summaryrefslogtreecommitdiff
path: root/src/wizard1.cc
diff options
context:
space:
mode:
Diffstat (limited to 'src/wizard1.cc')
-rw-r--r--src/wizard1.cc2499
1 files changed, 0 insertions, 2499 deletions
diff --git a/src/wizard1.cc b/src/wizard1.cc
deleted file mode 100644
index 616a46cd..00000000
--- a/src/wizard1.cc
+++ /dev/null
@@ -1,2499 +0,0 @@
-#include "wizard1.hpp"
-
-#include "artifact_type.hpp"
-#include "cmd7.hpp"
-#include "ego_item_type.hpp"
-#include "monster_race.hpp"
-#include "object1.hpp"
-#include "object2.hpp"
-#include "object_kind.hpp"
-#include "object_type.hpp"
-#include "skill_type.hpp"
-#include "tables.hpp"
-#include "util.hpp"
-#include "util.h"
-#include "variable.h"
-#include "variable.hpp"
-
-#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_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))
- {
- apply_magic(q_ptr, 0, FALSE, FALSE, FALSE, boost::make_optional(0));
- }
-
- /* 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);
-
- /* 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);
-
- /* 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)
-{
- 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);
-
- /* 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 (size_t 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 (auto const who_i : who)
- {
- monster_race *r_ptr = &r_info[who_i];
-
- /* Get the "name" */
- if (r_ptr->flags1 & (RF1_UNIQUE))
- {
- sprintf(nam, "[U] %s", r_ptr->name);
- }
- else
- {
- sprintf(nam, "The %s", r_ptr->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);
-
- /* 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_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_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.");
-}
-
-/*
- * 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);
- 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);
-
- 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) 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_spells("spell.spo");
- }
-
- /* Oops */
- else
- {
- bell();
- }
-
- /* Flush messages */
- msg_print(NULL);
- }
-
-
- /* Restore the screen */
- Term_load();
-
- /* Leave "icky" mode */
- character_icky = FALSE;
-}