1 #include "wizard/wizard-item-modifier.h"
2 #include "artifact/fixed-art-generator.h"
3 #include "artifact/fixed-art-types.h"
4 #include "artifact/random-art-effects.h"
5 #include "artifact/random-art-generator.h"
6 #include "core/asking-player.h"
7 #include "core/show-file.h"
8 #include "core/stuff-handler.h"
9 #include "core/window-redrawer.h"
10 #include "flavor/flavor-describer.h"
11 #include "flavor/object-flavor-types.h"
12 #include "floor/floor-object.h"
13 #include "game-option/cheat-options.h"
14 #include "inventory/inventory-slot-types.h"
15 #include "io/input-key-acceptor.h"
16 #include "io/input-key-requester.h"
17 #include "object-enchant/item-apply-magic.h"
18 #include "object-enchant/item-magic-applier.h"
19 #include "object-enchant/object-ego.h"
20 #include "object-enchant/special-object-flags.h"
21 #include "object-enchant/tr-types.h"
22 #include "object/item-use-flags.h"
23 #include "object/object-flags.h"
24 #include "object/object-info.h"
25 #include "object/object-kind-hook.h"
26 #include "object/object-mark-types.h"
27 #include "object/object-value.h"
28 #include "spell-kind/spells-perception.h"
29 #include "spell/spells-object.h"
30 #include "system/alloc-entries.h"
31 #include "system/artifact-type-definition.h"
32 #include "system/baseitem-info.h"
33 #include "system/floor-type-definition.h"
34 #include "system/item-entity.h"
35 #include "system/player-type-definition.h"
36 #include "system/redrawing-flags-updater.h"
37 #include "system/system-variables.h"
38 #include "term/screen-processor.h"
39 #include "term/term-color-types.h"
40 #include "term/z-form.h"
41 #include "util/bit-flags-calculator.h"
42 #include "util/int-char-converter.h"
43 #include "util/string-processor.h"
44 #include "view/display-messages.h"
45 #include "wizard/wizard-special-process.h"
46 #include "world/world.h"
53 constexpr auto BASEITEM_MAX_DEPTH = 110; /*!< アイテムの階層毎生成率を表示する最大階 */
57 * @brief アイテム設定コマンド一覧表
59 constexpr std::array wizard_sub_menu_table = {
60 std::make_tuple('a', _("アーティファクト出現フラグリセット", "Restore aware flag of fixed artifact")),
61 std::make_tuple('A', _("アーティファクトを出現済みにする", "Make a fixed artifact awared")),
62 std::make_tuple('e', _("高級品獲得ドロップ", "Drop excellent object")),
63 std::make_tuple('f', _("*鑑定*", "*Idenfity*")),
64 std::make_tuple('i', _("鑑定", "Idenfity")),
65 std::make_tuple('I', _("インベントリ全*鑑定*", "Idenfity all objects fully in inventory")),
66 std::make_tuple('l', _("指定アイテム番号まで一括鑑定", "Make objects awared to target object id")),
67 std::make_tuple('g', _("上質なアイテムドロップ", "Drop good object")),
68 std::make_tuple('s', _("特別品獲得ドロップ", "Drop special object")),
69 std::make_tuple('w', _("願い", "Wishing")),
70 std::make_tuple('U', _("発動を変更する", "Modify item activation")),
74 * @brief ゲーム設定コマンドの一覧を表示する
76 void display_wizard_sub_menu()
78 for (auto y = 1U; y <= wizard_sub_menu_table.size(); y++) {
79 term_erase(14, y, 64);
84 for (const auto &[symbol, desc] : wizard_sub_menu_table) {
86 ss << symbol << ") " << desc;
87 put_str(ss.str(), r++, c);
93 * @brief キャスト先の型の最小値、最大値でclampする。
98 return static_cast<T>(std::clamp(val,
99 static_cast<int>(std::numeric_limits<T>::min()),
100 static_cast<int>(std::numeric_limits<T>::max())));
103 void wiz_restore_aware_flag_of_fixed_arfifact(FixedArtifactId reset_artifact_idx, bool aware = false);
104 void wiz_modify_item_activation(PlayerType *player_ptr);
105 void wiz_identify_full_inventory(PlayerType *player_ptr);
108 * @brief ゲーム設定コマンドの入力を受け付ける
109 * @param player_ptr プレイヤーの情報へのポインタ
111 void wizard_item_modifier(PlayerType *player_ptr)
114 display_wizard_sub_menu();
117 get_com("Player Command: ", &cmd, false);
127 wiz_restore_aware_flag_of_fixed_arfifact(i2enum<FixedArtifactId>(command_arg));
130 wiz_restore_aware_flag_of_fixed_arfifact(i2enum<FixedArtifactId>(command_arg), true);
133 if (command_arg <= 0) {
137 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, true, false, true);
140 identify_fully(player_ptr, false);
143 if (command_arg <= 0) {
147 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, false, false, true);
150 (void)ident_spell(player_ptr, false);
153 wiz_identify_full_inventory(player_ptr);
156 wiz_learn_items_all(player_ptr);
159 if (command_arg <= 0) {
163 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, true, true, true);
166 wiz_modify_item_activation(player_ptr);
169 do_cmd_wishing(player_ptr, -1, true, true, true);
175 * @brief 固定アーティファクトの出現フラグをリセットする
176 * @param a_idx 指定したアーティファクトID
177 * @details 外からはenum class を受け取るが、この関数内では数値の直指定処理なので数値型にキャストする.
179 void wiz_restore_aware_flag_of_fixed_arfifact(FixedArtifactId reset_artifact_idx, bool aware)
181 auto max_a_idx = enum2i(artifacts_info.rbegin()->first);
182 int int_a_idx = enum2i(reset_artifact_idx);
183 if (int_a_idx <= 0) {
184 if (!get_value("Artifact ID", 1, max_a_idx, &int_a_idx)) {
189 ArtifactsInfo::get_instance().get_artifact(i2enum<FixedArtifactId>(int_a_idx)).is_generated = aware;
190 msg_print(aware ? "Modified." : "Restored.");
194 * @brief オブジェクトに発動を追加する/変更する
195 * @param catser_ptr プレイヤー情報への参照ポインタ
197 void wiz_modify_item_activation(PlayerType *player_ptr)
199 constexpr auto q = _("どのアイテムの発動を変更しますか? ", "Which object? ");
200 constexpr auto s = _("発動を変更するアイテムがない。", "Nothing to do with.");
202 auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
208 if (!get_value("Activation ID", enum2i(RandomArtActType::NONE), enum2i(RandomArtActType::MAX) - 1, &val)) {
212 auto act_idx = i2enum<RandomArtActType>(val);
213 o_ptr->art_flags.set(TR_ACTIVATE);
214 o_ptr->activation_id = act_idx;
218 * @brief インベントリ内のアイテムを全て*鑑定*済みにする
219 * @param catser_ptr プレイヤー情報への参照ポインタ
221 void wiz_identify_full_inventory(PlayerType *player_ptr)
223 for (int i = 0; i < INVEN_TOTAL; i++) {
224 auto *o_ptr = &player_ptr->inventory_list[i];
225 if (!o_ptr->is_valid()) {
229 auto &baseitem = o_ptr->get_baseitem();
230 baseitem.aware = true; //!< @note 記録には残さないためTRUEを立てるのみ
231 set_bits(o_ptr->ident, IDENT_KNOWN | IDENT_FULL_KNOWN);
232 o_ptr->marked.set(OmType::TOUCHED);
235 auto &rfu = RedrawingFlagsUpdater::get_instance();
236 static constexpr auto flags_srf = {
237 StatusRecalculatingFlag::COMBINATION,
238 StatusRecalculatingFlag::REORDER,
240 rfu.set_flags(flags_srf);
241 static constexpr auto flags_swrf = {
242 SubWindowRedrawingFlag::INVENTORY,
243 SubWindowRedrawingFlag::EQUIPMENT,
245 rfu.set_flags(flags_swrf);
249 * @brief アイテムの階層毎生成率を表示する / Output a rarity graph for a type of object.
250 * @param tval ベースアイテムの大項目ID
251 * @param sval ベースアイテムの小項目ID
255 static void prt_alloc(const BaseitemKey &bi_key, TERM_LEN row, TERM_LEN col)
257 uint32_t rarity[BASEITEM_MAX_DEPTH]{};
258 uint32_t total[BASEITEM_MAX_DEPTH]{};
259 int32_t display[22]{};
262 for (auto i = 0; i < BASEITEM_MAX_DEPTH; i++) {
264 constexpr auto magnificant = CHANCE_BASEITEM_LEVEL_BOOST * BASEITEM_MAX_DEPTH;
265 for (const auto &entry : alloc_kind_table) {
267 if (entry.level <= i) {
268 prob = entry.prob1 * magnificant;
269 } else if (entry.level - 1 > 0) {
270 prob = entry.prob1 * i * BASEITEM_MAX_DEPTH / (entry.level - 1);
273 const auto &baseitem = entry.get_baseitem();
274 total[i] += prob / magnificant;
275 total_frac += prob % magnificant;
277 if (baseitem.bi_key == bi_key) {
278 home = baseitem.level;
279 rarity[i] += prob / magnificant;
283 total[i] += total_frac / magnificant;
286 for (auto i = 0; i < 22; i++) {
287 auto possibility = 0;
288 for (int j = i * BASEITEM_MAX_DEPTH / 22; j < (i + 1) * BASEITEM_MAX_DEPTH / 22; j++) {
289 possibility += rarity[j] * 100000 / total[j];
292 display[i] = possibility / 5;
295 for (auto i = 0; i < 22; i++) {
296 term_putch(col, row + i + 1, TERM_WHITE, '|');
297 prt(format("%2dF", (i * 5)), row + i + 1, col);
298 if ((i * BASEITEM_MAX_DEPTH / 22 <= home) && (home < (i + 1) * BASEITEM_MAX_DEPTH / 22)) {
299 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
301 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
305 concptr r = "+---Rate---+";
310 * @brief 32ビット変数のビット配列を並べて描画する / Output a long int in binary format.
312 static void prt_binary(BIT_FLAGS flags, const int row, int col)
315 for (int i = bitmask = 1; i <= 32; i++, bitmask *= 2) {
316 if (flags & bitmask) {
317 term_putch(col++, row, TERM_BLUE, '*');
319 term_putch(col++, row, TERM_WHITE, '-');
325 * @brief アイテムの詳細ステータスを表示する /
326 * Change various "permanent" player variables.
327 * @param player_ptr プレイヤーへの参照ポインタ
328 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
330 static void wiz_display_item(PlayerType *player_ptr, ItemEntity *o_ptr)
332 auto flags = object_flags(o_ptr);
333 auto get_seq_32bits = [](const TrFlags &flags, uint start) {
334 BIT_FLAGS result = 0U;
335 for (auto i = 0U; i < 32 && start + i < flags.size(); i++) {
336 if (flags.has(i2enum<tr_type>(start + i))) {
343 for (int i = 1; i <= 23; i++) {
347 prt_alloc(o_ptr->bi_key, 1, 0);
348 const auto item_name = describe_flavor(player_ptr, o_ptr, OD_STORE);
349 prt(item_name, 2, j);
352 const auto &bi_key = o_ptr->bi_key;
353 const auto item_level = o_ptr->get_baseitem().level;
354 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d", o_ptr->bi_id, item_level, enum2i(bi_key.tval()), bi_key.sval().value()), line, j);
355 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d", o_ptr->number, o_ptr->weight, o_ptr->ac, o_ptr->dd, o_ptr->ds), ++line, j);
356 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d", o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), ++line, j);
357 prt(format("fixed_artifact_idx = %-4d ego_idx = %-4d cost = %d", enum2i(o_ptr->fixed_artifact_idx), enum2i(o_ptr->ego_idx), object_value_real(o_ptr)), ++line, j);
358 prt(format("ident = %04x activation_id = %-4d timeout = %-d", o_ptr->ident, enum2i(o_ptr->activation_id), o_ptr->timeout), ++line, j);
359 prt(format("chest_level = %-4d fuel = %-d", o_ptr->chest_level, o_ptr->fuel), ++line, j);
360 prt(format("smith_hit = %-4d smith_damage = %-4d", o_ptr->smith_hit, o_ptr->smith_damage), ++line, j);
361 prt(format("cursed = %-4lX captured_monster_speed = %-4d", o_ptr->curse_flags.to_ulong(), o_ptr->captured_monster_speed), ++line, j);
362 prt(format("captured_monster_max_hp = %-4d captured_monster_max_hp = %-4d", o_ptr->captured_monster_current_hp, o_ptr->captured_monster_max_hp), ++line, j);
364 prt("+------------FLAGS1------------+", ++line, j);
365 prt("AFFECT........SLAY........BRAND.", ++line, j);
366 prt(" mf cvae xsqpaefc", ++line, j);
367 prt("siwdccsossidsahanvudotgddhuoclio", ++line, j);
368 prt("tnieohtctrnipttmiinmrrnrrraiierl", ++line, j);
369 prt("rtsxnarelcfgdkcpmldncltggpksdced", ++line, j);
370 prt_binary(get_seq_32bits(flags, 32 * 0), ++line, j);
372 prt("+------------FLAGS2------------+", ++line, j);
373 prt("SUST....IMMUN.RESIST............", ++line, j);
374 prt(" reaefctrpsaefcpfldbc sn ", ++line, j);
375 prt("siwdcciaclioheatcliooeialoshtncd", ++line, j);
376 prt("tnieohdsierlrfraierliatrnnnrhehi", ++line, j);
377 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", ++line, j);
378 prt_binary(get_seq_32bits(flags, 32 * 1), ++line, j);
381 prt("+------------FLAGS3------------+", line, j + 32);
382 prt("fe cnn t stdrmsiiii d ab ", ++line, j + 32);
383 prt("aa aoomywhs lleeieihgggg rtgl ", ++line, j + 32);
384 prt("uu utmacaih eielgggonnnnaaere ", ++line, j + 32);
385 prt("rr reanurdo vtieeehtrrrrcilas ", ++line, j + 32);
386 prt("aa algarnew ienpsntsaefctnevs ", ++line, j + 32);
387 prt_binary(get_seq_32bits(flags, 32 * 2), ++line, j + 32);
389 prt("+------------FLAGS4------------+", ++line, j + 32);
390 prt("KILL....ESP......... ", ++line, j + 32);
391 prt("aeud tghaud tgdhegnu ", ++line, j + 32);
392 prt("nvneoriunneoriruvoon ", ++line, j + 32);
393 prt("iidmroamidmroagmionq ", ++line, j + 32);
394 prt("mlenclnmmenclnnnldlu ", ++line, j + 32);
395 prt_binary(get_seq_32bits(flags, 32 * 3), ++line, j + 32);
399 * @brief 検査対象のアイテムを基準とした生成テストを行う /
400 * Try to create an item again. Output some statistics. -Bernd-
401 * @param player_ptr プレイヤーへの参照ポインタ
402 * @param o_ptr 生成テストの基準となるアイテム情報の参照ポインタ
403 * The statistics are correct now. We acquire a clean grid, and then
404 * repeatedly place an object in this grid, copying it into an item
405 * holder, and then deleting the object. We fiddle with the artifact
406 * counter flags to prevent weirdness. We use the items to collect
407 * statistics on item creation relative to the initial item.
409 static void wiz_statistics(PlayerType *player_ptr, ItemEntity *o_ptr)
411 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
412 concptr p = "Enter number of items to roll: ";
415 if (o_ptr->is_fixed_artifact()) {
416 o_ptr->get_fixed_artifact().is_generated = false;
419 uint32_t i, matches, better, worse, other, correct;
420 uint32_t test_roll = 1000000;
425 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
426 wiz_display_item(player_ptr, o_ptr);
427 if (!get_com(pmt, &ch, false)) {
431 if (ch == 'n' || ch == 'N') {
434 } else if (ch == 'g' || ch == 'G') {
437 } else if (ch == 'e' || ch == 'E') {
438 mode = AM_GOOD | AM_GREAT;
439 quality = "excellent";
444 strnfmt(tmp_val, sizeof(tmp_val), "%ld", (long int)test_roll);
445 if (get_string(p, tmp_val, 10)) {
446 test_roll = atol(tmp_val);
448 test_roll = std::max<uint>(1, test_roll);
449 msg_format("Creating a lot of %s items. Base level = %d.", quality, player_ptr->current_floor_ptr->dun_level);
452 correct = matches = better = worse = other = 0;
453 for (i = 0; i <= test_roll; i++) {
454 if ((i < 100) || (i % 100 == 0)) {
458 break; // stop rolling
461 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
466 auto *q_ptr = &forge;
468 make_object(player_ptr, q_ptr, mode);
469 if (q_ptr->is_fixed_artifact()) {
470 q_ptr->get_fixed_artifact().is_generated = false;
473 if (o_ptr->bi_key != q_ptr->bi_key) {
478 const auto is_same_fixed_artifact_idx = o_ptr->is_specific_artifact(q_ptr->fixed_artifact_idx);
479 if ((q_ptr->pval == o_ptr->pval) && (q_ptr->to_a == o_ptr->to_a) && (q_ptr->to_h == o_ptr->to_h) && (q_ptr->to_d == o_ptr->to_d) && is_same_fixed_artifact_idx) {
481 } else if ((q_ptr->pval >= o_ptr->pval) && (q_ptr->to_a >= o_ptr->to_a) && (q_ptr->to_h >= o_ptr->to_h) && (q_ptr->to_d >= o_ptr->to_d)) {
483 } else if ((q_ptr->pval <= o_ptr->pval) && (q_ptr->to_a <= o_ptr->to_a) && (q_ptr->to_h <= o_ptr->to_h) && (q_ptr->to_d <= o_ptr->to_d)) {
490 msg_format(q, i, correct, matches, better, worse, other);
494 if (o_ptr->is_fixed_artifact()) {
495 o_ptr->get_fixed_artifact().is_generated = true;
500 * @brief アイテムの質を選択して再生成する /
501 * Apply magic to an item or turn it into an artifact. -Bernd-
502 * @param o_ptr 再生成の対象となるアイテム情報の参照ポインタ
504 static void wiz_reroll_item(PlayerType *player_ptr, ItemEntity *o_ptr)
506 if (o_ptr->is_fixed_or_random_artifact()) {
513 q_ptr->copy_from(o_ptr);
516 bool changed = false;
518 wiz_display_item(player_ptr, q_ptr);
519 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, false)) {
520 if (q_ptr->is_fixed_artifact()) {
521 q_ptr->get_fixed_artifact().is_generated = false;
522 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
529 if (ch == 'A' || ch == 'a') {
534 if (q_ptr->is_fixed_artifact()) {
535 q_ptr->get_fixed_artifact().is_generated = false;
536 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
539 switch (tolower(ch)) {
540 /* Apply bad magic, but first clear object */
542 q_ptr->prep(o_ptr->bi_id);
543 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED).execute();
545 /* Apply bad magic, but first clear object */
547 q_ptr->prep(o_ptr->bi_id);
548 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED).execute();
550 /* Apply normal magic, but first clear object */
552 q_ptr->prep(o_ptr->bi_id);
553 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART).execute();
555 /* Apply good magic, but first clear object */
557 q_ptr->prep(o_ptr->bi_id);
558 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD).execute();
560 /* Apply great magic, but first clear object */
562 q_ptr->prep(o_ptr->bi_id);
563 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT).execute();
565 /* Apply special magic, but first clear object */
567 q_ptr->prep(o_ptr->bi_id);
568 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL).execute();
569 if (!q_ptr->is_fixed_or_random_artifact()) {
570 become_random_artifact(player_ptr, q_ptr, false);
578 q_ptr->iy = o_ptr->iy;
579 q_ptr->ix = o_ptr->ix;
580 q_ptr->marked = o_ptr->marked;
587 o_ptr->copy_from(q_ptr);
588 auto &rfu = RedrawingFlagsUpdater::get_instance();
589 static constexpr auto flags_srf = {
590 StatusRecalculatingFlag::BONUS,
591 StatusRecalculatingFlag::COMBINATION,
592 StatusRecalculatingFlag::REORDER,
594 rfu.set_flags(flags_srf);
595 static constexpr auto flags_swrf = {
596 SubWindowRedrawingFlag::INVENTORY,
597 SubWindowRedrawingFlag::EQUIPMENT,
598 SubWindowRedrawingFlag::SPELL,
599 SubWindowRedrawingFlag::PLAYER,
600 SubWindowRedrawingFlag::FLOOR_ITEMS,
601 SubWindowRedrawingFlag::FOUND_ITEMS,
603 rfu.set_flags(flags_swrf);
607 * @briefアイテムの基礎能力値を調整する / Tweak an item
608 * @param player_ptr プレイヤーへの参照ポインタ
609 * @param o_ptr 調整するアイテムの参照ポインタ
611 static void wiz_tweak_item(PlayerType *player_ptr, ItemEntity *o_ptr)
613 if (o_ptr->is_fixed_or_random_artifact()) {
617 concptr p = "Enter new 'pval' setting: ";
619 strnfmt(tmp_val, sizeof(tmp_val), "%d", o_ptr->pval);
620 if (!get_string(p, tmp_val, 5)) {
624 o_ptr->pval = clamp_cast<int16_t>(atoi(tmp_val));
625 wiz_display_item(player_ptr, o_ptr);
626 p = "Enter new 'to_a' setting: ";
627 strnfmt(tmp_val, sizeof(tmp_val), "%d", o_ptr->to_a);
628 if (!get_string(p, tmp_val, 5)) {
632 o_ptr->to_a = clamp_cast<int16_t>(atoi(tmp_val));
633 wiz_display_item(player_ptr, o_ptr);
634 p = "Enter new 'to_h' setting: ";
635 strnfmt(tmp_val, sizeof(tmp_val), "%d", o_ptr->to_h);
636 if (!get_string(p, tmp_val, 5)) {
640 o_ptr->to_h = clamp_cast<int16_t>(atoi(tmp_val));
641 wiz_display_item(player_ptr, o_ptr);
642 p = "Enter new 'to_d' setting: ";
643 strnfmt(tmp_val, sizeof(tmp_val), "%d", (int)o_ptr->to_d);
644 if (!get_string(p, tmp_val, 5)) {
648 o_ptr->to_d = clamp_cast<int16_t>(atoi(tmp_val));
649 wiz_display_item(player_ptr, o_ptr);
653 * @brief 検査対象のアイテムの数を変更する /
654 * Change the quantity of a the item
655 * @param player_ptr プレイヤーへの参照ポインタ
656 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
658 static void wiz_quantity_item(ItemEntity *o_ptr)
660 if (o_ptr->is_fixed_or_random_artifact()) {
664 int tmp_qnt = o_ptr->number;
666 strnfmt(tmp_val, sizeof(tmp_val), "%d", (int)o_ptr->number);
667 if (get_string("Quantity: ", tmp_val, 2)) {
668 int tmp_int = atoi(tmp_val);
677 o_ptr->number = (byte)tmp_int;
680 if (o_ptr->bi_key.tval() == ItemKindType::ROD) {
681 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
686 * @brief アイテムを弄るデバッグコマンド
687 * Play with an item. Options include:
689 * - Output statistics (via wiz_roll_item)<br>
690 * - Reroll item (via wiz_reroll_item)<br>
691 * - Change properties (via wiz_tweak_item)<br>
692 * - Change the number of items (via wiz_quantity_item)<br>
694 void wiz_modify_item(PlayerType *player_ptr)
696 constexpr auto q = "Play with which object? ";
697 constexpr auto s = "You have nothing to play with.";
699 auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
709 q_ptr->copy_from(o_ptr);
711 bool changed = false;
713 wiz_display_item(player_ptr, q_ptr);
714 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, false)) {
719 if (ch == 'A' || ch == 'a') {
724 if (ch == 's' || ch == 'S') {
725 wiz_statistics(player_ptr, q_ptr);
728 if (ch == 'r' || ch == 'R') {
729 wiz_reroll_item(player_ptr, q_ptr);
732 if (ch == 't' || ch == 'T') {
733 wiz_tweak_item(player_ptr, q_ptr);
736 if (ch == 'q' || ch == 'Q') {
737 wiz_quantity_item(q_ptr);
743 msg_print("Changes accepted.");
745 o_ptr->copy_from(q_ptr);
746 auto &rfu = RedrawingFlagsUpdater::get_instance();
747 static constexpr auto flags_srf = {
748 StatusRecalculatingFlag::BONUS,
749 StatusRecalculatingFlag::COMBINATION,
750 StatusRecalculatingFlag::REORDER,
752 rfu.set_flags(flags_srf);
753 static constexpr auto flags_swrf = {
754 SubWindowRedrawingFlag::INVENTORY,
755 SubWindowRedrawingFlag::EQUIPMENT,
756 SubWindowRedrawingFlag::SPELL,
757 SubWindowRedrawingFlag::PLAYER,
758 SubWindowRedrawingFlag::FLOOR_ITEMS,
759 SubWindowRedrawingFlag::FOUND_ITEMS,
761 rfu.set_flags(flags_swrf);
763 msg_print("Changes ignored.");
768 * @brief オブジェクトの装備スロットがエゴが有効なスロットかどうか判定
770 static int is_slot_able_to_be_ego(PlayerType *player_ptr, ItemEntity *o_ptr)
772 int slot = wield_slot(player_ptr, o_ptr);
778 if (o_ptr->is_ammo()) {
786 * @brief 願ったが消えてしまった場合のメッセージ
788 static void wishing_puff_of_smoke(void)
790 msg_print(_("何かが足下に転がってきたが、煙のように消えてしまった。",
791 "You feel something roll beneath your feet, but it disappears in a puff of smoke!"));
795 * @brief 願ったが消えてしまった場合のメッセージ
796 * @param player_ptr 願ったプレイヤー情報への参照ポインタ
797 * @param prob ★などを願った場合の生成確率
798 * @param art_ok アーティファクトの生成を許すならTRUE
799 * @param ego_ok エゴの生成を許すならTRUE
800 * @param confirm 願わない場合に確認するかどうか
803 WishResultType do_cmd_wishing(PlayerType *player_ptr, int prob, bool allow_art, bool allow_ego, bool confirm)
805 concptr fixed_str[] = {
822 char buf[MAX_NLEN] = "\0";
825 auto *o_ptr = &forge;
826 bool wish_art = false;
827 bool wish_randart = false;
828 bool wish_ego = false;
829 bool exam_base = true;
830 bool ok_art = randint0(100) < prob;
831 bool ok_ego = randint0(100) < 50 + prob;
832 bool must = prob < 0;
833 bool blessed = false;
837 if (get_string(_("何をお望み? ", "For what do you wish?"), buf, (MAX_NLEN - 1))) {
841 if (!get_check(_("何も願いません。本当によろしいですか?", "Do you wish nothing, really? "))) {
845 return WishResultType::NOTHING;
852 if (!strncmp(buf, "a ", 2)) {
853 str = ltrim(str + 1);
854 } else if (!strncmp(buf, "an ", 3)) {
855 str = ltrim(str + 2);
861 if (!strncmp(str, _("祝福された", "blessed"), _(10, 7))) {
862 str = ltrim(str + _(10, 7));
866 for (int i = 0; fixed_str[i] != nullptr; i++) {
867 int len = strlen(fixed_str[i]);
868 if (!strncmp(str, fixed_str[i], len)) {
869 str = ltrim(str + len);
876 if (!strncmp(str, "★", 2)) {
877 str = ltrim(str + 2);
883 if (!strncmp(str, _("☆", "The "), _(2, 4))) {
884 str = ltrim(str + _(2, 4));
889 /* wishing random ego ? */
890 else if (!strncmp(str, _("高級な", "excellent "), _(6, 9))) {
891 str = ltrim(str + _(6, 9));
895 if (strlen(str) < 1) {
896 msg_print(_("名前がない!", "What?"));
897 return WishResultType::NOTHING;
900 if (!allow_art && wish_art) {
901 msg_print(_("アーティファクトは願えない!", "You can not wish artifacts!"));
902 return WishResultType::NOTHING;
906 msg_format("Wishing %s....", buf);
909 std::vector<short> k_ids;
910 std::vector<EgoType> e_ids;
913 for (const auto &baseitem : baseitems_info) {
914 if (baseitem.idx == 0 || baseitem.name.empty()) {
918 o_ptr->prep(baseitem.idx);
920 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
922 auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
923 str_tolower(item_name.data());
926 msg_format("Matching object No.%d %s", baseitem.idx, item_name.data());
929 const int len = item_name.length();
930 if (std::string(str).find(item_name) != std::string::npos) {
932 k_ids.push_back(baseitem.idx);
938 if (allow_ego && k_ids.size() == 1) {
939 short bi_id = k_ids.back();
942 for (const auto &[e_idx, ego] : egos_info) {
943 if (ego.idx == EgoType::NONE || ego.name.empty()) {
947 std::string item_name(ego.name);
950 str_tolower(item_name.data());
953 msg_format("matching ego no.%d %s...", enum2i(ego.idx), item_name.data());
956 if (std::string(str).find(item_name) != std::string::npos) {
957 if (is_slot_able_to_be_ego(player_ptr, o_ptr) != ego.slot) {
961 e_ids.push_back(ego.idx);
967 std::vector<FixedArtifactId> a_ids;
970 char a_desc[MAX_NLEN] = "\0";
971 char *a_str = a_desc;
975 for (const auto &[a_idx, artifact] : artifacts_info) {
976 if (a_idx == FixedArtifactId::NONE || artifact.name.empty()) {
980 const auto bi_id = lookup_baseitem_id(artifact.bi_key);
986 o_ptr->fixed_artifact_idx = a_idx;
989 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
991 auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
992 str_tolower(item_name.data());
995 strcpy(a_desc, artifact.name.data());
1002 if (!strncmp(a_str, "『", 2)) {
1004 char *s = strstr(a_str, "』");
1009 int l = strlen(a_str);
1010 if (!strrncmp(a_str, "の", 2)) {
1011 a_str[l - 2] = '\0';
1016 if (a_str[0] == '\'') {
1018 char *s = strchr(a_desc, '\'');
1022 else if (!strncmp(a_str, (const char *)"of ", 3)) {
1028 const auto match_name = _(item_name.data() + 2, item_name.data());
1030 msg_format("Matching artifact No.%d %s(%s)", enum2i(a_idx), a_desc, match_name);
1033 std::vector<const char *> l = { a_str, artifact.name.data(), match_name };
1034 for (size_t c = 0; c < l.size(); c++) {
1035 if (!strcmp(str, l.at(c))) {
1036 len = strlen(l.at(c));
1038 a_ids.push_back(a_idx);
1046 if (w_ptr->wizard && (a_ids.size() > 1 || e_ids.size() > 1)) {
1047 msg_print(_("候補が多すぎる!", "Too many matches!"));
1048 return WishResultType::FAIL;
1051 if (a_ids.size() == 1) {
1052 const auto a_idx = a_ids.back();
1053 const auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
1054 if (must || (ok_art && !artifact.is_generated)) {
1055 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1057 wishing_puff_of_smoke();
1060 return WishResultType::ARTIFACT;
1063 if (!allow_ego && (wish_ego || e_ids.size() > 0)) {
1064 msg_print(_("エゴアイテムは願えない!", "Can not wish ego item."));
1065 return WishResultType::NOTHING;
1068 if (k_ids.size() == 1) {
1069 const auto bi_id = k_ids.back();
1070 const auto &baseitem = baseitems_info[bi_id];
1071 auto a_idx = FixedArtifactId::NONE;
1072 if (baseitem.gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
1073 for (const auto &[a_idx_loop, artifact_loop] : artifacts_info) {
1074 if (a_idx_loop == FixedArtifactId::NONE || artifact_loop.bi_key != baseitem.bi_key) {
1083 if (a_idx != FixedArtifactId::NONE) {
1084 const auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
1085 if (must || (ok_art && !artifact.is_generated)) {
1086 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1088 wishing_puff_of_smoke();
1091 return WishResultType::ARTIFACT;
1095 if (must || ok_art) {
1098 ItemMagicApplier(player_ptr, o_ptr, baseitem.level, AM_SPECIAL | AM_NO_FIXED_ART).execute();
1099 } while (!o_ptr->is_random_artifact() || o_ptr->is_ego() || o_ptr->is_cursed());
1101 if (o_ptr->is_random_artifact()) {
1102 drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1105 wishing_puff_of_smoke();
1107 return WishResultType::ARTIFACT;
1110 WishResultType res = WishResultType::NOTHING;
1111 if (allow_ego && (wish_ego || e_ids.size() > 0)) {
1112 if (must || ok_ego) {
1113 if (e_ids.size() > 0) {
1115 o_ptr->ego_idx = e_ids[0];
1116 apply_ego(o_ptr, player_ptr->current_floor_ptr->base_level);
1118 int max_roll = 1000;
1120 for (i = 0; i < max_roll; i++) {
1122 ItemMagicApplier(player_ptr, o_ptr, baseitem.level, AM_GREAT | AM_NO_FIXED_ART).execute();
1123 if (o_ptr->is_random_artifact()) {
1131 EgoType e_idx = EgoType::NONE;
1132 for (auto e : e_ids) {
1133 if (o_ptr->ego_idx == e) {
1139 if (e_idx != EgoType::NONE) {
1144 if (i == max_roll) {
1145 msg_print(_("失敗!もう一度願ってみてください。", "Failed! Try again."));
1146 return WishResultType::FAIL;
1150 wishing_puff_of_smoke();
1153 res = WishResultType::EGO;
1155 for (int i = 0; i < 100; i++) {
1157 ItemMagicApplier(player_ptr, o_ptr, 0, AM_NO_FIXED_ART).execute();
1158 if (!o_ptr->is_cursed()) {
1162 res = WishResultType::NORMAL;
1165 if (blessed && wield_slot(player_ptr, o_ptr) != -1) {
1166 o_ptr->art_flags.set(TR_BLESSED);
1169 if (fixed && wield_slot(player_ptr, o_ptr) != -1) {
1170 o_ptr->art_flags.set(TR_IGNORE_ACID);
1171 o_ptr->art_flags.set(TR_IGNORE_FIRE);
1174 (void)drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1179 msg_print(_("うーん、そんなものは存在しないようだ。", "Ummmm, that is not existing..."));
1180 return WishResultType::FAIL;