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;
520 const char *const 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, "");
1285 if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) strcat(addition, "能力and耐性");
1286 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1288 strcat(addition, "能力");
1289 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(1/2でand耐性)");
1291 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1293 strcat(addition, "耐性");
1294 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(1/2でand能力)");
1296 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "能力or耐性");
1298 if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) strcat(addition, "Ability and Resistance");
1299 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1301 strcat(addition, "Ability");
1302 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(plus Resistance about 1/2)");
1304 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1306 strcat(addition, "Resistance");
1307 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(plus Ability about 1/2)");
1309 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "Ability or Resistance");
1315 * @brief アーティファクトの基本情報を文字列に収める /
1316 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1317 * and its value in gold pieces
1318 * @param o_ptr オブジェクト構造体の参照ポインタ
1319 * @param misc_desc 基本情報を収める文字列参照ポインタ
1322 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1324 artifact_type *a_ptr = &a_info[o_ptr->name1];
1326 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,
1328 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), (long int)a_ptr->cost);
1330 a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
1336 * @brief アーティファクトの情報全体を構造体に収める /
1337 * Fill in an object description structure for a given object
1338 * and its value in gold pieces
1339 * @param o_ptr オブジェクト構造体の参照ポインタ
1340 * @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
1343 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1345 analyze_general(o_ptr, desc_ptr->description);
1346 analyze_pval(o_ptr, &desc_ptr->pval_info);
1347 analyze_brand(o_ptr, desc_ptr->brands);
1348 analyze_slay(o_ptr, desc_ptr->slays);
1349 analyze_immune(o_ptr, desc_ptr->immunities);
1350 analyze_resist(o_ptr, desc_ptr->resistances);
1351 analyze_sustains(o_ptr, desc_ptr->sustains);
1352 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1353 analyze_addition(o_ptr, desc_ptr->addition);
1354 analyze_misc(o_ptr, desc_ptr->misc_desc);
1355 desc_ptr->activation = item_activation(o_ptr);
1360 * @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 /
1363 static void print_header(void)
1367 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1368 spoiler_underline(buf);
1372 * This is somewhat ugly.
1374 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1375 * and a separator character (',', e.g.), write the list to the spoiler file
1376 * in a "nice" format, such as:
1378 * Resist Fire, Cold, Acid
1380 * That was a simple example, but when the list is long, a line wrap
1381 * should occur, and this should induce a new level of indention if
1382 * a list is being spread across lines. So for example, Bladeturner's
1383 * list of resistances should look something like this
1385 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1386 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1388 * However, the code distinguishes between a single list of many items vs.
1389 * many lists. (The separator is used to make this determination.) A single
1390 * list of many items will not cause line wrapping (since there is no
1391 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1392 * might look like this:
1394 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1397 * So comparing the two, "Regeneration" has no trailing separator and
1398 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1399 * but that's not relevant to line wrapping and indention.)
1402 /* ITEM_SEP separates items within a list */
1403 #define ITEM_SEP ','
1406 /* LIST_SEP separates lists */
1408 #define LIST_SEP ','
1410 #define LIST_SEP ';'
1414 * @brief フラグ名称を出力する汎用関数
1415 * @param header ヘッダに出力するフラグ群の名前
1416 * @param list フラグ名リスト
1417 * @param separator フラグ表示の区切り記号
1420 static void spoiler_outlist(cptr header, cptr *list, char separator)
1422 int line_len, buf_len;
1423 char line[MAX_LINE_LEN+1], buf[80];
1425 /* Ignore an empty list */
1426 if (*list == NULL) return;
1428 /* This function always indents */
1429 strcpy(line, INDENT1);
1431 /* Create header (if one was given) */
1432 if (header && (header[0]))
1434 strcat(line, header);
1438 line_len = strlen(line);
1440 /* Now begin the tedious task */
1443 /* Copy the current item to a buffer */
1446 /* Note the buffer's length */
1447 buf_len = strlen(buf);
1450 * If there is an item following this one, pad with separator and
1451 * a space and adjust the buffer length
1456 sprintf(buf + buf_len, "%c ", separator);
1461 * If the buffer will fit on the current line, just append the
1462 * buffer to the line and adjust the line length accordingly.
1465 if (line_len + buf_len <= MAX_LINE_LEN)
1468 line_len += buf_len;
1471 /* Apply line wrapping and indention semantics described above */
1475 * Don't print a trailing list separator but do print a trailing
1478 if (line_len > 1 && line[line_len - 1] == ' '
1479 && line[line_len - 2] == LIST_SEP)
1481 /* Ignore space and separator */
1482 line[line_len - 2] = '\0';
1484 /* Write to spoiler file */
1485 fprintf(fff, "%s\n", line);
1487 /* Begin new line at primary indention level */
1488 sprintf(line, "%s%s", INDENT1, buf);
1493 /* Write to spoiler file */
1494 fprintf(fff, "%s\n", line);
1496 /* Begin new line at secondary indention level */
1497 sprintf(line, "%s%s", INDENT2, buf);
1500 line_len = strlen(line);
1503 /* Advance, with break */
1504 if (!*++list) break;
1507 /* Write what's left to the spoiler file */
1508 fprintf(fff, "%s\n", line);
1512 * @brief アーティファクト一件をスポイラー出力する /
1513 * Create a spoiler file entry for an artifact
1514 * @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
1517 static void spoiler_print_art(obj_desc_list *art_ptr)
1519 pval_info_type *pval_ptr = &art_ptr->pval_info;
1522 /* Don't indent the first line */
1523 fprintf(fff, "%s\n", art_ptr->description);
1525 /* An "empty" pval description indicates that the pval affects nothing */
1526 if (pval_ptr->pval_desc[0])
1528 /* Mention the effects of pval */
1529 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
1530 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1533 /* Now deal with the description lists */
1534 spoiler_outlist(_("対:", "Slay"), art_ptr->slays, ITEM_SEP);
1535 spoiler_outlist(_("武器属性:", ""), art_ptr->brands, LIST_SEP);
1536 spoiler_outlist(_("免疫:", "Immunity to"), art_ptr->immunities, ITEM_SEP);
1537 spoiler_outlist(_("耐性:", "Resist"), art_ptr->resistances, ITEM_SEP);
1538 spoiler_outlist(_("維持:", "Sustain"), art_ptr->sustains, ITEM_SEP);
1539 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1541 if (art_ptr->addition[0])
1543 fprintf(fff, _("%s追加: %s\n", "%sAdditional %s\n"), INDENT1, art_ptr->addition);
1546 /* Write out the possible activation at the primary indention level */
1547 if (art_ptr->activation)
1549 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
1552 /* End with the miscellaneous facts */
1553 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1558 * @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 /
1559 * Hack -- Create a "forged" artifact
1560 * @param o_ptr 一時生成先を保管するオブジェクト構造体
1561 * @param name1 生成するアーティファクトID
1562 * @return 生成が成功した場合TRUEを返す
1564 static bool make_fake_artifact(object_type *o_ptr, IDX name1)
1567 artifact_type *a_ptr = &a_info[name1];
1569 /* Ignore "empty" artifacts */
1570 if (!a_ptr->name) return FALSE;
1572 /* Acquire the "kind" index */
1573 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1575 if (!i) return (FALSE);
1577 /* Create the artifact */
1578 object_prep(o_ptr, i);
1581 o_ptr->name1 = (byte_hack)name1;
1583 /* Extract the fields */
1584 o_ptr->pval = a_ptr->pval;
1585 o_ptr->ac = a_ptr->ac;
1586 o_ptr->dd = a_ptr->dd;
1587 o_ptr->ds = a_ptr->ds;
1588 o_ptr->to_a = a_ptr->to_a;
1589 o_ptr->to_h = a_ptr->to_h;
1590 o_ptr->to_d = a_ptr->to_d;
1591 o_ptr->weight = a_ptr->weight;
1599 * @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 /
1600 * Create a spoiler file for artifacts
1601 * @param fname 生成ファイル名
1604 static void spoil_artifact(cptr fname)
1611 obj_desc_list artifact;
1614 /* Build the filename */
1615 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1617 /* File type is "TEXT" */
1618 FILE_TYPE(FILE_TYPE_TEXT);
1621 fff = my_fopen(buf, "w");
1625 msg_print("Cannot create spoiler file.");
1629 /* Dump the header */
1632 /* List the artifacts by tval */
1633 for (i = 0; group_artifact[i].tval; i++)
1635 /* Write out the group title */
1636 if (group_artifact[i].name)
1638 spoiler_blanklines(2);
1639 spoiler_underline(group_artifact[i].name);
1640 spoiler_blanklines(1);
1643 /* Now search through all of the artifacts */
1644 for (j = 1; j < max_a_idx; ++j)
1646 artifact_type *a_ptr = &a_info[j];
1648 /* We only want objects in the current group */
1649 if (a_ptr->tval != group_artifact[i].tval) continue;
1653 /* Attempt to "forge" the artifact */
1654 if (!make_fake_artifact(q_ptr, j)) continue;
1656 /* Analyze the artifact */
1657 object_analyze(q_ptr, &artifact);
1659 /* Write out the artifact description to the spoiler file */
1660 spoiler_print_art(&artifact);
1664 /* Check for errors */
1665 if (ferror(fff) || my_fclose(fff))
1667 msg_print("Cannot close spoiler file.");
1671 msg_print("Successfully created a spoiler file.");
1676 * @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 /
1677 * Create a spoiler file for monsters -BEN-
1678 * @param fname 生成ファイル名
1681 static void spoil_mon_desc(cptr fname)
1698 /* Build the filename */
1699 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1701 /* File type is "TEXT" */
1702 FILE_TYPE(FILE_TYPE_TEXT);
1705 fff = my_fopen(buf, "w");
1709 msg_print("Cannot create spoiler file.");
1713 /* Allocate the "who" array */
1714 C_MAKE(who, max_r_idx, s16b);
1716 /* Dump the header */
1717 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1718 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1719 fprintf(fff, "------------------------------------------\n\n");
1721 /* Dump the header */
1722 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1723 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1724 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1725 "--------", "---", "---", "---", "--", "--", "-----------");
1728 /* Scan the monsters */
1729 for (i = 1; i < max_r_idx; i++)
1731 monster_race *r_ptr = &r_info[i];
1733 /* Use that monster */
1734 if (r_ptr->name) who[n++] = (s16b)i;
1737 /* Select the sort method */
1738 ang_sort_comp = ang_sort_comp_hook;
1739 ang_sort_swap = ang_sort_swap_hook;
1741 /* Sort the array by dungeon depth of monsters */
1742 ang_sort(who, &why, n);
1745 for (i = 0; i < n; i++)
1747 monster_race *r_ptr = &r_info[who[i]];
1749 cptr name = (r_name + r_ptr->name);
1750 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1752 /* Get the "name" */
1754 else if (r_ptr->flags3 & (RF3_NO_CONF))
1756 sprintf(nam, "[*] %s", name);
1759 else if (r_ptr->flags1 & (RF1_UNIQUE))
1761 sprintf(nam, "[U] %s", name);
1765 sprintf(nam, _(" %s", "The %s"), name);
1770 sprintf(lev, "%d", (int)r_ptr->level);
1773 sprintf(rar, "%d", (int)r_ptr->rarity);
1776 if (r_ptr->speed >= 110)
1778 sprintf(spd, "+%d", (r_ptr->speed - 110));
1782 sprintf(spd, "-%d", (110 - r_ptr->speed));
1786 sprintf(ac, "%d", r_ptr->ac);
1789 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1791 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1795 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1800 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1802 /* Hack -- use visual instead */
1803 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1806 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1807 nam, lev, rar, spd, hp, ac, exp);
1814 /* Free the "who" array */
1815 C_KILL(who, max_r_idx, s16b);
1817 /* Check for errors */
1818 if (ferror(fff) || my_fclose(fff))
1820 msg_print("Cannot close spoiler file.");
1825 msg_print("Successfully created a spoiler file.");
1832 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1834 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1840 * @brief 文字列をファイルポインタに出力する /
1841 * Buffer text to the given file. (-SHAWN-)
1842 * This is basically c_roff() from mon-desc.c with a few changes.
1843 * @param str 文字列参照ポインタ
1846 static void spoil_out(cptr str)
1851 static char roff_buf[256];
1854 static char roff_waiting_buf[256];
1857 bool iskanji_flag = FALSE;
1859 /* Current pointer into line roff_buf */
1860 static char *roff_p = roff_buf;
1862 /* Last space saved into roff_buf */
1863 static char *roff_s = NULL;
1865 /* Mega-Hack -- Delayed output */
1866 static bool waiting_output = FALSE;
1868 /* Special handling for "new sequence" */
1873 fputs(roff_waiting_buf, fff);
1874 waiting_output = FALSE;
1877 if (roff_p != roff_buf) roff_p--;
1878 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1880 if (roff_p == roff_buf) fprintf(fff, "\n");
1883 *(roff_p + 1) = '\0';
1884 fprintf(fff, "%s\n\n", roff_buf);
1893 /* Scan the given string, character at a time */
1898 bool k_flag = iskanji((unsigned char)(*str));
1901 bool wrap = (ch == '\n');
1904 if (!isprint((unsigned char)ch) && !k_flag && !iskanji_flag) ch = ' ';
1905 iskanji_flag = k_flag && !iskanji_flag;
1907 if (!isprint(ch)) ch = ' ';
1912 fputs(roff_waiting_buf, fff);
1913 if (!wrap) fputc('\n', fff);
1914 waiting_output = FALSE;
1920 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1921 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1923 if (roff_p >= roff_buf + 75) wrap = TRUE;
1924 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1931 bool iskanji_flag_local = FALSE;
1932 cptr tail = str + (k_flag ? 2 : 1);
1934 cptr tail = str + 1;
1937 for (; *tail; tail++)
1939 if (*tail == ' ') continue;
1942 k_flag_local = iskanji((unsigned char)(*tail));
1943 if (isprint((unsigned char)*tail) || k_flag_local || iskanji_flag_local) break;
1944 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1946 if (isprint(*tail)) break;
1950 if (!*tail) waiting_output = TRUE;
1954 /* Handle line-wrap */
1962 if (roff_s && (ch != ' '))
1970 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1971 else strcpy(roff_waiting_buf, roff_buf);
1975 if (cbak != ' ') *roff_p++ = cbak;
1977 while (*r) *roff_p++ = *r++;
1981 if ((roff_p > roff_buf) || (ch != ' '))
1986 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
1991 strncmp(str, "。", 2) != 0 &&
1992 strncmp(str, "、", 2) != 0 &&
1993 strncmp(str, "ィ", 2) != 0 &&
1994 strncmp(str, "ー", 2) != 0) roff_s = roff_p;
1997 if (ch == ' ') roff_s = roff_p;
2008 * @brief 関数ポインタ用の出力関数 /
2009 * Hook function used in spoil_mon_info()
2011 * @param str 文字列参照ポインタ
2014 static void roff_func(byte attr, cptr str)
2024 * @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 /
2025 * Create a spoiler file for monsters (-SHAWN-)
2026 * @param fname ファイル名
2029 static void spoil_mon_info(cptr fname)
2038 /* Build the filename */
2039 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2041 /* File type is "TEXT" */
2042 FILE_TYPE(FILE_TYPE_TEXT);
2045 fff = my_fopen(buf, "w");
2049 msg_print("Cannot create spoiler file.");
2054 /* Dump the header */
2055 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2056 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2059 spoil_out("------------------------------------------\n\n");
2061 /* Allocate the "who" array */
2062 C_MAKE(who, max_r_idx, s16b);
2064 /* Scan the monsters */
2065 for (i = 1; i < max_r_idx; i++)
2067 monster_race *r_ptr = &r_info[i];
2069 /* Use that monster */
2070 if (r_ptr->name) who[n++] = (s16b)i;
2073 /* Select the sort method */
2074 ang_sort_comp = ang_sort_comp_hook;
2075 ang_sort_swap = ang_sort_swap_hook;
2077 /* Sort the array by dungeon depth of monsters */
2078 ang_sort(who, &why, n);
2082 * List all monsters in order
2084 for (l = 0; l < n; l++)
2086 monster_race *r_ptr = &r_info[who[l]];
2088 /* Extract the flags */
2089 flags1 = r_ptr->flags1;
2093 if (flags1 & (RF1_QUESTOR))
2099 if (flags1 & (RF1_UNIQUE))
2111 sprintf(buf, _("%s/%s (", "%s ("), (r_name + r_ptr->name), _(r_name+r_ptr->E_name, "")); /* ---)--- */
2116 spoil_out(attr_to_text(r_ptr));
2119 sprintf(buf, " '%c')\n", r_ptr->d_char);
2124 sprintf(buf, "=== ");
2128 sprintf(buf, "Num:%d ", who[l]);
2132 sprintf(buf, "Lev:%d ", (int)r_ptr->level);
2136 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2140 if (r_ptr->speed >= 110)
2142 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2146 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2151 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2153 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2157 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2162 sprintf(buf, "Ac:%d ", r_ptr->ac);
2166 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2169 /* Reuse the code of monster recall. */
2170 output_monster_spoiler(who[l], roff_func);
2175 /* Free the "who" array */
2176 C_KILL(who, max_r_idx, s16b);
2178 /* Check for errors */
2179 if (ferror(fff) || my_fclose(fff))
2181 msg_print("Cannot close spoiler file.");
2185 msg_print("Successfully created a spoiler file.");
2190 #define MAX_EVOL_DEPTH 64
2194 * @brief int配列でstrncmp()と似た比較処理を行う /
2195 * Compare two int-type array like strncmp() and return TRUE if equals
2196 * @param a 比較するint配列1
2197 * @param b 比較するint配列2
2199 * @return 両者の値が等しければTRUEを返す
2201 static bool int_n_cmp(int *a, int *b, int length)
2203 /* Null-string comparation is always TRUE */
2204 if (!length) return TRUE;
2208 if (*a != *(b++)) return FALSE;
2209 if (!(*(a++))) break;
2218 * @brief ある木が指定された木の部分木かどうかを返す /
2219 * Returns TRUE if an evolution tree is "partial tree"
2220 * @param tree 元となる木構造リスト
2221 * @param partial_tree 部分木かどうか判定したい木構造リスト
2222 * @return 部分木ならばTRUEを返す
2224 static bool is_partial_tree(int *tree, int *partial_tree)
2226 int pt_head = *(partial_tree++);
2229 while (partial_tree[pt_len]) pt_len++;
2233 if (*(tree++) == pt_head)
2235 if (int_n_cmp(tree, partial_tree, pt_len)) return TRUE;
2244 * @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 /
2245 * Sorting hook -- Comp function
2248 * @param a 比較したいモンスター種族ID1
2249 * @param b 比較したいモンスター種族ID2
2250 * @return 2が大きければTRUEを返す
2252 static bool ang_sort_comp_evol_tree(vptr u, vptr v, int a, int b)
2254 int **evol_tree = (int **)u;
2256 int w1 = evol_tree[a][0];
2257 int w2 = evol_tree[b][0];
2258 monster_race *r1_ptr = &r_info[w1];
2259 monster_race *r2_ptr = &r_info[w2];
2264 /* Used tree first */
2265 if (w1 && !w2) return TRUE;
2266 if (!w1 && w2) return FALSE;
2268 /* Sort by monster level */
2269 if (r1_ptr->level < r2_ptr->level) return TRUE;
2270 if (r1_ptr->level > r2_ptr->level) return FALSE;
2272 /* Sort by monster experience */
2273 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
2274 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
2276 /* Compare indexes */
2281 * @brief 進化ツリーをソートするため木構造のスワップ関数 /
2282 * Sorting hook -- Swap function
2285 * @param a スワップしたい木構造1
2286 * @param b スワップしたい木構造2
2287 * @return 2が大きければTRUEを返す
2289 static void ang_sort_swap_evol_tree(vptr u, vptr v, int a, int b)
2291 int **evol_tree = (int **)u;
2298 holder = evol_tree[a];
2299 evol_tree[a] = evol_tree[b];
2300 evol_tree[b] = holder;
2304 * @brief 進化ツリーをスポイラー出力するメインルーチン /
2305 * Print monsters' evolution information to file
2306 * @param fname 出力ファイル名
2309 static void spoil_mon_evol(cptr fname)
2312 monster_race *r_ptr;
2313 int **evol_tree, i, j, n, r_idx;
2314 int *evol_tree_zero; /* For C_KILL() */
2316 /* Build the filename */
2317 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2319 /* File type is "TEXT" */
2320 FILE_TYPE(FILE_TYPE_TEXT);
2323 fff = my_fopen(buf, "w");
2327 msg_print("Cannot create spoiler file.");
2331 /* Dump the header */
2332 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2333 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2336 spoil_out("------------------------------------------\n\n");
2338 /* Allocate the "evol_tree" array (2-dimension) */
2339 C_MAKE(evol_tree, max_r_idx, int *);
2340 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2341 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2342 evol_tree_zero = *evol_tree;
2344 /* Step 1: Build the evolution tree */
2345 for (i = 1; i < max_r_idx; i++)
2350 if (!r_ptr->next_exp) continue;
2352 /* Trace evolution */
2354 evol_tree[i][n++] = i;
2357 evol_tree[i][n++] = r_ptr->next_r_idx;
2358 r_ptr = &r_info[r_ptr->next_r_idx];
2360 while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2363 /* Step 2: Scan the evolution trees and remove "partial tree" */
2364 for (i = 1; i < max_r_idx; i++)
2366 /* Not evolution tree */
2367 if (!evol_tree[i][0]) continue;
2369 for (j = 1; j < max_r_idx; j++)
2372 if (i == j) continue;
2374 /* Not evolution tree */
2375 if (!evol_tree[j][0]) continue;
2377 /* Is evolution tree[i] is part of [j]? */
2378 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2380 /* Remove this evolution tree */
2381 evol_tree[i][0] = 0;
2387 /* Step 3: Sort the evolution trees */
2389 /* Select the sort method */
2390 ang_sort_comp = ang_sort_comp_evol_tree;
2391 ang_sort_swap = ang_sort_swap_evol_tree;
2393 /* Sort the array */
2394 ang_sort(evol_tree, NULL, max_r_idx);
2396 /* Step 4: Print the evolution trees */
2397 for (i = 0; i < max_r_idx; i++)
2399 r_idx = evol_tree[i][0];
2401 /* No evolution or removed evolution tree */
2402 if (!r_idx) continue;
2404 /* Trace the evolution tree */
2405 r_ptr = &r_info[r_idx];
2406 fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
2407 r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2409 for (n = 1; r_ptr->next_exp; n++)
2411 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
2412 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2413 r_ptr = &r_info[r_ptr->next_r_idx];
2414 fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
2415 r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
2418 /* End of evolution tree */
2422 /* Free the "evol_tree" array (2-dimension) */
2423 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2424 C_KILL(evol_tree, max_r_idx, int *);
2426 /* Check for errors */
2427 if (ferror(fff) || my_fclose(fff))
2429 msg_print("Cannot close spoiler file.");
2433 msg_print("Successfully created a spoiler file.");
2441 extern void do_cmd_spoilers(void);
2444 * @brief スポイラー出力を行うコマンドのメインルーチン /
2445 * Create Spoiler files -BEN-
2448 void do_cmd_spoilers(void)
2450 /* Save the screen */
2460 prt("Create a spoiler file.", 2, 0);
2462 /* Prompt for a file */
2463 prt("(1) Brief Object Info (obj-desc.txt)", 5, 5);
2464 prt("(2) Brief Artifact Info (artifact.txt)", 6, 5);
2465 prt("(3) Brief Monster Info (mon-desc.txt)", 7, 5);
2466 prt("(4) Full Monster Info (mon-info.txt)", 8, 5);
2467 prt("(5) Monster Evolution Info (mon-evol.txt)", 9, 5);
2470 prt(_("コマンド:", "Command: "), _(18, 12), 0);
2477 /* Restore the screen */
2483 spoil_obj_desc("obj-desc.txt");
2488 spoil_artifact("artifact.txt");
2493 spoil_mon_desc("mon-desc.txt");
2498 spoil_mon_info("mon-info.txt");
2503 spoil_mon_evol("mon-evol.txt");
2511 /* Flush messages */
2517 * @brief ランダムアーティファクト1件を解析する /
2518 * Fill in an object description structure for a given object
2519 * @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
2520 * @param desc_ptr 記述内容を収める構造体参照ポインタ
2523 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
2525 analyze_general(o_ptr, desc_ptr->description);
2526 analyze_pval(o_ptr, &desc_ptr->pval_info);
2527 analyze_brand(o_ptr, desc_ptr->brands);
2528 analyze_slay(o_ptr, desc_ptr->slays);
2529 analyze_immune(o_ptr, desc_ptr->immunities);
2530 analyze_resist(o_ptr, desc_ptr->resistances);
2531 analyze_sustains(o_ptr, desc_ptr->sustains);
2532 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2533 desc_ptr->activation = item_activation(o_ptr);
2535 sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
2536 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2538 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2539 o_ptr->weight / 10, o_ptr->weight % 10);
2544 * @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 /
2545 * Create a spoiler file entry for an artifact
2546 * @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
2547 * @param art_ptr 記述内容を収めた構造体参照ポインタ
2548 * Fill in an object description structure for a given object
2551 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2553 pval_info_type *pval_ptr = &art_ptr->pval_info;
2557 /* Don't indent the first line */
2558 fprintf(fff, "%s\n", art_ptr->description);
2561 if (!(o_ptr->ident & (IDENT_MENTAL)))
2563 fprintf(fff, _("%s不明\n", "%sUnknown\n"),INDENT1);
2566 /* An "empty" pval description indicates that the pval affects nothing */
2567 if (pval_ptr->pval_desc[0])
2569 /* Mention the effects of pval */
2570 sprintf(buf, _("%sの修正:", "%s to"), pval_ptr->pval_desc);
2571 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2574 /* Now deal with the description lists */
2577 spoiler_outlist("対:", art_ptr->slays, ITEM_SEP);
2578 spoiler_outlist("武器属性:", art_ptr->brands, LIST_SEP);
2579 spoiler_outlist("免疫:", art_ptr->immunities, ITEM_SEP);
2580 spoiler_outlist("耐性:", art_ptr->resistances, ITEM_SEP);
2581 spoiler_outlist("維持:", art_ptr->sustains, ITEM_SEP);
2583 spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
2584 spoiler_outlist("", art_ptr->brands, LIST_SEP);
2585 spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
2586 spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
2587 spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
2589 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2591 /* Write out the possible activation at the primary indention level */
2592 if (art_ptr->activation)
2594 fprintf(fff, _("%s発動: %s\n", "%sActivates for %s\n"), INDENT1, art_ptr->activation);
2597 /* End with the miscellaneous facts */
2598 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2603 * @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 /
2604 * @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
2605 * @param i 出力したい記録ランダムアーティファクトID
2608 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
2610 obj_desc_list artifact;
2612 if (!object_is_known(o_ptr) || !o_ptr->art_name
2613 || o_ptr->tval != group_artifact[i].tval)
2616 /* Analyze the artifact */
2617 random_artifact_analyze(o_ptr, &artifact);
2619 /* Write out the artifact description to the spoiler file */
2620 spoiler_print_randart(o_ptr, &artifact);
2624 * @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 /
2625 * Create a list file for random artifacts
2626 * @param fname 出力ファイル名
2629 void spoil_random_artifact(cptr fname)
2639 /* Build the filename */
2640 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2642 /* File type is "TEXT" */
2643 FILE_TYPE(FILE_TYPE_TEXT);
2646 fff = my_fopen(buf, "w");
2650 msg_print("Cannot create list file.");
2654 /* Dump the header */
2655 sprintf(buf, "Random artifacts list.\r");
2656 spoiler_underline(buf);
2658 /* List the artifacts by tval */
2659 for (j = 0; group_artifact[j].tval; j++)
2661 /* random artifacts wielding */
2662 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2664 q_ptr = &inventory[i];
2665 spoil_random_artifact_aux(q_ptr, j);
2668 /* random artifacts in inventory */
2669 for (i = 0; i < INVEN_PACK; i++)
2671 q_ptr = &inventory[i];
2672 spoil_random_artifact_aux(q_ptr, j);
2675 /* random artifacts in home */
2676 st_ptr = &town[1].store[STORE_HOME];
2677 for (i = 0; i < st_ptr->stock_num; i++)
2679 q_ptr = &st_ptr->stock[i];
2680 spoil_random_artifact_aux(q_ptr, j);
2683 /* random artifacts in museum */
2684 st_ptr = &town[1].store[STORE_MUSEUM];
2685 for (i = 0; i < st_ptr->stock_num; i++)
2687 q_ptr = &st_ptr->stock[i];
2688 spoil_random_artifact_aux(q_ptr, j);
2692 /* Check for errors */
2693 if (ferror(fff) || my_fclose(fff))
2695 msg_print("Cannot close list file.");
2699 msg_print("Successfully created a list file.");
2706 #endif /* MACINTOSH */