Light" },
694 { TR_RES_DARK, "Dark" },
695 { TR_RES_BLIND, "Blindness" },
696 { TR_RES_CONF, "Confusion" },
697 { TR_RES_SOUND, "Sound" },
698 { TR_RES_SHARDS, "Shards" },
699 { TR_RES_NETHER, "Nether" },
700 { TR_RES_NEXUS, "Nexus" },
701 { TR_RES_CHAOS, "Chaos" },
702 { TR_RES_DISEN, "Disenchantment" },
707 * Elemental immunities (along with poison)
710 static const flag_desc immune_flags_desc[] =
714 { TR_IM_ELEC, "電撃" },
715 { TR_IM_FIRE, "火炎" },
716 { TR_IM_COLD, "冷気" },
718 { TR_IM_ACID, "Acid" },
719 { TR_IM_ELEC, "Lightning" },
720 { TR_IM_FIRE, "Fire" },
721 { TR_IM_COLD, "Cold" },
726 * Sustain stats - these are given their "own" line in the
727 * spoiler file, mainly for simplicity
729 static const flag_desc sustain_flags_desc[] =
732 { TR_SUST_STR, "腕力" },
733 { TR_SUST_INT, "知能" },
734 { TR_SUST_WIS, "賢さ" },
735 { TR_SUST_DEX, "器用さ" },
736 { TR_SUST_CON, "耐久力" },
737 { TR_SUST_CHR, "魅力" },
739 { TR_SUST_STR, "STR" },
740 { TR_SUST_INT, "INT" },
741 { TR_SUST_WIS, "WIS" },
742 { TR_SUST_DEX, "DEX" },
743 { TR_SUST_CON, "CON" },
744 { TR_SUST_CHR, "CHR" },
749 * Miscellaneous magic given by an object's "flags2" field
752 static const flag_desc misc_flags2_desc[] =
756 { TR_REFLECT, "反射" },
757 { TR_FREE_ACT, "麻痺知らず" },
758 { TR_HOLD_EXP, "経験値維持" },
760 { TR_THROW, "Throwing" },
761 { TR_REFLECT, "Reflection" },
762 { TR_FREE_ACT, "Free Action" },
763 { TR_HOLD_EXP, "Hold Experience" },
768 * Miscellaneous magic given by an object's "flags3" field
770 * Note that cursed artifacts and objects with permanent light
771 * are handled "directly" -- see analyze_misc_magic()
774 static const flag_desc misc_flags3_desc[] =
777 { TR_SH_FIRE, "火炎オーラ" },
778 { TR_SH_ELEC, "電撃オーラ" },
779 { TR_SH_COLD, "冷気オーラ" },
780 { TR_NO_TELE, "反テレポート" },
781 { TR_NO_MAGIC, "反魔法" },
782 { TR_LEVITATION, "浮遊" },
783 { TR_SEE_INVIS, "可視透明" },
784 { TR_TELEPATHY, "テレパシー" },
785 { TR_ESP_ANIMAL, "動物感知" },
786 { TR_ESP_UNDEAD, "不死感知" },
787 { TR_ESP_DEMON, "悪魔感知" },
788 { TR_ESP_ORC, "オーク感知" },
789 { TR_ESP_TROLL, "トロル感知" },
790 { TR_ESP_GIANT, "巨人感知" },
791 { TR_ESP_DRAGON, "ドラゴン感知" },
792 { TR_ESP_HUMAN, "人間感知" },
793 { TR_ESP_EVIL, "邪悪感知" },
794 { TR_ESP_GOOD, "善良感知" },
795 { TR_ESP_NONLIVING, "無生物感知" },
796 { TR_ESP_UNIQUE, "ユニーク感知" },
797 { TR_SLOW_DIGEST, "遅消化" },
798 { TR_REGEN, "急速回復" },
799 { TR_WARNING, "警告" },
800 /* { TR_XTRA_MIGHT, "強力射撃" }, */
801 { TR_XTRA_SHOTS, "追加射撃" }, /* always +1? */
802 { TR_DRAIN_EXP, "経験値吸収" },
803 { TR_AGGRAVATE, "反感" },
804 { TR_BLESSED, "祝福" },
805 { TR_DEC_MANA, "消費魔力減少" },
807 { TR_SH_FIRE, "Fiery Aura" },
808 { TR_SH_ELEC, "Electric Aura" },
809 { TR_SH_COLD, "Coldly Aura" },
810 { TR_NO_TELE, "Prevent Teleportation" },
811 { TR_NO_MAGIC, "Anti-Magic" },
812 { TR_LEVITATION, "Levitation" },
813 { TR_SEE_INVIS, "See Invisible" },
814 { TR_TELEPATHY, "ESP" },
815 { TR_ESP_ANIMAL, "Sense Animal" },
816 { TR_ESP_UNDEAD, "Sense Undead" },
817 { TR_ESP_DEMON, "Sense Demon" },
818 { TR_ESP_ORC, "Sense Orc" },
819 { TR_ESP_TROLL, "Sense Troll" },
820 { TR_ESP_GIANT, "Sense Giant" },
821 { TR_ESP_DRAGON, "Sense Dragon" },
822 { TR_ESP_HUMAN, "Sense Human" },
823 { TR_ESP_EVIL, "Sense Evil" },
824 { TR_ESP_GOOD, "Sense Good" },
825 { TR_ESP_NONLIVING, "Sense Nonliving" },
826 { TR_ESP_UNIQUE, "Sense Unique" },
827 { TR_SLOW_DIGEST, "Slow Digestion" },
828 { TR_REGEN, "Regeneration" },
829 { TR_WARNING, "Warning" },
830 /* { TR_XTRA_MIGHT, "Extra Might" }, */
831 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
832 { TR_DRAIN_EXP, "Drains Experience" },
833 { TR_AGGRAVATE, "Aggravates" },
834 { TR_BLESSED, "Blessed Blade" },
835 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
841 * A special type used just for deailing with pvals
846 * This will contain a string such as "+2", "-10", etc.
851 * A list of various player traits affected by an object's pval such
852 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
853 * this list since it will probably be desirable to format its
854 * description differently.
856 * Note that room need only be reserved for the number of stats - 1
857 * since the description "All stats" is used if an object affects all
858 * all stats. Also, room must be reserved for a sentinel NULL pointer.
860 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
862 * This list includes extra attacks, for simplicity.
864 concptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
865 N_ELEMENTS(pval_flags1_desc) + 1];
871 * An "object analysis structure"
873 * It will be filled with descriptive strings detailing an object's
874 * various magical powers. The "ignore X" traits are not noted since
875 * all artifacts ignore "normal" destruction.
880 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
881 char description[MAX_NLEN];
883 /* Description of what is affected by an object's pval */
884 pval_info_type pval_info;
886 /* A list of an object's slaying preferences */
887 concptr slays[N_ELEMENTS(slay_flags_desc) + 1];
889 /* A list if an object's elemental brands */
890 concptr brands[N_ELEMENTS(brand_flags_desc) + 1];
892 /* A list of immunities granted by an object */
893 concptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
895 /* A list of resistances granted by an object */
896 concptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
898 /* A list of stats sustained by an object */
899 concptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
901 /* A list of various magical qualities an object may have */
902 concptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
903 + 1 /* Permanent Light */
905 + 1 /* type of curse */
906 + 1]; /* sentinel NULL */
908 /* Additional ability or resistance */
911 /* A string describing an artifact's activation */
914 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
920 * @brief ファイルポインタ先に同じ文字を複数出力する /
921 * Write out `n' of the character `c' to the spoiler file
926 static void spoiler_out_n_chars(int n, char c)
928 while (--n >= 0) fputc(c, fff);
933 * @brief ファイルポインタ先に改行を複数出力する /
934 * Write out `n' blank lines to the spoiler file
938 static void spoiler_blanklines(int n)
940 spoiler_out_n_chars(n, '\n');
945 * @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 /
946 * Write a line to the spoiler file and then "underline" it with hypens
947 * @param str 出力したい文字列
950 static void spoiler_underline(concptr str)
952 fprintf(fff, "%s\n", str);
953 spoiler_out_n_chars(strlen(str), '-');
960 * @brief アーティファクトの特性一覧を出力する /
961 * Write a line to the spoiler file and then "underline" it with hypens
962 * @param art_flags アーティファクトのフラグ群
963 * @param flag_ptr フラグ記述情報の参照ポインタ
964 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
965 * @param n_elmnts フラグの要素数
966 * @return desc_ptrと同じアドレス
969 * This function does most of the actual "analysis". Given a set of bit flags
970 * (which will be from one of the flags fields from the object in question),
971 * a "flag description structure", a "description list", and the number of
972 * elements in the "flag description structure", this function sets the
973 * "description list" members to the appropriate descriptions contained in
974 * the "flag description structure".
975 * The possibly updated description pointer is returned.
978 static concptr *spoiler_flag_aux(const BIT_FLAGS art_flags[TR_FLAG_SIZE],
979 const flag_desc *flag_ptr,
980 concptr *desc_ptr, const int n_elmnts)
984 for (i = 0; i < n_elmnts; ++i)
986 if (have_flag(art_flags, flag_ptr[i].flag))
988 *desc_ptr++ = flag_ptr[i].desc;
997 * @brief アイテムの特定記述内容を返す /
998 * Acquire a "basic" description "The Cloak of Death [1,+10]"
999 * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
1000 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
1003 static void analyze_general(object_type *o_ptr, char *desc_ptr)
1005 /* Get a "useful" description of the object */
1006 object_desc(desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
1011 * @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 /
1012 * List "player traits" altered by an artifact's pval. These include stats,
1013 * speed, infravision, tunneling, stealth, searching, and extra attacks.
1014 * @param o_ptr オブジェクト構造体の参照ポインタ
1015 * @param p_ptr pval修正構造体の参照ポインタ
1018 static void analyze_pval(object_type *o_ptr, pval_info_type *pi_ptr)
1020 BIT_FLAGS flgs[TR_FLAG_SIZE];
1022 concptr *affects_list;
1024 /* If pval == 0, there is nothing to do. */
1027 /* An "empty" pval description indicates that pval == 0 */
1028 pi_ptr->pval_desc[0] = '\0';
1031 object_flags(o_ptr, flgs);
1033 affects_list = pi_ptr->pval_affects;
1035 /* Create the "+N" string */
1036 sprintf(pi_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1038 /* First, check to see if the pval affects all stats */
1039 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1040 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1041 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1043 *affects_list++ = _("全能力", "All stats");
1046 /* Are any stats affected? */
1047 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1048 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1049 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1051 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1053 N_ELEMENTS(stat_flags_desc));
1056 /* And now the "rest" */
1057 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1059 N_ELEMENTS(pval_flags1_desc));
1061 /* Terminate the description list */
1062 *affects_list = NULL;
1066 * @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 /
1067 * Note the slaying specialties of a weapon
1068 * @param o_ptr オブジェクト構造体の参照ポインタ
1069 * @param slay_list 種族スレイ構造体の参照ポインタ
1072 static void analyze_slay(object_type *o_ptr, concptr *slay_list)
1074 BIT_FLAGS flgs[TR_FLAG_SIZE];
1076 object_flags(o_ptr, flgs);
1078 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1079 N_ELEMENTS(slay_flags_desc));
1081 /* Terminate the description list */
1087 * @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 /
1088 * Note an object's elemental brands
1089 * @param o_ptr オブジェクト構造体の参照ポインタ
1090 * @param brand_list 属性ブランド構造体の参照ポインタ
1093 static void analyze_brand(object_type *o_ptr, concptr *brand_list)
1095 BIT_FLAGS flgs[TR_FLAG_SIZE];
1097 object_flags(o_ptr, flgs);
1099 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1100 N_ELEMENTS(brand_flags_desc));
1102 /* Terminate the description list */
1108 * @brief アーティファクトの通常耐性を構造体に収める /
1109 * Note an object's elemental brands
1110 * @param o_ptr オブジェクト構造体の参照ポインタ
1111 * @param resist_list 通常耐性構造体の参照ポインタ
1114 static void analyze_resist(object_type *o_ptr, concptr *resist_list)
1116 BIT_FLAGS flgs[TR_FLAG_SIZE];
1118 object_flags(o_ptr, flgs);
1120 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1121 resist_list, N_ELEMENTS(resist_flags_desc));
1123 /* Terminate the description list */
1124 *resist_list = NULL;
1129 * @brief アーティファクトの免疫特性を構造体に収める /
1130 * Note the immunities granted by an object
1131 * @param o_ptr オブジェクト構造体の参照ポインタ
1132 * @param immune_list 免疫構造体の参照ポインタ
1135 static void analyze_immune(object_type *o_ptr, concptr *immune_list)
1137 BIT_FLAGS flgs[TR_FLAG_SIZE];
1139 object_flags(o_ptr, flgs);
1141 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1142 immune_list, N_ELEMENTS(immune_flags_desc));
1144 /* Terminate the description list */
1145 *immune_list = NULL;
1150 * @brief アーティファクトの維持特性を構造体に収める /
1151 * Note which stats an object sustains
1152 * @param o_ptr オブジェクト構造体の参照ポインタ
1153 * @param sustain_list 維持特性構造体の参照ポインタ
1156 static void analyze_sustains(object_type *o_ptr, concptr *sustain_list)
1158 BIT_FLAGS flgs[TR_FLAG_SIZE];
1160 object_flags(o_ptr, flgs);
1162 /* Simplify things if an item sustains all stats */
1163 if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
1164 have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
1165 have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
1167 *sustain_list++ = _("全能力", "All stats");
1170 /* Should we bother? */
1171 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1172 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1173 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1175 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1177 N_ELEMENTS(sustain_flags_desc));
1180 /* Terminate the description list */
1181 *sustain_list = NULL;
1186 * @brief アーティファクトのその他の特性を構造体に収める /
1187 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1188 * free action, permanent light, etc.
1189 * @param o_ptr オブジェクト構造体の参照ポインタ
1190 * @param misc_list その他の特性構造体の参照ポインタ
1193 static void analyze_misc_magic(object_type *o_ptr, concptr *misc_list)
1195 BIT_FLAGS flgs[TR_FLAG_SIZE];
1199 object_flags(o_ptr, flgs);
1201 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
1202 N_ELEMENTS(misc_flags2_desc));
1204 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list, N_ELEMENTS(misc_flags3_desc));
1207 * Glowing artifacts -- small radius light.
1210 if (have_flag(flgs, TR_LITE_1)) rad += 1;
1211 if (have_flag(flgs, TR_LITE_2)) rad += 2;
1212 if (have_flag(flgs, TR_LITE_3)) rad += 3;
1213 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
1214 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
1215 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
1217 if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
1219 if (have_flag(flgs, TR_LITE_FUEL))
1221 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);
1225 if(rad > 0) sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
1226 if(rad < 0) sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
1229 if(rad != 0) *misc_list++ = quark_str(quark_add(desc));
1232 * Handle cursed objects here to avoid redundancies such as noting
1233 * that a permanently cursed object is heavily cursed as well as
1234 * being "lightly cursed".
1237 /* if (object_is_cursed(o_ptr)) */
1239 if (have_flag(flgs, TR_TY_CURSE))
1241 *misc_list++ = _("太古の怨念", "Ancient Curse");
1243 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1245 *misc_list++ = _("永遠の呪い", "Permanently Cursed");
1247 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1249 *misc_list++ = _("強力な呪い", "Heavily Cursed");
1252 else if (o_ptr->curse_flags & TRC_CURSED)
1254 *misc_list++ = _("呪い", "Cursed");
1256 if (have_flag(flgs, TR_ADD_L_CURSE))
1258 *misc_list++ = _("呪いを増やす", "Cursing");
1260 if (have_flag(flgs, TR_ADD_H_CURSE))
1262 *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
1266 /* Terminate the description list */
1272 * @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 /
1273 * Note additional ability and/or resistance of fixed artifacts
1274 * @param o_ptr オブジェクト構造体の参照ポインタ
1275 * @param addition 追加ランダム耐性構造体の参照ポインタ
1278 static void analyze_addition(object_type *o_ptr, char *addition)
1280 artifact_type *a_ptr = &a_info[o_ptr->name1];
1283 strcpy(addition, "");
1285 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"));
1286 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1288 strcat(addition, _("能力", "Ability"));
1289 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
1291 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1293 strcat(addition, _("耐性", "Resistance"));
1294 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
1296 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("能力or耐性", "Ability or Resistance"));
1301 * @brief アーティファクトの基本情報を文字列に収める /
1302 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1303 * and its value in gold pieces
1304 * @param o_ptr オブジェクト構造体の参照ポインタ
1305 * @param misc_desc 基本情報を収める文字列参照ポインタ
1308 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1310 artifact_type *a_ptr = &a_info[o_ptr->name1];
1312 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,
1314 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
1316 a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
1322 * @brief アーティファクトの情報全体を構造体に収める /
1323 * Fill in an object description structure for a given object
1324 * and its value in gold pieces
1325 * @param o_ptr オブジェクト構造体の参照ポインタ
1326 * @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
1329 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1331 analyze_general(o_ptr, desc_ptr->description);
1332 analyze_pval(o_ptr, &desc_ptr->pval_info);
1333 analyze_brand(o_ptr, desc_ptr->brands);
1334 analyze_slay(o_ptr, desc_ptr->slays);
1335 analyze_immune(o_ptr, desc_ptr->immunities);
1336 analyze_resist(o_ptr, desc_ptr->resistances);
1337 analyze_sustains(o_ptr, desc_ptr->sustains);
1338 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1339 analyze_addition(o_ptr, desc_ptr->addition);
1340 analyze_misc(o_ptr, desc_ptr->misc_desc);
1341 desc_ptr->activation = item_activation(o_ptr);
1346 * @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 /
1349 static void print_header(void)
1353 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1354 spoiler_underline(buf);
1358 * This is somewhat ugly.
1360 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1361 * and a separator character (',', e.g.), write the list to the spoiler file
1362 * in a "nice" format, such as:
1364 * Resist Fire, Cold, Acid
1366 * That was a simple example, but when the list is long, a line wrap
1367 * should occur, and this should induce a new level of indention if
1368 * a list is being spread across lines. So for example, Bladeturner's
1369 * list of resistances should look something like this
1371 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1372 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1374 * However, the code distinguishes between a single list of many items vs.
1375 * many lists. (The separator is used to make this determination.) A single
1376 * list of many items will not cause line wrapping (since there is no
1377 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1378 * might look like this:
1380 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1383 * So comparing the two, "Regeneration" has no trailing separator and
1384 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1385 * but that's not relevant to line wrapping and indention.)
1388 /* ITEM_SEP separates items within a list */
1389 #define ITEM_SEP ','
1392 /* LIST_SEP separates lists */
1394 #define LIST_SEP ','
1396 #define LIST_SEP ';'
1400 * @brief フラグ名称を出力する汎用関数
1401 * @param header ヘッダに出力するフラグ群の名前
1402 * @param list フラグ名リスト
1403 * @param separator フラグ表示の区切り記号
1406 static void spoiler_outlist(concptr header, concptr *list, char separator)
1408 int line_len, buf_len;
1409 char line[MAX_LINE_LEN+1], buf[80];
1411 /* Ignore an empty list */
1412 if (*list == NULL) return;
1414 /* This function always indents */
1415 strcpy(line, INDENT1);
1417 /* Create header (if one was given) */
1418 if (header && (header[0]))
1420 strcat(line, header);
1424 line_len = strlen(line);
1426 /* Now begin the tedious task */
1429 /* Copy the current item to a buffer */
1432 /* Note the buffer's length */
1433 buf_len = strlen(buf);
1436 * If there is an item following this one, pad with separator and
1437 * a space and adjust the buffer length
1442 sprintf(buf + buf_len, "%c ", separator);
1447 * If the buffer will fit on the current line, just append the
1448 * buffer to the line and adjust the line length accordingly.
1451 if (line_len + buf_len <= MAX_LINE_LEN)
1454 line_len += buf_len;
1457 /* Apply line wrapping and indention semantics described above */
1461 * Don't print a trailing list separator but do print a trailing
1464 if (line_len > 1 && line[line_len - 1] == ' '
1465 && line[line_len - 2] == LIST_SEP)
1467 /* Ignore space and separator */
1468 line[line_len - 2] = '\0';
1470 /* Write to spoiler file */
1471 fprintf(fff, "%s\n", line);
1473 /* Begin new line at primary indention level */
1474 sprintf(line, "%s%s", INDENT1, buf);
1479 /* Write to spoiler file */
1480 fprintf(fff, "%s\n", line);
1482 /* Begin new line at secondary indention level */
1483 sprintf(line, "%s%s", INDENT2, buf);
1486 line_len = strlen(line);
1489 /* Advance, with break */
1490 if (!*++list) break;
1493 /* Write what's left to the spoiler file */
1494 fprintf(fff, "%s\n", line);
1498 * @brief アーティファクト一件をスポイラー出力する /
1499 * Create a spoiler file entry for an artifact
1500 * @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
1503 static void spoiler_print_art(obj_desc_list *art_ptr)
1505 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 */
1515 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
1516 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1519 /* Now deal with the description lists */
1520 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
1521 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
1522 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
1523 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
1524 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
1525 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1527 if (art_ptr->addition[0])
1529 fprintf(fff, _("%s追加: %s\n", "%sAdditional %s\n"), INDENT1, art_ptr->addition);
1532 /* Write out the possible activation at the primary indention level */
1533 if (art_ptr->activation)
1535 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
1538 /* End with the miscellaneous facts */
1539 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1544 * @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 /
1545 * Hack -- Create a "forged" artifact
1546 * @param o_ptr 一時生成先を保管するオブジェクト構造体
1547 * @param name1 生成するアーティファクトID
1548 * @return 生成が成功した場合TRUEを返す
1550 static bool make_fake_artifact(object_type *o_ptr, IDX name1)
1553 artifact_type *a_ptr = &a_info[name1];
1555 /* Ignore "empty" artifacts */
1556 if (!a_ptr->name) return FALSE;
1558 /* Acquire the "kind" index */
1559 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1561 if (!i) return (FALSE);
1563 /* Create the artifact */
1564 object_prep(o_ptr, i);
1567 o_ptr->name1 = (byte_hack)name1;
1569 /* Extract the fields */
1570 o_ptr->pval = a_ptr->pval;
1571 o_ptr->ac = a_ptr->ac;
1572 o_ptr->dd = a_ptr->dd;
1573 o_ptr->ds = a_ptr->ds;
1574 o_ptr->to_a = a_ptr->to_a;
1575 o_ptr->to_h = a_ptr->to_h;
1576 o_ptr->to_d = a_ptr->to_d;
1577 o_ptr->weight = a_ptr->weight;
1585 * @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 /
1586 * Create a spoiler file for artifacts
1587 * @param fname 生成ファイル名
1590 static void spoil_artifact(concptr fname)
1597 obj_desc_list artifact;
1600 /* Build the filename */
1601 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1603 /* File type is "TEXT" */
1604 FILE_TYPE(FILE_TYPE_TEXT);
1607 fff = my_fopen(buf, "w");
1611 msg_print("Cannot create spoiler file.");
1615 /* Dump the header */
1618 /* List the artifacts by tval */
1619 for (i = 0; group_artifact[i].tval; i++)
1621 /* Write out the group title */
1622 if (group_artifact[i].name)
1624 spoiler_blanklines(2);
1625 spoiler_underline(group_artifact[i].name);
1626 spoiler_blanklines(1);
1629 /* Now search through all of the artifacts */
1630 for (j = 1; j < max_a_idx; ++j)
1632 artifact_type *a_ptr = &a_info[j];
1634 /* We only want objects in the current group */
1635 if (a_ptr->tval != group_artifact[i].tval) continue;
1639 /* Attempt to "forge" the artifact */
1640 if (!make_fake_artifact(q_ptr, j)) continue;
1642 /* Analyze the artifact */
1643 object_analyze(q_ptr, &artifact);
1645 /* Write out the artifact description to the spoiler file */
1646 spoiler_print_art(&artifact);
1650 /* Check for errors */
1651 if (ferror(fff) || my_fclose(fff))
1653 msg_print("Cannot close spoiler file.");
1657 msg_print("Successfully created a spoiler file.");
1662 * @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 /
1663 * Create a spoiler file for monsters -BEN-
1664 * @param fname 生成ファイル名
1667 static void spoil_mon_desc(concptr fname)
1684 /* Build the filename */
1685 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1687 /* File type is "TEXT" */
1688 FILE_TYPE(FILE_TYPE_TEXT);
1691 fff = my_fopen(buf, "w");
1695 msg_print("Cannot create spoiler file.");
1699 /* Allocate the "who" array */
1700 C_MAKE(who, max_r_idx, MONRACE_IDX);
1702 /* Dump the header */
1703 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1704 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1705 fprintf(fff, "------------------------------------------\n\n");
1707 /* Dump the header */
1708 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1709 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1710 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1711 "--------", "---", "---", "---", "--", "--", "-----------");
1714 /* Scan the monsters */
1715 for (i = 1; i < max_r_idx; i++)
1717 monster_race *r_ptr = &r_info[i];
1719 /* Use that monster */
1720 if (r_ptr->name) who[n++] = (s16b)i;
1723 /* Sort the array by dungeon depth of monsters */
1724 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1727 for (i = 0; i < n; i++)
1729 monster_race *r_ptr = &r_info[who[i]];
1731 concptr name = (r_name + r_ptr->name);
1732 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1734 /* Get the "name" */
1736 else if (r_ptr->flags3 & (RF3_NO_CONF))
1738 sprintf(nam, "[*] %s", name);
1741 else if (r_ptr->flags1 & (RF1_UNIQUE))
1743 sprintf(nam, "[U] %s", name);
1747 sprintf(nam, _(" %s", "The %s"), name);
1751 sprintf(lev, "%d", (int)r_ptr->level);
1754 sprintf(rar, "%d", (int)r_ptr->rarity);
1756 if (r_ptr->speed >= 110)
1758 sprintf(spd, "+%d", (r_ptr->speed - 110));
1762 sprintf(spd, "-%d", (110 - r_ptr->speed));
1766 sprintf(ac, "%d", r_ptr->ac);
1769 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1771 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1775 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1780 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1782 /* Hack -- use visual instead */
1783 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1786 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1787 nam, lev, rar, spd, hp, ac, exp);
1794 /* Free the "who" array */
1795 C_KILL(who, max_r_idx, s16b);
1797 /* Check for errors */
1798 if (ferror(fff) || my_fclose(fff))
1800 msg_print("Cannot close spoiler file.");
1805 msg_print("Successfully created a spoiler file.");
1812 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1814 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1820 * @brief 文字列をファイルポインタに出力する /
1821 * Buffer text to the given file. (-SHAWN-)
1822 * This is basically c_roff() from mon-desc.c with a few changes.
1823 * @param str 文字列参照ポインタ
1826 static void spoil_out(concptr str)
1831 static char roff_buf[256];
1834 static char roff_waiting_buf[256];
1837 bool iskanji_flag = FALSE;
1839 /* Current pointer into line roff_buf */
1840 static char *roff_p = roff_buf;
1842 /* Last space saved into roff_buf */
1843 static char *roff_s = NULL;
1845 /* Mega-Hack -- Delayed output */
1846 static bool waiting_output = FALSE;
1848 /* Special handling for "new sequence" */
1853 fputs(roff_waiting_buf, fff);
1854 waiting_output = FALSE;
1857 if (roff_p != roff_buf) roff_p--;
1858 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1860 if (roff_p == roff_buf) fprintf(fff, "\n");
1863 *(roff_p + 1) = '\0';
1864 fprintf(fff, "%s\n\n", roff_buf);
1873 /* Scan the given string, character at a time */
1878 bool k_flag = iskanji((unsigned char)(*str));
1881 bool wrap = (ch == '\n');
1884 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1885 iskanji_flag = k_flag && !iskanji_flag;
1887 if (!isprint(ch)) ch = ' ';
1892 fputs(roff_waiting_buf, fff);
1893 if (!wrap) fputc('\n', fff);
1894 waiting_output = FALSE;
1900 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1901 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1903 if (roff_p >= roff_buf + 75) wrap = TRUE;
1904 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1911 bool iskanji_flag_local = FALSE;
1912 concptr tail = str + (k_flag ? 2 : 1);
1914 concptr tail = str + 1;
1917 for (; *tail; tail++)
1919 if (*tail == ' ') continue;
1922 k_flag_local = iskanji((unsigned char)(*tail));
1923 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1924 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1926 if (isprint(*tail)) break;
1930 if (!*tail) waiting_output = TRUE;
1934 /* Handle line-wrap */
1942 if (roff_s && (ch != ' '))
1950 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1951 else strcpy(roff_waiting_buf, roff_buf);
1955 if (cbak != ' ') *roff_p++ = cbak;
1957 while (*r) *roff_p++ = *r++;
1961 if ((roff_p > roff_buf) || (ch != ' '))
1966 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1971 strncmp(str, "。", 2) != 0 &&
1972 strncmp(str, "、", 2) != 0 &&
1973 strncmp(str, "ィ", 2) != 0 &&
1974 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1977 if (ch == ' ') roff_s = roff_p;
1988 * @brief 関数ポインタ用の出力関数 /
1989 * Hook function used in spoil_mon_info()
1991 * @param str 文字列参照ポインタ
1994 static void roff_func(TERM_COLOR attr, concptr str)
2004 * @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 /
2005 * Create a spoiler file for monsters (-SHAWN-)
2006 * @param fname ファイル名
2009 static void spoil_mon_info(concptr fname)
2018 /* Build the filename */
2019 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2021 /* File type is "TEXT" */
2022 FILE_TYPE(FILE_TYPE_TEXT);
2025 fff = my_fopen(buf, "w");
2029 msg_print("Cannot create spoiler file.");
2034 /* Dump the header */
2035 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2036 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2039 spoil_out("------------------------------------------\n\n");
2041 /* Allocate the "who" array */
2042 C_MAKE(who, max_r_idx, MONRACE_IDX);
2044 /* Scan the monsters */
2045 for (i = 1; i < max_r_idx; i++)
2047 monster_race *r_ptr = &r_info[i];
2049 /* Use that monster */
2050 if (r_ptr->name) who[n++] = (s16b)i;
2053 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2056 * List all monsters in order
2058 for (l = 0; l < n; l++)
2060 monster_race *r_ptr = &r_info[who[l]];
2061 flags1 = r_ptr->flags1;
2065 if (flags1 & (RF1_QUESTOR))
2071 if (flags1 & (RF1_UNIQUE))
2083 sprintf(buf, _("%s/%s (", "%s ("), (r_name + r_ptr->name), _(r_name+r_ptr->E_name, "")); /* ---)--- */
2088 spoil_out(attr_to_text(r_ptr));
2091 sprintf(buf, " '%c')\n", r_ptr->d_char);
2096 sprintf(buf, "=== ");
2100 sprintf(buf, "Num:%d ", who[l]);
2104 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2108 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2111 if (r_ptr->speed >= 110)
2113 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2117 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2122 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2124 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2128 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2133 sprintf(buf, "Ac:%d ", r_ptr->ac);
2137 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2140 /* Reuse the code of monster recall. */
2141 output_monster_spoiler(who[l], roff_func);
2146 /* Free the "who" array */
2147 C_KILL(who, max_r_idx, s16b);
2149 /* Check for errors */
2150 if (ferror(fff) || my_fclose(fff))
2152 msg_print("Cannot close spoiler file.");
2156 msg_print("Successfully created a spoiler file.");
2161 #define MAX_EVOL_DEPTH 64
2165 * @brief int配列でstrncmp()と似た比較処理を行う /
2166 * Compare two int-type array like strncmp() and return TRUE if equals
2167 * @param a 比較するint配列1
2168 * @param b 比較するint配列2
2170 * @return 両者の値が等しければTRUEを返す
2172 static bool int_n_cmp(int *a, int *b, int length)
2174 /* Null-string comparation is always TRUE */
2175 if (!length) return TRUE;
2179 if (*a != *(b++)) return FALSE;
2180 if (!(*(a++))) break;
2189 * @brief ある木が指定された木の部分木かどうかを返す /
2190 * Returns TRUE if an evolution tree is "partial tree"
2191 * @param tree 元となる木構造リスト
2192 * @param partial_tree 部分木かどうか判定したい木構造リスト
2193 * @return 部分木ならばTRUEを返す
2195 static bool is_partial_tree(int *tree, int *partial_tree)
2197 int pt_head = *(partial_tree++);
2200 while (partial_tree[pt_len]) pt_len++;
2204 if (*(tree++) == pt_head)
2206 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2214 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2215 * Print monsters' evolution information to file
2216 * @param fname 出力ファイル名
2219 static void spoil_mon_evol(concptr fname)
2222 monster_race *r_ptr;
2223 int **evol_tree, i, j, n, r_idx;
2224 int *evol_tree_zero; /* For C_KILL() */
2226 /* Build the filename */
2227 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2229 /* File type is "TEXT" */
2230 FILE_TYPE(FILE_TYPE_TEXT);
2233 fff = my_fopen(buf, "w");
2237 msg_print("Cannot create spoiler file.");
2241 /* Dump the header */
2242 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2243 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2246 spoil_out("------------------------------------------\n\n");
2248 /* Allocate the "evol_tree" array (2-dimension) */
2249 C_MAKE(evol_tree, max_r_idx, int *);
2250 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2251 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2252 evol_tree_zero = *evol_tree;
2254 /* Step 1: Build the evolution tree */
2255 for (i = 1; i < max_r_idx; i++)
2260 if (!r_ptr->next_exp) continue;
2262 /* Trace evolution */
2264 evol_tree[i][n++] = i;
2267 evol_tree[i][n++] = r_ptr->next_r_idx;
2268 r_ptr = &r_info[r_ptr->next_r_idx];
2270 while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2273 /* Step 2: Scan the evolution trees and remove "partial tree" */
2274 for (i = 1; i < max_r_idx; i++)
2276 /* Not evolution tree */
2277 if (!evol_tree[i][0]) continue;
2279 for (j = 1; j < max_r_idx; j++)
2282 if (i == j) continue;
2284 /* Not evolution tree */
2285 if (!evol_tree[j][0]) continue;
2287 /* Is evolution tree[i] is part of [j]? */
2288 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2290 /* Remove this evolution tree */
2291 evol_tree[i][0] = 0;
2297 /* Step 3: Sort the evolution trees */
2298 ang_sort(evol_tree, NULL, max_r_idx, ang_sort_comp_evol_tree, ang_sort_swap_evol_tree);
2300 /* Step 4: Print the evolution trees */
2301 for (i = 0; i < max_r_idx; i++)
2303 r_idx = evol_tree[i][0];
2305 /* No evolution or removed evolution tree */
2306 if (!r_idx) continue;
2308 /* Trace the evolution tree */
2309 r_ptr = &r_info[r_idx];
2310 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2311 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2313 for (n = 1; r_ptr->next_exp; n++)
2315 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2316 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2317 r_ptr = &r_info[r_ptr->next_r_idx];
2318 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2319 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2322 /* End of evolution tree */
2326 /* Free the "evol_tree" array (2-dimension) */
2327 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2328 C_KILL(evol_tree, max_r_idx, int *);
2330 /* Check for errors */
2331 if (ferror(fff) || my_fclose(fff))
2333 msg_print("Cannot close spoiler file.");
2337 msg_print("Successfully created a spoiler file.");
2345 extern void do_cmd_spoilers(void);
2348 * @brief スポイラー出力を行うコマンドのメインルーチン /
2349 * Create Spoiler files -BEN-
2352 void do_cmd_spoilers(void)
2362 prt("Create a spoiler file.", 2, 0);
2364 /* Prompt for a file */
2365 prt("(1) Brief Object Info (obj-desc.txt)", 5, 5);
2366 prt("(2) Brief Artifact Info (artifact.txt)", 6, 5);
2367 prt("(3) Brief Monster Info (mon-desc.txt)", 7, 5);
2368 prt("(4) Full Monster Info (mon-info.txt)", 8, 5);
2369 prt("(5) Monster Evolution Info (mon-evol.txt)", 9, 5);
2372 prt(_("コマンド:", "Command: "), _(18, 12), 0);
2384 spoil_obj_desc("obj-desc.txt");
2389 spoil_artifact("artifact.txt");
2394 spoil_mon_desc("mon-desc.txt");
2399 spoil_mon_info("mon-info.txt");
2404 spoil_mon_evol("mon-evol.txt");
2417 * @brief ランダムアーティファクト1件を解析する /
2418 * Fill in an object description structure for a given object
2419 * @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
2420 * @param desc_ptr 記述内容を収める構造体参照ポインタ
2423 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
2425 analyze_general(o_ptr, desc_ptr->description);
2426 analyze_pval(o_ptr, &desc_ptr->pval_info);
2427 analyze_brand(o_ptr, desc_ptr->brands);
2428 analyze_slay(o_ptr, desc_ptr->slays);
2429 analyze_immune(o_ptr, desc_ptr->immunities);
2430 analyze_resist(o_ptr, desc_ptr->resistances);
2431 analyze_sustains(o_ptr, desc_ptr->sustains);
2432 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2433 desc_ptr->activation = item_activation(o_ptr);
2435 sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
2436 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2438 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2439 o_ptr->weight / 10, o_ptr->weight % 10);
2444 * @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 /
2445 * Create a spoiler file entry for an artifact
2446 * @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
2447 * @param art_ptr 記述内容を収めた構造体参照ポインタ
2448 * Fill in an object description structure for a given object
2451 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2453 pval_info_type *pval_ptr = &art_ptr->pval_info;
2457 /* Don't indent the first line */
2458 fprintf(fff, "%s\n", art_ptr->description);
2461 if (!(o_ptr->ident & (IDENT_MENTAL)))
2463 fprintf(fff, _("%s不明\n", "%sUnknown\n"),INDENT1);
2466 /* An "empty" pval description indicates that the pval affects nothing */
2467 if (pval_ptr->pval_desc[0])
2469 /* Mention the effects of pval */
2470 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
2471 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2474 /* Now deal with the description lists */
2476 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
2477 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
2478 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
2479 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
2480 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
2481 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2483 /* Write out the possible activation at the primary indention level */
2484 if (art_ptr->activation)
2486 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
2489 /* End with the miscellaneous facts */
2490 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2495 * @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 /
2496 * @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
2497 * @param i 出力したい記録ランダムアーティファクトID
2500 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
2502 obj_desc_list artifact;
2504 if (!object_is_known(o_ptr) || !o_ptr->art_name
2505 || o_ptr->tval != group_artifact[i].tval)
2508 /* Analyze the artifact */
2509 random_artifact_analyze(o_ptr, &artifact);
2511 /* Write out the artifact description to the spoiler file */
2512 spoiler_print_randart(o_ptr, &artifact);
2516 * @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 /
2517 * Create a list file for random artifacts
2518 * @param fname 出力ファイル名
2521 void spoil_random_artifact(concptr fname)
2530 /* Build the filename */
2531 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2533 /* File type is "TEXT" */
2534 FILE_TYPE(FILE_TYPE_TEXT);
2537 fff = my_fopen(buf, "w");
2541 msg_print("Cannot create list file.");
2545 /* Dump the header */
2546 sprintf(buf, "Random artifacts list.\r");
2547 spoiler_underline(buf);
2549 /* List the artifacts by tval */
2550 for (j = 0; group_artifact[j].tval; j++)
2552 /* random artifacts wielding */
2553 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2555 q_ptr = &inventory[i];
2556 spoil_random_artifact_aux(q_ptr, j);
2559 /* random artifacts in inventory */
2560 for (i = 0; i < INVEN_PACK; i++)
2562 q_ptr = &inventory[i];
2563 spoil_random_artifact_aux(q_ptr, j);
2566 /* random artifacts in home */
2567 st_ptr = &town_info[1].store[STORE_HOME];
2568 for (i = 0; i < st_ptr->stock_num; i++)
2570 q_ptr = &st_ptr->stock[i];
2571 spoil_random_artifact_aux(q_ptr, j);
2574 /* random artifacts in museum */
2575 st_ptr = &town_info[1].store[STORE_MUSEUM];
2576 for (i = 0; i < st_ptr->stock_num; i++)
2578 q_ptr = &st_ptr->stock[i];
2579 spoil_random_artifact_aux(q_ptr, j);
2583 /* Check for errors */
2584 if (ferror(fff) || my_fclose(fff))
2586 msg_print("Cannot close list file.");
2590 msg_print("Successfully created a list file.");
2597 #endif /* MACINTOSH */