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authorBardur Arantsson <bardur@scientician.net>2013-03-26 17:10:10 +0100
committerBardur Arantsson <bardur@scientician.net>2013-09-27 14:46:42 +0200
commitcbef37bd5bfb938a2303ee3887520c08be85d8e8 (patch)
treeb604e49323e46af4ea582f9a9e1977b3daa90611 /src/wizard1.cc
parentb9f824effb037a53556e02955cace6c09ff646c3 (diff)
Switch almost everything over to C++
Diffstat (limited to 'src/wizard1.cc')
-rw-r--r--src/wizard1.cc2748
1 files changed, 2748 insertions, 0 deletions
diff --git a/src/wizard1.cc b/src/wizard1.cc
new file mode 100644
index 00000000..90ee5d27
--- /dev/null
+++ b/src/wizard1.cc
@@ -0,0 +1,2748 @@
+/* File: wizard1.c */
+
+/* Purpose: Spoiler generation -BEN- */
+
+#include "angband.h"
+
+#include <vector>
+
+/*
+ * The spoiler file being created
+ */
+static FILE *fff = NULL;
+
+
+/*
+ * 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 hyphens
+ */
+static void spoiler_underline(cptr str)
+{
+ fprintf(fff, "%s\n", str);
+ spoiler_out_n_chars(strlen(str), '-');
+ fprintf(fff, "\n");
+}
+
+
+/*
+ * 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;
+ }
+ }
+}
+
+
+/*
+ * 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_SWORD, "Melee Weapons" },
+ { TV_POLEARM, NULL },
+ { TV_HAFTED, NULL },
+ { TV_AXE, NULL },
+ { TV_MSTAFF, NULL },
+
+ { TV_BOW, "Bows and Slings" },
+
+ { TV_SHOT, "Ammo" },
+ { TV_ARROW, NULL },
+ { TV_BOLT, NULL },
+
+ { TV_BOOMERANG, "Boomerangs" },
+
+ { TV_INSTRUMENT, "Instruments" },
+
+ { TV_SOFT_ARMOR, "Armour (Body)" },
+ { TV_HARD_ARMOR, NULL },
+ { TV_DRAG_ARMOR, NULL },
+
+ { TV_SHIELD, "Armour (Misc)" },
+ { TV_HELM, NULL },
+ { TV_CROWN, NULL },
+ { TV_GLOVES, NULL },
+ { TV_BOOTS, NULL },
+
+ { TV_CLOAK, "Cloaks" },
+ { TV_AMULET, "Amulets" },
+ { TV_RING, "Rings" },
+
+ { TV_SCROLL, "Scrolls" },
+ { TV_POTION, "Potions" },
+ { TV_POTION2, NULL },
+
+ { TV_FOOD, "Food" },
+
+ { TV_ROD_MAIN, "Rods" },
+ { TV_ROD, "Rod Tips" },
+ { TV_WAND, "Wands" },
+ { TV_STAFF, "Staves" },
+
+ { TV_BOOK, "Books (Magic, Gods, Music)" },
+ { TV_DAEMON_BOOK, "Demonic Equipment" },
+
+ { TV_RUNE1, "Runes" },
+ { TV_RUNE2, NULL },
+
+ { TV_BATERIE, "Essences" },
+
+ { TV_PARCHMENT, "Parchments" },
+
+ { TV_DIGGING, "Tools" },
+ { TV_TOOL, NULL },
+
+ { TV_TRAPKIT, "Trapping Kits" },
+
+ { TV_CHEST, "Chests" },
+
+ { TV_SPIKE, "Various" },
+ { TV_LITE, NULL },
+ { TV_FLASK, NULL },
+ { TV_BOTTLE, NULL },
+ { TV_JUNK, NULL },
+
+ { TV_SKELETON, "Corpses and Eggs" },
+ { TV_CORPSE, NULL },
+ { TV_EGG, 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;
+
+ object_kind *k_ptr;
+
+
+ /* Get local object */
+ q_ptr = &forge;
+
+ /* Prepare a fake item */
+ object_prep(q_ptr, k);
+
+ /* Obtain the "kind" info */
+ k_ptr = &k_info[q_ptr->k_idx];
+
+ /* It is known */
+ q_ptr->ident |= (IDENT_KNOWN);
+
+ /* Cancel bonuses */
+ q_ptr->to_a = 0;
+ q_ptr->to_h = 0;
+ q_ptr->to_d = 0;
+
+ if ((k_ptr->tval == TV_WAND) || (k_ptr->tval == TV_STAFF))
+ {
+ hack_apply_magic_power = -99;
+ apply_magic(q_ptr, 0, FALSE, FALSE, FALSE);
+ }
+
+ /* Level */
+ (*lev) = k_ptr->level;
+
+ /* 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:
+
+ /* Boomerangs */
+ case TV_BOOMERANG:
+
+ /* Weapons */
+ case TV_HAFTED:
+ case TV_POLEARM:
+ case TV_SWORD:
+ case TV_AXE:
+ case TV_MSTAFF:
+
+ /* Tools */
+ 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, "%3ld.%ld", (long int) (q_ptr->weight / 10), (long int) (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, sizeof(buf), 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 */
+ sprintf(buf, "Basic Items Spoilers for %s", get_version_string());
+ spoiler_underline(buf);
+ spoiler_blanklines(2);
+
+ /* 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 artifacts */
+ if (k_ptr->flags3 & (TR3_INSTA_ART | TR3_NORM_ART)) continue;
+
+ /* Hack -- Skip Ring of Powers */
+ if (k == 785) 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_AXE, "Axes" },
+
+ { TV_MSTAFF, "Mage Staffs" },
+
+ { TV_BOW, "Bows" },
+
+ { TV_SHOT, "Ammo" },
+ { TV_ARROW, NULL },
+ { TV_BOLT, NULL },
+
+ { TV_BOOMERANG, "Boomerangs" },
+
+ { TV_INSTRUMENT, "Instruments" },
+
+ { 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_DAEMON_BOOK, "Demonic Equipment" },
+
+ { TV_LITE, "Light Sources" },
+ { TV_AMULET, "Amulets" },
+ { TV_RING, "Rings" },
+
+ { TV_TOOL, "Tools" },
+ { TV_DIGGING, NULL },
+ { TV_TRAPKIT, "Trapping Kits" },
+
+ { 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, "Tunnelling" },
+ { 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_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 dealing 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;
+
+
+
+
+
+
+/*
+ * 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, tunnelling, 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, f4, f5, esp;
+
+ 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, &f4, &f5, &esp);
+
+ affects_list = p_ptr->pval_affects;
+
+ /* Create the "+N" string */
+ sprintf(p_ptr->pval_desc, "%s%ld", POSITIZE(o_ptr->pval), (long int) 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, f4, f5, esp;
+
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ 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, f4, f5, esp;
+
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ 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, f4, f5, esp;
+
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ 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, f4, f5, esp;
+
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ 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, f4, f5, esp;
+
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* 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, f4, f5, esp;
+ int radius = 0;
+
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ 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));
+
+ /*
+ * Glowing artifacts -- small radius light.
+ */
+
+ if (f3 & TR3_LITE1) radius++;
+ if (f4 & TR4_LITE2) radius += 2;
+ if (f4 & TR4_LITE3) radius += 3;
+
+ if (f4 & TR4_FUEL_LITE)
+ {
+ *misc_list++ = format("It provides light (radius %d) forever.", radius);
+ }
+ else
+ {
+ *misc_list++ = format("It provides light (radius %d) when fueled.", radius);
+ }
+
+ /*
+ * 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, (long int) 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, 0);
+}
+
+
+static void print_header(void)
+{
+ char buf[80];
+
+ sprintf(buf, "Artifact Spoilers for %s", get_version_string());
+ spoiler_underline(buf);
+}
+
+/*
+ * 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 ';'
+
+
+/* Create a spoiler file entry for an artifact */
+
+static void spoiler_print_art(obj_desc_list *art_ptr, int name1, int set, object_type *o_ptr)
+{
+ /* Don't indent the first line */
+ fprintf(fff, "%s\n ", art_ptr->description);
+ text_out_indent = 4;
+ object_out_desc(o_ptr, fff, FALSE, TRUE);
+ text_out_indent = 0;
+
+ /* 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;
+ int cur;
+
+ 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;
+
+ /* Keep the One Ring untouched by apply_magic */
+ if (name1 != ART_POWER)
+ {
+ cur = a_ptr->cur_num;
+ apply_magic(o_ptr, -1, TRUE, TRUE, TRUE);
+ a_ptr->cur_num = cur;
+ }
+ else
+ {
+ o_ptr->pval = a_ptr->pval;
+ }
+
+ /* 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, sizeof(buf), 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;
+
+ /* Aware and Known */
+ object_known(q_ptr);
+
+ /* Mark the item as fully known */
+ q_ptr->ident |= (IDENT_MENTAL);
+
+ /* Analyze the artifact */
+ object_analyze(q_ptr, &artifact);
+
+ /* Write out the artifact description to the spoiler file */
+ spoiler_print_art(&artifact, j, a_ptr->set, q_ptr);
+ }
+ }
+
+ /* 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 = 0;
+
+ char buf[1024];
+
+ char nam[80];
+ char lev[80];
+ char rar[80];
+ char spd[80];
+ char ac[80];
+ char hp[80];
+ char exp[80];
+
+ /* Build the filename */
+ path_build(buf, sizeof(buf), 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;
+ }
+
+ /* Allocate the "who" array */
+ std::vector<s16b> who;
+
+ /* Dump the header */
+ sprintf(buf, "Monster Spoilers for %s", get_version_string());
+ spoiler_underline(buf);
+ spoiler_blanklines(2);
+
+ /* 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.push_back(i);
+ }
+ }
+
+
+ /* Scan again */
+ for (i = 0; i < who.size(); i++)
+ {
+ monster_race *r_ptr = &r_info[who[i]];
+
+ cptr name = (r_name + r_ptr->name);
+
+ /* Get the "name" */
+ 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" };
+
+
+
+/*
+ * 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, flags9;
+
+
+ /* Build the filename */
+ path_build(buf, sizeof(buf), 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 */
+ sprintf(buf, "Monster Spoilers for %s", get_version_string());
+ spoiler_underline(buf);
+ spoiler_blanklines(2);
+
+ /*
+ * 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;
+ flags9 = r_ptr->flags9;
+ 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_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_THUNDERLORD)) spoil_out (" Thunderlord");
+ 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 (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 innate attacks */
+ vn = 0;
+ if (flags4 & (RF4_SHRIEK)) vp[vn++] = "shriek for help";
+ 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 Chaos";
+ 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++] = "paralyse";
+ if (flags6 & (RF6_HASTE)) vp[vn++] = "haste-self";
+ if (flags6 & (RF6_HEAL)) vp[vn++] = "heal-self";
+ if (flags6 & (RF6_BLINK)) vp[vn++] = "blink-self";
+ if (flags6 & (RF6_TPORT)) vp[vn++] = "teleport-self";
+ if (flags6 & (RF6_S_BUG)) vp[vn++] = "summon software bugs";
+ if (flags6 & (RF6_S_RNG)) vp[vn++] = "summon RNGs";
+ 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_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_THUNDERLORD)) vp[vn++] = "summon a thunderlord";
+ 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 (flags4 & (RF4_S_ANIMAL)) vp[vn++] = "summon animal";
+ if (flags6 & (RF6_S_ANIMALS)) vp[vn++] = "summon animals";
+ 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_HI_DEMON)) vp[vn++] = "summon greater demons";
+ if (flags6 & (RF6_S_WRAITH)) vp[vn++] = "summon Ringwraith";
+ 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)
+ {
+ int times = r_ptr->freq_inate + r_ptr->freq_spell;
+ sprintf(buf, "; 1 time in %d. ",
+ 200 / ((times) ? times : 1));
+ 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 (flags9 & (RF9_HAS_LITE)) vp[vn++] = "illuminate the dungeon";
+
+ 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 (flags4 & (RF4_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_SUSCEP_FIRE)) vp[vn++] = "fire";
+ if (flags3 & (RF3_SUSCEP_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 (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 (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");
+ }
+ 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
+ {
+ if (sin) spoil_out("n");
+ 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;
+ case RBE_SANITY:
+ q = "make insane";
+ break;
+ case RBE_HALLU:
+ q = "cause hallucinations";
+ break;
+ case RBE_PARASITE:
+ q = "parasite";
+ 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.");
+}
+
+
+const char *long_intro =
+ "Essences are the tools of the trade for Alchemists, "
+ "and unfortunately are useless for any other class. "
+ "Alchemists use essences to create magical items for them to use.\n\n"
+ "They can be either found on the floor while exploring the dungeon, "
+ "or extracted from other magical items the alchemist finds "
+ "during their adventures.\n\n"
+ "To create an artifact, the alchemist will have to sacrifice 10 hit points, "
+ "and an amount of magic essence similar to his skill in alchemy. "
+ "The alchemist then allows the artifact to gain experience, "
+ "and when it has enough, "
+ "uses that experience to add abilities to the artifact. "
+ "The alchemist can allow the artifact to continue to gain experience, "
+ "thus keeping open the option to add more abilities later. "
+ "This requires a similar amount of magic essence, "
+ "but does not require the sacrifice of other hit points.\n\n"
+ "Note that the experience you gain is divided among the artifacts "
+ "that you have as well as going to yourself, "
+ "so you will gain levels more slowly when empowering artifacts. "
+ "Also, the artifact only gets 60% of the experience. "
+ "So killing a creature worth 20xp would gain 10 for you, "
+ "and 6 for the artifact.\n\n"
+ "You can also modify existing artifacts when you attain skill level 50. "
+ "Also at skill level 50 you will gain the ability to make temporary artifacts, "
+ "which don't require the complex empowerments that regular items require, "
+ "but also vanish after awhile.\n\n"
+ "You cannot give an artifact an ability "
+ "unless you have *Identified* an artifact which has that ability.\n\n"
+ "For every four levels gained in the alchemy skill, "
+ "the alchemist learns about objects of level (skill level)/4, "
+ "starting by learning about level 1 objects at skill level 0. "
+ "(actually 1, but who's counting?)\n\n"
+ "At skill level 5 you gain the ability to make ego items - but watch it! "
+ "Your base failure rate will be 90%, "
+ "and won't be 0% until you reach skill level 50. "
+ "Adding gold will increase the chances of success "
+ "in direct proportion to the value of the item you are trying to create. "
+ "Note that this results in automatic success "
+ "when the item you are trying to create "
+ "happens to pick up a curse in the process.\n\n"
+ "At skill level 5 you also gain knowledge of some basic ego item recipes. "
+ "These are: Acidic, Shocking, Fiery, Frozen, Venomous, and Chaotic weapons, "
+ "Resist Fire armour, and light sources of Fearlessness.\n\n"
+ "At skill level 10 you will gain knowledge of digging ego items, "
+ "if you have selected the option "
+ "'always generate very unusual rooms' (ironman_rooms).\n\n"
+ "At skill level 15 you can create ego wands, staves, rings, etc.\n\n"
+ "At skill level 25 you gain the ability to empower artifacts "
+ "and double ego items.\n\n"
+ "At skill level 50 you gain the ability to create temporary artifacts, "
+ "which don't require any exotic ingredients "
+ "beyond a single corpse of any type.\n\n"
+ "Between skill levels 25 and 50, "
+ "you will steadily gain the ability to set more and more flags.\n\n"
+ "To finalise an artifact, you 'P'ower it, and select the powers you want.\n"
+ "Powers are divided into the following six categories:\n"
+ "*****essences.txt*03[Stats, Sustains, Luck, Speed, Vision, etc.]\n"
+ "*****essences.txt*04[Misc. (Auras, Light, See Invisibility, etc.)]\n"
+ "*****essences.txt*05[Weapon Brands]\n"
+ "*****essences.txt*06[Resistances and Immunities]\n"
+ "*****essences.txt*07[ESP and Curses]\n"
+ "*****essences.txt*08[Artifact Activations]\n";
+
+/*
+ * Create a spoiler file for essences
+ */
+static void spoil_bateries(cptr fname)
+{
+ int j, i, tval, sval, group;
+ object_type forge, *o_ptr;
+
+ char buf[1024];
+
+ tval = sval = group = -1;
+
+ /* Build the filename */
+ path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
+
+ /* File type is "TEXT" */
+ FILE_TYPE(FILE_TYPE_TEXT);
+
+ fff = my_fopen(buf, "w");
+
+ /* Oops */
+ if (!fff)
+ {
+ msg_print("Cannot create spoiler file.");
+ return;
+ }
+
+ /* Dump the header */
+
+ fprintf(fff,
+ "|||||oy\n"
+ "~~~~~01|Spoilers|Essences\n"
+ "~~~~~02|Alchemist|Essence Spoiler\n"
+ "#####REssence Spoiler for %s\n"
+ "#####R-----------------------------------\n\n",
+ get_version_string());
+
+
+ /*New code starts here -*/
+ /*print header, including artifact header*/
+ /*Cycle through artifact flags*/
+ /* print desc*/
+ /* cycle through all alchemist_recipies*/
+ /* print matching*/
+ /*Print items header.*/
+ /*Cycle through alchemist_recipies*/
+ /* sval or tval changed?*/
+ /* skip artifacts (tval=0)*/
+ /* print item desc (ego (tval=1) or item)*/
+ /* print essences required*/
+ /*Done!*/
+
+ /*Print basic header.*/
+ spoil_out(long_intro);
+
+ /*Cycle through artifact flags*/
+ for ( i = 0 ; a_select_flags[i].group ; i++ )
+ {
+ if ( a_select_flags[i].group != group )
+ {
+ group = a_select_flags[i].group;
+ spoil_out("\n~~~~~");
+ switch (group)
+ {
+ case 1:
+ spoil_out("03\n#####GStats, Sustains, Luck, Speed, Vision, etc.\n");
+ break;
+ case 2:
+ spoil_out("04\n#####GMisc. (Auras, Light, See Invisibility, etc.)\n");
+ break;
+ case 3:
+ spoil_out("05\n#####GWeapon Brands\n");
+ break;
+ case 4:
+ spoil_out("06\n#####GResistances and Immunities\n");
+ break;
+ case 5:
+ spoil_out("07\n#####GESP and Curses\n");
+ break;
+ case 88:
+ spoil_out("08\n#####GArtifact Activations\n");
+ break;
+ default:
+ spoil_out(format("09\n#####GExtra Group=%d\n", group));
+ }
+ spoil_out("lvl xp Power\n");
+
+ }
+ /* print desc*/
+ spoil_out(format("%-2d %8d %-24s %s\n",
+ a_select_flags[i].level,
+ a_select_flags[i].xp,
+ al_name + a_select_flags[i].desc,
+ al_name + a_select_flags[i].item_desc));
+ /* cycle through all alchemist_recipies*/
+ for ( j = 0 ; j < max_al_idx ; j++ )
+ {
+ /* print matching*/
+ if (alchemist_recipes[j].tval == 0
+ && alchemist_recipes[j].sval == a_select_flags[i].flag
+ && alchemist_recipes[j].qty
+ )
+ {
+ spoil_out(format(" %d essences of %s\n", alchemist_recipes[j].qty,
+ k_name + k_info[lookup_kind(TV_BATERIE, alchemist_recipes[j].sval_essence)].name));
+ }
+ }
+ }
+
+ spoil_out("\n\nThe following basic item recipes also exist:\n");
+ /*Cycle through alchemist_recipies*/
+ for ( i = 0 ; i < max_al_idx ; i ++)
+ {
+ alchemist_recipe *ar_ptr = &alchemist_recipes[i];
+
+ /* sval or tval changed?*/
+ if (tval != ar_ptr->tval || sval != ar_ptr->sval)
+ {
+ char o_name[80];
+ /* skip artifacts (tval=0)*/
+ if (ar_ptr->tval == 0 )
+ continue;
+
+ tval = ar_ptr->tval;
+ sval = ar_ptr->sval;
+
+ /* print item desc (ego (tval=1)or item)*/
+ if (ar_ptr->tval == 1)
+ {
+ strcpy(o_name, e_name + e_info[ar_ptr->sval].name);
+ }
+ else
+ {
+ /* Find the name of that object */
+ o_ptr = &forge;
+ object_wipe(o_ptr);
+ object_prep(o_ptr, lookup_kind(tval, sval));
+ apply_magic(o_ptr, 1, FALSE, FALSE, FALSE);
+ object_aware(o_ptr);
+ object_known(o_ptr);
+ o_ptr->name2 = o_ptr->name2b = 0;
+ /* the 0 mode means only the text, leaving off any numbers */
+ object_desc(o_name, o_ptr, FALSE, 0);
+ }
+ spoil_out("\n");
+ spoil_out(o_name);
+ }
+ /* print essence required*/
+ spoil_out(format(" %d %s", ar_ptr->qty,
+ k_name + k_info[lookup_kind(TV_BATERIE, ar_ptr->sval_essence)].name));
+ }
+
+ spoil_out(NULL);
+
+ /* Check for errors */
+ if (ferror(fff) || my_fclose(fff))
+ {
+ msg_print("Cannot close spoiler file.");
+ return;
+ }
+
+ /* Message */
+ msg_print("Successfully created a spoiler file.");
+ return;
+}
+
+
+/*
+ * Print a bookless spell list
+ */
+void print_magic_powers( magic_power *powers, int max_powers, void(*power_info)(char *p, int power), int skill_num )
+{
+ int i, save_skill;
+
+ char buf[80];
+
+ magic_power spell;
+
+ /* Use a maximal skill */
+ save_skill = s_info[skill_num].value;
+ s_info[skill_num].value = SKILL_MAX;
+
+ /* Dump the header line */
+ spoiler_blanklines(2);
+ sprintf(buf, "%s", s_info[skill_num].name + s_name);
+ spoiler_underline(buf);
+ spoiler_blanklines(1);
+
+ fprintf(fff, " Name Lvl Mana Fail Info\n");
+
+ /* Dump the spells */
+ for (i = 0; i < max_powers; i++)
+ {
+ /* Access the spell */
+ spell = powers[i];
+
+ /* Get the additional info */
+ power_info(buf, i);
+
+ /* Dump the spell */
+ spoil_out(format("%c) %-30s%2d %4d %3d%%%s\n",
+ I2A(i), spell.name,
+ spell.min_lev, spell.mana_cost, spell.fail, buf));
+ spoil_out(format("%s\n", spell.desc));
+ }
+
+ /* Restore skill */
+ s_info[skill_num].value = save_skill;
+}
+
+
+/*
+ * Create a spoiler file for spells
+ */
+
+static void spoil_spells(cptr fname)
+{
+ char buf[1024];
+
+ /* Build the filename */
+ path_build(buf, sizeof(buf), ANGBAND_DIR_USER, fname);
+
+ /* File type is "TEXT" */
+ FILE_TYPE(FILE_TYPE_TEXT);
+
+ fff = my_fopen(buf, "w");
+
+ /* Oops */
+ if (!fff)
+ {
+ msg_print("Cannot create spoiler file.");
+ return;
+ }
+
+ /* Dump the header */
+ sprintf(buf, "Spell Spoiler (Skill Level 50) for %s", get_version_string());
+ spoiler_underline(buf);
+
+ /* Dump the bookless magic powers in alphabetical order */
+
+ /* Mimicry */
+ print_magic_powers(mimic_powers, MAX_MIMIC_POWERS, mimic_info, SKILL_MIMICRY);
+
+ /* Mindcraft */
+ print_magic_powers(mindcraft_powers, MAX_MINDCRAFT_POWERS, mindcraft_info, SKILL_MINDCRAFT);
+
+ /* Necromancy */
+ print_magic_powers(necro_powers, MAX_NECRO_POWERS, necro_info, SKILL_NECROMANCY);
+
+ /* Symbiosis */
+ print_magic_powers(symbiotic_powers, MAX_SYMBIOTIC_POWERS, symbiotic_info, SKILL_SYMBIOTIC);
+
+ /* 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 Spoiler files -BEN-
+ */
+void do_cmd_spoilers()
+{
+ int i;
+
+
+ /* Enter "icky" mode */
+ character_icky = TRUE;
+
+ /* Save the screen */
+ Term_save();
+
+ /* 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) Full 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);
+ prt("(5) Full Essences Info (ess-info.spo)", 9, 5);
+ prt("(6) Spell Info (spell.spo)", 10, 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");
+ }
+
+ /* Option (5) */
+ else if (i == '5')
+ {
+ spoil_bateries("ess-info.spo");
+ }
+
+ /* Option (6) */
+ else if (i == '6')
+ {
+ spoil_spells("spell.spo");
+ }
+
+ /* Oops */
+ else
+ {
+ bell();
+ }
+
+ /* Flush messages */
+ msg_print(NULL);
+ }
+
+
+ /* Restore the screen */
+ Term_load();
+
+ /* Leave "icky" mode */
+ character_icky = FALSE;
+}