1 #include "wizard/wizard-item-modifier.h"
2 #include "artifact/fixed-art-generator.h"
3 #include "artifact/random-art-effects.h"
4 #include "artifact/random-art-generator.h"
5 #include "core/asking-player.h"
6 #include "core/show-file.h"
7 #include "core/player-update-types.h"
8 #include "core/window-redrawer.h"
9 #include "core/stuff-handler.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/apply-magic.h"
18 #include "object-enchant/item-apply-magic.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.h"
26 #include "object/object-kind-hook.h"
27 #include "object/object-mark-types.h"
28 #include "object/object-value.h"
29 #include "util/bit-flags-calculator.h"
30 #include "util/string-processor.h"
31 #include "spell-kind/spells-perception.h"
32 #include "spell/spells-object.h"
33 #include "system/alloc-entries.h"
34 #include "system/artifact-type-definition.h"
35 #include "system/floor-type-definition.h"
36 #include "system/object-type-definition.h"
37 #include "system/player-type-definition.h"
38 #include "system/system-variables.h"
39 #include "term/screen-processor.h"
40 #include "term/term-color-types.h"
41 #include "view/display-messages.h"
42 #include "util/bit-flags-calculator.h"
43 #include "util/int-char-converter.h"
44 #include "wizard/wizard-special-process.h"
45 #include "world/world.h"
52 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
56 * @brief アイテム設定コマンド一覧表
58 constexpr std::array wizard_sub_menu_table = {
59 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")),
60 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")),
61 std::make_tuple('e', _("高級品獲得ドロップ", "Drop excellent object")),
62 std::make_tuple('f', _("*鑑定*", "*Idenfity*")),
63 std::make_tuple('i', _("鑑定", "Idenfity")),
64 std::make_tuple('I', _("インベントリ全*鑑定*", "Idenfity all objects fully in inventory")),
65 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")),
66 std::make_tuple('g', _("上質なアイテムドロップ", "Drop good object")),
67 std::make_tuple('s', _("特別品獲得ドロップ", "Drop special object")),
68 std::make_tuple('w', _("願い", "Wishing")),
69 std::make_tuple('U', _("発動を変更する", "Modify item activation")),
73 * @brief ゲーム設定コマンドの一覧を表示する
75 void display_wizard_sub_menu()
77 for (auto y = 1U; y <= wizard_sub_menu_table.size(); y++)
78 term_erase(14, y, 64);
82 for (const auto &[symbol, desc] : wizard_sub_menu_table) {
84 ss << symbol << ") " << desc;
85 put_str(ss.str().c_str(), r++, c);
91 * @brief キャスト先の型の最小値、最大値でclampする。
96 return static_cast<T>(std::clamp(val,
97 static_cast<int>(std::numeric_limits<T>::min()),
98 static_cast<int>(std::numeric_limits<T>::max())));
101 void wiz_restore_aware_flag_of_fixed_arfifact(ARTIFACT_IDX a_idx, bool aware = false);
102 void wiz_modify_item_activation(player_type *player_ptr);
103 void wiz_identify_full_inventory(player_type *player_ptr);
106 * @brief ゲーム設定コマンドの入力を受け付ける
107 * @param player_ptr プレイヤーの情報へのポインタ
109 void wizard_item_modifier(player_type *player_ptr)
112 display_wizard_sub_menu();
115 get_com("Player Command: ", &cmd, false);
125 wiz_restore_aware_flag_of_fixed_arfifact(command_arg);
128 wiz_restore_aware_flag_of_fixed_arfifact(command_arg, true);
131 if (command_arg <= 0)
134 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, true, false, true);
137 identify_fully(player_ptr, false);
140 if (command_arg <= 0)
143 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, false, false, true);
146 (void)ident_spell(player_ptr, false);
149 wiz_identify_full_inventory(player_ptr);
152 wiz_learn_items_all(player_ptr);
155 if (command_arg <= 0)
158 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, true, true, true);
161 wiz_modify_item_activation(player_ptr);
164 do_cmd_wishing(player_ptr, -1, true, true, true);
170 * @brief 固定アーティファクトの出現フラグをリセットする
171 * @param a_idx 指定したアーティファクトID
173 void wiz_restore_aware_flag_of_fixed_arfifact(ARTIFACT_IDX a_idx, bool aware)
177 sprintf(tmp, "Artifact ID (1-%d): ", static_cast<int>(a_info.size()) - 1);
178 char tmp_val[10] = "";
179 if (!get_string(tmp, tmp_val, 3))
182 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
185 if (a_idx <= 0 || a_idx >= static_cast<ARTIFACT_IDX>(a_info.size())) {
186 msg_format(_("番号は1から%dの間で指定して下さい。", "ID must be between 1 to %d."), a_info.size() - 1);
190 auto *a_ptr = &a_info[a_idx];
191 a_ptr->cur_num = aware ? 1 : 0;
192 msg_print(aware ? "Modified." : "Restored.");
196 * @brief オブジェクトに発動を追加する/変更する
197 * @param catser_ptr プレイヤー情報への参照ポインタ
199 void wiz_modify_item_activation(player_type *player_ptr)
201 auto q = _("どのアイテムの発動を変更しますか? ", "Which object? ");
202 auto s = _("発動を変更するアイテムがない。", "Nothing to do with.");
204 auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
210 if (!get_value("Activation ID", enum2i(RandomArtActType::NONE), enum2i(RandomArtActType::MAX) - 1, &val)) {
214 auto act_idx = i2enum<RandomArtActType>(val);
215 o_ptr->art_flags.set(TR_ACTIVATE);
216 o_ptr->activation_id = act_idx;
220 * @brief インベントリ内のアイテムを全て*鑑定*済みにする
221 * @param catser_ptr プレイヤー情報への参照ポインタ
223 void wiz_identify_full_inventory(player_type *player_ptr)
225 for (int i = 0; i < INVEN_TOTAL; i++) {
226 object_type *o_ptr = &player_ptr->inventory_list[i];
230 auto k_ptr = &k_info[o_ptr->k_idx];
231 k_ptr->aware = true; //!< @note 記録には残さないためTRUEを立てるのみ
232 set_bits(o_ptr->ident, IDENT_KNOWN | IDENT_FULL_KNOWN);
233 set_bits(o_ptr->marked, OM_TOUCHED);
236 /* Refrect item informaiton onto subwindows without updating inventory */
237 reset_bits(player_ptr->update, PU_COMBINE | PU_REORDER);
238 handle_stuff(player_ptr);
239 set_bits(player_ptr->update, PU_COMBINE | PU_REORDER);
240 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP);
244 * @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.
245 * @param tval ベースアイテムの大項目ID
246 * @param sval ベースアイテムの小項目ID
250 static void prt_alloc(ItemKindType tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
252 uint32_t rarity[K_MAX_DEPTH] = {};
253 uint32_t total[K_MAX_DEPTH] = {};
254 int32_t display[22] = {};
257 for (int i = 0; i < K_MAX_DEPTH; i++) {
260 for (const auto &entry : alloc_kind_table) {
263 if (entry.level <= i) {
264 prob = entry.prob1 * GREAT_OBJ * K_MAX_DEPTH;
265 } else if (entry.level - 1 > 0) {
266 prob = entry.prob1 * i * K_MAX_DEPTH / (entry.level - 1);
269 k_ptr = &k_info[entry.index];
271 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
272 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
274 if ((k_ptr->tval == tval) && (k_ptr->sval == sval)) {
276 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
280 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
283 for (int i = 0; i < 22; i++) {
285 for (int j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
286 possibility += rarity[j] * 100000 / total[j];
288 display[i] = possibility / 5;
291 for (int i = 0; i < 22; i++) {
292 term_putch(col, row + i + 1, TERM_WHITE, '|');
293 prt(format("%2dF", (i * 5)), row + i + 1, col);
294 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
295 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
297 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
300 concptr r = "+---Rate---+";
305 * @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.
307 static void prt_binary(BIT_FLAGS flags, const int row, int col)
310 for (int i = bitmask = 1; i <= 32; i++, bitmask *= 2)
312 term_putch(col++, row, TERM_BLUE, '*');
314 term_putch(col++, row, TERM_WHITE, '-');
318 * @brief アイテムの詳細ステータスを表示する /
319 * Change various "permanent" player variables.
320 * @param player_ptr プレイヤーへの参照ポインタ
321 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
323 static void wiz_display_item(player_type *player_ptr, object_type *o_ptr)
325 auto flgs = object_flags(o_ptr);
326 auto get_seq_32bits = [](const TrFlags &flgs, uint start) {
327 BIT_FLAGS result = 0U;
328 for (auto i = 0U; i < 32 && start + i < flgs.size(); i++) {
329 if (flgs.has(i2enum<tr_type>(start + i))) {
336 for (int i = 1; i <= 23; i++)
339 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
341 describe_flavor(player_ptr, buf, o_ptr, OD_STORE);
343 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d", o_ptr->k_idx, k_info[o_ptr->k_idx].level, o_ptr->tval, o_ptr->sval), 4, j);
344 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), 5, j);
345 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), 6, j);
346 prt(format("name1 = %-4d name2 = %-4d cost = %ld", o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
347 prt(format("ident = %04x xtra1 = %-4d activation_id = %-4d timeout = %-d", o_ptr->ident, o_ptr->xtra1, o_ptr->activation_id, o_ptr->timeout), 8, j);
348 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d", o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
350 prt("+------------FLAGS1------------+", 10, j);
351 prt("AFFECT........SLAY........BRAND.", 11, j);
352 prt(" mf cvae xsqpaefc", 12, j);
353 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
354 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
355 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
356 prt_binary(get_seq_32bits(flgs, 32 * 0), 16, j);
358 prt("+------------FLAGS2------------+", 17, j);
359 prt("SUST....IMMUN.RESIST............", 18, j);
360 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
361 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
362 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
363 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
364 prt_binary(get_seq_32bits(flgs, 32 * 1), 23, j);
366 prt("+------------FLAGS3------------+", 10, j + 32);
367 prt("fe cnn t stdrmsiiii d ab ", 11, j + 32);
368 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j + 32);
369 prt("uu utmacaih eielgggonnnnaaere ", 13, j + 32);
370 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j + 32);
371 prt("aa algarnew ienpsntsaefctnevs ", 15, j + 32);
372 prt_binary(get_seq_32bits(flgs, 32 * 2), 16, j + 32);
374 prt("+------------FLAGS4------------+", 17, j + 32);
375 prt("KILL....ESP......... ", 18, j + 32);
376 prt("aeud tghaud tgdhegnu ", 19, j + 32);
377 prt("nvneoriunneoriruvoon ", 20, j + 32);
378 prt("iidmroamidmroagmionq ", 21, j + 32);
379 prt("mlenclnmmenclnnnldlu ", 22, j + 32);
380 prt_binary(get_seq_32bits(flgs, 32 * 3), 23, j + 32);
384 * @brief 検査対象のアイテムを基準とした生成テストを行う /
385 * Try to create an item again. Output some statistics. -Bernd-
386 * @param player_ptr プレイヤーへの参照ポインタ
387 * @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
388 * The statistics are correct now. We acquire a clean grid, and then
389 * repeatedly place an object in this grid, copying it into an item
390 * holder, and then deleting the object. We fiddle with the artifact
391 * counter flags to prevent weirdness. We use the items to collect
392 * statistics on item creation relative to the initial item.
394 static void wiz_statistics(player_type *player_ptr, object_type *o_ptr)
396 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
397 concptr p = "Enter number of items to roll: ";
400 if (o_ptr->is_fixed_artifact())
401 a_info[o_ptr->name1].cur_num = 0;
403 uint32_t i, matches, better, worse, other, correct;
404 uint32_t test_roll = 1000000;
409 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
410 wiz_display_item(player_ptr, o_ptr);
411 if (!get_com(pmt, &ch, false))
414 if (ch == 'n' || ch == 'N') {
417 } else if (ch == 'g' || ch == 'G') {
420 } else if (ch == 'e' || ch == 'E') {
421 mode = AM_GOOD | AM_GREAT;
422 quality = "excellent";
427 sprintf(tmp_val, "%ld", (long int)test_roll);
428 if (get_string(p, tmp_val, 10))
429 test_roll = atol(tmp_val);
430 test_roll = std::max<uint>(1, test_roll);
431 msg_format("Creating a lot of %s items. Base level = %d.", quality, player_ptr->current_floor_ptr->dun_level);
434 correct = matches = better = worse = other = 0;
435 for (i = 0; i <= test_roll; i++) {
436 if ((i < 100) || (i % 100 == 0)) {
440 break; // stop rolling
443 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
448 object_type *q_ptr = &forge;
450 make_object(player_ptr, q_ptr, mode);
451 if (q_ptr->is_fixed_artifact())
452 a_info[q_ptr->name1].cur_num = 0;
454 if ((o_ptr->tval != q_ptr->tval) || (o_ptr->sval != q_ptr->sval))
458 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)
459 && (q_ptr->name1 == o_ptr->name1)) {
461 } 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)) {
463 } 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)) {
470 msg_format(q, i, correct, matches, better, worse, other);
474 if (o_ptr->is_fixed_artifact())
475 a_info[o_ptr->name1].cur_num = 1;
479 * @brief アイテムの質を選択して再生成する /
480 * Apply magic to an item or turn it into an artifact. -Bernd-
481 * @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
483 static void wiz_reroll_item(player_type *player_ptr, object_type *o_ptr)
485 if (o_ptr->is_artifact())
491 q_ptr->copy_from(o_ptr);
494 bool changed = false;
496 wiz_display_item(player_ptr, q_ptr);
497 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, false)) {
498 if (q_ptr->is_fixed_artifact()) {
499 a_info[q_ptr->name1].cur_num = 0;
507 if (ch == 'A' || ch == 'a') {
512 if (q_ptr->is_fixed_artifact()) {
513 a_info[q_ptr->name1].cur_num = 0;
517 switch (tolower(ch)) {
518 /* Apply bad magic, but first clear object */
520 q_ptr->prep(o_ptr->k_idx);
521 apply_magic_to_object(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
523 /* Apply bad magic, but first clear object */
525 q_ptr->prep(o_ptr->k_idx);
526 apply_magic_to_object(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
528 /* Apply normal magic, but first clear object */
530 q_ptr->prep(o_ptr->k_idx);
531 apply_magic_to_object(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
533 /* Apply good magic, but first clear object */
535 q_ptr->prep(o_ptr->k_idx);
536 apply_magic_to_object(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
538 /* Apply great magic, but first clear object */
540 q_ptr->prep(o_ptr->k_idx);
541 apply_magic_to_object(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
543 /* Apply special magic, but first clear object */
545 q_ptr->prep(o_ptr->k_idx);
546 apply_magic_to_object(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
547 if (!q_ptr->is_artifact())
548 become_random_artifact(player_ptr, q_ptr, false);
555 q_ptr->iy = o_ptr->iy;
556 q_ptr->ix = o_ptr->ix;
557 q_ptr->marked = o_ptr->marked;
563 o_ptr->copy_from(q_ptr);
564 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
565 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_FLOOR_ITEM_LIST);
569 * @briefアイテムの基礎能力値を調整する / Tweak an item
570 * @param player_ptr プレイヤーへの参照ポインタ
571 * @param o_ptr 調整するアイテムの参照ポインタ
573 static void wiz_tweak_item(player_type *player_ptr, object_type *o_ptr)
575 if (o_ptr->is_artifact())
578 concptr p = "Enter new 'pval' setting: ";
580 sprintf(tmp_val, "%d", o_ptr->pval);
581 if (!get_string(p, tmp_val, 5))
584 o_ptr->pval = clamp_cast<int16_t>(atoi(tmp_val));
585 wiz_display_item(player_ptr, o_ptr);
586 p = "Enter new 'to_a' setting: ";
587 sprintf(tmp_val, "%d", o_ptr->to_a);
588 if (!get_string(p, tmp_val, 5))
591 o_ptr->to_a = clamp_cast<int16_t>(atoi(tmp_val));
592 wiz_display_item(player_ptr, o_ptr);
593 p = "Enter new 'to_h' setting: ";
594 sprintf(tmp_val, "%d", o_ptr->to_h);
595 if (!get_string(p, tmp_val, 5))
598 o_ptr->to_h = clamp_cast<int16_t>(atoi(tmp_val));
599 wiz_display_item(player_ptr, o_ptr);
600 p = "Enter new 'to_d' setting: ";
601 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
602 if (!get_string(p, tmp_val, 5))
605 o_ptr->to_d = clamp_cast<int16_t>(atoi(tmp_val));
606 wiz_display_item(player_ptr, o_ptr);
610 * @brief 検査対象のアイテムの数を変更する /
611 * Change the quantity of a the item
612 * @param player_ptr プレイヤーへの参照ポインタ
613 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
615 static void wiz_quantity_item(object_type *o_ptr)
617 if (o_ptr->is_artifact())
620 int tmp_qnt = o_ptr->number;
622 sprintf(tmp_val, "%d", (int)o_ptr->number);
623 if (get_string("Quantity: ", tmp_val, 2)) {
624 int tmp_int = atoi(tmp_val);
631 o_ptr->number = (byte)tmp_int;
634 if (o_ptr->tval == ItemKindType::ROD)
635 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
639 * @brief アイテムを弄るデバッグコマンド
640 * Play with an item. Options include:
642 * - Output statistics (via wiz_roll_item)<br>
643 * - Reroll item (via wiz_reroll_item)<br>
644 * - Change properties (via wiz_tweak_item)<br>
645 * - Change the number of items (via wiz_quantity_item)<br>
647 void wiz_modify_item(player_type *player_ptr)
649 concptr q = "Play with which object? ";
650 concptr s = "You have nothing to play with.";
653 o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
662 q_ptr->copy_from(o_ptr);
664 bool changed = false;
666 wiz_display_item(player_ptr, q_ptr);
667 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, false)) {
672 if (ch == 'A' || ch == 'a') {
677 if (ch == 's' || ch == 'S') {
678 wiz_statistics(player_ptr, q_ptr);
681 if (ch == 'r' || ch == 'R') {
682 wiz_reroll_item(player_ptr, q_ptr);
685 if (ch == 't' || ch == 'T') {
686 wiz_tweak_item(player_ptr, q_ptr);
689 if (ch == 'q' || ch == 'Q') {
690 wiz_quantity_item(q_ptr);
696 msg_print("Changes accepted.");
698 o_ptr->copy_from(q_ptr);
699 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
700 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_FLOOR_ITEM_LIST);
702 msg_print("Changes ignored.");
707 * @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
709 static int is_slot_able_to_be_ego(player_type *player_ptr, object_type *o_ptr)
711 int slot = wield_slot(player_ptr, o_ptr);
716 if ((o_ptr->tval == ItemKindType::SHOT) || (o_ptr->tval == ItemKindType::ARROW) || (o_ptr->tval == ItemKindType::BOLT))
723 * @brief 願ったが消えてしまった場合のメッセージ
725 static void wishing_puff_of_smoke(void)
727 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。",
728 "You feel something roll beneath your feet, but it disappears in a puff of smoke!"));
732 * @brief 願ったが消えてしまった場合のメッセージ
733 * @param player_ptr 願ったプレイヤー情報への参照ポインタ
734 * @param prob ★などを願った場合の生成確率
735 * @param art_ok アーティファクトの生成を許すならTRUE
736 * @param ego_ok エゴの生成を許すならTRUE
737 * @param confirm 願わない場合に確認するかどうか
740 WishResultType do_cmd_wishing(player_type *player_ptr, int prob, bool allow_art, bool allow_ego, bool confirm)
742 concptr fixed_str[] = {
759 char buf[MAX_NLEN] = "\0";
762 object_type *o_ptr = &forge;
763 char o_name[MAX_NLEN];
765 bool wish_art = false;
766 bool wish_randart = false;
767 bool wish_ego = false;
768 bool exam_base = true;
769 bool ok_art = randint0(100) < prob;
770 bool ok_ego = randint0(100) < 50 + prob;
771 bool must = prob < 0;
772 bool blessed = false;
776 if (get_string(_("何をお望み? ", "For what do you wish?"), buf, (MAX_NLEN - 1)))
779 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? ")))
782 return WishResultType::NOTHING;
789 if (!strncmp(buf, "a ", 2))
790 str = ltrim(str + 1);
791 else if (!strncmp(buf, "an ", 3))
792 str = ltrim(str + 2);
797 if (!strncmp(str, _("祝福された", "blessed"), _(10, 7))) {
798 str = ltrim(str + _(10, 7));
802 for (int i = 0; fixed_str[i] != nullptr; i++) {
803 int len = strlen(fixed_str[i]);
804 if (!strncmp(str, fixed_str[i], len)) {
805 str = ltrim(str + len);
812 if (!strncmp(str, "★", 2)) {
813 str = ltrim(str + 2);
819 if (!strncmp(str, _("☆", "The "), _(2, 4))) {
820 str = ltrim(str + _(2, 4));
825 /* wishing random ego ? */
826 else if (!strncmp(str, _("高級な", "excellent "), _(6, 9))) {
827 str = ltrim(str + _(6, 9));
831 if (strlen(str) < 1) {
832 msg_print(_("名前がない!", "What?"));
833 return WishResultType::NOTHING;
836 if (!allow_art && wish_art) {
837 msg_print(_("アーティファクトは願えない!", "You can not wish artifacts!"));
838 return WishResultType::NOTHING;
842 msg_format("Wishing %s....", buf);
844 std::vector<KIND_OBJECT_IDX> k_ids;
845 std::vector<EGO_IDX> e_ids;
849 for (const auto &k_ref : k_info) {
850 if (k_ref.idx == 0 || k_ref.name.empty())
853 o_ptr->prep(k_ref.idx);
854 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
859 msg_format("Matching object No.%d %s", k_ref.idx, o_name);
861 len = strlen(o_name);
863 if (_(!strrncmp(str, o_name, len), !strncmp(str, o_name, len))) {
865 k_ids.push_back(k_ref.idx);
871 if (allow_ego && k_ids.size() == 1) {
872 KIND_OBJECT_IDX k_idx = k_ids.back();
875 for (const auto &e_ref : e_info) {
876 if (e_ref.idx == 0 || e_ref.name.empty())
879 strcpy(o_name, e_ref.name.c_str());
884 msg_format("mathcing ego no.%d %s...", e_ref.idx, o_name);
886 if (_(!strncmp(str, o_name, strlen(o_name)), !strrncmp(str, o_name, strlen(o_name)))) {
887 if (is_slot_able_to_be_ego(player_ptr, o_ptr) != e_ref.slot)
890 e_ids.push_back(e_ref.idx);
896 std::vector<ARTIFACT_IDX> a_ids;
899 char a_desc[MAX_NLEN] = "\0";
900 char *a_str = a_desc;
904 for (const auto &a_ref : a_info) {
905 if (a_ref.idx == 0 || a_ref.name.empty())
908 KIND_OBJECT_IDX k_idx = lookup_kind(a_ref.tval, a_ref.sval);
913 o_ptr->name1 = a_ref.idx;
915 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
920 strcpy(a_desc, a_ref.name.c_str());
926 if (!strncmp(a_str, "『", 2)) {
928 char *s = strstr(a_str, "』");
933 int l = strlen(a_str);
934 if (!strrncmp(a_str, "の", 2)) {
940 if (a_str[0] == '\'') {
942 char *s = strchr(a_desc, '\'');
946 else if (!strncmp(a_str, (const char *)"of ", 3)) {
954 msg_format("Matching artifact No.%d %s(%s)", a_ref.idx, a_desc, _(&o_name[2], o_name));
956 std::vector<const char *> l = { a_str, a_ref.name.c_str(), _(&o_name[2], o_name) };
957 for (size_t c = 0; c < l.size(); c++) {
958 if (!strcmp(str, l.at(c))) {
959 len = strlen(l.at(c));
961 a_ids.push_back(a_ref.idx);
969 if ((a_ids.size() > 1) || (e_ids.size() > 1)) {
970 msg_print(_("候補が多すぎる!", "Too many matches!"));
971 return WishResultType::FAIL;
974 if (a_ids.size() == 1) {
975 ARTIFACT_IDX a_idx = a_ids.back();
976 if (must || (ok_art && !a_info[a_idx].cur_num)) {
977 create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
978 a_info[a_idx].cur_num = 1;
980 wishing_puff_of_smoke();
983 return WishResultType::ARTIFACT;
986 if (!allow_ego && (wish_ego || e_ids.size() > 0)) {
987 msg_print(_("エゴアイテムは願えない!", "Can not wish ego item."));
988 return WishResultType::NOTHING;
991 if (k_ids.size() == 1) {
992 KIND_OBJECT_IDX k_idx = k_ids.back();
993 object_kind *k_ptr = &k_info[k_idx];
995 artifact_type *a_ptr;
996 ARTIFACT_IDX a_idx = 0;
997 if (k_ptr->gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
998 for (const auto &a_ref : a_info) {
999 if (a_ref.idx == 0 || a_ref.tval != k_ptr->tval || a_ref.sval != k_ptr->sval)
1007 a_ptr = &a_info[a_idx];
1008 if (must || (ok_art && !a_ptr->cur_num)) {
1009 create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1010 a_info[a_idx].cur_num = 1;
1012 wishing_puff_of_smoke();
1015 return WishResultType::ARTIFACT;
1019 if (must || ok_art) {
1022 apply_magic_to_object(player_ptr, o_ptr, k_ptr->level, (AM_SPECIAL | AM_NO_FIXED_ART));
1023 } while (!o_ptr->art_name || o_ptr->name1 || o_ptr->name2 || o_ptr->is_cursed());
1025 if (o_ptr->art_name)
1026 drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1028 wishing_puff_of_smoke();
1030 return WishResultType::ARTIFACT;
1033 WishResultType res = WishResultType::NOTHING;
1034 if (allow_ego && (wish_ego || e_ids.size() > 0)) {
1035 if (must || ok_ego) {
1036 if (e_ids.size() > 0) {
1038 o_ptr->name2 = e_ids[0];
1039 apply_ego(o_ptr, player_ptr->current_floor_ptr->base_level);
1041 int max_roll = 1000;
1043 for (i = 0; i < max_roll; i++) {
1045 (void)apply_magic_to_object(player_ptr, o_ptr, k_ptr->level, (AM_GREAT | AM_NO_FIXED_ART));
1047 if (o_ptr->name1 || o_ptr->art_name)
1054 for (auto e : e_ids) {
1055 if (o_ptr->name2 == e) {
1065 if (i == max_roll) {
1066 msg_print(_("失敗!もう一度願ってみてください。", "Failed! Try again."));
1067 return WishResultType::FAIL;
1071 wishing_puff_of_smoke();
1074 res = WishResultType::EGO;
1076 for (int i = 0; i < 100; i++) {
1078 apply_magic_to_object(player_ptr, o_ptr, 0, (AM_NO_FIXED_ART));
1079 if (!o_ptr->is_cursed())
1082 res = WishResultType::NORMAL;
1085 if (blessed && wield_slot(player_ptr, o_ptr) != -1)
1086 o_ptr->art_flags.set(TR_BLESSED);
1088 if (fixed && wield_slot(player_ptr, o_ptr) != -1) {
1089 o_ptr->art_flags.set(TR_IGNORE_ACID);
1090 o_ptr->art_flags.set(TR_IGNORE_FIRE);
1093 (void)drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1098 msg_print(_("うーん、そんなものは存在しないようだ。", "Ummmm, that is not existing..."));
1099 return WishResultType::FAIL;