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.
20 * The spoiler file being created
22 static FILE *fff = NULL;
27 * @brief シンボル職の記述名を返す /
28 * Extract a textual representation of an attribute
29 * @param r_ptr モンスター種族の構造体ポインタ
32 static cptr attr_to_text(monster_race *r_ptr)
35 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "透明な";
36 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "万色の";
37 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "準ランダムな";
39 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Clear";
40 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Multi";
41 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "S.Rand";
44 switch (r_ptr->d_attr)
47 case TERM_DARK: return "XXXい";
48 case TERM_WHITE: return "白い";
49 case TERM_SLATE: return "青灰色の";
50 case TERM_ORANGE: return "オレンジの";
51 case TERM_RED: return "赤い";
52 case TERM_GREEN: return "緑の";
53 case TERM_BLUE: return "青い";
54 case TERM_UMBER: return "琥珀色の";
55 case TERM_L_DARK: return "灰色の";
56 case TERM_L_WHITE: return "明青灰色の";
57 case TERM_VIOLET: return "紫の";
58 case TERM_YELLOW: return "黄色い";
59 case TERM_L_RED: return "明い赤の";
60 case TERM_L_GREEN: return "明い緑の";
61 case TERM_L_BLUE: return "明い青の";
62 case TERM_L_UMBER: return "明い琥珀色の";
64 case TERM_DARK: return "xxx";
65 case TERM_WHITE: return "White";
66 case TERM_SLATE: return "Slate";
67 case TERM_ORANGE: return "Orange";
68 case TERM_RED: return "Red";
69 case TERM_GREEN: return "Green";
70 case TERM_BLUE: return "Blue";
71 case TERM_UMBER: return "Umber";
72 case TERM_L_DARK: return "L.Dark";
73 case TERM_L_WHITE: return "L.Slate";
74 case TERM_VIOLET: return "Violet";
75 case TERM_YELLOW: return "Yellow";
76 case TERM_L_RED: return "L.Red";
77 case TERM_L_GREEN: return "L.Green";
78 case TERM_L_BLUE: return "L.Blue";
79 case TERM_L_UMBER: return "L.Umber";
97 OBJECT_TYPE_VALUE tval;
104 * Item Spoilers by: benh@phial.com (Ben Harrison)
109 * The basic items categorized by type
111 static grouper group_item[] =
113 { TV_SHOT, _("射撃物", "Ammo") },
116 { TV_BOW, _("弓", "Bows") },
117 { TV_DIGGING, _("武器", "Weapons") },
118 { TV_POLEARM, NULL },
121 { TV_SOFT_ARMOR, _("防具 (体)", "Armour (Body)") },
122 { TV_HARD_ARMOR, NULL },
123 { TV_DRAG_ARMOR, NULL },
124 { TV_BOOTS, _("防具 (その他)", "Armour (Misc)") },
131 { TV_LITE, _("光源", "Light Sources") },
132 { TV_AMULET, _("アミュレット", "Amulets" )},
133 { TV_RING, _("指輪", "Rings") },
134 { TV_STAFF, _("杖", "Staffs") },
135 { TV_WAND, _("魔法棒", "Wands") },
136 { TV_ROD, _("ロッド", "Rods") },
137 { TV_SCROLL, _("巻物", "Scrolls") },
138 { TV_POTION, _("薬", "Potions") },
139 { TV_FOOD, _("食料", "Food") },
141 { TV_LIFE_BOOK, _("魔法書 (生命)", "Books (Life)") },
142 { TV_SORCERY_BOOK, _("魔法書 (仙術)", "Books (Sorcery)") },
143 { TV_NATURE_BOOK, _("魔法書 (自然)", "Books (Nature)") },
144 { TV_CHAOS_BOOK, _("魔法書 (カオス)", "Books (Chaos)") },
145 { TV_DEATH_BOOK, _("魔法書 (暗黒)", "Books (Death)") },
146 { TV_TRUMP_BOOK, _("魔法書 (トランプ)", "Books (Trump)") },
147 { TV_ARCANE_BOOK, _("魔法書 (秘術)", "Books (Arcane)") },
148 { TV_CRAFT_BOOK, _("魔法書 (匠)", "Books (Craft)") },
149 { TV_DAEMON_BOOK, _("魔法書 (悪魔)", "Books (Daemon)") },
150 { TV_CRUSADE_BOOK, _("魔法書 (破邪)", "Books (Crusade)") },
151 { TV_MUSIC_BOOK, _("歌集", "Song Books") },
152 { TV_HISSATSU_BOOK, _("武芸の書", "Books (Kendo)") },
153 { TV_HEX_BOOK, _("魔法書 (呪術)", "Books (Hex)") },
155 { TV_WHISTLE, _("笛", "Whistle") },
156 { TV_CAPTURE, _("キャプチャー・ボール", "Capture Ball") },
157 { TV_CARD, _("エクスプレスカード", "Express Card") },
159 { TV_CHEST, _("箱", "Chests") },
161 { TV_FIGURINE, _("人形", "Magical Figurines") },
162 { TV_STATUE, _("像", "Statues") },
163 { TV_CORPSE, _("死体", "Corpses") },
165 { TV_SKELETON, _("その他", "Misc") },
170 { TV_PARCHMENT, NULL },
177 * @brief ベースアイテムの各情報を文字列化する /
179 * @param buf 名称を返すバッファ参照ポインタ
180 * @param dam ダメージダイス記述を返すバッファ参照ポインタ
181 * @param wgt 重量記述を返すバッファ参照ポインタ
182 * @param lev 生成階記述を返すバッファ参照ポインタ
183 * @param chance 生成機会を返すバッファ参照ポインタ
184 * @param val 価値を返すバッファ参照ポインタ
188 static void kind_info(char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
195 /* Prepare a fake item */
196 object_prep(q_ptr, k);
199 q_ptr->ident |= (IDENT_KNOWN);
207 (*lev) = k_info[q_ptr->k_idx].level;
208 (*val) = object_value(q_ptr);
211 if (!buf || !dam || !chance || !wgt) return;
213 /* Description (too brief) */
214 object_desc(buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
233 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
243 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
258 sprintf(dam, "%d", q_ptr->ac);
265 for(i = 0; i < 4; i++)
267 char chance_aux[20] = "";
268 if(k_info[q_ptr->k_idx].chance[i] > 0)
270 sprintf(chance_aux, "%s%3dF:%+4d", (i != 0 ? "/" : ""),
271 (int)k_info[q_ptr->k_idx].locale[i], 100/k_info[q_ptr->k_idx].chance[i]);
272 strcat(chance, chance_aux);
278 sprintf(wgt, "%3d.%d", (int)(q_ptr->weight / 10), (int)(q_ptr->weight % 10));
283 * @brief 各ベースアイテムの情報を一行毎に記述する /
284 * Create a spoiler file for items
288 static void spoil_obj_desc(cptr fname)
290 int i, k, s, t, n = 0, group_start = 0;
301 /* Build the filename */
302 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
304 /* File type is "TEXT" */
305 FILE_TYPE(FILE_TYPE_TEXT);
308 fff = my_fopen(buf, "w");
312 msg_print("Cannot create spoiler file.");
318 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d.%d)\n\n\n",
319 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
322 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
323 "Description", "Dam/AC", "Wgt", "Lev", "Chance", "Cost");
324 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
325 "-------------------------------------", "------", "---", "---", "----------------", "----");
327 /* List the groups */
328 for (i = 0; TRUE; i++)
330 /* Write out the group title */
331 if (group_item[i].name)
335 /* Hack -- bubble-sort by cost and then level */
336 for (s = 0; s < n - 1; s++)
338 for (t = 0; t < n - 1; t++)
349 kind_info(NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
350 kind_info(NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
352 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
361 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
363 /* Spoil each item */
364 for (s = 0; s < n; s++)
369 /* Describe the kind */
370 kind_info(buf, dam, wgt, chance, &e, &v, who[s]);
373 fprintf(fff, " %-35s%8s%7s%5d %-40s%9ld\n",
374 buf, dam, wgt, (int)e, chance, (long)(v));
377 /* Start a new set */
382 if (!group_item[i].tval) break;
384 /* Start a new set */
388 /* Acquire legal item types */
389 for (k = 1; k < max_k_idx; k++)
391 object_kind *k_ptr = &k_info[k];
393 /* Skip wrong tval's */
394 if (k_ptr->tval != group_item[i].tval) continue;
396 /* Hack -- Skip instant-artifacts */
397 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
405 /* Check for errors */
406 if (ferror(fff) || my_fclose(fff))
408 msg_print("Cannot close spoiler file.");
412 msg_print("Successfully created a spoiler file.");
417 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
422 * Returns a "+" string if a number is non-negative and an empty
425 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
428 * These are used to format the artifact spoiler file. INDENT1 is used
429 * to indent all but the first line of an artifact spoiler. INDENT2 is
430 * used when a line "wraps". (Bladeturner's resistances cause this.)
436 * MAX_LINE_LEN specifies when a line should wrap.
438 #define MAX_LINE_LEN 75
441 * Given an array, determine how many elements are in the array
443 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
446 * The artifacts categorized by type
448 static grouper group_artifact[] =
452 { TV_POLEARM, "槍/斧" },
454 { TV_DIGGING, "シャベル/つるはし" },
459 { TV_SOFT_ARMOR, "鎧" },
460 { TV_HARD_ARMOR, NULL },
461 { TV_DRAG_ARMOR, NULL },
463 { TV_CLOAK, "クローク" },
472 { TV_AMULET, "アミュレット" },
475 { TV_SWORD, "Edged Weapons" },
476 { TV_POLEARM, "Polearms" },
477 { TV_HAFTED, "Hafted Weapons" },
478 { TV_DIGGING, "Shovels/Picks" },
480 { TV_ARROW, "Ammo" },
483 { TV_SOFT_ARMOR, "Body Armor" },
484 { TV_HARD_ARMOR, NULL },
485 { TV_DRAG_ARMOR, NULL },
487 { TV_CLOAK, "Cloaks" },
488 { TV_SHIELD, "Shields" },
490 { TV_HELM, "Helms/Crowns" },
492 { TV_GLOVES, "Gloves" },
493 { TV_BOOTS, "Boots" },
495 { TV_LITE, "Light Sources" },
496 { TV_AMULET, "Amulets" },
497 { TV_RING, "Rings" },
506 * Pair together a constant flag with a textual description.
508 * Used by both "init.c" and "wiz-spo.c".
510 * Note that it sometimes more efficient to actually make an array
511 * of textual names, where entry 'N' is assumed to be paired with
512 * the flag whose value is "1L << N", but that requires hard-coding.
515 typedef struct flag_desc flag_desc;
526 * These are used for "+3 to STR, DEX", etc. These are separate from
527 * the other pval affected traits to simplify the case where an object
528 * affects all stats. In this case, "All stats" is used instead of
529 * listing each stat individually.
532 static flag_desc stat_flags_desc[] =
552 * Besides stats, these are the other player traits
553 * which may be affected by an object's pval
556 static flag_desc pval_flags1_desc[] =
559 { TR_MAGIC_MASTERY, "魔法道具使用能力" },
560 { TR_STEALTH, "隠密" },
562 { TR_INFRA, "赤外線視力" },
564 { TR_BLOWS, "攻撃回数" },
567 { TR_STEALTH, "Stealth" },
568 { TR_SEARCH, "Searching" },
569 { TR_INFRA, "Infravision" },
570 { TR_TUNNEL, "Tunneling" },
571 { TR_BLOWS, "Attacks" },
572 { TR_SPEED, "Speed" }
577 * Slaying preferences for weapons
580 static flag_desc slay_flags_desc[] =
583 { TR_SLAY_ANIMAL, "動物" },
584 { TR_KILL_ANIMAL, "*動物*" },
585 { TR_SLAY_EVIL, "邪悪" },
586 { TR_KILL_EVIL, "*邪悪*" },
587 { TR_SLAY_HUMAN, "人間" },
588 { TR_KILL_HUMAN, "*人間*" },
589 { TR_SLAY_UNDEAD, "アンデッド" },
590 { TR_KILL_UNDEAD, "*アンデッド*" },
591 { TR_SLAY_DEMON, "悪魔" },
592 { TR_KILL_DEMON, "*悪魔*" },
593 { TR_SLAY_ORC, "オーク" },
594 { TR_KILL_ORC, "*オーク*" },
595 { TR_SLAY_TROLL, "トロル" },
596 { TR_KILL_TROLL, "*トロル*" },
597 { TR_SLAY_GIANT, "巨人" },
598 { TR_KILL_GIANT, "*巨人*" },
599 { TR_SLAY_DRAGON, "ドラゴン" },
600 { TR_KILL_DRAGON, "*ドラゴン*" },
602 { TR_SLAY_ANIMAL, "Animal" },
603 { TR_KILL_ANIMAL, "XAnimal" },
604 { TR_SLAY_EVIL, "Evil" },
605 { TR_KILL_EVIL, "XEvil" },
606 { TR_SLAY_HUMAN, "Human" },
607 { TR_KILL_HUMAN, "XHuman" },
608 { TR_SLAY_UNDEAD, "Undead" },
609 { TR_KILL_UNDEAD, "XUndead" },
610 { TR_SLAY_DEMON, "Demon" },
611 { TR_KILL_DEMON, "XDemon" },
612 { TR_SLAY_ORC, "Orc" },
613 { TR_KILL_ORC, "XOrc" },
614 { TR_SLAY_TROLL, "Troll" },
615 { TR_KILL_TROLL, "XTroll" },
616 { TR_SLAY_GIANT, "Giant" },
617 { TR_KILL_GIANT, "Xgiant" },
618 { TR_SLAY_DRAGON, "Dragon" },
619 { TR_KILL_DRAGON, "Xdragon" }
624 * Elemental brands for weapons
626 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
627 * coding, it has been included here along with the elemental
628 * brands. It does seem to fit in with the brands and slaying
629 * more than the miscellaneous section.
631 static flag_desc brand_flags_desc[] =
634 { TR_BRAND_ACID, "溶解" },
635 { TR_BRAND_ELEC, "電撃" },
636 { TR_BRAND_FIRE, "焼棄" },
637 { TR_BRAND_COLD, "凍結" },
638 { TR_BRAND_POIS, "毒殺" },
640 { TR_FORCE_WEAPON, "理力" },
641 { TR_CHAOTIC, "混沌" },
642 { TR_VAMPIRIC, "吸血" },
644 { TR_VORPAL, "切れ味" },
646 { TR_BRAND_ACID, "Acid Brand" },
647 { TR_BRAND_ELEC, "Lightning Brand" },
648 { TR_BRAND_FIRE, "Flame Tongue" },
649 { TR_BRAND_COLD, "Frost Brand" },
650 { TR_BRAND_POIS, "Poisoned" },
652 { TR_FORCE_WEAPON, "Force" },
653 { TR_CHAOTIC, "Mark of Chaos" },
654 { TR_VAMPIRIC, "Vampiric" },
655 { TR_IMPACT, "Earthquake impact on hit" },
656 { TR_VORPAL, "Very sharp" },
664 static const flag_desc resist_flags_desc[] =
667 { TR_RES_ACID, "酸" },
668 { TR_RES_ELEC, "電撃" },
669 { TR_RES_FIRE, "火炎" },
670 { TR_RES_COLD, "冷気" },
671 { TR_RES_POIS, "毒" },
672 { TR_RES_FEAR, "恐怖"},
673 { TR_RES_LITE, "閃光" },
674 { TR_RES_DARK, "暗黒" },
675 { TR_RES_BLIND, "盲目" },
676 { TR_RES_CONF, "混乱" },
677 { TR_RES_SOUND, "轟音" },
678 { TR_RES_SHARDS, "破片" },
679 { TR_RES_NETHER, "地獄" },
680 { TR_RES_NEXUS, "因果混乱" },
681 { TR_RES_CHAOS, "カオス" },
682 { TR_RES_DISEN, "劣化" },
684 { TR_RES_ACID, "Acid" },
685 { TR_RES_ELEC, "Lightning" },
686 { TR_RES_FIRE, "Fire" },
687 { TR_RES_COLD, "Cold" },
688 { TR_RES_POIS, "Poison" },
689 { TR_RES_FEAR, "Fear"},
690 { TR_RES_LITE, "Light" },
691 { TR_RES_DARK, "Dark" },
692 { TR_RES_BLIND, "Blindness" },
693 { TR_RES_CONF, "Confusion" },
694 { TR_RES_SOUND, "Sound" },
695 { TR_RES_SHARDS, "Shards" },
696 { TR_RES_NETHER, "Nether" },
697 { TR_RES_NEXUS, "Nexus" },
698 { TR_RES_CHAOS, "Chaos" },
699 { TR_RES_DISEN, "Disenchantment" },
704 * Elemental immunities (along with poison)
707 static const flag_desc immune_flags_desc[] =
711 { TR_IM_ELEC, "電撃" },
712 { TR_IM_FIRE, "火炎" },
713 { TR_IM_COLD, "冷気" },
715 { TR_IM_ACID, "Acid" },
716 { TR_IM_ELEC, "Lightning" },
717 { TR_IM_FIRE, "Fire" },
718 { TR_IM_COLD, "Cold" },
723 * Sustain stats - these are given their "own" line in the
724 * spoiler file, mainly for simplicity
726 static const flag_desc sustain_flags_desc[] =
729 { TR_SUST_STR, "腕力" },
730 { TR_SUST_INT, "知能" },
731 { TR_SUST_WIS, "賢さ" },
732 { TR_SUST_DEX, "器用さ" },
733 { TR_SUST_CON, "耐久力" },
734 { TR_SUST_CHR, "魅力" },
736 { TR_SUST_STR, "STR" },
737 { TR_SUST_INT, "INT" },
738 { TR_SUST_WIS, "WIS" },
739 { TR_SUST_DEX, "DEX" },
740 { TR_SUST_CON, "CON" },
741 { TR_SUST_CHR, "CHR" },
746 * Miscellaneous magic given by an object's "flags2" field
749 static const flag_desc misc_flags2_desc[] =
753 { TR_REFLECT, "反射" },
754 { TR_FREE_ACT, "麻痺知らず" },
755 { TR_HOLD_EXP, "経験値維持" },
757 { TR_THROW, "Throwing" },
758 { TR_REFLECT, "Reflection" },
759 { TR_FREE_ACT, "Free Action" },
760 { TR_HOLD_EXP, "Hold Experience" },
765 * Miscellaneous magic given by an object's "flags3" field
767 * Note that cursed artifacts and objects with permanent light
768 * are handled "directly" -- see analyze_misc_magic()
771 static const flag_desc misc_flags3_desc[] =
774 { TR_SH_FIRE, "火炎オーラ" },
775 { TR_SH_ELEC, "電撃オーラ" },
776 { TR_SH_COLD, "冷気オーラ" },
777 { TR_NO_TELE, "反テレポート" },
778 { TR_NO_MAGIC, "反魔法" },
779 { TR_LEVITATION, "浮遊" },
780 { TR_SEE_INVIS, "可視透明" },
781 { TR_TELEPATHY, "テレパシー" },
782 { TR_ESP_ANIMAL, "動物感知" },
783 { TR_ESP_UNDEAD, "不死感知" },
784 { TR_ESP_DEMON, "悪魔感知" },
785 { TR_ESP_ORC, "オーク感知" },
786 { TR_ESP_TROLL, "トロル感知" },
787 { TR_ESP_GIANT, "巨人感知" },
788 { TR_ESP_DRAGON, "ドラゴン感知" },
789 { TR_ESP_HUMAN, "人間感知" },
790 { TR_ESP_EVIL, "邪悪感知" },
791 { TR_ESP_GOOD, "善良感知" },
792 { TR_ESP_NONLIVING, "無生物感知" },
793 { TR_ESP_UNIQUE, "ユニーク感知" },
794 { TR_SLOW_DIGEST, "遅消化" },
795 { TR_REGEN, "急速回復" },
796 { TR_WARNING, "警告" },
797 /* { TR_XTRA_MIGHT, "強力射撃" }, */
798 { TR_XTRA_SHOTS, "追加射撃" }, /* always +1? */
799 { TR_DRAIN_EXP, "経験値吸収" },
800 { TR_AGGRAVATE, "反感" },
801 { TR_BLESSED, "祝福" },
802 { TR_DEC_MANA, "消費魔力減少" },
804 { TR_SH_FIRE, "Fiery Aura" },
805 { TR_SH_ELEC, "Electric Aura" },
806 { TR_SH_COLD, "Coldly Aura" },
807 { TR_NO_TELE, "Prevent Teleportation" },
808 { TR_NO_MAGIC, "Anti-Magic" },
809 { TR_LEVITATION, "Levitation" },
810 { TR_SEE_INVIS, "See Invisible" },
811 { TR_TELEPATHY, "ESP" },
812 { TR_ESP_ANIMAL, "Sense Animal" },
813 { TR_ESP_UNDEAD, "Sense Undead" },
814 { TR_ESP_DEMON, "Sense Demon" },
815 { TR_ESP_ORC, "Sense Orc" },
816 { TR_ESP_TROLL, "Sense Troll" },
817 { TR_ESP_GIANT, "Sense Giant" },
818 { TR_ESP_DRAGON, "Sense Dragon" },
819 { TR_ESP_HUMAN, "Sense Human" },
820 { TR_ESP_EVIL, "Sense Evil" },
821 { TR_ESP_GOOD, "Sense Good" },
822 { TR_ESP_NONLIVING, "Sense Nonliving" },
823 { TR_ESP_UNIQUE, "Sense Unique" },
824 { TR_SLOW_DIGEST, "Slow Digestion" },
825 { TR_REGEN, "Regeneration" },
826 { TR_WARNING, "Warning" },
827 /* { TR_XTRA_MIGHT, "Extra Might" }, */
828 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
829 { TR_DRAIN_EXP, "Drains Experience" },
830 { TR_AGGRAVATE, "Aggravates" },
831 { TR_BLESSED, "Blessed Blade" },
832 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
838 * A special type used just for deailing with pvals
843 * This will contain a string such as "+2", "-10", etc.
848 * A list of various player traits affected by an object's pval such
849 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
850 * this list since it will probably be desirable to format its
851 * description differently.
853 * Note that room need only be reserved for the number of stats - 1
854 * since the description "All stats" is used if an object affects all
855 * all stats. Also, room must be reserved for a sentinel NULL pointer.
857 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
859 * This list includes extra attacks, for simplicity.
861 cptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
862 N_ELEMENTS(pval_flags1_desc) + 1];
868 * An "object analysis structure"
870 * It will be filled with descriptive strings detailing an object's
871 * various magical powers. The "ignore X" traits are not noted since
872 * all artifacts ignore "normal" destruction.
877 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
878 char description[MAX_NLEN];
880 /* Description of what is affected by an object's pval */
881 pval_info_type pval_info;
883 /* A list of an object's slaying preferences */
884 cptr slays[N_ELEMENTS(slay_flags_desc) + 1];
886 /* A list if an object's elemental brands */
887 cptr brands[N_ELEMENTS(brand_flags_desc) + 1];
889 /* A list of immunities granted by an object */
890 cptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
892 /* A list of resistances granted by an object */
893 cptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
895 /* A list of stats sustained by an object */
896 cptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
898 /* A list of various magical qualities an object may have */
899 cptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
900 + 1 /* Permanent Light */
902 + 1 /* type of curse */
903 + 1]; /* sentinel NULL */
905 /* Additional ability or resistance */
908 /* A string describing an artifact's activation */
911 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
917 * @brief ファイルポインタ先に同じ文字を複数出力する /
918 * Write out `n' of the character `c' to the spoiler file
923 static void spoiler_out_n_chars(int n, char c)
925 while (--n >= 0) fputc(c, fff);
930 * @brief ファイルポインタ先に改行を複数出力する /
931 * Write out `n' blank lines to the spoiler file
935 static void spoiler_blanklines(int n)
937 spoiler_out_n_chars(n, '\n');
942 * @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 /
943 * Write a line to the spoiler file and then "underline" it with hypens
944 * @param str 出力したい文字列
947 static void spoiler_underline(cptr str)
949 fprintf(fff, "%s\n", str);
950 spoiler_out_n_chars(strlen(str), '-');
957 * @brief アーティファクトの特性一覧を出力する /
958 * Write a line to the spoiler file and then "underline" it with hypens
959 * @param art_flags アーティファクトのフラグ群
960 * @param flag_ptr フラグ記述情報の参照ポインタ
961 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
962 * @param n_elmnts フラグの要素数
963 * @return desc_ptrと同じアドレス
966 * This function does most of the actual "analysis". Given a set of bit flags
967 * (which will be from one of the flags fields from the object in question),
968 * a "flag description structure", a "description list", and the number of
969 * elements in the "flag description structure", this function sets the
970 * "description list" members to the appropriate descriptions contained in
971 * the "flag description structure".
972 * The possibly updated description pointer is returned.
975 static cptr *spoiler_flag_aux(const BIT_FLAGS art_flags[TR_FLAG_SIZE],
976 const flag_desc *flag_ptr,
977 cptr *desc_ptr, const int n_elmnts)
981 for (i = 0; i < n_elmnts; ++i)
983 if (have_flag(art_flags, flag_ptr[i].flag))
985 *desc_ptr++ = flag_ptr[i].desc;
994 * @brief アイテムの特定記述内容を返す /
995 * Acquire a "basic" description "The Cloak of Death [1,+10]"
996 * @param o_ptr 記述を得たいオブジェクトの参照ポインタ
997 * @param desc_ptr 記述内容を返すための文字列参照ポインタ
1000 static void analyze_general(object_type *o_ptr, char *desc_ptr)
1002 /* Get a "useful" description of the object */
1003 object_desc(desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
1008 * @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 /
1009 * List "player traits" altered by an artifact's pval. These include stats,
1010 * speed, infravision, tunneling, stealth, searching, and extra attacks.
1011 * @param o_ptr オブジェクト構造体の参照ポインタ
1012 * @param p_ptr pval修正構造体の参照ポインタ
1015 static void analyze_pval(object_type *o_ptr, pval_info_type *pi_ptr)
1017 BIT_FLAGS flgs[TR_FLAG_SIZE];
1021 /* If pval == 0, there is nothing to do. */
1024 /* An "empty" pval description indicates that pval == 0 */
1025 pi_ptr->pval_desc[0] = '\0';
1029 /* Extract the flags */
1030 object_flags(o_ptr, flgs);
1032 affects_list = pi_ptr->pval_affects;
1034 /* Create the "+N" string */
1035 sprintf(pi_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1037 /* First, check to see if the pval affects all stats */
1038 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1039 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1040 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1042 *affects_list++ = _("全能力", "All stats");
1045 /* Are any stats affected? */
1046 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1047 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1048 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1050 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1052 N_ELEMENTS(stat_flags_desc));
1055 /* And now the "rest" */
1056 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1058 N_ELEMENTS(pval_flags1_desc));
1060 /* Terminate the description list */
1061 *affects_list = NULL;
1065 * @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 /
1066 * Note the slaying specialties of a weapon
1067 * @param o_ptr オブジェクト構造体の参照ポインタ
1068 * @param slay_list 種族スレイ構造体の参照ポインタ
1071 static void analyze_slay(object_type *o_ptr, cptr *slay_list)
1073 BIT_FLAGS flgs[TR_FLAG_SIZE];
1075 object_flags(o_ptr, flgs);
1077 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1078 N_ELEMENTS(slay_flags_desc));
1080 /* Terminate the description list */
1086 * @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 /
1087 * Note an object's elemental brands
1088 * @param o_ptr オブジェクト構造体の参照ポインタ
1089 * @param brand_list 属性ブランド構造体の参照ポインタ
1092 static void analyze_brand(object_type *o_ptr, cptr *brand_list)
1094 BIT_FLAGS flgs[TR_FLAG_SIZE];
1096 object_flags(o_ptr, flgs);
1098 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1099 N_ELEMENTS(brand_flags_desc));
1101 /* Terminate the description list */
1107 * @brief アーティファクトの通常耐性を構造体に収める /
1108 * Note an object's elemental brands
1109 * @param o_ptr オブジェクト構造体の参照ポインタ
1110 * @param resist_list 通常耐性構造体の参照ポインタ
1113 static void analyze_resist(object_type *o_ptr, cptr *resist_list)
1115 BIT_FLAGS flgs[TR_FLAG_SIZE];
1117 object_flags(o_ptr, flgs);
1119 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1120 resist_list, N_ELEMENTS(resist_flags_desc));
1122 /* Terminate the description list */
1123 *resist_list = NULL;
1128 * @brief アーティファクトの免疫特性を構造体に収める /
1129 * Note the immunities granted by an object
1130 * @param o_ptr オブジェクト構造体の参照ポインタ
1131 * @param immune_list 免疫構造体の参照ポインタ
1134 static void analyze_immune(object_type *o_ptr, cptr *immune_list)
1136 BIT_FLAGS flgs[TR_FLAG_SIZE];
1138 object_flags(o_ptr, flgs);
1140 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1141 immune_list, N_ELEMENTS(immune_flags_desc));
1143 /* Terminate the description list */
1144 *immune_list = NULL;
1149 * @brief アーティファクトの維持特性を構造体に収める /
1150 * Note which stats an object sustains
1151 * @param o_ptr オブジェクト構造体の参照ポインタ
1152 * @param sustain_list 維持特性構造体の参照ポインタ
1155 static void analyze_sustains(object_type *o_ptr, cptr *sustain_list)
1157 BIT_FLAGS flgs[TR_FLAG_SIZE];
1159 object_flags(o_ptr, flgs);
1161 /* Simplify things if an item sustains all stats */
1162 if (have_flag(flgs, TR_SUST_STR) && have_flag(flgs, TR_SUST_INT) &&
1163 have_flag(flgs, TR_SUST_WIS) && have_flag(flgs, TR_SUST_DEX) &&
1164 have_flag(flgs, TR_SUST_CON) && have_flag(flgs, TR_SUST_CHR))
1166 *sustain_list++ = _("全能力", "All stats");
1169 /* Should we bother? */
1170 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1171 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1172 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1174 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1176 N_ELEMENTS(sustain_flags_desc));
1179 /* Terminate the description list */
1180 *sustain_list = NULL;
1185 * @brief アーティファクトのその他の特性を構造体に収める /
1186 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1187 * free action, permanent light, etc.
1188 * @param o_ptr オブジェクト構造体の参照ポインタ
1189 * @param misc_list その他の特性構造体の参照ポインタ
1192 static void analyze_misc_magic(object_type *o_ptr, cptr *misc_list)
1194 BIT_FLAGS 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, N_ELEMENTS(misc_flags3_desc));
1206 * Glowing artifacts -- small radius light.
1209 if (have_flag(flgs, TR_LITE_1)) rad += 1;
1210 if (have_flag(flgs, TR_LITE_2)) rad += 2;
1211 if (have_flag(flgs, TR_LITE_3)) rad += 3;
1212 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
1213 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
1214 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
1216 if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
1218 if (have_flag(flgs, TR_LITE_FUEL))
1220 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);
1224 if(rad > 0) sprintf(desc, _("永久光源(半径 %d)", "Permanent Light(radius %d)"), (int)rad);
1225 if(rad < 0) sprintf(desc, _("永久光源(半径-%d)。", "Permanent Light(radius -%d)"), (int)-rad);
1228 if(rad != 0) *misc_list++ = quark_str(quark_add(desc));
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))
1240 *misc_list++ = _("太古の怨念", "Ancient Curse");
1242 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1244 *misc_list++ = _("永遠の呪い", "Permanently Cursed");
1246 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1248 *misc_list++ = _("強力な呪い", "Heavily Cursed");
1251 else if (o_ptr->curse_flags & TRC_CURSED)
1253 *misc_list++ = _("呪い", "Cursed");
1255 if (have_flag(flgs, TR_ADD_L_CURSE))
1257 *misc_list++ = _("呪いを増やす", "Cursing");
1259 if (have_flag(flgs, TR_ADD_H_CURSE))
1261 *misc_list++ = _("強力な呪いを増やす", "Heavily Cursing");
1265 /* Terminate the description list */
1271 * @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 /
1272 * Note additional ability and/or resistance of fixed artifacts
1273 * @param o_ptr オブジェクト構造体の参照ポインタ
1274 * @param addition 追加ランダム耐性構造体の参照ポインタ
1277 static void analyze_addition(object_type *o_ptr, char *addition)
1279 artifact_type *a_ptr = &a_info[o_ptr->name1];
1282 strcpy(addition, "");
1284 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"));
1285 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1287 strcat(addition, _("能力", "Ability"));
1288 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand耐性)", "(plus Resistance about 1/2)"));
1290 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1292 strcat(addition, _("耐性", "Resistance"));
1293 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("(1/2でand能力)", "(plus Ability about 1/2)"));
1295 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, _("能力or耐性", "Ability or Resistance"));
1300 * @brief アーティファクトの基本情報を文字列に収める /
1301 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1302 * and its value in gold pieces
1303 * @param o_ptr オブジェクト構造体の参照ポインタ
1304 * @param misc_desc 基本情報を収める文字列参照ポインタ
1307 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1309 artifact_type *a_ptr = &a_info[o_ptr->name1];
1311 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,
1313 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
1315 a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
1321 * @brief アーティファクトの情報全体を構造体に収める /
1322 * Fill in an object description structure for a given object
1323 * and its value in gold pieces
1324 * @param o_ptr オブジェクト構造体の参照ポインタ
1325 * @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
1328 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1330 analyze_general(o_ptr, desc_ptr->description);
1331 analyze_pval(o_ptr, &desc_ptr->pval_info);
1332 analyze_brand(o_ptr, desc_ptr->brands);
1333 analyze_slay(o_ptr, desc_ptr->slays);
1334 analyze_immune(o_ptr, desc_ptr->immunities);
1335 analyze_resist(o_ptr, desc_ptr->resistances);
1336 analyze_sustains(o_ptr, desc_ptr->sustains);
1337 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1338 analyze_addition(o_ptr, desc_ptr->addition);
1339 analyze_misc(o_ptr, desc_ptr->misc_desc);
1340 desc_ptr->activation = item_activation(o_ptr);
1345 * @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 /
1348 static void print_header(void)
1352 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1353 spoiler_underline(buf);
1357 * This is somewhat ugly.
1359 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1360 * and a separator character (',', e.g.), write the list to the spoiler file
1361 * in a "nice" format, such as:
1363 * Resist Fire, Cold, Acid
1365 * That was a simple example, but when the list is long, a line wrap
1366 * should occur, and this should induce a new level of indention if
1367 * a list is being spread across lines. So for example, Bladeturner's
1368 * list of resistances should look something like this
1370 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1371 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1373 * However, the code distinguishes between a single list of many items vs.
1374 * many lists. (The separator is used to make this determination.) A single
1375 * list of many items will not cause line wrapping (since there is no
1376 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1377 * might look like this:
1379 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1382 * So comparing the two, "Regeneration" has no trailing separator and
1383 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1384 * but that's not relevant to line wrapping and indention.)
1387 /* ITEM_SEP separates items within a list */
1388 #define ITEM_SEP ','
1391 /* LIST_SEP separates lists */
1393 #define LIST_SEP ','
1395 #define LIST_SEP ';'
1399 * @brief フラグ名称を出力する汎用関数
1400 * @param header ヘッダに出力するフラグ群の名前
1401 * @param list フラグ名リスト
1402 * @param separator フラグ表示の区切り記号
1405 static void spoiler_outlist(cptr header, cptr *list, char separator)
1407 int line_len, buf_len;
1408 char line[MAX_LINE_LEN+1], buf[80];
1410 /* Ignore an empty list */
1411 if (*list == NULL) return;
1413 /* This function always indents */
1414 strcpy(line, INDENT1);
1416 /* Create header (if one was given) */
1417 if (header && (header[0]))
1419 strcat(line, header);
1423 line_len = strlen(line);
1425 /* Now begin the tedious task */
1428 /* Copy the current item to a buffer */
1431 /* Note the buffer's length */
1432 buf_len = strlen(buf);
1435 * If there is an item following this one, pad with separator and
1436 * a space and adjust the buffer length
1441 sprintf(buf + buf_len, "%c ", separator);
1446 * If the buffer will fit on the current line, just append the
1447 * buffer to the line and adjust the line length accordingly.
1450 if (line_len + buf_len <= MAX_LINE_LEN)
1453 line_len += buf_len;
1456 /* Apply line wrapping and indention semantics described above */
1460 * Don't print a trailing list separator but do print a trailing
1463 if (line_len > 1 && line[line_len - 1] == ' '
1464 && line[line_len - 2] == LIST_SEP)
1466 /* Ignore space and separator */
1467 line[line_len - 2] = '\0';
1469 /* Write to spoiler file */
1470 fprintf(fff, "%s\n", line);
1472 /* Begin new line at primary indention level */
1473 sprintf(line, "%s%s", INDENT1, buf);
1478 /* Write to spoiler file */
1479 fprintf(fff, "%s\n", line);
1481 /* Begin new line at secondary indention level */
1482 sprintf(line, "%s%s", INDENT2, buf);
1485 line_len = strlen(line);
1488 /* Advance, with break */
1489 if (!*++list) break;
1492 /* Write what's left to the spoiler file */
1493 fprintf(fff, "%s\n", line);
1497 * @brief アーティファクト一件をスポイラー出力する /
1498 * Create a spoiler file entry for an artifact
1499 * @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
1502 static void spoiler_print_art(obj_desc_list *art_ptr)
1504 pval_info_type *pval_ptr = &art_ptr->pval_info;
1507 /* Don't indent the first line */
1508 fprintf(fff, "%s\n", art_ptr->description);
1510 /* An "empty" pval description indicates that the pval affects nothing */
1511 if (pval_ptr->pval_desc[0])
1513 /* Mention the effects of pval */
1514 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
1515 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1518 /* Now deal with the description lists */
1519 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
1520 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
1521 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
1522 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
1523 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
1524 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1526 if (art_ptr->addition[0])
1528 fprintf(fff, _("%s追加: %s\n", "%sAdditional %s\n"), INDENT1, art_ptr->addition);
1531 /* Write out the possible activation at the primary indention level */
1532 if (art_ptr->activation)
1534 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
1537 /* End with the miscellaneous facts */
1538 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1543 * @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 /
1544 * Hack -- Create a "forged" artifact
1545 * @param o_ptr 一時生成先を保管するオブジェクト構造体
1546 * @param name1 生成するアーティファクトID
1547 * @return 生成が成功した場合TRUEを返す
1549 static bool make_fake_artifact(object_type *o_ptr, IDX name1)
1552 artifact_type *a_ptr = &a_info[name1];
1554 /* Ignore "empty" artifacts */
1555 if (!a_ptr->name) return FALSE;
1557 /* Acquire the "kind" index */
1558 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1560 if (!i) return (FALSE);
1562 /* Create the artifact */
1563 object_prep(o_ptr, i);
1566 o_ptr->name1 = (byte_hack)name1;
1568 /* Extract the fields */
1569 o_ptr->pval = a_ptr->pval;
1570 o_ptr->ac = a_ptr->ac;
1571 o_ptr->dd = a_ptr->dd;
1572 o_ptr->ds = a_ptr->ds;
1573 o_ptr->to_a = a_ptr->to_a;
1574 o_ptr->to_h = a_ptr->to_h;
1575 o_ptr->to_d = a_ptr->to_d;
1576 o_ptr->weight = a_ptr->weight;
1584 * @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 /
1585 * Create a spoiler file for artifacts
1586 * @param fname 生成ファイル名
1589 static void spoil_artifact(cptr fname)
1596 obj_desc_list artifact;
1599 /* Build the filename */
1600 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1602 /* File type is "TEXT" */
1603 FILE_TYPE(FILE_TYPE_TEXT);
1606 fff = my_fopen(buf, "w");
1610 msg_print("Cannot create spoiler file.");
1614 /* Dump the header */
1617 /* List the artifacts by tval */
1618 for (i = 0; group_artifact[i].tval; i++)
1620 /* Write out the group title */
1621 if (group_artifact[i].name)
1623 spoiler_blanklines(2);
1624 spoiler_underline(group_artifact[i].name);
1625 spoiler_blanklines(1);
1628 /* Now search through all of the artifacts */
1629 for (j = 1; j < max_a_idx; ++j)
1631 artifact_type *a_ptr = &a_info[j];
1633 /* We only want objects in the current group */
1634 if (a_ptr->tval != group_artifact[i].tval) continue;
1638 /* Attempt to "forge" the artifact */
1639 if (!make_fake_artifact(q_ptr, j)) continue;
1641 /* Analyze the artifact */
1642 object_analyze(q_ptr, &artifact);
1644 /* Write out the artifact description to the spoiler file */
1645 spoiler_print_art(&artifact);
1649 /* Check for errors */
1650 if (ferror(fff) || my_fclose(fff))
1652 msg_print("Cannot close spoiler file.");
1656 msg_print("Successfully created a spoiler file.");
1661 * @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 /
1662 * Create a spoiler file for monsters -BEN-
1663 * @param fname 生成ファイル名
1666 static void spoil_mon_desc(cptr fname)
1683 /* Build the filename */
1684 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1686 /* File type is "TEXT" */
1687 FILE_TYPE(FILE_TYPE_TEXT);
1690 fff = my_fopen(buf, "w");
1694 msg_print("Cannot create spoiler file.");
1698 /* Allocate the "who" array */
1699 C_MAKE(who, max_r_idx, s16b);
1701 /* Dump the header */
1702 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1703 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1704 fprintf(fff, "------------------------------------------\n\n");
1706 /* Dump the header */
1707 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1708 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1709 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1710 "--------", "---", "---", "---", "--", "--", "-----------");
1713 /* Scan the monsters */
1714 for (i = 1; i < max_r_idx; i++)
1716 monster_race *r_ptr = &r_info[i];
1718 /* Use that monster */
1719 if (r_ptr->name) who[n++] = (s16b)i;
1722 /* Select the sort method */
1723 ang_sort_comp = ang_sort_comp_hook;
1724 ang_sort_swap = ang_sort_swap_hook;
1726 /* Sort the array by dungeon depth of monsters */
1727 ang_sort(who, &why, n);
1730 for (i = 0; i < n; i++)
1732 monster_race *r_ptr = &r_info[who[i]];
1734 cptr name = (r_name + r_ptr->name);
1735 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1737 /* Get the "name" */
1739 else if (r_ptr->flags3 & (RF3_NO_CONF))
1741 sprintf(nam, "[*] %s", name);
1744 else if (r_ptr->flags1 & (RF1_UNIQUE))
1746 sprintf(nam, "[U] %s", name);
1750 sprintf(nam, _(" %s", "The %s"), name);
1755 sprintf(lev, "%d", (int)r_ptr->level);
1758 sprintf(rar, "%d", (int)r_ptr->rarity);
1761 if (r_ptr->speed >= 110)
1763 sprintf(spd, "+%d", (r_ptr->speed - 110));
1767 sprintf(spd, "-%d", (110 - r_ptr->speed));
1771 sprintf(ac, "%d", r_ptr->ac);
1774 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1776 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1780 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1785 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1787 /* Hack -- use visual instead */
1788 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1791 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1792 nam, lev, rar, spd, hp, ac, exp);
1799 /* Free the "who" array */
1800 C_KILL(who, max_r_idx, s16b);
1802 /* Check for errors */
1803 if (ferror(fff) || my_fclose(fff))
1805 msg_print("Cannot close spoiler file.");
1810 msg_print("Successfully created a spoiler file.");
1817 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1819 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1825 * @brief 文字列をファイルポインタに出力する /
1826 * Buffer text to the given file. (-SHAWN-)
1827 * This is basically c_roff() from mon-desc.c with a few changes.
1828 * @param str 文字列参照ポインタ
1831 static void spoil_out(cptr str)
1836 static char roff_buf[256];
1839 static char roff_waiting_buf[256];
1842 bool iskanji_flag = FALSE;
1844 /* Current pointer into line roff_buf */
1845 static char *roff_p = roff_buf;
1847 /* Last space saved into roff_buf */
1848 static char *roff_s = NULL;
1850 /* Mega-Hack -- Delayed output */
1851 static bool waiting_output = FALSE;
1853 /* Special handling for "new sequence" */
1858 fputs(roff_waiting_buf, fff);
1859 waiting_output = FALSE;
1862 if (roff_p != roff_buf) roff_p--;
1863 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1865 if (roff_p == roff_buf) fprintf(fff, "\n");
1868 *(roff_p + 1) = '\0';
1869 fprintf(fff, "%s\n\n", roff_buf);
1878 /* Scan the given string, character at a time */
1883 bool k_flag = iskanji((unsigned char)(*str));
1886 bool wrap = (ch == '\n');
1889 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1890 iskanji_flag = k_flag && !iskanji_flag;
1892 if (!isprint(ch)) ch = ' ';
1897 fputs(roff_waiting_buf, fff);
1898 if (!wrap) fputc('\n', fff);
1899 waiting_output = FALSE;
1905 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1906 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1908 if (roff_p >= roff_buf + 75) wrap = TRUE;
1909 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1916 bool iskanji_flag_local = FALSE;
1917 cptr tail = str + (k_flag ? 2 : 1);
1919 cptr tail = str + 1;
1922 for (; *tail; tail++)
1924 if (*tail == ' ') continue;
1927 k_flag_local = iskanji((unsigned char)(*tail));
1928 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1929 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1931 if (isprint(*tail)) break;
1935 if (!*tail) waiting_output = TRUE;
1939 /* Handle line-wrap */
1947 if (roff_s && (ch != ' '))
1955 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1956 else strcpy(roff_waiting_buf, roff_buf);
1960 if (cbak != ' ') *roff_p++ = cbak;
1962 while (*r) *roff_p++ = *r++;
1966 if ((roff_p > roff_buf) || (ch != ' '))
1971 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1976 strncmp(str, "。", 2) != 0 &&
1977 strncmp(str, "、", 2) != 0 &&
1978 strncmp(str, "ィ", 2) != 0 &&
1979 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1982 if (ch == ' ') roff_s = roff_p;
1993 * @brief 関数ポインタ用の出力関数 /
1994 * Hook function used in spoil_mon_info()
1996 * @param str 文字列参照ポインタ
1999 static void roff_func(TERM_COLOR attr, cptr str)
2009 * @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 /
2010 * Create a spoiler file for monsters (-SHAWN-)
2011 * @param fname ファイル名
2014 static void spoil_mon_info(cptr fname)
2023 /* Build the filename */
2024 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2026 /* File type is "TEXT" */
2027 FILE_TYPE(FILE_TYPE_TEXT);
2030 fff = my_fopen(buf, "w");
2034 msg_print("Cannot create spoiler file.");
2039 /* Dump the header */
2040 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2041 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2044 spoil_out("------------------------------------------\n\n");
2046 /* Allocate the "who" array */
2047 C_MAKE(who, max_r_idx, s16b);
2049 /* Scan the monsters */
2050 for (i = 1; i < max_r_idx; i++)
2052 monster_race *r_ptr = &r_info[i];
2054 /* Use that monster */
2055 if (r_ptr->name) who[n++] = (s16b)i;
2058 /* Select the sort method */
2059 ang_sort_comp = ang_sort_comp_hook;
2060 ang_sort_swap = ang_sort_swap_hook;
2062 /* Sort the array by dungeon depth of monsters */
2063 ang_sort(who, &why, n);
2067 * List all monsters in order
2069 for (l = 0; l < n; l++)
2071 monster_race *r_ptr = &r_info[who[l]];
2073 /* Extract the flags */
2074 flags1 = r_ptr->flags1;
2078 if (flags1 & (RF1_QUESTOR))
2084 if (flags1 & (RF1_UNIQUE))
2096 sprintf(buf, _("%s/%s (", "%s ("), (r_name + r_ptr->name), _(r_name+r_ptr->E_name, "")); /* ---)--- */
2101 spoil_out(attr_to_text(r_ptr));
2104 sprintf(buf, " '%c')\n", r_ptr->d_char);
2109 sprintf(buf, "=== ");
2113 sprintf(buf, "Num:%d ", who[l]);
2117 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2121 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2125 if (r_ptr->speed >= 110)
2127 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2131 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2136 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2138 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2142 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2147 sprintf(buf, "Ac:%d ", r_ptr->ac);
2151 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2154 /* Reuse the code of monster recall. */
2155 output_monster_spoiler(who[l], roff_func);
2160 /* Free the "who" array */
2161 C_KILL(who, max_r_idx, s16b);
2163 /* Check for errors */
2164 if (ferror(fff) || my_fclose(fff))
2166 msg_print("Cannot close spoiler file.");
2170 msg_print("Successfully created a spoiler file.");
2175 #define MAX_EVOL_DEPTH 64
2179 * @brief int配列でstrncmp()と似た比較処理を行う /
2180 * Compare two int-type array like strncmp() and return TRUE if equals
2181 * @param a 比較するint配列1
2182 * @param b 比較するint配列2
2184 * @return 両者の値が等しければTRUEを返す
2186 static bool int_n_cmp(int *a, int *b, int length)
2188 /* Null-string comparation is always TRUE */
2189 if (!length) return TRUE;
2193 if (*a != *(b++)) return FALSE;
2194 if (!(*(a++))) break;
2203 * @brief ある木が指定された木の部分木かどうかを返す /
2204 * Returns TRUE if an evolution tree is "partial tree"
2205 * @param tree 元となる木構造リスト
2206 * @param partial_tree 部分木かどうか判定したい木構造リスト
2207 * @return 部分木ならばTRUEを返す
2209 static bool is_partial_tree(int *tree, int *partial_tree)
2211 int pt_head = *(partial_tree++);
2214 while (partial_tree[pt_len]) pt_len++;
2218 if (*(tree++) == pt_head)
2220 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2229 * @brief 進化ツリーをソートするためモンスター種族の判定関数 /
2230 * Sorting hook -- Comp function
2233 * @param a 比較したいモンスター種族ID1
2234 * @param b 比較したいモンスター種族ID2
2235 * @return 2が大きければTRUEを返す
2237 static bool ang_sort_comp_evol_tree(vptr u, vptr v, int a, int b)
2239 int **evol_tree = (int **)u;
2241 int w1 = evol_tree[a][0];
2242 int w2 = evol_tree[b][0];
2243 monster_race *r1_ptr = &r_info[w1];
2244 monster_race *r2_ptr = &r_info[w2];
2249 /* Used tree first */
2250 if (w1 && !w2) return TRUE;
2251 if (!w1 && w2) return FALSE;
2253 /* Sort by monster level */
2254 if (r1_ptr->level < r2_ptr->level) return TRUE;
2255 if (r1_ptr->level > r2_ptr->level) return FALSE;
2257 /* Sort by monster experience */
2258 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
2259 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
2261 /* Compare indexes */
2266 * @brief 進化ツリーをソートするため木構造のスワップ関数 /
2267 * Sorting hook -- Swap function
2270 * @param a スワップしたい木構造1
2271 * @param b スワップしたい木構造2
2272 * @return 2が大きければTRUEを返す
2274 static void ang_sort_swap_evol_tree(vptr u, vptr v, int a, int b)
2276 int **evol_tree = (int **)u;
2283 holder = evol_tree[a];
2284 evol_tree[a] = evol_tree[b];
2285 evol_tree[b] = holder;
2289 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2290 * Print monsters' evolution information to file
2291 * @param fname 出力ファイル名
2294 static void spoil_mon_evol(cptr fname)
2297 monster_race *r_ptr;
2298 int **evol_tree, i, j, n, r_idx;
2299 int *evol_tree_zero; /* For C_KILL() */
2301 /* Build the filename */
2302 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2304 /* File type is "TEXT" */
2305 FILE_TYPE(FILE_TYPE_TEXT);
2308 fff = my_fopen(buf, "w");
2312 msg_print("Cannot create spoiler file.");
2316 /* Dump the header */
2317 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2318 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2321 spoil_out("------------------------------------------\n\n");
2323 /* Allocate the "evol_tree" array (2-dimension) */
2324 C_MAKE(evol_tree, max_r_idx, int *);
2325 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2326 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2327 evol_tree_zero = *evol_tree;
2329 /* Step 1: Build the evolution tree */
2330 for (i = 1; i < max_r_idx; i++)
2335 if (!r_ptr->next_exp) continue;
2337 /* Trace evolution */
2339 evol_tree[i][n++] = i;
2342 evol_tree[i][n++] = r_ptr->next_r_idx;
2343 r_ptr = &r_info[r_ptr->next_r_idx];
2345 while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2348 /* Step 2: Scan the evolution trees and remove "partial tree" */
2349 for (i = 1; i < max_r_idx; i++)
2351 /* Not evolution tree */
2352 if (!evol_tree[i][0]) continue;
2354 for (j = 1; j < max_r_idx; j++)
2357 if (i == j) continue;
2359 /* Not evolution tree */
2360 if (!evol_tree[j][0]) continue;
2362 /* Is evolution tree[i] is part of [j]? */
2363 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2365 /* Remove this evolution tree */
2366 evol_tree[i][0] = 0;
2372 /* Step 3: Sort the evolution trees */
2374 /* Select the sort method */
2375 ang_sort_comp = ang_sort_comp_evol_tree;
2376 ang_sort_swap = ang_sort_swap_evol_tree;
2378 /* Sort the array */
2379 ang_sort(evol_tree, NULL, max_r_idx);
2381 /* Step 4: Print the evolution trees */
2382 for (i = 0; i < max_r_idx; i++)
2384 r_idx = evol_tree[i][0];
2386 /* No evolution or removed evolution tree */
2387 if (!r_idx) continue;
2389 /* Trace the evolution tree */
2390 r_ptr = &r_info[r_idx];
2391 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2392 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2394 for (n = 1; r_ptr->next_exp; n++)
2396 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2397 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2398 r_ptr = &r_info[r_ptr->next_r_idx];
2399 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2400 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2403 /* End of evolution tree */
2407 /* Free the "evol_tree" array (2-dimension) */
2408 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2409 C_KILL(evol_tree, max_r_idx, int *);
2411 /* Check for errors */
2412 if (ferror(fff) || my_fclose(fff))
2414 msg_print("Cannot close spoiler file.");
2418 msg_print("Successfully created a spoiler file.");
2426 extern void do_cmd_spoilers(void);
2429 * @brief スポイラー出力を行うコマンドのメインルーチン /
2430 * Create Spoiler files -BEN-
2433 void do_cmd_spoilers(void)
2443 prt("Create a spoiler file.", 2, 0);
2445 /* Prompt for a file */
2446 prt("(1) Brief Object Info (obj-desc.txt)", 5, 5);
2447 prt("(2) Brief Artifact Info (artifact.txt)", 6, 5);
2448 prt("(3) Brief Monster Info (mon-desc.txt)", 7, 5);
2449 prt("(4) Full Monster Info (mon-info.txt)", 8, 5);
2450 prt("(5) Monster Evolution Info (mon-evol.txt)", 9, 5);
2453 prt(_("コマンド:", "Command: "), _(18, 12), 0);
2465 spoil_obj_desc("obj-desc.txt");
2470 spoil_artifact("artifact.txt");
2475 spoil_mon_desc("mon-desc.txt");
2480 spoil_mon_info("mon-info.txt");
2485 spoil_mon_evol("mon-evol.txt");
2498 * @brief ランダムアーティファクト1件を解析する /
2499 * Fill in an object description structure for a given object
2500 * @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
2501 * @param desc_ptr 記述内容を収める構造体参照ポインタ
2504 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
2506 analyze_general(o_ptr, desc_ptr->description);
2507 analyze_pval(o_ptr, &desc_ptr->pval_info);
2508 analyze_brand(o_ptr, desc_ptr->brands);
2509 analyze_slay(o_ptr, desc_ptr->slays);
2510 analyze_immune(o_ptr, desc_ptr->immunities);
2511 analyze_resist(o_ptr, desc_ptr->resistances);
2512 analyze_sustains(o_ptr, desc_ptr->sustains);
2513 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2514 desc_ptr->activation = item_activation(o_ptr);
2516 sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
2517 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2519 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2520 o_ptr->weight / 10, o_ptr->weight % 10);
2525 * @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 /
2526 * Create a spoiler file entry for an artifact
2527 * @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
2528 * @param art_ptr 記述内容を収めた構造体参照ポインタ
2529 * Fill in an object description structure for a given object
2532 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2534 pval_info_type *pval_ptr = &art_ptr->pval_info;
2538 /* Don't indent the first line */
2539 fprintf(fff, "%s\n", art_ptr->description);
2542 if (!(o_ptr->ident & (IDENT_MENTAL)))
2544 fprintf(fff, _("%s不明\n", "%sUnknown\n"),INDENT1);
2547 /* An "empty" pval description indicates that the pval affects nothing */
2548 if (pval_ptr->pval_desc[0])
2550 /* Mention the effects of pval */
2551 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
2552 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2555 /* Now deal with the description lists */
2557 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
2558 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
2559 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
2560 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
2561 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
2562 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2564 /* Write out the possible activation at the primary indention level */
2565 if (art_ptr->activation)
2567 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
2570 /* End with the miscellaneous facts */
2571 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2576 * @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 /
2577 * @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
2578 * @param i 出力したい記録ランダムアーティファクトID
2581 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
2583 obj_desc_list artifact;
2585 if (!object_is_known(o_ptr) || !o_ptr->art_name
2586 || o_ptr->tval != group_artifact[i].tval)
2589 /* Analyze the artifact */
2590 random_artifact_analyze(o_ptr, &artifact);
2592 /* Write out the artifact description to the spoiler file */
2593 spoiler_print_randart(o_ptr, &artifact);
2597 * @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 /
2598 * Create a list file for random artifacts
2599 * @param fname 出力ファイル名
2602 void spoil_random_artifact(cptr fname)
2611 /* Build the filename */
2612 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2614 /* File type is "TEXT" */
2615 FILE_TYPE(FILE_TYPE_TEXT);
2618 fff = my_fopen(buf, "w");
2622 msg_print("Cannot create list file.");
2626 /* Dump the header */
2627 sprintf(buf, "Random artifacts list.\r");
2628 spoiler_underline(buf);
2630 /* List the artifacts by tval */
2631 for (j = 0; group_artifact[j].tval; j++)
2633 /* random artifacts wielding */
2634 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2636 q_ptr = &inventory[i];
2637 spoil_random_artifact_aux(q_ptr, j);
2640 /* random artifacts in inventory */
2641 for (i = 0; i < INVEN_PACK; i++)
2643 q_ptr = &inventory[i];
2644 spoil_random_artifact_aux(q_ptr, j);
2647 /* random artifacts in home */
2648 st_ptr = &town[1].store[STORE_HOME];
2649 for (i = 0; i < st_ptr->stock_num; i++)
2651 q_ptr = &st_ptr->stock[i];
2652 spoil_random_artifact_aux(q_ptr, j);
2655 /* random artifacts in museum */
2656 st_ptr = &town[1].store[STORE_MUSEUM];
2657 for (i = 0; i < st_ptr->stock_num; i++)
2659 q_ptr = &st_ptr->stock[i];
2660 spoil_random_artifact_aux(q_ptr, j);
2664 /* Check for errors */
2665 if (ferror(fff) || my_fclose(fff))
2667 msg_print("Cannot close list file.");
2671 msg_print("Successfully created a list file.");
2678 #endif /* MACINTOSH */