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.
22 #include "object-flavor.h"
23 #include "object-hook.h"
24 #include "object-ego.h"
25 #include "objectkind.h"
26 #include "floor-town.h"
31 * The spoiler file being created
33 static FILE *fff = NULL;
36 * @brief シンボル職の記述名を返す /
37 * Extract a textual representation of an attribute
38 * @param r_ptr モンスター種族の構造体ポインタ
41 static concptr attr_to_text(monster_race *r_ptr)
44 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "透明な";
45 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "万色の";
46 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "準ランダムな";
48 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Clear";
49 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Multi";
50 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "S.Rand";
53 switch (r_ptr->d_attr)
56 case TERM_DARK: return "XXXい";
57 case TERM_WHITE: return "白い";
58 case TERM_SLATE: return "青灰色の";
59 case TERM_ORANGE: return "オレンジの";
60 case TERM_RED: return "赤い";
61 case TERM_GREEN: return "緑の";
62 case TERM_BLUE: return "青い";
63 case TERM_UMBER: return "琥珀色の";
64 case TERM_L_DARK: return "灰色の";
65 case TERM_L_WHITE: return "明青灰色の";
66 case TERM_VIOLET: return "紫の";
67 case TERM_YELLOW: return "黄色い";
68 case TERM_L_RED: return "明い赤の";
69 case TERM_L_GREEN: return "明い緑の";
70 case TERM_L_BLUE: return "明い青の";
71 case TERM_L_UMBER: return "明い琥珀色の";
73 case TERM_DARK: return "xxx";
74 case TERM_WHITE: return "White";
75 case TERM_SLATE: return "Slate";
76 case TERM_ORANGE: return "Orange";
77 case TERM_RED: return "Red";
78 case TERM_GREEN: return "Green";
79 case TERM_BLUE: return "Blue";
80 case TERM_UMBER: return "Umber";
81 case TERM_L_DARK: return "L.Dark";
82 case TERM_L_WHITE: return "L.Slate";
83 case TERM_VIOLET: return "Violet";
84 case TERM_YELLOW: return "Yellow";
85 case TERM_L_RED: return "L.Red";
86 case TERM_L_GREEN: return "L.Green";
87 case TERM_L_BLUE: return "L.Blue";
88 case TERM_L_UMBER: return "L.Umber";
106 OBJECT_TYPE_VALUE tval;
113 * Item Spoilers by: benh@phial.com (Ben Harrison)
118 * The basic items categorized by type
120 static grouper group_item[] =
122 { TV_SHOT, _("射撃物", "Ammo") },
125 { TV_BOW, _("弓", "Bows") },
126 { TV_DIGGING, _("武器", "Weapons") },
127 { TV_POLEARM, NULL },
130 { TV_SOFT_ARMOR, _("防具 (体)", "Armour (Body)") },
131 { TV_HARD_ARMOR, NULL },
132 { TV_DRAG_ARMOR, NULL },
133 { TV_BOOTS, _("防具 (その他)", "Armour (Misc)") },
140 { TV_LITE, _("光源", "Light Sources") },
141 { TV_AMULET, _("アミュレット", "Amulets")},
142 { TV_RING, _("指輪", "Rings") },
143 { TV_STAFF, _("杖", "Staffs") },
144 { TV_WAND, _("魔法棒", "Wands") },
145 { TV_ROD, _("ロッド", "Rods") },
146 { TV_SCROLL, _("巻物", "Scrolls") },
147 { TV_POTION, _("薬", "Potions") },
148 { TV_FOOD, _("食料", "Food") },
150 { TV_LIFE_BOOK, _("魔法書 (生命)", "Books (Life)") },
151 { TV_SORCERY_BOOK, _("魔法書 (仙術)", "Books (Sorcery)") },
152 { TV_NATURE_BOOK, _("魔法書 (自然)", "Books (Nature)") },
153 { TV_CHAOS_BOOK, _("魔法書 (カオス)", "Books (Chaos)") },
154 { TV_DEATH_BOOK, _("魔法書 (暗黒)", "Books (Death)") },
155 { TV_TRUMP_BOOK, _("魔法書 (トランプ)", "Books (Trump)") },
156 { TV_ARCANE_BOOK, _("魔法書 (秘術)", "Books (Arcane)") },
157 { TV_CRAFT_BOOK, _("魔法書 (匠)", "Books (Craft)") },
158 { TV_DAEMON_BOOK, _("魔法書 (悪魔)", "Books (Daemon)") },
159 { TV_CRUSADE_BOOK, _("魔法書 (破邪)", "Books (Crusade)") },
160 { TV_MUSIC_BOOK, _("歌集", "Song Books") },
161 { TV_HISSATSU_BOOK, _("武芸の書", "Books (Kendo)") },
162 { TV_HEX_BOOK, _("魔法書 (呪術)", "Books (Hex)") },
164 { TV_WHISTLE, _("笛", "Whistle") },
165 { TV_CAPTURE, _("キャプチャー・ボール", "Capture Ball") },
166 { TV_CARD, _("エクスプレスカード", "Express Card") },
168 { TV_CHEST, _("箱", "Chests") },
170 { TV_FIGURINE, _("人形", "Magical Figurines") },
171 { TV_STATUE, _("像", "Statues") },
172 { TV_CORPSE, _("死体", "Corpses") },
174 { TV_SKELETON, _("その他", "Misc") },
179 { TV_PARCHMENT, NULL },
186 * @brief ベースアイテムの各情報を文字列化する /
188 * @param player_ptr プレーヤーへの参照ポインタ
189 * @param buf 名称を返すバッファ参照ポインタ
190 * @param dam ダメージダイス記述を返すバッファ参照ポインタ
191 * @param wgt 重量記述を返すバッファ参照ポインタ
192 * @param lev 生成階記述を返すバッファ参照ポインタ
193 * @param chance 生成機会を返すバッファ参照ポインタ
194 * @param val 価値を返すバッファ参照ポインタ
198 static void kind_info(player_type *player_ptr, char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
205 /* Prepare a fake item */
206 object_prep(q_ptr, k);
209 q_ptr->ident |= (IDENT_KNOWN);
217 (*lev) = k_info[q_ptr->k_idx].level;
218 (*val) = object_value(q_ptr);
220 if (!buf || !dam || !chance || !wgt) return;
222 /* Description (too brief) */
223 object_desc(player_ptr, buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
242 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
252 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
267 sprintf(dam, "%d", q_ptr->ac);
274 for (i = 0; i < 4; i++)
276 char chance_aux[20] = "";
277 if (k_info[q_ptr->k_idx].chance[i] > 0)
279 sprintf(chance_aux, "%s%3dF:%+4d", (i != 0 ? "/" : ""),
280 (int)k_info[q_ptr->k_idx].locale[i], 100 / k_info[q_ptr->k_idx].chance[i]);
281 strcat(chance, chance_aux);
287 sprintf(wgt, "%3d.%d", (int)(q_ptr->weight / 10), (int)(q_ptr->weight % 10));
292 * @brief 各ベースアイテムの情報を一行毎に記述する /
293 * @param player_ptr プレーヤーへの参照ポインタ
294 * Create a spoiler file for items
298 static void spoil_obj_desc(player_type *player_ptr, concptr fname)
300 int i, k, s, t, n = 0, group_start = 0;
310 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
312 /* File type is "TEXT" */
313 FILE_TYPE(FILE_TYPE_TEXT);
314 fff = my_fopen(buf, "w");
318 msg_print("Cannot create spoiler file.");
324 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d.%d)\n\n\n",
325 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
328 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
329 "Description", "Dam/AC", "Wgt", "Lev", "Chance", "Cost");
330 fprintf(fff, "%-37s%8s%7s%5s %40s%9s\n",
331 "-------------------------------------", "------", "---", "---", "----------------", "----");
333 /* List the groups */
334 for (i = 0; TRUE; i++)
336 /* Write out the group title */
337 if (group_item[i].name)
341 /* Hack -- bubble-sort by cost and then level */
342 for (s = 0; s < n - 1; s++)
344 for (t = 0; t < n - 1; t++)
355 kind_info(player_ptr, NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
356 kind_info(player_ptr, NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
358 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
367 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
369 /* Spoil each item */
370 for (s = 0; s < n; s++)
375 /* Describe the kind */
376 kind_info(player_ptr, buf, dam, wgt, chance, &e, &v, who[s]);
379 fprintf(fff, " %-35s%8s%7s%5d %-40s%9ld\n",
380 buf, dam, wgt, (int)e, chance, (long)(v));
383 /* Start a new set */
388 if (!group_item[i].tval) break;
390 /* Start a new set */
394 /* Acquire legal item types */
395 for (k = 1; k < max_k_idx; k++)
397 object_kind *k_ptr = &k_info[k];
399 /* Skip wrong tval's */
400 if (k_ptr->tval != group_item[i].tval) continue;
402 /* Hack -- Skip instant-artifacts */
403 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
411 /* Check for errors */
412 if (ferror(fff) || my_fclose(fff))
414 msg_print("Cannot close spoiler file.");
418 msg_print("Successfully created a spoiler file.");
423 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
428 * Returns a "+" string if a number is non-negative and an empty
431 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
434 * These are used to format the artifact spoiler file. INDENT1 is used
435 * to indent all but the first line of an artifact spoiler. INDENT2 is
436 * used when a line "wraps". (Bladeturner's resistances cause this.)
442 * MAX_LINE_LEN specifies when a line should wrap.
444 #define MAX_LINE_LEN 75
447 * Given an array, determine how many elements are in the array
449 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
452 * The artifacts categorized by type
454 static grouper group_artifact[] =
458 { TV_POLEARM, "槍/斧" },
460 { TV_DIGGING, "シャベル/つるはし" },
465 { TV_SOFT_ARMOR, "鎧" },
466 { TV_HARD_ARMOR, NULL },
467 { TV_DRAG_ARMOR, NULL },
469 { TV_CLOAK, "クローク" },
478 { TV_AMULET, "アミュレット" },
481 { TV_SWORD, "Edged Weapons" },
482 { TV_POLEARM, "Polearms" },
483 { TV_HAFTED, "Hafted Weapons" },
484 { TV_DIGGING, "Shovels/Picks" },
486 { TV_ARROW, "Ammo" },
489 { TV_SOFT_ARMOR, "Body Armor" },
490 { TV_HARD_ARMOR, NULL },
491 { TV_DRAG_ARMOR, NULL },
493 { TV_CLOAK, "Cloaks" },
494 { TV_SHIELD, "Shields" },
496 { TV_HELM, "Helms/Crowns" },
498 { TV_GLOVES, "Gloves" },
499 { TV_BOOTS, "Boots" },
501 { TV_LITE, "Light Sources" },
502 { TV_AMULET, "Amulets" },
503 { TV_RING, "Rings" },
512 * Pair together a constant flag with a textual description.
514 * Used by both "init.c" and "wiz-spo.c".
516 * Note that it sometimes more efficient to actually make an array
517 * of textual names, where entry 'N' is assumed to be paired with
518 * the flag whose value is "1L << N", but that requires hard-coding.
520 typedef struct 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(player_type *player_ptr, object_type *o_ptr, char *desc_ptr)
1005 /* Get a "useful" description of the object */
1006 object_desc(player_ptr, 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 pi_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, (long int)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 player_ptr プレーヤーへの参照ポインタ
1326 * @param o_ptr オブジェクト構造体の参照ポインタ
1327 * @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
1330 static void object_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
1332 analyze_general(player_ptr, o_ptr, desc_ptr->description);
1333 analyze_pval(o_ptr, &desc_ptr->pval_info);
1334 analyze_brand(o_ptr, desc_ptr->brands);
1335 analyze_slay(o_ptr, desc_ptr->slays);
1336 analyze_immune(o_ptr, desc_ptr->immunities);
1337 analyze_resist(o_ptr, desc_ptr->resistances);
1338 analyze_sustains(o_ptr, desc_ptr->sustains);
1339 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1340 analyze_addition(o_ptr, desc_ptr->addition);
1341 analyze_misc(o_ptr, desc_ptr->misc_desc);
1342 desc_ptr->activation = item_activation(o_ptr);
1347 * @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 /
1350 static void print_header(void)
1354 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d", FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1355 spoiler_underline(buf);
1359 * This is somewhat ugly.
1361 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1362 * and a separator character (',', e.g.), write the list to the spoiler file
1363 * in a "nice" format, such as:
1365 * Resist Fire, Cold, Acid
1367 * That was a simple example, but when the list is long, a line wrap
1368 * should occur, and this should induce a new level of indention if
1369 * a list is being spread across lines. So for example, Bladeturner's
1370 * list of resistances should look something like this
1372 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1373 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1375 * However, the code distinguishes between a single list of many items vs.
1376 * many lists. (The separator is used to make this determination.) A single
1377 * list of many items will not cause line wrapping (since there is no
1378 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1379 * might look like this:
1381 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1384 * So comparing the two, "Regeneration" has no trailing separator and
1385 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1386 * but that's not relevant to line wrapping and indention.)
1389 /* ITEM_SEP separates items within a list */
1390 #define ITEM_SEP ','
1393 /* LIST_SEP separates lists */
1395 #define LIST_SEP ','
1397 #define LIST_SEP ';'
1401 * @brief フラグ名称を出力する汎用関数
1402 * @param header ヘッダに出力するフラグ群の名前
1403 * @param list フラグ名リスト
1404 * @param separator フラグ表示の区切り記号
1407 static void spoiler_outlist(concptr header, concptr *list, char separator)
1409 int line_len, buf_len;
1410 char line[MAX_LINE_LEN + 1], buf[80];
1412 /* Ignore an empty list */
1413 if (*list == NULL) return;
1415 /* This function always indents */
1416 strcpy(line, INDENT1);
1418 /* Create header (if one was given) */
1419 if (header && (header[0]))
1421 strcat(line, header);
1425 line_len = strlen(line);
1427 /* Now begin the tedious task */
1430 /* Copy the current item to a buffer */
1433 /* Note the buffer's length */
1434 buf_len = strlen(buf);
1437 * If there is an item following this one, pad with separator and
1438 * a space and adjust the buffer length
1443 sprintf(buf + buf_len, "%c ", separator);
1448 * If the buffer will fit on the current line, just append the
1449 * buffer to the line and adjust the line length accordingly.
1452 if (line_len + buf_len <= MAX_LINE_LEN)
1455 line_len += buf_len;
1458 /* Apply line wrapping and indention semantics described above */
1462 * Don't print a trailing list separator but do print a trailing
1465 if (line_len > 1 && line[line_len - 1] == ' '
1466 && line[line_len - 2] == LIST_SEP)
1468 /* Ignore space and separator */
1469 line[line_len - 2] = '\0';
1471 /* Write to spoiler file */
1472 fprintf(fff, "%s\n", line);
1474 /* Begin new line at primary indention level */
1475 sprintf(line, "%s%s", INDENT1, buf);
1480 /* Write to spoiler file */
1481 fprintf(fff, "%s\n", line);
1483 /* Begin new line at secondary indention level */
1484 sprintf(line, "%s%s", INDENT2, buf);
1487 line_len = strlen(line);
1490 /* Advance, with break */
1491 if (!*++list) break;
1494 /* Write what's left to the spoiler file */
1495 fprintf(fff, "%s\n", line);
1499 * @brief アーティファクト一件をスポイラー出力する /
1500 * Create a spoiler file entry for an artifact
1501 * @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
1504 static void spoiler_print_art(obj_desc_list *art_ptr)
1506 pval_info_type *pval_ptr = &art_ptr->pval_info;
1509 /* Don't indent the first line */
1510 fprintf(fff, "%s\n", art_ptr->description);
1512 /* An "empty" pval description indicates that the pval affects nothing */
1513 if (pval_ptr->pval_desc[0])
1515 /* Mention the effects of pval */
1516 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
1517 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1520 /* Now deal with the description lists */
1521 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
1522 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
1523 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
1524 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
1525 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
1526 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1528 if (art_ptr->addition[0])
1530 fprintf(fff, _("%s追加: %s\n", "%sAdditional %s\n"), INDENT1, art_ptr->addition);
1533 /* Write out the possible activation at the primary indention level */
1534 if (art_ptr->activation)
1536 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
1539 /* End with the miscellaneous facts */
1540 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1545 * @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 /
1546 * Hack -- Create a "forged" artifact
1547 * @param o_ptr 一時生成先を保管するオブジェクト構造体
1548 * @param name1 生成するアーティファクトID
1549 * @return 生成が成功した場合TRUEを返す
1551 static bool make_fake_artifact(object_type *o_ptr, IDX name1)
1554 artifact_type *a_ptr = &a_info[name1];
1556 /* Ignore "empty" artifacts */
1557 if (!a_ptr->name) return FALSE;
1559 /* Acquire the "kind" index */
1560 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1562 if (!i) return FALSE;
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 player_ptr プレーヤーへの参照ポインタ
1588 * @param fname 生成ファイル名
1591 static void spoil_artifact(player_type *player_ptr, concptr fname)
1598 obj_desc_list artifact;
1600 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1602 /* File type is "TEXT" */
1603 FILE_TYPE(FILE_TYPE_TEXT);
1604 fff = my_fopen(buf, "w");
1608 msg_print("Cannot create spoiler file.");
1612 /* Dump the header */
1615 /* List the artifacts by tval */
1616 for (i = 0; group_artifact[i].tval; i++)
1618 /* Write out the group title */
1619 if (group_artifact[i].name)
1621 spoiler_blanklines(2);
1622 spoiler_underline(group_artifact[i].name);
1623 spoiler_blanklines(1);
1626 /* Now search through all of the artifacts */
1627 for (j = 1; j < max_a_idx; ++j)
1629 artifact_type *a_ptr = &a_info[j];
1631 /* We only want objects in the current group */
1632 if (a_ptr->tval != group_artifact[i].tval) continue;
1636 /* Attempt to "forge" the artifact */
1637 if (!make_fake_artifact(q_ptr, j)) continue;
1639 /* Analyze the artifact */
1640 object_analyze(player_ptr, q_ptr, &artifact);
1642 /* Write out the artifact description to the spoiler file */
1643 spoiler_print_art(&artifact);
1647 /* Check for errors */
1648 if (ferror(fff) || my_fclose(fff))
1650 msg_print("Cannot close spoiler file.");
1654 msg_print("Successfully created a spoiler file.");
1659 * @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 /
1660 * Create a spoiler file for monsters -BEN-
1661 * @param fname 生成ファイル名
1664 static void spoil_mon_desc(concptr fname)
1680 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1682 /* File type is "TEXT" */
1683 FILE_TYPE(FILE_TYPE_TEXT);
1684 fff = my_fopen(buf, "w");
1688 msg_print("Cannot create spoiler file.");
1692 /* Allocate the "who" array */
1693 C_MAKE(who, max_r_idx, MONRACE_IDX);
1695 /* Dump the header */
1696 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1697 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1698 fprintf(fff, "------------------------------------------\n\n");
1700 /* Dump the header */
1701 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1702 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1703 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1704 "--------", "---", "---", "---", "--", "--", "-----------");
1707 /* Scan the monsters */
1708 for (i = 1; i < max_r_idx; i++)
1710 monster_race *r_ptr = &r_info[i];
1712 /* Use that monster */
1713 if (r_ptr->name) who[n++] = (s16b)i;
1716 /* Sort the array by dungeon depth of monsters */
1717 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1720 for (i = 0; i < n; i++)
1722 monster_race *r_ptr = &r_info[who[i]];
1724 concptr name = (r_name + r_ptr->name);
1725 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1727 /* Get the "name" */
1729 else if (r_ptr->flags3 & (RF3_NO_CONF))
1731 sprintf(nam, "[*] %s", name);
1734 else if (r_ptr->flags1 & (RF1_UNIQUE))
1736 sprintf(nam, "[U] %s", name);
1740 sprintf(nam, _(" %s", "The %s"), name);
1744 sprintf(lev, "%d", (int)r_ptr->level);
1747 sprintf(rar, "%d", (int)r_ptr->rarity);
1749 if (r_ptr->speed >= 110)
1751 sprintf(spd, "+%d", (r_ptr->speed - 110));
1755 sprintf(spd, "-%d", (110 - r_ptr->speed));
1759 sprintf(ac, "%d", r_ptr->ac);
1762 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1764 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1768 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1773 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1775 /* Hack -- use visual instead */
1776 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1779 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1780 nam, lev, rar, spd, hp, ac, exp);
1787 /* Free the "who" array */
1788 C_KILL(who, max_r_idx, s16b);
1790 /* Check for errors */
1791 if (ferror(fff) || my_fclose(fff))
1793 msg_print("Cannot close spoiler file.");
1798 msg_print("Successfully created a spoiler file.");
1805 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1807 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1813 * @brief 文字列をファイルポインタに出力する /
1814 * Buffer text to the given file. (-SHAWN-)
1815 * This is basically c_roff() from mon-desc.c with a few changes.
1816 * @param str 文字列参照ポインタ
1819 static void spoil_out(concptr str)
1824 static char roff_buf[256];
1827 static char roff_waiting_buf[256];
1830 bool iskanji_flag = FALSE;
1832 /* Current pointer into line roff_buf */
1833 static char *roff_p = roff_buf;
1835 /* Last space saved into roff_buf */
1836 static char *roff_s = NULL;
1838 /* Mega-Hack -- Delayed output */
1839 static bool waiting_output = FALSE;
1841 /* Special handling for "new sequence" */
1846 fputs(roff_waiting_buf, fff);
1847 waiting_output = FALSE;
1850 if (roff_p != roff_buf) roff_p--;
1851 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1853 if (roff_p == roff_buf) fprintf(fff, "\n");
1856 *(roff_p + 1) = '\0';
1857 fprintf(fff, "%s\n\n", roff_buf);
1866 /* Scan the given string, character at a time */
1871 bool k_flag = iskanji((unsigned char)(*str));
1874 bool wrap = (ch == '\n');
1877 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1878 iskanji_flag = k_flag && !iskanji_flag;
1880 if (!isprint(ch)) ch = ' ';
1885 fputs(roff_waiting_buf, fff);
1886 if (!wrap) fputc('\n', fff);
1887 waiting_output = FALSE;
1893 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1894 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1896 if (roff_p >= roff_buf + 75) wrap = TRUE;
1897 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1904 bool iskanji_flag_local = FALSE;
1905 concptr tail = str + (k_flag ? 2 : 1);
1907 concptr tail = str + 1;
1910 for (; *tail; tail++)
1912 if (*tail == ' ') continue;
1915 k_flag_local = iskanji((unsigned char)(*tail));
1916 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1917 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1919 if (isprint(*tail)) break;
1923 if (!*tail) waiting_output = TRUE;
1927 /* Handle line-wrap */
1935 if (roff_s && (ch != ' '))
1943 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1944 else strcpy(roff_waiting_buf, roff_buf);
1948 if (cbak != ' ') *roff_p++ = cbak;
1950 while (*r) *roff_p++ = *r++;
1954 if ((roff_p > roff_buf) || (ch != ' '))
1959 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1964 strncmp(str, "。", 2) != 0 &&
1965 strncmp(str, "、", 2) != 0 &&
1966 strncmp(str, "ィ", 2) != 0 &&
1967 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1970 if (ch == ' ') roff_s = roff_p;
1981 * @brief 関数ポインタ用の出力関数 /
1982 * Hook function used in spoil_mon_info()
1984 * @param str 文字列参照ポインタ
1987 static void roff_func(TERM_COLOR attr, concptr str)
1997 * @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 /
1998 * Create a spoiler file for monsters (-SHAWN-)
1999 * @param fname ファイル名
2002 static void spoil_mon_info(player_type *player_ptr, concptr fname)
2010 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2012 /* File type is "TEXT" */
2013 FILE_TYPE(FILE_TYPE_TEXT);
2014 fff = my_fopen(buf, "w");
2018 msg_print("Cannot create spoiler file.");
2023 /* Dump the header */
2024 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2025 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2028 spoil_out("------------------------------------------\n\n");
2030 /* Allocate the "who" array */
2031 C_MAKE(who, max_r_idx, MONRACE_IDX);
2033 /* Scan the monsters */
2034 for (i = 1; i < max_r_idx; i++)
2036 monster_race *r_ptr = &r_info[i];
2038 /* Use that monster */
2039 if (r_ptr->name) who[n++] = (s16b)i;
2042 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2045 * List all monsters in order
2047 for (l = 0; l < n; l++)
2049 monster_race *r_ptr = &r_info[who[l]];
2050 flags1 = r_ptr->flags1;
2054 if (flags1 & (RF1_QUESTOR))
2060 if (flags1 & (RF1_UNIQUE))
2073 sprintf(buf, _("%s/%s (", "%s%s ("), (r_name + r_ptr->name), _(r_name + r_ptr->E_name, "")); /* ---)--- */
2078 spoil_out(attr_to_text(r_ptr));
2081 sprintf(buf, " '%c')\n", r_ptr->d_char);
2086 sprintf(buf, "=== ");
2090 sprintf(buf, "Num:%d ", who[l]);
2094 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2098 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2101 if (r_ptr->speed >= 110)
2103 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2107 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2112 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2114 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2118 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2123 sprintf(buf, "Ac:%d ", r_ptr->ac);
2127 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2130 /* Reuse the code of monster recall. */
2131 output_monster_spoiler(player_ptr, who[l], roff_func);
2136 /* Free the "who" array */
2137 C_KILL(who, max_r_idx, s16b);
2139 /* Check for errors */
2140 if (ferror(fff) || my_fclose(fff))
2142 msg_print("Cannot close spoiler file.");
2146 msg_print("Successfully created a spoiler file.");
2151 #define MAX_EVOL_DEPTH 64
2155 * @brief int配列でstrncmp()と似た比較処理を行う /
2156 * Compare two int-type array like strncmp() and return TRUE if equals
2157 * @param a 比較するint配列1
2158 * @param b 比較するint配列2
2160 * @return 両者の値が等しければTRUEを返す
2162 static bool int_n_cmp(int *a, int *b, int length)
2164 /* Null-string comparation is always TRUE */
2165 if (!length) return TRUE;
2169 if (*a != *(b++)) return FALSE;
2170 if (!(*(a++))) break;
2178 * @brief ある木が指定された木の部分木かどうかを返す /
2179 * Returns TRUE if an evolution tree is "partial tree"
2180 * @param tree 元となる木構造リスト
2181 * @param partial_tree 部分木かどうか判定したい木構造リスト
2182 * @return 部分木ならばTRUEを返す
2184 static bool is_partial_tree(int *tree, int *partial_tree)
2186 int pt_head = *(partial_tree++);
2189 while (partial_tree[pt_len]) pt_len++;
2193 if (*(tree++) == pt_head)
2195 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2203 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2204 * Print monsters' evolution information to file
2205 * @param fname 出力ファイル名
2208 static void spoil_mon_evol(concptr fname)
2211 monster_race *r_ptr;
2212 int **evol_tree, i, j, n, r_idx;
2213 int *evol_tree_zero; /* For C_KILL() */
2214 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2216 /* File type is "TEXT" */
2217 FILE_TYPE(FILE_TYPE_TEXT);
2218 fff = my_fopen(buf, "w");
2222 msg_print("Cannot create spoiler file.");
2226 /* Dump the header */
2227 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2228 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2231 spoil_out("------------------------------------------\n\n");
2233 /* Allocate the "evol_tree" array (2-dimension) */
2234 C_MAKE(evol_tree, max_r_idx, int *);
2235 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2236 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2237 evol_tree_zero = *evol_tree;
2239 /* Step 1: Build the evolution tree */
2240 for (i = 1; i < max_r_idx; i++)
2245 if (!r_ptr->next_exp) continue;
2247 /* Trace evolution */
2249 evol_tree[i][n++] = i;
2252 evol_tree[i][n++] = r_ptr->next_r_idx;
2253 r_ptr = &r_info[r_ptr->next_r_idx];
2254 } while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2257 /* Step 2: Scan the evolution trees and remove "partial tree" */
2258 for (i = 1; i < max_r_idx; i++)
2260 /* Not evolution tree */
2261 if (!evol_tree[i][0]) continue;
2263 for (j = 1; j < max_r_idx; j++)
2266 if (i == j) continue;
2268 /* Not evolution tree */
2269 if (!evol_tree[j][0]) continue;
2271 /* Is evolution tree[i] is part of [j]? */
2272 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2274 /* Remove this evolution tree */
2275 evol_tree[i][0] = 0;
2281 /* Step 3: Sort the evolution trees */
2282 ang_sort(evol_tree, NULL, max_r_idx, ang_sort_comp_evol_tree, ang_sort_swap_evol_tree);
2284 /* Step 4: Print the evolution trees */
2285 for (i = 0; i < max_r_idx; i++)
2287 r_idx = evol_tree[i][0];
2289 /* No evolution or removed evolution tree */
2290 if (!r_idx) continue;
2292 /* Trace the evolution tree */
2293 r_ptr = &r_info[r_idx];
2294 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2295 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2297 for (n = 1; r_ptr->next_exp; n++)
2299 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2300 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2301 r_ptr = &r_info[r_ptr->next_r_idx];
2302 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2303 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2306 /* End of evolution tree */
2310 /* Free the "evol_tree" array (2-dimension) */
2311 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2312 C_KILL(evol_tree, max_r_idx, int *);
2314 /* Check for errors */
2315 if (ferror(fff) || my_fclose(fff))
2317 msg_print("Cannot close spoiler file.");
2321 msg_print("Successfully created a spoiler file.");
2326 * @brief スポイラー出力を行うコマンドのメインルーチン /
2327 * Create Spoiler files -BEN-
2330 void do_cmd_spoilers(player_type *player_ptr)
2340 prt("Create a spoiler file.", 2, 0);
2342 /* Prompt for a file */
2343 prt("(1) Brief Object Info (obj-desc.txt)", 5, 5);
2344 prt("(2) Brief Artifact Info (artifact.txt)", 6, 5);
2345 prt("(3) Brief Monster Info (mon-desc.txt)", 7, 5);
2346 prt("(4) Full Monster Info (mon-info.txt)", 8, 5);
2347 prt("(5) Monster Evolution Info (mon-evol.txt)", 9, 5);
2350 prt(_("コマンド:", "Command: "), _(18, 12), 0);
2362 spoil_obj_desc(player_ptr, "obj-desc.txt");
2367 spoil_artifact(player_ptr, "artifact.txt");
2372 spoil_mon_desc("mon-desc.txt");
2377 spoil_mon_info(player_ptr, "mon-info.txt");
2382 spoil_mon_evol("mon-evol.txt");
2395 * @brief ランダムアーティファクト1件を解析する /
2396 * Fill in an object description structure for a given object
2397 * @param player_ptr プレーヤーへの参照ポインタ
2398 * @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
2399 * @param desc_ptr 記述内容を収める構造体参照ポインタ
2402 static void random_artifact_analyze(player_type *player_ptr, object_type *o_ptr, obj_desc_list *desc_ptr)
2404 analyze_general(player_ptr, o_ptr, desc_ptr->description);
2405 analyze_pval(o_ptr, &desc_ptr->pval_info);
2406 analyze_brand(o_ptr, desc_ptr->brands);
2407 analyze_slay(o_ptr, desc_ptr->slays);
2408 analyze_immune(o_ptr, desc_ptr->immunities);
2409 analyze_resist(o_ptr, desc_ptr->resistances);
2410 analyze_sustains(o_ptr, desc_ptr->sustains);
2411 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2412 desc_ptr->activation = item_activation(o_ptr);
2414 sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
2415 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2417 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2418 o_ptr->weight / 10, o_ptr->weight % 10);
2423 * @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 /
2424 * Create a spoiler file entry for an artifact
2425 * @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
2426 * @param art_ptr 記述内容を収めた構造体参照ポインタ
2427 * Fill in an object description structure for a given object
2430 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2432 pval_info_type *pval_ptr = &art_ptr->pval_info;
2436 /* Don't indent the first line */
2437 fprintf(fff, "%s\n", art_ptr->description);
2440 if (!(o_ptr->ident & (IDENT_MENTAL)))
2442 fprintf(fff, _("%s不明\n", "%sUnknown\n"), INDENT1);
2445 /* An "empty" pval description indicates that the pval affects nothing */
2446 if (pval_ptr->pval_desc[0])
2448 /* Mention the effects of pval */
2449 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
2450 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2453 /* Now deal with the description lists */
2455 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
2456 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
2457 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
2458 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
2459 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
2460 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2462 /* Write out the possible activation at the primary indention level */
2463 if (art_ptr->activation)
2465 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
2468 /* End with the miscellaneous facts */
2469 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2474 * @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 /
2475 * @param player_ptr プレーヤーへの参照ポインタ
2476 * @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
2477 * @param i 出力したい記録ランダムアーティファクトID
2480 static void spoil_random_artifact_aux(player_type *player_ptr, object_type *o_ptr, int i)
2482 obj_desc_list artifact;
2484 if (!object_is_known(o_ptr) || !o_ptr->art_name
2485 || o_ptr->tval != group_artifact[i].tval)
2488 /* Analyze the artifact */
2489 random_artifact_analyze(player_ptr, o_ptr, &artifact);
2491 /* Write out the artifact description to the spoiler file */
2492 spoiler_print_randart(o_ptr, &artifact);
2496 * @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 /
2497 * Create a list file for random artifacts
2498 * @param fname 出力ファイル名
2501 void spoil_random_artifact(player_type *creature_ptr, concptr fname)
2509 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2511 /* File type is "TEXT" */
2512 FILE_TYPE(FILE_TYPE_TEXT);
2513 fff = my_fopen(buf, "w");
2517 msg_print("Cannot create list file.");
2521 /* Dump the header */
2522 sprintf(buf, "Random artifacts list.\r");
2523 spoiler_underline(buf);
2525 /* List the artifacts by tval */
2526 for (j = 0; group_artifact[j].tval; j++)
2528 /* random artifacts wielding */
2529 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2531 q_ptr = &creature_ptr->inventory_list[i];
2532 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2535 for (i = 0; i < INVEN_PACK; i++)
2537 q_ptr = &creature_ptr->inventory_list[i];
2538 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2541 /* random artifacts in home */
2542 st_ptr = &town_info[1].store[STORE_HOME];
2543 for (i = 0; i < st_ptr->stock_num; i++)
2545 q_ptr = &st_ptr->stock[i];
2546 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2549 /* random artifacts in museum */
2550 st_ptr = &town_info[1].store[STORE_MUSEUM];
2551 for (i = 0; i < st_ptr->stock_num; i++)
2553 q_ptr = &st_ptr->stock[i];
2554 spoil_random_artifact_aux(creature_ptr, q_ptr, j);
2558 /* Check for errors */
2559 if (ferror(fff) || my_fclose(fff))
2561 msg_print("Cannot close list file.");
2565 msg_print("Successfully created a list file.");