4 * Copyright (c) 1997 Ben Harrison, and others
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Spoiler generation -BEN- */
20 * The spoiler file being created
22 static FILE *fff = NULL;
27 * Extract a textual representation of an attribute
29 static cptr attr_to_text(monster_race *r_ptr)
32 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Æ©ÌÀ¤Ê";
33 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Ëü¿§¤Î";
34 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "½à¥é¥ó¥À¥à¤Ê";
36 if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Clear";
37 if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Multi";
38 if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "S.Rand";
41 switch (r_ptr->d_attr)
44 case TERM_DARK: return "XXX¤¤";
45 case TERM_WHITE: return "Çò¤¤";
46 case TERM_SLATE: return "Àij¥¿§¤Î";
47 case TERM_ORANGE: return "¥ª¥ì¥ó¥¸¤Î";
48 case TERM_RED: return "ÀÖ¤¤";
49 case TERM_GREEN: return "ÎФÎ";
50 case TERM_BLUE: return "ÀĤ¤";
51 case TERM_UMBER: return "àèàῧ¤Î";
52 case TERM_L_DARK: return "³¥¿§¤Î";
53 case TERM_L_WHITE: return "ÌÀÀij¥¿§¤Î";
54 case TERM_VIOLET: return "»ç¤Î";
55 case TERM_YELLOW: return "²«¿§¤¤";
56 case TERM_L_RED: return "ÌÀ¤¤ÀÖ¤Î";
57 case TERM_L_GREEN: return "ÌÀ¤¤ÎФÎ";
58 case TERM_L_BLUE: return "ÌÀ¤¤ÀĤÎ";
59 case TERM_L_UMBER: return "ÌÀ¤¤àèàῧ¤Î";
61 case TERM_DARK: return "xxx";
62 case TERM_WHITE: return "White";
63 case TERM_SLATE: return "Slate";
64 case TERM_ORANGE: return "Orange";
65 case TERM_RED: return "Red";
66 case TERM_GREEN: return "Green";
67 case TERM_BLUE: return "Blue";
68 case TERM_UMBER: return "Umber";
69 case TERM_L_DARK: return "L.Dark";
70 case TERM_L_WHITE: return "L.Slate";
71 case TERM_VIOLET: return "Violet";
72 case TERM_YELLOW: return "Yellow";
73 case TERM_L_RED: return "L.Red";
74 case TERM_L_GREEN: return "L.Green";
75 case TERM_L_BLUE: return "L.Blue";
76 case TERM_L_UMBER: return "L.Umber";
102 * Item Spoilers by: benh@phial.com (Ben Harrison)
107 * The basic items categorized by type
109 static grouper group_item[] =
112 { TV_SHOT, "¼Í·âʪ" },
127 { TV_DIGGING, "Éð´ï" },
129 { TV_DIGGING, "Weapons" },
132 { TV_POLEARM, NULL },
137 { TV_SOFT_ARMOR, "Ëɶñ (ÂÎ)" },
139 { TV_SOFT_ARMOR, "Armour (Body)" },
142 { TV_HARD_ARMOR, NULL },
143 { TV_DRAG_ARMOR, NULL },
146 { TV_BOOTS, "Ëɶñ (¤½¤Î¾)" },
148 { TV_BOOTS, "Armour (Misc)" },
159 { TV_AMULET, "¥¢¥ß¥å¥ì¥Ã¥È" },
162 { TV_LITE, "Light Sources" },
163 { TV_AMULET, "Amulets" },
164 { TV_RING, "Rings" },
169 { TV_WAND, "ËâË¡ËÀ" },
170 { TV_ROD, "¥í¥Ã¥É" },
172 { TV_STAFF, "Staffs" },
173 { TV_WAND, "Wands" },
178 { TV_SCROLL, "´¬Êª" },
182 { TV_SCROLL, "Scrolls" },
183 { TV_POTION, "Potions" },
188 { TV_LIFE_BOOK, "ËâË¡½ñ (À¸Ì¿)" },
189 { TV_SORCERY_BOOK, "ËâË¡½ñ (Àç½Ñ)" },
190 { TV_NATURE_BOOK, "ËâË¡½ñ (¼«Á³)" },
191 { TV_CHAOS_BOOK, "ËâË¡½ñ (¥«¥ª¥¹)" },
192 { TV_DEATH_BOOK, "ËâË¡½ñ (°Å¹õ)" },
193 { TV_TRUMP_BOOK, "ËâË¡½ñ (¥È¥é¥ó¥×)" },
194 { TV_ARCANE_BOOK, "ËâË¡½ñ (Èë½Ñ)" },
195 { TV_CRAFT_BOOK, "ËâË¡½ñ (¾¢)" },
196 { TV_DAEMON_BOOK, "ËâË¡½ñ (°Ëâ)" },
197 { TV_CRUSADE_BOOK, "ËâË¡½ñ (Ç˼Ù)" },
198 { TV_MUSIC_BOOK, "²Î½¸" },
199 { TV_HISSATSU_BOOK, "Éð·Ý¤Î½ñ" },
201 { TV_LIFE_BOOK, "Books (Life)" },
202 { TV_SORCERY_BOOK, "Books (Sorcery)" },
203 { TV_NATURE_BOOK, "Books (Nature)" },
204 { TV_CHAOS_BOOK, "Books (Chaos)" },
205 { TV_DEATH_BOOK, "Books (Death)" },
206 { TV_TRUMP_BOOK, "Books (Trump)" },
207 { TV_ARCANE_BOOK, "Books (Arcane)" },
208 { TV_CRAFT_BOOK, "Books (Craft)" },
209 { TV_DAEMON_BOOK, "Books (Daemon)" },
210 { TV_CRUSADE_BOOK, "Books (Crusade)" },
211 { TV_MUSIC_BOOK, "Song Books" },
212 { TV_HISSATSU_BOOK, "Books (Kendo)" },
217 { TV_CAPTURE, "¥¥ã¥×¥Á¥ã¡¼¡¦¥Ü¡¼¥ë" },
218 { TV_CARD, "¥¨¥¯¥¹¥×¥ì¥¹¥«¡¼¥É" },
220 { TV_WHISTLE, "Whistle" },
221 { TV_CAPTURE, "Capture Ball" },
222 { TV_CARD, "Express Card" },
228 { TV_CHEST, "Chests" },
232 { TV_FIGURINE, "¿Í·Á" },
234 { TV_CORPSE, "»àÂÎ" },
236 { TV_FIGURINE, "Magical Figurines" },
237 { TV_STATUE, "Statues" },
238 { TV_CORPSE, "Corpses" },
242 { TV_SKELETON, "¤½¤Î¾" },
244 { TV_SKELETON, "Misc" },
251 { TV_PARCHMENT, NULL },
260 static void kind_info(char *buf, char *dam, char *wgt, int *lev, s32b *val, int k)
266 /* Get local object */
269 /* Prepare a fake item */
270 object_prep(q_ptr, k);
273 q_ptr->ident |= (IDENT_KNOWN);
283 (*lev) = k_info[q_ptr->k_idx].level;
286 (*val) = object_value(q_ptr);
290 if (!buf || !dam || !wgt) return;
293 /* Description (too brief) */
294 object_desc(buf, q_ptr, (OD_NAME_ONLY | OD_STORE));
314 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
324 sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
339 sprintf(dam, "%d", q_ptr->ac);
346 sprintf(wgt, "%3d.%d", q_ptr->weight / 10, q_ptr->weight % 10);
351 * Create a spoiler file for items
353 static void spoil_obj_desc(cptr fname)
355 int i, k, s, t, n = 0, group_start = 0;
365 /* Build the filename */
366 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
368 /* File type is "TEXT" */
369 FILE_TYPE(FILE_TYPE_TEXT);
372 fff = my_fopen(buf, "w");
377 msg_print("Cannot create spoiler file.");
383 fprintf(fff, "Spoiler File -- Basic Items (Hengband %d.%d.%d)\n\n\n",
384 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
387 fprintf(fff, "%-45s %8s%7s%5s%9s\n",
388 "Description", "Dam/AC", "Wgt", "Lev", "Cost");
389 fprintf(fff, "%-45s %8s%7s%5s%9s\n",
390 "----------------------------------------",
391 "------", "---", "---", "----");
393 /* List the groups */
394 for (i = 0; TRUE; i++)
396 /* Write out the group title */
397 if (group_item[i].name)
401 /* Hack -- bubble-sort by cost and then level */
402 for (s = 0; s < n - 1; s++)
404 for (t = 0; t < n - 1; t++)
415 kind_info(NULL, NULL, NULL, &e1, &t1, who[i1]);
416 kind_info(NULL, NULL, NULL, &e2, &t2, who[i2]);
418 if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
427 fprintf(fff, "\n\n%s\n\n", group_item[group_start].name);
429 /* Spoil each item */
430 for (s = 0; s < n; s++)
435 /* Describe the kind */
436 kind_info(buf, dam, wgt, &e, &v, who[s]);
439 fprintf(fff, " %-45s%8s%7s%5d%9ld\n",
440 buf, dam, wgt, e, (long)(v));
443 /* Start a new set */
448 if (!group_item[i].tval) break;
450 /* Start a new set */
454 /* Acquire legal item types */
455 for (k = 1; k < max_k_idx; k++)
457 object_kind *k_ptr = &k_info[k];
459 /* Skip wrong tval's */
460 if (k_ptr->tval != group_item[i].tval) continue;
462 /* Hack -- Skip instant-artifacts */
463 if (k_ptr->gen_flags & (TRG_INSTA_ART)) continue;
471 /* Check for errors */
472 if (ferror(fff) || my_fclose(fff))
474 msg_print("Cannot close spoiler file.");
479 msg_print("Successfully created a spoiler file.");
484 * Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
489 * Returns a "+" string if a number is non-negative and an empty
492 #define POSITIZE(v) (((v) >= 0) ? "+" : "")
495 * These are used to format the artifact spoiler file. INDENT1 is used
496 * to indent all but the first line of an artifact spoiler. INDENT2 is
497 * used when a line "wraps". (Bladeturner's resistances cause this.)
503 * MAX_LINE_LEN specifies when a line should wrap.
505 #define MAX_LINE_LEN 75
508 * Given an array, determine how many elements are in the array
510 #define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
513 * The artifacts categorized by type
515 static grouper group_artifact[] =
518 { TV_SWORD, "Åá·õ" },
519 { TV_POLEARM, "Áä/Éà" },
520 { TV_HAFTED, "Æß´ï" },
521 { TV_DIGGING, "¥·¥ã¥Ù¥ë/¤Ä¤ë¤Ï¤·" },
522 { TV_BOW, "Èô¤ÓÆ»¶ñ" },
525 { TV_SOFT_ARMOR, "³»" },
526 { TV_HARD_ARMOR, NULL },
527 { TV_DRAG_ARMOR, NULL },
529 { TV_CLOAK, "¥¯¥í¡¼¥¯" },
532 { TV_HELM, "³õ/´§" },
534 { TV_GLOVES, "äƼê" },
538 { TV_AMULET, "¥¢¥ß¥å¥ì¥Ã¥È" },
541 { TV_SWORD, "Edged Weapons" },
542 { TV_POLEARM, "Polearms" },
543 { TV_HAFTED, "Hafted Weapons" },
544 { TV_DIGGING, "Shovels/Picks" },
546 { TV_ARROW, "Ammo" },
548 { TV_SOFT_ARMOR, "Body Armor" },
549 { TV_HARD_ARMOR, NULL },
550 { TV_DRAG_ARMOR, NULL },
552 { TV_CLOAK, "Cloaks" },
553 { TV_SHIELD, "Shields" },
555 { TV_HELM, "Helms/Crowns" },
557 { TV_GLOVES, "Gloves" },
558 { TV_BOOTS, "Boots" },
560 { TV_LITE, "Light Sources" },
561 { TV_AMULET, "Amulets" },
562 { TV_RING, "Rings" },
571 * Pair together a constant flag with a textual description.
573 * Used by both "init.c" and "wiz-spo.c".
575 * Note that it sometimes more efficient to actually make an array
576 * of textual names, where entry 'N' is assumed to be paired with
577 * the flag whose value is "1L << N", but that requires hard-coding.
580 typedef struct flag_desc flag_desc;
585 const char *const desc;
591 * These are used for "+3 to STR, DEX", etc. These are separate from
592 * the other pval affected traits to simplify the case where an object
593 * affects all stats. In this case, "All stats" is used instead of
594 * listing each stat individually.
597 static flag_desc stat_flags_desc[] =
603 { TR_DEX, "´ïÍѤµ" },
604 { TR_CON, "Âѵ×ÎÏ" },
617 * Besides stats, these are the other player traits
618 * which may be affected by an object's pval
621 static flag_desc pval_flags1_desc[] =
624 { TR_MAGIC_MASTERY, "ËâË¡Æ»¶ñ»ÈÍÑǽÎÏ" },
625 { TR_STEALTH, "±£Ì©" },
626 { TR_SEARCH, "õº÷" },
627 { TR_INFRA, "ÀÖ³°Àþ»ëÎÏ" },
628 { TR_TUNNEL, "ºÎ·¡" },
629 { TR_BLOWS, "¹¶·â²ó¿ô" },
630 { TR_SPEED, "¥¹¥Ô¡¼¥É" }
632 { TR_STEALTH, "Stealth" },
633 { TR_SEARCH, "Searching" },
634 { TR_INFRA, "Infravision" },
635 { TR_TUNNEL, "Tunneling" },
636 { TR_BLOWS, "Attacks" },
637 { TR_SPEED, "Speed" }
642 * Slaying preferences for weapons
645 static flag_desc slay_flags_desc[] =
648 { TR_SLAY_ANIMAL, "ưʪ" },
649 { TR_KILL_ANIMAL, "*ưʪ*" },
650 { TR_SLAY_EVIL, "¼Ù°" },
651 { TR_KILL_EVIL, "*¼Ù°*" },
652 { TR_SLAY_HUMAN, "¿Í´Ö" },
653 { TR_KILL_HUMAN, "*¿Í´Ö*" },
654 { TR_SLAY_UNDEAD, "¥¢¥ó¥Ç¥Ã¥É" },
655 { TR_KILL_UNDEAD, "*¥¢¥ó¥Ç¥Ã¥É*" },
656 { TR_SLAY_DEMON, "°Ëâ" },
657 { TR_KILL_DEMON, "*°Ëâ*" },
658 { TR_SLAY_ORC, "¥ª¡¼¥¯" },
659 { TR_KILL_ORC, "*¥ª¡¼¥¯*" },
660 { TR_SLAY_TROLL, "¥È¥í¥ë" },
661 { TR_KILL_TROLL, "*¥È¥í¥ë*" },
662 { TR_SLAY_GIANT, "µð¿Í" },
663 { TR_KILL_GIANT, "*µð¿Í*" },
664 { TR_SLAY_DRAGON, "¥É¥é¥´¥ó" },
665 { TR_KILL_DRAGON, "*¥É¥é¥´¥ó*" },
667 { TR_SLAY_ANIMAL, "Animal" },
668 { TR_KILL_ANIMAL, "XAnimal" },
669 { TR_SLAY_EVIL, "Evil" },
670 { TR_KILL_EVIL, "XEvil" },
671 { TR_SLAY_HUMAN, "Human" },
672 { TR_KILL_HUMAN, "XHuman" },
673 { TR_SLAY_UNDEAD, "Undead" },
674 { TR_KILL_UNDEAD, "XUndead" },
675 { TR_SLAY_DEMON, "Demon" },
676 { TR_KILL_DEMON, "XDemon" },
677 { TR_SLAY_ORC, "Orc" },
678 { TR_KILL_ORC, "XOrc" },
679 { TR_SLAY_TROLL, "Troll" },
680 { TR_KILL_TROLL, "XTroll" },
681 { TR_SLAY_GIANT, "Giant" },
682 { TR_KILL_GIANT, "Xgiant" },
683 { TR_SLAY_DRAGON, "Dragon" },
684 { TR_KILL_DRAGON, "Xdragon" }
689 * Elemental brands for weapons
691 * Clearly, TR1_IMPACT is a bit out of place here. To simplify
692 * coding, it has been included here along with the elemental
693 * brands. It does seem to fit in with the brands and slaying
694 * more than the miscellaneous section.
696 static flag_desc brand_flags_desc[] =
699 { TR_BRAND_ACID, "Íϲò" },
700 { TR_BRAND_ELEC, "ÅÅ·â" },
701 { TR_BRAND_FIRE, "¾Æ´þ" },
702 { TR_BRAND_COLD, "Åà·ë" },
703 { TR_BRAND_POIS, "ÆÇ»¦" },
705 { TR_FORCE_WEAPON, "ÍýÎÏ" },
706 { TR_CHAOTIC, "º®ÆÙ" },
707 { TR_VAMPIRIC, "µÛ·ì" },
708 { TR_IMPACT, "ÃÏ¿Ì" },
709 { TR_VORPAL, "ÀÚ¤ìÌ£" },
711 { TR_BRAND_ACID, "Acid Brand" },
712 { TR_BRAND_ELEC, "Lightning Brand" },
713 { TR_BRAND_FIRE, "Flame Tongue" },
714 { TR_BRAND_COLD, "Frost Brand" },
715 { TR_BRAND_POIS, "Poisoned" },
717 { TR_FORCE_WEAPON, "Force" },
718 { TR_CHAOTIC, "Mark of Chaos" },
719 { TR_VAMPIRIC, "Vampiric" },
720 { TR_IMPACT, "Earthquake impact on hit" },
721 { TR_VORPAL, "Very sharp" },
729 static const flag_desc resist_flags_desc[] =
732 { TR_RES_ACID, "»À" },
733 { TR_RES_ELEC, "ÅÅ·â" },
734 { TR_RES_FIRE, "²Ð±ê" },
735 { TR_RES_COLD, "Î䵤" },
736 { TR_RES_POIS, "ÆÇ" },
737 { TR_RES_FEAR, "¶²ÉÝ"},
738 { TR_RES_LITE, "Á®¸÷" },
739 { TR_RES_DARK, "°Å¹õ" },
740 { TR_RES_BLIND, "ÌÕÌÜ" },
741 { TR_RES_CONF, "º®Íð" },
742 { TR_RES_SOUND, "¹ì²»" },
743 { TR_RES_SHARDS, "ÇËÊÒ" },
744 { TR_RES_NETHER, "ÃϹö" },
745 { TR_RES_NEXUS, "°ø²Ìº®Íð" },
746 { TR_RES_CHAOS, "¥«¥ª¥¹" },
747 { TR_RES_DISEN, "Îô²½" },
749 { TR_RES_ACID, "Acid" },
750 { TR_RES_ELEC, "Lightning" },
751 { TR_RES_FIRE, "Fire" },
752 { TR_RES_COLD, "Cold" },
753 { TR_RES_POIS, "Poison" },
754 { TR_RES_FEAR, "Fear"},
755 { TR_RES_LITE, "Light" },
756 { TR_RES_DARK, "Dark" },
757 { TR_RES_BLIND, "Blindness" },
758 { TR_RES_CONF, "Confusion" },
759 { TR_RES_SOUND, "Sound" },
760 { TR_RES_SHARDS, "Shards" },
761 { TR_RES_NETHER, "Nether" },
762 { TR_RES_NEXUS, "Nexus" },
763 { TR_RES_CHAOS, "Chaos" },
764 { TR_RES_DISEN, "Disenchantment" },
769 * Elemental immunities (along with poison)
772 static const flag_desc immune_flags_desc[] =
775 { TR_IM_ACID, "»À" },
776 { TR_IM_ELEC, "ÅÅ·â" },
777 { TR_IM_FIRE, "²Ð±ê" },
778 { TR_IM_COLD, "Î䵤" },
780 { TR_IM_ACID, "Acid" },
781 { TR_IM_ELEC, "Lightning" },
782 { TR_IM_FIRE, "Fire" },
783 { TR_IM_COLD, "Cold" },
788 * Sustain stats - these are given their "own" line in the
789 * spoiler file, mainly for simplicity
791 static const flag_desc sustain_flags_desc[] =
794 { TR_SUST_STR, "ÏÓÎÏ" },
795 { TR_SUST_INT, "ÃÎǽ" },
796 { TR_SUST_WIS, "¸¤µ" },
797 { TR_SUST_DEX, "´ïÍѤµ" },
798 { TR_SUST_CON, "Âѵ×ÎÏ" },
799 { TR_SUST_CHR, "Ì¥ÎÏ" },
801 { TR_SUST_STR, "STR" },
802 { TR_SUST_INT, "INT" },
803 { TR_SUST_WIS, "WIS" },
804 { TR_SUST_DEX, "DEX" },
805 { TR_SUST_CON, "CON" },
806 { TR_SUST_CHR, "CHR" },
811 * Miscellaneous magic given by an object's "flags2" field
814 static const flag_desc misc_flags2_desc[] =
817 { TR_THROW, "ÅêÚ³" },
818 { TR_REFLECT, "È¿¼Í" },
819 { TR_FREE_ACT, "ËãáãÃΤ餺" },
820 { TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý" },
822 { TR_THROW, "Throwing" },
823 { TR_REFLECT, "Reflection" },
824 { TR_FREE_ACT, "Free Action" },
825 { TR_HOLD_LIFE, "Hold Life" },
830 * Miscellaneous magic given by an object's "flags3" field
832 * Note that cursed artifacts and objects with permanent light
833 * are handled "directly" -- see analyze_misc_magic()
836 static const flag_desc misc_flags3_desc[] =
839 { TR_SH_FIRE, "²Ð±ê¥ª¡¼¥é" },
840 { TR_SH_ELEC, "Åŷ⥪¡¼¥é" },
841 { TR_SH_COLD, "Î䵤¥ª¡¼¥é" },
842 { TR_NO_TELE, "È¿¥Æ¥ì¥Ý¡¼¥È" },
843 { TR_NO_MAGIC, "È¿ËâË¡" },
844 { TR_LEVITATION, "ÉâÍ·" },
845 { TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ" },
846 { TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼" },
847 { TR_ESP_ANIMAL, "ưʪ´¶ÃÎ" },
848 { TR_ESP_UNDEAD, "ÉԻശÃÎ" },
849 { TR_ESP_DEMON, "°Ëâ´¶ÃÎ" },
850 { TR_ESP_ORC, "¥ª¡¼¥¯´¶ÃÎ" },
851 { TR_ESP_TROLL, "¥È¥í¥ë´¶ÃÎ" },
852 { TR_ESP_GIANT, "µð¿Í´¶ÃÎ" },
853 { TR_ESP_DRAGON, "¥É¥é¥´¥ó´¶ÃÎ" },
854 { TR_ESP_HUMAN, "¿Í´Ö´¶ÃÎ" },
855 { TR_ESP_EVIL, "¼Ù°´¶ÃÎ" },
856 { TR_ESP_GOOD, "Á±ÎÉ´¶ÃÎ" },
857 { TR_ESP_NONLIVING, "̵À¸Êª´¶ÃÎ" },
858 { TR_ESP_UNIQUE, "¥æ¥Ë¡¼¥¯´¶ÃÎ" },
859 { TR_SLOW_DIGEST, "Ãپò½" },
860 { TR_REGEN, "µÞ®²óÉü" },
861 { TR_WARNING, "·Ù¹ð" },
862 /* { TR_XTRA_MIGHT, "¶¯Îϼͷâ" }, */
863 { TR_XTRA_SHOTS, "Äɲüͷâ" }, /* always +1? */
864 { TR_DRAIN_EXP, "·Ð¸³Ã͵ۼý" },
865 { TR_AGGRAVATE, "È¿´¶" },
866 { TR_BLESSED, "½ËÊ¡" },
867 { TR_DEC_MANA, "¾ÃÈñËâÎϸº¾¯" },
869 { TR_SH_FIRE, "Fiery Aura" },
870 { TR_SH_ELEC, "Electric Aura" },
871 { TR_SH_COLD, "Coldly Aura" },
872 { TR_NO_TELE, "Prevent Teleportation" },
873 { TR_NO_MAGIC, "Anti-Magic" },
874 { TR_LEVITATION, "Levitation" },
875 { TR_SEE_INVIS, "See Invisible" },
876 { TR_TELEPATHY, "ESP" },
877 { TR_SLOW_DIGEST, "Slow Digestion" },
878 { TR_REGEN, "Regeneration" },
879 { TR_WARNING, "Warning" },
880 /* { TR_XTRA_MIGHT, "Extra Might" }, */
881 { TR_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
882 { TR_DRAIN_EXP, "Drains Experience" },
883 { TR_AGGRAVATE, "Aggravates" },
884 { TR_BLESSED, "Blessed Blade" },
885 { TR_DEC_MANA, "Decrease Mana Consumption Rate" },
891 * A special type used just for deailing with pvals
896 * This will contain a string such as "+2", "-10", etc.
901 * A list of various player traits affected by an object's pval such
902 * as stats, speed, stealth, etc. "Extra attacks" is NOT included in
903 * this list since it will probably be desirable to format its
904 * description differently.
906 * Note that room need only be reserved for the number of stats - 1
907 * since the description "All stats" is used if an object affects all
908 * all stats. Also, room must be reserved for a sentinel NULL pointer.
910 * This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
912 * This list includes extra attacks, for simplicity.
914 cptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
915 N_ELEMENTS(pval_flags1_desc) + 1];
921 * An "object analysis structure"
923 * It will be filled with descriptive strings detailing an object's
924 * various magical powers. The "ignore X" traits are not noted since
925 * all artifacts ignore "normal" destruction.
930 /* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
931 char description[MAX_NLEN];
933 /* Description of what is affected by an object's pval */
934 pval_info_type pval_info;
936 /* A list of an object's slaying preferences */
937 cptr slays[N_ELEMENTS(slay_flags_desc) + 1];
939 /* A list if an object's elemental brands */
940 cptr brands[N_ELEMENTS(brand_flags_desc) + 1];
942 /* A list of immunities granted by an object */
943 cptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
945 /* A list of resistances granted by an object */
946 cptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
948 /* A list of stats sustained by an object */
949 cptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
951 /* A list of various magical qualities an object may have */
952 cptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
953 + 1 /* Permanent Light */
955 + 1 /* type of curse */
956 + 1]; /* sentinel NULL */
958 /* Additional ability or resistance */
961 /* A string describing an artifact's activation */
964 /* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
970 * Write out `n' of the character `c' to the spoiler file
972 static void spoiler_out_n_chars(int n, char c)
974 while (--n >= 0) fputc(c, fff);
979 * Write out `n' blank lines to the spoiler file
981 static void spoiler_blanklines(int n)
983 spoiler_out_n_chars(n, '\n');
988 * Write a line to the spoiler file and then "underline" it with hypens
990 static void spoiler_underline(cptr str)
992 fprintf(fff, "%s\n", str);
993 spoiler_out_n_chars(strlen(str), '-');
1000 * This function does most of the actual "analysis". Given a set of bit flags
1001 * (which will be from one of the flags fields from the object in question),
1002 * a "flag description structure", a "description list", and the number of
1003 * elements in the "flag description structure", this function sets the
1004 * "description list" members to the appropriate descriptions contained in
1005 * the "flag description structure".
1007 * The possibly updated description pointer is returned.
1009 static cptr *spoiler_flag_aux(const u32b art_flags[TR_FLAG_SIZE],
1010 const flag_desc *flag_ptr,
1011 cptr *desc_ptr, const int n_elmnts)
1015 for (i = 0; i < n_elmnts; ++i)
1017 if (have_flag(art_flags, flag_ptr[i].flag))
1019 *desc_ptr++ = flag_ptr[i].desc;
1028 * Acquire a "basic" description "The Cloak of Death [1,+10]"
1030 static void analyze_general(object_type *o_ptr, char *desc_ptr)
1032 /* Get a "useful" description of the object */
1033 object_desc(desc_ptr, o_ptr, (OD_NAME_AND_ENCHANT | OD_STORE));
1038 * List "player traits" altered by an artifact's pval. These include stats,
1039 * speed, infravision, tunneling, stealth, searching, and extra attacks.
1041 static void analyze_pval(object_type *o_ptr, pval_info_type *p_ptr)
1043 u32b flgs[TR_FLAG_SIZE];
1047 /* If pval == 0, there is nothing to do. */
1050 /* An "empty" pval description indicates that pval == 0 */
1051 p_ptr->pval_desc[0] = '\0';
1055 /* Extract the flags */
1056 object_flags(o_ptr, flgs);
1058 affects_list = p_ptr->pval_affects;
1060 /* Create the "+N" string */
1061 sprintf(p_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
1063 /* First, check to see if the pval affects all stats */
1064 if (have_flag(flgs, TR_STR) && have_flag(flgs, TR_INT) &&
1065 have_flag(flgs, TR_WIS) && have_flag(flgs, TR_DEX) &&
1066 have_flag(flgs, TR_CON) && have_flag(flgs, TR_CHR))
1069 *affects_list++ = "Á´Ç½ÎÏ";
1071 *affects_list++ = "All stats";
1075 /* Are any stats affected? */
1076 else if (have_flag(flgs, TR_STR) || have_flag(flgs, TR_INT) ||
1077 have_flag(flgs, TR_WIS) || have_flag(flgs, TR_DEX) ||
1078 have_flag(flgs, TR_CON) || have_flag(flgs, TR_CHR))
1080 affects_list = spoiler_flag_aux(flgs, stat_flags_desc,
1082 N_ELEMENTS(stat_flags_desc));
1085 /* And now the "rest" */
1086 affects_list = spoiler_flag_aux(flgs, pval_flags1_desc,
1088 N_ELEMENTS(pval_flags1_desc));
1090 /* Terminate the description list */
1091 *affects_list = NULL;
1095 /* Note the slaying specialties of a weapon */
1096 static void analyze_slay(object_type *o_ptr, cptr *slay_list)
1098 u32b flgs[TR_FLAG_SIZE];
1100 object_flags(o_ptr, flgs);
1102 slay_list = spoiler_flag_aux(flgs, slay_flags_desc, slay_list,
1103 N_ELEMENTS(slay_flags_desc));
1105 /* Terminate the description list */
1109 /* Note an object's elemental brands */
1110 static void analyze_brand(object_type *o_ptr, cptr *brand_list)
1112 u32b flgs[TR_FLAG_SIZE];
1114 object_flags(o_ptr, flgs);
1116 brand_list = spoiler_flag_aux(flgs, brand_flags_desc, brand_list,
1117 N_ELEMENTS(brand_flags_desc));
1119 /* Terminate the description list */
1124 /* Note the resistances granted by an object */
1125 static void analyze_resist(object_type *o_ptr, cptr *resist_list)
1127 u32b flgs[TR_FLAG_SIZE];
1129 object_flags(o_ptr, flgs);
1131 resist_list = spoiler_flag_aux(flgs, resist_flags_desc,
1132 resist_list, N_ELEMENTS(resist_flags_desc));
1134 /* Terminate the description list */
1135 *resist_list = NULL;
1139 /* Note the immunities granted by an object */
1140 static void analyze_immune(object_type *o_ptr, cptr *immune_list)
1142 u32b flgs[TR_FLAG_SIZE];
1144 object_flags(o_ptr, flgs);
1146 immune_list = spoiler_flag_aux(flgs, immune_flags_desc,
1147 immune_list, N_ELEMENTS(immune_flags_desc));
1149 /* Terminate the description list */
1150 *immune_list = NULL;
1154 /* Note which stats an object sustains */
1155 static void analyze_sustains(object_type *o_ptr, cptr *sustain_list)
1157 u32b 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))
1167 *sustain_list++ = "Á´Ç½ÎÏ";
1169 *sustain_list++ = "All stats";
1173 /* Should we bother? */
1174 else if (have_flag(flgs, TR_SUST_STR) || have_flag(flgs, TR_SUST_INT) ||
1175 have_flag(flgs, TR_SUST_WIS) || have_flag(flgs, TR_SUST_DEX) ||
1176 have_flag(flgs, TR_SUST_CON) || have_flag(flgs, TR_SUST_CHR))
1178 sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc,
1180 N_ELEMENTS(sustain_flags_desc));
1183 /* Terminate the description list */
1184 *sustain_list = NULL;
1189 * Note miscellaneous powers bestowed by an artifact such as see invisible,
1190 * free action, permanent light, etc.
1192 static void analyze_misc_magic(object_type *o_ptr, cptr *misc_list)
1194 u32b flgs[TR_FLAG_SIZE];
1196 object_flags(o_ptr, flgs);
1198 misc_list = spoiler_flag_aux(flgs, misc_flags2_desc, misc_list,
1199 N_ELEMENTS(misc_flags2_desc));
1201 misc_list = spoiler_flag_aux(flgs, misc_flags3_desc, misc_list,
1202 N_ELEMENTS(misc_flags3_desc));
1205 * Artifact lights -- large radius light.
1207 if ((o_ptr->tval == TV_LITE) && object_is_fixed_artifact(o_ptr))
1210 *misc_list++ = "±Êµ×¸÷¸»(Ⱦ·Â3)";
1212 *misc_list++ = "Permanent Light(3)";
1217 * Glowing artifacts -- small radius light.
1219 if (have_flag(flgs, TR_LITE))
1222 *misc_list++ = "±Êµ×¸÷¸»(Ⱦ·Â1)";
1224 *misc_list++ = "Permanent Light(1)";
1229 * Handle cursed objects here to avoid redundancies such as noting
1230 * that a permanently cursed object is heavily cursed as well as
1231 * being "lightly cursed".
1234 /* if (object_is_cursed(o_ptr)) */
1236 if (have_flag(flgs, TR_TY_CURSE))
1239 *misc_list++ = "ÂÀ¸Å¤Î±åÇ°";
1241 *misc_list++ = "Ancient Curse";
1244 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1247 *misc_list++ = "±Ê±ó¤Î¼ö¤¤";
1249 *misc_list++ = "Permanently Cursed";
1252 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1255 *misc_list++ = "¶¯ÎϤʼö¤¤";
1257 *misc_list++ = "Heavily Cursed";
1261 else if (o_ptr->curse_flags & TRC_CURSED)
1264 *misc_list++ = "¼ö¤¤";
1266 *misc_list++ = "Cursed";
1271 /* Terminate the description list */
1277 * Note additional ability and/or resistance of fixed artifacts
1279 static void analyze_addition(object_type *o_ptr, char *addition)
1281 artifact_type *a_ptr = &a_info[o_ptr->name1];
1284 strcpy(addition, "");
1287 if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) strcat(addition, "ǽÎÏandÂÑÀ");
1288 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1290 strcat(addition, "ǽÎÏ");
1291 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(1/2¤ÇandÂÑÀ)");
1293 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1295 strcat(addition, "ÂÑÀ");
1296 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(1/2¤ÇandǽÎÏ)");
1298 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "ǽÎÏorÂÑÀ");
1300 if ((a_ptr->gen_flags & TRG_XTRA_POWER) && (a_ptr->gen_flags & TRG_XTRA_H_RES)) strcat(addition, "Ability and Resistance");
1301 else if (a_ptr->gen_flags & TRG_XTRA_POWER)
1303 strcat(addition, "Ability");
1304 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(plus Resistance about 1/2)");
1306 else if (a_ptr->gen_flags & TRG_XTRA_H_RES)
1308 strcat(addition, "Resistance");
1309 if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "(plus Ability about 1/2)");
1311 else if (a_ptr->gen_flags & TRG_XTRA_RES_OR_POWER) strcat(addition, "Ability or Resistance");
1317 * Determine the minimum depth an artifact can appear, its rarity, its weight,
1318 * and its value in gold pieces
1320 static void analyze_misc(object_type *o_ptr, char *misc_desc)
1322 artifact_type *a_ptr = &a_info[o_ptr->name1];
1325 sprintf(misc_desc, "¥ì¥Ù¥ë %u, ´õ¾¯ÅÙ %u, %d.%d kg, ¡ð%ld",
1326 a_ptr->level, a_ptr->rarity,
1327 lbtokg1(a_ptr->weight), lbtokg2(a_ptr->weight), a_ptr->cost);
1329 sprintf(misc_desc, "Level %u, Rarity %u, %d.%d lbs, %ld Gold",
1330 a_ptr->level, a_ptr->rarity,
1331 a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
1337 * Fill in an object description structure for a given object
1339 static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
1341 analyze_general(o_ptr, desc_ptr->description);
1342 analyze_pval(o_ptr, &desc_ptr->pval_info);
1343 analyze_brand(o_ptr, desc_ptr->brands);
1344 analyze_slay(o_ptr, desc_ptr->slays);
1345 analyze_immune(o_ptr, desc_ptr->immunities);
1346 analyze_resist(o_ptr, desc_ptr->resistances);
1347 analyze_sustains(o_ptr, desc_ptr->sustains);
1348 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
1349 analyze_addition(o_ptr, desc_ptr->addition);
1350 analyze_misc(o_ptr, desc_ptr->misc_desc);
1351 desc_ptr->activation = item_activation(o_ptr);
1355 static void print_header(void)
1359 sprintf(buf, "Artifact Spoilers for Hengband Version %d.%d.%d",
1360 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1361 spoiler_underline(buf);
1365 * This is somewhat ugly.
1367 * Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
1368 * and a separator character (',', e.g.), write the list to the spoiler file
1369 * in a "nice" format, such as:
1371 * Resist Fire, Cold, Acid
1373 * That was a simple example, but when the list is long, a line wrap
1374 * should occur, and this should induce a new level of indention if
1375 * a list is being spread across lines. So for example, Bladeturner's
1376 * list of resistances should look something like this
1378 * Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
1379 * Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
1381 * However, the code distinguishes between a single list of many items vs.
1382 * many lists. (The separator is used to make this determination.) A single
1383 * list of many items will not cause line wrapping (since there is no
1384 * apparent reason to do so). So the lists of Ulmo's miscellaneous traits
1385 * might look like this:
1387 * Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
1390 * So comparing the two, "Regeneration" has no trailing separator and
1391 * "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
1392 * but that's not relevant to line wrapping and indention.)
1395 /* ITEM_SEP separates items within a list */
1396 #define ITEM_SEP ','
1399 /* LIST_SEP separates lists */
1401 #define LIST_SEP ','
1403 #define LIST_SEP ';'
1406 static void spoiler_outlist(cptr header, cptr *list, char separator)
1408 int line_len, buf_len;
1409 char line[MAX_LINE_LEN+1], buf[80];
1411 /* Ignore an empty list */
1412 if (*list == NULL) return;
1414 /* This function always indents */
1415 strcpy(line, INDENT1);
1417 /* Create header (if one was given) */
1418 if (header && (header[0]))
1420 strcat(line, header);
1424 line_len = strlen(line);
1426 /* Now begin the tedious task */
1429 /* Copy the current item to a buffer */
1432 /* Note the buffer's length */
1433 buf_len = strlen(buf);
1436 * If there is an item following this one, pad with separator and
1437 * a space and adjust the buffer length
1442 sprintf(buf + buf_len, "%c ", separator);
1447 * If the buffer will fit on the current line, just append the
1448 * buffer to the line and adjust the line length accordingly.
1451 if (line_len + buf_len <= MAX_LINE_LEN)
1454 line_len += buf_len;
1457 /* Apply line wrapping and indention semantics described above */
1461 * Don't print a trailing list separator but do print a trailing
1464 if (line_len > 1 && line[line_len - 1] == ' '
1465 && line[line_len - 2] == LIST_SEP)
1467 /* Ignore space and separator */
1468 line[line_len - 2] = '\0';
1470 /* Write to spoiler file */
1471 fprintf(fff, "%s\n", line);
1473 /* Begin new line at primary indention level */
1474 sprintf(line, "%s%s", INDENT1, buf);
1479 /* Write to spoiler file */
1480 fprintf(fff, "%s\n", line);
1482 /* Begin new line at secondary indention level */
1483 sprintf(line, "%s%s", INDENT2, buf);
1486 line_len = strlen(line);
1489 /* Advance, with break */
1490 if (!*++list) break;
1493 /* Write what's left to the spoiler file */
1494 fprintf(fff, "%s\n", line);
1498 /* Create a spoiler file entry for an artifact */
1500 static void spoiler_print_art(obj_desc_list *art_ptr)
1502 pval_info_type *pval_ptr = &art_ptr->pval_info;
1506 /* Don't indent the first line */
1507 fprintf(fff, "%s\n", art_ptr->description);
1509 /* An "empty" pval description indicates that the pval affects nothing */
1510 if (pval_ptr->pval_desc[0])
1512 /* Mention the effects of pval */
1514 sprintf(buf, "%s¤Î½¤Àµ:", pval_ptr->pval_desc);
1516 sprintf(buf, "%s to", pval_ptr->pval_desc);
1518 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
1521 /* Now deal with the description lists */
1524 spoiler_outlist("ÂÐ:", art_ptr->slays, ITEM_SEP);
1525 spoiler_outlist("Éð´ï°À:", art_ptr->brands, LIST_SEP);
1526 spoiler_outlist("ÌȱÖ:", art_ptr->immunities, ITEM_SEP);
1527 spoiler_outlist("ÂÑÀ:", art_ptr->resistances, ITEM_SEP);
1528 spoiler_outlist("°Ý»ý:", art_ptr->sustains, ITEM_SEP);
1530 spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
1531 spoiler_outlist("", art_ptr->brands, LIST_SEP);
1532 spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
1533 spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
1534 spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
1536 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
1538 if (art_ptr->addition[0])
1541 fprintf(fff, "%sÄɲÃ: %s\n", INDENT1, art_ptr->addition);
1543 fprintf(fff, "%sAdditional %s\n", INDENT1, art_ptr->addition);
1547 /* Write out the possible activation at the primary indention level */
1548 if (art_ptr->activation)
1551 fprintf(fff, "%sȯư: %s\n", INDENT1, art_ptr->activation);
1553 fprintf(fff, "%sActivates for %s\n", INDENT1, art_ptr->activation);
1557 /* End with the miscellaneous facts */
1558 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
1563 * Hack -- Create a "forged" artifact
1565 static bool make_fake_artifact(object_type *o_ptr, int name1)
1569 artifact_type *a_ptr = &a_info[name1];
1572 /* Ignore "empty" artifacts */
1573 if (!a_ptr->name) return FALSE;
1575 /* Acquire the "kind" index */
1576 i = lookup_kind(a_ptr->tval, a_ptr->sval);
1579 if (!i) return (FALSE);
1581 /* Create the artifact */
1582 object_prep(o_ptr, i);
1585 o_ptr->name1 = name1;
1587 /* Extract the fields */
1588 o_ptr->pval = a_ptr->pval;
1589 o_ptr->ac = a_ptr->ac;
1590 o_ptr->dd = a_ptr->dd;
1591 o_ptr->ds = a_ptr->ds;
1592 o_ptr->to_a = a_ptr->to_a;
1593 o_ptr->to_h = a_ptr->to_h;
1594 o_ptr->to_d = a_ptr->to_d;
1595 o_ptr->weight = a_ptr->weight;
1603 * Create a spoiler file for artifacts
1605 static void spoil_artifact(cptr fname)
1612 obj_desc_list artifact;
1617 /* Build the filename */
1618 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1620 /* File type is "TEXT" */
1621 FILE_TYPE(FILE_TYPE_TEXT);
1624 fff = my_fopen(buf, "w");
1629 msg_print("Cannot create spoiler file.");
1633 /* Dump the header */
1636 /* List the artifacts by tval */
1637 for (i = 0; group_artifact[i].tval; i++)
1639 /* Write out the group title */
1640 if (group_artifact[i].name)
1642 spoiler_blanklines(2);
1643 spoiler_underline(group_artifact[i].name);
1644 spoiler_blanklines(1);
1647 /* Now search through all of the artifacts */
1648 for (j = 1; j < max_a_idx; ++j)
1650 artifact_type *a_ptr = &a_info[j];
1652 /* We only want objects in the current group */
1653 if (a_ptr->tval != group_artifact[i].tval) continue;
1655 /* Get local object */
1658 /* Wipe the object */
1661 /* Attempt to "forge" the artifact */
1662 if (!make_fake_artifact(q_ptr, j)) continue;
1664 /* Analyze the artifact */
1665 object_analyze(q_ptr, &artifact);
1667 /* Write out the artifact description to the spoiler file */
1668 spoiler_print_art(&artifact);
1672 /* Check for errors */
1673 if (ferror(fff) || my_fclose(fff))
1675 msg_print("Cannot close spoiler file.");
1680 msg_print("Successfully created a spoiler file.");
1688 * Create a spoiler file for monsters -BEN-
1690 static void spoil_mon_desc(cptr fname)
1707 /* Build the filename */
1708 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
1710 /* File type is "TEXT" */
1711 FILE_TYPE(FILE_TYPE_TEXT);
1714 fff = my_fopen(buf, "w");
1719 msg_print("Cannot create spoiler file.");
1723 /* Allocate the "who" array */
1724 C_MAKE(who, max_r_idx, s16b);
1726 /* Dump the header */
1727 fprintf(fff, "Monster Spoilers for Hengband Version %d.%d.%d\n",
1728 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1729 fprintf(fff, "------------------------------------------\n\n");
1731 /* Dump the header */
1732 fprintf(fff, " %-38.38s%4s%4s%4s%7s%5s %11.11s\n",
1733 "Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
1734 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1735 "--------", "---", "---", "---", "--", "--", "-----------");
1738 /* Scan the monsters */
1739 for (i = 1; i < max_r_idx; i++)
1741 monster_race *r_ptr = &r_info[i];
1743 /* Use that monster */
1744 if (r_ptr->name) who[n++] = i;
1747 /* Select the sort method */
1748 ang_sort_comp = ang_sort_comp_hook;
1749 ang_sort_swap = ang_sort_swap_hook;
1751 /* Sort the array by dungeon depth of monsters */
1752 ang_sort(who, &why, n);
1755 for (i = 0; i < n; i++)
1757 monster_race *r_ptr = &r_info[who[i]];
1759 cptr name = (r_name + r_ptr->name);
1760 if (r_ptr->flags7 & (RF7_KAGE)) continue;
1762 /* Get the "name" */
1764 else if (r_ptr->flags1 & (RF1_QUESTOR))
1766 sprintf(nam, "[Q] %s", name);
1769 else if (r_ptr->flags1 & (RF1_UNIQUE))
1771 sprintf(nam, "[U] %s", name);
1776 sprintf(nam, " %s", name);
1778 sprintf(nam, "The %s", name);
1784 sprintf(lev, "%d", r_ptr->level);
1787 sprintf(rar, "%d", r_ptr->rarity);
1790 if (r_ptr->speed >= 110)
1792 sprintf(spd, "+%d", (r_ptr->speed - 110));
1796 sprintf(spd, "-%d", (110 - r_ptr->speed));
1800 sprintf(ac, "%d", r_ptr->ac);
1803 if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
1805 sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
1809 sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
1814 sprintf(exp, "%ld", (long)(r_ptr->mexp));
1816 /* Hack -- use visual instead */
1817 sprintf(exp, "%s '%c'", attr_to_text(r_ptr), r_ptr->d_char);
1820 fprintf(fff, "%-42.42s%4s%4s%4s%7s%5s %11.11s\n",
1821 nam, lev, rar, spd, hp, ac, exp);
1828 /* Free the "who" array */
1829 C_KILL(who, max_r_idx, s16b);
1831 /* Check for errors */
1832 if (ferror(fff) || my_fclose(fff))
1834 msg_print("Cannot close spoiler file.");
1839 msg_print("Successfully created a spoiler file.");
1846 * Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
1848 * Primarily based on code already in mon-desc.c, mostly by -BEN-
1854 * Buffer text to the given file. (-SHAWN-)
1855 * This is basically c_roff() from mon-desc.c with a few changes.
1857 static void spoil_out(cptr str)
1862 static char roff_buf[256];
1865 static char roff_waiting_buf[256];
1868 bool iskanji_flag = FALSE;
1870 /* Current pointer into line roff_buf */
1871 static char *roff_p = roff_buf;
1873 /* Last space saved into roff_buf */
1874 static char *roff_s = NULL;
1876 /* Mega-Hack -- Delayed output */
1877 static bool waiting_output = FALSE;
1879 /* Special handling for "new sequence" */
1884 fputs(roff_waiting_buf, fff);
1885 waiting_output = FALSE;
1888 if (roff_p != roff_buf) roff_p--;
1889 while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
1891 if (roff_p == roff_buf) fprintf(fff, "\n");
1894 *(roff_p + 1) = '\0';
1895 fprintf(fff, "%s\n\n", roff_buf);
1904 /* Scan the given string, character at a time */
1909 bool k_flag = iskanji((unsigned char)(*str));
1912 bool wrap = (ch == '\n');
1915 if (!isprint(ch) && !k_flag && !iskanji_flag) ch = ' ';
1916 iskanji_flag = k_flag && !iskanji_flag;
1918 if (!isprint(ch)) ch = ' ';
1923 fputs(roff_waiting_buf, fff);
1924 if (!wrap) fputc('\n', fff);
1925 waiting_output = FALSE;
1931 if (roff_p >= roff_buf + (k_flag ? 74 : 75)) wrap = TRUE;
1932 else if ((ch == ' ') && (roff_p >= roff_buf + (k_flag ? 72 : 73))) wrap = TRUE;
1934 if (roff_p >= roff_buf + 75) wrap = TRUE;
1935 else if ((ch == ' ') && (roff_p >= roff_buf + 73)) wrap = TRUE;
1942 bool iskanji_flag_local = FALSE;
1943 cptr tail = str + (k_flag ? 2 : 1);
1945 cptr tail = str + 1;
1948 for (; *tail; tail++)
1950 if (*tail == ' ') continue;
1953 k_flag_local = iskanji((unsigned char)(*tail));
1954 if (isprint(*tail) || k_flag_local || iskanji_flag_local) break;
1955 iskanji_flag_local = k_flag_local && !iskanji_flag_local;
1957 if (isprint(*tail)) break;
1961 if (!*tail) waiting_output = TRUE;
1965 /* Handle line-wrap */
1973 if (roff_s && (ch != ' '))
1981 if (!waiting_output) fprintf(fff, "%s\n", roff_buf);
1982 else strcpy(roff_waiting_buf, roff_buf);
1986 if (cbak != ' ') *roff_p++ = cbak;
1988 while (*r) *roff_p++ = *r++;
1992 if ((roff_p > roff_buf) || (ch != ' '))
1997 if ((ch == ' ') || (ch == '(')) roff_s = roff_p;
2002 strncmp(str, "¡£", 2) != 0 &&
2003 strncmp(str, "¡¢", 2) != 0 &&
2004 strncmp(str, "¥£", 2) != 0 &&
2005 strncmp(str, "¡¼", 2) != 0) roff_s = roff_p;
2008 if (ch == ' ') roff_s = roff_p;
2019 * Hook function used in spoil_mon_info()
2021 static void roff_func(byte attr, cptr str)
2031 * Create a spoiler file for monsters (-SHAWN-)
2033 static void spoil_mon_info(cptr fname)
2042 /* Build the filename */
2043 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2045 /* File type is "TEXT" */
2046 FILE_TYPE(FILE_TYPE_TEXT);
2049 fff = my_fopen(buf, "w");
2054 msg_print("Cannot create spoiler file.");
2059 /* Dump the header */
2060 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2061 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2064 spoil_out("------------------------------------------\n\n");
2066 /* Allocate the "who" array */
2067 C_MAKE(who, max_r_idx, s16b);
2069 /* Scan the monsters */
2070 for (i = 1; i < max_r_idx; i++)
2072 monster_race *r_ptr = &r_info[i];
2074 /* Use that monster */
2075 if (r_ptr->name) who[n++] = i;
2078 /* Select the sort method */
2079 ang_sort_comp = ang_sort_comp_hook;
2080 ang_sort_swap = ang_sort_swap_hook;
2082 /* Sort the array by dungeon depth of monsters */
2083 ang_sort(who, &why, n);
2087 * List all monsters in order
2089 for (l = 0; l < n; l++)
2091 monster_race *r_ptr = &r_info[who[l]];
2093 /* Extract the flags */
2094 flags1 = r_ptr->flags1;
2098 if (flags1 & (RF1_QUESTOR))
2104 if (flags1 & (RF1_UNIQUE))
2117 sprintf(buf, "%s/%s (", (r_name + r_ptr->name),(r_name+r_ptr->E_name)); /* ---)--- */
2119 sprintf(buf, "%s (", (r_name + r_ptr->name)); /* ---)--- */
2125 spoil_out(attr_to_text(r_ptr));
2128 sprintf(buf, " '%c')\n", r_ptr->d_char);
2133 sprintf(buf, "=== ");
2137 sprintf(buf, "Num:%d ", who[l]);
2141 sprintf(buf, "Lev:%d ", r_ptr->level);
2145 sprintf(buf, "Rar:%d ", r_ptr->rarity);
2149 if (r_ptr->speed >= 110)
2151 sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
2155 sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
2160 if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
2162 sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
2166 sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
2171 sprintf(buf, "Ac:%d ", r_ptr->ac);
2175 sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
2178 /* Reuse the code of monster recall. */
2179 output_monster_spoiler(who[l], roff_func);
2184 /* Free the "who" array */
2185 C_KILL(who, max_r_idx, s16b);
2187 /* Check for errors */
2188 if (ferror(fff) || my_fclose(fff))
2190 msg_print("Cannot close spoiler file.");
2194 msg_print("Successfully created a spoiler file.");
2199 #define MAX_EVOL_DEPTH 64
2203 * Compare two int-type array like strncmp() and return TRUE if equals
2205 static bool int_n_cmp(int *a, int *b, int length)
2207 /* Null-string comparation is always TRUE */
2208 if (!length) return TRUE;
2212 if (*a != *(b++)) return FALSE;
2213 if (!(*(a++))) break;
2222 * Returns TRUE if an evolution tree is "partial tree"
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 * Sorting hook -- Comp function
2246 static bool ang_sort_comp_evol_tree(vptr u, vptr v, int a, int b)
2248 int **evol_tree = (int **)u;
2250 int w1 = evol_tree[a][0];
2251 int w2 = evol_tree[b][0];
2252 monster_race *r1_ptr = &r_info[w1];
2253 monster_race *r2_ptr = &r_info[w2];
2258 /* Used tree first */
2259 if (w1 && !w2) return TRUE;
2260 if (!w1 && w2) return FALSE;
2262 /* Sort by monster level */
2263 if (r1_ptr->level < r2_ptr->level) return TRUE;
2264 if (r1_ptr->level > r2_ptr->level) return FALSE;
2266 /* Sort by monster experience */
2267 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
2268 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
2270 /* Compare indexes */
2276 * Sorting hook -- Swap function
2278 static void ang_sort_swap_evol_tree(vptr u, vptr v, int a, int b)
2280 int **evol_tree = (int **)u;
2287 holder = evol_tree[a];
2288 evol_tree[a] = evol_tree[b];
2289 evol_tree[b] = holder;
2294 * Print monsters' evolution information to file
2296 static void spoil_mon_evol(cptr fname)
2299 monster_race *r_ptr;
2300 int **evol_tree, i, j, n, r_idx;
2301 int *evol_tree_zero; /* For C_KILL() */
2303 /* Build the filename */
2304 path_build(buf, sizeof buf, ANGBAND_DIR_USER, fname);
2306 /* File type is "TEXT" */
2307 FILE_TYPE(FILE_TYPE_TEXT);
2310 fff = my_fopen(buf, "w");
2315 msg_print("Cannot create spoiler file.");
2319 /* Dump the header */
2320 sprintf(buf, "Monster Spoilers for Hengband Version %d.%d.%d\n",
2321 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
2324 spoil_out("------------------------------------------\n\n");
2326 /* Allocate the "evol_tree" array (2-dimension) */
2327 C_MAKE(evol_tree, max_r_idx, int *);
2328 C_MAKE(*evol_tree, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2329 for (i = 1; i < max_r_idx; i++) evol_tree[i] = *evol_tree + i * (MAX_EVOL_DEPTH + 1);
2330 evol_tree_zero = *evol_tree;
2332 /* Step 1: Build the evolution tree */
2333 for (i = 1; i < max_r_idx; i++)
2338 if (!r_ptr->next_exp) continue;
2340 /* Trace evolution */
2342 evol_tree[i][n++] = i;
2345 evol_tree[i][n++] = r_ptr->next_r_idx;
2346 r_ptr = &r_info[r_ptr->next_r_idx];
2348 while (r_ptr->next_exp && (n < MAX_EVOL_DEPTH));
2351 /* Step 2: Scan the evolution trees and remove "partial tree" */
2352 for (i = 1; i < max_r_idx; i++)
2354 /* Not evolution tree */
2355 if (!evol_tree[i][0]) continue;
2357 for (j = 1; j < max_r_idx; j++)
2360 if (i == j) continue;
2362 /* Not evolution tree */
2363 if (!evol_tree[j][0]) continue;
2365 /* Is evolution tree[i] is part of [j]? */
2366 if (is_partial_tree(evol_tree[j], evol_tree[i]))
2368 /* Remove this evolution tree */
2369 evol_tree[i][0] = 0;
2375 /* Step 3: Sort the evolution trees */
2377 /* Select the sort method */
2378 ang_sort_comp = ang_sort_comp_evol_tree;
2379 ang_sort_swap = ang_sort_swap_evol_tree;
2381 /* Sort the array */
2382 ang_sort(evol_tree, NULL, max_r_idx);
2384 /* Step 4: Print the evolution trees */
2385 for (i = 0; i < max_r_idx; i++)
2387 r_idx = evol_tree[i][0];
2389 /* No evolution or removed evolution tree */
2390 if (!r_idx) continue;
2392 /* Trace the evolution tree */
2393 r_ptr = &r_info[r_idx];
2395 fprintf(fff, "[%d]: %s (¥ì¥Ù¥ë%d, '%c')\n", r_idx,
2396 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2398 fprintf(fff, "[%d]: %s (Level %d, '%c')\n", r_idx,
2399 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2401 for (n = 1; r_ptr->next_exp; n++)
2403 fprintf(fff, "%*s-(%ld)-> ", n * 2, "", r_ptr->next_exp);
2404 fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
2405 r_ptr = &r_info[r_ptr->next_r_idx];
2407 fprintf(fff, "%s (¥ì¥Ù¥ë%d, '%c')\n",
2408 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2410 fprintf(fff, "%s (Level %d, '%c')\n",
2411 r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
2415 /* End of evolution tree */
2419 /* Free the "evol_tree" array (2-dimension) */
2420 C_KILL(evol_tree_zero, max_r_idx * (MAX_EVOL_DEPTH + 1), int);
2421 C_KILL(evol_tree, max_r_idx, int *);
2423 /* Check for errors */
2424 if (ferror(fff) || my_fclose(fff))
2426 msg_print("Cannot close spoiler file.");
2431 msg_print("Successfully created a spoiler file.");
2439 extern void do_cmd_spoilers(void);
2442 * Create Spoiler files -BEN-
2444 void do_cmd_spoilers(void)
2446 /* Save the screen */
2456 prt("Create a spoiler file.", 2, 0);
2458 /* Prompt for a file */
2459 prt("(1) Brief Object Info (obj-desc.spo)", 5, 5);
2460 prt("(2) Brief Artifact Info (artifact.spo)", 6, 5);
2461 prt("(3) Brief Monster Info (mon-desc.spo)", 7, 5);
2462 prt("(4) Full Monster Info (mon-info.spo)", 8, 5);
2463 prt("(5) Monster Evolution Info (mon-evol.spo)", 9, 5);
2467 prt("¥³¥Þ¥ó¥É:", 18, 0);
2469 prt("Command: ", 12, 0);
2477 /* Restore the screen */
2483 spoil_obj_desc("obj-desc.spo");
2488 spoil_artifact("artifact.spo");
2493 spoil_mon_desc("mon-desc.spo");
2498 spoil_mon_info("mon-info.spo");
2503 spoil_mon_evol("mon-evol.spo");
2512 /* Flush messages */
2518 * Fill in an object description structure for a given object
2520 static void random_artifact_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
2522 analyze_general(o_ptr, desc_ptr->description);
2523 analyze_pval(o_ptr, &desc_ptr->pval_info);
2524 analyze_brand(o_ptr, desc_ptr->brands);
2525 analyze_slay(o_ptr, desc_ptr->slays);
2526 analyze_immune(o_ptr, desc_ptr->immunities);
2527 analyze_resist(o_ptr, desc_ptr->resistances);
2528 analyze_sustains(o_ptr, desc_ptr->sustains);
2529 analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
2530 desc_ptr->activation = item_activation(o_ptr);
2532 sprintf(desc_ptr->misc_desc, "½Å¤µ %d.%d kg",
2533 lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));
2535 sprintf(desc_ptr->misc_desc, "Weight %d.%d lbs",
2536 o_ptr->weight / 10, o_ptr->weight % 10);
2540 /* Create a spoiler file entry for an artifact */
2542 static void spoiler_print_randart(object_type *o_ptr, obj_desc_list *art_ptr)
2544 pval_info_type *pval_ptr = &art_ptr->pval_info;
2548 /* Don't indent the first line */
2549 fprintf(fff, "%s\n", art_ptr->description);
2552 if (!(o_ptr->ident & (IDENT_MENTAL)))
2555 fprintf(fff, "%sÉÔÌÀ\n",INDENT1);
2557 fprintf(fff, "%sUnknown\n",INDENT1);
2561 /* An "empty" pval description indicates that the pval affects nothing */
2562 if (pval_ptr->pval_desc[0])
2564 /* Mention the effects of pval */
2566 sprintf(buf, "%s¤Î½¤Àµ:", pval_ptr->pval_desc);
2568 sprintf(buf, "%s to", pval_ptr->pval_desc);
2570 spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
2573 /* Now deal with the description lists */
2576 spoiler_outlist("ÂÐ:", art_ptr->slays, ITEM_SEP);
2577 spoiler_outlist("Éð´ï°À:", art_ptr->brands, LIST_SEP);
2578 spoiler_outlist("ÌȱÖ:", art_ptr->immunities, ITEM_SEP);
2579 spoiler_outlist("ÂÑÀ:", art_ptr->resistances, ITEM_SEP);
2580 spoiler_outlist("°Ý»ý:", art_ptr->sustains, ITEM_SEP);
2582 spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
2583 spoiler_outlist("", art_ptr->brands, LIST_SEP);
2584 spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
2585 spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
2586 spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
2588 spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
2590 /* Write out the possible activation at the primary indention level */
2591 if (art_ptr->activation)
2594 fprintf(fff, "%sȯư: %s\n", INDENT1, art_ptr->activation);
2596 fprintf(fff, "%sActivates for %s\n", INDENT1, art_ptr->activation);
2600 /* End with the miscellaneous facts */
2601 fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
2604 /* Create a part of file for random artifacts */
2606 static void spoil_random_artifact_aux(object_type *o_ptr, int i)
2608 obj_desc_list artifact;
2610 if (!object_is_known(o_ptr) || !o_ptr->art_name
2611 || o_ptr->tval != group_artifact[i].tval)
2614 /* Analyze the artifact */
2615 random_artifact_analyze(o_ptr, &artifact);
2617 /* Write out the artifact description to the spoiler file */
2618 spoiler_print_randart(o_ptr, &artifact);
2622 * Create a list file for random artifacts
2624 void spoil_random_artifact(cptr fname)
2634 /* Build the filename */
2635 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
2637 /* File type is "TEXT" */
2638 FILE_TYPE(FILE_TYPE_TEXT);
2641 fff = my_fopen(buf, "w");
2646 msg_print("Cannot create list file.");
2650 /* Dump the header */
2651 sprintf(buf, "Random artifacts list.\r");
2652 spoiler_underline(buf);
2654 /* List the artifacts by tval */
2655 for (j = 0; group_artifact[j].tval; j++)
2657 /* random artifacts wielding */
2658 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2660 q_ptr = &inventory[i];
2661 spoil_random_artifact_aux(q_ptr, j);
2664 /* random artifacts in inventory */
2665 for (i = 0; i < INVEN_PACK; i++)
2667 q_ptr = &inventory[i];
2668 spoil_random_artifact_aux(q_ptr, j);
2671 /* random artifacts in home */
2672 st_ptr = &town[1].store[STORE_HOME];
2673 for (i = 0; i < st_ptr->stock_num; i++)
2675 q_ptr = &st_ptr->stock[i];
2676 spoil_random_artifact_aux(q_ptr, j);
2679 /* random artifacts in museum */
2680 st_ptr = &town[1].store[STORE_MUSEUM];
2681 for (i = 0; i < st_ptr->stock_num; i++)
2683 q_ptr = &st_ptr->stock[i];
2684 spoil_random_artifact_aux(q_ptr, j);
2688 /* Check for errors */
2689 if (ferror(fff) || my_fclose(fff))
2691 msg_print("Cannot close list file.");
2696 msg_print("Successfully created a list file.");
2703 #endif /* MACINTOSH */