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/* File: wizard1.c */
/* Purpose: Spoiler generation -BEN- */
#include "angband.h"
#ifdef ALLOW_SPOILERS
/*
* The spoiler file being created
*/
static FILE *fff = NULL;
/*
* Extract a textual representation of an attribute
*/
static cptr attr_to_text(byte a)
{
switch (a)
{
case TERM_DARK: return ("xxx");
case TERM_WHITE: return ("White");
case TERM_SLATE: return ("Slate");
case TERM_ORANGE: return ("Orange");
case TERM_RED: return ("Red");
case TERM_GREEN: return ("Green");
case TERM_BLUE: return ("Blue");
case TERM_UMBER: return ("Umber");
case TERM_L_DARK: return ("L.Dark");
case TERM_L_WHITE: return ("L.Slate");
case TERM_VIOLET: return ("Violet");
case TERM_YELLOW: return ("Yellow");
case TERM_L_RED: return ("L.Red");
case TERM_L_GREEN: return ("L.Green");
case TERM_L_BLUE: return ("L.Blue");
case TERM_L_UMBER: return ("L.Umber");
}
/* Oops */
return ("Icky");
}
/*
* A tval grouper
*/
typedef struct
{
byte tval;
cptr name;
} grouper;
/*
* Item Spoilers by: benh@phial.com (Ben Harrison)
*/
/*
* The basic items categorized by type
*/
static grouper group_item[] =
{
{ TV_SHOT, "Ammo" },
{ TV_ARROW, NULL },
{ TV_BOLT, NULL },
{ TV_BOW, "Bows" },
{ TV_SWORD, "Weapons" },
{ TV_POLEARM, NULL },
{ TV_HAFTED, NULL },
{ TV_DIGGING, NULL },
{ TV_SOFT_ARMOR, "Armour (Body)" },
{ TV_HARD_ARMOR, NULL },
{ TV_DRAG_ARMOR, NULL },
{ TV_CLOAK, "Armour (Misc)" },
{ TV_SHIELD, NULL },
{ TV_HELM, NULL },
{ TV_CROWN, NULL },
{ TV_GLOVES, NULL },
{ TV_BOOTS, NULL },
{ TV_AMULET, "Amulets" },
{ TV_RING, "Rings" },
{ TV_SCROLL, "Scrolls" },
{ TV_POTION, "Potions" },
{ TV_FOOD, "Food" },
{ TV_ROD, "Rods" },
{ TV_WAND, "Wands" },
{ TV_STAFF, "Staffs" },
{ TV_LIFE_BOOK, "Books (Life)" },
{ TV_SORCERY_BOOK, "Books (Sorcery)" },
{ TV_NATURE_BOOK, "Books (Nature)" },
{ TV_CHAOS_BOOK, "Books (Chaos)" },
{ TV_DEATH_BOOK, "Books (Death)" },
{ TV_TRUMP_BOOK, "Books (Trump)" },
{ TV_ARCANE_BOOK, "Books (Arcane)" },
{ TV_CHEST, "Chests" },
{ TV_SPIKE, "Various" },
{ TV_LITE, NULL },
{ TV_FLASK, NULL },
{ TV_JUNK, NULL },
{ TV_BOTTLE, NULL },
{ TV_SKELETON, NULL },
{ 0, "" }
};
/*
* Describe the kind
*/
static void kind_info(char *buf, char *dam, char *wgt, int *lev, s32b *val, int k)
{
object_type forge;
object_type *q_ptr;
/* Get local object */
q_ptr = &forge;
/* Prepare a fake item */
object_prep(q_ptr, k);
/* It is known */
q_ptr->ident |= (IDENT_KNOWN);
/* Cancel bonuses */
q_ptr->pval = 0;
q_ptr->to_a = 0;
q_ptr->to_h = 0;
q_ptr->to_d = 0;
/* Level */
(*lev) = get_object_level(q_ptr);
/* Value */
(*val) = object_value(q_ptr);
/* Hack */
if (!buf || !dam || !wgt) return;
/* Description (too brief) */
object_desc_store(buf, q_ptr, FALSE, 0);
/* Misc info */
strcpy(dam, "");
/* Damage */
switch (q_ptr->tval)
{
/* Bows */
case TV_BOW:
{
break;
}
/* Ammo */
case TV_SHOT:
case TV_BOLT:
case TV_ARROW:
{
sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
break;
}
/* Weapons */
case TV_HAFTED:
case TV_POLEARM:
case TV_SWORD:
case TV_DIGGING:
{
sprintf(dam, "%dd%d", q_ptr->dd, q_ptr->ds);
break;
}
/* Armour */
case TV_BOOTS:
case TV_GLOVES:
case TV_CLOAK:
case TV_CROWN:
case TV_HELM:
case TV_SHIELD:
case TV_SOFT_ARMOR:
case TV_HARD_ARMOR:
case TV_DRAG_ARMOR:
{
sprintf(dam, "%d", q_ptr->ac);
break;
}
}
/* Weight */
sprintf(wgt, "%3d.%d", q_ptr->weight / 10, q_ptr->weight % 10);
}
/*
* Create a spoiler file for items
*/
static void spoil_obj_desc(cptr fname)
{
int i, k, s, t, n = 0;
u16b who[200];
char buf[1024];
char wgt[80];
char dam[80];
/* Build the filename */
path_build(buf, 1024, ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
/* Open the file */
fff = my_fopen(buf, "w");
/* Oops */
if (!fff)
{
msg_print("Cannot create spoiler file.");
return;
}
/* Header */
fprintf(fff, "Spoiler File -- Basic Items (ZAngband %d.%d.%d)\n\n\n",
FAKE_VER_MAJOR, FAKE_VER_MINOR, FAKE_VER_PATCH);
/* More Header */
fprintf(fff, "%-45s %8s%7s%5s%9s\n",
"Description", "Dam/AC", "Wgt", "Lev", "Cost");
fprintf(fff, "%-45s %8s%7s%5s%9s\n",
"----------------------------------------",
"------", "---", "---", "----");
/* List the groups */
for (i = 0; TRUE; i++)
{
/* Write out the group title */
if (group_item[i].name)
{
/* Hack -- bubble-sort by cost and then level */
for (s = 0; s < n - 1; s++)
{
for (t = 0; t < n - 1; t++)
{
int i1 = t;
int i2 = t + 1;
int e1;
int e2;
s32b t1;
s32b t2;
kind_info(NULL, NULL, NULL, &e1, &t1, who[i1]);
kind_info(NULL, NULL, NULL, &e2, &t2, who[i2]);
if ((t1 > t2) || ((t1 == t2) && (e1 > e2)))
{
int tmp = who[i1];
who[i1] = who[i2];
who[i2] = tmp;
}
}
}
/* Spoil each item */
for (s = 0; s < n; s++)
{
int e;
s32b v;
/* Describe the kind */
kind_info(buf, dam, wgt, &e, &v, who[s]);
/* Dump it */
fprintf(fff, " %-45s%8s%7s%5d%9ld\n",
buf, dam, wgt, e, (long)(v));
}
/* Start a new set */
n = 0;
/* Notice the end */
if (!group_item[i].tval) break;
/* Start a new set */
fprintf(fff, "\n\n%s\n\n", group_item[i].name);
}
/* Acquire legal item types */
for (k = 1; k < max_k_idx; k++)
{
object_kind *k_ptr = &k_info[k];
/* Skip wrong tval's */
if (k_ptr->tval != group_item[i].tval) continue;
/* Hack -- Skip instant-artifacts */
if (k_ptr->flags3 & (TR3_INSTA_ART)) continue;
/* Save the index */
who[n++] = k;
}
}
/* Check for errors */
if (ferror(fff) || my_fclose(fff))
{
msg_print("Cannot close spoiler file.");
return;
}
/* Message */
msg_print("Successfully created a spoiler file.");
}
/*
* Artifact Spoilers by: randy@PICARD.tamu.edu (Randy Hutson)
*/
/*
* Returns a "+" string if a number is non-negative and an empty
* string if negative
*/
#define POSITIZE(v) (((v) >= 0) ? "+" : "")
/*
* These are used to format the artifact spoiler file. INDENT1 is used
* to indent all but the first line of an artifact spoiler. INDENT2 is
* used when a line "wraps". (Bladeturner's resistances cause this.)
*/
#define INDENT1 " "
#define INDENT2 " "
/*
* MAX_LINE_LEN specifies when a line should wrap.
*/
#define MAX_LINE_LEN 75
/*
* Given an array, determine how many elements are in the array
*/
#define N_ELEMENTS(a) (sizeof (a) / sizeof ((a)[0]))
/*
* The artifacts categorized by type
*/
static grouper group_artifact[] =
{
{ TV_SWORD, "Edged Weapons" },
{ TV_POLEARM, "Polearms" },
{ TV_HAFTED, "Hafted Weapons" },
{ TV_BOW, "Bows" },
{ TV_SOFT_ARMOR, "Body Armor" },
{ TV_HARD_ARMOR, NULL },
{ TV_DRAG_ARMOR, NULL },
{ TV_CLOAK, "Cloaks" },
{ TV_SHIELD, "Shields" },
{ TV_HELM, "Helms/Crowns" },
{ TV_CROWN, NULL },
{ TV_GLOVES, "Gloves" },
{ TV_BOOTS, "Boots" },
{ TV_LITE, "Light Sources" },
{ TV_AMULET, "Amulets" },
{ TV_RING, "Rings" },
{ 0, NULL }
};
/*
* Pair together a constant flag with a textual description.
*
* Used by both "init.c" and "wiz-spo.c".
*
* Note that it sometimes more efficient to actually make an array
* of textual names, where entry 'N' is assumed to be paired with
* the flag whose value is "1L << N", but that requires hard-coding.
*/
typedef struct flag_desc flag_desc;
struct flag_desc
{
const u32b flag;
const char *const desc;
};
/*
* These are used for "+3 to STR, DEX", etc. These are separate from
* the other pval affected traits to simplify the case where an object
* affects all stats. In this case, "All stats" is used instead of
* listing each stat individually.
*/
static flag_desc stat_flags_desc[] =
{
{ TR1_STR, "STR" },
{ TR1_INT, "INT" },
{ TR1_WIS, "WIS" },
{ TR1_DEX, "DEX" },
{ TR1_CON, "CON" },
{ TR1_CHR, "CHR" }
};
/*
* Besides stats, these are the other player traits
* which may be affected by an object's pval
*/
static flag_desc pval_flags1_desc[] =
{
{ TR1_STEALTH, "Stealth" },
{ TR1_SEARCH, "Searching" },
{ TR1_INFRA, "Infravision" },
{ TR1_TUNNEL, "Tunneling" },
{ TR1_BLOWS, "Attacks" },
{ TR1_SPEED, "Speed" }
};
/*
* Slaying preferences for weapons
*/
static flag_desc slay_flags_desc[] =
{
{ TR1_SLAY_ANIMAL, "Animal" },
{ TR1_SLAY_EVIL, "Evil" },
{ TR1_SLAY_UNDEAD, "Undead" },
{ TR1_SLAY_DEMON, "Demon" },
{ TR1_SLAY_ORC, "Orc" },
{ TR1_SLAY_TROLL, "Troll" },
{ TR1_SLAY_GIANT, "Giant" },
{ TR1_SLAY_DRAGON, "Dragon" },
{ TR1_KILL_DRAGON, "Xdragon" }
};
/*
* Elemental brands for weapons
*
* Clearly, TR1_IMPACT is a bit out of place here. To simplify
* coding, it has been included here along with the elemental
* brands. It does seem to fit in with the brands and slaying
* more than the miscellaneous section.
*/
static flag_desc brand_flags_desc[] =
{
{ TR1_BRAND_ACID, "Acid Brand" },
{ TR1_BRAND_ELEC, "Lightning Brand" },
{ TR1_BRAND_FIRE, "Flame Tongue" },
{ TR1_BRAND_COLD, "Frost Brand" },
{ TR1_BRAND_POIS, "Poisoned" },
{ TR1_CHAOTIC, "Mark of Chaos" },
{ TR1_VAMPIRIC, "Vampiric" },
{ TR1_IMPACT, "Earthquake impact on hit" },
{ TR1_VORPAL, "Very sharp" },
};
/*
* The 15 resistables
*/
static const flag_desc resist_flags_desc[] =
{
{ TR2_RES_ACID, "Acid" },
{ TR2_RES_ELEC, "Lightning" },
{ TR2_RES_FIRE, "Fire" },
{ TR2_RES_COLD, "Cold" },
{ TR2_RES_POIS, "Poison" },
{ TR2_RES_FEAR, "Fear"},
{ TR2_RES_LITE, "Light" },
{ TR2_RES_DARK, "Dark" },
{ TR2_RES_BLIND, "Blindness" },
{ TR2_RES_CONF, "Confusion" },
{ TR2_RES_SOUND, "Sound" },
{ TR2_RES_SHARDS, "Shards" },
{ TR2_RES_NETHER, "Nether" },
{ TR2_RES_NEXUS, "Nexus" },
{ TR2_RES_CHAOS, "Chaos" },
{ TR2_RES_DISEN, "Disenchantment" },
};
/*
* Elemental immunities (along with poison)
*/
static const flag_desc immune_flags_desc[] =
{
{ TR2_IM_ACID, "Acid" },
{ TR2_IM_ELEC, "Lightning" },
{ TR2_IM_FIRE, "Fire" },
{ TR2_IM_COLD, "Cold" },
};
/*
* Sustain stats - these are given their "own" line in the
* spoiler file, mainly for simplicity
*/
static const flag_desc sustain_flags_desc[] =
{
{ TR2_SUST_STR, "STR" },
{ TR2_SUST_INT, "INT" },
{ TR2_SUST_WIS, "WIS" },
{ TR2_SUST_DEX, "DEX" },
{ TR2_SUST_CON, "CON" },
{ TR2_SUST_CHR, "CHR" },
};
/*
* Miscellaneous magic given by an object's "flags2" field
*/
static const flag_desc misc_flags2_desc[] =
{
{ TR2_REFLECT, "Reflection" },
{ TR2_FREE_ACT, "Free Action" },
{ TR2_HOLD_LIFE, "Hold Life" },
};
/*
* Miscellaneous magic given by an object's "flags3" field
*
* Note that cursed artifacts and objects with permanent light
* are handled "directly" -- see analyze_misc_magic()
*/
static const flag_desc misc_flags3_desc[] =
{
{ TR3_SH_FIRE, "Fiery Aura" },
{ TR3_SH_ELEC, "Electric Aura" },
{ TR3_NO_TELE, "Prevent Teleportation" },
{ TR3_NO_MAGIC, "Anti-Magic" },
{ TR3_WRAITH, "Wraith Form" },
{ TR3_FEATHER, "Levitation" },
{ TR3_SEE_INVIS, "See Invisible" },
{ TR3_TELEPATHY, "ESP" },
{ TR3_SLOW_DIGEST, "Slow Digestion" },
{ TR3_REGEN, "Regeneration" },
{ TR3_XTRA_SHOTS, "+1 Extra Shot" }, /* always +1? */
{ TR3_DRAIN_EXP, "Drains Experience" },
{ TR3_AGGRAVATE, "Aggravates" },
{ TR3_BLESSED, "Blessed Blade" },
};
/*
* A special type used just for deailing with pvals
*/
typedef struct
{
/*
* This will contain a string such as "+2", "-10", etc.
*/
char pval_desc[12];
/*
* A list of various player traits affected by an object's pval such
* as stats, speed, stealth, etc. "Extra attacks" is NOT included in
* this list since it will probably be desirable to format its
* description differently.
*
* Note that room need only be reserved for the number of stats - 1
* since the description "All stats" is used if an object affects all
* all stats. Also, room must be reserved for a sentinel NULL pointer.
*
* This will be a list such as ["STR", "DEX", "Stealth", NULL] etc.
*
* This list includes extra attacks, for simplicity.
*/
cptr pval_affects[N_ELEMENTS(stat_flags_desc) - 1 +
N_ELEMENTS(pval_flags1_desc) + 1];
} pval_info_type;
/*
* An "object analysis structure"
*
* It will be filled with descriptive strings detailing an object's
* various magical powers. The "ignore X" traits are not noted since
* all artifacts ignore "normal" destruction.
*/
typedef struct
{
/* "The Longsword Dragonsmiter (6d4) (+20, +25)" */
char description[160];
/* Description of what is affected by an object's pval */
pval_info_type pval_info;
/* A list of an object's slaying preferences */
cptr slays[N_ELEMENTS(slay_flags_desc) + 1];
/* A list if an object's elemental brands */
cptr brands[N_ELEMENTS(brand_flags_desc) + 1];
/* A list of immunities granted by an object */
cptr immunities[N_ELEMENTS(immune_flags_desc) + 1];
/* A list of resistances granted by an object */
cptr resistances[N_ELEMENTS(resist_flags_desc) + 1];
/* A list of stats sustained by an object */
cptr sustains[N_ELEMENTS(sustain_flags_desc) - 1 + 1];
/* A list of various magical qualities an object may have */
cptr misc_magic[N_ELEMENTS(misc_flags2_desc) + N_ELEMENTS(misc_flags3_desc)
+ 1 /* Permanent Light */
+ 1 /* type of curse */
+ 1]; /* sentinel NULL */
/* A string describing an artifact's activation */
cptr activation;
/* "Level 20, Rarity 30, 3.0 lbs, 20000 Gold" */
char misc_desc[80];
} obj_desc_list;
/*
* Write out `n' of the character `c' to the spoiler file
*/
static void spoiler_out_n_chars(int n, char c)
{
while (--n >= 0) fputc(c, fff);
}
/*
* Write out `n' blank lines to the spoiler file
*/
static void spoiler_blanklines(int n)
{
spoiler_out_n_chars(n, '\n');
}
/*
* Write a line to the spoiler file and then "underline" it with hypens
*/
static void spoiler_underline(cptr str)
{
fprintf(fff, "%s\n", str);
spoiler_out_n_chars(strlen(str), '-');
fprintf(fff, "\n");
}
/*
* This function does most of the actual "analysis". Given a set of bit flags
* (which will be from one of the flags fields from the object in question),
* a "flag description structure", a "description list", and the number of
* elements in the "flag description structure", this function sets the
* "description list" members to the appropriate descriptions contained in
* the "flag description structure".
*
* The possibly updated description pointer is returned.
*/
static cptr *spoiler_flag_aux(const u32b art_flags, const flag_desc *flag_ptr,
cptr *desc_ptr, const int n_elmnts)
{
int i;
for (i = 0; i < n_elmnts; ++i)
{
if (art_flags & flag_ptr[i].flag)
{
*desc_ptr++ = flag_ptr[i].desc;
}
}
return desc_ptr;
}
/*
* Acquire a "basic" description "The Cloak of Death [1,+10]"
*/
static void analyze_general (object_type *o_ptr, char *desc_ptr)
{
/* Get a "useful" description of the object */
object_desc_store(desc_ptr, o_ptr, TRUE, 1);
}
/*
* List "player traits" altered by an artifact's pval. These include stats,
* speed, infravision, tunneling, stealth, searching, and extra attacks.
*/
static void analyze_pval (object_type *o_ptr, pval_info_type *p_ptr)
{
const u32b all_stats = (TR1_STR | TR1_INT | TR1_WIS |
TR1_DEX | TR1_CON | TR1_CHR);
u32b f1, f2, f3;
cptr *affects_list;
/* If pval == 0, there is nothing to do. */
if (!o_ptr->pval)
{
/* An "empty" pval description indicates that pval == 0 */
p_ptr->pval_desc[0] = '\0';
return;
}
/* Extract the flags */
object_flags(o_ptr, &f1, &f2, &f3);
affects_list = p_ptr->pval_affects;
/* Create the "+N" string */
sprintf(p_ptr->pval_desc, "%s%d", POSITIZE(o_ptr->pval), o_ptr->pval);
/* First, check to see if the pval affects all stats */
if ((f1 & all_stats) == all_stats)
{
*affects_list++ = "All stats";
}
/* Are any stats affected? */
else if (f1 & all_stats)
{
affects_list = spoiler_flag_aux(f1, stat_flags_desc,
affects_list,
N_ELEMENTS(stat_flags_desc));
}
/* And now the "rest" */
affects_list = spoiler_flag_aux(f1, pval_flags1_desc,
affects_list,
N_ELEMENTS(pval_flags1_desc));
/* Terminate the description list */
*affects_list = NULL;
}
/* Note the slaying specialties of a weapon */
static void analyze_slay (object_type *o_ptr, cptr *slay_list)
{
u32b f1, f2, f3;
object_flags(o_ptr, &f1, &f2, &f3);
slay_list = spoiler_flag_aux(f1, slay_flags_desc, slay_list,
N_ELEMENTS(slay_flags_desc));
/* Terminate the description list */
*slay_list = NULL;
}
/* Note an object's elemental brands */
static void analyze_brand (object_type *o_ptr, cptr *brand_list)
{
u32b f1, f2, f3;
object_flags(o_ptr, &f1, &f2, &f3);
brand_list = spoiler_flag_aux(f1, brand_flags_desc, brand_list,
N_ELEMENTS(brand_flags_desc));
/* Terminate the description list */
*brand_list = NULL;
}
/* Note the resistances granted by an object */
static void analyze_resist (object_type *o_ptr, cptr *resist_list)
{
u32b f1, f2, f3;
object_flags(o_ptr, &f1, &f2, &f3);
resist_list = spoiler_flag_aux(f2, resist_flags_desc,
resist_list, N_ELEMENTS(resist_flags_desc));
/* Terminate the description list */
*resist_list = NULL;
}
/* Note the immunities granted by an object */
static void analyze_immune (object_type *o_ptr, cptr *immune_list)
{
u32b f1, f2, f3;
object_flags(o_ptr, &f1, &f2, &f3);
immune_list = spoiler_flag_aux(f2, immune_flags_desc,
immune_list, N_ELEMENTS(immune_flags_desc));
/* Terminate the description list */
*immune_list = NULL;
}
/* Note which stats an object sustains */
static void analyze_sustains (object_type *o_ptr, cptr *sustain_list)
{
const u32b all_sustains = (TR2_SUST_STR | TR2_SUST_INT | TR2_SUST_WIS |
TR2_SUST_DEX | TR2_SUST_CON | TR2_SUST_CHR);
u32b f1, f2, f3;
object_flags(o_ptr, &f1, &f2, &f3);
/* Simplify things if an item sustains all stats */
if ((f2 & all_sustains) == all_sustains)
{
*sustain_list++ = "All stats";
}
/* Should we bother? */
else if ((f2 & all_sustains))
{
sustain_list = spoiler_flag_aux(f2, sustain_flags_desc,
sustain_list,
N_ELEMENTS(sustain_flags_desc));
}
/* Terminate the description list */
*sustain_list = NULL;
}
/*
* Note miscellaneous powers bestowed by an artifact such as see invisible,
* free action, permanent light, etc.
*/
static void analyze_misc_magic (object_type *o_ptr, cptr *misc_list)
{
u32b f1, f2, f3;
object_flags(o_ptr, &f1, &f2, &f3);
misc_list = spoiler_flag_aux(f2, misc_flags2_desc, misc_list,
N_ELEMENTS(misc_flags2_desc));
misc_list = spoiler_flag_aux(f3, misc_flags3_desc, misc_list,
N_ELEMENTS(misc_flags3_desc));
/*
* Artifact lights -- large radius light.
*/
if ((o_ptr->tval == TV_LITE) && artifact_p(o_ptr))
{
*misc_list++ = "Permanent Light(3)";
}
/*
* Glowing artifacts -- small radius light.
*/
if (f3 & (TR3_LITE))
{
*misc_list++ = "Permanent Light(1)";
}
/*
* Handle cursed objects here to avoid redundancies such as noting
* that a permanently cursed object is heavily cursed as well as
* being "lightly cursed".
*/
if (cursed_p(o_ptr))
{
if (f3 & TR3_TY_CURSE)
{
*misc_list++ = "Ancient Curse";
}
if (f3 & TR3_PERMA_CURSE)
{
*misc_list++ = "Permanently Cursed";
}
else if (f3 & TR3_HEAVY_CURSE)
{
*misc_list++ = "Heavily Cursed";
}
else
{
*misc_list++ = "Cursed";
}
}
/* Terminate the description list */
*misc_list = NULL;
}
/*
* Determine the minimum depth an artifact can appear, its rarity, its weight,
* and its value in gold pieces
*/
static void analyze_misc (object_type *o_ptr, char *misc_desc)
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
sprintf(misc_desc, "Level %u, Rarity %u, %d.%d lbs, %ld Gold",
a_ptr->level, a_ptr->rarity,
a_ptr->weight / 10, a_ptr->weight % 10, a_ptr->cost);
}
/*
* Fill in an object description structure for a given object
*/
static void object_analyze(object_type *o_ptr, obj_desc_list *desc_ptr)
{
analyze_general(o_ptr, desc_ptr->description);
analyze_pval(o_ptr, &desc_ptr->pval_info);
analyze_brand(o_ptr, desc_ptr->brands);
analyze_slay(o_ptr, desc_ptr->slays);
analyze_immune(o_ptr, desc_ptr->immunities);
analyze_resist(o_ptr, desc_ptr->resistances);
analyze_sustains(o_ptr, desc_ptr->sustains);
analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
analyze_misc(o_ptr, desc_ptr->misc_desc);
desc_ptr->activation = item_activation(o_ptr);
}
static void print_header(void)
{
char buf[80];
#ifndef FAKE_VERSION
sprintf(buf, "Artifact Spoilers for Angband Version %d.%d.%d",
VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
spoiler_underline(buf);
#else /* FAKE_VERSION */
sprintf(buf, "Artifact Spoilers for Zangband Version %d.%d.%d",
FAKE_VER_MAJOR, FAKE_VER_MINOR, FAKE_VER_PATCH);
spoiler_underline(buf);
#endif /* FAKE_VERSION */
}
/*
* This is somewhat ugly.
*
* Given a header ("Resist", e.g.), a list ("Fire", "Cold", Acid", e.g.),
* and a separator character (',', e.g.), write the list to the spoiler file
* in a "nice" format, such as:
*
* Resist Fire, Cold, Acid
*
* That was a simple example, but when the list is long, a line wrap
* should occur, and this should induce a new level of indention if
* a list is being spread across lines. So for example, Bladeturner's
* list of resistances should look something like this
*
* Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Blindness,
* Confusion, Sound, Shards, Nether, Nexus, Chaos, Disenchantment
*
* However, the code distinguishes between a single list of many items vs.
* many lists. (The separator is used to make this determination.) A single
* list of many items will not cause line wrapping (since there is no
* apparent reason to do so). So the lists of Ulmo's miscellaneous traits
* might look like this:
*
* Free Action; Hold Life; See Invisible; Slow Digestion; Regeneration
* Blessed Blade
*
* So comparing the two, "Regeneration" has no trailing separator and
* "Blessed Blade" was not indented. (Also, Ulmo's lists have no headers,
* but that's not relevant to line wrapping and indention.)
*/
/* ITEM_SEP separates items within a list */
#define ITEM_SEP ','
/* LIST_SEP separates lists */
#define LIST_SEP ';'
static void spoiler_outlist(cptr header, cptr *list, char separator)
{
int line_len, buf_len;
char line[MAX_LINE_LEN+1], buf[80];
/* Ignore an empty list */
if (*list == NULL) return;
/* This function always indents */
strcpy(line, INDENT1);
/* Create header (if one was given) */
if (header && (header[0]))
{
strcat(line, header);
strcat(line, " ");
}
line_len = strlen(line);
/* Now begin the tedious task */
while (1)
{
/* Copy the current item to a buffer */
strcpy(buf, *list);
/* Note the buffer's length */
buf_len = strlen(buf);
/*
* If there is an item following this one, pad with separator and
* a space and adjust the buffer length
*/
if (list[1])
{
sprintf(buf + buf_len, "%c ", separator);
buf_len += 2;
}
/*
* If the buffer will fit on the current line, just append the
* buffer to the line and adjust the line length accordingly.
*/
if (line_len + buf_len <= MAX_LINE_LEN)
{
strcat(line, buf);
line_len += buf_len;
}
/* Apply line wrapping and indention semantics described above */
else
{
/*
* Don't print a trailing list separator but do print a trailing
* item separator.
*/
if (line_len > 1 && line[line_len - 1] == ' '
&& line[line_len - 2] == LIST_SEP)
{
/* Ignore space and separator */
line[line_len - 2] = '\0';
/* Write to spoiler file */
fprintf(fff, "%s\n", line);
/* Begin new line at primary indention level */
sprintf(line, "%s%s", INDENT1, buf);
}
else
{
/* Write to spoiler file */
fprintf(fff, "%s\n", line);
/* Begin new line at secondary indention level */
sprintf(line, "%s%s", INDENT2, buf);
}
line_len = strlen(line);
}
/* Advance, with break */
if (!*++list) break;
}
/* Write what's left to the spoiler file */
fprintf(fff, "%s\n", line);
}
/* Create a spoiler file entry for an artifact */
static void spoiler_print_art(obj_desc_list *art_ptr)
{
pval_info_type *pval_ptr = &art_ptr->pval_info;
char buf[80];
/* Don't indent the first line */
fprintf(fff, "%s\n", art_ptr->description);
/* An "empty" pval description indicates that the pval affects nothing */
if (pval_ptr->pval_desc[0])
{
/* Mention the effects of pval */
sprintf(buf, "%s to", pval_ptr->pval_desc);
spoiler_outlist(buf, pval_ptr->pval_affects, ITEM_SEP);
}
/* Now deal with the description lists */
spoiler_outlist("Slay", art_ptr->slays, ITEM_SEP);
spoiler_outlist("", art_ptr->brands, LIST_SEP);
spoiler_outlist("Immunity to", art_ptr->immunities, ITEM_SEP);
spoiler_outlist("Resist", art_ptr->resistances, ITEM_SEP);
spoiler_outlist("Sustain", art_ptr->sustains, ITEM_SEP);
spoiler_outlist("", art_ptr->misc_magic, LIST_SEP);
/* Write out the possible activation at the primary indention level */
if (art_ptr->activation)
{
fprintf(fff, "%sActivates for %s\n", INDENT1, art_ptr->activation);
}
/* End with the miscellaneous facts */
fprintf(fff, "%s%s\n\n", INDENT1, art_ptr->misc_desc);
}
/*
* Hack -- Create a "forged" artifact
*/
static bool make_fake_artifact(object_type *o_ptr, int name1)
{
int i;
artifact_type *a_ptr = &a_info[name1];
/* Ignore "empty" artifacts */
if (!a_ptr->name) return FALSE;
/* Acquire the "kind" index */
i = lookup_kind(a_ptr->tval, a_ptr->sval);
/* Oops */
if (!i) return (FALSE);
/* Create the artifact */
object_prep(o_ptr, i);
/* Save the name */
o_ptr->name1 = name1;
/* Extract the fields */
o_ptr->pval = a_ptr->pval;
o_ptr->ac = a_ptr->ac;
o_ptr->dd = a_ptr->dd;
o_ptr->ds = a_ptr->ds;
o_ptr->to_a = a_ptr->to_a;
o_ptr->to_h = a_ptr->to_h;
o_ptr->to_d = a_ptr->to_d;
o_ptr->weight = a_ptr->weight;
/* Success */
return (TRUE);
}
/*
* Create a spoiler file for artifacts
*/
static void spoil_artifact(cptr fname)
{
int i, j;
object_type forge;
object_type *q_ptr;
obj_desc_list artifact;
char buf[1024];
/* Build the filename */
path_build(buf, 1024, ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
/* Open the file */
fff = my_fopen(buf, "w");
/* Oops */
if (!fff)
{
msg_print("Cannot create spoiler file.");
return;
}
/* Dump the header */
print_header();
/* List the artifacts by tval */
for (i = 0; group_artifact[i].tval; i++)
{
/* Write out the group title */
if (group_artifact[i].name)
{
spoiler_blanklines(2);
spoiler_underline(group_artifact[i].name);
spoiler_blanklines(1);
}
/* Now search through all of the artifacts */
for (j = 1; j < max_a_idx; ++j)
{
artifact_type *a_ptr = &a_info[j];
/* We only want objects in the current group */
if (a_ptr->tval != group_artifact[i].tval) continue;
/* Get local object */
q_ptr = &forge;
/* Wipe the object */
object_wipe(q_ptr);
/* Attempt to "forge" the artifact */
if (!make_fake_artifact(q_ptr, j)) continue;
/* Analyze the artifact */
object_analyze(q_ptr, &artifact);
/* Write out the artifact description to the spoiler file */
spoiler_print_art(&artifact);
}
}
/* Check for errors */
if (ferror(fff) || my_fclose(fff))
{
msg_print("Cannot close spoiler file.");
return;
}
/* Message */
msg_print("Successfully created a spoiler file.");
}
/*
* Create a spoiler file for monsters -BEN-
*/
static void spoil_mon_desc(cptr fname)
{
int i, n = 0;
s16b *who;
char buf[1024];
char nam[80];
char lev[80];
char rar[80];
char spd[80];
char ac[80];
char hp[80];
char exp[80];
/* Allocate the "who" array */
C_MAKE(who, max_r_idx, s16b);
/* Build the filename */
path_build(buf, 1024, ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
/* Open the file */
fff = my_fopen(buf, "w");
/* Oops */
if (!fff)
{
msg_print("Cannot create spoiler file.");
return;
}
/* Dump the header */
#ifndef FAKE_VERSION
fprintf(fff, "Monster Spoilers for Angband Version %d.%d.%d\n",
VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
fprintf(fff, "------------------------------------------\n\n");
#else
fprintf(fff, "Monster Spoilers for Zangband Version %d.%d.%d\n",
FAKE_VER_MAJOR, FAKE_VER_MINOR, FAKE_VER_PATCH);
fprintf(fff, "------------------------------------------\n\n");
#endif
/* Dump the header */
fprintf(fff, "%-40.40s%4s%4s%6s%8s%4s %11.11s\n",
"Name", "Lev", "Rar", "Spd", "Hp", "Ac", "Visual Info");
fprintf(fff, "%-40.40s%4s%4s%6s%8s%4s %11.11s\n",
"----", "---", "---", "---", "--", "--", "-----------");
/* Scan the monsters */
for (i = 1; i < max_r_idx; i++)
{
monster_race *r_ptr = &r_info[i];
/* Use that monster */
if (r_ptr->name) who[n++] = i;
}
/* Scan again */
for (i = 0; i < n; i++)
{
monster_race *r_ptr = &r_info[who[i]];
cptr name = (r_name + r_ptr->name);
/* Get the "name" */
if (r_ptr->flags1 & (RF1_QUESTOR))
{
sprintf(nam, "[Q] %s", name);
}
else if (r_ptr->flags1 & (RF1_UNIQUE))
{
sprintf(nam, "[U] %s", name);
}
else
{
sprintf(nam, "The %s", name);
}
/* Level */
sprintf(lev, "%d", r_ptr->level);
/* Rarity */
sprintf(rar, "%d", r_ptr->rarity);
/* Speed */
if (r_ptr->speed >= 110)
{
sprintf(spd, "+%d", (r_ptr->speed - 110));
}
else
{
sprintf(spd, "-%d", (110 - r_ptr->speed));
}
/* Armor Class */
sprintf(ac, "%d", r_ptr->ac);
/* Hitpoints */
if ((r_ptr->flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
{
sprintf(hp, "%d", r_ptr->hdice * r_ptr->hside);
}
else
{
sprintf(hp, "%dd%d", r_ptr->hdice, r_ptr->hside);
}
/* Experience */
sprintf(exp, "%ld", (long)(r_ptr->mexp));
/* Hack -- use visual instead */
sprintf(exp, "%s '%c'", attr_to_text(r_ptr->d_attr), r_ptr->d_char);
/* Dump the info */
fprintf(fff, "%-40.40s%4s%4s%6s%8s%4s %11.11s\n",
nam, lev, rar, spd, hp, ac, exp);
}
/* End it */
fprintf(fff, "\n");
/* Check for errors */
if (ferror(fff) || my_fclose(fff))
{
msg_print("Cannot close spoiler file.");
return;
}
/* Worked */
msg_print("Successfully created a spoiler file.");
}
/*
* Monster spoilers by: smchorse@ringer.cs.utsa.edu (Shawn McHorse)
*
* Primarily based on code already in mon-desc.c, mostly by -BEN-
*/
/*
* Pronoun arrays
*/
static cptr wd_che[3] =
{ "It", "He", "She" };
static cptr wd_lhe[3] =
{ "it", "he", "she" };
/*
* Buffer text to the given file. (-SHAWN-)
* This is basically c_roff() from mon-desc.c with a few changes.
*/
static void spoil_out(cptr str)
{
cptr r;
/* Line buffer */
static char roff_buf[256];
/* Current pointer into line roff_buf */
static char *roff_p = roff_buf;
/* Last space saved into roff_buf */
static char *roff_s = NULL;
/* Special handling for "new sequence" */
if (!str)
{
if (roff_p != roff_buf) roff_p--;
while (*roff_p == ' ' && roff_p != roff_buf) roff_p--;
if (roff_p == roff_buf) fprintf(fff, "\n");
else
{
*(roff_p + 1) = '\0';
fprintf(fff, "%s\n\n", roff_buf);
}
roff_p = roff_buf;
roff_s = NULL;
roff_buf[0] = '\0';
return;
}
/* Scan the given string, character at a time */
for (; *str; str++)
{
char ch = *str;
int wrap = (ch == '\n');
if (!isprint(ch)) ch = ' ';
if (roff_p >= roff_buf + 75) wrap = 1;
if ((ch == ' ') && (roff_p + 2 >= roff_buf + 75)) wrap = 1;
/* Handle line-wrap */
if (wrap)
{
*roff_p = '\0';
r = roff_p;
if (roff_s && (ch != ' '))
{
*roff_s = '\0';
r = roff_s + 1;
}
fprintf(fff, "%s\n", roff_buf);
roff_s = NULL;
roff_p = roff_buf;
while (*r) *roff_p++ = *r++;
}
/* Save the char */
if ((roff_p > roff_buf) || (ch != ' '))
{
if (ch == ' ') roff_s = roff_p;
*roff_p++ = ch;
}
}
}
/*
* Create a spoiler file for monsters (-SHAWN-)
*/
static void spoil_mon_info(cptr fname)
{
char buf[1024];
int msex, vn, i, j, k, n;
bool breath, magic, sin;
cptr p, q;
cptr vp[64];
u32b flags1, flags2, flags3, flags4, flags5, flags6;
/* Build the filename */
path_build(buf, 1024, ANGBAND_DIR_USER, fname);
/* File type is "TEXT" */
FILE_TYPE(FILE_TYPE_TEXT);
/* Open the file */
fff = my_fopen(buf, "w");
/* Oops */
if (!fff)
{
msg_print("Cannot create spoiler file.");
return;
}
/* Dump the header */
#ifndef FAKE_VERSION
sprintf(buf, "Monster Spoilers for Angband Version %d.%d.%d\n",
VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH);
#else
sprintf(buf, "Monster Spoilers for Zangband Version %d.%d.%d\n",
FAKE_VER_MAJOR, FAKE_VER_MINOR, FAKE_VER_PATCH);
#endif
spoil_out(buf);
spoil_out("------------------------------------------\n\n");
/*
* List all monsters in order
*/
for (n = 1; n < max_r_idx; n++)
{
monster_race *r_ptr = &r_info[n];
/* Extract the flags */
flags1 = r_ptr->flags1;
flags2 = r_ptr->flags2;
flags3 = r_ptr->flags3;
flags4 = r_ptr->flags4;
flags5 = r_ptr->flags5;
flags6 = r_ptr->flags6;
breath = FALSE;
magic = FALSE;
/* Extract a gender (if applicable) */
if (flags1 & (RF1_FEMALE)) msex = 2;
else if (flags1 & (RF1_MALE)) msex = 1;
else msex = 0;
/* Prefix */
if (flags1 & (RF1_QUESTOR))
{
spoil_out("[Q] ");
}
else if (flags1 & (RF1_UNIQUE))
{
spoil_out("[U] ");
}
else
{
spoil_out("The ");
}
/* Name */
sprintf(buf, "%s (", (r_name + r_ptr->name)); /* ---)--- */
spoil_out(buf);
/* Color */
spoil_out(attr_to_text(r_ptr->d_attr));
/* Symbol --(-- */
sprintf(buf, " '%c')\n", r_ptr->d_char);
spoil_out(buf);
/* Indent */
sprintf(buf, "=== ");
spoil_out(buf);
/* Number */
sprintf(buf, "Num:%d ", n);
spoil_out(buf);
/* Level */
sprintf(buf, "Lev:%d ", r_ptr->level);
spoil_out(buf);
/* Rarity */
sprintf(buf, "Rar:%d ", r_ptr->rarity);
spoil_out(buf);
/* Speed */
if (r_ptr->speed >= 110)
{
sprintf(buf, "Spd:+%d ", (r_ptr->speed - 110));
}
else
{
sprintf(buf, "Spd:-%d ", (110 - r_ptr->speed));
}
spoil_out(buf);
/* Hitpoints */
if ((flags1 & (RF1_FORCE_MAXHP)) || (r_ptr->hside == 1))
{
sprintf(buf, "Hp:%d ", r_ptr->hdice * r_ptr->hside);
}
else
{
sprintf(buf, "Hp:%dd%d ", r_ptr->hdice, r_ptr->hside);
}
spoil_out(buf);
/* Armor Class */
sprintf(buf, "Ac:%d ", r_ptr->ac);
spoil_out(buf);
/* Experience */
sprintf(buf, "Exp:%ld\n", (long)(r_ptr->mexp));
spoil_out(buf);
/* Describe */
spoil_out(r_text + r_ptr->text);
spoil_out(" ");
spoil_out("This");
if (flags2 & (RF2_ELDRITCH_HORROR)) spoil_out (" sanity-blasting");
if (flags3 & (RF3_ANIMAL)) spoil_out(" natural");
if (flags3 & (RF3_EVIL)) spoil_out(" evil");
if (flags3 & (RF3_GOOD)) spoil_out(" good");
if (flags3 & (RF3_UNDEAD)) spoil_out(" undead");
if (flags3 & (RF3_DRAGON)) spoil_out(" dragon");
else if (flags3 & (RF3_DEMON)) spoil_out(" demon");
else if (flags3 & (RF3_GIANT)) spoil_out(" giant");
else if (flags3 & (RF3_TROLL)) spoil_out(" troll");
else if (flags3 & (RF3_ORC)) spoil_out(" orc");
else if (flags3 & (RF3_AMBERITE)) spoil_out (" Amberite");
else spoil_out(" creature");
spoil_out(" moves");
if ((flags1 & (RF1_RAND_50)) && (flags1 & (RF1_RAND_25)))
{
spoil_out(" extremely erratically");
}
else if (flags1 & (RF1_RAND_50))
{
spoil_out(" somewhat erratically");
}
else if (flags1 & (RF1_RAND_25))
{
spoil_out(" a bit erratically");
}
else
{
spoil_out(" normally");
}
if (flags1 & (RF1_NEVER_MOVE))
{
spoil_out(", but does not deign to chase intruders");
}
spoil_out(". ");
if (!r_ptr->level || (flags1 & (RF1_FORCE_DEPTH)))
{
sprintf(buf, "%s is never found out of depth. ", wd_che[msex]);
spoil_out(buf);
}
if (flags1 & (RF1_FORCE_SLEEP))
{
sprintf(buf, "%s is always created sluggish. ", wd_che[msex]);
spoil_out(buf);
}
if (flags2 & (RF2_AURA_FIRE))
{
sprintf(buf, "%s is surrounded by flames. ", wd_che[msex]);
spoil_out(buf);
}
if (flags3 & (RF3_AURA_COLD))
{
sprintf(buf, "%s is surrounded by ice. ", wd_che[msex]);
spoil_out(buf);
}
if (flags2 & (RF2_AURA_ELEC))
{
sprintf(buf, "%s is surrounded by electricity. ", wd_che[msex]);
spoil_out(buf);
}
if (flags2 & (RF2_REFLECTING))
{
sprintf(buf, "%s reflects bolt spells. ", wd_che[msex]);
spoil_out(buf);
}
if (flags1 & (RF1_ESCORT))
{
sprintf(buf, "%s usually appears with ", wd_che[msex]);
spoil_out(buf);
if (flags1 & (RF1_ESCORTS)) spoil_out("escorts. ");
else spoil_out("an escort. ");
}
if ((flags1 & RF1_FRIEND) || (flags1 & RF1_FRIENDS))
{
sprintf(buf, "%s usually appears in groups. ", wd_che[msex]);
spoil_out(buf);
}
/* Collect inate attacks */
vn = 0;
if (flags4 & RF4_SHRIEK) vp[vn++] = "shriek for help";
if (flags4 & RF4_XXX3) vp[vn++] = "do something";
if (flags4 & RF4_ROCKET) vp[vn++] = "shoot a rocket";
if (flags4 & RF4_ARROW_1) vp[vn++] = "fire arrows";
if (flags4 & RF4_ARROW_2) vp[vn++] = "fire arrows";
if (flags4 & RF4_ARROW_3) vp[vn++] = "fire missiles";
if (flags4 & RF4_ARROW_4) vp[vn++] = "fire missiles";
if (vn)
{
spoil_out(wd_che[msex]);
for (i = 0; i < vn; i++)
{
if (!i) spoil_out(" may ");
else if (i < vn-1) spoil_out(", ");
else spoil_out(" or ");
spoil_out(vp[i]);
}
spoil_out(". ");
}
/* Collect breaths */
vn = 0;
if (flags4 & (RF4_BR_ACID)) vp[vn++] = "acid";
if (flags4 & (RF4_BR_ELEC)) vp[vn++] = "lightning";
if (flags4 & (RF4_BR_FIRE)) vp[vn++] = "fire";
if (flags4 & (RF4_BR_COLD)) vp[vn++] = "frost";
if (flags4 & (RF4_BR_POIS)) vp[vn++] = "poison";
if (flags4 & (RF4_BR_NETH)) vp[vn++] = "nether";
if (flags4 & (RF4_BR_LITE)) vp[vn++] = "light";
if (flags4 & (RF4_BR_DARK)) vp[vn++] = "darkness";
if (flags4 & (RF4_BR_CONF)) vp[vn++] = "confusion";
if (flags4 & (RF4_BR_SOUN)) vp[vn++] = "sound";
if (flags4 & (RF4_BR_CHAO)) vp[vn++] = "chaos";
if (flags4 & (RF4_BR_DISE)) vp[vn++] = "disenchantment";
if (flags4 & (RF4_BR_NEXU)) vp[vn++] = "nexus";
if (flags4 & (RF4_BR_TIME)) vp[vn++] = "time";
if (flags4 & (RF4_BR_INER)) vp[vn++] = "inertia";
if (flags4 & (RF4_BR_GRAV)) vp[vn++] = "gravity";
if (flags4 & (RF4_BR_SHAR)) vp[vn++] = "shards";
if (flags4 & (RF4_BR_PLAS)) vp[vn++] = "plasma";
if (flags4 & (RF4_BR_WALL)) vp[vn++] = "force";
if (flags4 & (RF4_BR_MANA)) vp[vn++] = "mana";
if (flags4 & (RF4_BR_NUKE)) vp[vn++] = "toxic waste";
if (flags4 & (RF4_BR_DISI)) vp[vn++] = "disintegration";
if (vn)
{
breath = TRUE;
spoil_out(wd_che[msex]);
for (i = 0; i < vn; i++)
{
if (!i) spoil_out(" may breathe ");
else if (i < vn-1) spoil_out(", ");
else spoil_out(" or ");
spoil_out(vp[i]);
}
if (flags2 & (RF2_POWERFUL)) spoil_out(" powerfully");
}
/* Collect spells */
vn = 0;
if (flags5 & (RF5_BA_ACID)) vp[vn++] = "produce acid balls";
if (flags5 & (RF5_BA_ELEC)) vp[vn++] = "produce lightning balls";
if (flags5 & (RF5_BA_FIRE)) vp[vn++] = "produce fire balls";
if (flags5 & (RF5_BA_COLD)) vp[vn++] = "produce frost balls";
if (flags5 & (RF5_BA_POIS)) vp[vn++] = "produce poison balls";
if (flags5 & (RF5_BA_NETH)) vp[vn++] = "produce nether balls";
if (flags5 & (RF5_BA_WATE)) vp[vn++] = "produce water balls";
if (flags4 & (RF4_BA_NUKE)) vp[vn++] = "produce balls of radiation";
if (flags5 & (RF5_BA_MANA)) vp[vn++] = "produce mana storms";
if (flags5 & (RF5_BA_DARK)) vp[vn++] = "produce darkness storms";
if (flags4 & (RF4_BA_CHAO)) vp[vn++] = "invoke raw Logrus";
if (flags6 & (RF6_HAND_DOOM)) vp[vn++] = "invoke the Hand of Doom";
if (flags5 & (RF5_DRAIN_MANA)) vp[vn++] = "drain mana";
if (flags5 & (RF5_MIND_BLAST)) vp[vn++] = "cause mind blasting";
if (flags5 & (RF5_BRAIN_SMASH)) vp[vn++] = "cause brain smashing";
if (flags5 & (RF5_CAUSE_1)) vp[vn++] = "cause light wounds and cursing";
if (flags5 & (RF5_CAUSE_2)) vp[vn++] = "cause serious wounds and cursing";
if (flags5 & (RF5_CAUSE_3)) vp[vn++] = "cause critical wounds and cursing";
if (flags5 & (RF5_CAUSE_4)) vp[vn++] = "cause mortal wounds";
if (flags5 & (RF5_BO_ACID)) vp[vn++] = "produce acid bolts";
if (flags5 & (RF5_BO_ELEC)) vp[vn++] = "produce lightning bolts";
if (flags5 & (RF5_BO_FIRE)) vp[vn++] = "produce fire bolts";
if (flags5 & (RF5_BO_COLD)) vp[vn++] = "produce frost bolts";
if (flags5 & (RF5_BO_POIS)) vp[vn++] = "produce poison bolts";
if (flags5 & (RF5_BO_NETH)) vp[vn++] = "produce nether bolts";
if (flags5 & (RF5_BO_WATE)) vp[vn++] = "produce water bolts";
if (flags5 & (RF5_BO_MANA)) vp[vn++] = "produce mana bolts";
if (flags5 & (RF5_BO_PLAS)) vp[vn++] = "produce plasma bolts";
if (flags5 & (RF5_BO_ICEE)) vp[vn++] = "produce ice bolts";
if (flags5 & (RF5_MISSILE)) vp[vn++] = "produce magic missiles";
if (flags5 & (RF5_SCARE)) vp[vn++] = "terrify";
if (flags5 & (RF5_BLIND)) vp[vn++] = "blind";
if (flags5 & (RF5_CONF)) vp[vn++] = "confuse";
if (flags5 & (RF5_SLOW)) vp[vn++] = "slow";
if (flags5 & (RF5_HOLD)) vp[vn++] = "paralyze";
if (flags6 & (RF6_HASTE)) vp[vn++] = "haste-self";
if (flags6 & (RF6_HEAL)) vp[vn++] = "heal-self";
if (flags6 & (RF6_XXX2)) vp[vn++] = "do something";
if (flags6 & (RF6_BLINK)) vp[vn++] = "blink-self";
if (flags6 & (RF6_TPORT)) vp[vn++] = "teleport-self";
if (flags6 & (RF6_XXX3)) vp[vn++] = "do something";
if (flags6 & (RF6_XXX4)) vp[vn++] = "do something";
if (flags6 & (RF6_TELE_TO)) vp[vn++] = "teleport to";
if (flags6 & (RF6_TELE_AWAY)) vp[vn++] = "teleport away";
if (flags6 & (RF6_TELE_LEVEL)) vp[vn++] = "teleport level";
if (flags6 & (RF6_XXX5)) vp[vn++] = "do something";
if (flags6 & (RF6_DARKNESS)) vp[vn++] = "create darkness";
if (flags6 & (RF6_TRAPS)) vp[vn++] = "create traps";
if (flags6 & (RF6_FORGET)) vp[vn++] = "cause amnesia";
if (flags6 & (RF6_RAISE_DEAD)) vp[vn++] = "raise dead";
if (flags6 & (RF6_S_MONSTER)) vp[vn++] = "summon a monster";
if (flags6 & (RF6_S_MONSTERS)) vp[vn++] = "summon monsters";
if (flags6 & (RF6_S_KIN)) vp[vn++] = "summon aid";
if (flags6 & (RF6_S_ANT)) vp[vn++] = "summon ants";
if (flags6 & (RF6_S_SPIDER)) vp[vn++] = "summon spiders";
if (flags6 & (RF6_S_HOUND)) vp[vn++] = "summon hounds";
if (flags6 & (RF6_S_HYDRA)) vp[vn++] = "summon hydras";
if (flags6 & (RF6_S_ANGEL)) vp[vn++] = "summon an angel";
if (flags6 & (RF6_S_DEMON)) vp[vn++] = "summon a demon";
if (flags6 & (RF6_S_UNDEAD)) vp[vn++] = "summon an undead";
if (flags6 & (RF6_S_DRAGON)) vp[vn++] = "summon a dragon";
if (flags6 & (RF6_S_HI_UNDEAD)) vp[vn++] = "summon greater undead";
if (flags6 & (RF6_S_HI_DRAGON)) vp[vn++] = "summon ancient dragons";
if (flags6 & (RF6_S_CYBER)) vp[vn++] = "summon Cyberdemons";
if (flags6 & (RF6_S_AMBERITES)) vp[vn++] = "summon Lords of Amber";
if (flags6 & (RF6_S_UNIQUE)) vp[vn++] = "summon unique monsters";
if (vn)
{
magic = TRUE;
if (breath)
{
spoil_out(", and is also");
}
else
{
spoil_out(wd_che[msex]);
spoil_out(" is");
}
spoil_out(" magical, casting spells");
if (flags2 & (RF2_SMART)) spoil_out(" intelligently");
for (i = 0; i < vn; i++)
{
if (!i) spoil_out(" which ");
else if (i < vn-1) spoil_out(", ");
else spoil_out(" or ");
spoil_out(vp[i]);
}
}
if (breath || magic)
{
sprintf(buf, "; 1 time in %d. ",
200 / (r_ptr->freq_inate + r_ptr->freq_spell));
spoil_out(buf);
}
/* Collect special abilities. */
vn = 0;
if (flags2 & (RF2_OPEN_DOOR)) vp[vn++] = "open doors";
if (flags2 & (RF2_BASH_DOOR)) vp[vn++] = "bash down doors";
if (flags2 & (RF2_PASS_WALL)) vp[vn++] = "pass through walls";
if (flags2 & (RF2_KILL_WALL)) vp[vn++] = "bore through walls";
if (flags2 & (RF2_MOVE_BODY)) vp[vn++] = "push past weaker monsters";
if (flags2 & (RF2_KILL_BODY)) vp[vn++] = "destroy weaker monsters";
if (flags2 & (RF2_TAKE_ITEM)) vp[vn++] = "pick up objects";
if (flags2 & (RF2_KILL_ITEM)) vp[vn++] = "destroy objects";
if (vn)
{
spoil_out(wd_che[msex]);
for (i = 0; i < vn; i++)
{
if (!i) spoil_out(" can ");
else if (i < vn-1) spoil_out(", ");
else spoil_out(" and ");
spoil_out(vp[i]);
}
spoil_out(". ");
}
if (flags2 & (RF2_INVISIBLE))
{
spoil_out(wd_che[msex]);
spoil_out(" is invisible. ");
}
if (flags2 & (RF2_COLD_BLOOD))
{
spoil_out(wd_che[msex]);
spoil_out(" is cold blooded. ");
}
if (flags2 & (RF2_EMPTY_MIND))
{
spoil_out(wd_che[msex]);
spoil_out(" is not detected by telepathy. ");
}
if (flags2 & (RF2_WEIRD_MIND))
{
spoil_out(wd_che[msex]);
spoil_out(" is rarely detected by telepathy. ");
}
if (flags2 & (RF2_MULTIPLY))
{
spoil_out(wd_che[msex]);
spoil_out(" breeds explosively. ");
}
if (flags2 & (RF2_REGENERATE))
{
spoil_out(wd_che[msex]);
spoil_out(" regenerates quickly. ");
}
/* Collect susceptibilities */
vn = 0;
if (flags3 & (RF3_HURT_ROCK)) vp[vn++] = "rock remover";
if (flags3 & (RF3_HURT_LITE)) vp[vn++] = "bright light";
if (flags3 & (RF3_HURT_FIRE)) vp[vn++] = "fire";
if (flags3 & (RF3_HURT_COLD)) vp[vn++] = "cold";
if (vn)
{
spoil_out(wd_che[msex]);
for (i = 0; i < vn; i++)
{
if (!i) spoil_out(" is hurt by ");
else if (i < vn-1) spoil_out(", ");
else spoil_out(" and ");
spoil_out(vp[i]);
}
spoil_out(". ");
}
/* Collect immunities */
vn = 0;
if (flags3 & (RF3_IM_ACID)) vp[vn++] = "acid";
if (flags3 & (RF3_IM_ELEC)) vp[vn++] = "lightning";
if (flags3 & (RF3_IM_FIRE)) vp[vn++] = "fire";
if (flags3 & (RF3_IM_COLD)) vp[vn++] = "cold";
if (flags3 & (RF3_IM_POIS)) vp[vn++] = "poison";
if (vn)
{
spoil_out(wd_che[msex]);
for (i = 0; i < vn; i++)
{
if (!i) spoil_out(" resists ");
else if (i < vn-1) spoil_out(", ");
else spoil_out(" and ");
spoil_out(vp[i]);
}
spoil_out(". ");
}
/* Collect resistances */
vn = 0;
if (flags3 & (RF3_RES_NETH)) vp[vn++] = "nether";
if (flags3 & (RF3_RES_WATE)) vp[vn++] = "water";
if (flags3 & (RF3_RES_PLAS)) vp[vn++] = "plasma";
if (flags3 & (RF3_RES_NEXU)) vp[vn++] = "nexus";
if (flags3 & (RF3_RES_DISE)) vp[vn++] = "disenchantment";
if (flags3 & (RF3_RES_TELE)) vp[vn++] = "teleportation";
if ((flags3 & RF3_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "teleportation";
if (vn)
{
spoil_out(wd_che[msex]);
for (i = 0; i < vn; i++)
{
if (!i) spoil_out(" resists ");
else if (i < vn-1) spoil_out(", ");
else spoil_out(" and ");
spoil_out(vp[i]);
}
spoil_out(". ");
}
/* Collect non-effects */
vn = 0;
if (flags3 & (RF3_NO_STUN)) vp[vn++] = "stunned";
if (flags3 & (RF3_NO_FEAR)) vp[vn++] = "frightened";
if (flags3 & (RF3_NO_CONF)) vp[vn++] = "confused";
if (flags3 & (RF3_NO_SLEEP)) vp[vn++] = "slept";
if ((flags3 & RF3_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) vp[vn++] = "teleported";
if (vn)
{
spoil_out(wd_che[msex]);
for (i = 0; i < vn; i++)
{
if (!i) spoil_out(" cannot be ");
else if (i < vn-1) spoil_out(", ");
else spoil_out(" or ");
spoil_out(vp[i]);
}
spoil_out(". ");
}
spoil_out(wd_che[msex]);
if (r_ptr->sleep > 200) spoil_out(" prefers to ignore");
else if (r_ptr->sleep > 95) spoil_out(" pays very little attention to");
else if (r_ptr->sleep > 75) spoil_out(" pays little attention to");
else if (r_ptr->sleep > 45) spoil_out(" tends to overlook");
else if (r_ptr->sleep > 25) spoil_out(" takes quite a while to see");
else if (r_ptr->sleep > 10) spoil_out(" takes a while to see");
else if (r_ptr->sleep > 5) spoil_out(" is fairly observant of");
else if (r_ptr->sleep > 3) spoil_out(" is observant of");
else if (r_ptr->sleep > 1) spoil_out(" is very observant of");
else if (r_ptr->sleep > 0) spoil_out(" is vigilant for");
else spoil_out(" is ever vigilant for");
sprintf(buf, " intruders, which %s may notice from %d feet. ",
wd_lhe[msex], 10 * r_ptr->aaf);
spoil_out(buf);
i = 0;
if (flags1 & (RF1_DROP_60)) i += 1;
if (flags1 & (RF1_DROP_90)) i += 2;
if (flags1 & (RF1_DROP_1D2)) i += 2;
if (flags1 & (RF1_DROP_2D2)) i += 4;
if (flags1 & (RF1_DROP_3D2)) i += 6;
if (flags1 & (RF1_DROP_4D2)) i += 8;
/* Drops gold and/or items */
if (i)
{
sin = FALSE;
spoil_out(wd_che[msex]);
spoil_out(" will carry");
if (i == 1)
{
spoil_out(" a"); sin = TRUE;
}
else if (i == 2)
{
spoil_out(" one or two");
sin = TRUE;
}
else
{
sprintf(buf, " up to %u", i);
spoil_out(buf);
}
if (flags1 & (RF1_DROP_GREAT))
{
if (sin) spoil_out("n");
spoil_out(" exceptional object");
}
else if (flags1 & (RF1_DROP_GOOD))
{
spoil_out(" good object");
}
else if (flags1 & (RF1_DROP_USEFUL))
{
spoil_out(" useful object");
}
else if (flags1 & (RF1_ONLY_ITEM))
{
spoil_out(" object");
}
else if (flags1 & (RF1_ONLY_GOLD))
{
spoil_out(" treasure");
}
else
{
spoil_out(" object");
if (i > 1) spoil_out("s");
spoil_out(" or treasure");
}
if (i > 1) spoil_out("s");
if (flags1 & (RF1_DROP_CHOSEN))
{
spoil_out(", in addition to chosen objects");
}
spoil_out(". ");
}
/* Count the actual attacks */
for (i = 0, j = 0; j < 4; j++)
{
if (r_ptr->blow[j].method) i++;
}
/* Examine the actual attacks */
for (k = 0, j = 0; j < 4; j++)
{
if (!r_ptr->blow[j].method) continue;
/* No method yet */
p = "???";
/* Acquire the method */
switch (r_ptr->blow[j].method)
{
case RBM_HIT: p = "hit"; break;
case RBM_TOUCH: p = "touch"; break;
case RBM_PUNCH: p = "punch"; break;
case RBM_KICK: p = "kick"; break;
case RBM_CLAW: p = "claw"; break;
case RBM_BITE: p = "bite"; break;
case RBM_STING: p = "sting"; break;
case RBM_XXX1: break;
case RBM_BUTT: p = "butt"; break;
case RBM_CRUSH: p = "crush"; break;
case RBM_ENGULF: p = "engulf"; break;
case RBM_CHARGE: p = "charge"; break;
case RBM_CRAWL: p = "crawl on you"; break;
case RBM_DROOL: p = "drool on you"; break;
case RBM_SPIT: p = "spit"; break;
case RBM_EXPLODE: p = "explode"; break;
case RBM_GAZE: p = "gaze"; break;
case RBM_WAIL: p = "wail"; break;
case RBM_SPORE: p = "release spores"; break;
case RBM_XXX4: break;
case RBM_BEG: p = "beg"; break;
case RBM_INSULT: p = "insult"; break;
case RBM_MOAN: p = "moan"; break;
case RBM_SHOW: p = "sing"; break;
}
/* Default effect */
q = "???";
/* Acquire the effect */
switch (r_ptr->blow[j].effect)
{
case RBE_HURT: q = "attack"; break;
case RBE_POISON: q = "poison"; break;
case RBE_UN_BONUS: q = "disenchant"; break;
case RBE_UN_POWER: q = "drain charges"; break;
case RBE_EAT_GOLD: q = "steal gold"; break;
case RBE_EAT_ITEM: q = "steal items"; break;
case RBE_EAT_FOOD: q = "eat your food"; break;
case RBE_EAT_LITE: q = "absorb light"; break;
case RBE_ACID: q = "shoot acid"; break;
case RBE_ELEC: q = "electrocute"; break;
case RBE_FIRE: q = "burn"; break;
case RBE_COLD: q = "freeze"; break;
case RBE_BLIND: q = "blind"; break;
case RBE_CONFUSE: q = "confuse"; break;
case RBE_TERRIFY: q = "terrify"; break;
case RBE_PARALYZE: q = "paralyze"; break;
case RBE_LOSE_STR: q = "reduce strength"; break;
case RBE_LOSE_INT: q = "reduce intelligence"; break;
case RBE_LOSE_WIS: q = "reduce wisdom"; break;
case RBE_LOSE_DEX: q = "reduce dexterity"; break;
case RBE_LOSE_CON: q = "reduce constitution"; break;
case RBE_LOSE_CHR: q = "reduce charisma"; break;
case RBE_LOSE_ALL: q = "reduce all stats"; break;
case RBE_SHATTER: q = "shatter"; break;
case RBE_EXP_10: q = "lower experience (by 10d6+)"; break;
case RBE_EXP_20: q = "lower experience (by 20d6+)"; break;
case RBE_EXP_40: q = "lower experience (by 40d6+)"; break;
case RBE_EXP_80: q = "lower experience (by 80d6+)"; break;
case RBE_DISEASE: q = "disease"; break;
case RBE_TIME: q = "time"; break;
}
if (!k)
{
spoil_out(wd_che[msex]);
spoil_out(" can ");
}
else if (k < i-1)
{
spoil_out(", ");
}
else
{
spoil_out(", and ");
}
/* Describe the method */
spoil_out(p);
/* Describe the effect, if any */
if (r_ptr->blow[j].effect)
{
spoil_out(" to ");
spoil_out(q);
if (r_ptr->blow[j].d_dice && r_ptr->blow[j].d_side)
{
spoil_out(" with damage");
if (r_ptr->blow[j].d_side == 1)
sprintf(buf, " %d", r_ptr->blow[j].d_dice);
else
sprintf(buf, " %dd%d",
r_ptr->blow[j].d_dice, r_ptr->blow[j].d_side);
spoil_out(buf);
}
}
k++;
}
if (k)
{
spoil_out(". ");
}
else if (flags1 & (RF1_NEVER_BLOW))
{
sprintf(buf, "%s has no physical attacks. ", wd_che[msex]);
spoil_out(buf);
}
spoil_out(NULL);
}
/* Check for errors */
if (ferror(fff) || my_fclose(fff))
{
msg_print("Cannot close spoiler file.");
return;
}
msg_print("Successfully created a spoiler file.");
}
/*
* Forward declare
*/
extern void do_cmd_spoilers(void);
/*
* Create Spoiler files -BEN-
*/
void do_cmd_spoilers(void)
{
int i;
/* Save the screen */
screen_save();
/* Drop priv's */
safe_setuid_drop();
/* Interact */
while (1)
{
/* Clear screen */
Term_clear();
/* Info */
prt("Create a spoiler file.", 2, 0);
/* Prompt for a file */
prt("(1) Brief Object Info (obj-desc.spo)", 5, 5);
prt("(2) Brief Artifact Info (artifact.spo)", 6, 5);
prt("(3) Brief Monster Info (mon-desc.spo)", 7, 5);
prt("(4) Full Monster Info (mon-info.spo)", 8, 5);
/* Prompt */
prt("Command: ", 12, 0);
/* Get a choice */
i = inkey();
/* Escape */
if (i == ESCAPE)
{
break;
}
/* Option (1) */
else if (i == '1')
{
spoil_obj_desc("obj-desc.spo");
}
/* Option (2) */
else if (i == '2')
{
spoil_artifact("artifact.spo");
}
/* Option (3) */
else if (i == '3')
{
spoil_mon_desc("mon-desc.spo");
}
/* Option (4) */
else if (i == '4')
{
spoil_mon_info("mon-info.spo");
}
/* Oops */
else
{
bell();
}
/* Flush messages */
msg_print(NULL);
}
/* Grab priv's */
safe_setuid_grab();
/* Restore the screen */
screen_load();
}
#else
#ifdef MACINTOSH
static int i = 0;
#endif /* MACINTOSH */
#endif
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