#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;
}
