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/player-update-types.h"
8 #include "core/show-file.h"
9 #include "core/stuff-handler.h"
10 #include "core/window-redrawer.h"
11 #include "flavor/flavor-describer.h"
12 #include "flavor/object-flavor-types.h"
13 #include "floor/floor-object.h"
14 #include "game-option/cheat-options.h"
15 #include "inventory/inventory-slot-types.h"
16 #include "io/input-key-acceptor.h"
17 #include "io/input-key-requester.h"
18 #include "object-enchant/item-apply-magic.h"
19 #include "object-enchant/item-magic-applier.h"
20 #include "object-enchant/object-ego.h"
21 #include "object-enchant/special-object-flags.h"
22 #include "object-enchant/tr-types.h"
23 #include "object/item-use-flags.h"
24 #include "object/object-flags.h"
25 #include "object/object-info.h"
26 #include "object/object-kind-hook.h"
27 #include "object/object-kind.h"
28 #include "object/object-mark-types.h"
29 #include "object/object-value.h"
30 #include "spell-kind/spells-perception.h"
31 #include "spell/spells-object.h"
32 #include "system/alloc-entries.h"
33 #include "system/artifact-type-definition.h"
34 #include "system/floor-type-definition.h"
35 #include "system/object-type-definition.h"
36 #include "system/player-type-definition.h"
37 #include "system/system-variables.h"
38 #include "term/screen-processor.h"
39 #include "term/term-color-types.h"
40 #include "util/bit-flags-calculator.h"
41 #include "util/int-char-converter.h"
42 #include "util/string-processor.h"
43 #include "view/display-messages.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);
83 for (const auto &[symbol, desc] : wizard_sub_menu_table) {
85 ss << symbol << ") " << desc;
86 put_str(ss.str().c_str(), r++, c);
92 * @brief キャスト先の型の最小値、最大値でclampする。
97 return static_cast<T>(std::clamp(val,
98 static_cast<int>(std::numeric_limits<T>::min()),
99 static_cast<int>(std::numeric_limits<T>::max())));
102 void wiz_restore_aware_flag_of_fixed_arfifact(FixedArtifactId reset_artifact_idx, bool aware = false);
103 void wiz_modify_item_activation(PlayerType *player_ptr);
104 void wiz_identify_full_inventory(PlayerType *player_ptr);
107 * @brief ゲーム設定コマンドの入力を受け付ける
108 * @param player_ptr プレイヤーの情報へのポインタ
110 void wizard_item_modifier(PlayerType *player_ptr)
113 display_wizard_sub_menu();
116 get_com("Player Command: ", &cmd, false);
126 wiz_restore_aware_flag_of_fixed_arfifact(i2enum<FixedArtifactId>(command_arg));
129 wiz_restore_aware_flag_of_fixed_arfifact(i2enum<FixedArtifactId>(command_arg), true);
132 if (command_arg <= 0) {
136 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, true, false, true);
139 identify_fully(player_ptr, false);
142 if (command_arg <= 0) {
146 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, false, false, true);
149 (void)ident_spell(player_ptr, false);
152 wiz_identify_full_inventory(player_ptr);
155 wiz_learn_items_all(player_ptr);
158 if (command_arg <= 0) {
162 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, true, true, true);
165 wiz_modify_item_activation(player_ptr);
168 do_cmd_wishing(player_ptr, -1, true, true, true);
174 * @brief 固定アーティファクトの出現フラグをリセットする
175 * @param a_idx 指定したアーティファクトID
176 * @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.
178 void wiz_restore_aware_flag_of_fixed_arfifact(FixedArtifactId reset_artifact_idx, bool aware)
180 auto max_a_idx = enum2i(a_info.rbegin()->first);
181 auto int_a_idx = enum2i(reset_artifact_idx);
182 if (int_a_idx <= 0) {
184 sprintf(tmp, "Artifact ID (1-%d): ", max_a_idx);
185 char tmp_val[10] = "";
186 if (!get_string(tmp, tmp_val, 3)) {
190 int_a_idx = static_cast<short>(atoi(tmp_val));
193 if ((int_a_idx <= 0) || (int_a_idx > static_cast<short>(max_a_idx))) {
194 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."), max_a_idx);
198 a_info.at(i2enum<FixedArtifactId>(int_a_idx)).is_generated = aware;
199 msg_print(aware ? "Modified." : "Restored.");
203 * @brief オブジェクトに発動を追加する/変更する
204 * @param catser_ptr プレイヤー情報への参照ポインタ
206 void wiz_modify_item_activation(PlayerType *player_ptr)
208 auto q = _("どのアイテムの発動を変更しますか? ", "Which object? ");
209 auto s = _("発動を変更するアイテムがない。", "Nothing to do with.");
211 auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
217 if (!get_value("Activation ID", enum2i(RandomArtActType::NONE), enum2i(RandomArtActType::MAX) - 1, &val)) {
221 auto act_idx = i2enum<RandomArtActType>(val);
222 o_ptr->art_flags.set(TR_ACTIVATE);
223 o_ptr->activation_id = act_idx;
227 * @brief インベントリ内のアイテムを全て*鑑定*済みにする
228 * @param catser_ptr プレイヤー情報への参照ポインタ
230 void wiz_identify_full_inventory(PlayerType *player_ptr)
232 for (int i = 0; i < INVEN_TOTAL; i++) {
233 auto *o_ptr = &player_ptr->inventory_list[i];
238 auto k_ptr = &k_info[o_ptr->k_idx];
239 k_ptr->aware = true; //!< @note 記録には残さないためTRUEを立てるのみ
240 set_bits(o_ptr->ident, IDENT_KNOWN | IDENT_FULL_KNOWN);
241 set_bits(o_ptr->marked, OM_TOUCHED);
244 /* Refrect item informaiton onto subwindows without updating inventory */
245 reset_bits(player_ptr->update, PU_COMBINE | PU_REORDER);
246 handle_stuff(player_ptr);
247 set_bits(player_ptr->update, PU_COMBINE | PU_REORDER);
248 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP);
252 * @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.
253 * @param tval ベースアイテムの大項目ID
254 * @param sval ベースアイテムの小項目ID
258 static void prt_alloc(ItemKindType tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
260 uint32_t rarity[K_MAX_DEPTH] = {};
261 uint32_t total[K_MAX_DEPTH] = {};
262 int32_t display[22] = {};
265 for (int i = 0; i < K_MAX_DEPTH; i++) {
268 for (const auto &entry : alloc_kind_table) {
271 if (entry.level <= i) {
272 prob = entry.prob1 * GREAT_OBJ * K_MAX_DEPTH;
273 } else if (entry.level - 1 > 0) {
274 prob = entry.prob1 * i * K_MAX_DEPTH / (entry.level - 1);
277 k_ptr = &k_info[entry.index];
279 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
280 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
282 if ((k_ptr->tval == tval) && (k_ptr->sval == sval)) {
284 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
288 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
291 for (int i = 0; i < 22; i++) {
293 for (int j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++) {
294 possibility += rarity[j] * 100000 / total[j];
297 display[i] = possibility / 5;
300 for (int i = 0; i < 22; i++) {
301 term_putch(col, row + i + 1, TERM_WHITE, '|');
302 prt(format("%2dF", (i * 5)), row + i + 1, col);
303 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22)) {
304 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
306 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
310 concptr r = "+---Rate---+";
315 * @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.
317 static void prt_binary(BIT_FLAGS flags, const int row, int col)
320 for (int i = bitmask = 1; i <= 32; i++, bitmask *= 2) {
321 if (flags & bitmask) {
322 term_putch(col++, row, TERM_BLUE, '*');
324 term_putch(col++, row, TERM_WHITE, '-');
330 * @brief アイテムの詳細ステータスを表示する /
331 * Change various "permanent" player variables.
332 * @param player_ptr プレイヤーへの参照ポインタ
333 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
335 static void wiz_display_item(PlayerType *player_ptr, ObjectType *o_ptr)
337 auto flgs = object_flags(o_ptr);
338 auto get_seq_32bits = [](const TrFlags &flgs, uint start) {
339 BIT_FLAGS result = 0U;
340 for (auto i = 0U; i < 32 && start + i < flgs.size(); i++) {
341 if (flgs.has(i2enum<tr_type>(start + i))) {
348 for (int i = 1; i <= 23; i++) {
352 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
354 describe_flavor(player_ptr, buf, o_ptr, OD_STORE);
358 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), line, j);
359 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);
360 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);
361 prt(format("fixed_artifact_idx = %-4d ego_idx = %-4d cost = %ld", o_ptr->fixed_artifact_idx, o_ptr->ego_idx, object_value_real(o_ptr)), ++line, j);
362 prt(format("ident = %04x activation_id = %-4d timeout = %-d", o_ptr->ident, o_ptr->activation_id, o_ptr->timeout), ++line, j);
363 prt(format("chest_level = %-4d fuel = %-d", o_ptr->chest_level, o_ptr->fuel), ++line, j);
364 prt(format("smith_hit = %-4d smith_damage = %-4d", o_ptr->smith_hit, o_ptr->smith_damage), ++line, j);
365 prt(format("cursed = %-d captured_monster_speed = %-4d", o_ptr->curse_flags, o_ptr->captured_monster_speed), ++line, j);
366 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);
368 prt("+------------FLAGS1------------+", ++line, j);
369 prt("AFFECT........SLAY........BRAND.", ++line, j);
370 prt(" mf cvae xsqpaefc", ++line, j);
371 prt("siwdccsossidsahanvudotgddhuoclio", ++line, j);
372 prt("tnieohtctrnipttmiinmrrnrrraiierl", ++line, j);
373 prt("rtsxnarelcfgdkcpmldncltggpksdced", ++line, j);
374 prt_binary(get_seq_32bits(flgs, 32 * 0), ++line, j);
376 prt("+------------FLAGS2------------+", ++line, j);
377 prt("SUST....IMMUN.RESIST............", ++line, j);
378 prt(" reaefctrpsaefcpfldbc sn ", ++line, j);
379 prt("siwdcciaclioheatcliooeialoshtncd", ++line, j);
380 prt("tnieohdsierlrfraierliatrnnnrhehi", ++line, j);
381 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", ++line, j);
382 prt_binary(get_seq_32bits(flgs, 32 * 1), ++line, j);
385 prt("+------------FLAGS3------------+", line, j + 32);
386 prt("fe cnn t stdrmsiiii d ab ", ++line, j + 32);
387 prt("aa aoomywhs lleeieihgggg rtgl ", ++line, j + 32);
388 prt("uu utmacaih eielgggonnnnaaere ", ++line, j + 32);
389 prt("rr reanurdo vtieeehtrrrrcilas ", ++line, j + 32);
390 prt("aa algarnew ienpsntsaefctnevs ", ++line, j + 32);
391 prt_binary(get_seq_32bits(flgs, 32 * 2), ++line, j + 32);
393 prt("+------------FLAGS4------------+", ++line, j + 32);
394 prt("KILL....ESP......... ", ++line, j + 32);
395 prt("aeud tghaud tgdhegnu ", ++line, j + 32);
396 prt("nvneoriunneoriruvoon ", ++line, j + 32);
397 prt("iidmroamidmroagmionq ", ++line, j + 32);
398 prt("mlenclnmmenclnnnldlu ", ++line, j + 32);
399 prt_binary(get_seq_32bits(flgs, 32 * 3), ++line, j + 32);
403 * @brief 検査対象のアイテムを基準とした生成テストを行う /
404 * Try to create an item again. Output some statistics. -Bernd-
405 * @param player_ptr プレイヤーへの参照ポインタ
406 * @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
407 * The statistics are correct now. We acquire a clean grid, and then
408 * repeatedly place an object in this grid, copying it into an item
409 * holder, and then deleting the object. We fiddle with the artifact
410 * counter flags to prevent weirdness. We use the items to collect
411 * statistics on item creation relative to the initial item.
413 static void wiz_statistics(PlayerType *player_ptr, ObjectType *o_ptr)
415 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
416 concptr p = "Enter number of items to roll: ";
419 if (o_ptr->is_fixed_artifact()) {
420 a_info.at(o_ptr->fixed_artifact_idx).is_generated = false;
423 uint32_t i, matches, better, worse, other, correct;
424 uint32_t test_roll = 1000000;
429 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
430 wiz_display_item(player_ptr, o_ptr);
431 if (!get_com(pmt, &ch, false)) {
435 if (ch == 'n' || ch == 'N') {
438 } else if (ch == 'g' || ch == 'G') {
441 } else if (ch == 'e' || ch == 'E') {
442 mode = AM_GOOD | AM_GREAT;
443 quality = "excellent";
448 sprintf(tmp_val, "%ld", (long int)test_roll);
449 if (get_string(p, tmp_val, 10)) {
450 test_roll = atol(tmp_val);
452 test_roll = std::max<uint>(1, test_roll);
453 msg_format("Creating a lot of %s items. Base level = %d.", quality, player_ptr->current_floor_ptr->dun_level);
456 correct = matches = better = worse = other = 0;
457 for (i = 0; i <= test_roll; i++) {
458 if ((i < 100) || (i % 100 == 0)) {
462 break; // stop rolling
465 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
470 auto *q_ptr = &forge;
472 make_object(player_ptr, q_ptr, mode);
473 if (q_ptr->is_fixed_artifact()) {
474 a_info.at(q_ptr->fixed_artifact_idx).is_generated = false;
477 if ((o_ptr->tval != q_ptr->tval) || (o_ptr->sval != q_ptr->sval)) {
482 const auto is_same_fixed_artifact_idx = q_ptr->fixed_artifact_idx == o_ptr->fixed_artifact_idx;
483 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) {
485 } 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)) {
487 } 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)) {
494 msg_format(q, i, correct, matches, better, worse, other);
498 if (o_ptr->is_fixed_artifact()) {
499 a_info.at(o_ptr->fixed_artifact_idx).is_generated = true;
504 * @brief アイテムの質を選択して再生成する /
505 * Apply magic to an item or turn it into an artifact. -Bernd-
506 * @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
508 static void wiz_reroll_item(PlayerType *player_ptr, ObjectType *o_ptr)
510 if (o_ptr->is_artifact()) {
517 q_ptr->copy_from(o_ptr);
520 bool changed = false;
522 wiz_display_item(player_ptr, q_ptr);
523 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, false)) {
524 if (q_ptr->is_fixed_artifact()) {
525 a_info.at(q_ptr->fixed_artifact_idx).is_generated = false;
526 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
533 if (ch == 'A' || ch == 'a') {
538 if (q_ptr->is_fixed_artifact()) {
539 a_info.at(q_ptr->fixed_artifact_idx).is_generated = false;
540 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
543 switch (tolower(ch)) {
544 /* Apply bad magic, but first clear object */
546 q_ptr->prep(o_ptr->k_idx);
547 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED).execute();
549 /* Apply bad magic, but first clear object */
551 q_ptr->prep(o_ptr->k_idx);
552 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED).execute();
554 /* Apply normal magic, but first clear object */
556 q_ptr->prep(o_ptr->k_idx);
557 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART).execute();
559 /* Apply good magic, but first clear object */
561 q_ptr->prep(o_ptr->k_idx);
562 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD).execute();
564 /* Apply great magic, but first clear object */
566 q_ptr->prep(o_ptr->k_idx);
567 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT).execute();
569 /* Apply special magic, but first clear object */
571 q_ptr->prep(o_ptr->k_idx);
572 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL).execute();
573 if (!q_ptr->is_artifact()) {
574 become_random_artifact(player_ptr, q_ptr, false);
582 q_ptr->iy = o_ptr->iy;
583 q_ptr->ix = o_ptr->ix;
584 q_ptr->marked = o_ptr->marked;
591 o_ptr->copy_from(q_ptr);
592 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
593 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_FLOOR_ITEM_LIST);
597 * @briefアイテムの基礎能力値を調整する / Tweak an item
598 * @param player_ptr プレイヤーへの参照ポインタ
599 * @param o_ptr 調整するアイテムの参照ポインタ
601 static void wiz_tweak_item(PlayerType *player_ptr, ObjectType *o_ptr)
603 if (o_ptr->is_artifact()) {
607 concptr p = "Enter new 'pval' setting: ";
609 sprintf(tmp_val, "%d", o_ptr->pval);
610 if (!get_string(p, tmp_val, 5)) {
614 o_ptr->pval = clamp_cast<int16_t>(atoi(tmp_val));
615 wiz_display_item(player_ptr, o_ptr);
616 p = "Enter new 'to_a' setting: ";
617 sprintf(tmp_val, "%d", o_ptr->to_a);
618 if (!get_string(p, tmp_val, 5)) {
622 o_ptr->to_a = clamp_cast<int16_t>(atoi(tmp_val));
623 wiz_display_item(player_ptr, o_ptr);
624 p = "Enter new 'to_h' setting: ";
625 sprintf(tmp_val, "%d", o_ptr->to_h);
626 if (!get_string(p, tmp_val, 5)) {
630 o_ptr->to_h = clamp_cast<int16_t>(atoi(tmp_val));
631 wiz_display_item(player_ptr, o_ptr);
632 p = "Enter new 'to_d' setting: ";
633 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
634 if (!get_string(p, tmp_val, 5)) {
638 o_ptr->to_d = clamp_cast<int16_t>(atoi(tmp_val));
639 wiz_display_item(player_ptr, o_ptr);
643 * @brief 検査対象のアイテムの数を変更する /
644 * Change the quantity of a the item
645 * @param player_ptr プレイヤーへの参照ポインタ
646 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
648 static void wiz_quantity_item(ObjectType *o_ptr)
650 if (o_ptr->is_artifact()) {
654 int tmp_qnt = o_ptr->number;
656 sprintf(tmp_val, "%d", (int)o_ptr->number);
657 if (get_string("Quantity: ", tmp_val, 2)) {
658 int tmp_int = atoi(tmp_val);
667 o_ptr->number = (byte)tmp_int;
670 if (o_ptr->tval == ItemKindType::ROD) {
671 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
676 * @brief アイテムを弄るデバッグコマンド
677 * Play with an item. Options include:
679 * - Output statistics (via wiz_roll_item)<br>
680 * - Reroll item (via wiz_reroll_item)<br>
681 * - Change properties (via wiz_tweak_item)<br>
682 * - Change the number of items (via wiz_quantity_item)<br>
684 void wiz_modify_item(PlayerType *player_ptr)
686 concptr q = "Play with which object? ";
687 concptr s = "You have nothing to play with.";
690 o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
700 q_ptr->copy_from(o_ptr);
702 bool changed = false;
704 wiz_display_item(player_ptr, q_ptr);
705 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, false)) {
710 if (ch == 'A' || ch == 'a') {
715 if (ch == 's' || ch == 'S') {
716 wiz_statistics(player_ptr, q_ptr);
719 if (ch == 'r' || ch == 'R') {
720 wiz_reroll_item(player_ptr, q_ptr);
723 if (ch == 't' || ch == 'T') {
724 wiz_tweak_item(player_ptr, q_ptr);
727 if (ch == 'q' || ch == 'Q') {
728 wiz_quantity_item(q_ptr);
734 msg_print("Changes accepted.");
736 o_ptr->copy_from(q_ptr);
737 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
738 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_FLOOR_ITEM_LIST);
740 msg_print("Changes ignored.");
745 * @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
747 static int is_slot_able_to_be_ego(PlayerType *player_ptr, ObjectType *o_ptr)
749 int slot = wield_slot(player_ptr, o_ptr);
755 if ((o_ptr->tval == ItemKindType::SHOT) || (o_ptr->tval == ItemKindType::ARROW) || (o_ptr->tval == ItemKindType::BOLT)) {
763 * @brief 願ったが消えてしまった場合のメッセージ
765 static void wishing_puff_of_smoke(void)
767 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。",
768 "You feel something roll beneath your feet, but it disappears in a puff of smoke!"));
772 * @brief 願ったが消えてしまった場合のメッセージ
773 * @param player_ptr 願ったプレイヤー情報への参照ポインタ
774 * @param prob ★などを願った場合の生成確率
775 * @param art_ok アーティファクトの生成を許すならTRUE
776 * @param ego_ok エゴの生成を許すならTRUE
777 * @param confirm 願わない場合に確認するかどうか
780 WishResultType do_cmd_wishing(PlayerType *player_ptr, int prob, bool allow_art, bool allow_ego, bool confirm)
782 concptr fixed_str[] = {
799 char buf[MAX_NLEN] = "\0";
802 auto *o_ptr = &forge;
803 char o_name[MAX_NLEN];
805 bool wish_art = false;
806 bool wish_randart = false;
807 bool wish_ego = false;
808 bool exam_base = true;
809 bool ok_art = randint0(100) < prob;
810 bool ok_ego = randint0(100) < 50 + prob;
811 bool must = prob < 0;
812 bool blessed = false;
816 if (get_string(_("何をお望み? ", "For what do you wish?"), buf, (MAX_NLEN - 1))) {
820 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? "))) {
824 return WishResultType::NOTHING;
831 if (!strncmp(buf, "a ", 2)) {
832 str = ltrim(str + 1);
833 } else if (!strncmp(buf, "an ", 3)) {
834 str = ltrim(str + 2);
840 if (!strncmp(str, _("祝福された", "blessed"), _(10, 7))) {
841 str = ltrim(str + _(10, 7));
845 for (int i = 0; fixed_str[i] != nullptr; i++) {
846 int len = strlen(fixed_str[i]);
847 if (!strncmp(str, fixed_str[i], len)) {
848 str = ltrim(str + len);
855 if (!strncmp(str, "★", 2)) {
856 str = ltrim(str + 2);
862 if (!strncmp(str, _("☆", "The "), _(2, 4))) {
863 str = ltrim(str + _(2, 4));
868 /* wishing random ego ? */
869 else if (!strncmp(str, _("高級な", "excellent "), _(6, 9))) {
870 str = ltrim(str + _(6, 9));
874 if (strlen(str) < 1) {
875 msg_print(_("名前がない!", "What?"));
876 return WishResultType::NOTHING;
879 if (!allow_art && wish_art) {
880 msg_print(_("アーティファクトは願えない!", "You can not wish artifacts!"));
881 return WishResultType::NOTHING;
885 msg_format("Wishing %s....", buf);
888 std::vector<KIND_OBJECT_IDX> k_ids;
889 std::vector<EgoType> e_ids;
893 for (const auto &k_ref : k_info) {
894 if (k_ref.idx == 0 || k_ref.name.empty()) {
898 o_ptr->prep(k_ref.idx);
899 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
904 msg_format("Matching object No.%d %s", k_ref.idx, o_name);
907 len = strlen(o_name);
909 if (_(!strrncmp(str, o_name, len), !strncmp(str, o_name, len))) {
911 k_ids.push_back(k_ref.idx);
917 if (allow_ego && k_ids.size() == 1) {
918 KIND_OBJECT_IDX k_idx = k_ids.back();
921 for (const auto &[e_idx, e_ref] : e_info) {
922 if (e_ref.idx == EgoType::NONE || e_ref.name.empty()) {
926 strcpy(o_name, e_ref.name.c_str());
931 msg_format("matching ego no.%d %s...", e_ref.idx, o_name);
934 if (_(!strncmp(str, o_name, strlen(o_name)), !strrncmp(str, o_name, strlen(o_name)))) {
935 if (is_slot_able_to_be_ego(player_ptr, o_ptr) != e_ref.slot) {
939 e_ids.push_back(e_ref.idx);
945 std::vector<FixedArtifactId> a_ids;
948 char a_desc[MAX_NLEN] = "\0";
949 char *a_str = a_desc;
953 for (const auto &[a_idx, a_ref] : a_info) {
954 if (a_idx == FixedArtifactId::NONE || a_ref.name.empty()) {
958 KIND_OBJECT_IDX k_idx = lookup_kind(a_ref.tval, a_ref.sval);
964 o_ptr->fixed_artifact_idx = a_idx;
966 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
971 strcpy(a_desc, a_ref.name.c_str());
978 if (!strncmp(a_str, "『", 2)) {
980 char *s = strstr(a_str, "』");
985 int l = strlen(a_str);
986 if (!strrncmp(a_str, "の", 2)) {
992 if (a_str[0] == '\'') {
994 char *s = strchr(a_desc, '\'');
998 else if (!strncmp(a_str, (const char *)"of ", 3)) {
1006 msg_format("Matching artifact No.%d %s(%s)", a_idx, a_desc, _(&o_name[2], o_name));
1009 std::vector<const char *> l = { a_str, a_ref.name.c_str(), _(&o_name[2], o_name) };
1010 for (size_t c = 0; c < l.size(); c++) {
1011 if (!strcmp(str, l.at(c))) {
1012 len = strlen(l.at(c));
1014 a_ids.push_back(a_idx);
1022 if (w_ptr->wizard && (a_ids.size() > 1 || e_ids.size() > 1)) {
1023 msg_print(_("候補が多すぎる!", "Too many matches!"));
1024 return WishResultType::FAIL;
1027 if (a_ids.size() == 1) {
1028 const auto a_idx = a_ids.back();
1029 auto &a_ref = a_info.at(a_idx);
1030 if (must || (ok_art && !a_ref.is_generated)) {
1031 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1033 wishing_puff_of_smoke();
1036 return WishResultType::ARTIFACT;
1039 if (!allow_ego && (wish_ego || e_ids.size() > 0)) {
1040 msg_print(_("エゴアイテムは願えない!", "Can not wish ego item."));
1041 return WishResultType::NOTHING;
1044 if (k_ids.size() == 1) {
1045 KIND_OBJECT_IDX k_idx = k_ids.back();
1046 auto *k_ptr = &k_info[k_idx];
1048 FixedArtifactId a_idx = FixedArtifactId::NONE;
1049 if (k_ptr->gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
1050 for (const auto &[a_idx_loop, a_ref_loop] : a_info) {
1051 if (a_idx_loop == FixedArtifactId::NONE || a_ref_loop.tval != k_ptr->tval || a_ref_loop.sval != k_ptr->sval) {
1059 if (a_idx != FixedArtifactId::NONE) {
1060 auto &a_ref = a_info.at(a_idx);
1061 if (must || (ok_art && !a_ref.is_generated)) {
1062 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1064 wishing_puff_of_smoke();
1067 return WishResultType::ARTIFACT;
1071 if (must || ok_art) {
1072 bool is_fixed_artifact;
1075 ItemMagicApplier(player_ptr, o_ptr, k_ptr->level, AM_SPECIAL | AM_NO_FIXED_ART).execute();
1076 is_fixed_artifact = o_ptr->fixed_artifact_idx != FixedArtifactId::NONE;
1077 } while (!o_ptr->art_name || is_fixed_artifact || o_ptr->is_ego() || o_ptr->is_cursed());
1079 if (o_ptr->art_name) {
1080 drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1083 wishing_puff_of_smoke();
1085 return WishResultType::ARTIFACT;
1088 WishResultType res = WishResultType::NOTHING;
1089 if (allow_ego && (wish_ego || e_ids.size() > 0)) {
1090 if (must || ok_ego) {
1091 if (e_ids.size() > 0) {
1093 o_ptr->ego_idx = e_ids[0];
1094 apply_ego(o_ptr, player_ptr->current_floor_ptr->base_level);
1096 int max_roll = 1000;
1098 for (i = 0; i < max_roll; i++) {
1100 ItemMagicApplier(player_ptr, o_ptr, k_ptr->level, AM_GREAT | AM_NO_FIXED_ART).execute();
1101 const auto is_fixed_artifact = o_ptr->fixed_artifact_idx != FixedArtifactId::NONE;
1102 if (is_fixed_artifact || o_ptr->art_name) {
1110 EgoType e_idx = EgoType::NONE;
1111 for (auto e : e_ids) {
1112 if (o_ptr->ego_idx == e) {
1118 if (e_idx != EgoType::NONE) {
1123 if (i == max_roll) {
1124 msg_print(_("失敗!もう一度願ってみてください。", "Failed! Try again."));
1125 return WishResultType::FAIL;
1129 wishing_puff_of_smoke();
1132 res = WishResultType::EGO;
1134 for (int i = 0; i < 100; i++) {
1136 ItemMagicApplier(player_ptr, o_ptr, 0, AM_NO_FIXED_ART).execute();
1137 if (!o_ptr->is_cursed()) {
1141 res = WishResultType::NORMAL;
1144 if (blessed && wield_slot(player_ptr, o_ptr) != -1) {
1145 o_ptr->art_flags.set(TR_BLESSED);
1148 if (fixed && wield_slot(player_ptr, o_ptr) != -1) {
1149 o_ptr->art_flags.set(TR_IGNORE_ACID);
1150 o_ptr->art_flags.set(TR_IGNORE_FIRE);
1153 (void)drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1158 msg_print(_("うーん、そんなものは存在しないようだ。", "Ummmm, that is not existing..."));
1159 return WishResultType::FAIL;