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-mark-types.h"
28 #include "object/object-value.h"
29 #include "spell-kind/spells-perception.h"
30 #include "spell/spells-object.h"
31 #include "system/alloc-entries.h"
32 #include "system/artifact-type-definition.h"
33 #include "system/baseitem-info-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 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 */
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().data(), 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(artifacts_info.rbegin()->first);
181 int int_a_idx = enum2i(reset_artifact_idx);
182 if (int_a_idx <= 0) {
183 if (!get_value("Artifact ID", 1, max_a_idx, &int_a_idx)) {
188 artifacts_info.at(i2enum<FixedArtifactId>(int_a_idx)).is_generated = aware;
189 msg_print(aware ? "Modified." : "Restored.");
193 * @brief オブジェクトに発動を追加する/変更する
194 * @param catser_ptr プレイヤー情報への参照ポインタ
196 void wiz_modify_item_activation(PlayerType *player_ptr)
198 auto q = _("どのアイテムの発動を変更しますか? ", "Which object? ");
199 auto s = _("発動を変更するアイテムがない。", "Nothing to do with.");
201 auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
207 if (!get_value("Activation ID", enum2i(RandomArtActType::NONE), enum2i(RandomArtActType::MAX) - 1, &val)) {
211 auto act_idx = i2enum<RandomArtActType>(val);
212 o_ptr->art_flags.set(TR_ACTIVATE);
213 o_ptr->activation_id = act_idx;
217 * @brief インベントリ内のアイテムを全て*鑑定*済みにする
218 * @param catser_ptr プレイヤー情報への参照ポインタ
220 void wiz_identify_full_inventory(PlayerType *player_ptr)
222 for (int i = 0; i < INVEN_TOTAL; i++) {
223 auto *o_ptr = &player_ptr->inventory_list[i];
228 auto k_ptr = &baseitems_info[o_ptr->k_idx];
229 k_ptr->aware = true; //!< @note 記録には残さないためTRUEを立てるのみ
230 set_bits(o_ptr->ident, IDENT_KNOWN | IDENT_FULL_KNOWN);
231 set_bits(o_ptr->marked, OM_TOUCHED);
234 /* Refrect item informaiton onto subwindows without updating inventory */
235 reset_bits(player_ptr->update, PU_COMBINE | PU_REORDER);
236 handle_stuff(player_ptr);
237 set_bits(player_ptr->update, PU_COMBINE | PU_REORDER);
238 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP);
242 * @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.
243 * @param tval ベースアイテムの大項目ID
244 * @param sval ベースアイテムの小項目ID
248 static void prt_alloc(ItemKindType tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
250 uint32_t rarity[BASEITEM_MAX_DEPTH]{};
251 uint32_t total[BASEITEM_MAX_DEPTH]{};
252 int32_t display[22]{};
255 for (auto i = 0; i < BASEITEM_MAX_DEPTH; i++) {
257 constexpr auto magnificant = CHANCE_BASEITEM_LEVEL_BOOST * BASEITEM_MAX_DEPTH;
258 for (const auto &entry : alloc_kind_table) {
260 if (entry.level <= i) {
261 prob = entry.prob1 * magnificant;
262 } else if (entry.level - 1 > 0) {
263 prob = entry.prob1 * i * BASEITEM_MAX_DEPTH / (entry.level - 1);
266 const auto &bi_ref = baseitems_info[entry.index];
267 total[i] += prob / magnificant;
268 total_frac += prob % magnificant;
270 BaseitemKey bi_key(tval, sval);
271 if (bi_ref.bi_key == bi_key) {
273 rarity[i] += prob / magnificant;
277 total[i] += total_frac / magnificant;
280 for (auto i = 0; i < 22; i++) {
281 auto possibility = 0;
282 for (int j = i * BASEITEM_MAX_DEPTH / 22; j < (i + 1) * BASEITEM_MAX_DEPTH / 22; j++) {
283 possibility += rarity[j] * 100000 / total[j];
286 display[i] = possibility / 5;
289 for (auto i = 0; i < 22; i++) {
290 term_putch(col, row + i + 1, TERM_WHITE, '|');
291 prt(format("%2dF", (i * 5)), row + i + 1, col);
292 if ((i * BASEITEM_MAX_DEPTH / 22 <= home) && (home < (i + 1) * BASEITEM_MAX_DEPTH / 22)) {
293 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
295 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
299 concptr r = "+---Rate---+";
304 * @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.
306 static void prt_binary(BIT_FLAGS flags, const int row, int col)
309 for (int i = bitmask = 1; i <= 32; i++, bitmask *= 2) {
310 if (flags & bitmask) {
311 term_putch(col++, row, TERM_BLUE, '*');
313 term_putch(col++, row, TERM_WHITE, '-');
319 * @brief アイテムの詳細ステータスを表示する /
320 * Change various "permanent" player variables.
321 * @param player_ptr プレイヤーへの参照ポインタ
322 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
324 static void wiz_display_item(PlayerType *player_ptr, ItemEntity *o_ptr)
326 auto flgs = object_flags(o_ptr);
327 auto get_seq_32bits = [](const TrFlags &flgs, uint start) {
328 BIT_FLAGS result = 0U;
329 for (auto i = 0U; i < 32 && start + i < flgs.size(); i++) {
330 if (flgs.has(i2enum<tr_type>(start + i))) {
337 for (int i = 1; i <= 23; i++) {
341 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
343 describe_flavor(player_ptr, buf, o_ptr, OD_STORE);
347 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d", o_ptr->k_idx, baseitems_info[o_ptr->k_idx].level, o_ptr->tval, o_ptr->sval), line, j);
348 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);
349 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);
350 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);
351 prt(format("ident = %04x activation_id = %-4d timeout = %-d", o_ptr->ident, o_ptr->activation_id, o_ptr->timeout), ++line, j);
352 prt(format("chest_level = %-4d fuel = %-d", o_ptr->chest_level, o_ptr->fuel), ++line, j);
353 prt(format("smith_hit = %-4d smith_damage = %-4d", o_ptr->smith_hit, o_ptr->smith_damage), ++line, j);
354 prt(format("cursed = %-d captured_monster_speed = %-4d", o_ptr->curse_flags, o_ptr->captured_monster_speed), ++line, j);
355 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);
357 prt("+------------FLAGS1------------+", ++line, j);
358 prt("AFFECT........SLAY........BRAND.", ++line, j);
359 prt(" mf cvae xsqpaefc", ++line, j);
360 prt("siwdccsossidsahanvudotgddhuoclio", ++line, j);
361 prt("tnieohtctrnipttmiinmrrnrrraiierl", ++line, j);
362 prt("rtsxnarelcfgdkcpmldncltggpksdced", ++line, j);
363 prt_binary(get_seq_32bits(flgs, 32 * 0), ++line, j);
365 prt("+------------FLAGS2------------+", ++line, j);
366 prt("SUST....IMMUN.RESIST............", ++line, j);
367 prt(" reaefctrpsaefcpfldbc sn ", ++line, j);
368 prt("siwdcciaclioheatcliooeialoshtncd", ++line, j);
369 prt("tnieohdsierlrfraierliatrnnnrhehi", ++line, j);
370 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", ++line, j);
371 prt_binary(get_seq_32bits(flgs, 32 * 1), ++line, j);
374 prt("+------------FLAGS3------------+", line, j + 32);
375 prt("fe cnn t stdrmsiiii d ab ", ++line, j + 32);
376 prt("aa aoomywhs lleeieihgggg rtgl ", ++line, j + 32);
377 prt("uu utmacaih eielgggonnnnaaere ", ++line, j + 32);
378 prt("rr reanurdo vtieeehtrrrrcilas ", ++line, j + 32);
379 prt("aa algarnew ienpsntsaefctnevs ", ++line, j + 32);
380 prt_binary(get_seq_32bits(flgs, 32 * 2), ++line, j + 32);
382 prt("+------------FLAGS4------------+", ++line, j + 32);
383 prt("KILL....ESP......... ", ++line, j + 32);
384 prt("aeud tghaud tgdhegnu ", ++line, j + 32);
385 prt("nvneoriunneoriruvoon ", ++line, j + 32);
386 prt("iidmroamidmroagmionq ", ++line, j + 32);
387 prt("mlenclnmmenclnnnldlu ", ++line, j + 32);
388 prt_binary(get_seq_32bits(flgs, 32 * 3), ++line, j + 32);
392 * @brief 検査対象のアイテムを基準とした生成テストを行う /
393 * Try to create an item again. Output some statistics. -Bernd-
394 * @param player_ptr プレイヤーへの参照ポインタ
395 * @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
396 * The statistics are correct now. We acquire a clean grid, and then
397 * repeatedly place an object in this grid, copying it into an item
398 * holder, and then deleting the object. We fiddle with the artifact
399 * counter flags to prevent weirdness. We use the items to collect
400 * statistics on item creation relative to the initial item.
402 static void wiz_statistics(PlayerType *player_ptr, ItemEntity *o_ptr)
404 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
405 concptr p = "Enter number of items to roll: ";
408 if (o_ptr->is_fixed_artifact()) {
409 artifacts_info.at(o_ptr->fixed_artifact_idx).is_generated = false;
412 uint32_t i, matches, better, worse, other, correct;
413 uint32_t test_roll = 1000000;
418 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
419 wiz_display_item(player_ptr, o_ptr);
420 if (!get_com(pmt, &ch, false)) {
424 if (ch == 'n' || ch == 'N') {
427 } else if (ch == 'g' || ch == 'G') {
430 } else if (ch == 'e' || ch == 'E') {
431 mode = AM_GOOD | AM_GREAT;
432 quality = "excellent";
437 sprintf(tmp_val, "%ld", (long int)test_roll);
438 if (get_string(p, tmp_val, 10)) {
439 test_roll = atol(tmp_val);
441 test_roll = std::max<uint>(1, test_roll);
442 msg_format("Creating a lot of %s items. Base level = %d.", quality, player_ptr->current_floor_ptr->dun_level);
445 correct = matches = better = worse = other = 0;
446 for (i = 0; i <= test_roll; i++) {
447 if ((i < 100) || (i % 100 == 0)) {
451 break; // stop rolling
454 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
459 auto *q_ptr = &forge;
461 make_object(player_ptr, q_ptr, mode);
462 if (q_ptr->is_fixed_artifact()) {
463 artifacts_info.at(q_ptr->fixed_artifact_idx).is_generated = false;
466 if ((o_ptr->tval != q_ptr->tval) || (o_ptr->sval != q_ptr->sval)) {
471 const auto is_same_fixed_artifact_idx = o_ptr->is_specific_artifact(q_ptr->fixed_artifact_idx);
472 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) {
474 } 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)) {
476 } 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 msg_format(q, i, correct, matches, better, worse, other);
487 if (o_ptr->is_fixed_artifact()) {
488 artifacts_info.at(o_ptr->fixed_artifact_idx).is_generated = true;
493 * @brief アイテムの質を選択して再生成する /
494 * Apply magic to an item or turn it into an artifact. -Bernd-
495 * @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
497 static void wiz_reroll_item(PlayerType *player_ptr, ItemEntity *o_ptr)
499 if (o_ptr->is_artifact()) {
506 q_ptr->copy_from(o_ptr);
509 bool changed = false;
511 wiz_display_item(player_ptr, q_ptr);
512 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, false)) {
513 if (q_ptr->is_fixed_artifact()) {
514 artifacts_info.at(q_ptr->fixed_artifact_idx).is_generated = false;
515 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
522 if (ch == 'A' || ch == 'a') {
527 if (q_ptr->is_fixed_artifact()) {
528 artifacts_info.at(q_ptr->fixed_artifact_idx).is_generated = false;
529 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
532 switch (tolower(ch)) {
533 /* Apply bad magic, but first clear object */
535 q_ptr->prep(o_ptr->k_idx);
536 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED).execute();
538 /* Apply bad magic, but first clear object */
540 q_ptr->prep(o_ptr->k_idx);
541 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED).execute();
543 /* Apply normal magic, but first clear object */
545 q_ptr->prep(o_ptr->k_idx);
546 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART).execute();
548 /* Apply good magic, but first clear object */
550 q_ptr->prep(o_ptr->k_idx);
551 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD).execute();
553 /* Apply great magic, but first clear object */
555 q_ptr->prep(o_ptr->k_idx);
556 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT).execute();
558 /* Apply special magic, but first clear object */
560 q_ptr->prep(o_ptr->k_idx);
561 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL).execute();
562 if (!q_ptr->is_artifact()) {
563 become_random_artifact(player_ptr, q_ptr, false);
571 q_ptr->iy = o_ptr->iy;
572 q_ptr->ix = o_ptr->ix;
573 q_ptr->marked = o_ptr->marked;
580 o_ptr->copy_from(q_ptr);
581 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
582 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_FLOOR_ITEM_LIST);
586 * @briefアイテムの基礎能力値を調整する / Tweak an item
587 * @param player_ptr プレイヤーへの参照ポインタ
588 * @param o_ptr 調整するアイテムの参照ポインタ
590 static void wiz_tweak_item(PlayerType *player_ptr, ItemEntity *o_ptr)
592 if (o_ptr->is_artifact()) {
596 concptr p = "Enter new 'pval' setting: ";
598 sprintf(tmp_val, "%d", o_ptr->pval);
599 if (!get_string(p, tmp_val, 5)) {
603 o_ptr->pval = clamp_cast<int16_t>(atoi(tmp_val));
604 wiz_display_item(player_ptr, o_ptr);
605 p = "Enter new 'to_a' setting: ";
606 sprintf(tmp_val, "%d", o_ptr->to_a);
607 if (!get_string(p, tmp_val, 5)) {
611 o_ptr->to_a = clamp_cast<int16_t>(atoi(tmp_val));
612 wiz_display_item(player_ptr, o_ptr);
613 p = "Enter new 'to_h' setting: ";
614 sprintf(tmp_val, "%d", o_ptr->to_h);
615 if (!get_string(p, tmp_val, 5)) {
619 o_ptr->to_h = clamp_cast<int16_t>(atoi(tmp_val));
620 wiz_display_item(player_ptr, o_ptr);
621 p = "Enter new 'to_d' setting: ";
622 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
623 if (!get_string(p, tmp_val, 5)) {
627 o_ptr->to_d = clamp_cast<int16_t>(atoi(tmp_val));
628 wiz_display_item(player_ptr, o_ptr);
632 * @brief 検査対象のアイテムの数を変更する /
633 * Change the quantity of a the item
634 * @param player_ptr プレイヤーへの参照ポインタ
635 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
637 static void wiz_quantity_item(ItemEntity *o_ptr)
639 if (o_ptr->is_artifact()) {
643 int tmp_qnt = o_ptr->number;
645 sprintf(tmp_val, "%d", (int)o_ptr->number);
646 if (get_string("Quantity: ", tmp_val, 2)) {
647 int tmp_int = atoi(tmp_val);
656 o_ptr->number = (byte)tmp_int;
659 if (o_ptr->tval == ItemKindType::ROD) {
660 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
665 * @brief アイテムを弄るデバッグコマンド
666 * Play with an item. Options include:
668 * - Output statistics (via wiz_roll_item)<br>
669 * - Reroll item (via wiz_reroll_item)<br>
670 * - Change properties (via wiz_tweak_item)<br>
671 * - Change the number of items (via wiz_quantity_item)<br>
673 void wiz_modify_item(PlayerType *player_ptr)
675 concptr q = "Play with which object? ";
676 concptr s = "You have nothing to play with.";
679 o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
689 q_ptr->copy_from(o_ptr);
691 bool changed = false;
693 wiz_display_item(player_ptr, q_ptr);
694 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, false)) {
699 if (ch == 'A' || ch == 'a') {
704 if (ch == 's' || ch == 'S') {
705 wiz_statistics(player_ptr, q_ptr);
708 if (ch == 'r' || ch == 'R') {
709 wiz_reroll_item(player_ptr, q_ptr);
712 if (ch == 't' || ch == 'T') {
713 wiz_tweak_item(player_ptr, q_ptr);
716 if (ch == 'q' || ch == 'Q') {
717 wiz_quantity_item(q_ptr);
723 msg_print("Changes accepted.");
725 o_ptr->copy_from(q_ptr);
726 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
727 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_FLOOR_ITEM_LIST);
729 msg_print("Changes ignored.");
734 * @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
736 static int is_slot_able_to_be_ego(PlayerType *player_ptr, ItemEntity *o_ptr)
738 int slot = wield_slot(player_ptr, o_ptr);
744 if ((o_ptr->tval == ItemKindType::SHOT) || (o_ptr->tval == ItemKindType::ARROW) || (o_ptr->tval == ItemKindType::BOLT)) {
752 * @brief 願ったが消えてしまった場合のメッセージ
754 static void wishing_puff_of_smoke(void)
756 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。",
757 "You feel something roll beneath your feet, but it disappears in a puff of smoke!"));
761 * @brief 願ったが消えてしまった場合のメッセージ
762 * @param player_ptr 願ったプレイヤー情報への参照ポインタ
763 * @param prob ★などを願った場合の生成確率
764 * @param art_ok アーティファクトの生成を許すならTRUE
765 * @param ego_ok エゴの生成を許すならTRUE
766 * @param confirm 願わない場合に確認するかどうか
769 WishResultType do_cmd_wishing(PlayerType *player_ptr, int prob, bool allow_art, bool allow_ego, bool confirm)
771 concptr fixed_str[] = {
788 char buf[MAX_NLEN] = "\0";
791 auto *o_ptr = &forge;
792 char o_name[MAX_NLEN];
794 bool wish_art = false;
795 bool wish_randart = false;
796 bool wish_ego = false;
797 bool exam_base = true;
798 bool ok_art = randint0(100) < prob;
799 bool ok_ego = randint0(100) < 50 + prob;
800 bool must = prob < 0;
801 bool blessed = false;
805 if (get_string(_("何をお望み? ", "For what do you wish?"), buf, (MAX_NLEN - 1))) {
809 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? "))) {
813 return WishResultType::NOTHING;
820 if (!strncmp(buf, "a ", 2)) {
821 str = ltrim(str + 1);
822 } else if (!strncmp(buf, "an ", 3)) {
823 str = ltrim(str + 2);
829 if (!strncmp(str, _("祝福された", "blessed"), _(10, 7))) {
830 str = ltrim(str + _(10, 7));
834 for (int i = 0; fixed_str[i] != nullptr; i++) {
835 int len = strlen(fixed_str[i]);
836 if (!strncmp(str, fixed_str[i], len)) {
837 str = ltrim(str + len);
844 if (!strncmp(str, "★", 2)) {
845 str = ltrim(str + 2);
851 if (!strncmp(str, _("☆", "The "), _(2, 4))) {
852 str = ltrim(str + _(2, 4));
857 /* wishing random ego ? */
858 else if (!strncmp(str, _("高級な", "excellent "), _(6, 9))) {
859 str = ltrim(str + _(6, 9));
863 if (strlen(str) < 1) {
864 msg_print(_("名前がない!", "What?"));
865 return WishResultType::NOTHING;
868 if (!allow_art && wish_art) {
869 msg_print(_("アーティファクトは願えない!", "You can not wish artifacts!"));
870 return WishResultType::NOTHING;
874 msg_format("Wishing %s....", buf);
877 std::vector<KIND_OBJECT_IDX> k_ids;
878 std::vector<EgoType> e_ids;
882 for (const auto &k_ref : baseitems_info) {
883 if (k_ref.idx == 0 || k_ref.name.empty()) {
887 o_ptr->prep(k_ref.idx);
888 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
893 msg_format("Matching object No.%d %s", k_ref.idx, o_name);
896 len = strlen(o_name);
898 if (_(!strrncmp(str, o_name, len), !strncmp(str, o_name, len))) {
900 k_ids.push_back(k_ref.idx);
906 if (allow_ego && k_ids.size() == 1) {
907 KIND_OBJECT_IDX k_idx = k_ids.back();
910 for (const auto &[e_idx, e_ref] : egos_info) {
911 if (e_ref.idx == EgoType::NONE || e_ref.name.empty()) {
915 strcpy(o_name, e_ref.name.data());
920 msg_format("matching ego no.%d %s...", e_ref.idx, o_name);
923 if (_(!strncmp(str, o_name, strlen(o_name)), !strrncmp(str, o_name, strlen(o_name)))) {
924 if (is_slot_able_to_be_ego(player_ptr, o_ptr) != e_ref.slot) {
928 e_ids.push_back(e_ref.idx);
934 std::vector<FixedArtifactId> a_ids;
937 char a_desc[MAX_NLEN] = "\0";
938 char *a_str = a_desc;
942 for (const auto &[a_idx, a_ref] : artifacts_info) {
943 if (a_idx == FixedArtifactId::NONE || a_ref.name.empty()) {
947 const auto bi_id = lookup_baseitem_id(a_ref.bi_key);
953 o_ptr->fixed_artifact_idx = a_idx;
955 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
960 strcpy(a_desc, a_ref.name.data());
967 if (!strncmp(a_str, "『", 2)) {
969 char *s = strstr(a_str, "』");
974 int l = strlen(a_str);
975 if (!strrncmp(a_str, "の", 2)) {
981 if (a_str[0] == '\'') {
983 char *s = strchr(a_desc, '\'');
987 else if (!strncmp(a_str, (const char *)"of ", 3)) {
995 msg_format("Matching artifact No.%d %s(%s)", a_idx, a_desc, _(&o_name[2], o_name));
998 std::vector<const char *> l = { a_str, a_ref.name.data(), _(&o_name[2], o_name) };
999 for (size_t c = 0; c < l.size(); c++) {
1000 if (!strcmp(str, l.at(c))) {
1001 len = strlen(l.at(c));
1003 a_ids.push_back(a_idx);
1011 if (w_ptr->wizard && (a_ids.size() > 1 || e_ids.size() > 1)) {
1012 msg_print(_("候補が多すぎる!", "Too many matches!"));
1013 return WishResultType::FAIL;
1016 if (a_ids.size() == 1) {
1017 const auto a_idx = a_ids.back();
1018 auto &a_ref = artifacts_info.at(a_idx);
1019 if (must || (ok_art && !a_ref.is_generated)) {
1020 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1022 wishing_puff_of_smoke();
1025 return WishResultType::ARTIFACT;
1028 if (!allow_ego && (wish_ego || e_ids.size() > 0)) {
1029 msg_print(_("エゴアイテムは願えない!", "Can not wish ego item."));
1030 return WishResultType::NOTHING;
1033 if (k_ids.size() == 1) {
1034 const auto k_idx = k_ids.back();
1035 const auto &k_ref = baseitems_info[k_idx];
1036 auto a_idx = FixedArtifactId::NONE;
1037 if (k_ref.gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
1038 for (const auto &[a_idx_loop, a_ref_loop] : artifacts_info) {
1039 if (a_idx_loop == FixedArtifactId::NONE || a_ref_loop.bi_key != k_ref.bi_key) {
1048 if (a_idx != FixedArtifactId::NONE) {
1049 const auto &a_ref = artifacts_info.at(a_idx);
1050 if (must || (ok_art && !a_ref.is_generated)) {
1051 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1053 wishing_puff_of_smoke();
1056 return WishResultType::ARTIFACT;
1060 if (must || ok_art) {
1063 ItemMagicApplier(player_ptr, o_ptr, k_ref.level, AM_SPECIAL | AM_NO_FIXED_ART).execute();
1064 } while (!o_ptr->art_name || o_ptr->is_ego() || o_ptr->is_cursed());
1066 if (o_ptr->art_name) {
1067 drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1070 wishing_puff_of_smoke();
1072 return WishResultType::ARTIFACT;
1075 WishResultType res = WishResultType::NOTHING;
1076 if (allow_ego && (wish_ego || e_ids.size() > 0)) {
1077 if (must || ok_ego) {
1078 if (e_ids.size() > 0) {
1080 o_ptr->ego_idx = e_ids[0];
1081 apply_ego(o_ptr, player_ptr->current_floor_ptr->base_level);
1083 int max_roll = 1000;
1085 for (i = 0; i < max_roll; i++) {
1087 ItemMagicApplier(player_ptr, o_ptr, k_ref.level, AM_GREAT | AM_NO_FIXED_ART).execute();
1088 if (o_ptr->art_name) {
1096 EgoType e_idx = EgoType::NONE;
1097 for (auto e : e_ids) {
1098 if (o_ptr->ego_idx == e) {
1104 if (e_idx != EgoType::NONE) {
1109 if (i == max_roll) {
1110 msg_print(_("失敗!もう一度願ってみてください。", "Failed! Try again."));
1111 return WishResultType::FAIL;
1115 wishing_puff_of_smoke();
1118 res = WishResultType::EGO;
1120 for (int i = 0; i < 100; i++) {
1122 ItemMagicApplier(player_ptr, o_ptr, 0, AM_NO_FIXED_ART).execute();
1123 if (!o_ptr->is_cursed()) {
1127 res = WishResultType::NORMAL;
1130 if (blessed && wield_slot(player_ptr, o_ptr) != -1) {
1131 o_ptr->art_flags.set(TR_BLESSED);
1134 if (fixed && wield_slot(player_ptr, o_ptr) != -1) {
1135 o_ptr->art_flags.set(TR_IGNORE_ACID);
1136 o_ptr->art_flags.set(TR_IGNORE_FIRE);
1139 (void)drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1144 msg_print(_("うーん、そんなものは存在しないようだ。", "Ummmm, that is not existing..."));
1145 return WishResultType::FAIL;