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 #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().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[K_MAX_DEPTH] = {};
251 uint32_t total[K_MAX_DEPTH] = {};
252 int32_t display[22] = {};
255 for (int i = 0; i < K_MAX_DEPTH; i++) {
258 for (const auto &entry : alloc_kind_table) {
261 if (entry.level <= i) {
262 prob = entry.prob1 * CHANCE_BASEITEM_LEVEL_BOOST * K_MAX_DEPTH;
263 } else if (entry.level - 1 > 0) {
264 prob = entry.prob1 * i * K_MAX_DEPTH / (entry.level - 1);
267 k_ptr = &baseitems_info[entry.index];
269 total[i] += prob / (CHANCE_BASEITEM_LEVEL_BOOST * K_MAX_DEPTH);
270 total_frac += prob % (CHANCE_BASEITEM_LEVEL_BOOST * K_MAX_DEPTH);
272 if ((k_ptr->tval == tval) && (k_ptr->sval == sval)) {
274 rarity[i] += prob / (CHANCE_BASEITEM_LEVEL_BOOST * K_MAX_DEPTH);
278 total[i] += total_frac / (CHANCE_BASEITEM_LEVEL_BOOST * K_MAX_DEPTH);
281 for (int i = 0; i < 22; i++) {
283 for (int j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++) {
284 possibility += rarity[j] * 100000 / total[j];
287 display[i] = possibility / 5;
290 for (int i = 0; i < 22; i++) {
291 term_putch(col, row + i + 1, TERM_WHITE, '|');
292 prt(format("%2dF", (i * 5)), row + i + 1, col);
293 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22)) {
294 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
296 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) {
311 if (flags & bitmask) {
312 term_putch(col++, row, TERM_BLUE, '*');
314 term_putch(col++, row, TERM_WHITE, '-');
320 * @brief アイテムの詳細ステータスを表示する /
321 * Change various "permanent" player variables.
322 * @param player_ptr プレイヤーへの参照ポインタ
323 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
325 static void wiz_display_item(PlayerType *player_ptr, ObjectType *o_ptr)
327 auto flgs = object_flags(o_ptr);
328 auto get_seq_32bits = [](const TrFlags &flgs, uint start) {
329 BIT_FLAGS result = 0U;
330 for (auto i = 0U; i < 32 && start + i < flgs.size(); i++) {
331 if (flgs.has(i2enum<tr_type>(start + i))) {
338 for (int i = 1; i <= 23; i++) {
342 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
344 describe_flavor(player_ptr, buf, o_ptr, OD_STORE);
348 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);
349 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);
350 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);
351 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);
352 prt(format("ident = %04x activation_id = %-4d timeout = %-d", o_ptr->ident, o_ptr->activation_id, o_ptr->timeout), ++line, j);
353 prt(format("chest_level = %-4d fuel = %-d", o_ptr->chest_level, o_ptr->fuel), ++line, j);
354 prt(format("smith_hit = %-4d smith_damage = %-4d", o_ptr->smith_hit, o_ptr->smith_damage), ++line, j);
355 prt(format("cursed = %-d captured_monster_speed = %-4d", o_ptr->curse_flags, o_ptr->captured_monster_speed), ++line, j);
356 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);
358 prt("+------------FLAGS1------------+", ++line, j);
359 prt("AFFECT........SLAY........BRAND.", ++line, j);
360 prt(" mf cvae xsqpaefc", ++line, j);
361 prt("siwdccsossidsahanvudotgddhuoclio", ++line, j);
362 prt("tnieohtctrnipttmiinmrrnrrraiierl", ++line, j);
363 prt("rtsxnarelcfgdkcpmldncltggpksdced", ++line, j);
364 prt_binary(get_seq_32bits(flgs, 32 * 0), ++line, j);
366 prt("+------------FLAGS2------------+", ++line, j);
367 prt("SUST....IMMUN.RESIST............", ++line, j);
368 prt(" reaefctrpsaefcpfldbc sn ", ++line, j);
369 prt("siwdcciaclioheatcliooeialoshtncd", ++line, j);
370 prt("tnieohdsierlrfraierliatrnnnrhehi", ++line, j);
371 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", ++line, j);
372 prt_binary(get_seq_32bits(flgs, 32 * 1), ++line, j);
375 prt("+------------FLAGS3------------+", line, j + 32);
376 prt("fe cnn t stdrmsiiii d ab ", ++line, j + 32);
377 prt("aa aoomywhs lleeieihgggg rtgl ", ++line, j + 32);
378 prt("uu utmacaih eielgggonnnnaaere ", ++line, j + 32);
379 prt("rr reanurdo vtieeehtrrrrcilas ", ++line, j + 32);
380 prt("aa algarnew ienpsntsaefctnevs ", ++line, j + 32);
381 prt_binary(get_seq_32bits(flgs, 32 * 2), ++line, j + 32);
383 prt("+------------FLAGS4------------+", ++line, j + 32);
384 prt("KILL....ESP......... ", ++line, j + 32);
385 prt("aeud tghaud tgdhegnu ", ++line, j + 32);
386 prt("nvneoriunneoriruvoon ", ++line, j + 32);
387 prt("iidmroamidmroagmionq ", ++line, j + 32);
388 prt("mlenclnmmenclnnnldlu ", ++line, j + 32);
389 prt_binary(get_seq_32bits(flgs, 32 * 3), ++line, j + 32);
393 * @brief 検査対象のアイテムを基準とした生成テストを行う /
394 * Try to create an item again. Output some statistics. -Bernd-
395 * @param player_ptr プレイヤーへの参照ポインタ
396 * @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
397 * The statistics are correct now. We acquire a clean grid, and then
398 * repeatedly place an object in this grid, copying it into an item
399 * holder, and then deleting the object. We fiddle with the artifact
400 * counter flags to prevent weirdness. We use the items to collect
401 * statistics on item creation relative to the initial item.
403 static void wiz_statistics(PlayerType *player_ptr, ObjectType *o_ptr)
405 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
406 concptr p = "Enter number of items to roll: ";
409 if (o_ptr->is_fixed_artifact()) {
410 artifacts_info.at(o_ptr->fixed_artifact_idx).is_generated = false;
413 uint32_t i, matches, better, worse, other, correct;
414 uint32_t test_roll = 1000000;
419 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
420 wiz_display_item(player_ptr, o_ptr);
421 if (!get_com(pmt, &ch, false)) {
425 if (ch == 'n' || ch == 'N') {
428 } else if (ch == 'g' || ch == 'G') {
431 } else if (ch == 'e' || ch == 'E') {
432 mode = AM_GOOD | AM_GREAT;
433 quality = "excellent";
438 sprintf(tmp_val, "%ld", (long int)test_roll);
439 if (get_string(p, tmp_val, 10)) {
440 test_roll = atol(tmp_val);
442 test_roll = std::max<uint>(1, test_roll);
443 msg_format("Creating a lot of %s items. Base level = %d.", quality, player_ptr->current_floor_ptr->dun_level);
446 correct = matches = better = worse = other = 0;
447 for (i = 0; i <= test_roll; i++) {
448 if ((i < 100) || (i % 100 == 0)) {
452 break; // stop rolling
455 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
460 auto *q_ptr = &forge;
462 make_object(player_ptr, q_ptr, mode);
463 if (q_ptr->is_fixed_artifact()) {
464 artifacts_info.at(q_ptr->fixed_artifact_idx).is_generated = false;
467 if ((o_ptr->tval != q_ptr->tval) || (o_ptr->sval != q_ptr->sval)) {
472 const auto is_same_fixed_artifact_idx = o_ptr->is_specific_artifact(q_ptr->fixed_artifact_idx);
473 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) {
475 } 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)) {
477 } 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)) {
484 msg_format(q, i, correct, matches, better, worse, other);
488 if (o_ptr->is_fixed_artifact()) {
489 artifacts_info.at(o_ptr->fixed_artifact_idx).is_generated = true;
494 * @brief アイテムの質を選択して再生成する /
495 * Apply magic to an item or turn it into an artifact. -Bernd-
496 * @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
498 static void wiz_reroll_item(PlayerType *player_ptr, ObjectType *o_ptr)
500 if (o_ptr->is_artifact()) {
507 q_ptr->copy_from(o_ptr);
510 bool changed = false;
512 wiz_display_item(player_ptr, q_ptr);
513 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, false)) {
514 if (q_ptr->is_fixed_artifact()) {
515 artifacts_info.at(q_ptr->fixed_artifact_idx).is_generated = false;
516 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
523 if (ch == 'A' || ch == 'a') {
528 if (q_ptr->is_fixed_artifact()) {
529 artifacts_info.at(q_ptr->fixed_artifact_idx).is_generated = false;
530 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
533 switch (tolower(ch)) {
534 /* Apply bad magic, but first clear object */
536 q_ptr->prep(o_ptr->k_idx);
537 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED).execute();
539 /* Apply bad magic, but first clear object */
541 q_ptr->prep(o_ptr->k_idx);
542 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED).execute();
544 /* Apply normal 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).execute();
549 /* Apply good 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).execute();
554 /* Apply great 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 | AM_GOOD | AM_GREAT).execute();
559 /* Apply special 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_GOOD | AM_GREAT | AM_SPECIAL).execute();
563 if (!q_ptr->is_artifact()) {
564 become_random_artifact(player_ptr, q_ptr, false);
572 q_ptr->iy = o_ptr->iy;
573 q_ptr->ix = o_ptr->ix;
574 q_ptr->marked = o_ptr->marked;
581 o_ptr->copy_from(q_ptr);
582 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
583 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_FLOOR_ITEM_LIST);
587 * @briefアイテムの基礎能力値を調整する / Tweak an item
588 * @param player_ptr プレイヤーへの参照ポインタ
589 * @param o_ptr 調整するアイテムの参照ポインタ
591 static void wiz_tweak_item(PlayerType *player_ptr, ObjectType *o_ptr)
593 if (o_ptr->is_artifact()) {
597 concptr p = "Enter new 'pval' setting: ";
599 sprintf(tmp_val, "%d", o_ptr->pval);
600 if (!get_string(p, tmp_val, 5)) {
604 o_ptr->pval = clamp_cast<int16_t>(atoi(tmp_val));
605 wiz_display_item(player_ptr, o_ptr);
606 p = "Enter new 'to_a' setting: ";
607 sprintf(tmp_val, "%d", o_ptr->to_a);
608 if (!get_string(p, tmp_val, 5)) {
612 o_ptr->to_a = clamp_cast<int16_t>(atoi(tmp_val));
613 wiz_display_item(player_ptr, o_ptr);
614 p = "Enter new 'to_h' setting: ";
615 sprintf(tmp_val, "%d", o_ptr->to_h);
616 if (!get_string(p, tmp_val, 5)) {
620 o_ptr->to_h = clamp_cast<int16_t>(atoi(tmp_val));
621 wiz_display_item(player_ptr, o_ptr);
622 p = "Enter new 'to_d' setting: ";
623 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
624 if (!get_string(p, tmp_val, 5)) {
628 o_ptr->to_d = clamp_cast<int16_t>(atoi(tmp_val));
629 wiz_display_item(player_ptr, o_ptr);
633 * @brief 検査対象のアイテムの数を変更する /
634 * Change the quantity of a the item
635 * @param player_ptr プレイヤーへの参照ポインタ
636 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
638 static void wiz_quantity_item(ObjectType *o_ptr)
640 if (o_ptr->is_artifact()) {
644 int tmp_qnt = o_ptr->number;
646 sprintf(tmp_val, "%d", (int)o_ptr->number);
647 if (get_string("Quantity: ", tmp_val, 2)) {
648 int tmp_int = atoi(tmp_val);
657 o_ptr->number = (byte)tmp_int;
660 if (o_ptr->tval == ItemKindType::ROD) {
661 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
666 * @brief アイテムを弄るデバッグコマンド
667 * Play with an item. Options include:
669 * - Output statistics (via wiz_roll_item)<br>
670 * - Reroll item (via wiz_reroll_item)<br>
671 * - Change properties (via wiz_tweak_item)<br>
672 * - Change the number of items (via wiz_quantity_item)<br>
674 void wiz_modify_item(PlayerType *player_ptr)
676 concptr q = "Play with which object? ";
677 concptr s = "You have nothing to play with.";
680 o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
690 q_ptr->copy_from(o_ptr);
692 bool changed = false;
694 wiz_display_item(player_ptr, q_ptr);
695 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, false)) {
700 if (ch == 'A' || ch == 'a') {
705 if (ch == 's' || ch == 'S') {
706 wiz_statistics(player_ptr, q_ptr);
709 if (ch == 'r' || ch == 'R') {
710 wiz_reroll_item(player_ptr, q_ptr);
713 if (ch == 't' || ch == 'T') {
714 wiz_tweak_item(player_ptr, q_ptr);
717 if (ch == 'q' || ch == 'Q') {
718 wiz_quantity_item(q_ptr);
724 msg_print("Changes accepted.");
726 o_ptr->copy_from(q_ptr);
727 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
728 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_FLOOR_ITEM_LIST);
730 msg_print("Changes ignored.");
735 * @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
737 static int is_slot_able_to_be_ego(PlayerType *player_ptr, ObjectType *o_ptr)
739 int slot = wield_slot(player_ptr, o_ptr);
745 if ((o_ptr->tval == ItemKindType::SHOT) || (o_ptr->tval == ItemKindType::ARROW) || (o_ptr->tval == ItemKindType::BOLT)) {
753 * @brief 願ったが消えてしまった場合のメッセージ
755 static void wishing_puff_of_smoke(void)
757 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。",
758 "You feel something roll beneath your feet, but it disappears in a puff of smoke!"));
762 * @brief 願ったが消えてしまった場合のメッセージ
763 * @param player_ptr 願ったプレイヤー情報への参照ポインタ
764 * @param prob ★などを願った場合の生成確率
765 * @param art_ok アーティファクトの生成を許すならTRUE
766 * @param ego_ok エゴの生成を許すならTRUE
767 * @param confirm 願わない場合に確認するかどうか
770 WishResultType do_cmd_wishing(PlayerType *player_ptr, int prob, bool allow_art, bool allow_ego, bool confirm)
772 concptr fixed_str[] = {
789 char buf[MAX_NLEN] = "\0";
792 auto *o_ptr = &forge;
793 char o_name[MAX_NLEN];
795 bool wish_art = false;
796 bool wish_randart = false;
797 bool wish_ego = false;
798 bool exam_base = true;
799 bool ok_art = randint0(100) < prob;
800 bool ok_ego = randint0(100) < 50 + prob;
801 bool must = prob < 0;
802 bool blessed = false;
806 if (get_string(_("何をお望み? ", "For what do you wish?"), buf, (MAX_NLEN - 1))) {
810 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? "))) {
814 return WishResultType::NOTHING;
821 if (!strncmp(buf, "a ", 2)) {
822 str = ltrim(str + 1);
823 } else if (!strncmp(buf, "an ", 3)) {
824 str = ltrim(str + 2);
830 if (!strncmp(str, _("祝福された", "blessed"), _(10, 7))) {
831 str = ltrim(str + _(10, 7));
835 for (int i = 0; fixed_str[i] != nullptr; i++) {
836 int len = strlen(fixed_str[i]);
837 if (!strncmp(str, fixed_str[i], len)) {
838 str = ltrim(str + len);
845 if (!strncmp(str, "★", 2)) {
846 str = ltrim(str + 2);
852 if (!strncmp(str, _("☆", "The "), _(2, 4))) {
853 str = ltrim(str + _(2, 4));
858 /* wishing random ego ? */
859 else if (!strncmp(str, _("高級な", "excellent "), _(6, 9))) {
860 str = ltrim(str + _(6, 9));
864 if (strlen(str) < 1) {
865 msg_print(_("名前がない!", "What?"));
866 return WishResultType::NOTHING;
869 if (!allow_art && wish_art) {
870 msg_print(_("アーティファクトは願えない!", "You can not wish artifacts!"));
871 return WishResultType::NOTHING;
875 msg_format("Wishing %s....", buf);
878 std::vector<KIND_OBJECT_IDX> k_ids;
879 std::vector<EgoType> e_ids;
883 for (const auto &k_ref : baseitems_info) {
884 if (k_ref.idx == 0 || k_ref.name.empty()) {
888 o_ptr->prep(k_ref.idx);
889 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
894 msg_format("Matching object No.%d %s", k_ref.idx, o_name);
897 len = strlen(o_name);
899 if (_(!strrncmp(str, o_name, len), !strncmp(str, o_name, len))) {
901 k_ids.push_back(k_ref.idx);
907 if (allow_ego && k_ids.size() == 1) {
908 KIND_OBJECT_IDX k_idx = k_ids.back();
911 for (const auto &[e_idx, e_ref] : egos_info) {
912 if (e_ref.idx == EgoType::NONE || e_ref.name.empty()) {
916 strcpy(o_name, e_ref.name.data());
921 msg_format("matching ego no.%d %s...", e_ref.idx, o_name);
924 if (_(!strncmp(str, o_name, strlen(o_name)), !strrncmp(str, o_name, strlen(o_name)))) {
925 if (is_slot_able_to_be_ego(player_ptr, o_ptr) != e_ref.slot) {
929 e_ids.push_back(e_ref.idx);
935 std::vector<FixedArtifactId> a_ids;
938 char a_desc[MAX_NLEN] = "\0";
939 char *a_str = a_desc;
943 for (const auto &[a_idx, a_ref] : artifacts_info) {
944 if (a_idx == FixedArtifactId::NONE || a_ref.name.empty()) {
948 KIND_OBJECT_IDX k_idx = lookup_kind(a_ref.tval, a_ref.sval);
954 o_ptr->fixed_artifact_idx = a_idx;
956 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
961 strcpy(a_desc, a_ref.name.data());
968 if (!strncmp(a_str, "『", 2)) {
970 char *s = strstr(a_str, "』");
975 int l = strlen(a_str);
976 if (!strrncmp(a_str, "の", 2)) {
982 if (a_str[0] == '\'') {
984 char *s = strchr(a_desc, '\'');
988 else if (!strncmp(a_str, (const char *)"of ", 3)) {
996 msg_format("Matching artifact No.%d %s(%s)", a_idx, a_desc, _(&o_name[2], o_name));
999 std::vector<const char *> l = { a_str, a_ref.name.data(), _(&o_name[2], o_name) };
1000 for (size_t c = 0; c < l.size(); c++) {
1001 if (!strcmp(str, l.at(c))) {
1002 len = strlen(l.at(c));
1004 a_ids.push_back(a_idx);
1012 if (w_ptr->wizard && (a_ids.size() > 1 || e_ids.size() > 1)) {
1013 msg_print(_("候補が多すぎる!", "Too many matches!"));
1014 return WishResultType::FAIL;
1017 if (a_ids.size() == 1) {
1018 const auto a_idx = a_ids.back();
1019 auto &a_ref = artifacts_info.at(a_idx);
1020 if (must || (ok_art && !a_ref.is_generated)) {
1021 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1023 wishing_puff_of_smoke();
1026 return WishResultType::ARTIFACT;
1029 if (!allow_ego && (wish_ego || e_ids.size() > 0)) {
1030 msg_print(_("エゴアイテムは願えない!", "Can not wish ego item."));
1031 return WishResultType::NOTHING;
1034 if (k_ids.size() == 1) {
1035 KIND_OBJECT_IDX k_idx = k_ids.back();
1036 auto *k_ptr = &baseitems_info[k_idx];
1038 FixedArtifactId a_idx = FixedArtifactId::NONE;
1039 if (k_ptr->gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
1040 for (const auto &[a_idx_loop, a_ref_loop] : artifacts_info) {
1041 if (a_idx_loop == FixedArtifactId::NONE || a_ref_loop.tval != k_ptr->tval || a_ref_loop.sval != k_ptr->sval) {
1049 if (a_idx != FixedArtifactId::NONE) {
1050 auto &a_ref = artifacts_info.at(a_idx);
1051 if (must || (ok_art && !a_ref.is_generated)) {
1052 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1054 wishing_puff_of_smoke();
1057 return WishResultType::ARTIFACT;
1061 if (must || ok_art) {
1064 ItemMagicApplier(player_ptr, o_ptr, k_ptr->level, AM_SPECIAL | AM_NO_FIXED_ART).execute();
1065 } while (!o_ptr->art_name || o_ptr->is_ego() || o_ptr->is_cursed());
1067 if (o_ptr->art_name) {
1068 drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1071 wishing_puff_of_smoke();
1073 return WishResultType::ARTIFACT;
1076 WishResultType res = WishResultType::NOTHING;
1077 if (allow_ego && (wish_ego || e_ids.size() > 0)) {
1078 if (must || ok_ego) {
1079 if (e_ids.size() > 0) {
1081 o_ptr->ego_idx = e_ids[0];
1082 apply_ego(o_ptr, player_ptr->current_floor_ptr->base_level);
1084 int max_roll = 1000;
1086 for (i = 0; i < max_roll; i++) {
1088 ItemMagicApplier(player_ptr, o_ptr, k_ptr->level, AM_GREAT | AM_NO_FIXED_ART).execute();
1089 if (o_ptr->art_name) {
1097 EgoType e_idx = EgoType::NONE;
1098 for (auto e : e_ids) {
1099 if (o_ptr->ego_idx == e) {
1105 if (e_idx != EgoType::NONE) {
1110 if (i == max_roll) {
1111 msg_print(_("失敗!もう一度願ってみてください。", "Failed! Try again."));
1112 return WishResultType::FAIL;
1116 wishing_puff_of_smoke();
1119 res = WishResultType::EGO;
1121 for (int i = 0; i < 100; i++) {
1123 ItemMagicApplier(player_ptr, o_ptr, 0, AM_NO_FIXED_ART).execute();
1124 if (!o_ptr->is_cursed()) {
1128 res = WishResultType::NORMAL;
1131 if (blessed && wield_slot(player_ptr, o_ptr) != -1) {
1132 o_ptr->art_flags.set(TR_BLESSED);
1135 if (fixed && wield_slot(player_ptr, o_ptr) != -1) {
1136 o_ptr->art_flags.set(TR_IGNORE_ACID);
1137 o_ptr->art_flags.set(TR_IGNORE_FIRE);
1140 (void)drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1145 msg_print(_("うーん、そんなものは存在しないようだ。", "Ummmm, that is not existing..."));
1146 return WishResultType::FAIL;