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-messages.h"
46 #include "wizard/wizard-special-process.h"
47 #include "world/world.h"
54 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 */
58 * @brief アイテム設定コマンド一覧表
60 constexpr std::array wizard_sub_menu_table = {
61 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")),
62 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")),
63 std::make_tuple('B', _("フロア相当の呪物ドロップ", "Drop cursed item")),
64 std::make_tuple('c', _("フロア相当の一般品獲得ドロップ (★不許可)", "Drop normal item (excluding fixed artifacts)")),
65 std::make_tuple('C', _("フロア相当の一般品獲得ドロップ (★許可)", "Drop normal item (including fixed artifacts)")),
66 std::make_tuple('d', _("フロア相当の上質品獲得ドロップ", "Drop good item")),
67 std::make_tuple('D', _("フロア相当の高級品獲得ドロップ", "Drop excellent item")),
68 std::make_tuple('e', _("フロア相当のエゴ品獲得ドロップ", "Drop excellent item")),
69 std::make_tuple('E', _("フロア相当の特別品獲得ドロップ", "Drop special item")),
70 std::make_tuple('f', _("*鑑定*", "*Idenfity*")),
71 std::make_tuple('i', _("鑑定", "Idenfity")),
72 std::make_tuple('I', _("インベントリ全*鑑定*", "Idenfity all items fully in inventory")),
73 std::make_tuple('l', _("指定アイテム番号まで一括鑑定", "Make items awared to target item id")),
74 std::make_tuple('U', _("発動を変更する", "Modify item activation")),
75 std::make_tuple('w', _("願い", "Wishing")),
79 * @brief ゲーム設定コマンドの一覧を表示する
81 void display_wizard_sub_menu()
83 for (auto y = 1U; y <= wizard_sub_menu_table.size(); y++) {
84 term_erase(14, y, 64);
89 for (const auto &[symbol, desc] : wizard_sub_menu_table) {
91 ss << symbol << ") " << desc;
92 put_str(ss.str(), r++, c);
98 * @brief キャスト先の型の最小値、最大値でclampする。
100 template <typename T>
101 T clamp_cast(int val)
103 return static_cast<T>(std::clamp(val,
104 static_cast<int>(std::numeric_limits<T>::min()),
105 static_cast<int>(std::numeric_limits<T>::max())));
108 void wiz_restore_aware_flag_of_fixed_arfifact(FixedArtifactId reset_artifact_idx, bool aware = false);
109 void wiz_modify_item_activation(PlayerType *player_ptr);
110 void wiz_identify_full_inventory(PlayerType *player_ptr);
112 static void wiz_item_drop(PlayerType *player_ptr, const int num_items, const EnumClassFlagGroup<ItemMagicAppliance> &appliance)
115 const auto is_cursed = appliance.has(ItemMagicAppliance::CURSED);
120 if (appliance.has(ItemMagicAppliance::GOOD)) {
124 if (appliance.has(ItemMagicAppliance::GREAT)) {
128 if (appliance.has(ItemMagicAppliance::SPECIAL)) {
132 for (auto i = 0; i < num_items; i++) {
134 if (!make_object(player_ptr, &item, mode)) {
138 if (is_cursed && !item.is_cursed()) {
143 if (appliance.has(ItemMagicAppliance::EGO) && !item.is_ego()) {
148 if (!drop_near(player_ptr, &item, -1, player_ptr->y, player_ptr->x)) {
149 msg_print_wizard(player_ptr, 0, "No item dropping space!");
156 * @brief ゲーム設定コマンドの入力を受け付ける
157 * @param player_ptr プレイヤーの情報へのポインタ
159 void wizard_item_modifier(PlayerType *player_ptr)
162 display_wizard_sub_menu();
165 get_com("Player Command: ", &cmd, false);
175 wiz_restore_aware_flag_of_fixed_arfifact(i2enum<FixedArtifactId>(command_arg));
178 wiz_restore_aware_flag_of_fixed_arfifact(i2enum<FixedArtifactId>(command_arg), true);
181 command_arg = std::clamp<short>(command_arg, 1, 999);
182 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::CURSED });
185 command_arg = std::clamp<short>(command_arg, 1, 999);
186 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::NO_FIXED_ART });
189 command_arg = std::clamp<short>(command_arg, 1, 999);
190 wiz_item_drop(player_ptr, command_arg, {});
193 command_arg = std::clamp<short>(command_arg, 1, 999);
194 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::GOOD });
197 command_arg = std::clamp<short>(command_arg, 1, 999);
198 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::GOOD, ItemMagicAppliance::GREAT });
201 command_arg = std::clamp<short>(command_arg, 1, 999);
202 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::GOOD, ItemMagicAppliance::GREAT, ItemMagicAppliance::EGO });
205 command_arg = std::clamp<short>(command_arg, 1, 999);
206 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::GOOD, ItemMagicAppliance::GREAT, ItemMagicAppliance::SPECIAL });
209 identify_fully(player_ptr, false);
212 (void)ident_spell(player_ptr, false);
215 wiz_identify_full_inventory(player_ptr);
218 wiz_learn_items_all(player_ptr);
221 wiz_modify_item_activation(player_ptr);
224 do_cmd_wishing(player_ptr, -1, true, true, true);
230 * @brief 固定アーティファクトの出現フラグをリセットする
231 * @param a_idx 指定したアーティファクトID
232 * @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.
234 void wiz_restore_aware_flag_of_fixed_arfifact(FixedArtifactId reset_artifact_idx, bool aware)
236 auto max_a_idx = enum2i(artifacts_info.rbegin()->first);
237 int int_a_idx = enum2i(reset_artifact_idx);
238 if (int_a_idx <= 0) {
239 if (!get_value("Artifact ID", 1, max_a_idx, &int_a_idx)) {
244 ArtifactsInfo::get_instance().get_artifact(i2enum<FixedArtifactId>(int_a_idx)).is_generated = aware;
245 msg_print(aware ? "Modified." : "Restored.");
249 * @brief オブジェクトに発動を追加する/変更する
250 * @param catser_ptr プレイヤー情報への参照ポインタ
252 void wiz_modify_item_activation(PlayerType *player_ptr)
254 constexpr auto q = _("どのアイテムの発動を変更しますか? ", "Which item? ");
255 constexpr auto s = _("発動を変更するアイテムがない。", "Nothing to do with.");
257 auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
263 if (!get_value("Activation ID", enum2i(RandomArtActType::NONE), enum2i(RandomArtActType::MAX) - 1, &val)) {
267 auto act_idx = i2enum<RandomArtActType>(val);
268 o_ptr->art_flags.set(TR_ACTIVATE);
269 o_ptr->activation_id = act_idx;
273 * @brief インベントリ内のアイテムを全て*鑑定*済みにする
274 * @param catser_ptr プレイヤー情報への参照ポインタ
276 void wiz_identify_full_inventory(PlayerType *player_ptr)
278 for (int i = 0; i < INVEN_TOTAL; i++) {
279 auto *o_ptr = &player_ptr->inventory_list[i];
280 if (!o_ptr->is_valid()) {
284 auto &baseitem = o_ptr->get_baseitem();
285 baseitem.aware = true; //!< @note 記録には残さないためTRUEを立てるのみ
286 set_bits(o_ptr->ident, IDENT_KNOWN | IDENT_FULL_KNOWN);
287 o_ptr->marked.set(OmType::TOUCHED);
290 auto &rfu = RedrawingFlagsUpdater::get_instance();
291 static constexpr auto flags_srf = {
292 StatusRecalculatingFlag::COMBINATION,
293 StatusRecalculatingFlag::REORDER,
295 rfu.set_flags(flags_srf);
296 static constexpr auto flags_swrf = {
297 SubWindowRedrawingFlag::INVENTORY,
298 SubWindowRedrawingFlag::EQUIPMENT,
300 rfu.set_flags(flags_swrf);
304 * @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.
305 * @param tval ベースアイテムの大項目ID
306 * @param sval ベースアイテムの小項目ID
310 static void prt_alloc(const BaseitemKey &bi_key, TERM_LEN row, TERM_LEN col)
312 uint32_t rarity[BASEITEM_MAX_DEPTH]{};
313 uint32_t total[BASEITEM_MAX_DEPTH]{};
314 int32_t display[22]{};
317 for (auto i = 0; i < BASEITEM_MAX_DEPTH; i++) {
319 constexpr auto magnificant = CHANCE_BASEITEM_LEVEL_BOOST * BASEITEM_MAX_DEPTH;
320 for (const auto &entry : alloc_kind_table) {
322 if (entry.level <= i) {
323 prob = entry.prob1 * magnificant;
324 } else if (entry.level - 1 > 0) {
325 prob = entry.prob1 * i * BASEITEM_MAX_DEPTH / (entry.level - 1);
328 const auto &baseitem = entry.get_baseitem();
329 total[i] += prob / magnificant;
330 total_frac += prob % magnificant;
332 if (baseitem.bi_key == bi_key) {
333 home = baseitem.level;
334 rarity[i] += prob / magnificant;
338 total[i] += total_frac / magnificant;
341 for (auto i = 0; i < 22; i++) {
342 auto possibility = 0;
343 for (int j = i * BASEITEM_MAX_DEPTH / 22; j < (i + 1) * BASEITEM_MAX_DEPTH / 22; j++) {
344 possibility += rarity[j] * 100000 / total[j];
347 display[i] = possibility / 5;
350 for (auto i = 0; i < 22; i++) {
351 term_putch(col, row + i + 1, TERM_WHITE, '|');
352 prt(format("%2dF", (i * 5)), row + i + 1, col);
353 if ((i * BASEITEM_MAX_DEPTH / 22 <= home) && (home < (i + 1) * BASEITEM_MAX_DEPTH / 22)) {
354 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
356 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
360 concptr r = "+---Rate---+";
365 * @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.
367 static void prt_binary(BIT_FLAGS flags, const int row, int col)
370 for (int i = bitmask = 1; i <= 32; i++, bitmask *= 2) {
371 if (flags & bitmask) {
372 term_putch(col++, row, TERM_BLUE, '*');
374 term_putch(col++, row, TERM_WHITE, '-');
380 * @brief アイテムの詳細ステータスを表示する /
381 * Change various "permanent" player variables.
382 * @param player_ptr プレイヤーへの参照ポインタ
383 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
385 static void wiz_display_item(PlayerType *player_ptr, ItemEntity *o_ptr)
387 auto flags = object_flags(o_ptr);
388 auto get_seq_32bits = [](const TrFlags &flags, uint start) {
389 BIT_FLAGS result = 0U;
390 for (auto i = 0U; i < 32 && start + i < flags.size(); i++) {
391 if (flags.has(i2enum<tr_type>(start + i))) {
398 for (int i = 1; i <= 23; i++) {
402 prt_alloc(o_ptr->bi_key, 1, 0);
403 const auto item_name = describe_flavor(player_ptr, o_ptr, OD_STORE);
404 prt(item_name, 2, j);
407 const auto &bi_key = o_ptr->bi_key;
408 const auto item_level = o_ptr->get_baseitem().level;
409 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);
410 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);
411 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);
412 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);
413 prt(format("ident = %04x activation_id = %-4d timeout = %-d", o_ptr->ident, enum2i(o_ptr->activation_id), o_ptr->timeout), ++line, j);
414 prt(format("chest_level = %-4d fuel = %-d", o_ptr->chest_level, o_ptr->fuel), ++line, j);
415 prt(format("smith_hit = %-4d smith_damage = %-4d", o_ptr->smith_hit, o_ptr->smith_damage), ++line, j);
416 prt(format("cursed = %-4lX captured_monster_speed = %-4d", o_ptr->curse_flags.to_ulong(), o_ptr->captured_monster_speed), ++line, j);
417 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);
419 prt("+------------FLAGS1------------+", ++line, j);
420 prt("AFFECT........SLAY........BRAND.", ++line, j);
421 prt(" mf cvae xsqpaefc", ++line, j);
422 prt("siwdccsossidsahanvudotgddhuoclio", ++line, j);
423 prt("tnieohtctrnipttmiinmrrnrrraiierl", ++line, j);
424 prt("rtsxnarelcfgdkcpmldncltggpksdced", ++line, j);
425 prt_binary(get_seq_32bits(flags, 32 * 0), ++line, j);
427 prt("+------------FLAGS2------------+", ++line, j);
428 prt("SUST....IMMUN.RESIST............", ++line, j);
429 prt(" reaefctrpsaefcpfldbc sn ", ++line, j);
430 prt("siwdcciaclioheatcliooeialoshtncd", ++line, j);
431 prt("tnieohdsierlrfraierliatrnnnrhehi", ++line, j);
432 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", ++line, j);
433 prt_binary(get_seq_32bits(flags, 32 * 1), ++line, j);
436 prt("+------------FLAGS3------------+", line, j + 32);
437 prt("fe cnn t stdrmsiiii d ab ", ++line, j + 32);
438 prt("aa aoomywhs lleeieihgggg rtgl ", ++line, j + 32);
439 prt("uu utmacaih eielgggonnnnaaere ", ++line, j + 32);
440 prt("rr reanurdo vtieeehtrrrrcilas ", ++line, j + 32);
441 prt("aa algarnew ienpsntsaefctnevs ", ++line, j + 32);
442 prt_binary(get_seq_32bits(flags, 32 * 2), ++line, j + 32);
444 prt("+------------FLAGS4------------+", ++line, j + 32);
445 prt("KILL....ESP......... ", ++line, j + 32);
446 prt("aeud tghaud tgdhegnu ", ++line, j + 32);
447 prt("nvneoriunneoriruvoon ", ++line, j + 32);
448 prt("iidmroamidmroagmionq ", ++line, j + 32);
449 prt("mlenclnmmenclnnnldlu ", ++line, j + 32);
450 prt_binary(get_seq_32bits(flags, 32 * 3), ++line, j + 32);
454 * @brief 検査対象のアイテムを基準とした生成テストを行う /
455 * Try to create an item again. Output some statistics. -Bernd-
456 * @param player_ptr プレイヤーへの参照ポインタ
457 * @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
458 * The statistics are correct now. We acquire a clean grid, and then
459 * repeatedly place an object in this grid, copying it into an item
460 * holder, and then deleting the object. We fiddle with the artifact
461 * counter flags to prevent weirdness. We use the items to collect
462 * statistics on item creation relative to the initial item.
464 static void wiz_statistics(PlayerType *player_ptr, ItemEntity *o_ptr)
466 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
467 concptr p = "Enter number of items to roll: ";
470 if (o_ptr->is_fixed_artifact()) {
471 o_ptr->get_fixed_artifact().is_generated = false;
474 uint32_t i, matches, better, worse, other, correct;
475 uint32_t test_roll = 1000000;
480 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
481 wiz_display_item(player_ptr, o_ptr);
482 if (!get_com(pmt, &ch, false)) {
486 if (ch == 'n' || ch == 'N') {
489 } else if (ch == 'g' || ch == 'G') {
492 } else if (ch == 'e' || ch == 'E') {
493 mode = AM_GOOD | AM_GREAT;
494 quality = "excellent";
499 strnfmt(tmp_val, sizeof(tmp_val), "%ld", (long int)test_roll);
500 if (get_string(p, tmp_val, 10)) {
501 test_roll = atol(tmp_val);
503 test_roll = std::max<uint>(1, test_roll);
504 msg_format("Creating a lot of %s items. Base level = %d.", quality, player_ptr->current_floor_ptr->dun_level);
507 correct = matches = better = worse = other = 0;
508 for (i = 0; i <= test_roll; i++) {
509 if ((i < 100) || (i % 100 == 0)) {
513 break; // stop rolling
516 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
521 auto *q_ptr = &forge;
523 make_object(player_ptr, q_ptr, mode);
524 if (q_ptr->is_fixed_artifact()) {
525 q_ptr->get_fixed_artifact().is_generated = false;
528 if (o_ptr->bi_key != q_ptr->bi_key) {
533 const auto is_same_fixed_artifact_idx = o_ptr->is_specific_artifact(q_ptr->fixed_artifact_idx);
534 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) {
536 } 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)) {
538 } 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)) {
545 msg_format(q, i, correct, matches, better, worse, other);
549 if (o_ptr->is_fixed_artifact()) {
550 o_ptr->get_fixed_artifact().is_generated = true;
555 * @brief アイテムの質を選択して再生成する /
556 * Apply magic to an item or turn it into an artifact. -Bernd-
557 * @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
559 static void wiz_reroll_item(PlayerType *player_ptr, ItemEntity *o_ptr)
561 if (o_ptr->is_fixed_or_random_artifact()) {
568 q_ptr->copy_from(o_ptr);
571 bool changed = false;
573 wiz_display_item(player_ptr, q_ptr);
574 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, false)) {
575 if (q_ptr->is_fixed_artifact()) {
576 q_ptr->get_fixed_artifact().is_generated = false;
577 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
584 if (ch == 'A' || ch == 'a') {
589 if (q_ptr->is_fixed_artifact()) {
590 q_ptr->get_fixed_artifact().is_generated = false;
591 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
594 switch (tolower(ch)) {
595 /* Apply bad magic, but first clear object */
597 q_ptr->prep(o_ptr->bi_id);
598 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED).execute();
600 /* Apply bad magic, but first clear object */
602 q_ptr->prep(o_ptr->bi_id);
603 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED).execute();
605 /* Apply normal magic, but first clear object */
607 q_ptr->prep(o_ptr->bi_id);
608 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART).execute();
610 /* Apply good magic, but first clear object */
612 q_ptr->prep(o_ptr->bi_id);
613 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD).execute();
615 /* Apply great magic, but first clear object */
617 q_ptr->prep(o_ptr->bi_id);
618 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT).execute();
620 /* Apply special magic, but first clear object */
622 q_ptr->prep(o_ptr->bi_id);
623 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL).execute();
624 if (!q_ptr->is_fixed_or_random_artifact()) {
625 become_random_artifact(player_ptr, q_ptr, false);
633 q_ptr->iy = o_ptr->iy;
634 q_ptr->ix = o_ptr->ix;
635 q_ptr->marked = o_ptr->marked;
642 o_ptr->copy_from(q_ptr);
643 auto &rfu = RedrawingFlagsUpdater::get_instance();
644 static constexpr auto flags_srf = {
645 StatusRecalculatingFlag::BONUS,
646 StatusRecalculatingFlag::COMBINATION,
647 StatusRecalculatingFlag::REORDER,
649 rfu.set_flags(flags_srf);
650 static constexpr auto flags_swrf = {
651 SubWindowRedrawingFlag::INVENTORY,
652 SubWindowRedrawingFlag::EQUIPMENT,
653 SubWindowRedrawingFlag::SPELL,
654 SubWindowRedrawingFlag::PLAYER,
655 SubWindowRedrawingFlag::FLOOR_ITEMS,
656 SubWindowRedrawingFlag::FOUND_ITEMS,
658 rfu.set_flags(flags_swrf);
662 * @briefアイテムの基礎能力値を調整する / Tweak an item
663 * @param player_ptr プレイヤーへの参照ポインタ
664 * @param o_ptr 調整するアイテムの参照ポインタ
666 static void wiz_tweak_item(PlayerType *player_ptr, ItemEntity *o_ptr)
668 if (o_ptr->is_fixed_or_random_artifact()) {
672 concptr p = "Enter new 'pval' setting: ";
674 strnfmt(tmp_val, sizeof(tmp_val), "%d", o_ptr->pval);
675 if (!get_string(p, tmp_val, 5)) {
679 o_ptr->pval = clamp_cast<int16_t>(atoi(tmp_val));
680 wiz_display_item(player_ptr, o_ptr);
681 p = "Enter new 'to_a' setting: ";
682 strnfmt(tmp_val, sizeof(tmp_val), "%d", o_ptr->to_a);
683 if (!get_string(p, tmp_val, 5)) {
687 o_ptr->to_a = clamp_cast<int16_t>(atoi(tmp_val));
688 wiz_display_item(player_ptr, o_ptr);
689 p = "Enter new 'to_h' setting: ";
690 strnfmt(tmp_val, sizeof(tmp_val), "%d", o_ptr->to_h);
691 if (!get_string(p, tmp_val, 5)) {
695 o_ptr->to_h = clamp_cast<int16_t>(atoi(tmp_val));
696 wiz_display_item(player_ptr, o_ptr);
697 p = "Enter new 'to_d' setting: ";
698 strnfmt(tmp_val, sizeof(tmp_val), "%d", (int)o_ptr->to_d);
699 if (!get_string(p, tmp_val, 5)) {
703 o_ptr->to_d = clamp_cast<int16_t>(atoi(tmp_val));
704 wiz_display_item(player_ptr, o_ptr);
708 * @brief 検査対象のアイテムの数を変更する /
709 * Change the quantity of a the item
710 * @param player_ptr プレイヤーへの参照ポインタ
711 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
713 static void wiz_quantity_item(ItemEntity *o_ptr)
715 if (o_ptr->is_fixed_or_random_artifact()) {
719 int tmp_qnt = o_ptr->number;
721 strnfmt(tmp_val, sizeof(tmp_val), "%d", (int)o_ptr->number);
722 if (get_string("Quantity: ", tmp_val, 2)) {
723 int tmp_int = atoi(tmp_val);
732 o_ptr->number = (byte)tmp_int;
735 if (o_ptr->bi_key.tval() == ItemKindType::ROD) {
736 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
741 * @brief アイテムを弄るデバッグコマンド
742 * Play with an item. Options include:
744 * - Output statistics (via wiz_roll_item)<br>
745 * - Reroll item (via wiz_reroll_item)<br>
746 * - Change properties (via wiz_tweak_item)<br>
747 * - Change the number of items (via wiz_quantity_item)<br>
749 void wiz_modify_item(PlayerType *player_ptr)
751 constexpr auto q = "Play with which object? ";
752 constexpr auto s = "You have nothing to play with.";
754 auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
764 q_ptr->copy_from(o_ptr);
766 bool changed = false;
768 wiz_display_item(player_ptr, q_ptr);
769 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, false)) {
774 if (ch == 'A' || ch == 'a') {
779 if (ch == 's' || ch == 'S') {
780 wiz_statistics(player_ptr, q_ptr);
783 if (ch == 'r' || ch == 'R') {
784 wiz_reroll_item(player_ptr, q_ptr);
787 if (ch == 't' || ch == 'T') {
788 wiz_tweak_item(player_ptr, q_ptr);
791 if (ch == 'q' || ch == 'Q') {
792 wiz_quantity_item(q_ptr);
798 msg_print("Changes accepted.");
800 o_ptr->copy_from(q_ptr);
801 auto &rfu = RedrawingFlagsUpdater::get_instance();
802 static constexpr auto flags_srf = {
803 StatusRecalculatingFlag::BONUS,
804 StatusRecalculatingFlag::COMBINATION,
805 StatusRecalculatingFlag::REORDER,
807 rfu.set_flags(flags_srf);
808 static constexpr auto flags_swrf = {
809 SubWindowRedrawingFlag::INVENTORY,
810 SubWindowRedrawingFlag::EQUIPMENT,
811 SubWindowRedrawingFlag::SPELL,
812 SubWindowRedrawingFlag::PLAYER,
813 SubWindowRedrawingFlag::FLOOR_ITEMS,
814 SubWindowRedrawingFlag::FOUND_ITEMS,
816 rfu.set_flags(flags_swrf);
818 msg_print("Changes ignored.");
823 * @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
825 static int is_slot_able_to_be_ego(PlayerType *player_ptr, ItemEntity *o_ptr)
827 int slot = wield_slot(player_ptr, o_ptr);
833 if (o_ptr->is_ammo()) {
841 * @brief 願ったが消えてしまった場合のメッセージ
843 static void wishing_puff_of_smoke(void)
845 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。",
846 "You feel something roll beneath your feet, but it disappears in a puff of smoke!"));
850 * @brief 願ったが消えてしまった場合のメッセージ
851 * @param player_ptr 願ったプレイヤー情報への参照ポインタ
852 * @param prob ★などを願った場合の生成確率
853 * @param art_ok アーティファクトの生成を許すならTRUE
854 * @param ego_ok エゴの生成を許すならTRUE
855 * @param confirm 願わない場合に確認するかどうか
858 WishResultType do_cmd_wishing(PlayerType *player_ptr, int prob, bool allow_art, bool allow_ego, bool confirm)
860 concptr fixed_str[] = {
877 char buf[MAX_NLEN] = "\0";
880 auto *o_ptr = &forge;
881 bool wish_art = false;
882 bool wish_randart = false;
883 bool wish_ego = false;
884 bool exam_base = true;
885 bool ok_art = randint0(100) < prob;
886 bool ok_ego = randint0(100) < 50 + prob;
887 bool must = prob < 0;
888 bool blessed = false;
892 if (get_string(_("何をお望み? ", "For what do you wish?"), buf, (MAX_NLEN - 1))) {
896 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? "))) {
900 return WishResultType::NOTHING;
907 if (!strncmp(buf, "a ", 2)) {
908 str = ltrim(str + 1);
909 } else if (!strncmp(buf, "an ", 3)) {
910 str = ltrim(str + 2);
916 if (!strncmp(str, _("祝福された", "blessed"), _(10, 7))) {
917 str = ltrim(str + _(10, 7));
921 for (int i = 0; fixed_str[i] != nullptr; i++) {
922 int len = strlen(fixed_str[i]);
923 if (!strncmp(str, fixed_str[i], len)) {
924 str = ltrim(str + len);
931 if (!strncmp(str, "★", 2)) {
932 str = ltrim(str + 2);
938 if (!strncmp(str, _("☆", "The "), _(2, 4))) {
939 str = ltrim(str + _(2, 4));
944 /* wishing random ego ? */
945 else if (!strncmp(str, _("高級な", "excellent "), _(6, 9))) {
946 str = ltrim(str + _(6, 9));
950 if (strlen(str) < 1) {
951 msg_print(_("名前がない!", "What?"));
952 return WishResultType::NOTHING;
955 if (!allow_art && wish_art) {
956 msg_print(_("アーティファクトは願えない!", "You can not wish artifacts!"));
957 return WishResultType::NOTHING;
961 msg_format("Wishing %s....", buf);
964 std::vector<short> k_ids;
965 std::vector<EgoType> e_ids;
968 for (const auto &baseitem : baseitems_info) {
969 if (baseitem.idx == 0 || baseitem.name.empty()) {
973 o_ptr->prep(baseitem.idx);
975 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
977 auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
978 str_tolower(item_name.data());
981 msg_format("Matching object No.%d %s", baseitem.idx, item_name.data());
984 const int len = item_name.length();
985 if (std::string(str).find(item_name) != std::string::npos) {
987 k_ids.push_back(baseitem.idx);
993 if (allow_ego && k_ids.size() == 1) {
994 short bi_id = k_ids.back();
997 for (const auto &[e_idx, ego] : egos_info) {
998 if (ego.idx == EgoType::NONE || ego.name.empty()) {
1002 std::string item_name(ego.name);
1005 str_tolower(item_name.data());
1008 msg_format("matching ego no.%d %s...", enum2i(ego.idx), item_name.data());
1011 if (std::string(str).find(item_name) != std::string::npos) {
1012 if (is_slot_able_to_be_ego(player_ptr, o_ptr) != ego.slot) {
1016 e_ids.push_back(ego.idx);
1022 std::vector<FixedArtifactId> a_ids;
1025 char a_desc[MAX_NLEN] = "\0";
1026 char *a_str = a_desc;
1030 for (const auto &[a_idx, artifact] : artifacts_info) {
1031 if (a_idx == FixedArtifactId::NONE || artifact.name.empty()) {
1035 const auto bi_id = lookup_baseitem_id(artifact.bi_key);
1041 o_ptr->fixed_artifact_idx = a_idx;
1044 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
1046 auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
1047 str_tolower(item_name.data());
1050 strcpy(a_desc, artifact.name.data());
1052 if (*a_str == '$') {
1057 if (!strncmp(a_str, "『", 2)) {
1059 char *s = strstr(a_str, "』");
1064 int l = strlen(a_str);
1065 if (!strrncmp(a_str, "の", 2)) {
1066 a_str[l - 2] = '\0';
1071 if (a_str[0] == '\'') {
1073 char *s = strchr(a_desc, '\'');
1077 else if (!strncmp(a_str, (const char *)"of ", 3)) {
1083 const auto match_name = _(item_name.data() + 2, item_name.data());
1085 msg_format("Matching artifact No.%d %s(%s)", enum2i(a_idx), a_desc, match_name);
1088 std::vector<const char *> l = { a_str, artifact.name.data(), match_name };
1089 for (size_t c = 0; c < l.size(); c++) {
1090 if (!strcmp(str, l.at(c))) {
1091 len = strlen(l.at(c));
1093 a_ids.push_back(a_idx);
1101 if (w_ptr->wizard && (a_ids.size() > 1 || e_ids.size() > 1)) {
1102 msg_print(_("候補が多すぎる!", "Too many matches!"));
1103 return WishResultType::FAIL;
1106 if (a_ids.size() == 1) {
1107 const auto a_idx = a_ids.back();
1108 const auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
1109 if (must || (ok_art && !artifact.is_generated)) {
1110 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1112 wishing_puff_of_smoke();
1115 return WishResultType::ARTIFACT;
1118 if (!allow_ego && (wish_ego || e_ids.size() > 0)) {
1119 msg_print(_("エゴアイテムは願えない!", "Can not wish ego item."));
1120 return WishResultType::NOTHING;
1123 if (k_ids.size() == 1) {
1124 const auto bi_id = k_ids.back();
1125 const auto &baseitem = baseitems_info[bi_id];
1126 auto a_idx = FixedArtifactId::NONE;
1127 if (baseitem.gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
1128 for (const auto &[a_idx_loop, artifact_loop] : artifacts_info) {
1129 if (a_idx_loop == FixedArtifactId::NONE || artifact_loop.bi_key != baseitem.bi_key) {
1138 if (a_idx != FixedArtifactId::NONE) {
1139 const auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
1140 if (must || (ok_art && !artifact.is_generated)) {
1141 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1143 wishing_puff_of_smoke();
1146 return WishResultType::ARTIFACT;
1150 if (must || ok_art) {
1153 ItemMagicApplier(player_ptr, o_ptr, baseitem.level, AM_SPECIAL | AM_NO_FIXED_ART).execute();
1154 } while (!o_ptr->is_random_artifact() || o_ptr->is_ego() || o_ptr->is_cursed());
1156 if (o_ptr->is_random_artifact()) {
1157 drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1160 wishing_puff_of_smoke();
1162 return WishResultType::ARTIFACT;
1165 WishResultType res = WishResultType::NOTHING;
1166 if (allow_ego && (wish_ego || e_ids.size() > 0)) {
1167 if (must || ok_ego) {
1168 if (e_ids.size() > 0) {
1170 o_ptr->ego_idx = e_ids[0];
1171 apply_ego(o_ptr, player_ptr->current_floor_ptr->base_level);
1173 int max_roll = 1000;
1175 for (i = 0; i < max_roll; i++) {
1177 ItemMagicApplier(player_ptr, o_ptr, baseitem.level, AM_GREAT | AM_NO_FIXED_ART).execute();
1178 if (o_ptr->is_random_artifact()) {
1186 EgoType e_idx = EgoType::NONE;
1187 for (auto e : e_ids) {
1188 if (o_ptr->ego_idx == e) {
1194 if (e_idx != EgoType::NONE) {
1199 if (i == max_roll) {
1200 msg_print(_("失敗!もう一度願ってみてください。", "Failed! Try again."));
1201 return WishResultType::FAIL;
1205 wishing_puff_of_smoke();
1208 res = WishResultType::EGO;
1210 for (int i = 0; i < 100; i++) {
1212 ItemMagicApplier(player_ptr, o_ptr, 0, AM_NO_FIXED_ART).execute();
1213 if (!o_ptr->is_cursed()) {
1217 res = WishResultType::NORMAL;
1220 if (blessed && wield_slot(player_ptr, o_ptr) != -1) {
1221 o_ptr->art_flags.set(TR_BLESSED);
1224 if (fixed && wield_slot(player_ptr, o_ptr) != -1) {
1225 o_ptr->art_flags.set(TR_IGNORE_ACID);
1226 o_ptr->art_flags.set(TR_IGNORE_FIRE);
1229 (void)drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1234 msg_print(_("うーん、そんなものは存在しないようだ。", "Ummmm, that is not existing..."));
1235 return WishResultType::FAIL;